shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
-#define ALLOCMESHINPIECES 0
-#if ALLOCMESHINPIECES
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t));
-#else
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]));
-#endif
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->numtriangles = 0;
-#if ALLOCMESHINPIECES
- mesh->verts = Mem_Alloc(mempool, maxverts * sizeof(float[4]));
- mesh->elements = Mem_Alloc(mempool, maxverts * sizeof(int[3]));
- mesh->neighbors = Mem_Alloc(mempool, maxverts * sizeof(int[3]));
-#else
mesh->verts = (float *)(mesh + 1);
mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
-#endif
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
+ mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
-#if ALLOCMESHINPIECES
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t));
-#else
newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
-#endif
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
-#if ALLOCMESHINPIECES
- newmesh->verts = Mem_Alloc(mempool, newmesh->maxverts * sizeof(float[4]));
- newmesh->elements = Mem_Alloc(mempool, newmesh->numtriangles * sizeof(int[3]));
- newmesh->neighbors = Mem_Alloc(mempool, newmesh->numtriangles * sizeof(int[3]));
-#else
newmesh->verts = (float *)(newmesh + 1);
newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
-#endif
memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
{
- int j;
- float *m, temp[3];
- for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+ int hashindex;
+ float *m;
+ shadowmeshvertexhash_t *hash;
+ // this uses prime numbers intentionally
+ hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+ for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- VectorSubtract(v, m, temp);
- if (DotProduct(temp, temp) < 0.1)
- return j;
+ m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
+ return hash - mesh->vertexhashentries;
}
- mesh->numverts++;
+ hash = mesh->vertexhashentries + mesh->numverts;
+ hash->next = mesh->vertexhashtable[hashindex];
+ mesh->vertexhashtable[hashindex] = hash;
+ m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
VectorCopy(v, m);
- return j;
+ mesh->numverts++;
+ return mesh->numverts - 1;
}
void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
//Con_Printf("mesh\n");
//for (i = 0;i < newmesh->numtriangles;i++)
// Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
+ Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
}
Mem_Free(mesh);
#else
shadowmesh_t *mesh;
for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
+ }
#endif
return firstmesh;
}
for (;mesh;mesh = nextmesh)
{
nextmesh = mesh->next;
-#if ALLOCMESHINPIECES
- Mem_Free(mesh->verts);
- Mem_Free(mesh->elements);
- Mem_Free(mesh->neighbors);
-#endif
Mem_Free(mesh);
}
}