mirror of
https://github.com/Garux/netradiant-custom.git
synced 2026-09-28 00:00:03 +02:00
refactor model autoclip, todo: adjust points after side planes snapping
This commit is contained in:
@@ -299,7 +299,7 @@ static void SnapPlane( Plane3f& plane ){
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SnapPlaneImproved()
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snaps a plane to normal/distance epsilons, improved code
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*/
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static void SnapPlaneImproved( Plane3f& plane, int numPoints, const Vector3 *points ){
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void SnapPlaneImproved( Plane3f& plane, int numPoints, const Vector3 *points ){
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if ( SnapNormal( plane.normal() ) ) {
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if ( numPoints > 0 ) {
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// Adjust the dist so that the provided points don't drift away.
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+192
-323
@@ -372,52 +372,103 @@ enum EModelFlags{
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eClipFlags = eClipModel | eExtrudeFaceNormals | eExtrudeTerrain | eExtrudeVertexNormals | ePyramidaClip | eExtrudeDownwards | eExtrudeUpwards | eMaxExtrude | eAxialBackplane,
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};
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inline void nonax_clip_dbg( const Plane3f (&p)[3] ){
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#if 0
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for ( int j = 0; j < 3; ++j ){
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for ( int k = 0; k < 3; ++k ){
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const Vector3& n = p[j].normal();
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if ( fabs( n[k] ) < 0.00025 && n[k] != 0 ){
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Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", n[0], n[1], n[2] );
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}
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}
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}
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#endif
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}
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inline size_t normal_make_axial( Vector3& normal ){
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const size_t i = vector3_max_abs_component_index( normal );
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normal = normal[i] >= 0? g_vector3_axes[i] : -g_vector3_axes[i];
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return i;
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}
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template<size_t N> // N = 4 or 5
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static void make_brush_sides( const Plane3f plane, const Plane3f (&p)[3], const Plane3f& reverse, Vector3 (&points)[4], shaderInfo_t *si ){
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/* set up brush sides */
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buildBrush.sides.clear(); // clear, so resize() will value-initialize elements
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buildBrush.sides.resize( N );
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struct ClipSides
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{
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struct ClipSide
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{
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winding_t points;
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Plane3f plane;
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};
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if( debugClip ){
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buildBrush.sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
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for ( size_t i = 1; i < N; ++i )
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buildBrush.sides[i].shaderInfo = ShaderInfoForShader( "debugclip" );
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winding_t w;
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ClipSide front;
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std::vector<ClipSide> sides;
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/* construct front and sides, requires w */
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bool construct(){
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if( PlaneFromPoints( front.plane, w.data() ) ){
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const Plane3f pln = front.plane;
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SnapPlaneImproved( front.plane, w.size(), w.data() );
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if( pln.normal() != front.plane.normal() || pln.dist() != front.plane.dist() ){
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for( Vector3& v : w ){
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v = plane3_project_point( front.plane, v );
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}
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}
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front.points = w;
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sides.resize( w.size() );
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/* sanity check */
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{
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const Vector3 d1 = w[1] - w[0];
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const Vector3 d2 = w[2] - w[0];
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const Vector3 normal = vector3_cross( d2, d1 );
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/* https://en.wikipedia.org/wiki/Cross_product#Geometric_meaning
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cross( a, b ).length = a.length b.length sin( angle ) */
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const double lengthsSquared = vector3_length_squared( d1 ) * vector3_length_squared( d2 );
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if ( lengthsSquared == 0 || ( vector3_length_squared( normal ) / lengthsSquared ) < 1e-8 ) {
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Sys_Warning( "points on line\n" );
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}
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else{
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return true;
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}
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}
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}
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return false;
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}
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else{
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buildBrush.sides[0].shaderInfo = si;
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buildBrush.sides[0].surfaceFlags = si->surfaceFlags;
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for ( size_t i = 1; i < N; ++i )
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buildBrush.sides[i].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
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#if 0
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void push_side( const Vector3& point ){
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ClipSide& side = sides.emplace_back();
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side.w.push_back( point );
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PlaneFromPoints( side.plane, front.w[sides.size()], front.w[sides.size() - 1], side.w[0] );
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const Plane3f pln = side.plane;
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SnapPlaneImproved( side.plane, 2, front.w.data() + sides.size() - 1 );
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if( pln.normal() != side.plane.normal() || pln.dist() != side.plane.dist() ){
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const Vector3 n = VectorNormalized( vector3_cross( front.plane.normal(), vector3_cross( front.plane.normal(), side.plane.normal() ) ) );
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for( Vector3& v : Span( &front.w[sides.size() - 1], 2 ) ){
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v = plane3_project_point( Plane3( side.plane ), v, n );
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}
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}
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}
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#endif
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void add_back_plane( float clipDepth, const Vector3& bestNormal ){
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ClipSide& back = sides.emplace_back( front );
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back.plane = plane3_flipped( back.plane );
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back.plane.dist() += vector3_dot( bestNormal, front.plane.normal() ) * clipDepth;
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for( Vector3& v : back.points )
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v -= bestNormal * clipDepth;
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}
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points[3] = points[0]; // for cyclic usage
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void make_brush_sides( shaderInfo_t *si ) const {
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/* set up brush sides */
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buildBrush.sides.clear(); // clear, so resize() will value-initialize elements
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buildBrush.sides.resize( sides.size() + 1 );
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if( debugClip ){
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buildBrush.sides[0].shaderInfo = ShaderInfoForShader( "debugclip2" );
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for ( size_t i = 0; i < sides.size(); ++i )
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buildBrush.sides[i + 1].shaderInfo = ShaderInfoForShader( "debugclip" );
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}
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else{
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buildBrush.sides[0].shaderInfo = si;
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buildBrush.sides[0].surfaceFlags = si->surfaceFlags;
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for ( size_t i = 0; i < sides.size(); ++i )
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buildBrush.sides[i + 1].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
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}
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buildBrush.sides[0].planenum = FindFloatPlane( front.plane, front.points.size(), front.points.data() );
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for( size_t i = 0; i < sides.size(); ++i ){
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buildBrush.sides[i + 1].planenum = FindFloatPlane( sides[i].plane, sides[i].points.size(), sides[i].points.data() );
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}
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}
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};
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buildBrush.sides[0].planenum = FindFloatPlane( plane, 3, points );
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buildBrush.sides[1].planenum = FindFloatPlane( p[0], 2, &points[0] ); // p[0] contains points[0] and points[1]
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buildBrush.sides[2].planenum = FindFloatPlane( p[1], 2, &points[1] ); // p[1] contains points[1] and points[2]
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buildBrush.sides[3].planenum = FindFloatPlane( p[2], 2, &points[2] ); // p[2] contains points[2] and points[0] (copied to points[3])
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if constexpr( N == 5 )
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buildBrush.sides[4].planenum = FindFloatPlane( reverse, 0, NULL );
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}
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static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const mapDrawSurface_t *ds, const char *modelName, entity_t& entity ){
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const int spf = ( spawnFlags & ( eClipFlags & ~eClipModel ) );
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@@ -444,18 +495,14 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
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|| spf == ( eExtrudeDownwards | eExtrudeUpwards | eAxialBackplane )
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|| spf == ( eExtrudeUpwards | eMaxExtrude )
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|| spf == ( eExtrudeUpwards | eAxialBackplane ) ){
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int i, j, k;
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//int ok=0, notok=0;
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float limDepth = 0;
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if ( clipDepth < 0 ){
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limDepth = -clipDepth;
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clipDepth = 2.0;
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}
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Vector3 points[ 4 ];
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Plane3f plane, reverse, p[3];
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MinMax minmax;
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Vector3 avgDirection( 0 );
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int axis;
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size_t axis;
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/* temp hack */
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if ( !si->clipModel && !( si->compileFlags & C_SOLID ) ) {
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@@ -469,17 +516,19 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
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if ( ( spf & eMaxExtrude ) || ( spf & eExtrudeTerrain ) ){
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for ( i = 0; i < ds->numIndexes; i += 3 ){
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for ( j = 0; j < 3; ++j ){
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points[j] = ds->verts[ds->indexes[i + j]].xyz;
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for ( int idx = 0; idx < ds->numIndexes; idx += 3 ){
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Vector3 points[3];
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Plane3f plane;
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for ( int i = 0; i < 3; ++i ){
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points[i] = ds->verts[ds->indexes[idx + i]].xyz;
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}
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if ( PlaneFromPoints( plane, points ) ){
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if ( spf & eExtrudeTerrain )
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avgDirection += plane.normal(); //calculate average mesh facing direction
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//get min/max
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for ( j = 0; j < 3; ++j ){
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minmax.extend( points[j] );
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for ( int i = 0; i < 3; ++i ){
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minmax.extend( points[i] );
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}
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}
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}
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@@ -500,151 +549,66 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
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buildBrush.detail = true;
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/* walk triangle list */
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for ( i = 0; i < ds->numIndexes; i += 3 ){
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for ( int idx = 0; idx < ds->numIndexes; idx += 3 ){
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ClipSides cs;
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/* make points */
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for ( j = 0; j < 3; ++j ){
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for ( int i = 0; i < 3; ++i ){
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/* copy xyz */
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points[j] = ds->verts[ds->indexes[i + j] ].xyz;
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cs.w.push_back( ds->verts[ds->indexes[idx + i]].xyz );
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}
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/* make plane for triangle */
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if ( PlaneFromPoints( plane, points ) ) {
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if ( cs.construct() ) {
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//snap points before using them for further calculations
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//precision suffers a lot, when two of normal values are under .00025 (often no collision, knocking up effect in ioq3)
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//also broken drawsurfs in case of normal brushes
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bool snpd = false;
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for ( j = 0; j < 3; ++j )
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{
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if ( fabs( plane.normal()[j] ) < 0.00025 && fabs( plane.normal()[( j + 1) % 3] ) < 0.00025
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&& ( plane.normal()[j] != 0.0 || plane.normal()[( j + 1 ) % 3] != 0.0 ) ){
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const Vector3 cnt = ( points[0] + points[1] + points[2] ) / 3.0;
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points[0][( j + 2 ) % 3] = points[1][(j + 2 ) % 3] = points[2][( j + 2 ) % 3] = cnt[( j + 2 ) % 3];
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snpd = true;
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break;
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}
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}
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//snap pairs of points to prevent bad side planes
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for ( j = 0; j < 3; ++j )
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{
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const Vector3 nrm = VectorNormalized( points[j] - points[( j + 1 ) % 3] );
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for ( k = 0; k < 3; ++k )
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{
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if ( nrm[k] != 0.0 && fabs( nrm[k] ) < 0.00025 ){
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//Sys_Printf( "b4(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
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points[j][k] = points[( j + 1 ) % 3][k] = ( points[j][k] + points[( j + 1 ) % 3][k] ) / 2.0;
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//Sys_Printf( "sn(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
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snpd = true;
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}
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}
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}
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if ( snpd ) {
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PlaneFromPoints( plane, points );
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snpd = false;
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}
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//vector-is-close-to-be-on-axis check again, happens after previous code sometimes
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for ( j = 0; j < 3; ++j )
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{
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if ( fabs( plane.normal()[j] ) < 0.00025 && fabs( plane.normal()[( j + 1 ) % 3] ) < 0.00025
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&& ( plane.normal()[j] != 0.0 || plane.normal()[( j + 1 ) % 3] != 0.0 ) ){
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const Vector3 cnt = ( points[0] + points[1] + points[2] ) / 3.0;
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points[0][( j + 2 ) % 3] = points[1][( j + 2 ) % 3] = points[2][( j + 2 ) % 3] = cnt[( j + 2 ) % 3];
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PlaneFromPoints( plane, points );
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break;
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}
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}
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//snap single snappable normal components
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for ( j = 0; j < 3; ++j )
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{
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if ( plane.normal()[j] != 0 && fabs( plane.normal()[j] ) < 0.00005 ){
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plane.normal()[j] = 0;
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snpd = true;
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}
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}
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//adjust plane dist
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if ( snpd ) {
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const Vector3 cnt = ( points[0] + points[1] + points[2] ) / 3.0;
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VectorNormalize( plane.normal() );
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plane.dist() = vector3_dot( plane.normal(), cnt );
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//project points to resulting plane to keep intersections precision
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for ( j = 0; j < 3; ++j )
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{
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//Sys_Printf( "b4 %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
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points[j] = plane3_project_point( plane, points[j] );
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//Sys_Printf( "sn %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
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}
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//Sys_Printf( "sn pln (%6.7f %6.7f %6.7f %6.7f)\n", plane.a, plane.b, plane.c, plane.d );
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//PlaneFromPoints( plane, points );
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//Sys_Printf( "pts pln (%6.7f %6.7f %6.7f %6.7f)\n", plane.a, plane.b, plane.c, plane.d );
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}
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/* sanity check */
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{
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const Vector3 d1 = points[1] - points[0];
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const Vector3 d2 = points[2] - points[0];
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const Vector3 normal = vector3_cross( d2, d1 );
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/* https://en.wikipedia.org/wiki/Cross_product#Geometric_meaning
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cross( a, b ).length = a.length b.length sin( angle ) */
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const double lengthsSquared = vector3_length_squared( d1 ) * vector3_length_squared( d2 );
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if ( lengthsSquared == 0 || ( vector3_length_squared( normal ) / lengthsSquared ) < 1e-8 ) {
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Sys_Warning( "triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped: points on line\n",
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points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], modelName );
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continue;
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}
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}
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if ( spf == ( ePyramidaClip | eAxialBackplane ) ){ // pyramid with 3 of 4 sides axial (->small bsp)
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for ( j = 0; j < 3; ++j )
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if ( fabs( plane.normal()[j] ) < 0.05 && fabs( plane.normal()[( j + 1 ) % 3] ) < 0.05 ) //no way, close to lay on two axes
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for ( int i = 0; i < 3; ++i )
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if ( fabs( cs.front.plane.normal()[i] ) < 0.05 && fabs( cs.front.plane.normal()[( i + 1 ) % 3] ) < 0.05 ) //no way, close to lay on two axes
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goto default_CLIPMODEL;
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// best axial normal
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Vector3 bestNormal = plane.normal();
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Vector3 bestNormal = cs.front.plane.normal();
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axis = normal_make_axial( bestNormal );
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float mindist = 999999;
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for ( j = 0; j < 3; ++j ){ // planes
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for ( size_t i = 0; i < cs.w.size(); ++i ){ // planes
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float bestdist = 999999, bestangle = 1;
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for ( k = 0; k < 3; ++k ){ // axes
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Vector3 nrm = points[( j + 1 ) % 3] - points[j];
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if ( k == axis ){
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reverse.normal() = vector3_cross( bestNormal, nrm );
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for ( size_t j = 0; j < 3; ++j ){ // axes
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Plane3f pln;
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Vector3 nrm = cs.w[winding_next( cs.w, i )] - cs.w[i];
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if ( j == axis ){
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pln.normal() = VectorNormalized( vector3_cross( bestNormal, nrm ) );
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}
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else{
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Vector3 vnrm( 0 );
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if ( ( k + 1 ) % 3 == axis ){
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if ( nrm[( k + 2 ) % 3] == 0 )
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if ( ( j + 1 ) % 3 == axis ){
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if ( nrm[( j + 2 ) % 3] == 0 )
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continue;
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vnrm[( k + 2 ) % 3] = nrm[( k + 2 ) % 3];
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vnrm[( j + 2 ) % 3] = nrm[( j + 2 ) % 3];
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}
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else{
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if ( nrm[( k + 1 ) % 3] == 0 )
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if ( nrm[( j + 1 ) % 3] == 0 )
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continue;
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vnrm[( k + 1 ) % 3] = nrm[( k + 1 ) % 3];
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vnrm[( j + 1 ) % 3] = nrm[( j + 1 ) % 3];
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}
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const Vector3 enrm = vector3_cross( bestNormal, vnrm );
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reverse.normal() = vector3_cross( enrm, nrm );
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pln.normal() = VectorNormalized( vector3_cross( enrm, nrm ) );
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}
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VectorNormalize( reverse.normal() );
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reverse.dist() = vector3_dot( points[ j ], reverse.normal() );
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pln.dist() = vector3_dot( cs.w[i], pln.normal() );
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//check facing, thickness
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const float currdist = reverse.dist() - vector3_dot( reverse.normal(), points[( j + 2 ) % 3] );
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const float currangle = vector3_dot( reverse.normal(), plane.normal() );
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const float currdist = -plane3_distance_to_point( pln, cs.w[( i + 2 ) % cs.w.size()] );
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const float currangle = vector3_dot( pln.normal(), cs.front.plane.normal() );
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if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) ||
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( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){
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bestangle = currangle;
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if ( currangle < 0 )
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bestdist = currdist;
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p[j] = reverse;
|
||||
cs.sides[i].plane = pln;
|
||||
}
|
||||
}
|
||||
if ( bestdist == 999999 && bestangle == 1 ){
|
||||
@@ -656,12 +620,9 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
|
||||
if ( (limDepth != 0.0) && (mindist > limDepth) )
|
||||
goto default_CLIPMODEL;
|
||||
|
||||
nonax_clip_dbg( p );
|
||||
|
||||
make_brush_sides<4>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( spf == eExtrudeTerrain
|
||||
|| spf == eExtrudeDownwards
|
||||
|| spf == eExtrudeUpwards
|
||||
@@ -684,7 +645,7 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
|
||||
else{
|
||||
axis = 2;
|
||||
if ( ( spf & eExtrudeDownwards ) && ( spf & eExtrudeUpwards ) ){
|
||||
bestNormal = plane.normal()[2] >= 0? g_vector3_axis_z : -g_vector3_axis_z;
|
||||
bestNormal = cs.front.plane.normal().z() >= 0? g_vector3_axis_z : -g_vector3_axis_z;
|
||||
}
|
||||
else if ( spf & eExtrudeDownwards ){
|
||||
bestNormal = g_vector3_axis_z;
|
||||
@@ -693,134 +654,114 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
|
||||
bestNormal = -g_vector3_axis_z;
|
||||
}
|
||||
else{ // best axial normal
|
||||
bestNormal = plane.normal();
|
||||
bestNormal = cs.front.plane.normal();
|
||||
axis = normal_make_axial( bestNormal );
|
||||
}
|
||||
}
|
||||
|
||||
if ( vector3_dot( plane.normal(), bestNormal ) < 0.05 ){
|
||||
if ( vector3_dot( cs.front.plane.normal(), bestNormal ) < 0.05 ){
|
||||
goto default_CLIPMODEL;
|
||||
}
|
||||
|
||||
|
||||
/* make side planes */
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( size_t i = 0; i < cs.w.size(); ++i )
|
||||
{
|
||||
p[j].normal() = VectorNormalized( vector3_cross( bestNormal, points[( j + 1 ) % 3] - points[j] ) );
|
||||
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
||||
cs.sides[i].plane.normal() = VectorNormalized( vector3_cross( bestNormal, cs.w[winding_next( cs.w, i )] - cs.w[i] ) );
|
||||
cs.sides[i].plane.dist() = vector3_dot( cs.w[i], cs.sides[i].plane.normal() );
|
||||
}
|
||||
|
||||
/* make back plane */
|
||||
if ( spf & eMaxExtrude ){ //max extrude
|
||||
reverse.normal() = -bestNormal;
|
||||
Plane3f& pln = cs.sides.emplace_back().plane;
|
||||
pln.normal() = -bestNormal;
|
||||
if ( bestNormal[axis] > 0 ){
|
||||
reverse.dist() = -minmax.mins[axis] + clipDepth;
|
||||
pln.dist() = -minmax.mins[axis] + clipDepth;
|
||||
}
|
||||
else{
|
||||
reverse.dist() = minmax.maxs[axis] + clipDepth;
|
||||
pln.dist() = minmax.maxs[axis] + clipDepth;
|
||||
}
|
||||
}
|
||||
else if ( spf & eAxialBackplane ){ //axial backplane
|
||||
reverse.normal() = -bestNormal;
|
||||
reverse.dist() = points[0][axis];
|
||||
Plane3f& pln = cs.sides.emplace_back().plane;
|
||||
pln.normal() = -bestNormal;
|
||||
pln.dist() = cs.w[0][axis];
|
||||
if ( bestNormal[axis] > 0 ){
|
||||
for ( j = 1; j < 3; ++j ){
|
||||
value_minimize( reverse.dist(), points[j][axis] );
|
||||
for ( size_t i = 1; i < cs.w.size(); ++i ){
|
||||
value_minimize( pln.dist(), cs.w[i][axis] );
|
||||
}
|
||||
reverse.dist() = -reverse.dist() + clipDepth;
|
||||
pln.dist() = -pln.dist() + clipDepth;
|
||||
}
|
||||
else{
|
||||
for ( j = 1; j < 3; ++j ){
|
||||
value_maximize( reverse.dist(), points[j][axis] );
|
||||
for ( size_t i = 1; i < cs.w.size(); ++i ){
|
||||
value_maximize( pln.dist(), cs.w[i][axis] );
|
||||
}
|
||||
reverse.dist() += clipDepth;
|
||||
pln.dist() += clipDepth;
|
||||
}
|
||||
if ( limDepth != 0.0 ){
|
||||
Vector3 cnt = points[0];
|
||||
Vector3 cnt = cs.w[0];
|
||||
if ( bestNormal[axis] > 0 ){
|
||||
for ( j = 1; j < 3; ++j ){
|
||||
if ( points[j][axis] > cnt[axis] ){
|
||||
cnt = points[j];
|
||||
for ( size_t i = 1; i < cs.w.size(); ++i ){
|
||||
if ( cs.w[i][axis] > cnt[axis] ){
|
||||
cnt = cs.w[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
for ( j = 1; j < 3; ++j ){
|
||||
if ( points[j][axis] < cnt[axis] ){
|
||||
cnt = points[j];
|
||||
for ( size_t i = 1; i < cs.w.size(); ++i ){
|
||||
if ( cs.w[i][axis] < cnt[axis] ){
|
||||
cnt = cs.w[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
cnt = plane3_project_point( reverse, cnt );
|
||||
if ( -plane3_distance_to_point( plane, cnt ) > limDepth ){
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += clipDepth;
|
||||
cnt = plane3_project_point( pln, cnt );
|
||||
if ( -plane3_distance_to_point( cs.front.plane, cnt ) > limDepth ){
|
||||
cs.sides.pop_back();
|
||||
cs.add_back_plane( clipDepth, cs.front.plane.normal() );
|
||||
}
|
||||
}
|
||||
}
|
||||
else{ //normal backplane
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += clipDepth;
|
||||
cs.add_back_plane( clipDepth, cs.front.plane.normal() );
|
||||
}
|
||||
|
||||
nonax_clip_dbg( p );
|
||||
|
||||
make_brush_sides<5>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( spf == ( eExtrudeFaceNormals | ePyramidaClip ) ){ // extrude 45
|
||||
//45 degrees normals for side planes
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( size_t i = 0; i < cs.w.size(); ++i )
|
||||
{
|
||||
const Vector3 nrm = points[( j + 1 ) % 3] - points[ j ];
|
||||
Vector3 enrm = VectorNormalized( vector3_cross( plane.normal(), nrm ) );
|
||||
enrm += plane.normal();
|
||||
VectorNormalize( enrm );
|
||||
const Vector3 enrm = VectorNormalized( vector3_cross( cs.front.plane.normal(), cs.w[winding_next( cs.w, i )] - cs.w[i] ) );
|
||||
/* make side planes */
|
||||
p[j].normal() = VectorNormalized( vector3_cross( enrm, nrm ) );
|
||||
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
||||
//snap nearly axial side planes
|
||||
snpd = false;
|
||||
for ( k = 0; k < 3; ++k )
|
||||
{
|
||||
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[k] != 0.0 ){
|
||||
p[j].normal()[k] = 0.0;
|
||||
snpd = true;
|
||||
}
|
||||
}
|
||||
if ( snpd ){
|
||||
VectorNormalize( p[j].normal() );
|
||||
p[j].dist() = vector3_dot( ( points[j] + points[( j + 1 ) % 3] ) / 2.0, p[j].normal() );
|
||||
}
|
||||
cs.sides[i].plane.normal() = VectorNormalized( enrm - cs.front.plane.normal() );
|
||||
cs.sides[i].plane.dist() = vector3_dot( cs.w[i], cs.sides[i].plane.normal() );
|
||||
}
|
||||
|
||||
/* make back plane */
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += clipDepth;
|
||||
cs.add_back_plane( clipDepth, cs.front.plane.normal() );
|
||||
|
||||
make_brush_sides<5>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( spf == eExtrudeVertexNormals
|
||||
|| spf == ( eExtrudeVertexNormals | ePyramidaClip ) ){ // vertex normals + don't check for sides, sticking outwards
|
||||
Vector3 Vnorm[3], Enorm[3];
|
||||
/* get vertex normals */
|
||||
for ( j = 0; j < 3; ++j ){
|
||||
for ( int i = 0; i < 3; ++i ){
|
||||
/* copy normal */
|
||||
Vnorm[j] = ds->verts[ds->indexes[i + j]].normal;
|
||||
Vnorm[i] = ds->verts[ds->indexes[idx + i]].normal;
|
||||
}
|
||||
|
||||
//avg normals for side planes
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( int i = 0; i < 3; ++i )
|
||||
{
|
||||
Enorm[ j ] = VectorNormalized( Vnorm[ j ] + Vnorm[( j + 1 ) % 3] );
|
||||
Enorm[i] = VectorNormalized( Vnorm[i] + Vnorm[( i + 1 ) % 3] );
|
||||
//check fuer bad ones
|
||||
const Vector3 nrm = VectorNormalized( vector3_cross( plane.normal(), points[( j + 1 ) % 3] - points[ j ] ) );
|
||||
const Vector3 nrm = VectorNormalized( vector3_cross( cs.front.plane.normal(), cs.w[( i + 1 ) % 3] - cs.w[i] ) );
|
||||
//check for negative or outside direction
|
||||
if ( vector3_dot( Enorm[j], plane.normal() ) > 0.1 ){
|
||||
if ( ( vector3_dot( Enorm[j], nrm ) > -0.2 ) || ( spf & ePyramidaClip ) ){
|
||||
if ( vector3_dot( Enorm[i], cs.front.plane.normal() ) > 0.1 ){
|
||||
if ( ( vector3_dot( Enorm[i], nrm ) > -0.2 ) || ( spf & ePyramidaClip ) ){
|
||||
//ok++;
|
||||
continue;
|
||||
}
|
||||
@@ -828,141 +769,68 @@ static void ClipModel( int spawnFlags, float clipDepth, shaderInfo_t *si, const
|
||||
//notok++;
|
||||
//Sys_Printf( "faulty Enormal %i/%i\n", notok, ok );
|
||||
//use 45 normal
|
||||
Enorm[ j ] = plane.normal() + nrm;
|
||||
VectorNormalize( Enorm[ j ] );
|
||||
Enorm[i] = VectorNormalized( cs.front.plane.normal() + nrm );
|
||||
}
|
||||
|
||||
/* make side planes */
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( int i = 0; i < 3; ++i )
|
||||
{
|
||||
p[j].normal() = VectorNormalized( vector3_cross( Enorm[j], points[( j + 1 ) % 3] - points[j] ) );
|
||||
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
||||
//snap nearly axial side planes
|
||||
snpd = false;
|
||||
for ( k = 0; k < 3; ++k )
|
||||
{
|
||||
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[k] != 0.0 ){
|
||||
//Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
p[j].normal()[k] = 0.0;
|
||||
snpd = true;
|
||||
}
|
||||
}
|
||||
if ( snpd ){
|
||||
VectorNormalize( p[j].normal() );
|
||||
//Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
p[j].dist() = vector3_dot( ( points[j] + points[( j + 1 ) % 3] ) / 2.0, p[j].normal() );
|
||||
//Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
}
|
||||
cs.sides[i].plane.normal() = VectorNormalized( vector3_cross( Enorm[i], cs.w[( i + 1 ) % 3] - cs.w[i] ) );
|
||||
cs.sides[i].plane.dist() = vector3_dot( cs.w[i], cs.sides[i].plane.normal() );
|
||||
}
|
||||
|
||||
/* make back plane */
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += clipDepth;
|
||||
cs.add_back_plane( clipDepth, cs.front.plane.normal() );
|
||||
|
||||
make_brush_sides<5>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( spf == eExtrudeFaceNormals ){
|
||||
|
||||
/* make side planes */
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( size_t i = 0; i < cs.w.size(); ++i )
|
||||
{
|
||||
p[j].normal() = VectorNormalized( vector3_cross( plane.normal(), points[( j + 1 ) % 3] - points[j] ) );
|
||||
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
||||
//snap nearly axial side planes
|
||||
snpd = false;
|
||||
for ( k = 0; k < 3; ++k )
|
||||
{
|
||||
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[k] != 0.0 ){
|
||||
//Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
p[j].normal()[k] = 0.0;
|
||||
snpd = true;
|
||||
}
|
||||
}
|
||||
if ( snpd ){
|
||||
VectorNormalize( p[j].normal() );
|
||||
//Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
const Vector3 cnt = ( points[j] + points[( j + 1 ) % 3] ) / 2.0;
|
||||
p[j].dist() = vector3_dot( cnt, p[j].normal() );
|
||||
//Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j].a, p[j].b, p[j].c, p[j].d );
|
||||
}
|
||||
cs.sides[i].plane.normal() = VectorNormalized( vector3_cross( cs.front.plane.normal(), cs.w[winding_next( cs.w, i )] - cs.w[i] ) );
|
||||
cs.sides[i].plane.dist() = vector3_dot( cs.w[i], cs.sides[i].plane.normal() );
|
||||
}
|
||||
|
||||
/* make back plane */
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += clipDepth;
|
||||
cs.add_back_plane( clipDepth, cs.front.plane.normal() );
|
||||
|
||||
nonax_clip_dbg( p );
|
||||
|
||||
make_brush_sides<5>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( spf == ePyramidaClip ){
|
||||
|
||||
/* calculate center */
|
||||
Vector3 cnt = ( points[0] + points[1] + points[2] ) / 3.0;
|
||||
|
||||
Vector3 cnt = ( cs.w[0] + cs.w[1] + cs.w[2] ) / 3.0;
|
||||
/* make back pyramid point */
|
||||
cnt -= plane.normal() * clipDepth;
|
||||
cnt -= cs.front.plane.normal() * clipDepth;
|
||||
|
||||
/* make 3 more planes */
|
||||
if( PlaneFromPoints( p[0], points[1], points[0], cnt ) &&
|
||||
PlaneFromPoints( p[1], points[2], points[1], cnt ) &&
|
||||
PlaneFromPoints( p[2], points[0], points[2], cnt ) ) {
|
||||
|
||||
//check for dangerous planes
|
||||
while( (( p[0].a != 0.0 || p[0].b != 0.0 ) && fabs( p[0].a ) < 0.00025 && fabs( p[0].b ) < 0.00025) ||
|
||||
(( p[0].a != 0.0 || p[0].c != 0.0 ) && fabs( p[0].a ) < 0.00025 && fabs( p[0].c ) < 0.00025) ||
|
||||
(( p[0].c != 0.0 || p[0].b != 0.0 ) && fabs( p[0].c ) < 0.00025 && fabs( p[0].b ) < 0.00025) ||
|
||||
(( p[1].a != 0.0 || p[1].b != 0.0 ) && fabs( p[1].a ) < 0.00025 && fabs( p[1].b ) < 0.00025) ||
|
||||
(( p[1].a != 0.0 || p[1].c != 0.0 ) && fabs( p[1].a ) < 0.00025 && fabs( p[1].c ) < 0.00025) ||
|
||||
(( p[1].c != 0.0 || p[1].b != 0.0 ) && fabs( p[1].c ) < 0.00025 && fabs( p[1].b ) < 0.00025) ||
|
||||
(( p[2].a != 0.0 || p[2].b != 0.0 ) && fabs( p[2].a ) < 0.00025 && fabs( p[2].b ) < 0.00025) ||
|
||||
(( p[2].a != 0.0 || p[2].c != 0.0 ) && fabs( p[2].a ) < 0.00025 && fabs( p[2].c ) < 0.00025) ||
|
||||
(( p[2].c != 0.0 || p[2].b != 0.0 ) && fabs( p[2].c ) < 0.00025 && fabs( p[2].b ) < 0.00025) ) {
|
||||
cnt -= plane.normal() * 0.1f;
|
||||
// Sys_Printf( "shifting pyramid point\n" );
|
||||
PlaneFromPoints( p[0], points[1], points[0], cnt );
|
||||
PlaneFromPoints( p[1], points[2], points[1], cnt );
|
||||
PlaneFromPoints( p[2], points[0], points[2], cnt );
|
||||
}
|
||||
|
||||
nonax_clip_dbg( p );
|
||||
|
||||
make_brush_sides<4>( plane, p, reverse, points, si );
|
||||
}
|
||||
else
|
||||
for ( size_t i = 0; i < cs.w.size(); ++i )
|
||||
{
|
||||
Sys_Warning( "triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n",
|
||||
points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], modelName );
|
||||
continue;
|
||||
PlaneFromPoints( cs.sides[i].plane, cs.w[winding_next( cs.w, i )], cs.w[i], cnt );
|
||||
}
|
||||
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
else if ( ( si->clipModel && spf == 0 ) || ( spawnFlags & eClipFlags ) == eClipModel ){ //default CLIPMODEL
|
||||
|
||||
default_CLIPMODEL:
|
||||
// axial normal
|
||||
Vector3 bestNormal = plane.normal();
|
||||
Vector3 bestNormal = cs.front.plane.normal();
|
||||
normal_make_axial( bestNormal );
|
||||
|
||||
/* make side planes */
|
||||
for ( j = 0; j < 3; ++j )
|
||||
for ( size_t i = 0; i < cs.w.size(); ++i )
|
||||
{
|
||||
p[j].normal() = VectorNormalized( vector3_cross( bestNormal, points[( j + 1 ) % 3] - points[j] ) );
|
||||
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
||||
cs.sides[i].plane.normal() = VectorNormalized( vector3_cross( bestNormal, cs.w[winding_next( cs.w, i )] - cs.w[i] ) );
|
||||
cs.sides[i].plane.dist() = vector3_dot( cs.w[i], cs.sides[i].plane.normal() );
|
||||
}
|
||||
|
||||
/* make back plane */
|
||||
reverse = plane3_flipped( plane );
|
||||
reverse.dist() += vector3_dot( bestNormal, plane.normal() ) * clipDepth;
|
||||
cs.add_back_plane( clipDepth, bestNormal );
|
||||
|
||||
nonax_clip_dbg( p );
|
||||
|
||||
make_brush_sides<5>( plane, p, reverse, points, si );
|
||||
cs.make_brush_sides( si );
|
||||
}
|
||||
|
||||
|
||||
@@ -973,12 +841,13 @@ default_CLIPMODEL:
|
||||
brush_t& newBrush = entity.brushes.emplace_front( buildBrush );
|
||||
newBrush.original = &newBrush;
|
||||
entity.numBrushes++;
|
||||
}
|
||||
else{
|
||||
Sys_Warning( "triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n",
|
||||
points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], modelName );
|
||||
continue;
|
||||
}
|
||||
}
|
||||
Sys_Warning( "triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n",
|
||||
cs.w[0][0], cs.w[0][1], cs.w[0][2],
|
||||
cs.w[1][0], cs.w[1][1], cs.w[1][2],
|
||||
cs.w[2][0], cs.w[2][1], cs.w[2][2], modelName );
|
||||
}
|
||||
// normalEpsilon = normalEpsilon_save;
|
||||
}
|
||||
|
||||
@@ -1453,6 +1453,7 @@ void PutMeshOnCurve( mesh_t in );
|
||||
|
||||
/* map.c */
|
||||
void LoadMapFile( const char *filename, bool onlyLights, bool noCollapseGroups );
|
||||
void SnapPlaneImproved( Plane3f& plane, int numPoints, const Vector3 *points );
|
||||
int FindFloatPlane( const Plane3f& plane, int numPoints, const Vector3 *points );
|
||||
inline int FindFloatPlane( const Vector3& normal, float dist, int numPoints, const Vector3 *points ){
|
||||
return FindFloatPlane( Plane3f( normal, dist ), numPoints, points );
|
||||
|
||||
Reference in New Issue
Block a user