mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
0e42951d44
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
1080 lines
33 KiB
C++
1080 lines
33 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "vrad.h"
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#include "VRAD_DispColl.h"
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#include "DispColl_Common.h"
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#include "radial.h"
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#include "CollisionUtils.h"
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#include "tier0\dbg.h"
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#define SAMPLE_BBOX_SLOP 5.0f
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#define TRIEDGE_EPSILON 0.001f
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float g_flMaxDispSampleSize = 512.0f;
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static FileHandle_t pDispFile = FILESYSTEM_INVALID_HANDLE;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CVRADDispColl::CVRADDispColl()
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{
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m_iParent = -1;
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m_flSampleRadius2 = 0.0f;
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m_flPatchSampleRadius2 = 0.0f;
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m_flSampleWidth = 0.0f;
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m_flSampleHeight = 0.0f;
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m_aLuxelCoords.Purge();
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m_aVertNormals.Purge();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CVRADDispColl::~CVRADDispColl()
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{
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m_aLuxelCoords.Purge();
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m_aVertNormals.Purge();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CVRADDispColl::Create( CCoreDispInfo *pDisp )
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{
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// Base class create.
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if( !CDispCollTree::Create( pDisp ) )
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return false;
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// Allocate VRad specific memory.
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m_aLuxelCoords.SetSize( GetSize() );
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m_aVertNormals.SetSize( GetSize() );
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// VRad specific base surface data.
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CCoreDispSurface *pSurf = pDisp->GetSurface();
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m_iParent = pSurf->GetHandle();
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// VRad specific displacement surface data.
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for ( int iVert = 0; iVert < m_aVerts.Count(); ++iVert )
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{
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pDisp->GetNormal( iVert, m_aVertNormals[iVert] );
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pDisp->GetLuxelCoord( 0, iVert, m_aLuxelCoords[iVert] );
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}
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// Re-calculate the lightmap size (in uv) so that the luxels give
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// a better world-space uniform approx. due to the non-linear nature
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// of the displacement surface in uv-space
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dface_t *pFace = &g_pFaces[m_iParent];
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if( pFace )
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{
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CalcSampleRadius2AndBox( pFace );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVRADDispColl::CalcSampleRadius2AndBox( dface_t *pFace )
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{
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// Get the luxel sample size.
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texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
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Assert ( pTexInfo );
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if ( !pTexInfo )
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return;
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// Todo: Width = Height now, should change all the code to look at one value.
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Vector vecTmp( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
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float flWidth = 1.0f / VectorLength( vecTmp );
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float flHeight = flWidth;
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// Save off the sample width and height.
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m_flSampleWidth = flWidth;
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m_flSampleHeight = flHeight;
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// Calculate the sample radius squared.
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float flSampleRadius = sqrt( ( ( flWidth * flWidth ) + ( flHeight * flHeight ) ) ) * 2.2f;//RADIALDIST2;
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if ( flSampleRadius > g_flMaxDispSampleSize )
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{
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flSampleRadius = g_flMaxDispSampleSize;
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}
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m_flSampleRadius2 = flSampleRadius * flSampleRadius;
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// Calculate the patch radius - the max sample edge length * the number of luxels per edge "chop."
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float flSampleSize = max( m_flSampleWidth, m_flSampleHeight );
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float flPatchSampleRadius = flSampleSize * dispchop * 2.2f;
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if ( flPatchSampleRadius > g_MaxDispPatchRadius )
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{
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flPatchSampleRadius = g_MaxDispPatchRadius;
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Warning( "Patch Sample Radius Clamped!\n" );
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}
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m_flPatchSampleRadius2 = flPatchSampleRadius * flPatchSampleRadius;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the min/max of the displacement surface.
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//-----------------------------------------------------------------------------
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void CVRADDispColl::GetSurfaceMinMax( Vector &boxMin, Vector &boxMax )
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{
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// Initialize the minimum and maximum box
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boxMin = m_aVerts[0];
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boxMax = m_aVerts[0];
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for( int i = 1; i < m_aVerts.Count(); i++ )
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{
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if( m_aVerts[i].x < boxMin.x ) { boxMin.x = m_aVerts[i].x; }
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if( m_aVerts[i].y < boxMin.y ) { boxMin.y = m_aVerts[i].y; }
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if( m_aVerts[i].z < boxMin.z ) { boxMin.z = m_aVerts[i].z; }
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if( m_aVerts[i].x > boxMax.x ) { boxMax.x = m_aVerts[i].x; }
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if( m_aVerts[i].y > boxMax.y ) { boxMax.y = m_aVerts[i].y; }
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if( m_aVerts[i].z > boxMax.z ) { boxMax.z = m_aVerts[i].z; }
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the minor projection axes based on the given normal.
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//-----------------------------------------------------------------------------
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void CVRADDispColl::GetMinorAxes( Vector const &vecNormal, int &nAxis0, int &nAxis1 )
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{
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nAxis0 = 0;
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nAxis1 = 1;
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if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.y ) )
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{
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if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.z ) )
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{
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nAxis0 = 1;
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nAxis1 = 2;
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}
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}
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else
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{
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if( FloatMakePositive( vecNormal.y ) > FloatMakePositive( vecNormal.z ) )
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{
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nAxis0 = 0;
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nAxis1 = 2;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CVRADDispColl::BaseFacePlaneToDispUV( Vector const &vecPlanePt, Vector2D &dispUV )
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{
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PointInQuadToBarycentric( m_vecSurfPoints[0], m_vecSurfPoints[3], m_vecSurfPoints[2], m_vecSurfPoints[1], vecPlanePt, dispUV );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CVRADDispColl::DispUVToSurfPoint( Vector2D const &dispUV, Vector &vecPoint, float flPushEps )
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{
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// Check to see that the point is on the surface.
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if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
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return;
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// Get the displacement power.
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int nWidth = ( ( 1 << m_nPower ) + 1 );
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int nHeight = nWidth;
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// Scale the U, V coordinates to the displacement grid size.
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float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
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float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
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// Find the base U, V.
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int nSnapU = static_cast<int>( flU );
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int nSnapV = static_cast<int>( flV );
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// Use this to get the triangle orientation.
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bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
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// Top Left to Bottom Right
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if( bOdd )
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{
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DispUVToSurf_TriTLToBR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
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}
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// Bottom Left to Top Right
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else
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{
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DispUVToSurf_TriBLToTR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVRADDispColl::DispUVToSurf_TriTLToBR( Vector &vecPoint, float flPushEps,
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float flU, float flV, int nSnapU, int nSnapV,
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int nWidth, int nHeight )
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{
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int nNextU = nSnapU + 1;
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int nNextV = nSnapV + 1;
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if ( nNextU == nWidth) { --nNextU; }
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if ( nNextV == nHeight ) { --nNextV; }
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float flFracU = flU - static_cast<float>( nSnapU );
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float flFracV = flV - static_cast<float>( nSnapV );
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if( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) )
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{
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int nIndices[3];
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nIndices[0] = nNextV * nWidth + nSnapU;
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nIndices[1] = nNextV * nWidth + nNextU;
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nIndices[2] = nSnapV * nWidth + nNextU;
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Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
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Vector edgeV = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
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vecPoint = m_aVerts[nIndices[1]] + edgeU * ( 1.0f - flFracU ) + edgeV * ( 1.0f - flFracV );
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if ( flPushEps != 0.0f )
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{
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Vector vecNormal;
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vecNormal = CrossProduct( edgeU, edgeV );
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VectorNormalize( vecNormal );
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vecPoint += ( vecNormal * flPushEps );
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}
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}
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else
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{
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int nIndices[3];
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nIndices[0] = nSnapV * nWidth + nSnapU;
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nIndices[1] = nNextV * nWidth + nSnapU;
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nIndices[2] = nSnapV * nWidth + nNextU;
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Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[0]];
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Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[0]];
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vecPoint = m_aVerts[nIndices[0]] + edgeU * flFracU + edgeV * flFracV;
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if ( flPushEps != 0.0f )
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{
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Vector vecNormal;
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vecNormal = CrossProduct( edgeU, edgeV );
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VectorNormalize( vecNormal );
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vecPoint += ( vecNormal * flPushEps );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVRADDispColl::DispUVToSurf_TriBLToTR( Vector &vecPoint, float flPushEps,
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float flU, float flV, int nSnapU, int nSnapV,
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int nWidth, int nHeight )
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{
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int nNextU = nSnapU + 1;
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int nNextV = nSnapV + 1;
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if ( nNextU == nWidth) { --nNextU; }
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if ( nNextV == nHeight ) { --nNextV; }
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float flFracU = flU - static_cast<float>( nSnapU );
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float flFracV = flV - static_cast<float>( nSnapV );
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if( flFracU < flFracV )
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{
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int nIndices[3];
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nIndices[0] = nSnapV * nWidth + nSnapU;
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nIndices[1] = nNextV * nWidth + nSnapU;
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nIndices[2] = nNextV * nWidth + nNextU;
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Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
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Vector edgeV = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
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vecPoint = m_aVerts[nIndices[1]] + edgeU * flFracU + edgeV * ( 1.0f - flFracV );
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if ( flPushEps != 0.0f )
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{
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Vector vecNormal;
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vecNormal = CrossProduct( edgeV, edgeU );
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VectorNormalize( vecNormal );
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vecPoint += ( vecNormal * flPushEps );
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}
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}
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else
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{
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int nIndices[3];
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nIndices[0] = nSnapV * nWidth + nSnapU;
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nIndices[1] = nNextV * nWidth + nNextU;
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nIndices[2] = nSnapV * nWidth + nNextU;
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Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[2]];
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Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[2]];
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vecPoint = m_aVerts[nIndices[2]] + edgeU * ( 1.0f - flFracU ) + edgeV * flFracV;
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if ( flPushEps != 0.0f )
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{
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Vector vecNormal;
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vecNormal = CrossProduct( edgeV, edgeU );
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VectorNormalize( vecNormal );
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vecPoint += ( vecNormal * flPushEps );
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CVRADDispColl::DispUVToSurfNormal( Vector2D const &dispUV, Vector &vecNormal )
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{
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// Check to see that the point is on the surface.
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if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
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return;
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// Get the displacement power.
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int nWidth = ( ( 1 << m_nPower ) + 1 );
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int nHeight = nWidth;
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// Scale the U, V coordinates to the displacement grid size.
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float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
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float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
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// Find the base U, V.
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int nSnapU = static_cast<int>( flU );
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int nSnapV = static_cast<int>( flV );
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int nNextU = nSnapU + 1;
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int nNextV = nSnapV + 1;
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if ( nNextU == nWidth) { --nNextU; }
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if ( nNextV == nHeight ) { --nNextV; }
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float flFracU = flU - static_cast<float>( nSnapU );
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float flFracV = flV - static_cast<float>( nSnapV );
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// Get the four normals "around" the "spot"
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int iQuad[VRAD_QUAD_SIZE];
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iQuad[0] = ( nSnapV * nWidth ) + nSnapU;
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iQuad[1] = ( nNextV * nWidth ) + nSnapU;
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iQuad[2] = ( nNextV * nWidth ) + nNextU;
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iQuad[3] = ( nSnapV * nWidth ) + nNextU;
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// Find the blended normal (bi-linear).
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Vector vecTmpNormals[2], vecBlendedNormals[2], vecDispNormals[4];
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for ( int iVert = 0; iVert < VRAD_QUAD_SIZE; ++iVert )
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{
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GetVertNormal( iQuad[iVert], vecDispNormals[iVert] );
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}
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vecTmpNormals[0] = vecDispNormals[0] * ( 1.0f - flFracU );
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vecTmpNormals[1] = vecDispNormals[3] * flFracU;
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vecBlendedNormals[0] = vecTmpNormals[0] + vecTmpNormals[1];
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VectorNormalize( vecBlendedNormals[0] );
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vecTmpNormals[0] = vecDispNormals[1] * ( 1.0f - flFracU );
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vecTmpNormals[1] = vecDispNormals[2] * flFracU;
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vecBlendedNormals[1] = vecTmpNormals[0] + vecTmpNormals[1];
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VectorNormalize( vecBlendedNormals[1] );
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vecTmpNormals[0] = vecBlendedNormals[0] * ( 1.0f - flFracV );
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vecTmpNormals[1] = vecBlendedNormals[1] * flFracV;
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vecNormal = vecTmpNormals[0] + vecTmpNormals[1];
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VectorNormalize( vecNormal );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float CVRADDispColl::CreateParentPatches( void )
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{
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// Save the total surface area of the displacement.
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float flTotalArea = 0.0f;
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// Get the number of displacement subdivisions.
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int nInterval = GetWidth();
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Vector vecPoints[4];
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vecPoints[0].Init( m_aVerts[0].x, m_aVerts[0].y, m_aVerts[0].z );
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vecPoints[1].Init( m_aVerts[(nInterval*(nInterval-1))].x, m_aVerts[(nInterval*(nInterval-1))].y, m_aVerts[(nInterval*(nInterval-1))].z );
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vecPoints[2].Init( m_aVerts[((nInterval*nInterval)-1)].x, m_aVerts[((nInterval*nInterval)-1)].y, m_aVerts[((nInterval*nInterval)-1)].z );
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vecPoints[3].Init( m_aVerts[(nInterval-1)].x, m_aVerts[(nInterval-1)].y, m_aVerts[(nInterval-1)].z );
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// Create and initialize the patch.
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int iPatch = g_Patches.AddToTail();
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if ( iPatch == g_Patches.InvalidIndex() )
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return flTotalArea;
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// Keep track of the area of the patches.
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float flArea = 0.0f;
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if ( !InitParentPatch( iPatch, vecPoints, flArea ) )
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{
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g_Patches.Remove( iPatch );
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flArea = 0.0f;
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}
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// Return the displacement area.
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return flArea;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iParentPatch -
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// nLevel -
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//-----------------------------------------------------------------------------
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void CVRADDispColl::CreateChildPatchesFromRoot( int iParentPatch, int *pChildPatch )
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{
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// Initialize the child patch indices.
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pChildPatch[0] = g_Patches.InvalidIndex();
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pChildPatch[1] = g_Patches.InvalidIndex();
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// Get the number of displacement subdivisions.
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int nInterval = GetWidth();
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// Get the parent patch.
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CPatch *pParentPatch = &g_Patches[iParentPatch];
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if ( !pParentPatch )
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return;
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// Split along the longest edge.
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Vector vecEdges[4];
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vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
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vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
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vecEdges[2] = pParentPatch->winding->p[3] - pParentPatch->winding->p[2];
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vecEdges[3] = pParentPatch->winding->p[3] - pParentPatch->winding->p[0];
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// Should the patch be subdivided - check the area.
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float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
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float flMinEdgeLength = flMaxLength * dispchop;
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// Find the longest edge.
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float flEdgeLength = 0.0f;
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int iLongEdge = -1;
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for ( int iEdge = 0; iEdge < 4; ++iEdge )
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{
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float flLength = vecEdges[iEdge].Length();
|
|
if ( flEdgeLength < flLength )
|
|
{
|
|
flEdgeLength = vecEdges[iEdge].Length();
|
|
iLongEdge = iEdge;
|
|
}
|
|
}
|
|
|
|
// Small enough already, return.
|
|
if ( flEdgeLength < flMinEdgeLength )
|
|
return;
|
|
|
|
// Test area as well so we don't allow slivers.
|
|
float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength );
|
|
Vector vecNormal = vecEdges[3].Cross( vecEdges[0] );
|
|
float flTestArea = VectorNormalize( vecNormal );
|
|
if ( flTestArea < flMinArea )
|
|
return;
|
|
|
|
// Get the points for the first triangle.
|
|
int iPoints[3];
|
|
Vector vecPoints[3];
|
|
float flArea;
|
|
|
|
iPoints[0] = ( nInterval * nInterval ) - 1;
|
|
iPoints[1] = 0;
|
|
iPoints[2] = nInterval * ( nInterval - 1 );
|
|
for ( int iPoint = 0; iPoint < 3; ++iPoint )
|
|
{
|
|
VectorCopy( m_aVerts[iPoints[iPoint]], vecPoints[iPoint] );
|
|
}
|
|
|
|
// Create and initialize the patch.
|
|
pChildPatch[0] = g_Patches.AddToTail();
|
|
if ( pChildPatch[0] == g_Patches.InvalidIndex() )
|
|
return;
|
|
|
|
if ( !InitPatch( pChildPatch[0], iParentPatch, 0, vecPoints, iPoints, flArea ) )
|
|
{
|
|
g_Patches.Remove( pChildPatch[0] );
|
|
pChildPatch[0] = g_Patches.InvalidIndex();
|
|
return;
|
|
}
|
|
|
|
// Get the points for the second triangle.
|
|
iPoints[0] = 0;
|
|
iPoints[1] = ( nInterval * nInterval ) - 1;
|
|
iPoints[2] = nInterval - 1;
|
|
for ( int iPoint = 0; iPoint < 3; ++iPoint )
|
|
{
|
|
VectorCopy( m_aVerts[iPoints[iPoint]], vecPoints[iPoint] );
|
|
}
|
|
|
|
// Create and initialize the patch.
|
|
pChildPatch[1] = g_Patches.AddToTail();
|
|
if ( pChildPatch[1] == g_Patches.InvalidIndex() )
|
|
{
|
|
g_Patches.Remove( pChildPatch[0] );
|
|
pChildPatch[0] = g_Patches.InvalidIndex();
|
|
return;
|
|
}
|
|
|
|
if ( !InitPatch( pChildPatch[1], iParentPatch, 1, vecPoints, iPoints, flArea ) )
|
|
{
|
|
g_Patches.Remove( pChildPatch[0] );
|
|
pChildPatch[0] = g_Patches.InvalidIndex();
|
|
g_Patches.Remove( pChildPatch[1] );
|
|
pChildPatch[1] = g_Patches.InvalidIndex();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flMinArea -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
void CVRADDispColl::CreateChildPatches( int iParentPatch, int nLevel )
|
|
{
|
|
// Get the parent patch.
|
|
CPatch *pParentPatch = &g_Patches[iParentPatch];
|
|
if ( !pParentPatch )
|
|
return;
|
|
|
|
// The root face is a quad - special case.
|
|
if ( pParentPatch->winding->numpoints == 4 )
|
|
{
|
|
int iChildPatch[2];
|
|
CreateChildPatchesFromRoot( iParentPatch, iChildPatch );
|
|
if ( iChildPatch[0] != g_Patches.InvalidIndex() && iChildPatch[1] != g_Patches.InvalidIndex() )
|
|
{
|
|
CreateChildPatches( iChildPatch[0], 0 );
|
|
CreateChildPatches( iChildPatch[1], 0 );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Calculate the the area of the patch (triangle!).
|
|
Assert( pParentPatch->winding->numpoints == 3 );
|
|
if ( pParentPatch->winding->numpoints != 3 )
|
|
return;
|
|
|
|
// Should the patch be subdivided - check the area.
|
|
float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
|
|
float flMinEdgeLength = flMaxLength * dispchop;
|
|
|
|
// Split along the longest edge.
|
|
Vector vecEdges[3];
|
|
vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
|
|
vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[0];
|
|
vecEdges[2] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
|
|
|
|
// Find the longest edge.
|
|
float flEdgeLength = 0.0f;
|
|
int iLongEdge = -1;
|
|
for ( int iEdge = 0; iEdge < 3; ++iEdge )
|
|
{
|
|
if ( flEdgeLength < vecEdges[iEdge].Length() )
|
|
{
|
|
flEdgeLength = vecEdges[iEdge].Length();
|
|
iLongEdge = iEdge;
|
|
}
|
|
}
|
|
|
|
// Small enough already, return.
|
|
if ( flEdgeLength < flMinEdgeLength )
|
|
return;
|
|
|
|
// Test area as well so we don't allow slivers.
|
|
float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength ) * 0.5f;
|
|
Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
|
|
float flTestArea = VectorNormalize( vecNormal );
|
|
flTestArea *= 0.5f;
|
|
if ( flTestArea < flMinArea )
|
|
return;
|
|
|
|
// Check to see if any more displacement verts exist - go to subdivision if not.
|
|
if ( nLevel >= ( m_nPower * 2 ) )
|
|
{
|
|
CreateChildPatchesSub( iParentPatch );
|
|
return;
|
|
}
|
|
|
|
int nChildIndices[2][3];
|
|
int nNewIndex = ( pParentPatch->indices[1] + pParentPatch->indices[0] ) / 2;
|
|
nChildIndices[0][0] = pParentPatch->indices[2];
|
|
nChildIndices[0][1] = pParentPatch->indices[0];
|
|
nChildIndices[0][2] = nNewIndex;
|
|
|
|
nChildIndices[1][0] = pParentPatch->indices[1];
|
|
nChildIndices[1][1] = pParentPatch->indices[2];
|
|
nChildIndices[1][2] = nNewIndex;
|
|
|
|
Vector vecChildPoints[2][3];
|
|
for ( int iTri = 0; iTri < 2; ++iTri )
|
|
{
|
|
for ( int iPoint = 0; iPoint < 3; ++iPoint )
|
|
{
|
|
VectorCopy( m_aVerts[nChildIndices[iTri][iPoint]], vecChildPoints[iTri][iPoint] );
|
|
}
|
|
}
|
|
|
|
// Create and initialize the children patches.
|
|
int iChildPatch[2] = { -1, -1 };
|
|
for ( int iChild = 0; iChild < 2; ++iChild )
|
|
{
|
|
iChildPatch[iChild] = g_Patches.AddToTail();
|
|
|
|
float flArea = 0.0f;
|
|
if ( !InitPatch( iChildPatch[iChild], iParentPatch, iChild, vecChildPoints[iChild], nChildIndices[iChild], flArea ) )
|
|
{
|
|
if ( iChild == 0 )
|
|
{
|
|
pParentPatch->child1 = g_Patches.InvalidIndex();
|
|
g_Patches.Remove( iChildPatch[iChild] );
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
pParentPatch->child1 = g_Patches.InvalidIndex();
|
|
pParentPatch->child2 = g_Patches.InvalidIndex();
|
|
g_Patches.Remove( iChildPatch[iChild] );
|
|
g_Patches.Remove( iChildPatch[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Continue creating children patches.
|
|
int nNewLevel = ++nLevel;
|
|
CreateChildPatches( iChildPatch[0], nNewLevel );
|
|
CreateChildPatches( iChildPatch[1], nNewLevel );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flMinArea -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
void CVRADDispColl::CreateChildPatchesSub( int iParentPatch )
|
|
{
|
|
// Get the parent patch.
|
|
CPatch *pParentPatch = &g_Patches[iParentPatch];
|
|
if ( !pParentPatch )
|
|
return;
|
|
|
|
// Calculate the the area of the patch (triangle!).
|
|
Assert( pParentPatch->winding->numpoints == 3 );
|
|
if ( pParentPatch->winding->numpoints != 3 )
|
|
return;
|
|
|
|
// Should the patch be subdivided - check the area.
|
|
float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
|
|
float flMinEdgeLength = flMaxLength * dispchop;
|
|
|
|
// Split along the longest edge.
|
|
Vector vecEdges[3];
|
|
vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
|
|
vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
|
|
vecEdges[2] = pParentPatch->winding->p[0] - pParentPatch->winding->p[2];
|
|
|
|
// Find the longest edge.
|
|
float flEdgeLength = 0.0f;
|
|
int iLongEdge = -1;
|
|
for ( int iEdge = 0; iEdge < 3; ++iEdge )
|
|
{
|
|
if ( flEdgeLength < vecEdges[iEdge].Length() )
|
|
{
|
|
flEdgeLength = vecEdges[iEdge].Length();
|
|
iLongEdge = iEdge;
|
|
}
|
|
}
|
|
|
|
// Small enough already, return.
|
|
if ( flEdgeLength < flMinEdgeLength )
|
|
return;
|
|
|
|
// Test area as well so we don't allow slivers.
|
|
float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength ) * 0.5f;
|
|
Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
|
|
float flTestArea = VectorNormalize( vecNormal );
|
|
flTestArea *= 0.5f;
|
|
if ( flTestArea < flMinArea )
|
|
return;
|
|
|
|
// Create children patchs - 2 of them.
|
|
Vector vecChildPoints[2][3];
|
|
switch ( iLongEdge )
|
|
{
|
|
case 0:
|
|
{
|
|
vecChildPoints[0][0] = pParentPatch->winding->p[0];
|
|
vecChildPoints[0][1] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[1] ) * 0.5f;
|
|
vecChildPoints[0][2] = pParentPatch->winding->p[2];
|
|
|
|
vecChildPoints[1][0] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[1] ) * 0.5f;
|
|
vecChildPoints[1][1] = pParentPatch->winding->p[1];
|
|
vecChildPoints[1][2] = pParentPatch->winding->p[2];
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
vecChildPoints[0][0] = pParentPatch->winding->p[0];
|
|
vecChildPoints[0][1] = pParentPatch->winding->p[1];
|
|
vecChildPoints[0][2] = ( pParentPatch->winding->p[1] + pParentPatch->winding->p[2] ) * 0.5f;
|
|
|
|
vecChildPoints[1][0] = ( pParentPatch->winding->p[1] + pParentPatch->winding->p[2] ) * 0.5f;
|
|
vecChildPoints[1][1] = pParentPatch->winding->p[2];
|
|
vecChildPoints[1][2] = pParentPatch->winding->p[0];
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
vecChildPoints[0][0] = pParentPatch->winding->p[0];
|
|
vecChildPoints[0][1] = pParentPatch->winding->p[1];
|
|
vecChildPoints[0][2] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[2] ) * 0.5f;
|
|
|
|
vecChildPoints[1][0] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[2] ) * 0.5f;
|
|
vecChildPoints[1][1] = pParentPatch->winding->p[1];
|
|
vecChildPoints[1][2] = pParentPatch->winding->p[2];
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// Create and initialize the children patches.
|
|
int iChildPatch[2] = { 0, 0 };
|
|
int nChildIndices[3] = { -1, -1, -1 };
|
|
for ( int iChild = 0; iChild < 2; ++iChild )
|
|
{
|
|
iChildPatch[iChild] = g_Patches.AddToTail();
|
|
|
|
float flArea = 0.0f;
|
|
if ( !InitPatch( iChildPatch[iChild], iParentPatch, iChild, vecChildPoints[iChild], nChildIndices, flArea ) )
|
|
{
|
|
if ( iChild == 0 )
|
|
{
|
|
pParentPatch->child1 = g_Patches.InvalidIndex();
|
|
g_Patches.Remove( iChildPatch[iChild] );
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
pParentPatch->child1 = g_Patches.InvalidIndex();
|
|
pParentPatch->child2 = g_Patches.InvalidIndex();
|
|
g_Patches.Remove( iChildPatch[iChild] );
|
|
g_Patches.Remove( iChildPatch[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Continue creating children patches.
|
|
CreateChildPatchesSub( iChildPatch[0] );
|
|
CreateChildPatchesSub( iChildPatch[1] );
|
|
}
|
|
|
|
int PlaneTypeForNormal (Vector& normal)
|
|
{
|
|
vec_t ax, ay, az;
|
|
|
|
// NOTE: should these have an epsilon around 1.0?
|
|
if (normal[0] == 1.0 || normal[0] == -1.0)
|
|
return PLANE_X;
|
|
if (normal[1] == 1.0 || normal[1] == -1.0)
|
|
return PLANE_Y;
|
|
if (normal[2] == 1.0 || normal[2] == -1.0)
|
|
return PLANE_Z;
|
|
|
|
ax = fabs(normal[0]);
|
|
ay = fabs(normal[1]);
|
|
az = fabs(normal[2]);
|
|
|
|
if (ax >= ay && ax >= az)
|
|
return PLANE_ANYX;
|
|
if (ay >= ax && ay >= az)
|
|
return PLANE_ANYY;
|
|
return PLANE_ANYZ;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iPatch -
|
|
// iParentPatch -
|
|
// iChild -
|
|
// *pPoints -
|
|
// *pIndices -
|
|
// &flArea -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CVRADDispColl::InitParentPatch( int iPatch, Vector *pPoints, float &flArea )
|
|
{
|
|
// Get the current patch.
|
|
CPatch *pPatch = &g_Patches[iPatch];
|
|
if ( !pPatch )
|
|
return false;
|
|
|
|
// Clear the patch data.
|
|
memset( pPatch, 0, sizeof( CPatch ) );
|
|
|
|
// This is a parent.
|
|
pPatch->ndxNext = g_FacePatches.Element( GetParentIndex() );
|
|
g_FacePatches[GetParentIndex()] = iPatch;
|
|
pPatch->faceNumber = GetParentIndex();
|
|
|
|
// Initialize parent and children indices.
|
|
pPatch->child1 = g_Patches.InvalidIndex();
|
|
pPatch->child2 = g_Patches.InvalidIndex();
|
|
pPatch->parent = g_Patches.InvalidIndex();
|
|
pPatch->ndxNextClusterChild = g_Patches.InvalidIndex();
|
|
pPatch->ndxNextParent = g_Patches.InvalidIndex();
|
|
|
|
Vector vecEdges[2];
|
|
vecEdges[0] = pPoints[1] - pPoints[0];
|
|
vecEdges[1] = pPoints[3] - pPoints[0];
|
|
|
|
// Calculate the triangle normal and area.
|
|
Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
|
|
flArea = VectorNormalize( vecNormal );
|
|
|
|
// Initialize the patch scale.
|
|
pPatch->scale[0] = pPatch->scale[1] = 1.0f;
|
|
|
|
// Set the patch chop - minchop (that is what the minimum area is based on).
|
|
pPatch->chop = dispchop;
|
|
|
|
// Displacements are not sky!
|
|
pPatch->sky = false;
|
|
|
|
// Copy the winding.
|
|
Vector vecCenter( 0.0f, 0.0f, 0.0f );
|
|
pPatch->winding = AllocWinding( 4 );
|
|
pPatch->winding->numpoints = 4;
|
|
for ( int iPoint = 0; iPoint < 4; ++iPoint )
|
|
{
|
|
VectorCopy( pPoints[iPoint], pPatch->winding->p[iPoint] );
|
|
VectorAdd( pPoints[iPoint], vecCenter, vecCenter );
|
|
}
|
|
|
|
// Set the origin and normal.
|
|
VectorScale( vecCenter, ( 1.0f / 4.0f ), vecCenter );
|
|
VectorCopy( vecCenter, pPatch->origin );
|
|
VectorCopy( vecNormal, pPatch->normal );
|
|
|
|
// Create the plane.
|
|
pPatch->plane = new dplane_t;
|
|
if ( !pPatch->plane )
|
|
return false;
|
|
|
|
VectorCopy( vecNormal, pPatch->plane->normal );
|
|
pPatch->plane->dist = vecNormal.Dot( pPoints[0] );
|
|
pPatch->plane->type = PlaneTypeForNormal( pPatch->plane->normal );
|
|
pPatch->planeDist = pPatch->plane->dist;
|
|
|
|
// Set the area.
|
|
pPatch->area = flArea;
|
|
|
|
// Calculate the mins/maxs.
|
|
Vector vecMin( FLT_MAX, FLT_MAX, FLT_MAX );
|
|
Vector vecMax( FLT_MIN, FLT_MIN, FLT_MIN );
|
|
for ( int iPoint = 0; iPoint < 4; ++iPoint )
|
|
{
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
vecMin[iAxis] = min( vecMin[iAxis], pPoints[iPoint][iAxis] );
|
|
vecMax[iAxis] = max( vecMax[iAxis], pPoints[iPoint][iAxis] );
|
|
}
|
|
}
|
|
|
|
VectorCopy( vecMin, pPatch->mins );
|
|
VectorCopy( vecMax, pPatch->maxs );
|
|
VectorCopy( vecMin, pPatch->face_mins );
|
|
VectorCopy( vecMax, pPatch->face_maxs );
|
|
|
|
// Check for bumpmap.
|
|
dface_t *pFace = dfaces + pPatch->faceNumber;
|
|
texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
|
|
pPatch->needsBumpmap = pTexInfo->flags & SURF_BUMPLIGHT ? true : false;
|
|
|
|
// Misc...
|
|
pPatch->m_IterationKey = 0;
|
|
|
|
// Calculate the base light, area, and reflectivity.
|
|
BaseLightForFace( &g_pFaces[pPatch->faceNumber], pPatch->baselight, &pPatch->basearea, pPatch->reflectivity );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pPatch -
|
|
// *pPoints -
|
|
// &vecNormal -
|
|
// flArea -
|
|
//-----------------------------------------------------------------------------
|
|
bool CVRADDispColl::InitPatch( int iPatch, int iParentPatch, int iChild, Vector *pPoints, int *pIndices, float &flArea )
|
|
{
|
|
// Get the current patch.
|
|
CPatch *pPatch = &g_Patches[iPatch];
|
|
if ( !pPatch )
|
|
return false;
|
|
|
|
// Clear the patch data.
|
|
memset( pPatch, 0, sizeof( CPatch ) );
|
|
|
|
// Setup the parent if we are not the parent.
|
|
CPatch *pParentPatch = NULL;
|
|
if ( iParentPatch != g_Patches.InvalidIndex() )
|
|
{
|
|
// Get the parent patch.
|
|
pParentPatch = &g_Patches[iParentPatch];
|
|
if ( !pParentPatch )
|
|
return false;
|
|
}
|
|
|
|
// Attach the face to the correct lists.
|
|
if ( !pParentPatch )
|
|
{
|
|
// This is a parent.
|
|
pPatch->ndxNext = g_FacePatches.Element( GetParentIndex() );
|
|
g_FacePatches[GetParentIndex()] = iPatch;
|
|
pPatch->faceNumber = GetParentIndex();
|
|
}
|
|
else
|
|
{
|
|
pPatch->ndxNext = g_Patches.InvalidIndex();
|
|
pPatch->faceNumber = pParentPatch->faceNumber;
|
|
|
|
// Attach to the parent patch.
|
|
if ( iChild == 0 )
|
|
{
|
|
pParentPatch->child1 = iPatch;
|
|
}
|
|
else
|
|
{
|
|
pParentPatch->child2 = iPatch;
|
|
}
|
|
}
|
|
|
|
// Initialize parent and children indices.
|
|
pPatch->child1 = g_Patches.InvalidIndex();
|
|
pPatch->child2 = g_Patches.InvalidIndex();
|
|
pPatch->ndxNextClusterChild = g_Patches.InvalidIndex();
|
|
pPatch->ndxNextParent = g_Patches.InvalidIndex();
|
|
pPatch->parent = iParentPatch;
|
|
|
|
// Get triangle edges.
|
|
Vector vecEdges[3];
|
|
vecEdges[0] = pPoints[1] - pPoints[0];
|
|
vecEdges[1] = pPoints[2] - pPoints[0];
|
|
vecEdges[2] = pPoints[2] - pPoints[1];
|
|
|
|
// Find the longest edge.
|
|
// float flEdgeLength = 0.0f;
|
|
// for ( int iEdge = 0; iEdge < 3; ++iEdge )
|
|
// {
|
|
// if ( flEdgeLength < vecEdges[iEdge].Length() )
|
|
// {
|
|
// flEdgeLength = vecEdges[iEdge].Length();
|
|
// }
|
|
// }
|
|
|
|
// Calculate the triangle normal and area.
|
|
Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
|
|
flArea = VectorNormalize( vecNormal );
|
|
flArea *= 0.5f;
|
|
|
|
// Initialize the patch scale.
|
|
pPatch->scale[0] = pPatch->scale[1] = 1.0f;
|
|
|
|
// Set the patch chop - minchop (that is what the minimum area is based on).
|
|
pPatch->chop = dispchop;
|
|
|
|
// Displacements are not sky!
|
|
pPatch->sky = false;
|
|
|
|
// Copy the winding.
|
|
Vector vecCenter( 0.0f, 0.0f, 0.0f );
|
|
pPatch->winding = AllocWinding( 3 );
|
|
pPatch->winding->numpoints = 3;
|
|
for ( int iPoint = 0; iPoint < 3; ++iPoint )
|
|
{
|
|
VectorCopy( pPoints[iPoint], pPatch->winding->p[iPoint] );
|
|
VectorAdd( pPoints[iPoint], vecCenter, vecCenter );
|
|
|
|
pPatch->indices[iPoint] = static_cast<short>( pIndices[iPoint] );
|
|
}
|
|
|
|
// Set the origin and normal.
|
|
VectorScale( vecCenter, ( 1.0f / 3.0f ), vecCenter );
|
|
VectorCopy( vecCenter, pPatch->origin );
|
|
VectorCopy( vecNormal, pPatch->normal );
|
|
|
|
// Create the plane.
|
|
pPatch->plane = new dplane_t;
|
|
if ( !pPatch->plane )
|
|
return false;
|
|
|
|
VectorCopy( vecNormal, pPatch->plane->normal );
|
|
pPatch->plane->dist = vecNormal.Dot( pPoints[0] );
|
|
pPatch->plane->type = PlaneTypeForNormal( pPatch->plane->normal );
|
|
pPatch->planeDist = pPatch->plane->dist;
|
|
|
|
// Set the area.
|
|
pPatch->area = flArea;
|
|
|
|
// Calculate the mins/maxs.
|
|
Vector vecMin( FLT_MAX, FLT_MAX, FLT_MAX );
|
|
Vector vecMax( FLT_MIN, FLT_MIN, FLT_MIN );
|
|
for ( int iPoint = 0; iPoint < 3; ++iPoint )
|
|
{
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
vecMin[iAxis] = min( vecMin[iAxis], pPoints[iPoint][iAxis] );
|
|
vecMax[iAxis] = max( vecMax[iAxis], pPoints[iPoint][iAxis] );
|
|
}
|
|
}
|
|
|
|
VectorCopy( vecMin, pPatch->mins );
|
|
VectorCopy( vecMax, pPatch->maxs );
|
|
|
|
if ( !pParentPatch )
|
|
{
|
|
VectorCopy( vecMin, pPatch->face_mins );
|
|
VectorCopy( vecMax, pPatch->face_maxs );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( pParentPatch->face_mins, pPatch->face_mins );
|
|
VectorCopy( pParentPatch->face_maxs, pPatch->face_maxs );
|
|
}
|
|
|
|
// Check for bumpmap.
|
|
dface_t *pFace = dfaces + pPatch->faceNumber;
|
|
texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
|
|
pPatch->needsBumpmap = pTexInfo->flags & SURF_BUMPLIGHT ? true : false;
|
|
|
|
// Misc...
|
|
pPatch->m_IterationKey = 0;
|
|
|
|
// Get the base light for the face.
|
|
if ( !pParentPatch )
|
|
{
|
|
BaseLightForFace( &g_pFaces[pPatch->faceNumber], pPatch->baselight, &pPatch->basearea, pPatch->reflectivity );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( pParentPatch->baselight, pPatch->baselight );
|
|
pPatch->basearea = pParentPatch->basearea;
|
|
pPatch->reflectivity = pParentPatch->reflectivity;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CVRADDispColl::AddPolysForRayTrace( void )
|
|
{
|
|
if ( !( m_nContents & MASK_OPAQUE ) )
|
|
return;
|
|
|
|
for ( int ndxTri = 0; ndxTri < m_aTris.Size(); ndxTri++ )
|
|
{
|
|
CDispCollTri *tri = m_aTris.Base() + ndxTri;
|
|
int v[3];
|
|
for ( int ndxv = 0; ndxv < 3; ndxv++ )
|
|
v[ndxv] = tri->GetVert(ndxv);
|
|
|
|
Vector fullCoverage;
|
|
fullCoverage.x = 1.0f;
|
|
g_RtEnv.AddTriangle( TRACE_ID_OPAQUE, m_aVerts[v[0]], m_aVerts[v[1]], m_aVerts[v[2]], fullCoverage );
|
|
}
|
|
} |