hl2_src-leak-2017/src/public/builddisp.cpp

3117 lines
88 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
//#include <stdafx.h>
#include <stdlib.h>
#include <malloc.h>
#include "builddisp.h"
#include "collisionutils.h"
#include "tier1/strtools.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//
// Node Functions (friend functions)
//
//-----------------------------------------------------------------------------
// should make this more programatic and extensible!
//-----------------------------------------------------------------------------
int GetNodeLevel( int index )
{
// root
if( index == 0 )
return 1;
// [1...4]
if( index < 5 )
return 2;
// [5....20]
if( index < 21 )
return 3;
// [21....84]
if( index < 85 )
return 4;
// error!!!
return -1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeCount( int power )
{
return ( ( 1 << ( power << 1 ) ) / 3 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeParent( int index )
{
// ( index - 1 ) / 4
return ( ( index - 1 ) >> 2 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeChild( int power, int index, int direction )
{
// ( index * 4 ) + direction
return ( ( index << 2 ) + ( direction - 3 ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeMinNodeAtLevel( int level )
{
switch( level )
{
case 1: return 0;
case 2: return 1;
case 3: return 5;
case 4: return 21;
default: return -99999;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void GetComponentsFromNodeIndex( int index, int *x, int *y )
{
*x = 0;
*y = 0;
for( int shift = 0; index != 0; shift++ )
{
*x |= ( index & 1 ) << shift;
index >>= 1;
*y |= ( index & 1 ) << shift;
index >>= 1;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeIndexFromComponents( int x, int y )
{
int index = 0;
// Interleave bits from the x and y values to create the index:
int shift;
for( shift = 0; x != 0; shift += 2, x >>= 1 )
{
index |= ( x & 1 ) << shift;
}
for( shift = 1; y != 0; shift += 2, y >>= 1 )
{
index |= ( y & 1 ) << shift;
}
return index;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CalcBarycentricCooefs( Vector const &v0, Vector const &v1, Vector const &v2,
Vector const &pt, float &c0, float &c1, float &c2 )
{
Vector vSeg0, vSeg1, vCross;
vSeg0 = v1 - v0;
vSeg1 = v2 - v0;
// get the area of the triangle
vCross = vSeg0.Cross( vSeg1 );
float totalArea = vCross.Length() * 0.5f;
float ooTotalArea = totalArea ? 1.0f / totalArea : 0.0f;
// get the area for cooeficient 0 (pt, v1, v2)
vSeg0 = v1 - pt;
vSeg1 = v2 - pt;
vCross = vSeg0.Cross( vSeg1 );
float subArea = vCross.Length() * 0.5f;
c0 = subArea * ooTotalArea;
// get the area for cooeficient 1 (v0, pt, v2)
vSeg0 = v2 - pt;
vSeg1 = v0 - pt;
vCross = vSeg0.Cross( vSeg1 );
subArea = vCross.Length() * 0.5f;
c1 = subArea * ooTotalArea;
// get the area for cooeficient 2 (v0, v1, pt)
vSeg0 = v0 - pt;
vSeg1 = v1 - pt;
vCross = vSeg0.Cross( vSeg1 );
subArea = vCross.Length() * 0.5f;
c2 = subArea * ooTotalArea;
float cTotal = c0 + c1 + c2;
if ( FloatMakePositive( 1.0f - cTotal ) < 1e-3 )
return true;
return false;
}
// For some reason, the global optimizer screws up the recursion here. disable the global optimizations to fix this.
// IN VC++ 6.0
#pragma optimize( "g", off )
CCoreDispSurface::CCoreDispSurface()
{
Init();
}
//=============================================================================
//
// CDispSurface Functions
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispSurface::Init( void )
{
m_Index = -1;
m_PointCount = 0;
int i;
for( i = 0; i < QUAD_POINT_COUNT; i++ )
{
VectorClear( m_Points[i] );
VectorClear( m_Normals[i] );
Vector2DClear( m_TexCoords[i] );
for( int j = 0; j < NUM_BUMP_VECTS+1; j++ )
{
Vector2DClear( m_LuxelCoords[i][j] );
}
m_Alphas[i] = 1.0f;
}
m_PointStartIndex = -1;
VectorClear( m_PointStart );
VectorClear( sAxis );
VectorClear( tAxis );
for( i = 0; i < 4; i++ )
{
m_EdgeNeighbors[i].SetInvalid();
m_CornerNeighbors[i].SetInvalid();
}
m_Flags = 0;
m_Contents = 0;
}
void CCoreDispSurface::SetNeighborData( const CDispNeighbor edgeNeighbors[4], const CDispCornerNeighbors cornerNeighbors[4] )
{
for ( int i=0; i < 4; i++ )
{
m_EdgeNeighbors[i] = edgeNeighbors[i];
m_CornerNeighbors[i] = cornerNeighbors[i];
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispSurface::GeneratePointStartIndexFromMappingAxes( Vector const &sAxis_, Vector const &tAxis_ )
{
if( m_PointStartIndex != -1 )
return;
int numIndices = 0;
int indices[4];
int offsetIndex;
//
// project all points on to the v-axis first and find the minimum
//
float minValue = DotProduct( tAxis_, m_Points[0] );
indices[numIndices] = 0;
numIndices++;
int i;
for( i = 1; i < m_PointCount; i++ )
{
float value = DotProduct( tAxis_, m_Points[i] );
float delta = ( value - minValue );
delta = FloatMakePositive( delta );
if( delta < 0.1 )
{
indices[numIndices] = i;
numIndices++;
}
else if( value < minValue )
{
minValue = value;
indices[0] = i;
numIndices = 1;
}
}
//
// break ties with the u-axis projection
//
minValue = DotProduct( sAxis_, m_Points[indices[0]] );
offsetIndex = indices[0];
for( i = 1; i < numIndices; i++ )
{
float value = DotProduct( sAxis_, m_Points[indices[i]] );
if( ( value < minValue ) )
{
minValue = value;
offsetIndex = indices[i];
}
}
m_PointStartIndex = offsetIndex;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CCoreDispSurface::GenerateSurfPointStartIndex( void )
{
//
// get the minimum surface component values
//
Vector bMin;
VectorFill( bMin, 99999.0f );
int i;
for( i = 0; i < QUAD_POINT_COUNT; i++ )
{
for( int j = 0; j < 3; j++ )
{
if( m_Points[i][j] < bMin[j] )
{
bMin[j] = m_Points[i][j];
}
}
}
//
// find the point closest to the minimum, that is the start point
//
int minIndex = -1;
float minDistance = 999999999.0f;
for( i = 0; i < QUAD_POINT_COUNT; i++ )
{
Vector segment;
segment = m_Points[i] - bMin;
float distanceSq = segment.LengthSqr();
if( distanceSq < minDistance )
{
minDistance = distanceSq;
minIndex = i;
}
}
m_PointStartIndex = minIndex;
return minIndex;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CCoreDispSurface::FindSurfPointStartIndex( void )
{
if( m_PointStartIndex != -1 )
return m_PointStartIndex;
int minIndex = -1;
float minDistance = 999999999.0f;
for( int i = 0; i < QUAD_POINT_COUNT; i++ )
{
Vector segment;
VectorSubtract( m_PointStart, m_Points[i], segment );
float distanceSq = segment.LengthSqr();
if( distanceSq < minDistance )
{
minDistance = distanceSq;
minIndex = i;
}
}
m_PointStartIndex = minIndex;
return minIndex;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispSurface::AdjustSurfPointData( void )
{
Vector tmpPoints[4];
Vector tmpNormals[4];
Vector2D tmpTexCoords[4];
float tmpAlphas[4];
int i;
for( i = 0; i < QUAD_POINT_COUNT; i++ )
{
VectorCopy( m_Points[i], tmpPoints[i] );
VectorCopy( m_Normals[i], tmpNormals[i] );
Vector2DCopy( m_TexCoords[i], tmpTexCoords[i] );
tmpAlphas[i] = m_Alphas[i];
}
for( i = 0; i < QUAD_POINT_COUNT; i++ )
{
VectorCopy( tmpPoints[(i+m_PointStartIndex)%4], m_Points[i] );
VectorCopy( tmpNormals[(i+m_PointStartIndex)%4], m_Normals[i] );
Vector2DCopy( tmpTexCoords[(i+m_PointStartIndex)%4], m_TexCoords[i] );
m_Alphas[i] = tmpAlphas[i];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCoreDispSurface::LongestInU( const Vector &vecU, const Vector &vecV )
{
Vector vecNormU = vecU;
Vector vecNormV = vecV;
VectorNormalize( vecNormU );
VectorNormalize( vecNormV );
float flDistU[4];
float flDistV[4];
for ( int iPoint = 0; iPoint < 4; ++iPoint )
{
flDistU[iPoint] = vecNormU.Dot( m_Points[iPoint] );
flDistV[iPoint] = vecNormV.Dot( m_Points[iPoint] );
}
float flULength = 0.0f;
float flVLength = 0.0f;
for ( int iPoint = 0; iPoint < 4; ++iPoint )
{
float flTestDist = fabs( flDistU[(iPoint+1)%4] - flDistU[iPoint] );
if ( flTestDist > flULength )
{
flULength = flTestDist;
}
flTestDist = fabs( flDistV[(iPoint+1)%4] - flDistV[iPoint] );
if ( flTestDist > flVLength )
{
flVLength = flTestDist;
}
}
if ( flULength < flVLength )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
bool CCoreDispSurface::CalcLuxelCoords( int nLuxels, bool bAdjust, const Vector &vecU, const Vector &vecV )
{
// Valid value?
if ( nLuxels <= 0.0f )
return false;
// Get the start point offset.
int iOffset = 0;
if ( bAdjust )
{
iOffset = GetPointStartIndex();
}
// Does projecting along U or V create the longest edge?
bool bLongU = LongestInU( vecU, vecV );
float flLengthTemp = 0.0f;
float flULength = ( m_Points[(3+iOffset)%4] - m_Points[(0+iOffset)%4] ).Length();
flLengthTemp = ( m_Points[(2+iOffset)%4] - m_Points[(1+iOffset)%4] ).Length();
if ( flLengthTemp > flULength )
{
flULength = flLengthTemp;
}
// Find the largest edge in V.
float flVLength = ( m_Points[(1+iOffset)%4] - m_Points[(0+iOffset)%4] ).Length();
flLengthTemp = ( m_Points[(2+iOffset)%4] - m_Points[(3+iOffset)%4] ).Length();
if ( flLengthTemp > flVLength )
{
flVLength = flLengthTemp;
}
float flOOLuxelScale = 1.0f / static_cast<float>( nLuxels );
float flUValue = static_cast<float>( static_cast<int>( flULength * flOOLuxelScale ) + 1 );
if ( flUValue > MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER )
{
flUValue = MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER;
}
float flVValue = static_cast<float>( static_cast<int>( flVLength * flOOLuxelScale ) + 1 );
if ( flVValue > MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER )
{
flVValue = MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER;
}
// Swap if necessary.
bool bSwapped = false;
if ( bLongU )
{
if ( flVValue > flUValue )
{
bSwapped = true;
}
}
else
{
if ( flUValue > flVValue )
{
bSwapped = true;
}
}
m_nLuxelU = static_cast<int>( flUValue );
m_nLuxelV = static_cast<int>( flVValue );
// Generate luxel coordinates.
for( int iBump = 0; iBump < NUM_BUMP_VECTS+1; ++iBump )
{
m_LuxelCoords[iBump][(0+iOffset)%4].Init( 0.5f, 0.5f );
m_LuxelCoords[iBump][(1+iOffset)%4].Init( 0.5f, flVValue + 0.5 );
m_LuxelCoords[iBump][(2+iOffset)%4].Init( flUValue + 0.5, flVValue + 0.5 );
m_LuxelCoords[iBump][(3+iOffset)%4].Init( flUValue + 0.5, 0.5f );
}
return bSwapped;
}
//=============================================================================
//
// CDispNode Functions
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispNode::Init( void )
{
VectorClear( m_BBox[0] );
VectorClear( m_BBox[1] );
m_ErrorTerm = 0.0f;
m_VertIndex = -1;
int j;
for( j = 0; j < MAX_NEIGHBOR_NODE_COUNT; j++ )
{
m_NeighborVertIndices[j] = -1;
}
for( j = 0; j < MAX_SURF_AT_NODE_COUNT; j++ )
{
VectorClear( m_SurfBBoxes[j][0] );
VectorClear( m_SurfBBoxes[j][1] );
VectorClear( m_SurfPlanes[j].normal );
m_SurfPlanes[j].dist = 0.0f;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void GetDispNodeTriVerts( CCoreDispInfo *pDisp, int nodeIndex, int triIndex, Vector& v1, Vector& v2, Vector& v3 )
{
// get the node
CCoreDispNode *pNode = pDisp->GetNode( nodeIndex );
switch( triIndex )
{
case 0:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 4 ), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 0 ), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 3 ), v3 );
return;
}
case 1:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 3 ), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 0 ), v2 );
pDisp->GetVert( pNode->GetCenterVertIndex(), v3 );
return;
}
case 2:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 3 ), v1 );
pDisp->GetVert( pNode->GetCenterVertIndex(), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 5 ), v3 );
return;
}
case 3:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 5 ), v1 );
pDisp->GetVert( pNode->GetCenterVertIndex(), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 2 ), v3 );
return;
}
case 4:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 0 ), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 6 ), v2 );
pDisp->GetVert( pNode->GetCenterVertIndex(), v3 );
return;
}
case 5:
{
pDisp->GetVert( pNode->GetCenterVertIndex(), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 6 ), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 1 ), v3 );
return;
}
case 6:
{
pDisp->GetVert( pNode->GetCenterVertIndex(), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 1 ), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 2 ), v3 );
return;
}
case 7:
{
pDisp->GetVert( pNode->GetNeighborVertIndex( 2 ), v1 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 1 ), v2 );
pDisp->GetVert( pNode->GetNeighborVertIndex( 7 ), v3 );
return;
}
default: { return; }
}
}
//=============================================================================
//
// CCoreDispInfo Functions
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CCoreDispInfo::CCoreDispInfo()
{
m_pVerts = NULL;
m_RenderIndices = NULL;
m_Nodes = NULL;
m_pTris = NULL;
// initialize the base surface data
m_Surf.Init();
//
// initialize the disp info
//
m_Power = 0;
m_Elevation = 0.0f;
m_RenderIndexCount = 0;
m_RenderCounter = 0;
m_bTouched = false;
m_pNext = NULL;
m_ppListBase = NULL;
m_ListSize = 0;
m_nListIndex = -1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CCoreDispInfo::~CCoreDispInfo()
{
if (m_pVerts)
delete [] m_pVerts;
if (m_RenderIndices)
delete [] m_RenderIndices;
if (m_Nodes)
delete [] m_Nodes;
if (m_pTris)
delete [] m_pTris;
}
#if 0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::InitSurf( int parentIndex, Vector points[4], Vector normals[4],
Vector2D texCoords[4], Vector2D lightCoords[4][4], int contents, int flags,
bool bGenerateSurfPointStart, Vector& startPoint,
bool bHasMappingAxes, Vector& uAxis, Vector& vAxis )
{
// save the "parent" index
m_Surf.m_Index = parentIndex;
//
// save the surface points and point normals, texture coordinates, and
// lightmap coordinates
//
m_Surf.m_PointCount = CSurface::QUAD_POINT_COUNT;
for( int i = 0; i < CSurface::QUAD_POINT_COUNT; i++ )
{
VectorCopy( points[i], m_Surf.m_Points[i] );
if( normals )
{
VectorCopy( normals[i], m_Surf.m_pVerts[i].m_Normal );
}
if( texCoords )
{
Vector2DCopy( texCoords[i], m_Surf.m_TexCoords[i] );
}
if( lightCoords )
{
Assert( NUM_BUMP_VECTS == 3 );
Vector2DCopy( lightCoords[0][i], m_Surf.m_LightCoords[i][0] );
Vector2DCopy( lightCoords[1][i], m_Surf.m_LightCoords[i][1] );
Vector2DCopy( lightCoords[2][i], m_Surf.m_LightCoords[i][2] );
Vector2DCopy( lightCoords[3][i], m_Surf.m_LightCoords[i][3] );
}
}
// save the starting point
if( startPoint )
{
VectorCopy( startPoint, m_Surf.m_PointStart );
}
//
// save the surface contents and flags
//
m_Contents = contents;
m_Flags = flags;
//
// adjust surface points, texture coordinates, etc....
//
if( bHasMappingAxes && ( m_Surf.m_PointStartIndex == -1 ) )
{
GeneratePointStartIndexFromMappingAxes( uAxis, vAxis );
}
else
{
//
// adjust the surf data
//
if( bGenerateSurfPointStart )
{
GenerateSurfPointStartIndex();
}
else
{
FindSurfPointStartIndex();
}
}
AdjustSurfPointData();
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::InitDispInfo( int power, int minTess, float smoothingAngle,
float *alphas, Vector *dispVectorField, float *dispDistances )
{
Assert( power >= MIN_MAP_DISP_POWER && power <= MAX_MAP_DISP_POWER );
//
// general displacement data
//
m_Power = power;
if ( ( minTess & 0x80000000 ) != 0 )
{
// If the high bit is set, this represents FLAGS (SURF_NOPHYSICS_COLL, etc.) flags.
int nFlags = minTess;
nFlags &= ~0x80000000;
GetSurface()->SetFlags( nFlags );
}
// Allocate + initialize verts
int size = GetSize();
m_pVerts = new CoreDispVert_t[size];
int nIndexCount = size * 2 * 3;
m_RenderIndices = new unsigned short[nIndexCount];
int nNodeCount = GetNodeCount(power);
m_Nodes = new CCoreDispNode[nNodeCount];
int i;
for( i = 0; i < size; i++ )
{
m_pVerts[i].m_FieldVector.Init();
m_pVerts[i].m_SubdivPos.Init();
m_pVerts[i].m_SubdivNormal.Init();
m_pVerts[i].m_FieldDistance = 0.0f;
m_pVerts[i].m_Vert.Init();
m_pVerts[i].m_FlatVert.Init();
m_pVerts[i].m_Normal.Init();
m_pVerts[i].m_TangentS.Init();
m_pVerts[i].m_TangentT.Init();
m_pVerts[i].m_TexCoord.Init();
for( int j = 0; j < ( NUM_BUMP_VECTS + 1 ); j++ )
{
m_pVerts[i].m_LuxelCoords[j].Init();
}
m_pVerts[i].m_Alpha = 0.0f;
}
for( i = 0; i < nIndexCount; i++ )
{
m_RenderIndices[i] = 0;
}
for( i = 0; i < nNodeCount; i++ )
{
m_Nodes[i].Init();
}
//
// save the displacement vector field and distances within the field
// offset have been combined with fieldvectors at this point!!!
//
if (alphas && dispVectorField && dispDistances)
{
for( i = 0; i < size; i++ )
{
VectorCopy( dispVectorField[i], m_pVerts[i].m_FieldVector );
m_pVerts[i].m_FieldDistance = dispDistances[i];
m_pVerts[i].m_Alpha = alphas[i];
}
}
// Init triangle information.
int nTriCount = GetTriCount();
if ( nTriCount != 0 )
{
m_pTris = new CoreDispTri_t[nTriCount];
if ( m_pTris )
{
InitTris();
}
}
}
void CCoreDispInfo::InitDispInfo( int power, int minTess, float smoothingAngle, const CDispVert *pVerts,
const CDispTri *pTris )
{
Vector vectors[MAX_DISPVERTS];
float dists[MAX_DISPVERTS];
float alphas[MAX_DISPVERTS];
int nVerts = NUM_DISP_POWER_VERTS( power );
for ( int i=0; i < nVerts; i++ )
{
vectors[i] = pVerts[i].m_vVector;
dists[i] = pVerts[i].m_flDist;
alphas[i] = pVerts[i].m_flAlpha;
}
InitDispInfo( power, minTess, smoothingAngle, alphas, vectors, dists );
int nTris = NUM_DISP_POWER_TRIS( power );
for ( int iTri = 0; iTri < nTris; ++iTri )
{
m_pTris[iTri].m_uiTags = pTris[iTri].m_uiTags;
}
}
void CCoreDispInfo::SetDispUtilsHelperInfo( CCoreDispInfo **ppListBase, int listSize )
{
m_ppListBase = ppListBase;
m_ListSize = listSize;
}
const CPowerInfo* CCoreDispInfo::GetPowerInfo() const
{
return ::GetPowerInfo( GetPower() );
}
CDispNeighbor* CCoreDispInfo::GetEdgeNeighbor( int index )
{
return GetSurface()->GetEdgeNeighbor( index );
}
CDispCornerNeighbors* CCoreDispInfo::GetCornerNeighbors( int index )
{
return GetSurface()->GetCornerNeighbors( index );
}
CDispUtilsHelper* CCoreDispInfo::GetDispUtilsByIndex( int index )
{
Assert( m_ppListBase );
return index == 0xFFFF ? 0 : m_ppListBase[index];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::BuildTriTLtoBR( int ndx )
{
// get width and height of displacement maps
int nWidth = ( ( 1 << m_Power ) + 1 );
m_RenderIndices[m_RenderIndexCount] = ndx;
m_RenderIndices[m_RenderIndexCount+1] = ndx + nWidth;
m_RenderIndices[m_RenderIndexCount+2] = ndx + 1;
m_RenderIndexCount += 3;
m_RenderIndices[m_RenderIndexCount] = ndx + 1;
m_RenderIndices[m_RenderIndexCount+1] = ndx + nWidth;
m_RenderIndices[m_RenderIndexCount+2] = ndx + nWidth + 1;
m_RenderIndexCount += 3;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::BuildTriBLtoTR( int ndx )
{
// get width and height of displacement maps
int nWidth = ( ( 1 << m_Power ) + 1 );
m_RenderIndices[m_RenderIndexCount] = ndx;
m_RenderIndices[m_RenderIndexCount+1] = ndx + nWidth;
m_RenderIndices[m_RenderIndexCount+2] = ndx + nWidth + 1;
m_RenderIndexCount += 3;
m_RenderIndices[m_RenderIndexCount] = ndx;
m_RenderIndices[m_RenderIndexCount+1] = ndx + nWidth + 1;
m_RenderIndices[m_RenderIndexCount+2] = ndx + 1;
m_RenderIndexCount += 3;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateCollisionSurface( void )
{
// get width and height of displacement maps
int nWidth = ( ( 1 << m_Power ) + 1 );
int nHeight = ( ( 1 << m_Power ) + 1 );
//
// generate a fan tesselated (at quadtree node) rendering index list
//
m_RenderIndexCount = 0;
for ( int iV = 0; iV < ( nHeight - 1 ); iV++ )
{
for ( int iU = 0; iU < ( nWidth - 1 ); iU++ )
{
int ndx = ( iV * nWidth ) + iU;
// test whether or not the index is odd
bool bOdd = ( ( ndx %2 ) == 1 );
// Top Left to Bottom Right
if( bOdd )
{
BuildTriTLtoBR( ndx );
}
// Bottom Left to Top Right
else
{
BuildTriBLtoTR( ndx );
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateCollisionData( void )
{
GenerateCollisionSurface();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcTriSurfPlanes( int nodeIndex, int indices[8][3] )
{
//
// calculate plane info for each face
//
for( int i = 0; i < 8; i++ )
{
Vector v[3];
VectorCopy( m_pVerts[indices[i][0]].m_Vert, v[0] );
VectorCopy( m_pVerts[indices[i][1]].m_Vert, v[1] );
VectorCopy( m_pVerts[indices[i][2]].m_Vert, v[2] );
Vector seg[2];
VectorSubtract( v[1], v[0], seg[0] );
VectorSubtract( v[2], v[0], seg[1] );
Vector normal;
CrossProduct( seg[1], seg[0], normal );
VectorNormalize( normal );
float dist = DotProduct( v[0], normal );
m_Nodes[nodeIndex].SetTriPlane( i, normal, dist );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcRayBoundingBoxes( int nodeIndex, int indices[8][3] )
{
Vector triMin, triMax;
for( int i = 0; i < 4; i++ )
{
triMin[0] = triMax[0] = m_pVerts[indices[(i*2)][0]].m_Vert[0];
triMin[1] = triMax[1] = m_pVerts[indices[(i*2)][0]].m_Vert[1];
triMin[2] = triMax[2] = m_pVerts[indices[(i*2)][0]].m_Vert[2];
for( int j = 0; j < 3; j++ )
{
//
// minimum
//
if( triMin[0] > m_pVerts[indices[(i*2)][j]].m_Vert[0] )
triMin[0] = m_pVerts[indices[(i*2)][j]].m_Vert[0];
if( triMin[0] > m_pVerts[indices[(i*2+1)][j]].m_Vert[0] )
triMin[0] = m_pVerts[indices[(i*2+1)][j]].m_Vert[0];
if( triMin[1] > m_pVerts[indices[(i*2)][j]].m_Vert[1] )
triMin[1] = m_pVerts[indices[(i*2)][j]].m_Vert[1];
if( triMin[1] > m_pVerts[indices[(i*2+1)][j]].m_Vert[1] )
triMin[1] = m_pVerts[indices[(i*2+1)][j]].m_Vert[1];
if( triMin[2] > m_pVerts[indices[(i*2)][j]].m_Vert[2] )
triMin[2] = m_pVerts[indices[(i*2)][j]].m_Vert[2];
if( triMin[2] > m_pVerts[indices[(i*2+1)][j]].m_Vert[2] )
triMin[2] = m_pVerts[indices[(i*2+1)][j]].m_Vert[2];
//
// maximum
//
if( triMax[0] < m_pVerts[indices[(i*2)][j]].m_Vert[0] )
triMax[0] = m_pVerts[indices[(i*2)][j]].m_Vert[0];
if( triMax[0] < m_pVerts[indices[(i*2+1)][j]].m_Vert[0] )
triMax[0] = m_pVerts[indices[(i*2+1)][j]].m_Vert[0];
if( triMax[1] < m_pVerts[indices[(i*2)][j]].m_Vert[1] )
triMax[1] = m_pVerts[indices[(i*2)][j]].m_Vert[1];
if( triMax[1] < m_pVerts[indices[(i*2+1)][j]].m_Vert[1] )
triMax[1] = m_pVerts[indices[(i*2+1)][j]].m_Vert[1];
if( triMax[2] < m_pVerts[indices[(i*2)][j]].m_Vert[2] )
triMax[2] = m_pVerts[indices[(i*2)][j]].m_Vert[2];
if( triMax[2] < m_pVerts[indices[(i*2+1)][j]].m_Vert[2] )
triMax[2] = m_pVerts[indices[(i*2+1)][j]].m_Vert[2];
}
m_Nodes[nodeIndex].SetRayBoundingBox( i, triMin, triMax );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcTriSurfBoundingBoxes( int nodeIndex, int indices[8][3] )
{
Vector triMin, triMax;
for( int i = 0; i < 8; i++ )
{
m_Nodes[nodeIndex].GetTriBoundingBox( i, triMin, triMax );
for( int j = 0; j < 3; j++ )
{
//
// minimum
//
if( triMin[0] > m_pVerts[indices[i][j]].m_Vert[0] )
triMin[0] = m_pVerts[indices[i][j]].m_Vert[0];
if( triMin[1] > m_pVerts[indices[i][j]].m_Vert[1] )
triMin[1] = m_pVerts[indices[i][j]].m_Vert[1];
if( triMin[2] > m_pVerts[indices[i][j]].m_Vert[2] )
triMin[2] = m_pVerts[indices[i][j]].m_Vert[2];
//
// maximum
//
if( triMax[0] < m_pVerts[indices[i][j]].m_Vert[0] )
triMax[0] = m_pVerts[indices[i][j]].m_Vert[0];
if( triMax[1] < m_pVerts[indices[i][j]].m_Vert[1] )
triMax[1] = m_pVerts[indices[i][j]].m_Vert[1];
if( triMax[2] < m_pVerts[indices[i][j]].m_Vert[2] )
triMax[2] = m_pVerts[indices[i][j]].m_Vert[2];
}
m_Nodes[nodeIndex].SetTriBoundingBox( i, triMin, triMax );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcTriSurfIndices( int nodeIndex, int indices[8][3] )
{
indices[0][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 4 );
indices[0][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 0 );
indices[0][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 3 );
indices[1][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 3 );
indices[1][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 0 );
indices[1][2] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[2][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 3 );
indices[2][1] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[2][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 5 );
indices[3][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 5 );
indices[3][1] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[3][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 2 );
indices[4][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 0 );
indices[4][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 6 );
indices[4][2] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[5][0] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[5][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 6 );
indices[5][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 1 );
indices[6][0] = m_Nodes[nodeIndex].GetCenterVertIndex();
indices[6][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 1 );
indices[6][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 2 );
indices[7][0] = m_Nodes[nodeIndex].GetNeighborVertIndex( 2 );
indices[7][1] = m_Nodes[nodeIndex].GetNeighborVertIndex( 1 );
indices[7][2] = m_Nodes[nodeIndex].GetNeighborVertIndex( 7 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcTriSurfInfoAtNode( int nodeIndex )
{
int indices[8][3];
CalcTriSurfIndices( nodeIndex, indices );
CalcTriSurfBoundingBoxes( nodeIndex, indices );
CalcRayBoundingBoxes( nodeIndex, indices );
CalcTriSurfPlanes( nodeIndex, indices );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcMinMaxBoundingBoxAtNode( int nodeIndex, Vector& bMin, Vector& bMax )
{
// get the child node index
int childNodeIndex = GetNodeChild( m_Power, nodeIndex, 4 );
// get initial bounding box values
m_Nodes[childNodeIndex].GetBoundingBox( bMin, bMax );
Vector nodeMin, nodeMax;
for( int i = 1, j = 5; i < 4; i++, j++ )
{
//
// get the child node bounding box
//
childNodeIndex = GetNodeChild( m_Power, nodeIndex, j );
m_Nodes[childNodeIndex].GetBoundingBox( nodeMin, nodeMax );
// minimum
if( bMin[0] > nodeMin[0] )
bMin[0] = nodeMin[0];
if( bMin[1] > nodeMin[1] )
bMin[1] = nodeMin[1];
if( bMin[2] > nodeMin[2] )
bMin[2] = nodeMin[2];
// maximum
if( bMax[0] < nodeMax[0] )
bMax[0] = nodeMax[0];
if( bMax[1] < nodeMax[1] )
bMax[1] = nodeMax[1];
if( bMax[2] < nodeMax[2] )
bMax[2] = nodeMax[2];
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcBoundingBoxAtNode( int nodeIndex )
{
Vector bMin, bMax;
//
// initialize the minimum and maximum values for the bounding box
//
int level = GetNodeLevel( nodeIndex );
int vertIndex = m_Nodes[nodeIndex].GetCenterVertIndex();
if( level == m_Power )
{
VectorCopy( m_pVerts[vertIndex].m_Vert, bMin );
VectorCopy( m_pVerts[vertIndex].m_Vert, bMax );
}
else
{
CalcMinMaxBoundingBoxAtNode( nodeIndex, bMin, bMax );
if( bMin[0] > m_pVerts[vertIndex].m_Vert[0] )
bMin[0] = m_pVerts[vertIndex].m_Vert[0];
if( bMin[1] > m_pVerts[vertIndex].m_Vert[1] )
bMin[1] = m_pVerts[vertIndex].m_Vert[1];
if( bMin[2] > m_pVerts[vertIndex].m_Vert[2] )
bMin[2] = m_pVerts[vertIndex].m_Vert[2];
if( bMax[0] < m_pVerts[vertIndex].m_Vert[0] )
bMax[0] = m_pVerts[vertIndex].m_Vert[0];
if( bMax[1] < m_pVerts[vertIndex].m_Vert[1] )
bMax[1] = m_pVerts[vertIndex].m_Vert[1];
if( bMax[2] < m_pVerts[vertIndex].m_Vert[2] )
bMax[2] = m_pVerts[vertIndex].m_Vert[2];
}
for( int i = 0; i < 8; i++ )
{
int neighborVertIndex = m_Nodes[nodeIndex].GetNeighborVertIndex( i );
//
// minimum
//
if( bMin[0] > m_pVerts[neighborVertIndex].m_Vert[0] )
bMin[0] = m_pVerts[neighborVertIndex].m_Vert[0];
if( bMin[1] > m_pVerts[neighborVertIndex].m_Vert[1] )
bMin[1] = m_pVerts[neighborVertIndex].m_Vert[1];
if( bMin[2] > m_pVerts[neighborVertIndex].m_Vert[2] )
bMin[2] = m_pVerts[neighborVertIndex].m_Vert[2];
//
// maximum
//
if( bMax[0] < m_pVerts[neighborVertIndex].m_Vert[0] )
bMax[0] = m_pVerts[neighborVertIndex].m_Vert[0];
if( bMax[1] < m_pVerts[neighborVertIndex].m_Vert[1] )
bMax[1] = m_pVerts[neighborVertIndex].m_Vert[1];
if( bMax[2] < m_pVerts[neighborVertIndex].m_Vert[2] )
bMax[2] = m_pVerts[neighborVertIndex].m_Vert[2];
}
m_Nodes[nodeIndex].SetBoundingBox( bMin, bMax );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CCoreDispInfo::GetMaxErrorFromChildren( int nodeIndex, int level )
{
//
// check for children nodes
//
if( level == m_Power )
return 0.0f;
//
// get the child's error term and save the greatest error -- SW, SE, NW, NE
//
float errorTerm = 0.0f;
for( int i = 4; i < 8; i++ )
{
int childIndex = GetNodeChild( m_Power, nodeIndex, i );
float nodeErrorTerm = m_Nodes[childIndex].GetErrorTerm();
if( errorTerm < nodeErrorTerm )
{
errorTerm = nodeErrorTerm;
}
}
return errorTerm;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcErrorTermAtNode( int nodeIndex, int level )
{
if( level == m_Power )
return;
//
// get the vertex indices
//
int neighborVertIndices[9];
for( int i = 0; i < 8; i++ )
{
neighborVertIndices[i] = m_Nodes[nodeIndex].GetNeighborVertIndex( i );
}
neighborVertIndices[8] = m_Nodes[nodeIndex].GetCenterVertIndex();
//
// calculate the error terms
//
Vector segment;
Vector v;
VectorAdd( m_pVerts[neighborVertIndices[5]].m_Vert, m_pVerts[neighborVertIndices[4]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[0]].m_Vert, v, segment );
float errorTerm = ( float )VectorLength( segment );
VectorAdd( m_pVerts[neighborVertIndices[5]].m_Vert, m_pVerts[neighborVertIndices[6]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[1]].m_Vert, v, segment );
if( errorTerm < ( float )VectorLength( segment ) )
errorTerm = ( float )VectorLength( segment );
VectorAdd( m_pVerts[neighborVertIndices[6]].m_Vert, m_pVerts[neighborVertIndices[7]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[2]].m_Vert, v, segment );
if( errorTerm < ( float )VectorLength( segment ) )
errorTerm = ( float )VectorLength( segment );
VectorAdd( m_pVerts[neighborVertIndices[7]].m_Vert, m_pVerts[neighborVertIndices[4]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[3]].m_Vert, v, segment );
if( errorTerm < ( float )VectorLength( segment ) )
errorTerm = ( float )VectorLength( segment );
VectorAdd( m_pVerts[neighborVertIndices[4]].m_Vert, m_pVerts[neighborVertIndices[6]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[8]].m_Vert, v, segment );
if( errorTerm < ( float )VectorLength( segment ) )
errorTerm = ( float )VectorLength( segment );
VectorAdd( m_pVerts[neighborVertIndices[5]].m_Vert, m_pVerts[neighborVertIndices[7]].m_Vert, v );
VectorScale( v, 0.5f, v );
VectorSubtract( m_pVerts[neighborVertIndices[8]].m_Vert, v, segment );
if( errorTerm < ( float )VectorLength( segment ) )
errorTerm = ( float )VectorLength( segment );
//
// add the max child's error term
//
errorTerm += GetMaxErrorFromChildren( nodeIndex, level );
// set the error term
m_Nodes[nodeIndex].SetErrorTerm( errorTerm );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcNeighborVertIndicesAtNode( int nodeIndex, int level )
{
// calculate the shift in direction in the matrix
int shift = ( 1 << ( m_Power - level ) );
// calculate the width, height of the displacement surface (are uniform)
int extent = ( ( 1 << m_Power ) + 1 );
//
// get the neighbor vertex indices (defining the surface at the node level)
//
for( int direction = 0; direction < 8; direction++ )
{
//
// get the parent vertex index in component form
//
int posX = m_Nodes[nodeIndex].GetCenterVertIndex() % extent;
int posY = m_Nodes[nodeIndex].GetCenterVertIndex() / extent;
//
// calculate the neighboring vertex indices for surface rendering
//
bool bError = false;
switch( direction )
{
case WEST: { posX -= shift; break; }
case NORTH: { posY += shift; break; }
case EAST: { posX += shift; break; }
case SOUTH: { posY -= shift; break; }
case SOUTHWEST: { posX -= shift; posY -= shift; break; }
case SOUTHEAST: { posX += shift; posY -= shift; break; }
case NORTHWEST: { posX -= shift; posY += shift; break; }
case NORTHEAST: { posX += shift; posY += shift; break; }
default: { bError = true; break; }
}
if( bError )
{
m_Nodes[nodeIndex].SetNeighborVertIndex( direction, -99999 );
}
else
{
m_Nodes[nodeIndex].SetNeighborVertIndex( direction, ( ( posY * extent ) + posX ) );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcNodeInfo( int nodeIndex, int terminationLevel )
{
// get the level of the current node
int level = GetNodeLevel( nodeIndex );
//
// get the node data at the termination level
//
if( level == terminationLevel )
{
// get the neighbor vertex indices (used to create surface at node level)
CalcNeighborVertIndicesAtNode( nodeIndex, level );
// get the neighbor node indices
//CalcNeighborNodeIndicesAtNode( nodeIndex, level );
// calculate the error term at the node
CalcErrorTermAtNode( nodeIndex, level );
// calcluate the axial-aligned bounding box at the node
CalcBoundingBoxAtNode( nodeIndex );
// calculate the triangular surface info at the node
CalcTriSurfInfoAtNode( nodeIndex );
return;
}
//
// continue recursion (down to nodes "children")
//
for( int i = 4; i < 8; i++ )
{
int childIndex = GetNodeChild( m_Power, nodeIndex, i );
CalcNodeInfo( childIndex, terminationLevel );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CCoreDispInfo::GetNodeVertIndexFromParentIndex( int level, int parentVertIndex, int direction )
{
// calculate the "shift"
int shift = ( 1 << ( m_Power - ( level + 1 ) ) );
// calculate the width and height of displacement (is uniform)
int extent = ( ( 1 << m_Power ) + 1 );
// get the parent vertex index in component form
int posX = parentVertIndex % extent;
int posY = parentVertIndex / extent;
//
// calculate the child index based on the parent index and child
// direction
//
switch( direction )
{
case SOUTHWEST: { posX -= shift; posY -= shift; break; }
case SOUTHEAST: { posX += shift; posY -= shift; break; }
case NORTHWEST: { posX -= shift; posY += shift; break; }
case NORTHEAST: { posX += shift; posY += shift; break; }
default: return -99999;
}
// return the child vertex index
return ( ( posY * extent ) + posX );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcVertIndicesAtNodes( int nodeIndex )
{
//
// check for recursion termination ( node level = power )
//
int level = GetNodeLevel( nodeIndex );
if( level == m_Power )
return;
//
// get the children indices - SW, SE, NW, NE
//
int childIndices[4];
int i, j;
for( i = 0, j = 4; i < 4; i++, j++ )
{
childIndices[i] = GetNodeChild( m_Power, nodeIndex, j );
int centerIndex = GetNodeVertIndexFromParentIndex( level, m_Nodes[nodeIndex].GetCenterVertIndex(), j );
m_Nodes[childIndices[i]].SetCenterVertIndex( centerIndex );
}
//
// calculate the children's node vertex indices
//
for( i = 0; i < 4; i++ )
{
CalcVertIndicesAtNodes( childIndices[i] );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateLODTree( void )
{
//
// calculate the displacement surface's vertex index at each quad-tree node
// centroid
//
int size = GetSize();
int initialIndex = ( ( size - 1 ) >> 1 );
m_Nodes[0].SetCenterVertIndex( initialIndex );
CalcVertIndicesAtNodes( 0 );
//
// calculate the error terms, bounding boxes, and neighboring vertex indices
// at each node
//
for( int i = m_Power; i > 0; i-- )
{
CalcNodeInfo( 0, i );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcDispSurfCoords( bool bLightMap, int lightmapID )
{
//
// get base surface texture coords
//
Vector2D texCoords[4];
Vector2D luxelCoords[4];
CCoreDispSurface *pSurf = GetSurface();
int i;
for( i = 0; i < 4; i++ )
{
pSurf->GetTexCoord( i, texCoords[i] );
pSurf->GetLuxelCoord( lightmapID, i, luxelCoords[i] );
}
//
// get images width and intervals along the edge
//
int postSpacing = GetPostSpacing();
float ooInt = ( 1.0f / ( float )( postSpacing - 1 ) );
//
// calculate the parallel edge intervals
//
Vector2D edgeInt[2];
if( !bLightMap )
{
Vector2DSubtract( texCoords[1], texCoords[0], edgeInt[0] );
Vector2DSubtract( texCoords[2], texCoords[3], edgeInt[1] );
}
else
{
Vector2DSubtract( luxelCoords[1], luxelCoords[0], edgeInt[0] );
Vector2DSubtract( luxelCoords[2], luxelCoords[3], edgeInt[1] );
}
Vector2DMultiply( edgeInt[0], ooInt, edgeInt[0] );
Vector2DMultiply( edgeInt[1], ooInt, edgeInt[1] );
//
// calculate the displacement points
//
for( i = 0; i < postSpacing; i++ )
{
//
// position along parallel edges (start and end for a perpendicular segment)
//
Vector2D endPts[2];
Vector2DMultiply( edgeInt[0], ( float )i, endPts[0] );
Vector2DMultiply( edgeInt[1], ( float )i, endPts[1] );
if( !bLightMap )
{
Vector2DAdd( endPts[0], texCoords[0], endPts[0] );
Vector2DAdd( endPts[1], texCoords[3], endPts[1] );
}
else
{
Vector2DAdd( endPts[0], luxelCoords[0], endPts[0] );
Vector2DAdd( endPts[1], luxelCoords[3], endPts[1] );
}
//
// interval length for perpendicular edge
//
Vector2D seg, segInt;
Vector2DSubtract( endPts[1], endPts[0], seg );
Vector2DMultiply( seg, ooInt, segInt );
//
// calculate the material (texture or light) coordinate at each point
//
for( int j = 0; j < postSpacing; j++ )
{
Vector2DMultiply( segInt, ( float )j, seg );
if( !bLightMap )
{
Vector2DAdd( endPts[0], seg, m_pVerts[i*postSpacing+j].m_TexCoord );
}
else
{
Vector2DAdd( endPts[0], seg, m_pVerts[i*postSpacing+j].m_LuxelCoords[lightmapID] );
}
}
}
}
#if 0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcDispSurfAlphas( void )
{
//
// get images width and intervals along the edge
//
int postSpacing = GetPostSpacing();
float ooInt = ( 1.0f / ( float )( postSpacing - 1 ) );
//
// calculate the parallel edge intervals
//
float edgeInt[2];
edgeInt[0] = m_Surf.m_Alpha[1] - m_Surf.m_Alpha[0];
edgeInt[1] = m_Surf.m_Alpha[2] - m_Surf.m_Alpha[3];
edgeInt[0] *= ooInt;
edgeInt[1] *= ooInt;
//
// calculate the displacement points
//
for( int i = 0; i < postSpacing; i++ )
{
//
// position along parallel edges (start and end for a perpendicular segment)
//
float endValues[2];
endValues[0] = edgeInt[0] * ( float )i;
endValues[1] = edgeInt[1] * ( float )i;
endValues[0] += m_Surf.m_Alpha[0];
endValues[1] += m_Surf.m_Alpha[3];
//
// interval length for perpendicular edge
//
float seg, segInt;
seg = endValues[1] - endValues[0];
segInt = seg * ooInt;
//
// calculate the alpha value at each point
//
for( int j = 0; j < postSpacing; j++ )
{
seg = segInt * ( float )j;
m_Alphas[i*postSpacing+j] = endValues[0] + seg;
}
}
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateDispSurfTangentSpaces( void )
{
//
// get texture axes from base surface
//
CCoreDispSurface *pSurf = GetSurface();
Vector sAxis, tAxis;
pSurf->GetSAxis( sAxis );
pSurf->GetTAxis( tAxis );
//
// calculate the tangent spaces
//
int size = GetSize();
for( int i = 0; i < size; i++ )
{
//
// create the axes - normals, tangents, and binormals
//
VectorCopy( tAxis, m_pVerts[i].m_TangentT );
VectorNormalize( m_pVerts[i].m_TangentT );
CrossProduct( m_pVerts[i].m_Normal, m_pVerts[i].m_TangentT, m_pVerts[i].m_TangentS );
VectorNormalize( m_pVerts[i].m_TangentS );
CrossProduct( m_pVerts[i].m_TangentS, m_pVerts[i].m_Normal, m_pVerts[i].m_TangentT );
VectorNormalize( m_pVerts[i].m_TangentT );
Vector tmpVect;
Vector planeNormal;
pSurf->GetNormal( planeNormal );
CrossProduct( sAxis, tAxis, tmpVect );
if( DotProduct( planeNormal, tmpVect ) > 0.0f )
{
VectorScale( m_pVerts[i].m_TangentS, -1.0f, m_pVerts[i].m_TangentS );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::CalcNormalFromEdges( int indexRow, int indexCol, bool bIsEdge[4],
Vector& normal )
{
// get the post spacing (size/interval of displacement surface)
int postSpacing = ( ( 1 << m_Power ) + 1 );
// initialize the normal accumulator - counter
Vector accumNormal;
int normalCount = 0;
VectorClear( accumNormal );
Vector tmpVect[2];
Vector tmpNormal;
//
// check quadrant I (posX, posY)
//
if( bIsEdge[1] && bIsEdge[2] )
{
// tri i
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+indexRow].m_Vert, m_pVerts[indexCol*postSpacing+indexRow].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[indexCol*postSpacing+(indexRow+1)].m_Vert, m_pVerts[indexCol*postSpacing+indexRow].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
// tri 2
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+indexRow].m_Vert, m_pVerts[indexCol*postSpacing+(indexRow+1)].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+(indexRow+1)].m_Vert, m_pVerts[indexCol*postSpacing+(indexRow+1)].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
}
//
// check quadrant II (negX, posY)
//
if( bIsEdge[0] && bIsEdge[1] )
{
// tri i
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+(indexRow-1)].m_Vert, m_pVerts[indexCol*postSpacing+(indexRow-1)].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[indexCol*postSpacing+indexRow].m_Vert, m_pVerts[indexCol*postSpacing+(indexRow-1)].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
// tri 2
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+(indexRow-1)].m_Vert, m_pVerts[indexCol*postSpacing+indexRow].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[(indexCol+1)*postSpacing+indexRow].m_Vert, m_pVerts[indexCol*postSpacing+indexRow].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
}
//
// check quadrant III (negX, negY)
//
if( bIsEdge[0] && bIsEdge[3] )
{
// tri i
VectorSubtract( m_pVerts[indexCol*postSpacing+(indexRow-1)].m_Vert, m_pVerts[(indexCol-1)*postSpacing+(indexRow-1)].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[(indexCol-1)*postSpacing+indexRow].m_Vert, m_pVerts[(indexCol-1)*postSpacing+(indexRow-1)].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
// tri 2
VectorSubtract( m_pVerts[indexCol*postSpacing+(indexRow-1)].m_Vert, m_pVerts[(indexCol-1)*postSpacing+indexRow].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[indexCol*postSpacing+indexRow].m_Vert, m_pVerts[(indexCol-1)*postSpacing+indexRow].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
}
//
// check quadrant IV (posX, negY)
//
if( bIsEdge[2] && bIsEdge[3] )
{
// tri i
VectorSubtract( m_pVerts[indexCol*postSpacing+indexRow].m_Vert, m_pVerts[(indexCol-1)*postSpacing+indexRow].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[(indexCol-1)*postSpacing+(indexRow+1)].m_Vert, m_pVerts[(indexCol-1)*postSpacing+indexRow].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
// tri 2
VectorSubtract( m_pVerts[indexCol*postSpacing+indexRow].m_Vert, m_pVerts[(indexCol-1)*postSpacing+(indexRow+1)].m_Vert, tmpVect[0] );
VectorSubtract( m_pVerts[indexCol*postSpacing+(indexRow+1)].m_Vert, m_pVerts[(indexCol-1)*postSpacing+(indexRow+1)].m_Vert, tmpVect[1] );
CrossProduct( tmpVect[1], tmpVect[0], tmpNormal );
VectorNormalize( tmpNormal );
VectorAdd( accumNormal, tmpNormal, accumNormal );
normalCount++;
}
VectorScale( accumNormal, ( 1.0f / ( float )normalCount ), normal );
}
//-----------------------------------------------------------------------------
// Purpose: This function determines if edges exist in each of the directions
// off of the given point (given in component form). We know ahead of
// time that there are only 4 possibilities.
//
// 1 "directions"
// 0 + 2
// 3
//
// Input: indexRow - row position
// indexCol - col position
// direction - the direction (edge) currently being evaluated
// postSpacing - the number of intervals in the row and col directions
// Output: the edge existed? (true/false)
//-----------------------------------------------------------------------------
bool CCoreDispInfo::DoesEdgeExist( int indexRow, int indexCol, int direction, int postSpacing )
{
switch( direction )
{
case 0:
// left edge
if( ( indexRow - 1 ) < 0 )
return false;
return true;
case 1:
// top edge
if( ( indexCol + 1 ) > ( postSpacing - 1 ) )
return false;
return true;
case 2:
// right edge
if( ( indexRow + 1 ) > ( postSpacing - 1 ) )
return false;
return true;
case 3:
// bottom edge
if( ( indexCol - 1 ) < 0 )
return false;
return true;
default:
return false;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateDispSurfNormals( void )
{
// get the post spacing (size/interval of displacement surface)
int postSpacing = GetPostSpacing();
//
// generate the normals at each displacement surface vertex
//
for( int i = 0; i < postSpacing; i++ )
{
for( int j = 0; j < postSpacing; j++ )
{
bool bIsEdge[4];
// edges
for( int k = 0; k < 4; k++ )
{
bIsEdge[k] = DoesEdgeExist( j, i, k, postSpacing );
}
Vector normal;
CalcNormalFromEdges( j, i, bIsEdge, normal );
// save generated normal
VectorCopy( normal, m_pVerts[i*postSpacing+j].m_Normal );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GenerateDispSurf( void )
{
int i;
CCoreDispSurface *pSurf = GetSurface();
Vector points[4];
for( i = 0; i < 4; i++ )
{
pSurf->GetPoint( i, points[i] );
}
//
// get the spacing (interval = width/height, are equal because it is uniform) along the edge
//
int postSpacing = GetPostSpacing();
float ooInt = 1.0f / ( float )( postSpacing - 1 );
//
// calculate the opposite edge intervals
//
Vector edgeInt[2];
VectorSubtract( points[1], points[0], edgeInt[0] );
VectorScale( edgeInt[0], ooInt, edgeInt[0] );
VectorSubtract( points[2], points[3], edgeInt[1] );
VectorScale( edgeInt[1], ooInt, edgeInt[1] );
Vector elevNormal;
elevNormal.Init();
if( m_Elevation != 0.0f )
{
pSurf->GetNormal( elevNormal );
VectorScale( elevNormal, m_Elevation, elevNormal );
}
//
// calculate the displaced vertices
//
for( i = 0; i < postSpacing; i++ )
{
//
// calculate segment interval between opposite edges
//
Vector endPts[2];
VectorScale( edgeInt[0], ( float )i, endPts[0] );
VectorAdd( endPts[0], points[0], endPts[0] );
VectorScale( edgeInt[1], ( float )i, endPts[1] );
VectorAdd( endPts[1], points[3], endPts[1] );
Vector seg, segInt;
VectorSubtract( endPts[1], endPts[0], seg );
VectorScale( seg, ooInt, segInt );
//
// calculate the surface vertices
//
for( int j = 0; j < postSpacing; j++ )
{
int ndx = i * postSpacing + j;
CoreDispVert_t *pVert = &m_pVerts[ndx];
// calculate the flat surface position -- saved separately
pVert->m_FlatVert = endPts[0] + ( segInt * ( float )j );
// start with the base surface position
pVert->m_Vert = pVert->m_FlatVert;
// add the elevation vector -- if it exists
if( m_Elevation != 0.0f )
{
pVert->m_Vert += elevNormal;
}
// add the subdivision surface position
pVert->m_Vert += pVert->m_SubdivPos;
// add the displacement field direction(normalized) and distance
pVert->m_Vert += pVert->m_FieldVector * pVert->m_FieldDistance;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//bool CCoreDispInfo::Create( int creationFlags )
bool CCoreDispInfo::Create( void )
{
// sanity check
CCoreDispSurface *pSurf = GetSurface();
if( pSurf->GetPointCount() != 4 )
return false;
// generate the displacement surface
GenerateDispSurf();
GenerateDispSurfNormals();
GenerateDispSurfTangentSpaces();
CalcDispSurfCoords( false, 0 );
for( int bumpID = 0; bumpID < ( NUM_BUMP_VECTS + 1 ); bumpID++ )
{
CalcDispSurfCoords( true, bumpID );
}
GenerateLODTree();
GenerateCollisionData();
CreateTris();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Create a displacement surface without generating the LOD for it.
//-----------------------------------------------------------------------------
bool CCoreDispInfo::CreateWithoutLOD( void )
{
// sanity check
CCoreDispSurface *pSurf = GetSurface();
if( pSurf->GetPointCount() != 4 )
return false;
GenerateDispSurf();
GenerateDispSurfNormals();
GenerateDispSurfTangentSpaces();
CalcDispSurfCoords( false, 0 );
for( int bumpID = 0; bumpID < ( NUM_BUMP_VECTS + 1 ); bumpID++ )
{
CalcDispSurfCoords( true, bumpID );
}
GenerateCollisionData();
CreateTris();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: This function calculates the neighbor node index given the base
// node and direction of the neighbor node in the tree.
// Input: power - the size in one dimension of the displacement map (2^power + 1 )
// index - the "base" node index
// direction - the direction of the neighbor { W = 1, N = 2, E = 3, S = 4 }
// Output: returns the index of the neighbor node
//-----------------------------------------------------------------------------
int GetNodeNeighborNode( int power, int index, int direction, int level )
{
// adjust the index to range [0...?]
int minNodeIndex = GetNodeMinNodeAtLevel( level );
// get node extent (uniform: height = width)
int nodeExtent = ( 1 << ( level - 1 ) );
//
// get node's component positions in quad-tree
//
int posX, posY;
GetComponentsFromNodeIndex( ( index - minNodeIndex ), &posX, &posY );
//
// find the neighbor in the "direction"
//
switch( direction )
{
case CCoreDispInfo::WEST:
{
if( ( posX - 1 ) < 0 )
{
return -( CCoreDispInfo::WEST + 1 );
}
else
{
return ( GetNodeIndexFromComponents( ( posX - 1 ), posY ) + minNodeIndex );
}
}
case CCoreDispInfo::NORTH:
{
if( ( posY + 1 ) == nodeExtent )
{
return -( CCoreDispInfo::NORTH + 1 );
}
else
{
return ( GetNodeIndexFromComponents( posX, ( posY + 1 ) ) + minNodeIndex );
}
}
case CCoreDispInfo::EAST:
{
if( ( posX + 1 ) == nodeExtent )
{
return -( CCoreDispInfo::EAST + 1 );
}
else
{
return ( GetNodeIndexFromComponents( ( posX + 1 ), posY ) + minNodeIndex );
}
}
case CCoreDispInfo::SOUTH:
{
if( ( posY - 1 ) < 0 )
{
return -( CCoreDispInfo::SOUTH + 1 );
}
else
{
return ( GetNodeIndexFromComponents( posX, ( posY - 1 ) ) + minNodeIndex );
}
}
default:
{
return -99999;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetNodeNeighborNodeFromNeighborSurf( int power, int index, int direction, int level, int neighborOrient )
{
// adjust the index to range [0...?]
int minNodeIndex = GetNodeMinNodeAtLevel( level );
// get node extent (uniform: height = width)
int nodeExtent = ( 1 << ( level - 1 ) );
//
// get node's component positions in quad-tree
//
int posX, posY;
GetComponentsFromNodeIndex( ( index - minNodeIndex ), &posX, &posY );
switch( direction )
{
case CCoreDispInfo::WEST:
{
switch( neighborOrient )
{
case CCoreDispInfo::WEST: return -( ( GetNodeIndexFromComponents( posX, ( ( nodeExtent - 1 ) - posY ) ) ) + minNodeIndex );
case CCoreDispInfo::NORTH: return -( ( GetNodeIndexFromComponents( ( nodeExtent - 1 ) - posY, ( nodeExtent - 1 ) ) ) + minNodeIndex );
case CCoreDispInfo::EAST: return -( ( GetNodeIndexFromComponents( ( nodeExtent - 1 ), posY ) ) + minNodeIndex );
case CCoreDispInfo::SOUTH: return -( ( GetNodeIndexFromComponents( posY, posX ) ) + minNodeIndex );
default: return -99999;
}
}
case CCoreDispInfo::NORTH:
{
switch( neighborOrient )
{
case CCoreDispInfo::WEST: return -( ( GetNodeIndexFromComponents( ( ( nodeExtent - 1 ) - posY ), ( ( nodeExtent - 1 ) - posX ) ) ) + minNodeIndex );
case CCoreDispInfo::NORTH: return -( ( GetNodeIndexFromComponents( ( ( nodeExtent - 1 ) - posX ), posY ) ) + minNodeIndex );
case CCoreDispInfo::EAST: return -( ( GetNodeIndexFromComponents( posY, posX ) ) + minNodeIndex );
case CCoreDispInfo::SOUTH: return -( ( GetNodeIndexFromComponents( posX, ( ( nodeExtent - 1 ) - posY ) ) ) + minNodeIndex );
default: return -99999;
}
}
case CCoreDispInfo::EAST:
{
switch( neighborOrient )
{
case CCoreDispInfo::WEST: return -( ( GetNodeIndexFromComponents( ( ( nodeExtent - 1 ) - posX ), posY ) ) + minNodeIndex );
case CCoreDispInfo::NORTH: return -( ( GetNodeIndexFromComponents( posY, posX ) ) + minNodeIndex );
case CCoreDispInfo::EAST: return -( ( GetNodeIndexFromComponents( posX, ( ( nodeExtent - 1 ) - posY ) ) ) + minNodeIndex );
case CCoreDispInfo::SOUTH: return -( ( GetNodeIndexFromComponents( ( ( nodeExtent - 1 ) - posY ), ( ( nodeExtent - 1 ) - posX ) ) ) + minNodeIndex );
default: return -99999;
}
}
case CCoreDispInfo::SOUTH:
{
switch( neighborOrient )
{
case CCoreDispInfo::WEST: return -( ( GetNodeIndexFromComponents( posY, posX ) ) + minNodeIndex );
case CCoreDispInfo::NORTH: return -( ( GetNodeIndexFromComponents( posX, ( nodeExtent - 1 ) ) ) + minNodeIndex );
case CCoreDispInfo::EAST: return -( ( GetNodeIndexFromComponents( ( nodeExtent - 1 ), ( ( nodeExtent - 1 ) - posX ) ) ) + minNodeIndex );
case CCoreDispInfo::SOUTH: return -( ( GetNodeIndexFromComponents( ( ( nodeExtent - 1 ) - posX ), posY ) ) + minNodeIndex );
default: return -99999;
}
}
default:
{
return -99999;
}
}
}
// Turn the optimizer back on
#pragma optimize( "", on )
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GetPositionOnSurface( float u, float v, Vector &vPos,
Vector *pNormal, float *pAlpha )
{
Vector2D dispUV( u, v );
DispUVToSurf( dispUV, vPos, pNormal, pAlpha );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::BaseFacePlaneToDispUV( Vector const &planePt, Vector2D &dispUV )
{
// Get the base surface points.
CCoreDispSurface *pSurf = GetSurface();
Vector vecPoints[4];
for( int iPoint = 0; iPoint < 4; ++iPoint )
{
pSurf->GetPoint( iPoint, vecPoints[iPoint] );
}
PointInQuadToBarycentric( vecPoints[0], vecPoints[3], vecPoints[2], vecPoints[1], planePt, dispUV );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriTLToBR_1( const Vector &vecIntersectPoint,
int nSnapU, int nNextU, int nSnapV, int nNextV,
Vector &vecPoint, Vector *pNormal, float *pAlpha,
bool bBackup )
{
int nWidth = GetWidth();
int nIndices[3];
nIndices[0] = nNextV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nNextU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector vecFlatVerts[3], vecVerts[3];
float flAlphas[3];
for ( int iVert = 0; iVert < 3; ++iVert )
{
vecFlatVerts[iVert] = m_pVerts[nIndices[iVert]].m_FlatVert;
vecVerts[iVert] = m_pVerts[nIndices[iVert]].m_Vert;
flAlphas[iVert] = m_pVerts[nIndices[iVert]].m_Alpha;
}
if ( nSnapU == nNextU )
{
if ( nSnapV == nNextV )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[1];
Vector edgeV = vecVerts[2] - vecVerts[1];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else if ( nSnapV == nNextV )
{
if ( nSnapU == nNextU )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[1];
Vector edgeV = vecVerts[2] - vecVerts[1];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else
{
float flCfs[3];
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
{
vecPoint = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
if( pAlpha )
{
*pAlpha = ( flAlphas[0] * flCfs[0] ) + ( flAlphas[1] * flCfs[1] ) + ( flAlphas[2] * flCfs[2] );
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[1];
Vector edgeV = vecVerts[2] - vecVerts[1];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else
{
if ( !bBackup )
{
DispUVToSurf_TriTLToBR_2( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriTLToBR_2( const Vector &vecIntersectPoint,
int nSnapU, int nNextU, int nSnapV, int nNextV,
Vector &vecPoint, Vector *pNormal, float *pAlpha,
bool bBackup )
{
int nWidth = GetWidth();
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nSnapU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector vecFlatVerts[3], vecVerts[3];
float flAlphas[3];
for ( int iVert = 0; iVert < 3; ++iVert )
{
vecFlatVerts[iVert] = m_pVerts[nIndices[iVert]].m_FlatVert;
vecVerts[iVert] = m_pVerts[nIndices[iVert]].m_Vert;
flAlphas[iVert] = m_pVerts[nIndices[iVert]].m_Alpha;
}
if ( nSnapU == nNextU )
{
if ( nSnapV == nNextV )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[1] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[0];
Vector edgeV = vecVerts[1] - vecVerts[0];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else if ( nSnapV == nNextV )
{
if ( nSnapU == nNextU )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[0];
Vector edgeV = vecVerts[1] - vecVerts[0];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else
{
float flCfs[3];
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
{
vecPoint = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
if( pAlpha )
{
*pAlpha = ( flAlphas[0] * flCfs[0] ) + ( flAlphas[1] * flCfs[1] ) + ( flAlphas[2] * flCfs[2] );
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[0];
Vector edgeV = vecVerts[1] - vecVerts[0];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else
{
if ( !bBackup )
{
DispUVToSurf_TriTLToBR_1( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriTLToBR( Vector &vecPoint, Vector *pNormal, float *pAlpha,
float flU, float flV, const Vector &vecIntersectPoint )
{
const float TRIEDGE_EPSILON = 0.00001f;
int nWidth = GetWidth();
int nHeight = GetHeight();
int nSnapU = static_cast<int>( flU );
int nSnapV = static_cast<int>( flV );
int nNextU = nSnapU + 1;
int nNextV = nSnapV + 1;
if ( nNextU == nWidth) { --nNextU; }
if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU );
float flFracV = flV - static_cast<float>( nSnapV );
if ( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) )
{
DispUVToSurf_TriTLToBR_1( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, false );
}
else
{
DispUVToSurf_TriTLToBR_2( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriBLToTR_1( const Vector &vecIntersectPoint,
int nSnapU, int nNextU, int nSnapV, int nNextV,
Vector &vecPoint, Vector *pNormal, float *pAlpha,
bool bBackup )
{
int nWidth = GetWidth();
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nSnapU;
nIndices[2] = nNextV * nWidth + nNextU;
Vector vecFlatVerts[3], vecVerts[3];
float flAlphas[3];
for ( int iVert = 0; iVert < 3; ++iVert )
{
vecFlatVerts[iVert] = m_pVerts[nIndices[iVert]].m_FlatVert;
vecVerts[iVert] = m_pVerts[nIndices[iVert]].m_Vert;
flAlphas[iVert] = m_pVerts[nIndices[iVert]].m_Alpha;
}
if ( nSnapU == nNextU )
{
if ( nSnapV == nNextV )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[1];
Vector edgeV = vecVerts[0] - vecVerts[1];
*pNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( *pNormal );
}
}
else if ( nSnapV == nNextV )
{
if ( nSnapU == nNextU )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[1];
Vector edgeV = vecVerts[0] - vecVerts[1];
*pNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( *pNormal );
}
}
else
{
float flCfs[3];
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
{
vecPoint = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
if( pAlpha )
{
*pAlpha = ( flAlphas[0] * flCfs[0] ) + ( flAlphas[1] * flCfs[1] ) + ( flAlphas[2] * flCfs[2] );
}
if( pNormal )
{
Vector edgeU = vecVerts[2] - vecVerts[1];
Vector edgeV = vecVerts[0] - vecVerts[1];
*pNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( *pNormal );
}
}
else
{
if ( !bBackup )
{
DispUVToSurf_TriBLToTR_2( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriBLToTR_2( const Vector &vecIntersectPoint,
int nSnapU, int nNextU, int nSnapV, int nNextV,
Vector &vecPoint, Vector *pNormal, float *pAlpha,
bool bBackup )
{
int nWidth = GetWidth();
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nNextU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector vecFlatVerts[3], vecVerts[3];
float flAlphas[3];
for ( int iVert = 0; iVert < 3; ++iVert )
{
vecFlatVerts[iVert] = m_pVerts[nIndices[iVert]].m_FlatVert;
vecVerts[iVert] = m_pVerts[nIndices[iVert]].m_Vert;
flAlphas[iVert] = m_pVerts[nIndices[iVert]].m_Alpha;
}
if ( nSnapU == nNextU )
{
if ( nSnapV == nNextV )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[1] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[1] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[1] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[2];
Vector edgeV = vecVerts[1] - vecVerts[2];
*pNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( *pNormal );
}
}
else if ( nSnapV == nNextV )
{
if ( nSnapU == nNextU )
{
vecPoint = vecVerts[0];
*pAlpha = flAlphas[0];
}
else
{
float flFrac = ( vecIntersectPoint - vecFlatVerts[0] ).Length() / ( vecFlatVerts[2] - vecFlatVerts[0] ).Length();
vecPoint = vecVerts[0] + ( flFrac * ( vecVerts[2] - vecVerts[0] ) );
if ( pAlpha )
{
*pAlpha = flAlphas[0] + ( flFrac * ( flAlphas[2] - flAlphas[0] ) );
}
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[2];
Vector edgeV = vecVerts[1] - vecVerts[2];
*pNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( *pNormal );
}
}
else
{
float flCfs[3];
if ( CalcBarycentricCooefs( vecFlatVerts[0], vecFlatVerts[1], vecFlatVerts[2], vecIntersectPoint, flCfs[0], flCfs[1], flCfs[2] ) )
{
vecPoint = ( vecVerts[0] * flCfs[0] ) + ( vecVerts[1] * flCfs[1] ) + ( vecVerts[2] * flCfs[2] );
if( pAlpha )
{
*pAlpha = ( flAlphas[0] * flCfs[0] ) + ( flAlphas[1] * flCfs[1] ) + ( flAlphas[2] * flCfs[2] );
}
if( pNormal )
{
Vector edgeU = vecVerts[0] - vecVerts[2];
Vector edgeV = vecVerts[1] - vecVerts[2];
*pNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( *pNormal );
}
}
else
{
if ( !bBackup )
{
DispUVToSurf_TriBLToTR_1( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf_TriBLToTR( Vector &vecPoint, Vector *pNormal, float *pAlpha,
float flU, float flV, const Vector &vecIntersectPoint )
{
int nWidth = GetWidth();
int nHeight = GetHeight();
int nSnapU = static_cast<int>( flU );
int nSnapV = static_cast<int>( flV );
int nNextU = nSnapU + 1;
int nNextV = nSnapV + 1;
if ( nNextU == nWidth) { --nNextU; }
if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU );
float flFracV = flV - static_cast<float>( nSnapV );
if( flFracU < flFracV )
{
DispUVToSurf_TriBLToTR_1( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, false );
}
else
{
DispUVToSurf_TriBLToTR_2( vecIntersectPoint, nSnapU, nNextU, nSnapV, nNextV, vecPoint, pNormal, pAlpha, false );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::DispUVToSurf( Vector2D const &dispUV, Vector &vecPoint,
Vector *pNormal, float *pAlpha )
{
// Check to see that the point is on the surface.
if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
return;
// Get the base surface points.
Vector vecIntersectPoint;
CCoreDispSurface *pSurf = GetSurface();
PointInQuadFromBarycentric( pSurf->GetPoint( 0 ), pSurf->GetPoint( 3 ), pSurf->GetPoint( 2 ), pSurf->GetPoint( 1 ), dispUV, vecIntersectPoint );
// Get the displacement power.
int nWidth = GetWidth();
int nHeight = GetHeight();
// Scale the U, V coordinates to the displacement grid size.
float flU = dispUV.x * ( static_cast<float>( nWidth ) - 1.000001f );
float flV = dispUV.y * ( static_cast<float>( nHeight ) - 1.000001f );
// Find the base U, V.
int nSnapU = static_cast<int>( flU );
int nSnapV = static_cast<int>( flV );
// Use this to get the triangle orientation.
bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
// Top Left to Bottom Right
if( bOdd )
{
DispUVToSurf_TriTLToBR( vecPoint, pNormal, pAlpha, flU, flV, vecIntersectPoint );
}
// Bottom Left to Top Right
else
{
DispUVToSurf_TriBLToTR( vecPoint, pNormal, pAlpha, flU, flV, vecIntersectPoint );
}
}
//-----------------------------------------------------------------------------
// Purpose: Create bounding boxes around pairs of triangles (in a grid-like)
// fashion; used for culling
//-----------------------------------------------------------------------------
void CCoreDispInfo::CreateBoundingBoxes( CoreDispBBox_t *pBBox, int count )
{
//
// Initialize the bounding boxes.
//
int iBox;
for( iBox = 0; iBox < count; ++iBox )
{
pBBox[iBox].vMin.Init( FLT_MAX, FLT_MAX, FLT_MAX );
pBBox[iBox].vMax.Init( FLT_MIN, FLT_MIN, FLT_MIN );
}
// Get the width and height of the displacement surface.
int nHeight = GetHeight();
int nWidth = GetWidth();
// Find bounding box of every two consecutive triangles
iBox = 0;
int nIndex = 0;
for( int iHgt = 0; iHgt < ( nHeight - 1 ); ++iHgt )
{
for( int iWid = 0; iWid < ( nWidth - 1 ); ++iWid )
{
for( int iPoint = 0; iPoint < 4; ++iPoint )
{
switch( iPoint )
{
case 0: { nIndex = ( nHeight * iHgt ) + iWid; break; }
case 1: { nIndex = ( nHeight * ( iHgt + 1 ) ) + iWid; break; }
case 2: { nIndex = ( nHeight * ( iHgt + 1 ) ) + ( iWid + 1 ); break; }
case 3: { nIndex = ( nHeight * iHgt ) + ( iWid + 1 ); break; }
default: { break; }
}
Vector vecPoint;
GetVert( nIndex, vecPoint );
if( vecPoint[0] < pBBox[iBox].vMin[0] ) { pBBox[iBox].vMin[0] = vecPoint[0]; }
if( vecPoint[1] < pBBox[iBox].vMin[1] ) { pBBox[iBox].vMin[1] = vecPoint[1]; }
if( vecPoint[2] < pBBox[iBox].vMin[2] ) { pBBox[iBox].vMin[2] = vecPoint[2]; }
if( vecPoint[0] > pBBox[iBox].vMax[0] ) { pBBox[iBox].vMax[0] = vecPoint[0]; }
if( vecPoint[1] > pBBox[iBox].vMax[1] ) { pBBox[iBox].vMax[1] = vecPoint[1]; }
if( vecPoint[2] > pBBox[iBox].vMax[2] ) { pBBox[iBox].vMax[2] = vecPoint[2]; }
}
iBox++;
}
}
// Verify.
Assert( iBox == count );
// Bloat.
for ( iBox = 0; iBox < count; ++iBox )
{
for( int iAxis = 0; iAxis < 3; ++iAxis )
{
pBBox[iBox].vMin[iAxis] -= 1.0f;
pBBox[iBox].vMax[iAxis] += 1.0f;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline bool PointInDispBBox( CoreDispBBox_t *pBox, const Vector &vecPoint )
{
// Check to see if point lies in box
if( ( vecPoint.x < pBox->vMin.x ) || ( vecPoint.x > pBox->vMax.x ) )
return false;
if( ( vecPoint.y < pBox->vMin.y ) || ( vecPoint.y > pBox->vMax.y ) )
return false;
if( ( vecPoint.z < pBox->vMin.z ) || ( vecPoint.z > pBox->vMax.z ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCoreDispInfo::GetTriangleIndicesForDispBBox( int nIndex, int nTris[2][3] )
{
// Test to see whether or not the index is odd.
bool bOdd = ( ( nIndex % 2 ) == 1 );
int nWidth = GetWidth();
// Tris for TLtoBR
if ( bOdd )
{
nTris[0][0] = nIndex;
nTris[0][1] = nIndex + nWidth;
nTris[0][2] = nIndex + 1;
nTris[1][0] = nIndex + 1;
nTris[1][1] = nIndex + nWidth;
nTris[1][2] = nIndex + nWidth + 1;
}
// Tris for BLtoTR
else
{
nTris[0][0] = nIndex;
nTris[0][1] = nIndex + nWidth;
nTris[0][2] = nIndex + nWidth + 1;
nTris[1][0] = nIndex;
nTris[1][1] = nIndex + nWidth + 1;
nTris[1][2] = nIndex + 1;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CCoreDispInfo::SurfToBaseFacePlane( Vector const &surfPt, Vector &planePt )
{
// Create bounding boxes
int nBoxCount = ( GetHeight() - 1 ) * ( GetWidth() - 1 );
CoreDispBBox_t *pBBox = new CoreDispBBox_t[nBoxCount];
CreateBoundingBoxes( pBBox, nBoxCount );
// Use the boxes as a first-pass culling mechanism.
for( int iBox = 0; iBox < nBoxCount; ++iBox )
{
// Get the current displacement triangle-pair bounding-box.
CoreDispBBox_t *pBox = &pBBox[iBox];
if( !pBox )
continue;
// Check the point against the current displacement bounding-box.
if ( !PointInDispBBox( pBox, surfPt ) )
continue;
// Point lies within the bounding box.
int nIndex = iBox + ( iBox / ( GetWidth() - 1 ) );
// Get the triangle coordinates for this box.
int aTris[2][3];
GetTriangleIndicesForDispBBox( nIndex, aTris );
// Barycentrically test the triangles on the displacement surface.
Vector vecPoints[3];
for ( int iTri = 0; iTri < 2; ++iTri )
{
for ( int iVert = 0; iVert < 3; ++iVert )
{
GetVert( aTris[iTri][iVert], vecPoints[iVert] );
}
float c[3];
if ( CalcBarycentricCooefs( vecPoints[0], vecPoints[1], vecPoints[2], surfPt, c[0], c[1], c[2] ) )
{
Vector vecFlatPoints[3];
for ( int iVert = 0; iVert < 3; ++iVert )
{
GetFlatVert( aTris[iTri][iVert], vecFlatPoints[iVert] );
}
planePt = ( vecFlatPoints[0] * c[0] ) + ( vecFlatPoints[1] * c[1] ) + ( vecFlatPoints[2] * c[2] );
// Delete temporary memory.
delete [] pBBox;
return true;
}
}
}
// Delete temporary memory
delete [] pBBox;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CCoreDispInfo::GetTriCount( void )
{
return ( ( GetHeight() - 1 ) * ( GetWidth() -1 ) * 2 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::GetTriIndices( int iTri, unsigned short &v1, unsigned short &v2, unsigned short &v3 )
{
// Verify we have the correct data (only build when collision data is built).
if ( !m_pTris || ( iTri < 0 ) || ( iTri >= GetTriCount() ) )
{
Assert( iTri >= 0 );
Assert( iTri < GetTriCount() );
Assert( m_pTris );
return;
}
CoreDispTri_t *pTri = &m_pTris[iTri];
v1 = pTri->m_iIndex[0];
v2 = pTri->m_iIndex[1];
v3 = pTri->m_iIndex[2];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::SetTriIndices( int iTri, unsigned short v1, unsigned short v2, unsigned short v3 )
{
// Verify we have the correct data (only build when collision data is built).
if ( !m_pTris || ( iTri < 0 ) || ( iTri >= GetTriCount() ) )
{
Assert( iTri >= 0 );
Assert( iTri < GetTriCount() );
Assert( m_pTris );
return;
}
CoreDispTri_t *pTri = &m_pTris[iTri];
pTri->m_iIndex[0] = v1;
pTri->m_iIndex[1] = v2;
pTri->m_iIndex[2] = v3;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::GetTriPos( int iTri, Vector &v1, Vector &v2, Vector &v3 )
{
// Verify we have the correct data (only build when collision data is built).
if ( !m_pTris || ( iTri < 0 ) || ( iTri >= GetTriCount() ) )
{
Assert( iTri >= 0 );
Assert( iTri < GetTriCount() );
Assert( m_pTris );
return;
}
CoreDispTri_t *pTri = &m_pTris[iTri];
v1 = m_pVerts[pTri->m_iIndex[0]].m_Vert;
v2 = m_pVerts[pTri->m_iIndex[1]].m_Vert;
v3 = m_pVerts[pTri->m_iIndex[2]].m_Vert;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::InitTris( void )
{
// Verify we have the correct data (only build when collision data is built).
if ( !m_pTris )
{
Assert( m_pTris );
return;
}
int nTriCount = GetTriCount();
for ( int iTri = 0; iTri < nTriCount; ++iTri )
{
m_pTris[iTri].m_uiTags = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::CreateTris( void )
{
// Verify we have the correct data (only build when collision data is built).
if ( !m_pTris )
{
Assert( m_pTris );
return;
}
// Extra sanity check if wanted!
Assert( GetTriCount() == ( m_RenderIndexCount / 3 ) );
int nTriCount = GetTriCount();
for ( int iTri = 0, iRender = 0; iTri < nTriCount; ++iTri, iRender += 3 )
{
m_pTris[iTri].m_iIndex[0] = m_RenderIndices[iRender];
m_pTris[iTri].m_iIndex[1] = m_RenderIndices[iRender+1];
m_pTris[iTri].m_iIndex[2] = m_RenderIndices[iRender+2];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCoreDispInfo::IsTriWalkable( int iTri )
{
if ( IsTriTag( iTri, COREDISPTRI_TAG_FORCE_WALKABLE_BIT ) )
{
return IsTriTag( iTri, COREDISPTRI_TAG_FORCE_WALKABLE_VAL );
}
return IsTriTag( iTri, COREDISPTRI_TAG_WALKABLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCoreDispInfo::IsTriBuildable( int iTri )
{
if ( IsTriTag( iTri, COREDISPTRI_TAG_FORCE_BUILDABLE_BIT ) )
{
return IsTriTag( iTri, COREDISPTRI_TAG_FORCE_BUILDABLE_VAL );
}
return IsTriTag( iTri, COREDISPTRI_TAG_BUILDABLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCoreDispInfo::IsTriRemove( int iTri )
{
return IsTriTag( iTri, COREDISPTRI_TAG_FORCE_REMOVE_BIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCoreDispInfo::Position_Update( int iVert, Vector vecPos )
{
Vector vSPos, vFlat;
GetFlatVert( iVert, vFlat );
GetSubdivPosition( iVert, vSPos );
Vector vSeg;
vSeg = vecPos - vFlat;
vSeg -= vSPos;
// Subtract out the elevation.
float elev = GetElevation();
if( elev != 0.0 )
{
Vector vNormal;
GetSurface()->GetNormal( vNormal );
vNormal *= elev;
vSeg -= vNormal;
}
float flDistance = VectorNormalize( vSeg );
SetFieldVector( iVert, vSeg );
SetFieldDistance( iVert, flDistance );
}