bloodrun-editor/q3map2/q3map2/mesh.cpp
2026-04-02 20:51:01 +08:00

650 lines
17 KiB
C++
Executable file

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
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 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
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
/*
LerpDrawVert()
returns an 50/50 interpolated vert
*/
bspDrawVert_t LerpDrawVert( const bspDrawVert_t& a, const bspDrawVert_t& b ){
bspDrawVert_t out;
out.xyz = vector3_mid( a.xyz, b.xyz );
out.st = vector2_mid( a.st, b.st );
for ( int k = 0; k < MAX_LIGHTMAPS; ++k )
{
out.lightmap[ k ] = vector2_mid( a.lightmap[ k ], b.lightmap[ k ] );
for( int i = 0; i < 4; ++i )
out.color[ k ][ i ] = ( a.color[ k ][ i ] + b.color[ k ][ i ] ) >> 1;
}
/* ydnar: added normal interpolation */
out.normal = a.normal + b.normal;
/* if the interpolant created a bogus normal, just copy the normal from a */
if ( VectorNormalize( out.normal ) == 0 ) {
out.normal = a.normal;
}
return out;
}
/*
LerpDrawVertAmount()
returns a biased interpolated vert
*/
void LerpDrawVertAmount( const bspDrawVert_t& a, const bspDrawVert_t& b, float amount, bspDrawVert_t& out ){
out.xyz = a.xyz + ( b.xyz - a.xyz ) * amount;
out.st = a.st + ( b.st - a.st ) * amount;
for ( int k = 0; k < MAX_LIGHTMAPS; ++k )
{
out.lightmap[ k ] = a.lightmap[ k ] + ( b.lightmap[ k ] - a.lightmap[ k ] ) * amount;
for( int i = 0; i < 4; ++i )
out.color[ k ][ i ] = a.color[ k ][ i ] + amount * ( b.color[ k ][ i ] - a.color[ k ][ i ] );
}
out.normal = a.normal + ( b.normal - a.normal ) * amount;
/* if the interpolant created a bogus normal, just copy the normal from a */
if ( VectorNormalize( out.normal ) == 0 ) {
out.normal = a.normal;
}
}
void PrintMesh( const mesh_t& m ) {
for ( int i = 0; i < m.height; ++i ) {
for ( int j = 0; j < m.width; ++j ) {
Sys_Printf( "(%5.2f %5.2f %5.2f) "
, m[i][j].xyz[0]
, m[i][j].xyz[1]
, m[i][j].xyz[2] );
}
Sys_Printf( "\n" );
}
Sys_Printf( "\n" );
}
/*
TransposeMesh()
returns a transposed copy of the mesh, freeing the original
*/
void TransposeMesh( mesh_t& m ) {
mesh_t out( m.height, m.width ); // swap width/height
for ( int h = 0; h < m.height; ++h )
for ( int w = 0; w < m.width; ++w )
out[ w ][ h ] = m[ h ][ w ];
m = std::move( out );
}
/* 90` clockwise */
void RotateMesh( mesh_t& m ) {
mesh_t out( m.height, m.width ); // swap width/height
for ( int h = 0; h < m.height; ++h )
for ( int w = 0; w < m.width; ++w )
out[ w ][ m.height - 1 - h ] = m[ h ][ w ];
m = std::move( out );
}
void InvertMesh( mesh_t& m ) {
for ( int h = 0; h < m.height; ++h )
for ( int w = 0; w < m.width / 2; ++w )
std::swap(
m[ h ][ w ],
m[ h ][ m.width - 1 - w ]
);
}
/*
=================
MakeMeshNormals
=================
*/
void MakeMeshNormals( mesh_t& in ){
int i, j, k, dist;
int count;
int x, y;
Vector3 around[8];
bool good[8];
bool wrapWidth, wrapHeight;
int neighbors[8][2] =
{
{ 0, 1 }, { 1, 1 }, { 1, 0 }, { 1,-1 },
{ 0,-1 }, {-1,-1 }, {-1, 0 }, {-1, 1 }
};
wrapWidth = false;
for ( i = 0; i < in.height; ++i ) {
if ( vector3_length( in[i][0].xyz - in[i][in.width - 1].xyz ) > 1 ) {
break;
}
}
if ( i == in.height ) {
wrapWidth = true;
}
wrapHeight = false;
for ( i = 0; i < in.width; ++i ) {
if ( vector3_length( in[0][i].xyz - in[in.height - 1][i].xyz ) > 1 ) {
break;
}
}
if ( i == in.width ) {
wrapHeight = true;
}
for ( i = 0; i < in.width; ++i ) {
for ( j = 0; j < in.height; ++j ) {
count = 0;
bspDrawVert_t& dv = in[j][i];
const Vector3 base( dv.xyz );
for ( k = 0; k < 8; ++k ) {
around[k].set( 0 );
good[k] = false;
for ( dist = 1; dist <= 3; ++dist ) {
x = i + neighbors[k][0] * dist;
y = j + neighbors[k][1] * dist;
if ( wrapWidth ) {
if ( x < 0 ) {
x = in.width - 1 + x;
}
else if ( x >= in.width ) {
x = 1 + x - in.width;
}
}
if ( wrapHeight ) {
if ( y < 0 ) {
y = in.height - 1 + y;
}
else if ( y >= in.height ) {
y = 1 + y - in.height;
}
}
if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
break; // edge of patch
}
Vector3 temp = in[y][x].xyz - base;
if ( VectorNormalize( temp ) == 0 ) {
continue; // degenerate edge, get more dist
}
else {
good[k] = true;
around[k] = temp;
break; // good edge
}
}
}
Vector3 sum( 0 );
for ( k = 0; k < 8; ++k ) {
if ( !good[k] || !good[( k + 1 ) & 7] ) {
continue; // didn't get two points
}
Vector3 normal = vector3_cross( around[( k + 1 ) & 7], around[k] );
if ( VectorNormalize( normal ) == 0 ) {
continue;
}
sum += normal;
count++;
}
if ( count == 0 ) {
//Sys_Printf( "bad normal\n" );
count = 1;
}
dv.normal = VectorNormalized( sum );
}
}
}
/*
PutMeshOnCurve()
drops the aproximating points onto the curve
*/
void PutMeshOnCurve( mesh_t& in ) {
const auto lerp3 = []( const bspDrawVert_t& prev, bspDrawVert_t& mid, const bspDrawVert_t& next ){
mid.xyz = ( prev.xyz + mid.xyz * 2 + next.xyz ) * .25;
/* ydnar: interpolating st coords */
mid.st = ( prev.st + mid.st * 2 + next.st ) * .25;
for ( int m = 0; m < MAX_LIGHTMAPS; ++m )
mid.lightmap[ m ] = ( prev.lightmap[ m ] + mid.lightmap[ m ] * 2 + next.lightmap[ m ] ) * .25;
};
// put all the aproximating points on the curve
for ( int i = 0; i < in.width; ++i )
for ( int j = 1; j < in.height; j += 2 )
lerp3( in[ j - 1 ][ i ],
in[ j + 0 ][ i ],
in[ j + 1 ][ i ] );
for ( int j = 0; j < in.height; ++j )
for ( int i = 1; i < in.width; i += 2 )
lerp3( in[ j ][ i - 1 ],
in[ j ][ i + 0 ],
in[ j ][ i + 1 ] );
}
/*
=================
SubdivideMesh
=================
*/
mesh_t SubdivideMesh( const mesh_view_t in, float maxError, float minLength ){
bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
int width = in.width;
int height = in.height;
/* copy each row */
for ( int h = 0; h < in.height; ++h )
std::copy_n( in[h], in.width, expand[h] );
// horizontal subdivisions
for ( int i, j = 0; j + 2 < width; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0; i < height; ++i ) {
const Vector3 prevxyz = expand[i][j + 1].xyz - expand[i][j].xyz;
const Vector3 nextxyz = expand[i][j + 2].xyz - expand[i][j + 1].xyz;
const Vector3 midxyz = ( expand[i][j].xyz + expand[i][j + 1].xyz * 2 + expand[i][j + 2].xyz ) * 0.25;
// if the span length is too long, force a subdivision
if ( vector3_length( prevxyz ) > minLength
|| vector3_length( nextxyz ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
if ( vector3_length( expand[i][j + 1].xyz - midxyz ) > maxError ) {
break;
}
}
if ( width + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == height ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
width += 2;
for ( i = 0; i < height; ++i ) {
for ( int k = width - 1; k > j + 3; --k ) {
expand[i][k] = expand[i][k - 2];
}
expand[i][j + 3] = LerpDrawVert( expand[i][j + 1], expand[i][j + 2] );
expand[i][j + 1] = LerpDrawVert( expand[i][j + 0], expand[i][j + 1] );
expand[i][j + 2] = LerpDrawVert( expand[i][j + 1], expand[i][j + 3] );
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// vertical subdivisions
for ( int i, j = 0; j + 2 < height; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0; i < width; ++i ) {
const Vector3 prevxyz = expand[j + 1][i].xyz - expand[j][i].xyz;
const Vector3 nextxyz = expand[j + 2][i].xyz - expand[j + 1][i].xyz;
const Vector3 midxyz = ( expand[j][i].xyz + expand[j + 1][i].xyz * 2 + expand[j + 2][i].xyz ) * 0.25;
// if the span length is too long, force a subdivision
if ( vector3_length( prevxyz ) > minLength
|| vector3_length( nextxyz ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
if ( vector3_length( expand[j + 1][i].xyz - midxyz ) > maxError ) {
break;
}
}
if ( height + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == width ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
height += 2;
for ( i = 0; i < width; ++i ) {
for ( int k = height - 1; k > j + 3; --k ) {
expand[k][i] = expand[k - 2][i];
}
expand[j + 3][i] = LerpDrawVert( expand[j + 1][i], expand[j + 2][i] );
expand[j + 1][i] = LerpDrawVert( expand[j + 0][i], expand[j + 1][i] );
expand[j + 2][i] = LerpDrawVert( expand[j + 1][i], expand[j + 3][i] );
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// collapse the verts
for ( int i = 1; i < height; ++i ) {
memmove( expand[0] + width * i, expand[i], width * sizeof( bspDrawVert_t ) );
}
return mesh_t( width, height, expand[0] );
}
/*
IterationsForCurve() - ydnar
given a curve of a certain length, return the number of subdivision iterations
note: this is affected by subdivision amount
*/
int IterationsForCurve( float len, int subdivisions ){
int iterations, facets;
/* calculate the number of subdivisions */
for ( iterations = 0; iterations < 3; ++iterations )
{
facets = subdivisions * 16 * pow( 2, iterations );
if ( facets >= len ) {
break;
}
}
/* return to caller */
return iterations;
}
/*
SubdivideMesh2() - ydnar
subdivides each mesh quad a specified number of times
*/
mesh_t SubdivideMesh2( const mesh_view_t in, int iterations ){
bspDrawVert_t expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
int width = in.width;
int height = in.height;
/* copy each row */
for ( int h = 0; h < in.height; ++h )
std::copy_n( in[h], in.width, expand[h] );
/* keep chopping */
for ( ; iterations > 0; --iterations )
{
/* horizontal subdivisions */
for ( int j = 0; j + 2 < width; j += 4 )
{
/* check size limit */
if ( width + 2 >= MAX_EXPANDED_AXIS ) {
break;
}
/* insert two columns and replace the peak */
width += 2;
for ( int i = 0; i < height; ++i )
{
for ( int k = width - 1; k > j + 3; --k )
expand [ i ][ k ] = expand[ i ][ k - 2 ];
expand[ i ][ j + 3 ] = LerpDrawVert( expand[ i ][ j + 1 ], expand[ i ][ j + 2 ] );
expand[ i ][ j + 1 ] = LerpDrawVert( expand[ i ][ j + 0 ], expand[ i ][ j + 1 ] );
expand[ i ][ j + 2 ] = LerpDrawVert( expand[ i ][ j + 1 ], expand[ i ][ j + 3 ] );
}
}
/* vertical subdivisions */
for ( int j = 0; j + 2 < height; j += 4 )
{
/* check size limit */
if ( height + 2 >= MAX_EXPANDED_AXIS ) {
break;
}
/* insert two columns and replace the peak */
height += 2;
for ( int i = 0; i < width; ++i )
{
for ( int k = height - 1; k > j + 3; --k )
expand[ k ][ i ] = expand[ k - 2 ][ i ];
expand[ j + 3 ][ i ] = LerpDrawVert( expand[ j + 1 ][ i ], expand[ j + 2 ][ i ] );
expand[ j + 1 ][ i ] = LerpDrawVert( expand[ j + 0 ][ i ], expand[ j + 1 ][ i ] );
expand[ j + 2 ][ i ] = LerpDrawVert( expand[ j + 1 ][ i ], expand[ j + 3 ][ i ] );
}
}
}
/* collapse the verts */
for ( int i = 1; i < height; ++i )
memmove( expand[0] + width * i, expand[ i ], width * sizeof( bspDrawVert_t ) );
/* return to sender */
return mesh_t( width, height, expand[0] );
}
/*
================
ProjectPointOntoVector
================
*/
inline Vector3 ProjectPointOntoVector( const Vector3& point, const Vector3& vStart, const Vector3& vEnd ){
const Vector3 pVec = point - vStart;
const Vector3 vec = VectorNormalized( vEnd - vStart );
// project onto the directional vector for this segment
return ( vStart + vec * vector3_dot( pVec, vec ) );
}
/*
================
RemoveLinearMeshColumsRows
================
*/
mesh_t RemoveLinearMeshColumnsRows( const mesh_t& in ) {
bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
int width = in.width;
int height = in.height;
/* copy each row */
for ( int h = 0; h < in.height; ++h )
std::copy_n( in[h], in.width, expand[h] );
for ( int j = 1; j < width - 1; ++j ) {
double maxLength = 0;
for ( int i = 0; i < height; ++i ) {
value_maximize( maxLength, vector3_length( expand[i][j].xyz - ProjectPointOntoVector( expand[i][j].xyz, expand[i][j - 1].xyz, expand[i][j + 1].xyz ) ) );
}
if ( maxLength < 0.1 ) {
width--;
for ( int i = 0; i < height; ++i ) {
for ( int k = j; k < width; ++k ) {
expand[i][k] = expand[i][k + 1];
}
}
j--;
}
}
for ( int j = 1; j < height - 1; ++j ) {
double maxLength = 0;
for ( int i = 0; i < width; ++i ) {
value_maximize( maxLength, vector3_length( expand[j][i].xyz - ProjectPointOntoVector( expand[j][i].xyz, expand[j - 1][i].xyz, expand[j + 1][i].xyz ) ) );
}
if ( maxLength < 0.1 ) {
height--;
for ( int i = 0; i < width; ++i ) {
for ( int k = j; k < height; ++k ) {
expand[k][i] = expand[k + 1][i];
}
}
j--;
}
}
// collapse the verts
for ( int i = 1; i < height; ++i ) {
memmove( expand[0] + width * i, expand[i], width * sizeof( bspDrawVert_t ) );
}
return mesh_t( width, height, expand[0] );
}
mesh_t TessellatedMesh( const mesh_view_t in, int iterations ){
//% mesh_t subdivided = SubdivideMesh( in, 8, 512 );
mesh_t subdivided = SubdivideMesh2( in, iterations );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( subdivided );
mesh_t mesh = RemoveLinearMeshColumnsRows( subdivided );
//% MakeMeshNormals( mesh );
return mesh;
}
/*
=================
SubdivideMeshQuads
=================
*/
static mesh_t SubdivideMeshQuads( const mesh_view_t in, float minLength, int maxsize, int *widthtable, int *heighttable ){
int i, j, k, w, h, maxsubdivisions, subdivisions;
bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
int width = in.width;
int height = in.height;
/* copy each row */
for ( int h = 0; h < in.height; ++h )
std::copy_n( in[h], in.width, expand[h] );
if ( maxsize > MAX_EXPANDED_AXIS ) {
Error( "SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS" );
}
// horizontal subdivisions
maxsubdivisions = ( maxsize - in.width ) / ( in.width - 1 );
for ( w = 0, j = 0; w < in.width - 1; ++w, j += subdivisions + 1 ) {
double maxLength = 0;
for ( i = 0; i < height; ++i ) {
value_maximize( maxLength, vector3_length( expand[i][j + 1].xyz - expand[i][j].xyz ) );
}
subdivisions = std::min( (int) ( maxLength / minLength ), maxsubdivisions );
widthtable[w] = subdivisions + 1;
if ( subdivisions <= 0 ) {
continue;
}
width += subdivisions;
for ( i = 0; i < height; ++i ) {
for ( k = width - 1; k > j + subdivisions; --k ) {
expand[i][k] = expand[i][k - subdivisions];
}
for ( k = 1; k <= subdivisions; ++k )
{
const float amount = (float) k / ( subdivisions + 1 );
LerpDrawVertAmount( expand[i][j], expand[i][j + subdivisions + 1], amount, expand[i][j + k] );
}
}
}
maxsubdivisions = ( maxsize - in.height ) / ( in.height - 1 );
for ( h = 0, j = 0; h < in.height - 1; ++h, j += subdivisions + 1 ) {
double maxLength = 0;
for ( i = 0; i < width; ++i ) {
value_maximize( maxLength, vector3_length( expand[j + 1][i].xyz - expand[j][i].xyz ) );
}
subdivisions = std::min( (int) ( maxLength / minLength ), maxsubdivisions );
heighttable[h] = subdivisions + 1;
if ( subdivisions <= 0 ) {
continue;
}
height += subdivisions;
for ( i = 0; i < width; ++i ) {
for ( k = height - 1; k > j + subdivisions; --k ) {
expand[k][i] = expand[k - subdivisions][i];
}
for ( k = 1; k <= subdivisions; ++k )
{
const float amount = (float) k / ( subdivisions + 1 );
LerpDrawVertAmount( expand[j][i], expand[j + subdivisions + 1][i], amount, expand[j + k][i] );
}
}
}
// collapse the verts
for ( i = 1; i < height; ++i ) {
memmove( expand[0] + width * i, expand[i], width * sizeof( bspDrawVert_t ) );
}
return mesh_t( width, height, expand[0] );
}