/*
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
#include "brush_primit.h"
+#include "globaldefs.h"
#include "debugging/debugging.h"
/*!
-\brief Construct a transform from XYZ space to ST space (3d to 2d).
-This will be one of three axis-aligned spaces, depending on the surface normal.
-NOTE: could also be done by swapping values.
-*/
-void Normal_GetTransform(const Vector3& normal, Matrix4& transform)
-{
- switch (projectionaxis_for_normal(normal))
- {
- case eProjectionAxisZ:
- transform[0] = 1;
- transform[1] = 0;
- transform[2] = 0;
-
- transform[4] = 0;
- transform[5] = 1;
- transform[6] = 0;
-
- transform[8] = 0;
- transform[9] = 0;
- transform[10] = 1;
- break;
- case eProjectionAxisY:
- transform[0] = 1;
- transform[1] = 0;
- transform[2] = 0;
-
- transform[4] = 0;
- transform[5] = 0;
- transform[6] = -1;
-
- transform[8] = 0;
- transform[9] = 1;
- transform[10] = 0;
- break;
- case eProjectionAxisX:
- transform[0] = 0;
- transform[1] = 0;
- transform[2] = 1;
-
- transform[4] = 1;
- transform[5] = 0;
- transform[6] = 0;
-
- transform[8] = 0;
- transform[9] = 1;
- transform[10] = 0;
- break;
- }
- transform[3] = transform[7] = transform[11] = transform[12] = transform[13] = transform[14] = 0;
- transform[15] = 1;
+ \brief Construct a transform from XYZ space to ST space (3d to 2d).
+ This will be one of three axis-aligned spaces, depending on the surface normal.
+ NOTE: could also be done by swapping values.
+ */
+void Normal_GetTransform( const Vector3& normal, Matrix4& transform ){
+ switch ( projectionaxis_for_normal( normal ) )
+ {
+ case eProjectionAxisZ:
+ transform[0] = 1;
+ transform[1] = 0;
+ transform[2] = 0;
+
+ transform[4] = 0;
+ transform[5] = 1;
+ transform[6] = 0;
+
+ transform[8] = 0;
+ transform[9] = 0;
+ transform[10] = 1;
+ break;
+ case eProjectionAxisY:
+ transform[0] = 1;
+ transform[1] = 0;
+ transform[2] = 0;
+
+ transform[4] = 0;
+ transform[5] = 0;
+ transform[6] = -1;
+
+ transform[8] = 0;
+ transform[9] = 1;
+ transform[10] = 0;
+ break;
+ case eProjectionAxisX:
+ transform[0] = 0;
+ transform[1] = 0;
+ transform[2] = 1;
+
+ transform[4] = 1;
+ transform[5] = 0;
+ transform[6] = 0;
+
+ transform[8] = 0;
+ transform[9] = 1;
+ transform[10] = 0;
+ break;
+ }
+ transform[3] = transform[7] = transform[11] = transform[12] = transform[13] = transform[14] = 0;
+ transform[15] = 1;
}
/*!
-\brief Construct a transform in ST space from the texdef.
-Transforms constructed from quake's texdef format are (-shift)*(1/scale)*(-rotate) with x translation sign flipped.
-This would really make more sense if it was inverseof(shift*rotate*scale).. oh well.
-*/
-inline void Texdef_toTransform(const texdef_t& texdef, float width, float height, Matrix4& transform)
-{
- double inverse_scale[2];
-
- // transform to texdef shift/scale/rotate
- inverse_scale[0] = 1 / (texdef.scale[0] * width);
- inverse_scale[1] = 1 / (texdef.scale[1] * -height);
- transform[12] = texdef.shift[0] / width;
- transform[13] = -texdef.shift[1] / -height;
- double c = cos(degrees_to_radians(-texdef.rotate));
- double s = sin(degrees_to_radians(-texdef.rotate));
- transform[0] = static_cast<float>(c * inverse_scale[0]);
- transform[1] = static_cast<float>(s * inverse_scale[1]);
- transform[4] = static_cast<float>(-s * inverse_scale[0]);
- transform[5] = static_cast<float>(c * inverse_scale[1]);
- transform[2] = transform[3] = transform[6] = transform[7] = transform[8] = transform[9] = transform[11] = transform[14] = 0;
- transform[10] = transform[15] = 1;
-}
-
-inline void BPTexdef_toTransform(const brushprimit_texdef_t& bp_texdef, Matrix4& transform)
-{
- transform = g_matrix4_identity;
- transform.xx() = bp_texdef.coords[0][0];
- transform.yx() = bp_texdef.coords[0][1];
- transform.tx() = bp_texdef.coords[0][2];
- transform.xy() = bp_texdef.coords[1][0];
- transform.yy() = bp_texdef.coords[1][1];
- transform.ty() = bp_texdef.coords[1][2];
-}
-
-inline void Texdef_toTransform(const TextureProjection& projection, float width, float height, Matrix4& transform)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_toTransform(projection.m_brushprimit_texdef, transform);
- }
- else
- {
- Texdef_toTransform(projection.m_texdef, width, height, transform);
- }
+ \brief Construct a transform in ST space from the texdef.
+ Transforms constructed from quake's texdef format are (-shift)*(1/scale)*(-rotate) with x translation sign flipped.
+ This would really make more sense if it was inverseof(shift*rotate*scale).. oh well.
+ */
+inline void Texdef_toTransform( const texdef_t& texdef, float width, float height, Matrix4& transform ){
+ double inverse_scale[2];
+
+ // transform to texdef shift/scale/rotate
+ inverse_scale[0] = 1 / ( texdef.scale[0] * width );
+ inverse_scale[1] = 1 / ( texdef.scale[1] * -height );
+ transform[12] = texdef.shift[0] / width;
+ transform[13] = -texdef.shift[1] / -height;
+ double c = cos( degrees_to_radians( -texdef.rotate ) );
+ double s = sin( degrees_to_radians( -texdef.rotate ) );
+ transform[0] = static_cast<float>( c * inverse_scale[0] );
+ transform[1] = static_cast<float>( s * inverse_scale[1] );
+ transform[4] = static_cast<float>( -s * inverse_scale[0] );
+ transform[5] = static_cast<float>( c * inverse_scale[1] );
+ transform[2] = transform[3] = transform[6] = transform[7] = transform[8] = transform[9] = transform[11] = transform[14] = 0;
+ transform[10] = transform[15] = 1;
+}
+
+inline void BPTexdef_toTransform( const brushprimit_texdef_t& bp_texdef, Matrix4& transform ){
+ transform = g_matrix4_identity;
+ transform.xx() = bp_texdef.coords[0][0];
+ transform.yx() = bp_texdef.coords[0][1];
+ transform.tx() = bp_texdef.coords[0][2];
+ transform.xy() = bp_texdef.coords[1][0];
+ transform.yy() = bp_texdef.coords[1][1];
+ transform.ty() = bp_texdef.coords[1][2];
+}
+
+inline void Texdef_toTransform( const TextureProjection& projection, float width, float height, Matrix4& transform ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_toTransform( projection.m_brushprimit_texdef, transform );
+ }
+ else
+ {
+ Texdef_toTransform( projection.m_texdef, width, height, transform );
+ }
}
// handles degenerate cases, just in case library atan2 doesn't
-inline double arctangent_yx(double y, double x)
-{
- if(fabs(x) > 1.0E-6)
- {
- return atan2(y, x);
- }
- else if(y > 0)
- {
+inline double arctangent_yx( double y, double x ){
+ if ( fabs( x ) > 1.0E-6 ) {
+ return atan2( y, x );
+ }
+ else if ( y > 0 ) {
return c_half_pi;
- }
- else
- {
+ }
+ else
+ {
return -c_half_pi;
- }
-}
-
-inline void Texdef_fromTransform(texdef_t& texdef, float width, float height, const Matrix4& transform)
-{
- texdef.scale[0] = static_cast<float>((1.0 / vector2_length(Vector2(transform[0], transform[4]))) / width);
- texdef.scale[1] = static_cast<float>((1.0 / vector2_length(Vector2(transform[1], transform[5]))) / height);
-
- texdef.rotate = static_cast<float>(-radians_to_degrees(arctangent_yx(-transform[4], transform[0])));
-
- if(texdef.rotate == -180.0f)
- {
- texdef.rotate = 180.0f;
- }
-
- texdef.shift[0] = transform[12] * width;
- texdef.shift[1] = transform[13] * height;
-
- // If the 2d cross-product of the x and y axes is positive, one of the axes has a negative scale.
- if(vector2_cross(Vector2(transform[0], transform[4]), Vector2(transform[1], transform[5])) > 0)
- {
- if(texdef.rotate >= 180.0f)
- {
- texdef.rotate -= 180.0f;
- texdef.scale[0] = -texdef.scale[0];
- }
- else
- {
- texdef.scale[1] = -texdef.scale[1];
- }
- }
- //globalOutputStream() << "fromTransform: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
-}
-
-inline void BPTexdef_fromTransform(brushprimit_texdef_t& bp_texdef, const Matrix4& transform)
-{
- bp_texdef.coords[0][0] = transform.xx();
- bp_texdef.coords[0][1] = transform.yx();
- bp_texdef.coords[0][2] = transform.tx();
- bp_texdef.coords[1][0] = transform.xy();
- bp_texdef.coords[1][1] = transform.yy();
- bp_texdef.coords[1][2] = transform.ty();
-}
-
-inline void Texdef_fromTransform(TextureProjection& projection, float width, float height, const Matrix4& transform)
-{
- ASSERT_MESSAGE((transform[0] != 0 || transform[4] != 0)
- && (transform[1] != 0 || transform[5] != 0), "invalid texture matrix");
-
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_fromTransform(projection.m_brushprimit_texdef, transform);
- }
- else
- {
- Texdef_fromTransform(projection.m_texdef, width, height, transform);
- }
-}
-
-inline void Texdef_normalise(texdef_t& texdef, float width, float height)
-{
- // it may be useful to also normalise the rotation here, if this function is used elsewhere.
- texdef.shift[0] = float_mod(texdef.shift[0], width);
- texdef.shift[1] = float_mod(texdef.shift[1], height);
- //globalOutputStream() << "normalise: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
-}
-
-inline void BPTexdef_normalise(brushprimit_texdef_t& bp_texdef, float width, float height)
-{
- bp_texdef.coords[0][2] = float_mod(bp_texdef.coords[0][2], width);
- bp_texdef.coords[1][2] = float_mod(bp_texdef.coords[1][2], height);
+ }
+}
+
+inline void Texdef_fromTransform( texdef_t& texdef, float width, float height, const Matrix4& transform ){
+ texdef.scale[0] = static_cast<float>( ( 1.0 / vector2_length( Vector2( transform[0], transform[4] ) ) ) / width );
+ texdef.scale[1] = static_cast<float>( ( 1.0 / vector2_length( Vector2( transform[1], transform[5] ) ) ) / height );
+
+ texdef.rotate = static_cast<float>( -radians_to_degrees( arctangent_yx( -transform[4], transform[0] ) ) );
+
+ if ( texdef.rotate == -180.0f ) {
+ texdef.rotate = 180.0f;
+ }
+
+ texdef.shift[0] = transform[12] * width;
+ texdef.shift[1] = transform[13] * height;
+
+ // If the 2d cross-product of the x and y axes is positive, one of the axes has a negative scale.
+ if ( vector2_cross( Vector2( transform[0], transform[4] ), Vector2( transform[1], transform[5] ) ) > 0 ) {
+ if ( texdef.rotate >= 180.0f ) {
+ texdef.rotate -= 180.0f;
+ texdef.scale[0] = -texdef.scale[0];
+ }
+ else
+ {
+ texdef.scale[1] = -texdef.scale[1];
+ }
+ }
+ //globalOutputStream() << "fromTransform: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
+}
+
+inline void BPTexdef_fromTransform( brushprimit_texdef_t& bp_texdef, const Matrix4& transform ){
+ bp_texdef.coords[0][0] = transform.xx();
+ bp_texdef.coords[0][1] = transform.yx();
+ bp_texdef.coords[0][2] = transform.tx();
+ bp_texdef.coords[1][0] = transform.xy();
+ bp_texdef.coords[1][1] = transform.yy();
+ bp_texdef.coords[1][2] = transform.ty();
+}
+
+inline void Texdef_fromTransform( TextureProjection& projection, float width, float height, const Matrix4& transform ){
+ ASSERT_MESSAGE( ( transform[0] != 0 || transform[4] != 0 )
+ && ( transform[1] != 0 || transform[5] != 0 ), "invalid texture matrix" );
+
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_fromTransform( projection.m_brushprimit_texdef, transform );
+ }
+ else
+ {
+ Texdef_fromTransform( projection.m_texdef, width, height, transform );
+ }
+}
+
+inline void Texdef_normalise( texdef_t& texdef, float width, float height ){
+ // it may be useful to also normalise the rotation here, if this function is used elsewhere.
+ texdef.shift[0] = float_mod( texdef.shift[0], width );
+ texdef.shift[1] = float_mod( texdef.shift[1], height );
+ //globalOutputStream() << "normalise: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
+}
+
+inline void BPTexdef_normalise( brushprimit_texdef_t& bp_texdef, float width, float height ){
+ bp_texdef.coords[0][2] = float_mod( bp_texdef.coords[0][2], width );
+ bp_texdef.coords[1][2] = float_mod( bp_texdef.coords[1][2], height );
}
/// \brief Normalise \p projection for a given texture \p width and \p height.
///
/// All texture-projection translation (shift) values are congruent modulo the dimensions of the texture.
/// This function normalises shift values to the smallest positive congruent values.
-void Texdef_normalise(TextureProjection& projection, float width, float height)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_normalise(projection.m_brushprimit_texdef, width, height);
- }
- else
- {
- Texdef_normalise(projection.m_texdef, width, height);
- }
-}
-
-void ComputeAxisBase(const Vector3& normal, Vector3& texS, Vector3& texT);
-
-inline void DebugAxisBase(const Vector3& normal)
-{
- Vector3 x, y;
- ComputeAxisBase(normal, x, y);
- globalOutputStream() << "BP debug: " << x << y << normal << "\n";
-}
-
-void Texdef_basisForNormal(const TextureProjection& projection, const Vector3& normal, Matrix4& basis)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- basis = g_matrix4_identity;
- ComputeAxisBase(normal, vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y()));
- vector4_to_vector3(basis.z()) = normal;
- matrix4_transpose(basis);
- //DebugAxisBase(normal);
- }
- else if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- basis = g_matrix4_identity;
- vector4_to_vector3(basis.x()) = projection.m_basis_s;
- vector4_to_vector3(basis.y()) = vector3_negated(projection.m_basis_t);
- vector4_to_vector3(basis.z()) = vector3_normalised(vector3_cross(vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y())));
- matrix4_multiply_by_matrix4(basis, matrix4_rotation_for_z_degrees(-projection.m_texdef.rotate));
- //globalOutputStream() << "debug: " << projection.m_basis_s << projection.m_basis_t << normal << "\n";
- matrix4_transpose(basis);
- }
- else
- {
- Normal_GetTransform(normal, basis);
- }
-}
-
-void Texdef_EmitTextureCoordinates(const TextureProjection& projection, std::size_t width, std::size_t height, Winding& w, const Vector3& normal, const Matrix4& localToWorld)
-{
- if(w.numpoints < 3)
- {
- return;
- }
- //globalOutputStream() << "normal: " << normal << "\n";
-
- Matrix4 local2tex;
- Texdef_toTransform(projection, (float)width, (float)height, local2tex);
- //globalOutputStream() << "texdef: " << static_cast<const Vector3&>(local2tex.x()) << static_cast<const Vector3&>(local2tex.y()) << "\n";
+void Texdef_normalise( TextureProjection& projection, float width, float height ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_normalise( projection.m_brushprimit_texdef, width, height );
+ }
+ else
+ {
+ Texdef_normalise( projection.m_texdef, width, height );
+ }
+}
+
+void ComputeAxisBase( const Vector3& normal, Vector3& texS, Vector3& texT );
+
+inline void DebugAxisBase( const Vector3& normal ){
+ Vector3 x, y;
+ ComputeAxisBase( normal, x, y );
+ globalOutputStream() << "BP debug: " << x << y << normal << "\n";
+}
+
+void Texdef_basisForNormal( const TextureProjection& projection, const Vector3& normal, Matrix4& basis ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ basis = g_matrix4_identity;
+ ComputeAxisBase( normal, vector4_to_vector3( basis.x() ), vector4_to_vector3( basis.y() ) );
+ vector4_to_vector3( basis.z() ) = normal;
+ matrix4_transpose( basis );
+ //DebugAxisBase(normal);
+ }
+ else if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE ) {
+ basis = g_matrix4_identity;
+ vector4_to_vector3( basis.x() ) = projection.m_basis_s;
+ vector4_to_vector3( basis.y() ) = vector3_negated( projection.m_basis_t );
+ vector4_to_vector3( basis.z() ) = vector3_normalised( vector3_cross( vector4_to_vector3( basis.x() ), vector4_to_vector3( basis.y() ) ) );
+ matrix4_multiply_by_matrix4( basis, matrix4_rotation_for_z_degrees( -projection.m_texdef.rotate ) );
+ //globalOutputStream() << "debug: " << projection.m_basis_s << projection.m_basis_t << normal << "\n";
+ matrix4_transpose( basis );
+ }
+ else
+ {
+ Normal_GetTransform( normal, basis );
+ }
+}
+
+void Texdef_EmitTextureCoordinates( const TextureProjection& projection, std::size_t width, std::size_t height, Winding& w, const Vector3& normal, const Matrix4& localToWorld ){
+ if ( w.numpoints < 3 ) {
+ return;
+ }
+ //globalOutputStream() << "normal: " << normal << "\n";
+
+ Matrix4 local2tex;
+ Texdef_toTransform( projection, (float)width, (float)height, local2tex );
+ //globalOutputStream() << "texdef: " << static_cast<const Vector3&>(local2tex.x()) << static_cast<const Vector3&>(local2tex.y()) << "\n";
#if 0
- {
- TextureProjection tmp;
- Texdef_fromTransform(tmp, (float)width, (float)height, local2tex);
- Matrix4 tmpTransform;
- Texdef_toTransform(tmp, (float)width, (float)height, tmpTransform);
- ASSERT_MESSAGE(matrix4_equal_epsilon(local2tex, tmpTransform, 0.0001f), "bleh");
- }
+ {
+ TextureProjection tmp;
+ Texdef_fromTransform( tmp, (float)width, (float)height, local2tex );
+ Matrix4 tmpTransform;
+ Texdef_toTransform( tmp, (float)width, (float)height, tmpTransform );
+ ASSERT_MESSAGE( matrix4_equal_epsilon( local2tex, tmpTransform, 0.0001f ), "bleh" );
+ }
#endif
-
- {
- Matrix4 xyz2st;
- // we don't care if it's not normalised...
- Texdef_basisForNormal(projection, matrix4_transformed_direction(localToWorld, normal), xyz2st);
- //globalOutputStream() << "basis: " << static_cast<const Vector3&>(xyz2st.x()) << static_cast<const Vector3&>(xyz2st.y()) << static_cast<const Vector3&>(xyz2st.z()) << "\n";
- matrix4_multiply_by_matrix4(local2tex, xyz2st);
- }
-
- Vector3 tangent(vector3_normalised(vector4_to_vector3(matrix4_transposed(local2tex).x())));
- Vector3 bitangent(vector3_normalised(vector4_to_vector3(matrix4_transposed(local2tex).y())));
-
- matrix4_multiply_by_matrix4(local2tex, localToWorld);
-
- for(Winding::iterator i = w.begin(); i != w.end(); ++i)
- {
- Vector3 texcoord = matrix4_transformed_point(local2tex, (*i).vertex);
- (*i).texcoord[0] = texcoord[0];
- (*i).texcoord[1] = texcoord[1];
-
- (*i).tangent = tangent;
- (*i).bitangent = bitangent;
- }
+
+ {
+ Matrix4 xyz2st;
+ // we don't care if it's not normalised...
+ Texdef_basisForNormal( projection, matrix4_transformed_direction( localToWorld, normal ), xyz2st );
+ //globalOutputStream() << "basis: " << static_cast<const Vector3&>(xyz2st.x()) << static_cast<const Vector3&>(xyz2st.y()) << static_cast<const Vector3&>(xyz2st.z()) << "\n";
+ matrix4_multiply_by_matrix4( local2tex, xyz2st );
+ }
+
+ Vector3 tangent( vector3_normalised( vector4_to_vector3( matrix4_transposed( local2tex ).x() ) ) );
+ Vector3 bitangent( vector3_normalised( vector4_to_vector3( matrix4_transposed( local2tex ).y() ) ) );
+
+ matrix4_multiply_by_matrix4( local2tex, localToWorld );
+
+ for ( Winding::iterator i = w.begin(); i != w.end(); ++i )
+ {
+ Vector3 texcoord = matrix4_transformed_point( local2tex, ( *i ).vertex );
+ ( *i ).texcoord[0] = texcoord[0];
+ ( *i ).texcoord[1] = texcoord[1];
+
+ ( *i ).tangent = tangent;
+ ( *i ).bitangent = bitangent;
+ }
}
/*!
-\brief Provides the axis-base of the texture ST space for this normal,
-as they had been transformed to world XYZ space.
-*/
-void TextureAxisFromNormal(const Vector3& normal, Vector3& s, Vector3& t)
-{
- switch (projectionaxis_for_normal(normal))
- {
- case eProjectionAxisZ:
- s[0] = 1;
- s[1] = 0;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = -1;
- t[2] = 0;
-
- break;
- case eProjectionAxisY:
- s[0] = 1;
- s[1] = 0;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = 0;
- t[2] = -1;
-
- break;
- case eProjectionAxisX:
- s[0] = 0;
- s[1] = 1;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = 0;
- t[2] = -1;
-
- break;
- }
-}
-
-void Texdef_Assign(texdef_t& td, const texdef_t& other)
-{
- td = other;
-}
-
-void Texdef_Shift(texdef_t& td, float s, float t)
-{
+ \brief Provides the axis-base of the texture ST space for this normal,
+ as they had been transformed to world XYZ space.
+ */
+void TextureAxisFromNormal( const Vector3& normal, Vector3& s, Vector3& t ){
+ switch ( projectionaxis_for_normal( normal ) )
+ {
+ case eProjectionAxisZ:
+ s[0] = 1;
+ s[1] = 0;
+ s[2] = 0;
+
+ t[0] = 0;
+ t[1] = -1;
+ t[2] = 0;
+
+ break;
+ case eProjectionAxisY:
+ s[0] = 1;
+ s[1] = 0;
+ s[2] = 0;
+
+ t[0] = 0;
+ t[1] = 0;
+ t[2] = -1;
+
+ break;
+ case eProjectionAxisX:
+ s[0] = 0;
+ s[1] = 1;
+ s[2] = 0;
+
+ t[0] = 0;
+ t[1] = 0;
+ t[2] = -1;
+
+ break;
+ }
+}
+
+void Texdef_Assign( texdef_t& td, const texdef_t& other ){
+ td = other;
+}
+
+void Texdef_Shift( texdef_t& td, float s, float t ){
td.shift[0] += s;
td.shift[1] += t;
}
-void Texdef_Scale(texdef_t& td, float s, float t)
-{
+void Texdef_Scale( texdef_t& td, float s, float t ){
td.scale[0] += s;
td.scale[1] += t;
}
-void Texdef_Rotate(texdef_t& td, float angle)
-{
+void Texdef_Rotate( texdef_t& td, float angle ){
td.rotate += angle;
- td.rotate = static_cast<float>(float_to_integer(td.rotate) % 360);
+ td.rotate = static_cast<float>( float_to_integer( td.rotate ) % 360 );
}
// NOTE: added these from Ritual's Q3Radiant
-void ClearBounds(Vector3& mins, Vector3& maxs)
-{
+void ClearBounds( Vector3& mins, Vector3& maxs ){
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
-void AddPointToBounds(const Vector3& v, Vector3& mins, Vector3& maxs)
-{
- int i;
- float val;
-
- for (i=0 ; i<3 ; i++)
+void AddPointToBounds( const Vector3& v, Vector3& mins, Vector3& maxs ){
+ int i;
+ float val;
+
+ for ( i = 0 ; i < 3 ; i++ )
{
val = v[i];
- if (val < mins[i])
+ if ( val < mins[i] ) {
mins[i] = val;
- if (val > maxs[i])
+ }
+ if ( val > maxs[i] ) {
maxs[i] = val;
+ }
}
}
template<typename Element>
-inline BasicVector3<Element> vector3_inverse(const BasicVector3<Element>& self)
-{
- return BasicVector3<Element>(
- Element(1.0 / self.x()),
- Element(1.0 / self.y()),
- Element(1.0 / self.z())
- );
+inline BasicVector3<Element> vector3_inverse( const BasicVector3<Element>& self ){
+ return BasicVector3<Element>(
+ Element( 1.0 / self.x() ),
+ Element( 1.0 / self.y() ),
+ Element( 1.0 / self.z() )
+ );
}
// low level functions .. put in mathlib?
-#define BPMatCopy(a,b) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2];}
+#define BPMatCopy( a,b ) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2]; }
// apply a scale transformation to the BP matrix
-#define BPMatScale(m,sS,sT) {m[0][0]*=sS; m[1][0]*=sS; m[0][1]*=sT; m[1][1]*=sT;}
+#define BPMatScale( m,sS,sT ) {m[0][0] *= sS; m[1][0] *= sS; m[0][1] *= sT; m[1][1] *= sT; }
// apply a translation transformation to a BP matrix
-#define BPMatTranslate(m,s,t) {m[0][2] += m[0][0]*s + m[0][1]*t; m[1][2] += m[1][0]*s+m[1][1]*t;}
+#define BPMatTranslate( m,s,t ) {m[0][2] += m[0][0] * s + m[0][1] * t; m[1][2] += m[1][0] * s + m[1][1] * t; }
// 2D homogeneous matrix product C = A*B
-void BPMatMul(float A[2][3], float B[2][3], float C[2][3]);
+void BPMatMul( float A[2][3], float B[2][3], float C[2][3] );
// apply a rotation (degrees)
-void BPMatRotate(float A[2][3], float theta);
-#ifdef _DEBUG
-void BPMatDump(float A[2][3]);
+void BPMatRotate( float A[2][3], float theta );
+#if GDEF_DEBUG
+void BPMatDump( float A[2][3] );
#endif
-#ifdef _DEBUG
+#if GDEF_DEBUG
//#define DBG_BP
#endif
// compute a determinant using Sarrus rule
//++timo "inline" this with a macro
// NOTE : the three vectors are understood as columns of the matrix
-inline float SarrusDet(const Vector3& a, const Vector3& b, const Vector3& c)
-{
- return a[0]*b[1]*c[2]+b[0]*c[1]*a[2]+c[0]*a[1]*b[2]
- -c[0]*b[1]*a[2]-a[1]*b[0]*c[2]-a[0]*b[2]*c[1];
+inline float SarrusDet( const Vector3& a, const Vector3& b, const Vector3& c ){
+ return a[0] * b[1] * c[2] + b[0] * c[1] * a[2] + c[0] * a[1] * b[2]
+ - c[0] * b[1] * a[2] - a[1] * b[0] * c[2] - a[0] * b[2] * c[1];
}
// in many case we know three points A,B,C in two axis base B1 and B2
// NOTE: the third coord of the A,B,C point is ignored
// NOTE: see the commented out section to fill M and D
//++timo TODO: update the other members to use this when possible
-void MatrixForPoints( Vector3 M[3], Vector3 D[2], brushprimit_texdef_t *T )
-{
+void MatrixForPoints( Vector3 M[3], Vector3 D[2], brushprimit_texdef_t *T ){
// Vector3 M[3]; // columns of the matrix .. easier that way (the indexing is not standard! it's column-line .. later computations are easier that way)
float det;
// Vector3 D[2];
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
#if 0
// fill the data vectors
- M[0][0]=A2[0]; M[0][1]=B2[0]; M[0][2]=C2[0];
- M[1][0]=A2[1]; M[1][1]=B2[1]; M[1][2]=C2[1];
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
- D[0][0]=A1[0];
- D[0][1]=B1[0];
- D[0][2]=C1[0];
- D[1][0]=A1[1];
- D[1][1]=B1[1];
- D[1][2]=C1[1];
+ M[0][0] = A2[0]; M[0][1] = B2[0]; M[0][2] = C2[0];
+ M[1][0] = A2[1]; M[1][1] = B2[1]; M[1][2] = C2[1];
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
+ D[0][0] = A1[0];
+ D[0][1] = B1[0];
+ D[0][2] = C1[0];
+ D[1][0] = A1[1];
+ D[1][1] = B1[1];
+ D[1][2] = C1[1];
#endif
// solve
det = SarrusDet( M[0], M[1], M[2] );
T->coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
}
-//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
+//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
// NOTE : ComputeAxisBase here and in q3map code must always BE THE SAME !
// WARNING : special case behaviour of atan2(y,x) <-> atan(y/x) might not be the same everywhere when x == 0
// rotation by (0,RotY,RotZ) assigns X to normal
-void ComputeAxisBase(const Vector3& normal, Vector3& texS, Vector3& texT)
-{
+void ComputeAxisBase( const Vector3& normal, Vector3& texS, Vector3& texT ){
#if 1
- const Vector3 up(0, 0, 1);
- const Vector3 down(0, 0, -1);
-
- if(vector3_equal_epsilon(normal, up, float(1e-6)))
- {
- texS = Vector3(0, 1, 0);
- texT = Vector3(1, 0, 0);
- }
- else if(vector3_equal_epsilon(normal, down, float(1e-6)))
- {
- texS = Vector3(0, 1, 0);
- texT = Vector3(-1, 0, 0);
- }
- else
- {
- texS = vector3_normalised(vector3_cross(normal, up));
- texT = vector3_normalised(vector3_cross(normal, texS));
- vector3_negate(texS);
- }
+ const Vector3 up( 0, 0, 1 );
+ const Vector3 down( 0, 0, -1 );
+
+ if ( vector3_equal_epsilon( normal, up, float(1e-6) ) ) {
+ texS = Vector3( 0, 1, 0 );
+ texT = Vector3( 1, 0, 0 );
+ }
+ else if ( vector3_equal_epsilon( normal, down, float(1e-6) ) ) {
+ texS = Vector3( 0, 1, 0 );
+ texT = Vector3( -1, 0, 0 );
+ }
+ else
+ {
+ texS = vector3_normalised( vector3_cross( normal, up ) );
+ texT = vector3_normalised( vector3_cross( normal, texS ) );
+ vector3_negate( texS );
+ }
#else
float RotY,RotZ;
// do some cleaning
- /*
- if (fabs(normal[0])<1e-6)
- normal[0]=0.0f;
- if (fabs(normal[1])<1e-6)
- normal[1]=0.0f;
- if (fabs(normal[2])<1e-6)
- normal[2]=0.0f;
- */
- RotY=-atan2(normal[2],sqrt(normal[1]*normal[1]+normal[0]*normal[0]));
- RotZ=atan2(normal[1],normal[0]);
+ /*
+ if (fabs(normal[0])<1e-6)
+ normal[0]=0.0f;
+ if (fabs(normal[1])<1e-6)
+ normal[1]=0.0f;
+ if (fabs(normal[2])<1e-6)
+ normal[2]=0.0f;
+ */
+ RotY = -atan2( normal[2],sqrt( normal[1] * normal[1] + normal[0] * normal[0] ) );
+ RotZ = atan2( normal[1],normal[0] );
// rotate (0,1,0) and (0,0,1) to compute texS and texT
- texS[0]=-sin(RotZ);
- texS[1]=cos(RotZ);
- texS[2]=0;
+ texS[0] = -sin( RotZ );
+ texS[1] = cos( RotZ );
+ texS[2] = 0;
// the texT vector is along -Z ( T texture coorinates axis )
- texT[0]=-sin(RotY)*cos(RotZ);
- texT[1]=-sin(RotY)*sin(RotZ);
- texT[2]=-cos(RotY);
+ texT[0] = -sin( RotY ) * cos( RotZ );
+ texT[1] = -sin( RotY ) * sin( RotZ );
+ texT[2] = -cos( RotY );
#endif
}
#if 0 // texdef conversion
-void FaceToBrushPrimitFace(face_t *f)
-{
+void FaceToBrushPrimitFace( face_t *f ){
Vector3 texX,texY;
Vector3 proj;
// ST of (0,0) (1,0) (0,1)
float ST[3][5]; // [ point index ] [ xyz ST ]
//++timo not used as long as brushprimit_texdef and texdef are static
/* f->brushprimit_texdef.contents=f->texdef.contents;
- f->brushprimit_texdef.flags=f->texdef.flags;
- f->brushprimit_texdef.value=f->texdef.value;
- strcpy(f->brushprimit_texdef.name,f->texdef.name); */
+ f->brushprimit_texdef.flags=f->texdef.flags;
+ f->brushprimit_texdef.value=f->texdef.value;
+ strcpy(f->brushprimit_texdef.name,f->texdef.name); */
#ifdef DBG_BP
- if ( f->plane.normal[0]==0.0f && f->plane.normal[1]==0.0f && f->plane.normal[2]==0.0f )
- {
+ if ( f->plane.normal[0] == 0.0f && f->plane.normal[1] == 0.0f && f->plane.normal[2] == 0.0f ) {
globalOutputStream() << "Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n";
}
// check d_texture
- if (!f->d_texture)
- {
+ if ( !f->d_texture ) {
globalOutputStream() << "Warning : f.d_texture is 0 in FaceToBrushPrimitFace\n";
return;
}
#endif
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ ComputeAxisBase( f->plane.normal,texX,texY );
// compute projection vector
- VectorCopy(f->plane.normal,proj);
- VectorScale(proj,f->plane.dist,proj);
+ VectorCopy( f->plane.normal,proj );
+ VectorScale( proj,f->plane.dist,proj );
// (0,0) in plane axis base is (0,0,0) in world coordinates + projection on the affine plane
// (1,0) in plane axis base is texX in world coordinates + projection on the affine plane
// (0,1) in plane axis base is texY in world coordinates + projection on the affine plane
// use old texture code to compute the ST coords of these points
- VectorCopy(proj,ST[0]);
- EmitTextureCoordinates(ST[0], f->pShader->getTexture(), f);
- VectorCopy(texX,ST[1]);
- VectorAdd(ST[1],proj,ST[1]);
- EmitTextureCoordinates(ST[1], f->pShader->getTexture(), f);
- VectorCopy(texY,ST[2]);
- VectorAdd(ST[2],proj,ST[2]);
- EmitTextureCoordinates(ST[2], f->pShader->getTexture(), f);
+ VectorCopy( proj,ST[0] );
+ EmitTextureCoordinates( ST[0], f->pShader->getTexture(), f );
+ VectorCopy( texX,ST[1] );
+ VectorAdd( ST[1],proj,ST[1] );
+ EmitTextureCoordinates( ST[1], f->pShader->getTexture(), f );
+ VectorCopy( texY,ST[2] );
+ VectorAdd( ST[2],proj,ST[2] );
+ EmitTextureCoordinates( ST[2], f->pShader->getTexture(), f );
// compute texture matrix
- f->brushprimit_texdef.coords[0][2]=ST[0][3];
- f->brushprimit_texdef.coords[1][2]=ST[0][4];
- f->brushprimit_texdef.coords[0][0]=ST[1][3]-f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][0]=ST[1][4]-f->brushprimit_texdef.coords[1][2];
- f->brushprimit_texdef.coords[0][1]=ST[2][3]-f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][1]=ST[2][4]-f->brushprimit_texdef.coords[1][2];
+ f->brushprimit_texdef.coords[0][2] = ST[0][3];
+ f->brushprimit_texdef.coords[1][2] = ST[0][4];
+ f->brushprimit_texdef.coords[0][0] = ST[1][3] - f->brushprimit_texdef.coords[0][2];
+ f->brushprimit_texdef.coords[1][0] = ST[1][4] - f->brushprimit_texdef.coords[1][2];
+ f->brushprimit_texdef.coords[0][1] = ST[2][3] - f->brushprimit_texdef.coords[0][2];
+ f->brushprimit_texdef.coords[1][1] = ST[2][4] - f->brushprimit_texdef.coords[1][2];
}
// compute texture coordinates for the winding points
-void EmitBrushPrimitTextureCoordinates(face_t * f, Winding * w)
-{
+void EmitBrushPrimitTextureCoordinates( face_t * f, Winding * w ){
Vector3 texX,texY;
float x,y;
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ ComputeAxisBase( f->plane.normal,texX,texY );
// in case the texcoords matrix is empty, build a default one
// same behaviour as if scale[0]==0 && scale[1]==0 in old code
- if (f->brushprimit_texdef.coords[0][0]==0 && f->brushprimit_texdef.coords[1][0]==0 && f->brushprimit_texdef.coords[0][1]==0 && f->brushprimit_texdef.coords[1][1]==0)
- {
+ if ( f->brushprimit_texdef.coords[0][0] == 0 && f->brushprimit_texdef.coords[1][0] == 0 && f->brushprimit_texdef.coords[0][1] == 0 && f->brushprimit_texdef.coords[1][1] == 0 ) {
f->brushprimit_texdef.coords[0][0] = 1.0f;
f->brushprimit_texdef.coords[1][1] = 1.0f;
ConvertTexMatWithQTexture( &f->brushprimit_texdef, 0, &f->brushprimit_texdef, f->pShader->getTexture() );
}
int i;
- for (i=0 ; i<w.numpoints ; i++)
+ for ( i = 0 ; i < w.numpoints ; i++ )
{
- x=vector3_dot(w.point_at(i),texX);
- y=vector3_dot(w.point_at(i),texY);
+ x = vector3_dot( w.point_at( i ),texX );
+ y = vector3_dot( w.point_at( i ),texY );
#if 0
#ifdef DBG_BP
- if (g_bp_globals.bNeedConvert)
- {
+ if ( g_bp_globals.bNeedConvert ) {
// check we compute the same ST as the traditional texture computation used before
- float S=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- float T=f->brushprimit_texdef.coords[1][0]*x+f->brushprimit_texdef.coords[1][1]*y+f->brushprimit_texdef.coords[1][2];
- if ( fabs(S-w.point_at(i)[3])>1e-2 || fabs(T-w.point_at(i)[4])>1e-2 )
- {
- if ( fabs(S-w.point_at(i)[3])>1e-4 || fabs(T-w.point_at(i)[4])>1e-4 )
+ float S = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ float T = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
+ if ( fabs( S - w.point_at( i )[3] ) > 1e-2 || fabs( T - w.point_at( i )[4] ) > 1e-2 ) {
+ if ( fabs( S - w.point_at( i )[3] ) > 1e-4 || fabs( T - w.point_at( i )[4] ) > 1e-4 ) {
globalOutputStream() << "Warning : precision loss in brush -> brush primitive texture computation\n";
- else
+ }
+ else{
globalOutputStream() << "Warning : brush -> brush primitive texture computation bug detected\n";
+ }
}
}
#endif
#endif
- w.point_at(i)[3]=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- w.point_at(i)[4]=f->brushprimit_texdef.coords[1][0]*x+f->brushprimit_texdef.coords[1][1]*y+f->brushprimit_texdef.coords[1][2];
+ w.point_at( i )[3] = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ w.point_at( i )[4] = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
}
}
#endif
typedef float texmat_t[2][3];
-void TexMat_Scale(texmat_t texmat, float s, float t)
-{
+void TexMat_Scale( texmat_t texmat, float s, float t ){
texmat[0][0] *= s;
texmat[0][1] *= s;
texmat[0][2] *= s;
texmat[1][2] *= t;
}
-void TexMat_Assign(texmat_t texmat, const texmat_t other)
-{
+void TexMat_Assign( texmat_t texmat, const texmat_t other ){
texmat[0][0] = other[0][0];
texmat[0][1] = other[0][1];
texmat[0][2] = other[0][2];
texmat[1][2] = other[1][2];
}
-void ConvertTexMatWithDimensions(const texmat_t texmat1, std::size_t w1, std::size_t h1,
- texmat_t texmat2, std::size_t w2, std::size_t h2)
-{
- TexMat_Assign(texmat2, texmat1);
- TexMat_Scale(texmat2, static_cast<float>(w1) / static_cast<float>(w2), static_cast<float>(h1) / static_cast<float>(h2));
+void ConvertTexMatWithDimensions( const texmat_t texmat1, std::size_t w1, std::size_t h1,
+ texmat_t texmat2, std::size_t w2, std::size_t h2 ){
+ TexMat_Assign( texmat2, texmat1 );
+ TexMat_Scale( texmat2, static_cast<float>( w1 ) / static_cast<float>( w2 ), static_cast<float>( h1 ) / static_cast<float>( h2 ) );
}
#if 0
// convert a texture matrix between two qtexture_t
// if 0 for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
-void ConvertTexMatWithQTexture( const float texMat1[2][3], const qtexture_t *qtex1, float texMat2[2][3], const qtexture_t *qtex2 )
-{
- ConvertTexMatWithDimensions(texMat1, (qtex1) ? qtex1->width : 2, (qtex1) ? qtex1->height : 2,
- texMat2, (qtex2) ? qtex2->width : 2, (qtex2) ? qtex2->height : 2);
+void ConvertTexMatWithQTexture( const float texMat1[2][3], const qtexture_t *qtex1, float texMat2[2][3], const qtexture_t *qtex2 ){
+ ConvertTexMatWithDimensions( texMat1, ( qtex1 ) ? qtex1->width : 2, ( qtex1 ) ? qtex1->height : 2,
+ texMat2, ( qtex2 ) ? qtex2->width : 2, ( qtex2 ) ? qtex2->height : 2 );
}
-void ConvertTexMatWithQTexture( const brushprimit_texdef_t *texMat1, const qtexture_t *qtex1, brushprimit_texdef_t *texMat2, const qtexture_t *qtex2 )
-{
- ConvertTexMatWithQTexture(texMat1->coords, qtex1, texMat2->coords, qtex2);
+void ConvertTexMatWithQTexture( const brushprimit_texdef_t *texMat1, const qtexture_t *qtex1, brushprimit_texdef_t *texMat2, const qtexture_t *qtex2 ){
+ ConvertTexMatWithQTexture( texMat1->coords, qtex1, texMat2->coords, qtex2 );
}
#endif
// these shift scale rot values are to be understood in the local axis base
// Note: this code looks similar to Texdef_fromTransform, but the algorithm is slightly different.
-void TexMatToFakeTexCoords(const brushprimit_texdef_t& bp_texdef, texdef_t& texdef)
-{
- texdef.scale[0] = static_cast<float>(1.0 / vector2_length(Vector2(bp_texdef.coords[0][0], bp_texdef.coords[1][0])));
- texdef.scale[1] = static_cast<float>(1.0 / vector2_length(Vector2(bp_texdef.coords[0][1], bp_texdef.coords[1][1])));
-
- texdef.rotate = -static_cast<float>(radians_to_degrees(arctangent_yx(bp_texdef.coords[1][0], bp_texdef.coords[0][0])));
-
- texdef.shift[0] = -bp_texdef.coords[0][2];
- texdef.shift[1] = bp_texdef.coords[1][2];
-
- // determine whether or not an axis is flipped using a 2d cross-product
- double cross = vector2_cross(Vector2(bp_texdef.coords[0][0], bp_texdef.coords[0][1]), Vector2(bp_texdef.coords[1][0], bp_texdef.coords[1][1]));
- if(cross < 0)
- {
- // This is a bit of a compromise when using BPs--since we don't know *which* axis was flipped,
- // we pick one (rather arbitrarily) using the following convention: If the X-axis is between
- // 0 and 180, we assume it's the Y-axis that flipped, otherwise we assume it's the X-axis and
- // subtract out 180 degrees to compensate.
- if(texdef.rotate >= 180.0f)
- {
- texdef.rotate -= 180.0f;
- texdef.scale[0] = -texdef.scale[0];
- }
- else
- {
- texdef.scale[1] = -texdef.scale[1];
- }
- }
+void TexMatToFakeTexCoords( const brushprimit_texdef_t& bp_texdef, texdef_t& texdef ){
+ texdef.scale[0] = static_cast<float>( 1.0 / vector2_length( Vector2( bp_texdef.coords[0][0], bp_texdef.coords[1][0] ) ) );
+ texdef.scale[1] = static_cast<float>( 1.0 / vector2_length( Vector2( bp_texdef.coords[0][1], bp_texdef.coords[1][1] ) ) );
+
+ texdef.rotate = -static_cast<float>( radians_to_degrees( arctangent_yx( bp_texdef.coords[1][0], bp_texdef.coords[0][0] ) ) );
+
+ texdef.shift[0] = -bp_texdef.coords[0][2];
+ texdef.shift[1] = bp_texdef.coords[1][2];
+
+ // determine whether or not an axis is flipped using a 2d cross-product
+ double cross = vector2_cross( Vector2( bp_texdef.coords[0][0], bp_texdef.coords[0][1] ), Vector2( bp_texdef.coords[1][0], bp_texdef.coords[1][1] ) );
+ if ( cross < 0 ) {
+ // This is a bit of a compromise when using BPs--since we don't know *which* axis was flipped,
+ // we pick one (rather arbitrarily) using the following convention: If the X-axis is between
+ // 0 and 180, we assume it's the Y-axis that flipped, otherwise we assume it's the X-axis and
+ // subtract out 180 degrees to compensate.
+ if ( texdef.rotate >= 180.0f ) {
+ texdef.rotate -= 180.0f;
+ texdef.scale[0] = -texdef.scale[0];
+ }
+ else
+ {
+ texdef.scale[1] = -texdef.scale[1];
+ }
+ }
}
// compute back the texture matrix from fake shift scale rot
-void FakeTexCoordsToTexMat(const texdef_t& texdef, brushprimit_texdef_t& bp_texdef)
-{
- double r = degrees_to_radians(-texdef.rotate);
- double c = cos(r);
- double s = sin(r);
- double x = 1.0f / texdef.scale[0];
- double y = 1.0f / texdef.scale[1];
- bp_texdef.coords[0][0] = static_cast<float>(x * c);
- bp_texdef.coords[1][0] = static_cast<float>(x * s);
- bp_texdef.coords[0][1] = static_cast<float>(y * -s);
- bp_texdef.coords[1][1] = static_cast<float>(y * c);
- bp_texdef.coords[0][2] = -texdef.shift[0];
- bp_texdef.coords[1][2] = texdef.shift[1];
+void FakeTexCoordsToTexMat( const texdef_t& texdef, brushprimit_texdef_t& bp_texdef ){
+ double r = degrees_to_radians( -texdef.rotate );
+ double c = cos( r );
+ double s = sin( r );
+ double x = 1.0f / texdef.scale[0];
+ double y = 1.0f / texdef.scale[1];
+ bp_texdef.coords[0][0] = static_cast<float>( x * c );
+ bp_texdef.coords[1][0] = static_cast<float>( x * s );
+ bp_texdef.coords[0][1] = static_cast<float>( y * -s );
+ bp_texdef.coords[1][1] = static_cast<float>( y * c );
+ bp_texdef.coords[0][2] = -texdef.shift[0];
+ bp_texdef.coords[1][2] = texdef.shift[1];
}
#if 0 // texture locking (brush primit)
// used for texture locking
// will move the texture according to a geometric vector
-void ShiftTextureGeometric_BrushPrimit(face_t *f, Vector3& delta)
-{
+void ShiftTextureGeometric_BrushPrimit( face_t *f, Vector3& delta ){
Vector3 texS,texT;
float tx,ty;
Vector3 M[3]; // columns of the matrix .. easier that way
tx = vector3_dot( delta, texS );
ty = vector3_dot( delta, texT );
// fill the data vectors
- M[0][0]=tx; M[0][1]=1.0f+tx; M[0][2]=tx;
- M[1][0]=ty; M[1][1]=ty; M[1][2]=1.0f+ty;
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
- D[0][0]=f->brushprimit_texdef.coords[0][2];
- D[0][1]=f->brushprimit_texdef.coords[0][0]+f->brushprimit_texdef.coords[0][2];
- D[0][2]=f->brushprimit_texdef.coords[0][1]+f->brushprimit_texdef.coords[0][2];
- D[1][0]=f->brushprimit_texdef.coords[1][2];
- D[1][1]=f->brushprimit_texdef.coords[1][0]+f->brushprimit_texdef.coords[1][2];
- D[1][2]=f->brushprimit_texdef.coords[1][1]+f->brushprimit_texdef.coords[1][2];
+ M[0][0] = tx; M[0][1] = 1.0f + tx; M[0][2] = tx;
+ M[1][0] = ty; M[1][1] = ty; M[1][2] = 1.0f + ty;
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
+ D[0][0] = f->brushprimit_texdef.coords[0][2];
+ D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
+ D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
+ D[1][0] = f->brushprimit_texdef.coords[1][2];
+ D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
+ D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
// shift a texture (texture adjustments) along it's current texture axes
// x and y are geometric values, which we must compute as ST increments
// this depends on the texture size and the pixel/texel ratio
-void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y)
-{
- float s,t;
- // as a ratio against texture size
- // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
- s = (x * 2.0) / (float)f->pShader->getTexture().width;
- t = (y * 2.0) / (float)f->pShader->getTexture().height;
- f->brushprimit_texdef.coords[0][2] -= s;
- f->brushprimit_texdef.coords[1][2] -= t;
+void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y ){
+ float s,t;
+ // as a ratio against texture size
+ // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
+ s = ( x * 2.0 ) / (float)f->pShader->getTexture().width;
+ t = ( y * 2.0 ) / (float)f->pShader->getTexture().height;
+ f->brushprimit_texdef.coords[0][2] -= s;
+ f->brushprimit_texdef.coords[1][2] -= t;
}
#endif
// TTimo: FIXME: I don't like that, it feels broken
// (and it's likely that it's not used anymore)
// best fitted 2D vector is x.X+y.Y
-void ComputeBest2DVector( Vector3& v, Vector3& X, Vector3& Y, int &x, int &y )
-{
+void ComputeBest2DVector( Vector3& v, Vector3& X, Vector3& Y, int &x, int &y ){
double sx,sy;
sx = vector3_dot( v, X );
sy = vector3_dot( v, Y );
- if ( fabs(sy) > fabs(sx) )
- {
+ if ( fabs( sy ) > fabs( sx ) ) {
x = 0;
- if ( sy > 0.0 )
+ if ( sy > 0.0 ) {
y = 1;
- else
+ }
+ else{
y = -1;
+ }
}
else
{
y = 0;
- if ( sx > 0.0 )
+ if ( sx > 0.0 ) {
x = 1;
- else
+ }
+ else{
x = -1;
+ }
}
}
#if 0 // texdef conversion
-void BrushPrimitFaceToFace(face_t *face)
-{
- // we have parsed brush primitives and need conversion back to standard format
- // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
- // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
- // I tried various tweaks, no luck .. seems shifting is lost
- brushprimit_texdef_t aux;
- ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->pShader->getTexture(), &aux, 0 );
- TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
- face->texdef.scale[0]/=2.0;
- face->texdef.scale[1]/=2.0;
+void BrushPrimitFaceToFace( face_t *face ){
+ // we have parsed brush primitives and need conversion back to standard format
+ // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
+ // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
+ // I tried various tweaks, no luck .. seems shifting is lost
+ brushprimit_texdef_t aux;
+ ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->pShader->getTexture(), &aux, 0 );
+ TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
+ face->texdef.scale[0] /= 2.0;
+ face->texdef.scale[1] /= 2.0;
}
#endif
Vector3 txl_matrix[3];
Vector3 txl_origin;
-void TextureLockTransformation_BrushPrimit(face_t *f)
-{
- Vector3 Orig,texS,texT; // axis base of initial plane
- // used by transformation algo
- Vector3 temp; int j;
- Vector3 vRotate; // rotation vector
+void TextureLockTransformation_BrushPrimit( face_t *f ){
+ Vector3 Orig,texS,texT; // axis base of initial plane
+ // used by transformation algo
+ Vector3 temp; int j;
+ Vector3 vRotate; // rotation vector
- Vector3 rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
- Vector3 rNormal,rtexS,rtexT; // axis base for the transformed plane
- Vector3 lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
+ Vector3 rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
+ Vector3 rNormal,rtexS,rtexT; // axis base for the transformed plane
+ Vector3 lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
Vector3 M[3];
float det;
Vector3 D[2];
// compute plane axis base
ComputeAxisBase( f->plane.normal, texS, texT );
- VectorSet(Orig, 0.0f, 0.0f, 0.0f);
+ VectorSet( Orig, 0.0f, 0.0f, 0.0f );
// compute coordinates of (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) after transformation
// (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) <-> (0,0,0) texS texT ( expressed world axis base )
- // input: Orig, texS, texT (and the global locking params)
- // ouput: rOrig, rvecS, rvecT, rNormal
- if (txlock_bRotation) {
- // rotation vector
- VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
- vRotate[txl_nAxis]=txl_fDeg;
- VectorRotateOrigin ( Orig, vRotate, txl_vOrigin, rOrig );
- VectorRotateOrigin ( texS, vRotate, txl_vOrigin, rvecS );
- VectorRotateOrigin ( texT, vRotate, txl_vOrigin, rvecT );
- // compute normal of plane after rotation
- VectorRotate ( f->plane.normal, vRotate, rNormal );
- }
- else
- {
- for (j=0 ; j<3 ; j++)
- rOrig[j] = vector3_dot(vector3_subtracted(Orig, txl_origin), txl_matrix[j]) + txl_origin[j];
- for (j=0 ; j<3 ; j++)
- rvecS[j] = vector3_dot(vector3_subtracted(texS, txl_origin), txl_matrix[j]) + txl_origin[j];
- for (j=0 ; j<3 ; j++)
- rvecT[j] = vector3_dot(vector3_subtracted(texT, txl_origin), txl_matrix[j]) + txl_origin[j];
- // we also need the axis base of the target plane, apply the transformation matrix to the normal too..
- for (j=0 ; j<3 ; j++)
- rNormal[j] = vector3_dot(f->plane.normal, txl_matrix[j]);
- }
+ // input: Orig, texS, texT (and the global locking params)
+ // ouput: rOrig, rvecS, rvecT, rNormal
+ if ( txlock_bRotation ) {
+ // rotation vector
+ VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
+ vRotate[txl_nAxis] = txl_fDeg;
+ VectorRotateOrigin( Orig, vRotate, txl_vOrigin, rOrig );
+ VectorRotateOrigin( texS, vRotate, txl_vOrigin, rvecS );
+ VectorRotateOrigin( texT, vRotate, txl_vOrigin, rvecT );
+ // compute normal of plane after rotation
+ VectorRotate( f->plane.normal, vRotate, rNormal );
+ }
+ else
+ {
+ for ( j = 0 ; j < 3 ; j++ )
+ rOrig[j] = vector3_dot( vector3_subtracted( Orig, txl_origin ), txl_matrix[j] ) + txl_origin[j];
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecS[j] = vector3_dot( vector3_subtracted( texS, txl_origin ), txl_matrix[j] ) + txl_origin[j];
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecT[j] = vector3_dot( vector3_subtracted( texT, txl_origin ), txl_matrix[j] ) + txl_origin[j];
+ // we also need the axis base of the target plane, apply the transformation matrix to the normal too..
+ for ( j = 0 ; j < 3 ; j++ )
+ rNormal[j] = vector3_dot( f->plane.normal, txl_matrix[j] );
+ }
// compute rotated plane axis base
ComputeAxisBase( rNormal, rtexS, rtexT );
M[0][1] = lvecS[0]; M[1][1] = lvecS[1]; M[2][1] = 1.0f;
M[0][2] = lvecT[0]; M[1][2] = lvecT[1]; M[2][2] = 1.0f;
// fill data vector
- D[0][0]=f->brushprimit_texdef.coords[0][2];
- D[0][1]=f->brushprimit_texdef.coords[0][0]+f->brushprimit_texdef.coords[0][2];
- D[0][2]=f->brushprimit_texdef.coords[0][1]+f->brushprimit_texdef.coords[0][2];
- D[1][0]=f->brushprimit_texdef.coords[1][2];
- D[1][1]=f->brushprimit_texdef.coords[1][0]+f->brushprimit_texdef.coords[1][2];
- D[1][2]=f->brushprimit_texdef.coords[1][1]+f->brushprimit_texdef.coords[1][2];
+ D[0][0] = f->brushprimit_texdef.coords[0][2];
+ D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
+ D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
+ D[1][0] = f->brushprimit_texdef.coords[1][2];
+ D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
+ D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
// texture locking
// called before the points on the face are actually rotated
-void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, Vector3& vOrigin )
-{
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = true;
- txl_nAxis = nAxis;
- txl_fDeg = fDeg;
- VectorCopy(vOrigin, txl_vOrigin);
- TextureLockTransformation_BrushPrimit(f);
+void RotateFaceTexture_BrushPrimit( face_t *f, int nAxis, float fDeg, Vector3& vOrigin ){
+ // this is a placeholder to call the general texture locking algorithm
+ txlock_bRotation = true;
+ txl_nAxis = nAxis;
+ txl_fDeg = fDeg;
+ VectorCopy( vOrigin, txl_vOrigin );
+ TextureLockTransformation_BrushPrimit( f );
}
// compute the new brush primit texture matrix for a transformation matrix and a flip order flag (change plane orientation)
// this matches the select_matrix algo used in select.cpp
// this needs to be called on the face BEFORE any geometric transformation
// it will compute the texture matrix that will represent the same texture on the face after the geometric transformation is done
-void ApplyMatrix_BrushPrimit(face_t *f, Vector3 matrix[3], Vector3& origin)
-{
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = false;
- VectorCopy(matrix[0], txl_matrix[0]);
- VectorCopy(matrix[1], txl_matrix[1]);
- VectorCopy(matrix[2], txl_matrix[2]);
- VectorCopy(origin, txl_origin);
- TextureLockTransformation_BrushPrimit(f);
+void ApplyMatrix_BrushPrimit( face_t *f, Vector3 matrix[3], Vector3& origin ){
+ // this is a placeholder to call the general texture locking algorithm
+ txlock_bRotation = false;
+ VectorCopy( matrix[0], txl_matrix[0] );
+ VectorCopy( matrix[1], txl_matrix[1] );
+ VectorCopy( matrix[2], txl_matrix[2] );
+ VectorCopy( origin, txl_origin );
+ TextureLockTransformation_BrushPrimit( f );
}
#endif
// don't do C==A!
-void BPMatMul(float A[2][3], float B[2][3], float C[2][3])
-{
- C[0][0] = A[0][0]*B[0][0]+A[0][1]*B[1][0];
- C[1][0] = A[1][0]*B[0][0]+A[1][1]*B[1][0];
- C[0][1] = A[0][0]*B[0][1]+A[0][1]*B[1][1];
- C[1][1] = A[1][0]*B[0][1]+A[1][1]*B[1][1];
- C[0][2] = A[0][0]*B[0][2]+A[0][1]*B[1][2]+A[0][2];
- C[1][2] = A[1][0]*B[0][2]+A[1][1]*B[1][2]+A[1][2];
-}
-
-void BPMatDump(float A[2][3])
-{
- globalOutputStream() << "" << A[0][0]
- << " " << A[0][1]
- << " " << A[0][2]
- << "\n" << A[1][0]
- << " " << A[1][2]
- << " " << A[1][2]
- << "\n0 0 1\n";
-}
-
-void BPMatRotate(float A[2][3], float theta)
-{
- float m[2][3];
- float aux[2][3];
- memset(&m, 0, sizeof(float)*6);
- m[0][0] = static_cast<float>(cos(degrees_to_radians(theta)));
- m[0][1] = static_cast<float>(-sin(degrees_to_radians(theta)));
- m[1][0] = -m[0][1];
- m[1][1] = m[0][0];
- BPMatMul(A, m, aux);
- BPMatCopy(aux,A);
+void BPMatMul( float A[2][3], float B[2][3], float C[2][3] ){
+ C[0][0] = A[0][0] * B[0][0] + A[0][1] * B[1][0];
+ C[1][0] = A[1][0] * B[0][0] + A[1][1] * B[1][0];
+ C[0][1] = A[0][0] * B[0][1] + A[0][1] * B[1][1];
+ C[1][1] = A[1][0] * B[0][1] + A[1][1] * B[1][1];
+ C[0][2] = A[0][0] * B[0][2] + A[0][1] * B[1][2] + A[0][2];
+ C[1][2] = A[1][0] * B[0][2] + A[1][1] * B[1][2] + A[1][2];
+}
+
+void BPMatDump( float A[2][3] ){
+ globalOutputStream() << "" << A[0][0]
+ << " " << A[0][1]
+ << " " << A[0][2]
+ << "\n" << A[1][0]
+ << " " << A[1][2]
+ << " " << A[1][2]
+ << "\n0 0 1\n";
+}
+
+void BPMatRotate( float A[2][3], float theta ){
+ float m[2][3];
+ float aux[2][3];
+ memset( &m, 0, sizeof( float ) * 6 );
+ m[0][0] = static_cast<float>( cos( degrees_to_radians( theta ) ) );
+ m[0][1] = static_cast<float>( -sin( degrees_to_radians( theta ) ) );
+ m[1][0] = -m[0][1];
+ m[1][1] = m[0][0];
+ BPMatMul( A, m, aux );
+ BPMatCopy( aux,A );
}
#if 0 // camera-relative texture shift
// get the relative axes of the current texturing
-void BrushPrimit_GetRelativeAxes(face_t *f, Vector3& vecS, Vector3& vecT)
-{
- float vS[2],vT[2];
- // first we compute them as expressed in plane axis base
- // BP matrix has coordinates of plane axis base expressed in geometric axis base
- // so we use the line vectors
- vS[0] = f->brushprimit_texdef.coords[0][0];
- vS[1] = f->brushprimit_texdef.coords[0][1];
- vT[0] = f->brushprimit_texdef.coords[1][0];
- vT[1] = f->brushprimit_texdef.coords[1][1];
- // now compute those vectors in geometric space
- Vector3 texS, texT; // axis base of the plane (geometric)
- ComputeAxisBase(f->plane.normal, texS, texT);
- // vecS[] = vS[0].texS[] + vS[1].texT[]
- // vecT[] = vT[0].texS[] + vT[1].texT[]
- vecS[0] = vS[0]*texS[0] + vS[1]*texT[0];
- vecS[1] = vS[0]*texS[1] + vS[1]*texT[1];
- vecS[2] = vS[0]*texS[2] + vS[1]*texT[2];
- vecT[0] = vT[0]*texS[0] + vT[1]*texT[0];
- vecT[1] = vT[0]*texS[1] + vT[1]*texT[1];
- vecT[2] = vT[0]*texS[2] + vT[1]*texT[2];
+void BrushPrimit_GetRelativeAxes( face_t *f, Vector3& vecS, Vector3& vecT ){
+ float vS[2],vT[2];
+ // first we compute them as expressed in plane axis base
+ // BP matrix has coordinates of plane axis base expressed in geometric axis base
+ // so we use the line vectors
+ vS[0] = f->brushprimit_texdef.coords[0][0];
+ vS[1] = f->brushprimit_texdef.coords[0][1];
+ vT[0] = f->brushprimit_texdef.coords[1][0];
+ vT[1] = f->brushprimit_texdef.coords[1][1];
+ // now compute those vectors in geometric space
+ Vector3 texS, texT; // axis base of the plane (geometric)
+ ComputeAxisBase( f->plane.normal, texS, texT );
+ // vecS[] = vS[0].texS[] + vS[1].texT[]
+ // vecT[] = vT[0].texS[] + vT[1].texT[]
+ vecS[0] = vS[0] * texS[0] + vS[1] * texT[0];
+ vecS[1] = vS[0] * texS[1] + vS[1] * texT[1];
+ vecS[2] = vS[0] * texS[2] + vS[1] * texT[2];
+ vecT[0] = vT[0] * texS[0] + vT[1] * texT[0];
+ vecT[1] = vT[0] * texS[1] + vT[1] * texT[1];
+ vecT[2] = vT[0] * texS[2] + vT[1] * texT[2];
}
// brush primitive texture adjustments, use the camera view to map adjustments
// ShiftTextureRelative_BrushPrimit ( s , t ) will shift relative to the texture
-void ShiftTextureRelative_Camera(face_t *f, int x, int y)
-{
- Vector3 vecS, vecT;
- float XY[2]; // the values we are going to send for translation
- float sgn[2]; // +1 or -1
- int axis[2];
- CamWnd* pCam;
-
- // get the two relative texture axes for the current texturing
- BrushPrimit_GetRelativeAxes(f, vecS, vecT);
-
- // center point of the face, project it on the camera space
- Vector3 C;
- VectorClear(C);
- int i;
- for (i=0; i<f->face_winding->numpoints; i++)
- {
- VectorAdd(C,f->face_winding->point_at(i),C);
- }
- VectorScale(C,1.0/f->face_winding->numpoints,C);
-
- pCam = g_pParentWnd->GetCamWnd();
- pCam->MatchViewAxes(C, vecS, axis[0], sgn[0]);
- pCam->MatchViewAxes(C, vecT, axis[1], sgn[1]);
-
- // this happens when the two directions can't be mapped on two different directions on the screen
- // then the move will occur against a single axis
- // (i.e. the user is not positioned well enough to send understandable shift commands)
- // NOTE: in most cases this warning is not very relevant because the user would use one of the two axes
- // for which the solution is easy (the other one being unknown)
- // so this warning could be removed
- if (axis[0] == axis[1])
- globalOutputStream() << "Warning: degenerate in ShiftTextureRelative_Camera\n";
-
- // compute the X Y geometric increments
- // those geometric increments will be applied along the texture axes (the ones we computed above)
- XY[0] = 0;
- XY[1] = 0;
- if (x!=0)
- {
- // moving right/left
- XY[axis[0]] += sgn[0]*x;
- }
- if (y!=0)
- {
- XY[axis[1]] += sgn[1]*y;
- }
- // we worked out a move along vecS vecT, and we now it's geometric amplitude
- // apply it
- ShiftTextureRelative_BrushPrimit(f, XY[0], XY[1]);
+void ShiftTextureRelative_Camera( face_t *f, int x, int y ){
+ Vector3 vecS, vecT;
+ float XY[2]; // the values we are going to send for translation
+ float sgn[2]; // +1 or -1
+ int axis[2];
+ CamWnd* pCam;
+
+ // get the two relative texture axes for the current texturing
+ BrushPrimit_GetRelativeAxes( f, vecS, vecT );
+
+ // center point of the face, project it on the camera space
+ Vector3 C;
+ VectorClear( C );
+ int i;
+ for ( i = 0; i < f->face_winding->numpoints; i++ )
+ {
+ VectorAdd( C,f->face_winding->point_at( i ),C );
+ }
+ VectorScale( C,1.0 / f->face_winding->numpoints,C );
+
+ pCam = g_pParentWnd->GetCamWnd();
+ pCam->MatchViewAxes( C, vecS, axis[0], sgn[0] );
+ pCam->MatchViewAxes( C, vecT, axis[1], sgn[1] );
+
+ // this happens when the two directions can't be mapped on two different directions on the screen
+ // then the move will occur against a single axis
+ // (i.e. the user is not positioned well enough to send understandable shift commands)
+ // NOTE: in most cases this warning is not very relevant because the user would use one of the two axes
+ // for which the solution is easy (the other one being unknown)
+ // so this warning could be removed
+ if ( axis[0] == axis[1] ) {
+ globalOutputStream() << "Warning: degenerate in ShiftTextureRelative_Camera\n";
+ }
+
+ // compute the X Y geometric increments
+ // those geometric increments will be applied along the texture axes (the ones we computed above)
+ XY[0] = 0;
+ XY[1] = 0;
+ if ( x != 0 ) {
+ // moving right/left
+ XY[axis[0]] += sgn[0] * x;
+ }
+ if ( y != 0 ) {
+ XY[axis[1]] += sgn[1] * y;
+ }
+ // we worked out a move along vecS vecT, and we now it's geometric amplitude
+ // apply it
+ ShiftTextureRelative_BrushPrimit( f, XY[0], XY[1] );
}
#endif
-void BPTexdef_Assign(brushprimit_texdef_t& bp_td, const brushprimit_texdef_t& bp_other)
-{
- bp_td = bp_other;
+void BPTexdef_Assign( brushprimit_texdef_t& bp_td, const brushprimit_texdef_t& bp_other ){
+ bp_td = bp_other;
}
-void BPTexdef_Shift(brushprimit_texdef_t& bp_td, float s, float t)
-{
- // shift a texture (texture adjustments) along it's current texture axes
- // x and y are geometric values, which we must compute as ST increments
- // this depends on the texture size and the pixel/texel ratio
- // as a ratio against texture size
- // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
- bp_td.coords[0][2] -= s;
- bp_td.coords[1][2] += t;
+void BPTexdef_Shift( brushprimit_texdef_t& bp_td, float s, float t ){
+ // shift a texture (texture adjustments) along it's current texture axes
+ // x and y are geometric values, which we must compute as ST increments
+ // this depends on the texture size and the pixel/texel ratio
+ // as a ratio against texture size
+ // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
+ bp_td.coords[0][2] -= s;
+ bp_td.coords[1][2] += t;
}
-void BPTexdef_Scale(brushprimit_texdef_t& bp_td, float s, float t)
-{
+void BPTexdef_Scale( brushprimit_texdef_t& bp_td, float s, float t ){
// apply same scale as the spinner button of the surface inspector
texdef_t texdef;
// compute fake shift scale rot
FakeTexCoordsToTexMat( texdef, bp_td );
}
-void BPTexdef_Rotate(brushprimit_texdef_t& bp_td, float angle)
-{
+void BPTexdef_Rotate( brushprimit_texdef_t& bp_td, float angle ){
// apply same scale as the spinner button of the surface inspector
texdef_t texdef;
// compute fake shift scale rot
FakeTexCoordsToTexMat( texdef, bp_td );
}
-void BPTexdef_Construct(brushprimit_texdef_t& bp_td, std::size_t width, std::size_t height)
-{
+void BPTexdef_Construct( brushprimit_texdef_t& bp_td, std::size_t width, std::size_t height ){
bp_td.coords[0][0] = 1.0f;
bp_td.coords[1][1] = 1.0f;
- ConvertTexMatWithDimensions(bp_td.coords, 2, 2, bp_td.coords, width, height);
-}
-
-void Texdef_Assign(TextureProjection& projection, const TextureProjection& other)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Assign(projection.m_brushprimit_texdef, other.m_brushprimit_texdef);
- }
- else
- {
- Texdef_Assign(projection.m_texdef, other.m_texdef);
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- projection.m_basis_s = other.m_basis_s;
- projection.m_basis_t = other.m_basis_t;
- }
- }
-}
-
-void Texdef_Shift(TextureProjection& projection, float s, float t)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Shift(projection.m_brushprimit_texdef, s, t);
- }
- else
- {
- Texdef_Shift(projection.m_texdef, s, t);
- }
-}
-
-void Texdef_Scale(TextureProjection& projection, float s, float t)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
+ ConvertTexMatWithDimensions( bp_td.coords, 2, 2, bp_td.coords, width, height );
+}
+
+void Texdef_Assign( TextureProjection& projection, const TextureProjection& other ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_Assign( projection.m_brushprimit_texdef, other.m_brushprimit_texdef );
+ }
+ else
{
- BPTexdef_Scale(projection.m_brushprimit_texdef, s, t);
+ Texdef_Assign( projection.m_texdef, other.m_texdef );
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE ) {
+ projection.m_basis_s = other.m_basis_s;
+ projection.m_basis_t = other.m_basis_t;
+ }
+ }
+}
+
+void Texdef_Shift( TextureProjection& projection, float s, float t ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_Shift( projection.m_brushprimit_texdef, s, t );
}
else
{
- Texdef_Scale(projection.m_texdef, s, t);
+ Texdef_Shift( projection.m_texdef, s, t );
}
}
-void Texdef_Rotate(TextureProjection& projection, float angle)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
+void Texdef_Scale( TextureProjection& projection, float s, float t ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_Scale( projection.m_brushprimit_texdef, s, t );
+ }
+ else
{
- BPTexdef_Rotate(projection.m_brushprimit_texdef, angle);
+ Texdef_Scale( projection.m_texdef, s, t );
+ }
+}
+
+void Texdef_Rotate( TextureProjection& projection, float angle ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ BPTexdef_Rotate( projection.m_brushprimit_texdef, angle );
}
else
{
- Texdef_Rotate(projection.m_texdef, angle);
+ Texdef_Rotate( projection.m_texdef, angle );
}
}
-void Texdef_FitTexture(TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
-{
- if(w.numpoints < 3)
- {
- return;
- }
+void Texdef_FitTexture( TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat ){
+ if ( w.numpoints < 3 ) {
+ return;
+ }
- Matrix4 st2tex;
- Texdef_toTransform(projection, (float)width, (float)height, st2tex);
+ Matrix4 st2tex;
+ Texdef_toTransform( projection, (float)width, (float)height, st2tex );
- // the current texture transform
- Matrix4 local2tex = st2tex;
- {
- Matrix4 xyz2st;
- Texdef_basisForNormal(projection, normal, xyz2st);
- matrix4_multiply_by_matrix4(local2tex, xyz2st);
- }
+ // the current texture transform
+ Matrix4 local2tex = st2tex;
+ {
+ Matrix4 xyz2st;
+ Texdef_basisForNormal( projection, normal, xyz2st );
+ matrix4_multiply_by_matrix4( local2tex, xyz2st );
+ }
- // the bounds of the current texture transform
- AABB bounds;
- for(Winding::const_iterator i = w.begin(); i != w.end(); ++i)
- {
- Vector3 texcoord = matrix4_transformed_point(local2tex, (*i).vertex);
- aabb_extend_by_point_safe(bounds, texcoord);
- }
- bounds.origin.z() = 0;
- bounds.extents.z() = 1;
+ // the bounds of the current texture transform
+ AABB bounds;
+ for ( Winding::const_iterator i = w.begin(); i != w.end(); ++i )
+ {
+ Vector3 texcoord = matrix4_transformed_point( local2tex, ( *i ).vertex );
+ aabb_extend_by_point_safe( bounds, texcoord );
+ }
+ bounds.origin.z() = 0;
+ bounds.extents.z() = 1;
- // the bounds of a perfectly fitted texture transform
- AABB perfect(Vector3(s_repeat * 0.5, t_repeat * 0.5, 0), Vector3(s_repeat * 0.5, t_repeat * 0.5, 1));
+ // the bounds of a perfectly fitted texture transform
+ AABB perfect( Vector3( s_repeat * 0.5, t_repeat * 0.5, 0 ), Vector3( s_repeat * 0.5, t_repeat * 0.5, 1 ) );
- // the difference between the current texture transform and the perfectly fitted transform
- Matrix4 matrix(matrix4_translation_for_vec3(bounds.origin - perfect.origin));
- matrix4_pivoted_scale_by_vec3(matrix, bounds.extents / perfect.extents, perfect.origin);
- matrix4_affine_invert(matrix);
+ // the difference between the current texture transform and the perfectly fitted transform
+ Matrix4 matrix( matrix4_translation_for_vec3( bounds.origin - perfect.origin ) );
+ matrix4_pivoted_scale_by_vec3( matrix, bounds.extents / perfect.extents, perfect.origin );
+ matrix4_affine_invert( matrix );
- // apply the difference to the current texture transform
- matrix4_premultiply_by_matrix4(st2tex, matrix);
+ // apply the difference to the current texture transform
+ matrix4_premultiply_by_matrix4( st2tex, matrix );
- Texdef_fromTransform(projection, (float)width, (float)height, st2tex);
- Texdef_normalise(projection, (float)width, (float)height);
-}
+ Texdef_fromTransform( projection, (float)width, (float)height, st2tex );
+ Texdef_normalise( projection, (float)width, (float)height );
+}
+
+float Texdef_getDefaultTextureScale(){
+ return g_texdef_default_scale;
+}
+
+void TexDef_Construct_Default( TextureProjection& projection ){
+ projection.m_texdef.scale[0] = Texdef_getDefaultTextureScale();
+ projection.m_texdef.scale[1] = Texdef_getDefaultTextureScale();
+
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ FakeTexCoordsToTexMat( projection.m_texdef, projection.m_brushprimit_texdef );
+ }
+}
+
+
+
+void ShiftScaleRotate_fromFace( texdef_t& shiftScaleRotate, const TextureProjection& projection ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ TexMatToFakeTexCoords( projection.m_brushprimit_texdef, shiftScaleRotate );
+ }
+ else
+ {
+ shiftScaleRotate = projection.m_texdef;
+ }
+}
+
+void ShiftScaleRotate_toFace( const texdef_t& shiftScaleRotate, TextureProjection& projection ){
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES ) {
+ // compute texture matrix
+ // the matrix returned must be understood as a qtexture_t with width=2 height=2
+ FakeTexCoordsToTexMat( shiftScaleRotate, projection.m_brushprimit_texdef );
+ }
+ else
+ {
+ projection.m_texdef = shiftScaleRotate;
+ }
+}
-float Texdef_getDefaultTextureScale()
-{
- return g_texdef_default_scale;
+
+inline void print_vector3( const Vector3& v ){
+ globalOutputStream() << "( " << v.x() << " " << v.y() << " " << v.z() << " )\n";
+}
+
+inline void print_3x3( const Matrix4& m ){
+ globalOutputStream() << "( " << m.xx() << " " << m.xy() << " " << m.xz() << " ) "
+ << "( " << m.yx() << " " << m.yy() << " " << m.yz() << " ) "
+ << "( " << m.zx() << " " << m.zy() << " " << m.zz() << " )\n";
}
-void TexDef_Construct_Default(TextureProjection& projection)
-{
- projection.m_texdef.scale[0] = Texdef_getDefaultTextureScale();
- projection.m_texdef.scale[1] = Texdef_getDefaultTextureScale();
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- FakeTexCoordsToTexMat(projection.m_texdef, projection.m_brushprimit_texdef);
- }
-}
-
-
-
-void ShiftScaleRotate_fromFace(texdef_t& shiftScaleRotate, const TextureProjection& projection)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- TexMatToFakeTexCoords(projection.m_brushprimit_texdef, shiftScaleRotate);
- }
- else
- {
- shiftScaleRotate = projection.m_texdef;
- }
-}
-
-void ShiftScaleRotate_toFace(const texdef_t& shiftScaleRotate, TextureProjection& projection)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- // compute texture matrix
- // the matrix returned must be understood as a qtexture_t with width=2 height=2
- FakeTexCoordsToTexMat( shiftScaleRotate, projection.m_brushprimit_texdef );
- }
- else
- {
- projection.m_texdef = shiftScaleRotate;
- }
-}
-
-
-inline void print_vector3(const Vector3& v)
-{
- globalOutputStream() << "( " << v.x() << " " << v.y() << " " << v.z() << " )\n";
-}
-
-inline void print_3x3(const Matrix4& m)
-{
- globalOutputStream() << "( " << m.xx() << " " << m.xy() << " " << m.xz() << " ) "
- << "( " << m.yx() << " " << m.yy() << " " << m.yz() << " ) "
- << "( " << m.zx() << " " << m.zy() << " " << m.zz() << " )\n";
-}
-
-
-inline Matrix4 matrix4_rotation_for_vector3(const Vector3& x, const Vector3& y, const Vector3& z)
-{
- return Matrix4(
- x.x(), x.y(), x.z(), 0,
- y.x(), y.y(), y.z(), 0,
- z.x(), z.y(), z.z(), 0,
- 0, 0, 0, 1
- );
-}
-
-inline Matrix4 matrix4_swap_axes(const Vector3& from, const Vector3& to)
-{
- if(from.x() != 0 && to.y() != 0)
- {
- return matrix4_rotation_for_vector3(to, from, g_vector3_axis_z);
- }
-
- if(from.x() != 0 && to.z() != 0)
- {
- return matrix4_rotation_for_vector3(to, g_vector3_axis_y, from);
- }
-
- if(from.y() != 0 && to.z() != 0)
- {
- return matrix4_rotation_for_vector3(g_vector3_axis_x, to, from);
- }
+inline Matrix4 matrix4_rotation_for_vector3( const Vector3& x, const Vector3& y, const Vector3& z ){
+ return Matrix4(
+ x.x(), x.y(), x.z(), 0,
+ y.x(), y.y(), y.z(), 0,
+ z.x(), z.y(), z.z(), 0,
+ 0, 0, 0, 1
+ );
+}
+
+inline Matrix4 matrix4_swap_axes( const Vector3& from, const Vector3& to ){
+ if ( from.x() != 0 && to.y() != 0 ) {
+ return matrix4_rotation_for_vector3( to, from, g_vector3_axis_z );
+ }
- if(from.y() != 0 && to.x() != 0)
- {
- return matrix4_rotation_for_vector3(from, to, g_vector3_axis_z);
- }
-
- if(from.z() != 0 && to.x() != 0)
- {
- return matrix4_rotation_for_vector3(from, g_vector3_axis_y, to);
- }
-
- if(from.z() != 0 && to.y() != 0)
- {
- return matrix4_rotation_for_vector3(g_vector3_axis_x, from, to);
- }
-
- ERROR_MESSAGE("unhandled axis swap case");
-
- return g_matrix4_identity;
-}
-
-inline Matrix4 matrix4_reflection_for_plane(const Plane3& plane)
-{
- return Matrix4(
- static_cast<float>(1 - (2 * plane.a * plane.a)),
- static_cast<float>(-2 * plane.a * plane.b),
- static_cast<float>(-2 * plane.a * plane.c),
- 0,
- static_cast<float>(-2 * plane.b * plane.a),
- static_cast<float>(1 - (2 * plane.b * plane.b)),
- static_cast<float>(-2 * plane.b * plane.c),
- 0,
- static_cast<float>(-2 * plane.c * plane.a),
- static_cast<float>(-2 * plane.c * plane.b),
- static_cast<float>(1 - (2 * plane.c * plane.c)),
- 0,
- static_cast<float>(-2 * plane.d * plane.a),
- static_cast<float>(-2 * plane.d * plane.b),
- static_cast<float>(-2 * plane.d * plane.c),
- 1
- );
-}
-
-inline Matrix4 matrix4_reflection_for_plane45(const Plane3& plane, const Vector3& from, const Vector3& to)
-{
- Vector3 first = from;
- Vector3 second = to;
-
- if(vector3_dot(from, plane.normal()) > 0 == vector3_dot(to, plane.normal()) > 0)
- {
- first = vector3_negated(first);
- second = vector3_negated(second);
- }
+ if ( from.x() != 0 && to.z() != 0 ) {
+ return matrix4_rotation_for_vector3( to, g_vector3_axis_y, from );
+ }
+
+ if ( from.y() != 0 && to.z() != 0 ) {
+ return matrix4_rotation_for_vector3( g_vector3_axis_x, to, from );
+ }
+
+ if ( from.y() != 0 && to.x() != 0 ) {
+ return matrix4_rotation_for_vector3( from, to, g_vector3_axis_z );
+ }
+
+ if ( from.z() != 0 && to.x() != 0 ) {
+ return matrix4_rotation_for_vector3( from, g_vector3_axis_y, to );
+ }
+
+ if ( from.z() != 0 && to.y() != 0 ) {
+ return matrix4_rotation_for_vector3( g_vector3_axis_x, from, to );
+ }
+
+ ERROR_MESSAGE( "unhandled axis swap case" );
+
+ return g_matrix4_identity;
+}
+
+inline Matrix4 matrix4_reflection_for_plane( const Plane3& plane ){
+ return Matrix4(
+ static_cast<float>( 1 - ( 2 * plane.a * plane.a ) ),
+ static_cast<float>( -2 * plane.a * plane.b ),
+ static_cast<float>( -2 * plane.a * plane.c ),
+ 0,
+ static_cast<float>( -2 * plane.b * plane.a ),
+ static_cast<float>( 1 - ( 2 * plane.b * plane.b ) ),
+ static_cast<float>( -2 * plane.b * plane.c ),
+ 0,
+ static_cast<float>( -2 * plane.c * plane.a ),
+ static_cast<float>( -2 * plane.c * plane.b ),
+ static_cast<float>( 1 - ( 2 * plane.c * plane.c ) ),
+ 0,
+ static_cast<float>( -2 * plane.d * plane.a ),
+ static_cast<float>( -2 * plane.d * plane.b ),
+ static_cast<float>( -2 * plane.d * plane.c ),
+ 1
+ );
+}
+
+inline Matrix4 matrix4_reflection_for_plane45( const Plane3& plane, const Vector3& from, const Vector3& to ){
+ Vector3 first = from;
+ Vector3 second = to;
+
+ if ( (vector3_dot( from, plane.normal() ) > 0) == (vector3_dot( to, plane.normal() ) > 0) ) {
+ first = vector3_negated( first );
+ second = vector3_negated( second );
+ }
#if 0
- globalOutputStream() << "normal: ";
- print_vector3(plane.normal());
+ globalOutputStream() << "normal: ";
+ print_vector3( plane.normal() );
- globalOutputStream() << "from: ";
- print_vector3(first);
+ globalOutputStream() << "from: ";
+ print_vector3( first );
- globalOutputStream() << "to: ";
- print_vector3(second);
+ globalOutputStream() << "to: ";
+ print_vector3( second );
#endif
- Matrix4 swap = matrix4_swap_axes(first, second);
-
- Matrix4 tmp = matrix4_reflection_for_plane(plane);
+ Matrix4 swap = matrix4_swap_axes( first, second );
- swap.tx() = -static_cast<float>(-2 * plane.a * plane.d);
- swap.ty() = -static_cast<float>(-2 * plane.b * plane.d);
- swap.tz() = -static_cast<float>(-2 * plane.c * plane.d);
+ swap.tx() = -static_cast<float>( -2 * plane.a * plane.d );
+ swap.ty() = -static_cast<float>( -2 * plane.b * plane.d );
+ swap.tz() = -static_cast<float>( -2 * plane.c * plane.d );
- return swap;
+ return swap;
}
-void Texdef_transformLocked(TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const Matrix4& identity2transformed)
-{
- //globalOutputStream() << "identity2transformed: " << identity2transformed << "\n";
+void Texdef_transformLocked( TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const Matrix4& identity2transformed ){
+ //globalOutputStream() << "identity2transformed: " << identity2transformed << "\n";
- //globalOutputStream() << "plane.normal(): " << plane.normal() << "\n";
+ //globalOutputStream() << "plane.normal(): " << plane.normal() << "\n";
- Vector3 normalTransformed(matrix4_transformed_direction(identity2transformed, plane.normal()));
+ Vector3 normalTransformed( matrix4_transformed_direction( identity2transformed, plane.normal() ) );
- //globalOutputStream() << "normalTransformed: " << normalTransformed << "\n";
+ //globalOutputStream() << "normalTransformed: " << normalTransformed << "\n";
- // identity: identity space
- // transformed: transformation
- // stIdentity: base st projection space before transformation
- // stTransformed: base st projection space after transformation
- // stOriginal: original texdef space
+ // identity: identity space
+ // transformed: transformation
+ // stIdentity: base st projection space before transformation
+ // stTransformed: base st projection space after transformation
+ // stOriginal: original texdef space
- // stTransformed2stOriginal = stTransformed -> transformed -> identity -> stIdentity -> stOriginal
+ // stTransformed2stOriginal = stTransformed -> transformed -> identity -> stIdentity -> stOriginal
- Matrix4 identity2stIdentity;
- Texdef_basisForNormal(projection, plane.normal(), identity2stIdentity);
- //globalOutputStream() << "identity2stIdentity: " << identity2stIdentity << "\n";
+ Matrix4 identity2stIdentity;
+ Texdef_basisForNormal( projection, plane.normal(), identity2stIdentity );
+ //globalOutputStream() << "identity2stIdentity: " << identity2stIdentity << "\n";
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- matrix4_transform_direction(identity2transformed, projection.m_basis_s);
- matrix4_transform_direction(identity2transformed, projection.m_basis_t);
- }
+ if ( g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE ) {
+ matrix4_transform_direction( identity2transformed, projection.m_basis_s );
+ matrix4_transform_direction( identity2transformed, projection.m_basis_t );
+ }
- Matrix4 transformed2stTransformed;
- Texdef_basisForNormal(projection, normalTransformed, transformed2stTransformed);
+ Matrix4 transformed2stTransformed;
+ Texdef_basisForNormal( projection, normalTransformed, transformed2stTransformed );
- Matrix4 stTransformed2identity(matrix4_affine_inverse(matrix4_multiplied_by_matrix4(transformed2stTransformed, identity2transformed)));
+ Matrix4 stTransformed2identity( matrix4_affine_inverse( matrix4_multiplied_by_matrix4( transformed2stTransformed, identity2transformed ) ) );
- Vector3 originalProjectionAxis(vector4_to_vector3(matrix4_affine_inverse(identity2stIdentity).z()));
+ Vector3 originalProjectionAxis( vector4_to_vector3( matrix4_affine_inverse( identity2stIdentity ).z() ) );
- Vector3 transformedProjectionAxis(vector4_to_vector3(stTransformed2identity.z()));
+ Vector3 transformedProjectionAxis( vector4_to_vector3( stTransformed2identity.z() ) );
- Matrix4 stIdentity2stOriginal;
- Texdef_toTransform(projection, (float)width, (float)height, stIdentity2stOriginal);
- Matrix4 identity2stOriginal(matrix4_multiplied_by_matrix4(stIdentity2stOriginal, identity2stIdentity));
+ Matrix4 stIdentity2stOriginal;
+ Texdef_toTransform( projection, (float)width, (float)height, stIdentity2stOriginal );
+ Matrix4 identity2stOriginal( matrix4_multiplied_by_matrix4( stIdentity2stOriginal, identity2stIdentity ) );
- //globalOutputStream() << "originalProj: " << originalProjectionAxis << "\n";
- //globalOutputStream() << "transformedProj: " << transformedProjectionAxis << "\n";
- double dot = vector3_dot(originalProjectionAxis, transformedProjectionAxis);
- //globalOutputStream() << "dot: " << dot << "\n";
- if(dot == 0)
- {
- // The projection axis chosen for the transformed normal is at 90 degrees
- // to the transformed projection axis chosen for the original normal.
- // This happens when the projection axis is ambiguous - e.g. for the plane
- // 'X == Y' the projection axis could be either X or Y.
- //globalOutputStream() << "flipped\n";
+ //globalOutputStream() << "originalProj: " << originalProjectionAxis << "\n";
+ //globalOutputStream() << "transformedProj: " << transformedProjectionAxis << "\n";
+ double dot = vector3_dot( originalProjectionAxis, transformedProjectionAxis );
+ //globalOutputStream() << "dot: " << dot << "\n";
+ if ( dot == 0 ) {
+ // The projection axis chosen for the transformed normal is at 90 degrees
+ // to the transformed projection axis chosen for the original normal.
+ // This happens when the projection axis is ambiguous - e.g. for the plane
+ // 'X == Y' the projection axis could be either X or Y.
+ //globalOutputStream() << "flipped\n";
#if 0
- globalOutputStream() << "projection off by 90\n";
- globalOutputStream() << "normal: ";
- print_vector3(plane.normal());
- globalOutputStream() << "original projection: ";
- print_vector3(originalProjectionAxis);
- globalOutputStream() << "transformed projection: ";
- print_vector3(transformedProjectionAxis);
+ globalOutputStream() << "projection off by 90\n";
+ globalOutputStream() << "normal: ";
+ print_vector3( plane.normal() );
+ globalOutputStream() << "original projection: ";
+ print_vector3( originalProjectionAxis );
+ globalOutputStream() << "transformed projection: ";
+ print_vector3( transformedProjectionAxis );
#endif
- Matrix4 identityCorrected = matrix4_reflection_for_plane45(plane, originalProjectionAxis, transformedProjectionAxis);
+ Matrix4 identityCorrected = matrix4_reflection_for_plane45( plane, originalProjectionAxis, transformedProjectionAxis );
- identity2stOriginal = matrix4_multiplied_by_matrix4(identity2stOriginal, identityCorrected);
- }
+ identity2stOriginal = matrix4_multiplied_by_matrix4( identity2stOriginal, identityCorrected );
+ }
- Matrix4 stTransformed2stOriginal = matrix4_multiplied_by_matrix4(identity2stOriginal, stTransformed2identity);
+ Matrix4 stTransformed2stOriginal = matrix4_multiplied_by_matrix4( identity2stOriginal, stTransformed2identity );
- Texdef_fromTransform(projection, (float)width, (float)height, stTransformed2stOriginal);
- Texdef_normalise(projection, (float)width, (float)height);
+ Texdef_fromTransform( projection, (float)width, (float)height, stTransformed2stOriginal );
+ Texdef_normalise( projection, (float)width, (float)height );
}
#if 1
-void Q3_to_matrix(const texdef_t& texdef, float width, float height, const Vector3& normal, Matrix4& matrix)
-{
- Normal_GetTransform(normal, matrix);
+void Q3_to_matrix( const texdef_t& texdef, float width, float height, const Vector3& normal, Matrix4& matrix ){
+ Normal_GetTransform( normal, matrix );
+
+ Matrix4 transform;
- Matrix4 transform;
-
- Texdef_toTransform(texdef, width, height, transform);
+ Texdef_toTransform( texdef, width, height, transform );
- matrix4_multiply_by_matrix4(matrix, transform);
+ matrix4_multiply_by_matrix4( matrix, transform );
}
-void BP_from_matrix(brushprimit_texdef_t& bp_texdef, const Vector3& normal, const Matrix4& transform)
-{
- Matrix4 basis;
- basis = g_matrix4_identity;
- ComputeAxisBase(normal, vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y()));
- vector4_to_vector3(basis.z()) = normal;
- matrix4_transpose(basis);
- matrix4_affine_invert(basis);
+void BP_from_matrix( brushprimit_texdef_t& bp_texdef, const Vector3& normal, const Matrix4& transform ){
+ Matrix4 basis;
+ basis = g_matrix4_identity;
+ ComputeAxisBase( normal, vector4_to_vector3( basis.x() ), vector4_to_vector3( basis.y() ) );
+ vector4_to_vector3( basis.z() ) = normal;
+ matrix4_transpose( basis );
+ matrix4_affine_invert( basis );
- Matrix4 basis2texture = matrix4_multiplied_by_matrix4(basis, transform);
+ Matrix4 basis2texture = matrix4_multiplied_by_matrix4( basis, transform );
- BPTexdef_fromTransform(bp_texdef, basis2texture);
+ BPTexdef_fromTransform( bp_texdef, basis2texture );
}
-void Q3_to_BP(const texdef_t& texdef, float width, float height, const Vector3& normal, brushprimit_texdef_t& bp_texdef)
-{
- Matrix4 matrix;
- Q3_to_matrix(texdef, width, height, normal, matrix);
- BP_from_matrix(bp_texdef, normal, matrix);
+void Q3_to_BP( const texdef_t& texdef, float width, float height, const Vector3& normal, brushprimit_texdef_t& bp_texdef ){
+ Matrix4 matrix;
+ Q3_to_matrix( texdef, width, height, normal, matrix );
+ BP_from_matrix( bp_texdef, normal, matrix );
}
#endif