mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
488 lines
17 KiB
C++
488 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "vbsp.h"
|
|
#include "disp_vbsp.h"
|
|
#include "builddisp.h"
|
|
#include "mathlib/vmatrix.h"
|
|
|
|
void Overlay_BuildBasisOrigin( doverlay_t *pOverlay );
|
|
|
|
// Overlay list.
|
|
CUtlVector<mapoverlay_t> g_aMapOverlays;
|
|
CUtlVector<mapoverlay_t> g_aMapWaterOverlays;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int Overlay_GetFromEntity( entity_t *pMapEnt )
|
|
{
|
|
int iAccessorID = -1;
|
|
|
|
// Allocate the new overlay.
|
|
int iOverlay = g_aMapOverlays.AddToTail();
|
|
mapoverlay_t *pMapOverlay = &g_aMapOverlays[iOverlay];
|
|
|
|
// Get the overlay data.
|
|
pMapOverlay->nId = g_aMapOverlays.Count() - 1;
|
|
|
|
if ( ValueForKey( pMapEnt, "targetname" )[ 0 ] != '\0' )
|
|
{
|
|
// Overlay has a name, remember it's ID for accessing
|
|
iAccessorID = pMapOverlay->nId;
|
|
}
|
|
|
|
pMapOverlay->flU[0] = FloatForKey( pMapEnt, "StartU" );
|
|
pMapOverlay->flU[1] = FloatForKey( pMapEnt, "EndU" );
|
|
pMapOverlay->flV[0] = FloatForKey( pMapEnt, "StartV" );
|
|
pMapOverlay->flV[1] = FloatForKey( pMapEnt, "EndV" );
|
|
|
|
pMapOverlay->flFadeDistMinSq = FloatForKey( pMapEnt, "fademindist" );
|
|
if ( pMapOverlay->flFadeDistMinSq > 0 )
|
|
{
|
|
pMapOverlay->flFadeDistMinSq *= pMapOverlay->flFadeDistMinSq;
|
|
}
|
|
|
|
pMapOverlay->flFadeDistMaxSq = FloatForKey( pMapEnt, "fademaxdist" );
|
|
if ( pMapOverlay->flFadeDistMaxSq > 0 )
|
|
{
|
|
pMapOverlay->flFadeDistMaxSq *= pMapOverlay->flFadeDistMaxSq;
|
|
}
|
|
|
|
GetVectorForKey( pMapEnt, "BasisOrigin", pMapOverlay->vecOrigin );
|
|
|
|
pMapOverlay->m_nRenderOrder = IntForKey( pMapEnt, "RenderOrder" );
|
|
if ( pMapOverlay->m_nRenderOrder < 0 || pMapOverlay->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS )
|
|
Error( "Overlay (%s) at %f %f %f has invalid render order (%d).\n", ValueForKey( pMapEnt, "material" ),
|
|
pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z,
|
|
pMapOverlay->m_nRenderOrder );
|
|
|
|
GetVectorForKey( pMapEnt, "uv0", pMapOverlay->vecUVPoints[0] );
|
|
GetVectorForKey( pMapEnt, "uv1", pMapOverlay->vecUVPoints[1] );
|
|
GetVectorForKey( pMapEnt, "uv2", pMapOverlay->vecUVPoints[2] );
|
|
GetVectorForKey( pMapEnt, "uv3", pMapOverlay->vecUVPoints[3] );
|
|
|
|
GetVectorForKey( pMapEnt, "BasisU", pMapOverlay->vecBasis[0] );
|
|
GetVectorForKey( pMapEnt, "BasisV", pMapOverlay->vecBasis[1] );
|
|
GetVectorForKey( pMapEnt, "BasisNormal", pMapOverlay->vecBasis[2] );
|
|
|
|
const char *pMaterialName = ValueForKey( pMapEnt, "material" );
|
|
Assert( strlen( pMaterialName ) < OVERLAY_MAP_STRLEN );
|
|
if ( strlen( pMaterialName ) >= OVERLAY_MAP_STRLEN )
|
|
{
|
|
Error( "Overlay Material Name (%s) too long! > OVERLAY_MAP_STRLEN (%d)", pMaterialName, OVERLAY_MAP_STRLEN );
|
|
return -1;
|
|
}
|
|
strcpy( pMapOverlay->szMaterialName, pMaterialName );
|
|
|
|
// Convert the sidelist to side id(s).
|
|
const char *pSideList = ValueForKey( pMapEnt, "sides" );
|
|
char *pTmpList = ( char* )_alloca( strlen( pSideList ) + 1 );
|
|
strcpy( pTmpList, pSideList );
|
|
const char *pScan = strtok( pTmpList, " " );
|
|
if ( !pScan )
|
|
return iAccessorID;
|
|
|
|
pMapOverlay->aSideList.Purge();
|
|
pMapOverlay->aFaceList.Purge();
|
|
|
|
do
|
|
{
|
|
int nSideId;
|
|
if ( sscanf( pScan, "%d", &nSideId ) == 1 )
|
|
{
|
|
pMapOverlay->aSideList.AddToTail( nSideId );
|
|
}
|
|
} while ( ( pScan = strtok( NULL, " " ) ) );
|
|
|
|
return iAccessorID;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
side_t *GetSide( int nSideId )
|
|
{
|
|
for( int iSide = 0; iSide < g_LoadingMap->nummapbrushsides; ++iSide )
|
|
{
|
|
if ( g_LoadingMap->brushsides[iSide].id == nSideId )
|
|
return &g_LoadingMap->brushsides[iSide];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_UpdateSideLists( int StartIndex )
|
|
{
|
|
int nMapOverlayCount = g_aMapOverlays.Count();
|
|
for( int iMapOverlay = StartIndex; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
|
|
{
|
|
mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( iMapOverlay );
|
|
if ( pMapOverlay )
|
|
{
|
|
int nSideCount = pMapOverlay->aSideList.Count();
|
|
for( int iSide = 0; iSide < nSideCount; ++iSide )
|
|
{
|
|
side_t *pSide = GetSide( pMapOverlay->aSideList[iSide] );
|
|
if ( pSide )
|
|
{
|
|
if ( pSide->aOverlayIds.Find( pMapOverlay->nId ) == -1 )
|
|
{
|
|
pSide->aOverlayIds.AddToTail( pMapOverlay->nId );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void OverlayTransition_UpdateSideLists( int StartIndex )
|
|
{
|
|
int nOverlayCount = g_aMapWaterOverlays.Count();
|
|
for( int iOverlay = StartIndex; iOverlay < nOverlayCount; ++iOverlay )
|
|
{
|
|
mapoverlay_t *pOverlay = &g_aMapWaterOverlays.Element( iOverlay );
|
|
if ( pOverlay )
|
|
{
|
|
int nSideCount = pOverlay->aSideList.Count();
|
|
for( int iSide = 0; iSide < nSideCount; ++iSide )
|
|
{
|
|
side_t *pSide = GetSide( pOverlay->aSideList[iSide] );
|
|
if ( pSide )
|
|
{
|
|
if ( pSide->aWaterOverlayIds.Find( pOverlay->nId ) == -1 )
|
|
{
|
|
pSide->aWaterOverlayIds.AddToTail( pOverlay->nId );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_AddFaceToLists( int iFace, side_t *pSide )
|
|
{
|
|
int nOverlayIdCount = pSide->aOverlayIds.Count();
|
|
for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId )
|
|
{
|
|
mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( pSide->aOverlayIds[iOverlayId] );
|
|
if ( pMapOverlay )
|
|
{
|
|
if( pMapOverlay->aFaceList.Find( iFace ) == -1 )
|
|
{
|
|
pMapOverlay->aFaceList.AddToTail( iFace );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void OverlayTransition_AddFaceToLists( int iFace, side_t *pSide )
|
|
{
|
|
int nOverlayIdCount = pSide->aWaterOverlayIds.Count();
|
|
for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId )
|
|
{
|
|
mapoverlay_t *pMapOverlay = &g_aMapWaterOverlays.Element( pSide->aWaterOverlayIds[iOverlayId] - ( MAX_MAP_OVERLAYS + 1 ) );
|
|
if ( pMapOverlay )
|
|
{
|
|
if( pMapOverlay->aFaceList.Find( iFace ) == -1 )
|
|
{
|
|
pMapOverlay->aFaceList.AddToTail( iFace );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_EmitOverlayFace( mapoverlay_t *pMapOverlay )
|
|
{
|
|
Assert( g_nOverlayCount < MAX_MAP_OVERLAYS );
|
|
if ( g_nOverlayCount >= MAX_MAP_OVERLAYS )
|
|
{
|
|
Error ( "Too Many Overlays!\nMAX_MAP_OVERLAYS = %d", MAX_MAP_OVERLAYS );
|
|
return;
|
|
}
|
|
|
|
doverlay_t *pOverlay = &g_Overlays[g_nOverlayCount];
|
|
doverlayfade_t *pOverlayFade = &g_OverlayFades[g_nOverlayCount];
|
|
|
|
g_nOverlayCount++;
|
|
|
|
// Conver the map overlay into a .bsp overlay (doverlay_t).
|
|
if ( pOverlay )
|
|
{
|
|
pOverlay->nId = pMapOverlay->nId;
|
|
|
|
pOverlay->flU[0] = pMapOverlay->flU[0];
|
|
pOverlay->flU[1] = pMapOverlay->flU[1];
|
|
pOverlay->flV[0] = pMapOverlay->flV[0];
|
|
pOverlay->flV[1] = pMapOverlay->flV[1];
|
|
|
|
VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
|
|
|
|
VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
|
|
|
|
VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
|
|
|
|
pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
|
|
|
|
// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
|
|
pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x;
|
|
pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y;
|
|
pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
|
|
|
|
// Encode whether or not the v axis should be flipped.
|
|
Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] );
|
|
if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f )
|
|
{
|
|
pOverlay->vecUVPoints[3].z = 1.0f;
|
|
}
|
|
|
|
// Texinfo.
|
|
texinfo_t texInfo;
|
|
texInfo.flags = 0;
|
|
texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName );
|
|
for( int iVec = 0; iVec < 2; ++iVec )
|
|
{
|
|
for( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f;
|
|
texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f;
|
|
}
|
|
|
|
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f;
|
|
texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f;
|
|
}
|
|
pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
|
|
|
|
// Face List
|
|
int nFaceCount = pMapOverlay->aFaceList.Count();
|
|
Assert( nFaceCount < OVERLAY_BSP_FACE_COUNT );
|
|
if ( nFaceCount >= OVERLAY_BSP_FACE_COUNT )
|
|
{
|
|
Error( "Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z );
|
|
return;
|
|
}
|
|
|
|
pOverlay->SetFaceCount( nFaceCount );
|
|
for( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace );
|
|
}
|
|
}
|
|
|
|
// Convert the map overlay fade data into a .bsp overlay fade (doverlayfade_t).
|
|
if ( pOverlayFade )
|
|
{
|
|
pOverlayFade->flFadeDistMinSq = pMapOverlay->flFadeDistMinSq;
|
|
pOverlayFade->flFadeDistMaxSq = pMapOverlay->flFadeDistMaxSq;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void OverlayTransition_EmitOverlayFace( mapoverlay_t *pMapOverlay )
|
|
{
|
|
Assert( g_nWaterOverlayCount < MAX_MAP_WATEROVERLAYS );
|
|
if ( g_nWaterOverlayCount >= MAX_MAP_WATEROVERLAYS )
|
|
{
|
|
Error ( "Too many water overlays!\nMAX_MAP_WATEROVERLAYS = %d", MAX_MAP_WATEROVERLAYS );
|
|
return;
|
|
}
|
|
|
|
dwateroverlay_t *pOverlay = &g_WaterOverlays[g_nWaterOverlayCount];
|
|
g_nWaterOverlayCount++;
|
|
|
|
// Conver the map overlay into a .bsp overlay (doverlay_t).
|
|
if ( pOverlay )
|
|
{
|
|
pOverlay->nId = pMapOverlay->nId;
|
|
|
|
pOverlay->flU[0] = pMapOverlay->flU[0];
|
|
pOverlay->flU[1] = pMapOverlay->flU[1];
|
|
pOverlay->flV[0] = pMapOverlay->flV[0];
|
|
pOverlay->flV[1] = pMapOverlay->flV[1];
|
|
|
|
VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] );
|
|
VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
|
|
|
|
VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
|
|
|
|
VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
|
|
|
|
pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
|
|
|
|
// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
|
|
pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x;
|
|
pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y;
|
|
pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
|
|
|
|
// Encode whether or not the v axis should be flipped.
|
|
Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] );
|
|
if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f )
|
|
{
|
|
pOverlay->vecUVPoints[3].z = 1.0f;
|
|
}
|
|
|
|
// Texinfo.
|
|
texinfo_t texInfo;
|
|
texInfo.flags = 0;
|
|
texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName );
|
|
for( int iVec = 0; iVec < 2; ++iVec )
|
|
{
|
|
for( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f;
|
|
texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f;
|
|
}
|
|
|
|
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f;
|
|
texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f;
|
|
}
|
|
pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
|
|
|
|
// Face List
|
|
int nFaceCount = pMapOverlay->aFaceList.Count();
|
|
Assert( nFaceCount < WATEROVERLAY_BSP_FACE_COUNT );
|
|
if ( nFaceCount >= WATEROVERLAY_BSP_FACE_COUNT )
|
|
{
|
|
Error( "Water Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z );
|
|
return;
|
|
}
|
|
|
|
pOverlay->SetFaceCount( nFaceCount );
|
|
for( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_EmitOverlayFaces( void )
|
|
{
|
|
int nMapOverlayCount = g_aMapOverlays.Count();
|
|
for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
|
|
{
|
|
Overlay_EmitOverlayFace( &g_aMapOverlays.Element( iMapOverlay ) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void OverlayTransition_EmitOverlayFaces( void )
|
|
{
|
|
int nMapOverlayCount = g_aMapWaterOverlays.Count();
|
|
for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
|
|
{
|
|
OverlayTransition_EmitOverlayFace( &g_aMapWaterOverlays.Element( iMapOverlay ) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// These routines were mostly stolen from MapOverlay.cpp in Hammer
|
|
//-----------------------------------------------------------------------------
|
|
#define OVERLAY_BASIS_U 0
|
|
#define OVERLAY_BASIS_V 1
|
|
#define OVERLAY_BASIS_NORMAL 2
|
|
#define OVERLAY_HANDLES_COUNT 4
|
|
|
|
|
|
inline void TransformPoint( const VMatrix& matrix, Vector &point )
|
|
{
|
|
Vector orgVector = point;
|
|
matrix.V3Mul( orgVector, point );
|
|
}
|
|
|
|
|
|
inline bool fequal( float value, float target, float delta) { return ( (value<(target+delta))&&(value>(target-delta)) ); }
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function translate / rotate an overlay.
|
|
// Input : pOverlay - the overlay to be translated
|
|
// OriginOffset - the translation
|
|
// AngleOffset - the rotation
|
|
// Matrix - the translation / rotation matrix
|
|
// Output : none
|
|
//-----------------------------------------------------------------------------
|
|
void Overlay_Translate( mapoverlay_t *pOverlay, Vector &OriginOffset, QAngle &AngleOffset, matrix3x4_t &Matrix )
|
|
{
|
|
VMatrix tmpMatrix( Matrix );
|
|
|
|
Vector temp = pOverlay->vecOrigin;
|
|
VectorTransform( temp, Matrix, pOverlay->vecOrigin );
|
|
|
|
// erase move component
|
|
tmpMatrix.SetTranslation( vec3_origin );
|
|
|
|
// check if matrix would still change something
|
|
if ( !tmpMatrix.IsIdentity() )
|
|
{
|
|
// make sure axes are normalized (they should be anyways)
|
|
pOverlay->vecBasis[OVERLAY_BASIS_U].NormalizeInPlace();
|
|
pOverlay->vecBasis[OVERLAY_BASIS_V].NormalizeInPlace();
|
|
|
|
Vector vecU = pOverlay->vecBasis[OVERLAY_BASIS_U];
|
|
Vector vecV = pOverlay->vecBasis[OVERLAY_BASIS_V];
|
|
Vector vecNormal = pOverlay->vecBasis[OVERLAY_BASIS_NORMAL];
|
|
|
|
TransformPoint( tmpMatrix, vecU );
|
|
TransformPoint( tmpMatrix, vecV );
|
|
TransformPoint( tmpMatrix, vecNormal );
|
|
|
|
float fScaleU = vecU.Length();
|
|
float fScaleV = vecV.Length();
|
|
float flScaleNormal = vecNormal.Length();
|
|
|
|
bool bIsUnit = ( fequal( fScaleU, 1.0f, 0.0001 ) && fequal( fScaleV, 1.0f, 0.0001 ) && fequal( flScaleNormal, 1.0f, 0.0001 ) );
|
|
bool bIsPerp = ( fequal( DotProduct( vecU, vecV ), 0.0f, 0.0025 ) && fequal( DotProduct( vecU, vecNormal ), 0.0f, 0.0025 ) && fequal( DotProduct( vecV, vecNormal ), 0.0f, 0.0025 ) );
|
|
|
|
// if ( fequal(fScaleU,1,0.0001) && fequal(fScaleV,1,0.0001) && fequal(DotProduct( vecU, vecV ),0,0.0025) )
|
|
if ( bIsUnit && bIsPerp )
|
|
{
|
|
// transformation doesnt scale or shear anything, so just update base axes
|
|
pOverlay->vecBasis[OVERLAY_BASIS_U] = vecU;
|
|
pOverlay->vecBasis[OVERLAY_BASIS_V] = vecV;
|
|
pOverlay->vecBasis[OVERLAY_BASIS_NORMAL] = vecNormal;
|
|
}
|
|
else
|
|
{
|
|
// more complex transformation, move UV coordinates, but leave base axes
|
|
for ( int iHandle=0; iHandle<OVERLAY_HANDLES_COUNT;iHandle++)
|
|
{
|
|
Vector vecUV = pOverlay->vecUVPoints[iHandle];
|
|
Vector vecPos = ( vecUV.x * pOverlay->vecBasis[OVERLAY_BASIS_U] + vecUV.y * pOverlay->vecBasis[OVERLAY_BASIS_V] );
|
|
|
|
// to transform in world space
|
|
TransformPoint( tmpMatrix, vecPos );
|
|
|
|
vecUV.x = pOverlay->vecBasis[OVERLAY_BASIS_U].Dot( vecPos );
|
|
vecUV.y = pOverlay->vecBasis[OVERLAY_BASIS_V].Dot( vecPos );
|
|
|
|
pOverlay->vecUVPoints[iHandle] = vecUV;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|