2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
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3 For a list of contributors, see the accompanying CONTRIBUTORS file.
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5 This file is part of GtkRadiant.
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7 GtkRadiant is free software; you can redistribute it and/or modify
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8 it under the terms of the GNU General Public License as published by
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9 the Free Software Foundation; either version 2 of the License, or
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10 (at your option) any later version.
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12 GtkRadiant is distributed in the hope that it will be useful,
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13 but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 GNU General Public License for more details.
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17 You should have received a copy of the GNU General Public License
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18 along with GtkRadiant; if not, write to the Free Software
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19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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21 ----------------------------------------------------------------------------------
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23 This code has been altered significantly from its original form, to support
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24 several games based on the Quake III Arena engine, in the form of "Q3Map2."
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26 ------------------------------------------------------------------------------- */
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42 returns an 50/50 interpolated vert
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45 void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out )
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50 out->xyz[ 0 ] = 0.5 * (a->xyz[ 0 ] + b->xyz[ 0 ]);
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51 out->xyz[ 1 ] = 0.5 * (a->xyz[ 1 ] + b->xyz[ 1 ]);
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52 out->xyz[ 2 ] = 0.5 * (a->xyz[ 2 ] + b->xyz[ 2 ]);
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54 out->st[ 0 ] = 0.5 * (a->st[ 0 ] + b->st[ 0 ]);
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55 out->st[ 1 ] = 0.5 * (a->st[ 1 ] + b->st[ 1 ]);
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57 for( k = 0; k < MAX_LIGHTMAPS; k++ )
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59 out->lightmap[ k ][ 0 ] = 0.5f * (a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ]);
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60 out->lightmap[ k ][ 1 ] = 0.5f * (a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ]);
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61 out->color[ k ][ 0 ] = (a->color[ k ][ 0 ] + b->color[ k ][ 0 ]) >> 1;
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62 out->color[ k ][ 1 ] = (a->color[ k ][ 1 ] + b->color[ k ][ 1 ]) >> 1;
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63 out->color[ k ][ 2 ] = (a->color[ k ][ 2 ] + b->color[ k ][ 2 ]) >> 1;
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64 out->color[ k ][ 3 ] = (a->color[ k ][ 3 ] + b->color[ k ][ 3 ]) >> 1;
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67 /* ydnar: added normal interpolation */
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68 out->normal[ 0 ] = 0.5f * (a->normal[ 0 ] + b->normal[ 0 ]);
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69 out->normal[ 1 ] = 0.5f * (a->normal[ 1 ] + b->normal[ 1 ]);
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70 out->normal[ 2 ] = 0.5f * (a->normal[ 2 ] + b->normal[ 2 ]);
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72 /* if the interpolant created a bogus normal, just copy the normal from a */
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73 if( VectorNormalize( out->normal, out->normal ) == 0 )
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74 VectorCopy( a->normal, out->normal );
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80 LerpDrawVertAmount()
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81 returns a biased interpolated vert
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84 void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out )
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89 out->xyz[ 0 ] = a->xyz[ 0 ] + amount * (b->xyz[ 0 ] - a->xyz[ 0 ]);
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90 out->xyz[ 1 ] = a->xyz[ 1 ] + amount * (b->xyz[ 1 ] - a->xyz[ 1 ]);
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91 out->xyz[ 2 ] = a->xyz[ 2 ] + amount * (b->xyz[ 2 ] - a->xyz[ 2 ]);
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93 out->st[ 0 ] = a->st[ 0 ] + amount * (b->st[ 0 ] - a->st[ 0 ]);
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94 out->st[ 1 ] = a->st[ 1 ] + amount * (b->st[ 1 ] - a->st[ 1 ]);
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96 for( k = 0; k < MAX_LIGHTMAPS; k++ )
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98 out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * (b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ]);
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99 out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * (b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ]);
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100 out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * (b->color[ k ][ 0 ] - a->color[ k ][ 0 ]);
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101 out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * (b->color[ k ][ 1 ] - a->color[ k ][ 1 ]);
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102 out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * (b->color[ k ][ 2 ] - a->color[ k ][ 2 ]);
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103 out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * (b->color[ k ][ 3 ] - a->color[ k ][ 3 ]);
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106 out->normal[ 0 ] = a->normal[ 0 ] + amount * (b->normal[ 0 ] - a->normal[ 0 ]);
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107 out->normal[ 1 ] = a->normal[ 1 ] + amount * (b->normal[ 1 ] - a->normal[ 1 ]);
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108 out->normal[ 2 ] = a->normal[ 2 ] + amount * (b->normal[ 2 ] - a->normal[ 2 ]);
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110 /* if the interpolant created a bogus normal, just copy the normal from a */
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111 if( VectorNormalize( out->normal, out->normal ) == 0 )
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112 VectorCopy( a->normal, out->normal );
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116 void FreeMesh( mesh_t *m ) {
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121 void PrintMesh( mesh_t *m ) {
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124 for ( i = 0 ; i < m->height ; i++ ) {
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125 for ( j = 0 ; j < m->width ; j++ ) {
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126 Sys_Printf("(%5.2f %5.2f %5.2f) "
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127 , m->verts[i*m->width+j].xyz[0]
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128 , m->verts[i*m->width+j].xyz[1]
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129 , m->verts[i*m->width+j].xyz[2] );
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136 mesh_t *CopyMesh( mesh_t *mesh ) {
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140 out = safe_malloc( sizeof( *out ) );
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141 out->width = mesh->width;
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142 out->height = mesh->height;
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144 size = out->width * out->height * sizeof( *out->verts );
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145 out->verts = safe_malloc( size );
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146 memcpy( out->verts, mesh->verts, size );
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154 returns a transposed copy of the mesh, freeing the original
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157 mesh_t *TransposeMesh( mesh_t *in ) {
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161 out = safe_malloc( sizeof( *out ) );
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162 out->width = in->height;
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163 out->height = in->width;
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164 out->verts = safe_malloc( out->width * out->height * sizeof( bspDrawVert_t ) );
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166 for ( h = 0 ; h < in->height ; h++ ) {
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167 for ( w = 0 ; w < in->width ; w++ ) {
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168 out->verts[ w * in->height + h ] = in->verts[ h * in->width + w ];
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177 void InvertMesh( mesh_t *in ) {
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179 bspDrawVert_t temp;
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181 for ( h = 0 ; h < in->height ; h++ ) {
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182 for ( w = 0 ; w < in->width / 2 ; w++ ) {
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183 temp = in->verts[ h * in->width + w ];
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184 in->verts[ h * in->width + w ] = in->verts[ h * in->width + in->width - 1 - w ];
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185 in->verts[ h * in->width + in->width - 1 - w ] = temp;
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196 void MakeMeshNormals( mesh_t in )
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206 vec3_t around[8], temp;
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208 qboolean wrapWidth, wrapHeight;
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210 int neighbors[8][2] =
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212 {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
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216 wrapWidth = qfalse;
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217 for ( i = 0 ; i < in.height ; i++ ) {
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218 VectorSubtract( in.verts[i*in.width].xyz,
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219 in.verts[i*in.width+in.width-1].xyz, delta );
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220 len = VectorLength( delta );
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225 if ( i == in.height ) {
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229 wrapHeight = qfalse;
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230 for ( i = 0 ; i < in.width ; i++ ) {
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231 VectorSubtract( in.verts[i].xyz,
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232 in.verts[i + (in.height-1)*in.width].xyz, delta );
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233 len = VectorLength( delta );
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238 if ( i == in.width) {
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239 wrapHeight = qtrue;
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243 for ( i = 0 ; i < in.width ; i++ ) {
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244 for ( j = 0 ; j < in.height ; j++ ) {
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246 dv = &in.verts[j*in.width+i];
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247 VectorCopy( dv->xyz, base );
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248 for ( k = 0 ; k < 8 ; k++ ) {
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249 VectorClear( around[k] );
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252 for ( dist = 1 ; dist <= 3 ; dist++ ) {
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253 x = i + neighbors[k][0] * dist;
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254 y = j + neighbors[k][1] * dist;
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257 x = in.width - 1 + x;
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258 } else if ( x >= in.width ) {
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259 x = 1 + x - in.width;
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262 if ( wrapHeight ) {
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264 y = in.height - 1 + y;
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265 } else if ( y >= in.height ) {
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266 y = 1 + y - in.height;
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270 if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
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271 break; // edge of patch
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273 VectorSubtract( in.verts[y*in.width+x].xyz, base, temp );
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274 if ( VectorNormalize( temp, temp ) == 0 ) {
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275 continue; // degenerate edge, get more dist
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278 VectorCopy( temp, around[k] );
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279 break; // good edge
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284 VectorClear( sum );
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285 for ( k = 0 ; k < 8 ; k++ ) {
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286 if ( !good[k] || !good[(k+1)&7] ) {
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287 continue; // didn't get two points
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289 CrossProduct( around[(k+1)&7], around[k], normal );
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290 if ( VectorNormalize( normal, normal ) == 0 ) {
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293 VectorAdd( normal, sum, sum );
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296 if ( count == 0 ) {
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297 //Sys_Printf("bad normal\n");
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300 VectorNormalize( sum, dv->normal );
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307 drops the aproximating points onto the curve
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308 ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
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311 void PutMeshOnCurve( mesh_t in ) {
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316 // put all the aproximating points on the curve
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317 for ( i = 0 ; i < in.width ; i++ ) {
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318 for ( j = 1 ; j < in.height ; j += 2 ) {
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319 for ( l = 0 ; l < 3 ; l++ ) {
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320 prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j+1)*in.width+i].xyz[l] ) * 0.5;
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321 next = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j-1)*in.width+i].xyz[l] ) * 0.5;
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322 in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
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324 /* ydnar: interpolating st coords */
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327 prev = ( in.verts[j*in.width+i].st[l] + in.verts[(j+1)*in.width+i].st[l] ) * 0.5;
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328 next = ( in.verts[j*in.width+i].st[l] + in.verts[(j-1)*in.width+i].st[l] ) * 0.5;
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329 in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
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331 for( m = 0; m < MAX_LIGHTMAPS; m++ )
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333 prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j+1)*in.width+i].lightmap[ m ][l] ) * 0.5;
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334 next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j-1)*in.width+i].lightmap[ m ][l] ) * 0.5;
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335 in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
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342 for ( j = 0 ; j < in.height ; j++ ) {
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343 for ( i = 1 ; i < in.width ; i += 2 ) {
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344 for ( l = 0 ; l < 3 ; l++ ) {
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345 prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i+1].xyz[l] ) * 0.5;
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346 next = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i-1].xyz[l] ) * 0.5;
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347 in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
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349 /* ydnar: interpolating st coords */
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352 prev = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i+1].st[l] ) * 0.5;
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353 next = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i-1].st[l] ) * 0.5;
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354 in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
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356 for( m = 0; m < MAX_LIGHTMAPS; m++ )
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358 prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i+1].lightmap[ m ][l] ) * 0.5;
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359 next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i-1].lightmap[ m ][l] ) * 0.5;
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360 in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
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375 mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
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378 bspDrawVert_t prev, next, mid;
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379 vec3_t prevxyz, nextxyz, midxyz;
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384 /* ydnar: static for os x */
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385 MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
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388 out.width = in.width;
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389 out.height = in.height;
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391 for ( i = 0 ; i < in.width ; i++ ) {
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392 for ( j = 0 ; j < in.height ; j++ ) {
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393 expand[j][i] = in.verts[j*in.width+i];
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397 // horizontal subdivisions
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398 for ( j = 0 ; j + 2 < out.width ; j += 2 ) {
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399 // check subdivided midpoints against control points
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400 for ( i = 0 ; i < out.height ; i++ ) {
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401 for ( l = 0 ; l < 3 ; l++ ) {
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402 prevxyz[l] = expand[i][j+1].xyz[l] - expand[i][j].xyz[l];
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403 nextxyz[l] = expand[i][j+2].xyz[l] - expand[i][j+1].xyz[l];
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404 midxyz[l] = (expand[i][j].xyz[l] + expand[i][j+1].xyz[l] * 2
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405 + expand[i][j+2].xyz[l] ) * 0.25;
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408 // if the span length is too long, force a subdivision
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409 if ( VectorLength( prevxyz ) > minLength
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410 || VectorLength( nextxyz ) > minLength ) {
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414 // see if this midpoint is off far enough to subdivide
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415 VectorSubtract( expand[i][j+1].xyz, midxyz, delta );
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416 len = VectorLength( delta );
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417 if ( len > maxError ) {
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422 if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
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423 break; // can't subdivide any more
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426 if ( i == out.height ) {
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427 continue; // didn't need subdivision
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430 // insert two columns and replace the peak
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433 for ( i = 0 ; i < out.height ; i++ ) {
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434 LerpDrawVert( &expand[i][j], &expand[i][j+1], &prev );
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435 LerpDrawVert( &expand[i][j+1], &expand[i][j+2], &next );
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436 LerpDrawVert( &prev, &next, &mid );
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438 for ( k = out.width - 1 ; k > j + 3 ; k-- ) {
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439 expand[i][k] = expand[i][k-2];
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441 expand[i][j + 1] = prev;
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442 expand[i][j + 2] = mid;
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443 expand[i][j + 3] = next;
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446 // back up and recheck this set again, it may need more subdivision
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451 // vertical subdivisions
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452 for ( j = 0 ; j + 2 < out.height ; j += 2 ) {
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453 // check subdivided midpoints against control points
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454 for ( i = 0 ; i < out.width ; i++ ) {
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455 for ( l = 0 ; l < 3 ; l++ ) {
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456 prevxyz[l] = expand[j+1][i].xyz[l] - expand[j][i].xyz[l];
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457 nextxyz[l] = expand[j+2][i].xyz[l] - expand[j+1][i].xyz[l];
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458 midxyz[l] = (expand[j][i].xyz[l] + expand[j+1][i].xyz[l] * 2
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459 + expand[j+2][i].xyz[l] ) * 0.25;
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462 // if the span length is too long, force a subdivision
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463 if ( VectorLength( prevxyz ) > minLength
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464 || VectorLength( nextxyz ) > minLength ) {
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467 // see if this midpoint is off far enough to subdivide
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468 VectorSubtract( expand[j+1][i].xyz, midxyz, delta );
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469 len = VectorLength( delta );
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470 if ( len > maxError ) {
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475 if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
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476 break; // can't subdivide any more
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479 if ( i == out.width ) {
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480 continue; // didn't need subdivision
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483 // insert two columns and replace the peak
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486 for ( i = 0 ; i < out.width ; i++ ) {
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487 LerpDrawVert( &expand[j][i], &expand[j+1][i], &prev );
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488 LerpDrawVert( &expand[j+1][i], &expand[j+2][i], &next );
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489 LerpDrawVert( &prev, &next, &mid );
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491 for ( k = out.height - 1 ; k > j + 3 ; k-- ) {
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492 expand[k][i] = expand[k-2][i];
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494 expand[j+1][i] = prev;
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495 expand[j+2][i] = mid;
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496 expand[j+3][i] = next;
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499 // back up and recheck this set again, it may need more subdivision
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504 // collapse the verts
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506 out.verts = &expand[0][0];
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507 for ( i = 1 ; i < out.height ; i++ ) {
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508 memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
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511 return CopyMesh(&out);
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517 IterationsForCurve() - ydnar
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518 given a curve of a certain length, return the number of subdivision iterations
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519 note: this is affected by subdivision amount
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522 int IterationsForCurve( float len, int subdivisions )
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524 int iterations, facets;
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527 /* calculate the number of subdivisions */
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528 for( iterations = 0; iterations < 3; iterations++ )
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530 facets = subdivisions * 16 * pow( 2, iterations );
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531 if( facets >= len )
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535 /* return to caller */
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541 SubdivideMesh2() - ydnar
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542 subdivides each mesh quad a specified number of times
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545 mesh_t *SubdivideMesh2( mesh_t in, int iterations )
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548 bspDrawVert_t prev, next, mid;
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551 /* ydnar: static for os x */
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552 MAC_STATIC bspDrawVert_t expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
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555 /* initial setup */
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556 out.width = in.width;
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557 out.height = in.height;
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558 for( i = 0; i < in.width; i++ )
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560 for( j = 0; j < in.height; j++ )
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561 expand[ j ][ i ] = in.verts[ j * in.width + i ];
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564 /* keep chopping */
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565 for( iterations; iterations > 0; iterations-- )
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567 /* horizontal subdivisions */
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568 for( j = 0; j + 2 < out.width; j += 4 )
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570 /* check size limit */
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571 if( out.width + 2 >= MAX_EXPANDED_AXIS )
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574 /* insert two columns and replace the peak */
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576 for( i = 0; i < out.height; i++ )
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578 LerpDrawVert( &expand[ i ][ j ], &expand[ i ][ j + 1 ], &prev );
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579 LerpDrawVert( &expand[ i ][ j + 1 ], &expand[ i ][ j + 2 ], &next );
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580 LerpDrawVert( &prev, &next, &mid );
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582 for ( k = out.width - 1 ; k > j + 3; k-- )
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583 expand [ i ][ k ] = expand[ i ][ k - 2 ];
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584 expand[ i ][ j + 1 ] = prev;
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585 expand[ i ][ j + 2 ] = mid;
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586 expand[ i ][ j + 3 ] = next;
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591 /* vertical subdivisions */
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592 for ( j = 0; j + 2 < out.height; j += 4 )
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594 /* check size limit */
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595 if( out.height + 2 >= MAX_EXPANDED_AXIS )
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598 /* insert two columns and replace the peak */
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600 for( i = 0; i < out.width; i++ )
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602 LerpDrawVert( &expand[ j ][ i ], &expand[ j + 1 ][ i ], &prev );
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603 LerpDrawVert( &expand[ j + 1 ][ i ], &expand[ j + 2 ][ i ], &next );
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604 LerpDrawVert( &prev, &next, &mid );
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606 for( k = out.height - 1; k > j + 3; k-- )
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607 expand[ k ][ i ] = expand[ k - 2 ][ i ];
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608 expand[ j + 1 ][ i ] = prev;
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609 expand[ j + 2 ][ i ] = mid;
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610 expand[ j + 3 ][ i ] = next;
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615 /* collapse the verts */
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616 out.verts = &expand[ 0 ][ 0 ];
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617 for( i = 1; i < out.height; i++ )
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618 memmove( &out.verts[ i * out.width ], expand[ i ], out.width * sizeof( bspDrawVert_t ) );
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620 /* return to sender */
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621 return CopyMesh( &out );
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632 ProjectPointOntoVector
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635 void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )
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639 VectorSubtract( point, vStart, pVec );
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640 VectorSubtract( vEnd, vStart, vec );
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641 VectorNormalize( vec, vec );
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642 // project onto the directional vector for this segment
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643 VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );
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648 RemoveLinearMeshColumsRows
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651 mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
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653 float len, maxLength;
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657 /* ydnar: static for os x */
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658 MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
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661 out.width = in->width;
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662 out.height = in->height;
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664 for ( i = 0 ; i < in->width ; i++ ) {
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665 for ( j = 0 ; j < in->height ; j++ ) {
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666 expand[j][i] = in->verts[j*in->width+i];
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670 for ( j = 1 ; j < out.width - 1; j++ ) {
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672 for ( i = 0 ; i < out.height ; i++ ) {
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673 ProjectPointOntoVector(expand[i][j].xyz, expand[i][j-1].xyz, expand[i][j+1].xyz, proj);
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674 VectorSubtract(expand[i][j].xyz, proj, dir);
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675 len = VectorLength(dir);
\r
676 if (len > maxLength) {
\r
680 if (maxLength < 0.1)
\r
683 for ( i = 0 ; i < out.height ; i++ ) {
\r
684 for (k = j; k < out.width; k++) {
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685 expand[i][k] = expand[i][k+1];
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691 for ( j = 1 ; j < out.height - 1; j++ ) {
\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
701 if (maxLength < 0.1)
\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
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
718 return CopyMesh(&out);
\r
728 mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable )
\r
730 int i, j, k, w, h, maxsubdivisions, subdivisions;
\r
732 float length, maxLength, amount;
\r
734 bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
\r
736 out.width = in->width;
\r
737 out.height = in->height;
\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
745 if (maxsize > MAX_EXPANDED_AXIS)
\r
746 Error("SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS");
\r
748 // horizontal subdivisions
\r
750 maxsubdivisions = (maxsize - in->width) / (in->width - 1);
\r
752 for ( w = 0, j = 0 ; w < in->width - 1; w++, j += subdivisions + 1) {
\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
762 subdivisions = (int) (maxLength / minLength);
\r
763 if (subdivisions > maxsubdivisions)
\r
764 subdivisions = maxsubdivisions;
\r
766 widthtable[w] = subdivisions + 1;
\r
767 if (subdivisions <= 0)
\r
770 out.width += subdivisions;
\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
776 for (k = 1; k <= subdivisions; k++)
\r
778 amount = (float) k / (subdivisions + 1);
\r
779 LerpDrawVertAmount(&expand[i][j], &expand[i][j+subdivisions+1], amount, &expand[i][j+k]);
\r
784 maxsubdivisions = (maxsize - in->height) / (in->height - 1);
\r
786 for ( h = 0, j = 0 ; h < in->height - 1; h++, j += subdivisions + 1) {
\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
796 subdivisions = (int) (maxLength / minLength);
\r
797 if (subdivisions > maxsubdivisions)
\r
798 subdivisions = maxsubdivisions;
\r
800 heighttable[h] = subdivisions + 1;
\r
801 if (subdivisions <= 0)
\r
804 out.height += subdivisions;
\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
810 for (k = 1; k <= subdivisions; k++)
\r
812 amount = (float) k / (subdivisions + 1);
\r
813 LerpDrawVertAmount(&expand[j][i], &expand[j+subdivisions+1][i], amount, &expand[j+k][i]);
\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
824 return CopyMesh(&out);
\r