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1 /*\r
2 Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
4 \r
5 This file is part of GtkRadiant.\r
6 \r
7 GtkRadiant is free software; you can redistribute it and/or modify\r
8 it under the terms of the GNU General Public License as published by\r
9 the Free Software Foundation; either version 2 of the License, or\r
10 (at your option) any later version.\r
11 \r
12 GtkRadiant is distributed in the hope that it will be useful,\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
15 GNU General Public License for more details.\r
16 \r
17 You should have received a copy of the GNU General Public License\r
18 along with GtkRadiant; if not, write to the Free Software\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
20 \r
21 ----------------------------------------------------------------------------------\r
22 \r
23 This code has been altered significantly from its original form, to support\r
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
25 \r
26 ------------------------------------------------------------------------------- */\r
27 \r
28 \r
29 \r
30 /* marker */\r
31 #define MESH_C\r
32 \r
33 \r
34 \r
35 /* dependencies */\r
36 #include "q3map2.h"\r
37 \r
38 \r
39 \r
40 /*\r
41 LerpDrawVert()\r
42 returns an 50/50 interpolated vert\r
43 */\r
44 \r
45 void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out )\r
46 {\r
47         int             k;\r
48         \r
49         \r
50         out->xyz[ 0 ] = 0.5 * (a->xyz[ 0 ] + b->xyz[ 0 ]);\r
51         out->xyz[ 1 ] = 0.5 * (a->xyz[ 1 ] + b->xyz[ 1 ]);\r
52         out->xyz[ 2 ] = 0.5 * (a->xyz[ 2 ] + b->xyz[ 2 ]);\r
53 \r
54         out->st[ 0 ] = 0.5 * (a->st[ 0 ] + b->st[ 0 ]);\r
55         out->st[ 1 ] = 0.5 * (a->st[ 1 ] + b->st[ 1 ]);\r
56         \r
57         for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
58         {\r
59                 out->lightmap[ k ][ 0 ] = 0.5f * (a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ]);\r
60                 out->lightmap[ k ][ 1 ] = 0.5f * (a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ]);\r
61                 out->color[ k ][ 0 ] = (a->color[ k ][ 0 ] + b->color[ k ][ 0 ]) >> 1;\r
62                 out->color[ k ][ 1 ] = (a->color[ k ][ 1 ] + b->color[ k ][ 1 ]) >> 1;\r
63                 out->color[ k ][ 2 ] = (a->color[ k ][ 2 ] + b->color[ k ][ 2 ]) >> 1;\r
64                 out->color[ k ][ 3 ] = (a->color[ k ][ 3 ] + b->color[ k ][ 3 ]) >> 1;\r
65         }\r
66         \r
67         /* ydnar: added normal interpolation */\r
68         out->normal[ 0 ] = 0.5f * (a->normal[ 0 ] + b->normal[ 0 ]);\r
69         out->normal[ 1 ] = 0.5f * (a->normal[ 1 ] + b->normal[ 1 ]);\r
70         out->normal[ 2 ] = 0.5f * (a->normal[ 2 ] + b->normal[ 2 ]);\r
71         \r
72         /* if the interpolant created a bogus normal, just copy the normal from a */\r
73         if( VectorNormalize( out->normal, out->normal ) == 0 )\r
74                 VectorCopy( a->normal, out->normal );\r
75 }\r
76 \r
77 \r
78 \r
79 /*\r
80 LerpDrawVertAmount()\r
81 returns a biased interpolated vert\r
82 */\r
83 \r
84 void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out )\r
85 {\r
86         int             k;\r
87         \r
88         \r
89         out->xyz[ 0 ] = a->xyz[ 0 ] + amount * (b->xyz[ 0 ] - a->xyz[ 0 ]);\r
90         out->xyz[ 1 ] = a->xyz[ 1 ] + amount * (b->xyz[ 1 ] - a->xyz[ 1 ]);\r
91         out->xyz[ 2 ] = a->xyz[ 2 ] + amount * (b->xyz[ 2 ] - a->xyz[ 2 ]);\r
92         \r
93         out->st[ 0 ] = a->st[ 0 ] + amount * (b->st[ 0 ] - a->st[ 0 ]);\r
94         out->st[ 1 ] = a->st[ 1 ] + amount * (b->st[ 1 ] - a->st[ 1 ]);\r
95         \r
96         for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
97         {\r
98                 out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * (b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ]);\r
99                 out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * (b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ]);\r
100                 out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * (b->color[ k ][ 0 ] - a->color[ k ][ 0 ]);\r
101                 out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * (b->color[ k ][ 1 ] - a->color[ k ][ 1 ]);\r
102                 out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * (b->color[ k ][ 2 ] - a->color[ k ][ 2 ]);\r
103                 out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * (b->color[ k ][ 3 ] - a->color[ k ][ 3 ]);\r
104         }\r
105 \r
106         out->normal[ 0 ] = a->normal[ 0 ] + amount * (b->normal[ 0 ] - a->normal[ 0 ]);\r
107         out->normal[ 1 ] = a->normal[ 1 ] + amount * (b->normal[ 1 ] - a->normal[ 1 ]);\r
108         out->normal[ 2 ] = a->normal[ 2 ] + amount * (b->normal[ 2 ] - a->normal[ 2 ]);\r
109         \r
110         /* if the interpolant created a bogus normal, just copy the normal from a */\r
111         if( VectorNormalize( out->normal, out->normal ) == 0 )\r
112                 VectorCopy( a->normal, out->normal );\r
113 }\r
114 \r
115 \r
116 void FreeMesh( mesh_t *m ) {\r
117         free( m->verts );\r
118         free( m );\r
119 }\r
120 \r
121 void PrintMesh( mesh_t *m ) {\r
122         int             i, j;\r
123 \r
124         for ( i = 0 ; i < m->height ; i++ ) {\r
125                 for ( j = 0 ; j < m->width ; j++ ) {\r
126                         Sys_Printf("(%5.2f %5.2f %5.2f) "\r
127                                 , m->verts[i*m->width+j].xyz[0]\r
128                                 , m->verts[i*m->width+j].xyz[1]\r
129                                 , m->verts[i*m->width+j].xyz[2] );\r
130                 }\r
131                 Sys_Printf("\n");\r
132         }\r
133 }\r
134 \r
135 \r
136 mesh_t *CopyMesh( mesh_t *mesh ) {\r
137         mesh_t  *out;\r
138         int             size;\r
139 \r
140         out = safe_malloc( sizeof( *out ) );\r
141         out->width = mesh->width;\r
142         out->height = mesh->height;\r
143 \r
144         size = out->width * out->height * sizeof( *out->verts );\r
145         out->verts = safe_malloc( size );\r
146         memcpy( out->verts, mesh->verts, size );\r
147 \r
148         return out;\r
149 }\r
150 \r
151 \r
152 /*\r
153 TransposeMesh()\r
154 returns a transposed copy of the mesh, freeing the original\r
155 */\r
156 \r
157 mesh_t *TransposeMesh( mesh_t *in ) {\r
158         int                     w, h;\r
159         mesh_t          *out;\r
160 \r
161         out = safe_malloc( sizeof( *out ) );\r
162         out->width = in->height;\r
163         out->height = in->width;\r
164         out->verts = safe_malloc( out->width * out->height * sizeof( bspDrawVert_t ) );\r
165 \r
166         for ( h = 0 ; h < in->height ; h++ ) {\r
167                 for ( w = 0 ; w < in->width ; w++ ) {\r
168                         out->verts[ w * in->height + h ] = in->verts[ h * in->width + w ];\r
169                 }\r
170         }\r
171 \r
172         FreeMesh( in );\r
173 \r
174         return out;\r
175 }\r
176 \r
177 void InvertMesh( mesh_t *in ) {\r
178         int                     w, h;\r
179         bspDrawVert_t   temp;\r
180 \r
181         for ( h = 0 ; h < in->height ; h++ ) {\r
182                 for ( w = 0 ; w < in->width / 2 ; w++ ) {\r
183                         temp = in->verts[ h * in->width + w ];\r
184                         in->verts[ h * in->width + w ] = in->verts[ h * in->width + in->width - 1 - w ];\r
185                         in->verts[ h * in->width + in->width - 1 - w ] = temp;\r
186                 }\r
187         }\r
188 }\r
189 \r
190 /*\r
191 =================\r
192 MakeMeshNormals\r
193 \r
194 =================\r
195 */\r
196 void MakeMeshNormals( mesh_t in )\r
197 {\r
198         int             i, j, k, dist;\r
199         vec3_t  normal;\r
200         vec3_t  sum;\r
201         int             count;\r
202         vec3_t  base;\r
203         vec3_t  delta;\r
204         int             x, y;\r
205         bspDrawVert_t   *dv;\r
206         vec3_t          around[8], temp;\r
207         qboolean        good[8];\r
208         qboolean        wrapWidth, wrapHeight;\r
209         float           len;\r
210         int                             neighbors[8][2] =\r
211                                         {\r
212                                                 {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}\r
213                                         };\r
214         \r
215         \r
216         wrapWidth = qfalse;\r
217         for ( i = 0 ; i < in.height ; i++ ) {\r
218                 VectorSubtract( in.verts[i*in.width].xyz, \r
219                         in.verts[i*in.width+in.width-1].xyz, delta );\r
220                 len = VectorLength( delta );\r
221                 if ( len > 1.0 ) {\r
222                         break;\r
223                 }\r
224         }\r
225         if ( i == in.height ) {\r
226                 wrapWidth = qtrue;\r
227         }\r
228 \r
229         wrapHeight = qfalse;\r
230         for ( i = 0 ; i < in.width ; i++ ) {\r
231                 VectorSubtract( in.verts[i].xyz, \r
232                         in.verts[i + (in.height-1)*in.width].xyz, delta );\r
233                 len = VectorLength( delta );\r
234                 if ( len > 1.0 ) {\r
235                         break;\r
236                 }\r
237         }\r
238         if ( i == in.width) {\r
239                 wrapHeight = qtrue;\r
240         }\r
241 \r
242 \r
243         for ( i = 0 ; i < in.width ; i++ ) {\r
244                 for ( j = 0 ; j < in.height ; j++ ) {\r
245                         count = 0;\r
246                         dv = &in.verts[j*in.width+i];\r
247                         VectorCopy( dv->xyz, base );\r
248                         for ( k = 0 ; k < 8 ; k++ ) {\r
249                                 VectorClear( around[k] );\r
250                                 good[k] = qfalse;\r
251 \r
252                                 for ( dist = 1 ; dist <= 3 ; dist++ ) {\r
253                                         x = i + neighbors[k][0] * dist;\r
254                                         y = j + neighbors[k][1] * dist;\r
255                                         if ( wrapWidth ) {\r
256                                                 if ( x < 0 ) {\r
257                                                         x = in.width - 1 + x;\r
258                                                 } else if ( x >= in.width ) {\r
259                                                         x = 1 + x - in.width;\r
260                                                 }\r
261                                         }\r
262                                         if ( wrapHeight ) {\r
263                                                 if ( y < 0 ) {\r
264                                                         y = in.height - 1 + y;\r
265                                                 } else if ( y >= in.height ) {\r
266                                                         y = 1 + y - in.height;\r
267                                                 }\r
268                                         }\r
269 \r
270                                         if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {\r
271                                                 break;                                  // edge of patch\r
272                                         }\r
273                                         VectorSubtract( in.verts[y*in.width+x].xyz, base, temp );\r
274                                         if ( VectorNormalize( temp, temp ) == 0 ) {\r
275                                                 continue;                               // degenerate edge, get more dist\r
276                                         } else {\r
277                                                 good[k] = qtrue;\r
278                                                 VectorCopy( temp, around[k] );\r
279                                                 break;                                  // good edge\r
280                                         }\r
281                                 }\r
282                         }\r
283 \r
284                         VectorClear( sum );\r
285                         for ( k = 0 ; k < 8 ; k++ ) {\r
286                                 if ( !good[k] || !good[(k+1)&7] ) {\r
287                                         continue;       // didn't get two points\r
288                                 }\r
289                                 CrossProduct( around[(k+1)&7], around[k], normal );\r
290                                 if ( VectorNormalize( normal, normal ) == 0 ) {\r
291                                         continue;\r
292                                 }\r
293                                 VectorAdd( normal, sum, sum );\r
294                                 count++;\r
295                         }\r
296                         if ( count == 0 ) {\r
297 //Sys_Printf("bad normal\n");\r
298                                 count = 1;\r
299                         }\r
300                         VectorNormalize( sum, dv->normal );\r
301                 }\r
302         }\r
303 }\r
304 \r
305 /*\r
306 PutMeshOnCurve()\r
307 drops the aproximating points onto the curve\r
308 ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess\r
309 */\r
310 \r
311 void PutMeshOnCurve( mesh_t in ) {\r
312         int             i, j, l, m;\r
313         float   prev, next;\r
314         \r
315         \r
316         // put all the aproximating points on the curve\r
317         for ( i = 0 ; i < in.width ; i++ ) {\r
318                 for ( j = 1 ; j < in.height ; j += 2 ) {\r
319                         for ( l = 0 ; l < 3 ; l++ ) {\r
320                                 prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j+1)*in.width+i].xyz[l] ) * 0.5;\r
321                                 next = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j-1)*in.width+i].xyz[l] ) * 0.5;\r
322                                 in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;\r
323                                 \r
324                                 /* ydnar: interpolating st coords */\r
325                                 if( l < 2 )\r
326                                 {\r
327                                         prev = ( in.verts[j*in.width+i].st[l] + in.verts[(j+1)*in.width+i].st[l] ) * 0.5;\r
328                                         next = ( in.verts[j*in.width+i].st[l] + in.verts[(j-1)*in.width+i].st[l] ) * 0.5;\r
329                                         in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;\r
330                                         \r
331                                         for( m = 0; m < MAX_LIGHTMAPS; m++ )\r
332                                         {\r
333                                                 prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j+1)*in.width+i].lightmap[ m ][l] ) * 0.5;\r
334                                                 next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j-1)*in.width+i].lightmap[ m ][l] ) * 0.5;\r
335                                                 in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;\r
336                                         }\r
337                                 }\r
338                         }\r
339                 }\r
340         }\r
341         \r
342         for ( j = 0 ; j < in.height ; j++ ) {\r
343                 for ( i = 1 ; i < in.width ; i += 2 ) {\r
344                         for ( l = 0 ; l < 3 ; l++ ) {\r
345                                 prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i+1].xyz[l] ) * 0.5;\r
346                                 next = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i-1].xyz[l] ) * 0.5;\r
347                                 in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;\r
348                                 \r
349                                 /* ydnar: interpolating st coords */\r
350                                 if( l < 2 )\r
351                                 {\r
352                                         prev = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i+1].st[l] ) * 0.5;\r
353                                         next = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i-1].st[l] ) * 0.5;\r
354                                         in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;\r
355                                         \r
356                                         for( m = 0; m < MAX_LIGHTMAPS; m++ )\r
357                                         {\r
358                                                 prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i+1].lightmap[ m ][l] ) * 0.5;\r
359                                                 next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i-1].lightmap[ m ][l] ) * 0.5;\r
360                                                 in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;\r
361                                         }\r
362                                 }\r
363                         }\r
364                 }\r
365         }\r
366 }\r
367 \r
368 \r
369 /*\r
370 =================\r
371 SubdivideMesh\r
372 \r
373 =================\r
374 */\r
375 mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )\r
376 {\r
377         int                                                     i, j, k, l;\r
378         bspDrawVert_t                           prev, next, mid;\r
379         vec3_t                                          prevxyz, nextxyz, midxyz;\r
380         vec3_t                                          delta;\r
381         float                                           len;\r
382         mesh_t                                          out;\r
383         \r
384         /* ydnar: static for os x */\r
385         MAC_STATIC bspDrawVert_t        expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];\r
386         \r
387         \r
388         out.width = in.width;\r
389         out.height = in.height;\r
390 \r
391         for ( i = 0 ; i < in.width ; i++ ) {\r
392                 for ( j = 0 ; j < in.height ; j++ ) {\r
393                         expand[j][i] = in.verts[j*in.width+i];\r
394                 }\r
395         }\r
396 \r
397         // horizontal subdivisions\r
398         for ( j = 0 ; j + 2 < out.width ; j += 2 ) {\r
399                 // check subdivided midpoints against control points\r
400                 for ( i = 0 ; i < out.height ; i++ ) {\r
401                         for ( l = 0 ; l < 3 ; l++ ) {\r
402                                 prevxyz[l] = expand[i][j+1].xyz[l] - expand[i][j].xyz[l]; \r
403                                 nextxyz[l] = expand[i][j+2].xyz[l] - expand[i][j+1].xyz[l]; \r
404                                 midxyz[l] = (expand[i][j].xyz[l] + expand[i][j+1].xyz[l] * 2\r
405                                                 + expand[i][j+2].xyz[l] ) * 0.25;\r
406                         }\r
407 \r
408                         // if the span length is too long, force a subdivision\r
409                         if ( VectorLength( prevxyz ) > minLength \r
410                                 || VectorLength( nextxyz ) > minLength ) {\r
411                                 break;\r
412                         }\r
413 \r
414                         // see if this midpoint is off far enough to subdivide\r
415                         VectorSubtract( expand[i][j+1].xyz, midxyz, delta );\r
416                         len = VectorLength( delta );\r
417                         if ( len > maxError ) {\r
418                                 break;\r
419                         }\r
420                 }\r
421 \r
422                 if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {\r
423                         break;  // can't subdivide any more\r
424                 }\r
425 \r
426                 if ( i == out.height ) {\r
427                         continue;       // didn't need subdivision\r
428                 }\r
429 \r
430                 // insert two columns and replace the peak\r
431                 out.width += 2;\r
432 \r
433                 for ( i = 0 ; i < out.height ; i++ ) {\r
434                         LerpDrawVert( &expand[i][j], &expand[i][j+1], &prev );\r
435                         LerpDrawVert( &expand[i][j+1], &expand[i][j+2], &next );\r
436                         LerpDrawVert( &prev, &next, &mid );\r
437 \r
438                         for ( k = out.width - 1 ; k > j + 3 ; k-- ) {\r
439                                 expand[i][k] = expand[i][k-2];\r
440                         }\r
441                         expand[i][j + 1] = prev;\r
442                         expand[i][j + 2] = mid;\r
443                         expand[i][j + 3] = next;\r
444                 }\r
445 \r
446                 // back up and recheck this set again, it may need more subdivision\r
447                 j -= 2;\r
448 \r
449         }\r
450 \r
451         // vertical subdivisions\r
452         for ( j = 0 ; j + 2 < out.height ; j += 2 ) {\r
453                 // check subdivided midpoints against control points\r
454                 for ( i = 0 ; i < out.width ; i++ ) {\r
455                         for ( l = 0 ; l < 3 ; l++ ) {\r
456                                 prevxyz[l] = expand[j+1][i].xyz[l] - expand[j][i].xyz[l]; \r
457                                 nextxyz[l] = expand[j+2][i].xyz[l] - expand[j+1][i].xyz[l]; \r
458                                 midxyz[l] = (expand[j][i].xyz[l] + expand[j+1][i].xyz[l] * 2\r
459                                                 + expand[j+2][i].xyz[l] ) * 0.25;\r
460                         }\r
461 \r
462                         // if the span length is too long, force a subdivision\r
463                         if ( VectorLength( prevxyz ) > minLength \r
464                                 || VectorLength( nextxyz ) > minLength ) {\r
465                                 break;\r
466                         }\r
467                         // see if this midpoint is off far enough to subdivide\r
468                         VectorSubtract( expand[j+1][i].xyz, midxyz, delta );\r
469                         len = VectorLength( delta );\r
470                         if ( len > maxError ) {\r
471                                 break;\r
472                         }\r
473                 }\r
474 \r
475                 if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {\r
476                         break;  // can't subdivide any more\r
477                 }\r
478 \r
479                 if ( i == out.width ) {\r
480                         continue;       // didn't need subdivision\r
481                 }\r
482 \r
483                 // insert two columns and replace the peak\r
484                 out.height += 2;\r
485 \r
486                 for ( i = 0 ; i < out.width ; i++ ) {\r
487                         LerpDrawVert( &expand[j][i], &expand[j+1][i], &prev );\r
488                         LerpDrawVert( &expand[j+1][i], &expand[j+2][i], &next );\r
489                         LerpDrawVert( &prev, &next, &mid );\r
490 \r
491                         for ( k = out.height - 1 ; k > j + 3 ; k-- ) {\r
492                                 expand[k][i] = expand[k-2][i];\r
493                         }\r
494                         expand[j+1][i] = prev;\r
495                         expand[j+2][i] = mid;\r
496                         expand[j+3][i] = next;\r
497                 }\r
498 \r
499                 // back up and recheck this set again, it may need more subdivision\r
500                 j -= 2;\r
501 \r
502         }\r
503 \r
504         // collapse the verts\r
505 \r
506         out.verts = &expand[0][0];\r
507         for ( i = 1 ; i < out.height ; i++ ) {\r
508                 memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );\r
509         }\r
510 \r
511         return CopyMesh(&out);\r
512 }\r
513 \r
514 \r
515 \r
516 /*\r
517 IterationsForCurve() - ydnar\r
518 given a curve of a certain length, return the number of subdivision iterations\r
519 note: this is affected by subdivision amount\r
520 */\r
521 \r
522 int IterationsForCurve( float len, int subdivisions )\r
523 {\r
524         int             iterations, facets;\r
525         \r
526         \r
527         /* calculate the number of subdivisions */\r
528         for( iterations = 0; iterations < 3; iterations++ )\r
529         {\r
530                 facets = subdivisions * 16 * pow( 2, iterations );\r
531                 if( facets >= len )\r
532                         break;\r
533         }\r
534         \r
535         /* return to caller */\r
536         return iterations;\r
537 }\r
538 \r
539 \r
540 /*\r
541 SubdivideMesh2() - ydnar\r
542 subdivides each mesh quad a specified number of times\r
543 */\r
544 \r
545 mesh_t *SubdivideMesh2( mesh_t in, int iterations )\r
546 {\r
547         int                                                     i, j, k;\r
548         bspDrawVert_t                           prev, next, mid;\r
549         mesh_t                                          out;\r
550         \r
551         /* ydnar: static for os x */\r
552         MAC_STATIC bspDrawVert_t        expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];\r
553         \r
554         \r
555         /* initial setup */\r
556         out.width = in.width;\r
557         out.height = in.height;\r
558         for( i = 0; i < in.width; i++ )\r
559         {\r
560                 for( j = 0; j < in.height; j++ )\r
561                         expand[ j ][ i ] = in.verts[ j * in.width + i ];\r
562         }\r
563         \r
564         /* keep chopping */\r
565         for( iterations; iterations > 0; iterations-- )\r
566         {\r
567                 /* horizontal subdivisions */\r
568                 for( j = 0; j + 2 < out.width; j += 4 )\r
569                 {\r
570                         /* check size limit */\r
571                         if( out.width + 2 >= MAX_EXPANDED_AXIS )\r
572                                 break;\r
573                         \r
574                         /* insert two columns and replace the peak */\r
575                         out.width += 2;\r
576                         for( i = 0; i < out.height; i++ )\r
577                         {\r
578                                 LerpDrawVert( &expand[ i ][ j ], &expand[ i ][ j + 1 ], &prev );\r
579                                 LerpDrawVert( &expand[ i ][ j + 1 ], &expand[ i ][ j + 2 ], &next );\r
580                                 LerpDrawVert( &prev, &next, &mid );\r
581 \r
582                                 for ( k = out.width - 1 ; k > j + 3; k-- )\r
583                                         expand [ i ][ k ] = expand[ i ][ k - 2 ];\r
584                                 expand[ i ][ j + 1 ] = prev;\r
585                                 expand[ i ][ j + 2 ] = mid;\r
586                                 expand[ i ][ j + 3 ] = next;\r
587                         }\r
588                         \r
589                 }\r
590 \r
591                 /* vertical subdivisions */\r
592                 for ( j = 0; j + 2 < out.height; j += 4 )\r
593                 {\r
594                         /* check size limit */\r
595                         if( out.height + 2 >= MAX_EXPANDED_AXIS )\r
596                                 break;\r
597                         \r
598                         /* insert two columns and replace the peak */\r
599                         out.height += 2;\r
600                         for( i = 0; i < out.width; i++ )\r
601                         {\r
602                                 LerpDrawVert( &expand[ j ][ i ], &expand[ j + 1 ][ i ], &prev );\r
603                                 LerpDrawVert( &expand[ j + 1 ][ i ], &expand[ j + 2 ][ i ], &next );\r
604                                 LerpDrawVert( &prev, &next, &mid );\r
605                                 \r
606                                 for( k = out.height - 1; k > j  +  3; k-- )\r
607                                         expand[ k ][ i ] = expand[ k - 2 ][ i ];\r
608                                 expand[ j + 1 ][ i ] = prev;\r
609                                 expand[ j + 2 ][ i ] = mid;\r
610                                 expand[ j + 3 ][ i ] = next;\r
611                         }\r
612                 }\r
613         }\r
614         \r
615         /* collapse the verts */\r
616         out.verts = &expand[ 0 ][ 0 ];\r
617         for( i = 1; i < out.height; i++ )\r
618                 memmove( &out.verts[ i * out.width ], expand[ i ], out.width * sizeof( bspDrawVert_t ) );\r
619         \r
620         /* return to sender */\r
621         return CopyMesh( &out );\r
622 }\r
623 \r
624 \r
625 \r
626 \r
627 \r
628 \r
629 \r
630 /*\r
631 ================\r
632 ProjectPointOntoVector\r
633 ================\r
634 */\r
635 void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )\r
636 {\r
637         vec3_t pVec, vec;\r
638 \r
639         VectorSubtract( point, vStart, pVec );\r
640         VectorSubtract( vEnd, vStart, vec );\r
641         VectorNormalize( vec, vec );\r
642         // project onto the directional vector for this segment\r
643         VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );\r
644 }\r
645 \r
646 /*\r
647 ================\r
648 RemoveLinearMeshColumsRows\r
649 ================\r
650 */\r
651 mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {\r
652         int                                                     i, j, k;\r
653         float                                           len, maxLength;\r
654         vec3_t                                          proj, dir;\r
655         mesh_t                                          out;\r
656         \r
657         /* ydnar: static for os x */\r
658         MAC_STATIC bspDrawVert_t        expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];\r
659         \r
660 \r
661         out.width = in->width;\r
662         out.height = in->height;\r
663 \r
664         for ( i = 0 ; i < in->width ; i++ ) {\r
665                 for ( j = 0 ; j < in->height ; j++ ) {\r
666                         expand[j][i] = in->verts[j*in->width+i];\r
667                 }\r
668         }\r
669 \r
670         for ( j = 1 ; j < out.width - 1; j++ ) {\r
671                 maxLength = 0;\r
672                 for ( i = 0 ; i < out.height ; i++ ) {\r
673                         ProjectPointOntoVector(expand[i][j].xyz, expand[i][j-1].xyz, expand[i][j+1].xyz, proj);\r
674                         VectorSubtract(expand[i][j].xyz, proj, dir);\r
675                         len = VectorLength(dir);\r
676                         if (len > maxLength) {\r
677                                 maxLength = len;\r
678                         }\r
679                 }\r
680                 if (maxLength < 0.1)\r
681                 {\r
682                         out.width--;\r
683                         for ( i = 0 ; i < out.height ; i++ ) {\r
684                                 for (k = j; k < out.width; k++) {\r
685                                         expand[i][k] = expand[i][k+1];\r
686                                 }\r
687                         }\r
688                         j--;\r
689                 }\r
690         }\r
691         for ( j = 1 ; j < out.height - 1; j++ ) {\r
692                 maxLength = 0;\r
693                 for ( i = 0 ; i < out.width ; i++ ) {\r
694                         ProjectPointOntoVector(expand[j][i].xyz, expand[j-1][i].xyz, expand[j+1][i].xyz, proj);\r
695                         VectorSubtract(expand[j][i].xyz, proj, dir);\r
696                         len = VectorLength(dir);\r
697                         if (len > maxLength) {\r
698                                 maxLength = len;\r
699                         }\r
700                 }\r
701                 if (maxLength < 0.1)\r
702                 {\r
703                         out.height--;\r
704                         for ( i = 0 ; i < out.width ; i++ ) {\r
705                                 for (k = j; k < out.height; k++) {\r
706                                         expand[k][i] = expand[k+1][i];\r
707                                 }\r
708                         }\r
709                         j--;\r
710                 }\r
711         }\r
712         // collapse the verts\r
713         out.verts = &expand[0][0];\r
714         for ( i = 1 ; i < out.height ; i++ ) {\r
715                 memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );\r
716         }\r
717 \r
718         return CopyMesh(&out);\r
719 }\r
720 \r
721 \r
722 \r
723 /*\r
724 =================\r
725 SubdivideMeshQuads\r
726 =================\r
727 */\r
728 mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable )\r
729 {\r
730         int                             i, j, k, w, h, maxsubdivisions, subdivisions;\r
731         vec3_t                  dir;\r
732         float                   length, maxLength, amount;\r
733         mesh_t                  out;\r
734         bspDrawVert_t   expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];\r
735 \r
736         out.width = in->width;\r
737         out.height = in->height;\r
738 \r
739         for ( i = 0 ; i < in->width ; i++ ) {\r
740                 for ( j = 0 ; j < in->height ; j++ ) {\r
741                         expand[j][i] = in->verts[j*in->width+i];\r
742                 }\r
743         }\r
744 \r
745         if (maxsize > MAX_EXPANDED_AXIS)\r
746                 Error("SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS");\r
747 \r
748         // horizontal subdivisions\r
749 \r
750         maxsubdivisions = (maxsize - in->width) / (in->width - 1);\r
751 \r
752         for ( w = 0, j = 0 ; w < in->width - 1; w++, j += subdivisions + 1) {\r
753                 maxLength = 0;\r
754                 for ( i = 0 ; i < out.height ; i++ ) {\r
755                         VectorSubtract(expand[i][j+1].xyz, expand[i][j].xyz, dir);\r
756                         length = VectorLength( dir );\r
757                         if (length > maxLength) {\r
758                                 maxLength = length;\r
759                         }\r
760                 }\r
761                 \r
762                 subdivisions = (int) (maxLength / minLength);\r
763                 if (subdivisions > maxsubdivisions)\r
764                         subdivisions = maxsubdivisions;\r
765 \r
766                 widthtable[w] = subdivisions + 1;\r
767                 if (subdivisions <= 0)\r
768                         continue;\r
769 \r
770                 out.width += subdivisions;\r
771 \r
772                 for ( i = 0 ; i < out.height ; i++ ) {\r
773                         for ( k = out.width - 1 ; k > j + subdivisions; k-- ) {\r
774                                 expand[i][k] = expand[i][k-subdivisions];\r
775                         }\r
776                         for (k = 1; k <= subdivisions; k++)\r
777                         {\r
778                                 amount = (float) k / (subdivisions + 1);\r
779                                 LerpDrawVertAmount(&expand[i][j], &expand[i][j+subdivisions+1], amount, &expand[i][j+k]);\r
780                         }\r
781                 }\r
782         }\r
783 \r
784         maxsubdivisions = (maxsize - in->height) / (in->height - 1);\r
785 \r
786         for ( h = 0, j = 0 ; h < in->height - 1; h++, j += subdivisions + 1) {\r
787                 maxLength = 0;\r
788                 for ( i = 0 ; i < out.width ; i++ ) {\r
789                         VectorSubtract(expand[j+1][i].xyz, expand[j][i].xyz, dir);\r
790                         length = VectorLength( dir );\r
791                         if (length  > maxLength) {\r
792                                 maxLength = length;\r
793                         }\r
794                 }\r
795                 \r
796                 subdivisions = (int) (maxLength / minLength);\r
797                 if (subdivisions > maxsubdivisions)\r
798                         subdivisions = maxsubdivisions;\r
799 \r
800                 heighttable[h] = subdivisions + 1;\r
801                 if (subdivisions <= 0)\r
802                         continue;\r
803 \r
804                 out.height += subdivisions;\r
805 \r
806                 for ( i = 0 ; i < out.width ; i++ ) {\r
807                         for ( k = out.height - 1 ; k > j + subdivisions; k-- ) {\r
808                                 expand[k][i] = expand[k-subdivisions][i];\r
809                         }\r
810                         for (k = 1; k <= subdivisions; k++)\r
811                         {\r
812                                 amount = (float) k / (subdivisions + 1);\r
813                                 LerpDrawVertAmount(&expand[j][i], &expand[j+subdivisions+1][i], amount, &expand[j+k][i]);\r
814                         }\r
815                 }\r
816         }\r
817 \r
818         // collapse the verts\r
819         out.verts = &expand[0][0];\r
820         for ( i = 1 ; i < out.height ; i++ ) {\r
821                 memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );\r
822         }\r
823 \r
824         return CopyMesh(&out);\r
825 }\r