static void clippointtosurface(msurface_t *surface, vec3_t p, vec3_t out)
{
- int i, j;
- vec3_t v1, clipplanenormal, normal;
- vec_t clipplanedist, clipdist;
+ int i, j, k;
+ float *v[3], facenormal[3], edgenormal[3], sidenormal[3], temp[3], offsetdist, dist, bestdist;
+ bestdist = 1000000000;
VectorCopy(p, out);
- if (surface->flags & SURF_PLANEBACK)
- VectorNegate(surface->plane->normal, normal);
- else
- VectorCopy(surface->plane->normal, normal);
- for (i = 0, j = surface->mesh.num_vertices - 1;i < surface->mesh.num_vertices;j = i, i++)
- {
- VectorSubtract(&surface->mesh.data_vertex3f[j * 3], &surface->mesh.data_vertex3f[i * 3], v1);
- VectorNormalizeFast(v1);
- CrossProduct(v1, normal, clipplanenormal);
- clipplanedist = DotProduct(&surface->mesh.data_vertex3f[i * 3], clipplanenormal);
- clipdist = DotProduct(out, clipplanenormal) - clipplanedist;
- if (clipdist > 0)
+ for (i = 0;i < surface->mesh.num_triangles;i++)
+ {
+ // clip original point to each triangle of the surface and find the
+ // triangle that is closest
+ v[0] = surface->mesh.data_vertex3f + surface->mesh.data_element3i[i * 3 + 0] * 3;
+ v[1] = surface->mesh.data_vertex3f + surface->mesh.data_element3i[i * 3 + 1] * 3;
+ v[2] = surface->mesh.data_vertex3f + surface->mesh.data_element3i[i * 3 + 2] * 3;
+ TriangleNormal(v[0], v[1], v[2], facenormal);
+ VectorNormalize(facenormal);
+ offsetdist = DotProduct(v[0], facenormal) - DotProduct(p, facenormal);
+ VectorMA(p, offsetdist, facenormal, temp);
+ for (j = 0, k = 2;j < 3;k = j, j++)
+ {
+ VectorSubtract(v[k], v[j], edgenormal);
+ CrossProduct(edgenormal, facenormal, sidenormal);
+ VectorNormalize(sidenormal);
+ offsetdist = DotProduct(v[k], sidenormal) - DotProduct(temp, sidenormal);
+ if (offsetdist < 0)
+ VectorMA(temp, offsetdist, sidenormal, temp);
+ }
+ dist = VectorDistance2(temp, p);
+ if (bestdist > dist)
{
- clipdist = -clipdist;
- VectorMA(out, clipdist, clipplanenormal, out);
+ bestdist = dist;
+ VectorCopy(temp, out);
}
}
}
model = sv.models[modelindex];
if (surfacenum < 0 || surfacenum >= model->nummodelsurfaces)
return NULL;
- return model->brushq1.surfaces + surfacenum + model->firstmodelsurface;
+ return model->brush.data_surfaces + surfacenum + model->firstmodelsurface;
}
return;
}
+ // note: this (incorrectly) assumes it is a simple polygon
G_FLOAT(OFS_RETURN) = surface->mesh.num_vertices;
}
//PF_getsurfacepoint, // #435 vector(entity e, float s, float n) getsurfacepoint = #435;
return;
if (!(surface = getsurface(ed, G_FLOAT(OFS_PARM1))))
return;
+ // note: this (incorrectly) assumes it is a simple polygon
pointnum = G_FLOAT(OFS_PARM2);
if (pointnum < 0 || pointnum >= surface->mesh.num_vertices)
return;
void PF_getsurfacenormal(void)
{
msurface_t *surface;
+ vec3_t normal;
VectorClear(G_VECTOR(OFS_RETURN));
if (!(surface = getsurface(G_EDICT(OFS_PARM0), G_FLOAT(OFS_PARM1))))
return;
// FIXME: implement rotation/scaling
- if (surface->flags & SURF_PLANEBACK)
- VectorNegate(surface->plane->normal, G_VECTOR(OFS_RETURN));
- else
- VectorCopy(surface->plane->normal, G_VECTOR(OFS_RETURN));
+ // note: this (incorrectly) assumes it is a simple polygon
+ // note: this only returns the first triangle, so it doesn't work very
+ // well for curved surfaces or arbitrary meshes
+ TriangleNormal(surface->mesh.data_vertex3f, surface->mesh.data_vertex3f + 3, surface->mesh.data_vertex3f + 6, normal);
+ VectorNormalize(normal);
+ VectorCopy(normal, G_VECTOR(OFS_RETURN));
}
//PF_getsurfacetexture, // #437 string(entity e, float s) getsurfacetexture = #437;
void PF_getsurfacetexture(void)
G_INT(OFS_RETURN) = 0;
if (!(surface = getsurface(G_EDICT(OFS_PARM0), G_FLOAT(OFS_PARM1))))
return;
- G_INT(OFS_RETURN) = PR_SetString(surface->texinfo->texture->name);
+ G_INT(OFS_RETURN) = PR_SetString(surface->texture->name);
}
//PF_getsurfacenearpoint, // #438 float(entity e, vector p) getsurfacenearpoint = #438;
void PF_getsurfacenearpoint(void)
if (modelindex < 1 || modelindex >= MAX_MODELS)
return;
model = sv.models[modelindex];
- if (!model->brushq1.numsurfaces)
+ if (!model->brush.num_surfaces)
return;
// FIXME: implement rotation/scaling
bestdist = 1000000000;
for (surfacenum = 0;surfacenum < model->nummodelsurfaces;surfacenum++)
{
- surface = model->brushq1.surfaces + surfacenum + model->firstmodelsurface;
- dist = PlaneDiff(p, surface->plane);
- dist = dist * dist;
+ surface = model->brush.data_surfaces + surfacenum + model->firstmodelsurface;
+ // first see if the nearest point on the surface's box is closer than the previous match
+ clipped[0] = bound(surface->mins[0], p[0], surface->maxs[0]) - p[0];
+ clipped[1] = bound(surface->mins[1], p[1], surface->maxs[1]) - p[1];
+ clipped[2] = bound(surface->mins[2], p[2], surface->maxs[2]) - p[2];
+ dist = VectorLength2(clipped);
if (dist < bestdist)
{
+ // it is, check the nearest point on the actual geometry
clippointtosurface(surface, p, clipped);
VectorSubtract(clipped, p, clipped);
- dist += DotProduct(clipped, clipped);
+ dist += VectorLength2(clipped);
if (dist < bestdist)
{
+ // that's closer too, store it as the best match
best = surfacenum;
bestdist = dist;
}