421 lines
12 KiB
C++
421 lines
12 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <common/bsputils.hh>
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#include <cstddef>
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#include <common/qvec.hh>
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const dmodelh2_t *BSP_GetWorldModel(const mbsp_t *bsp)
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{
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// We only support .bsp's that have a world model
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if (bsp->dmodels.size() < 1) {
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FError("BSP has no models");
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}
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return &bsp->dmodels[0];
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}
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int Face_GetNum(const mbsp_t *bsp, const mface_t *f)
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{
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Q_assert(f != nullptr);
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const ptrdiff_t diff = f - bsp->dfaces.data();
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Q_assert(diff >= 0 && diff < bsp->dfaces.size());
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return static_cast<int>(diff);
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}
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const bsp2_dnode_t *BSP_GetNode(const mbsp_t *bsp, int nodenum)
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{
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Q_assert(nodenum >= 0 && nodenum < bsp->dnodes.size());
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return &bsp->dnodes[nodenum];
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}
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const mleaf_t *BSP_GetLeaf(const mbsp_t *bsp, int leafnum)
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{
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if (leafnum < 0 || leafnum >= bsp->dleafs.size()) {
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Error("Corrupt BSP: leaf {} is out of bounds (bsp->numleafs = {})", leafnum, bsp->dleafs.size());
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}
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return &bsp->dleafs[leafnum];
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}
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const mleaf_t *BSP_GetLeafFromNodeNum(const mbsp_t *bsp, int nodenum)
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{
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const int leafnum = (-1 - nodenum);
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return BSP_GetLeaf(bsp, leafnum);
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}
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const dplane_t *BSP_GetPlane(const mbsp_t *bsp, int planenum)
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{
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Q_assert(planenum >= 0 && planenum < bsp->dplanes.size());
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return &bsp->dplanes[planenum];
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}
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const mface_t *BSP_GetFace(const mbsp_t *bsp, int fnum)
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{
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Q_assert(fnum >= 0 && fnum < bsp->dfaces.size());
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return &bsp->dfaces[fnum];
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}
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const gtexinfo_t *BSP_GetTexinfo(const mbsp_t *bsp, int texinfo)
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{
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if (texinfo < 0) {
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return nullptr;
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}
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if (texinfo >= bsp->texinfo.size()) {
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return nullptr;
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}
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const gtexinfo_t *tex = &bsp->texinfo[texinfo];
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return tex;
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}
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mface_t *BSP_GetFace(mbsp_t *bsp, int fnum)
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{
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Q_assert(fnum >= 0 && fnum < bsp->dfaces.size());
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return &bsp->dfaces[fnum];
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}
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/* small helper that just retrieves the correct vertex from face->surfedge->edge lookups */
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int Face_VertexAtIndex(const mbsp_t *bsp, const mface_t *f, int v)
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{
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Q_assert(v >= 0);
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Q_assert(v < f->numedges);
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int edge = f->firstedge + v;
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edge = bsp->dsurfedges[edge];
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if (edge < 0)
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return bsp->dedges[-edge][1];
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return bsp->dedges[edge][0];
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}
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const qvec3f &Vertex_GetPos(const mbsp_t *bsp, int num)
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{
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Q_assert(num >= 0 && num < bsp->dvertexes.size());
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return bsp->dvertexes[num];
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}
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const qvec3f &Face_PointAtIndex(const mbsp_t *bsp, const mface_t *f, int v)
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{
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const int vertnum = Face_VertexAtIndex(bsp, f, v);
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return Vertex_GetPos(bsp, vertnum);
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}
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qvec3d Face_Normal(const mbsp_t *bsp, const mface_t *f)
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{
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return Face_Plane(bsp, f).normal;
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}
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qplane3d Face_Plane(const mbsp_t *bsp, const mface_t *f)
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{
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Q_assert(f->planenum >= 0 && f->planenum < bsp->dplanes.size());
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qplane3d result = bsp->dplanes[f->planenum];
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if (f->side) {
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return -result;
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}
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return result;
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}
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const gtexinfo_t *Face_Texinfo(const mbsp_t *bsp, const mface_t *face)
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{
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if (face->texinfo < 0 || face->texinfo >= bsp->texinfo.size())
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return nullptr;
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return &bsp->texinfo[face->texinfo];
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}
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const miptex_t *Face_Miptex(const mbsp_t *bsp, const mface_t *face)
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{
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// no miptex data (Q2 maps)
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if (!bsp->dtex.textures.size())
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return nullptr;
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const gtexinfo_t *texinfo = Face_Texinfo(bsp, face);
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if (texinfo == nullptr)
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return nullptr;
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const miptex_t &miptex = bsp->dtex.textures[texinfo->miptex];
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// sometimes the texture just wasn't written. including its name.
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if (miptex.name.empty())
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return nullptr;
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return &miptex;
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}
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const char *Face_TextureName(const mbsp_t *bsp, const mface_t *face)
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{
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const gtexinfo_t *texinfo = Face_Texinfo(bsp, face);
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if (!texinfo) {
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return "";
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}
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// Q2 has texture written directly here
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if (texinfo->texture[0]) {
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return texinfo->texture.data();
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}
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// Q1 has it on the miptex
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const auto *miptex = Face_Miptex(bsp, face);
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if (miptex) {
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return miptex->name.c_str();
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}
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return "";
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}
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bool Face_IsLightmapped(const mbsp_t *bsp, const mface_t *face)
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{
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const gtexinfo_t *texinfo = Face_Texinfo(bsp, face);
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if (texinfo == nullptr)
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return false;
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return bsp->loadversion->game->surf_is_lightmapped(texinfo->flags);
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}
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const qvec3f &GetSurfaceVertexPoint(const mbsp_t *bsp, const mface_t *f, int v)
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{
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return bsp->dvertexes[Face_VertexAtIndex(bsp, f, v)];
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}
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static int TextureName_Contents(const char *texname)
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{
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if (!Q_strncasecmp(texname, "sky", 3))
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return CONTENTS_SKY;
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else if (!Q_strncasecmp(texname, "*lava", 5))
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return CONTENTS_LAVA;
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else if (!Q_strncasecmp(texname, "*slime", 6))
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return CONTENTS_SLIME;
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else if (texname[0] == '*')
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return CONTENTS_WATER;
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return CONTENTS_SOLID;
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}
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bool // mxd
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ContentsOrSurfaceFlags_IsTranslucent(const mbsp_t *bsp, const int contents_or_surf_flags)
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{
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if (bsp->loadversion->game->id == GAME_QUAKE_II)
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return (contents_or_surf_flags & Q2_SURF_TRANSLUCENT) &&
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((contents_or_surf_flags & Q2_SURF_TRANSLUCENT) !=
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Q2_SURF_TRANSLUCENT); // Don't count KMQ2 fence flags combo as translucent
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else
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return contents_or_surf_flags == CONTENTS_WATER || contents_or_surf_flags == CONTENTS_LAVA ||
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contents_or_surf_flags == CONTENTS_SLIME;
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}
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bool // mxd. Moved here from ltface.c (was Face_IsLiquid)
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Face_IsTranslucent(const mbsp_t *bsp, const mface_t *face)
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{
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return ContentsOrSurfaceFlags_IsTranslucent(bsp, Face_ContentsOrSurfaceFlags(bsp, face));
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}
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int // mxd. Returns CONTENTS_ value for Q1, Q2_SURF_ bitflags for Q2...
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Face_ContentsOrSurfaceFlags(const mbsp_t *bsp, const mface_t *face)
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{
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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const gtexinfo_t *info = Face_Texinfo(bsp, face);
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return info->flags.native;
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} else {
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return TextureName_Contents(Face_TextureName(bsp, face));
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}
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}
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const dmodelh2_t *BSP_DModelForModelString(const mbsp_t *bsp, const std::string &submodel_str)
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{
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int submodel = -1;
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if (1 == sscanf(submodel_str.c_str(), "*%d", &submodel)) {
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if (submodel < 0 || submodel >= bsp->dmodels.size()) {
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return nullptr;
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}
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return &bsp->dmodels[submodel];
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}
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return nullptr;
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}
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static bool Light_PointInSolid_r(const mbsp_t *bsp, const int nodenum, const qvec3d &point)
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{
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if (nodenum < 0) {
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const mleaf_t *leaf = BSP_GetLeafFromNodeNum(bsp, nodenum);
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// mxd
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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return leaf->contents & Q2_CONTENTS_SOLID;
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}
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return (leaf->contents == CONTENTS_SOLID || leaf->contents == CONTENTS_SKY);
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}
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const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
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const vec_t dist = bsp->dplanes[node->planenum].distance_to_fast(point);
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if (dist > 0.1)
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return Light_PointInSolid_r(bsp, node->children[0], point);
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if (dist < -0.1)
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return Light_PointInSolid_r(bsp, node->children[1], point);
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// too close to the plane, check both sides
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return Light_PointInSolid_r(bsp, node->children[0], point) || Light_PointInSolid_r(bsp, node->children[1], point);
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}
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// Tests hull 0 of the given model
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bool Light_PointInSolid(const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point)
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{
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// fast bounds check
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for (int i = 0; i < 3; ++i) {
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if (point[i] < model->mins[i])
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return false;
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if (point[i] > model->maxs[i])
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return false;
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}
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return Light_PointInSolid_r(bsp, model->headnode[0], point);
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}
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bool Light_PointInWorld(const mbsp_t *bsp, const qvec3d &point)
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{
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return Light_PointInSolid(bsp, &bsp->dmodels[0], point);
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}
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static std::vector<qplane3d> Face_AllocInwardFacingEdgePlanes(const mbsp_t *bsp, const mface_t *face)
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{
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std::vector<qplane3d> out;
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out.reserve(face->numedges);
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const qplane3d faceplane = Face_Plane(bsp, face);
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for (int i = 0; i < face->numedges; i++) {
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const qvec3f &v0 = GetSurfaceVertexPoint(bsp, face, i);
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const qvec3f &v1 = GetSurfaceVertexPoint(bsp, face, (i + 1) % face->numedges);
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qvec3d edgevec = qv::normalize(v1 - v0);
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qvec3d normal = qv::cross(edgevec, faceplane.normal);
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out.emplace_back(normal, qv::dot(normal, v0));
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}
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return out;
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}
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static bool EdgePlanes_PointInside(const std::vector<qplane3d> &edgeplanes, const qvec3d &point)
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{
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for (auto &plane : edgeplanes) {
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if (plane.distance_to(point) < 0) {
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return false;
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}
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}
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return true;
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}
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static const mface_t *BSP_FindFaceAtPoint_r(
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const mbsp_t *bsp, const int nodenum, const qvec3d &point, const qvec3d &wantedNormal)
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{
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if (nodenum < 0) {
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// we're only interested in nodes, since faces are owned by nodes.
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return nullptr;
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}
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const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
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const vec_t dist = bsp->dplanes[node->planenum].distance_to_fast(point);
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if (dist > 0.1)
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return BSP_FindFaceAtPoint_r(bsp, node->children[0], point, wantedNormal);
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if (dist < -0.1)
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return BSP_FindFaceAtPoint_r(bsp, node->children[1], point, wantedNormal);
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// Point is close to this node plane. Check all faces on the plane.
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for (int i = 0; i < node->numfaces; i++) {
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const mface_t *face = BSP_GetFace(bsp, node->firstface + i);
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// First check if it's facing the right way
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qvec3d faceNormal = Face_Normal(bsp, face);
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if (qv::dot(faceNormal, wantedNormal) < 0) {
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// Opposite, so not the right face.
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continue;
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}
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// Next test if it's within the boundaries of the face
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auto edgeplanes = Face_AllocInwardFacingEdgePlanes(bsp, face);
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const bool insideFace = EdgePlanes_PointInside(edgeplanes, point);
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// Found a match?
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if (insideFace) {
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return face;
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}
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}
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// No match found on this plane. Check both sides of the tree.
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const mface_t *side0Match = BSP_FindFaceAtPoint_r(bsp, node->children[0], point, wantedNormal);
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if (side0Match != nullptr) {
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return side0Match;
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} else {
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return BSP_FindFaceAtPoint_r(bsp, node->children[1], point, wantedNormal);
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}
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}
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const mface_t *BSP_FindFaceAtPoint(
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const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point, const qvec3d &wantedNormal)
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{
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return BSP_FindFaceAtPoint_r(bsp, model->headnode[0], point, wantedNormal);
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}
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// glm stuff
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std::vector<qvec3f> GLM_FacePoints(const mbsp_t *bsp, const mface_t *face)
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{
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std::vector<qvec3f> points;
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points.reserve(face->numedges);
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for (int j = 0; j < face->numedges; j++) {
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points.push_back(Face_PointAtIndex(bsp, face, j));
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}
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return points;
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}
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qvec3f Face_Centroid(const mbsp_t *bsp, const mface_t *face)
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{
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auto points = GLM_FacePoints(bsp, face);
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return qv::PolyCentroid(points.begin(), points.end());
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}
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void Face_DebugPrint(const mbsp_t *bsp, const mface_t *face)
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{
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const gtexinfo_t *tex = &bsp->texinfo[face->texinfo];
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const char *texname = Face_TextureName(bsp, face);
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LogPrint("face {}, texture '{}', {} edges; vectors:\n"
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"{: 3.3}\n",
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Face_GetNum(bsp, face), texname, face->numedges, tex->vecs);
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for (int i = 0; i < face->numedges; i++) {
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int edge = bsp->dsurfedges[face->firstedge + i];
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int vert = Face_VertexAtIndex(bsp, face, i);
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const qvec3f &point = GetSurfaceVertexPoint(bsp, face, i);
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LogPrint("{} {:3} ({:3.3}, {:3.3}, {:3.3}) :: edge {}\n", i ? " " : " verts ", vert, point[0],
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point[1], point[2], edge);
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}
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}
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