/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* dependencies */ #include "q3map2.h" #include "model.h" #include "qspatial.h" #include ASSIMP_INCLUDE(assimp/Importer.hpp) #include ASSIMP_INCLUDE(assimp/importerdesc.h) #include ASSIMP_INCLUDE(assimp/Logger.hpp) #include ASSIMP_INCLUDE(assimp/DefaultLogger.hpp) #include ASSIMP_INCLUDE(assimp/IOSystem.hpp) #include ASSIMP_INCLUDE(assimp/MemoryIOWrapper.h) #include ASSIMP_INCLUDE(assimp/postprocess.h) #include ASSIMP_INCLUDE(assimp/scene.h) #include ASSIMP_INCLUDE(assimp/mesh.h) #include class AssLogger : public Assimp::Logger { public: void OnDebug( const char* message ) override { #ifdef _DEBUG Sys_Printf( "%s\n", message ); #endif } void OnVerboseDebug( const char *message ) override { #ifdef _DEBUG Sys_FPrintf( SYS_VRB, "%s\n", message ); #endif } void OnInfo( const char* message ) override { #ifdef _DEBUG Sys_Printf( "%s\n", message ); #endif } void OnWarn( const char* message ) override { Sys_Warning( "%s\n", message ); } void OnError( const char* message ) override { Sys_FPrintf( SYS_WRN, "ERROR: %s\n", message ); /* let it be a warning, since radiant stops monitoring on error message flag */ } bool attachStream( Assimp::LogStream *pStream, unsigned int severity ) override { return false; } bool detachStream( Assimp::LogStream *pStream, unsigned int severity ) override { return false; } }; class AssIOSystem : public Assimp::IOSystem { public: // ------------------------------------------------------------------- /** @brief Tests for the existence of a file at the given path. * * @param pFile Path to the file * @return true if there is a file with this path, else false. */ bool Exists( const char* pFile ) const override { return vfsGetFileCount( pFile ) != 0; } // ------------------------------------------------------------------- /** @brief Returns the system specific directory separator * @return System specific directory separator */ char getOsSeparator() const override { return '/'; } // ------------------------------------------------------------------- /** @brief Open a new file with a given path. * * When the access to the file is finished, call Close() to release * all associated resources (or the virtual dtor of the IOStream). * * @param pFile Path to the file * @param pMode Desired file I/O mode. Required are: "wb", "w", "wt", * "rb", "r", "rt". * * @return New IOStream interface allowing the lib to access * the underlying file. * @note When implementing this class to provide custom IO handling, * you probably have to supply an own implementation of IOStream as well. */ Assimp::IOStream* Open( const char* pFile, const char* pMode = "rb" ) override { if ( MemBuffer boo = vfsLoadFile( pFile ) ) { return new Assimp::MemoryIOStream( boo.release(), boo.size(), true ); } return nullptr; } // ------------------------------------------------------------------- /** @brief Closes the given file and releases all resources * associated with it. * @param pFile The file instance previously created by Open(). */ void Close( Assimp::IOStream* pFile ) override { delete pFile; } // ------------------------------------------------------------------- /** @brief CReates an new directory at the given path. * @param path [in] The path to create. * @return True, when a directory was created. False if the directory * cannot be created. */ bool CreateDirectory( const std::string &path ) override { Error( "AssIOSystem::CreateDirectory" ); return false; } // ------------------------------------------------------------------- /** @brief Will change the current directory to the given path. * @param path [in] The path to change to. * @return True, when the directory has changed successfully. */ bool ChangeDirectory( const std::string &path ) override { Error( "AssIOSystem::ChangeDirectory" ); return false; } bool DeleteFile( const std::string &file ) override { Error( "AssIOSystem::DeleteFile" ); return false; } private: }; static Assimp::Importer *s_assImporter = nullptr; void assimp_init(){ s_assImporter = new Assimp::Importer(); s_assImporter->SetPropertyBool( AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, true ); s_assImporter->SetPropertyInteger( AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_POINT | aiPrimitiveType_LINE ); s_assImporter->SetPropertyString( AI_CONFIG_IMPORT_MDL_COLORMAP, "gfx/palette.lmp" ); // Q1 palette, default is fine too s_assImporter->SetPropertyBool( AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, false ); s_assImporter->SetPropertyString( AI_CONFIG_IMPORT_MD3_SHADER_SRC, "scripts/" ); s_assImporter->SetPropertyBool( AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, false ); s_assImporter->SetPropertyInteger( AI_CONFIG_PP_RVC_FLAGS, aiComponent_TANGENTS_AND_BITANGENTS ); // varying tangents prevent aiProcess_JoinIdenticalVertices Assimp::DefaultLogger::set( new AssLogger ); s_assImporter->SetIOHandler( new AssIOSystem ); } struct ModelNameFrame { CopiedString m_name; int m_frame; bool operator<( const ModelNameFrame& other ) const { const int cmp = string_compare_nocase( m_name.c_str(), other.m_name.c_str() ); return cmp != 0? cmp < 0 : m_frame < other.m_frame; } }; struct AssModel { struct AssModelMesh final : public AssMeshWalker { const aiMesh *m_mesh; CopiedString m_shader; AssModelMesh( const aiScene *scene, const aiMesh *mesh, const char *rootPath ) : m_mesh( mesh ){ aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex]; aiString matname = material->GetName(); #ifdef _DEBUG Sys_Printf( "matname: %s\n", matname.C_Str() ); #endif if( aiString texname; aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), texname ) && texname.length != 0 && !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */ && !string_equal_prefix_nocase( matname.C_Str(), "textures\\" ) && !string_equal_prefix_nocase( matname.C_Str(), "models/" ) && !string_equal_prefix_nocase( matname.C_Str(), "models\\" ) ){ #ifdef _DEBUG Sys_Printf( "texname: %s\n", texname.C_Str() ); #endif m_shader = StringStream<64>( PathCleaned( PathExtensionless( texname.C_Str() ) ) ); } else{ m_shader = StringStream<64>( PathCleaned( PathExtensionless( matname.C_Str() ) ) ); } const CopiedString oldShader( m_shader ); if( strchr( m_shader.c_str(), '/' ) == nullptr ){ /* texture is likely in the folder, where model is */ m_shader = StringStream<64>( rootPath, m_shader ); } else{ const char *name = m_shader.c_str(); if( name[0] == '/' || ( name[0] != '\0' && name[1] == ':' ) || strstr( name, ".." ) ){ /* absolute path or with .. */ const char* p; if( ( p = string_in_string_nocase( name, "/models/" ) ) || ( p = string_in_string_nocase( name, "/textures/" ) ) ){ m_shader = p + 1; } else{ m_shader = StringStream<64>( rootPath, path_get_filename_start( name ) ); } } } if( oldShader != m_shader ) Sys_FPrintf( SYS_VRB, "substituting: %s -> %s\n", oldShader.c_str(), m_shader.c_str() ); } void forEachFace( std::function visitor ) const override { for ( const aiFace& face : Span( m_mesh->mFaces, m_mesh->mNumFaces ) ){ // if( face.mNumIndices == 3 ) Vector3 xyz[3]; Vector2 st[3]; for( size_t n = 0; n < 3; ++n ){ const auto i = face.mIndices[n]; xyz[n] = { m_mesh->mVertices[i].x, m_mesh->mVertices[i].y, m_mesh->mVertices[i].z }; if( m_mesh->HasTextureCoords( 0 ) ) st[n] = { m_mesh->mTextureCoords[0][i].x, m_mesh->mTextureCoords[0][i].y }; else st[n] = Vector2( 0 ); } visitor( xyz, st ); } } const char *getShaderName() const override { return m_shader.c_str(); } }; aiScene *m_scene; std::vector m_meshes; AssModel( aiScene *scene, const char *modelname ) : m_scene( scene ){ m_meshes.reserve( scene->mNumMeshes ); const auto rootPath = StringStream<64>( PathCleaned( PathFilenameless( modelname ) ) ); const auto traverse = [&]( const auto& self, const aiNode* node ) -> void { for( size_t n = 0; n < node->mNumMeshes; ++n ){ const aiMesh *mesh = scene->mMeshes[node->mMeshes[n]]; if( mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ){ m_meshes.emplace_back( scene, mesh, rootPath ); } } // traverse all children for ( size_t n = 0; n < node->mNumChildren; ++n ){ self( self, node->mChildren[n] ); } }; traverse( traverse, scene->mRootNode ); } }; static std::map s_assModels; /* LoadModel() - ydnar loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found */ static AssModel *LoadModel( const char *name, int frame ){ /* dummy check */ if ( strEmptyOrNull( name ) ) { return nullptr; } /* try to find existing picoModel */ auto it = s_assModels.find( ModelNameFrame{ name, frame } ); if( it != s_assModels.end() ){ return &it->second; } unsigned flags = //aiProcessPreset_TargetRealtime_Fast // | aiProcess_FixInfacingNormals aiProcess_GenNormals | aiProcess_JoinIdenticalVertices | aiProcess_Triangulate | aiProcess_GenUVCoords | aiProcess_SortByPType | aiProcess_FindDegenerates | aiProcess_FindInvalidData | aiProcess_ValidateDataStructure | aiProcess_FlipUVs | aiProcess_FlipWindingOrder | aiProcess_PreTransformVertices | aiProcess_RemoveComponent | aiProcess_SplitLargeMeshes; // rotate the whole scene 90 degrees around the x axis to convert assimp's Y = UP to Quakes's Z = UP s_assImporter->SetPropertyMatrix( AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4( 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1 ) ); // aiMatrix4x4::RotationX( c_half_pi ) s_assImporter->SetPropertyInteger( AI_CONFIG_PP_SLM_VERTEX_LIMIT, maxSurfaceVerts ); // TODO this optimal and with respect to lightmapped/not s_assImporter->SetPropertyInteger( AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, frame ); const aiScene *scene = s_assImporter->ReadFile( name, flags ); if( scene != nullptr ){ if( scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ) Sys_Warning( "AI_SCENE_FLAGS_INCOMPLETE\n" ); return &s_assModels.emplace( ModelNameFrame{ name, frame }, AssModel( s_assImporter->GetOrphanedScene(), name ) ).first->second; } else{ return nullptr; // TODO /* if loading failed, make a bogus model to silence the rest of the warnings */ } } std::vector LoadModelWalker( const char *name, int frame ){ AssModel *model = LoadModel( name, frame ); std::vector vector; if( model != nullptr ) for( const auto& val : model->m_meshes ) vector.push_back( &val ); return vector; } enum EModelFlags{ eRMG_BSP = 1 << 0, eClipModel = 1 << 1, eForceMeta = 1 << 2, eExtrudeFaceNormals = 1 << 3, eExtrudeTerrain = 1 << 4, eColorToAlpha = 1 << 5, eNoSmooth = 1 << 6, eExtrudeVertexNormals = 1 << 7, ePyramidalClip = 1 << 8, eExtrudeDownwards = 1 << 9, eExtrudeUpwards = 1 << 10, eMaxExtrude = 1 << 11, eAxialBackplane = 1 << 12, eClipFlags = eClipModel | eExtrudeFaceNormals | eExtrudeTerrain | eExtrudeVertexNormals | ePyramidalClip | eExtrudeDownwards | eExtrudeUpwards | eMaxExtrude | eAxialBackplane, }; template size_t normal_make_axial( BasicVector3& normal ){ const size_t i = vector3_max_abs_component_index( normal ); normal = normal[i] >= 0? g_vector3_axes[i] : -g_vector3_axes[i]; return i; } struct ClipWinding { Plane3 plane; winding_accu_t points; int dsIdx; // index in ClipTriangles::modelSurfs array MinMax minmax; // X is on c_spatial_sort_direction ClipWinding( const Plane3& plane, winding_accu_t&& points, int dsIdx ) : plane( plane ), points( std::move( points ) ), dsIdx( dsIdx ){ for( const DoubleVector3& p : this->points ) minmax.extend( Vector3( spatial_distance( p ), p.y(), p.z() ) ); } bool operator<( const ClipWinding& other ) const noexcept { return minmax.mins.x() > other.minmax.mins.x(); // decreasing order (to iterate from the end) } // for volumetric merge std::vector frontWindings; Vector3 bestNormal; bool isplanar() const { return frontWindings.size() <= 1; } }; struct ClipTriangles { // separate by surfaceFlags, contentFlags, compileFlags, sort by c_spatial_sort_direction distance std::map, std::vector> triangleSets; std::vector modelSurfs; // optional arrays of terrain clip params parallel with modelSurfs // allocate anytime for use simplicity std::vector minmaxes; std::vector avgDirections; ClipTriangles( size_t nSurfs ) : minmaxes( nSurfs ), avgDirections( nSurfs, g_vector3_identity ){ modelSurfs.reserve( nSurfs ); } }; struct ClipSides { Plane3f fplane; // front plane winding_accu_t fw; // front winding Plane3f bplane{ 0, 0, 0, 0 }; // back plane, present if != 0 winding_accu_t bw; // back winding std::vector splanes; // side planes, using fw[i], fw[i + 1] points, size = fw.size shaderInfo_t &si; entity_t& entity; const double clipDepth; ClipSides( shaderInfo_t& si, entity_t& entity, float clipDepth ) : si( si ), entity( entity ), clipDepth( clipDepth ){ } /* construct front plane and allocate sides, requires fw */ bool construct(){ /* prepare a brush */ buildBrush.sides.reserve( MAX_BUILD_SIDES ); buildBrush.entityNum = entity.mapEntityNum; buildBrush.contentShader = &si; buildBrush.compileFlags = si.compileFlags; buildBrush.contentFlags = si.contentFlags; buildBrush.detail = true; // choose decent triangle to create plane using Witer = decltype( fw )::const_iterator; Witer a = fw.cbegin(), b = a + 1, c = b + 1; const auto perimeter = []( Witer a, Witer b, Witer c ){ return vector3_length_squared( *b - *a ) + vector3_length_squared( *a - *c ) + vector3_length_squared( *c - *b ); }; while( c + 1 != fw.cend() && perimeter( a, b, c + 1 ) > perimeter( a, b, c ) ) ++c; while( b + 1 != c && perimeter( a, b + 1, c ) > perimeter( a, b, c ) ) ++b; if( !PlaneFromPoints( fplane, *a, *b, *c ) ) return false; // snap points before using them for further calculations // precision suffers a lot, when two of normal values are under .00025 (often no collision, knocking up effect in ioq3) // also broken drawsurfs in case of normal brushes // ? worth to snap nearly axial edges (or on nearly axial plane) beforehand or SnapPlaneImproved is nuff good for sides // latter seems good nuff, no noticeable difference if( SnapPlaneImproved( fplane, Span( std::as_const( fw ) ) ) ){ for( DoubleVector3& v : fw ){ v = plane3_project_point( fplane, v ); } } splanes.resize( fw.size() ); /* sanity check */ if ( triangle_min_angle_squared_sin( *a, *b, *c ) < 1e-8 ) // degenerate triangle return false; return true; } bool construct_volumetric( const std::vector& frontWindings ){ /* prepare a brush */ buildBrush.sides.reserve( MAX_BUILD_SIDES ); buildBrush.entityNum = entity.mapEntityNum; buildBrush.contentShader = &si; buildBrush.compileFlags = si.compileFlags; buildBrush.contentFlags = si.contentFlags; buildBrush.detail = true; // note this is required by eAxialBackplane + limDepth; this is wrong fplane = Plane3f( frontWindings[0].plane ); splanes.resize( fw.size() ); return true; } void add_back_plane( const Vector3& bestNormal ){ bplane = plane3_flipped( fplane ); bplane.dist() += vector3_dot( bestNormal, fplane.normal() ) * clipDepth; bw = fw; for( DoubleVector3& v : bw ) v -= bestNormal * clipDepth; } bool create_brush() const { const bool doBack = bplane.normal() != g_vector3_identity; auto& sides = buildBrush.sides; /* set up brush sides */ sides.clear(); // clear, so resize() will value-initialize elements sides.resize( splanes.size() + 1 + doBack ); if( debugClip ){ sides[0].shaderInfo = &ShaderInfoForShader( "debugclip2" ); for ( size_t i = 1; i < sides.size(); ++i ) sides[i].shaderInfo = &ShaderInfoForShader( "debugclip" ); } else{ sides[0].shaderInfo = &si; sides[0].surfaceFlags = si.surfaceFlags; for ( size_t i = 1; i < sides.size(); ++i ) sides[i].shaderInfo = nullptr; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works } sides[0].planenum = FindFloatPlane( fplane, fw ); // sides[0].plane = Plane3( fplane ); for( size_t i = 0; i < splanes.size(); ++i ){ sides[i + 1].planenum = FindFloatPlane( Plane3f( splanes[i] ), std::array{ fw[i], winding_next_point( fw, i ) } ); // sides[i + 1].plane = splanes[i]; // this only improves debug windings quality, but it's better to respect actual bsp planes } if( doBack ){ sides.back().planenum = FindFloatPlane( bplane, bw ); // sides.back().plane = Plane3( bplane ); } /* add to entity */ if ( CreateBrushWindings( buildBrush ) ) { AddBrushBevels(); brush_t& newBrush = entity.brushes.emplace_front( buildBrush ); newBrush.original = &newBrush; return true; } return false; } bool create_volumetric_brush( const std::vector& frontWindings ) const { const bool doBack = bplane.normal() != g_vector3_identity; const size_t fwsize = frontWindings.size(); auto& sides = buildBrush.sides; /* set up brush sides */ sides.clear(); // clear, so resize() will value-initialize elements sides.resize( splanes.size() + fwsize + doBack ); if( debugClip ){ for ( size_t i = 0; i < fwsize; ++i ) sides[i].shaderInfo = &ShaderInfoForShader( "debugclip2" ); for ( size_t i = fwsize; i < sides.size(); ++i ) sides[i].shaderInfo = &ShaderInfoForShader( "debugclip" ); } else{ for ( size_t i = 0; i < fwsize; ++i ){ sides[i].shaderInfo = &si; sides[i].surfaceFlags = si.surfaceFlags; } for ( size_t i = fwsize; i < sides.size(); ++i ) sides[i].shaderInfo = nullptr; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works } for ( size_t i = 0; i < fwsize; ++i ) sides[i].planenum = FindFloatPlane( Plane3f( frontWindings[i].plane ), frontWindings[i].points ); for( size_t i = 0; i < splanes.size(); ++i ){ sides[i + fwsize].planenum = FindFloatPlane( Plane3f( splanes[i] ), std::array{ fw[i], winding_next_point( fw, i ) } ); } if( doBack ){ sides.back().planenum = FindFloatPlane( bplane, bw ); } /* add to entity */ if ( CreateBrushWindings( buildBrush ) ) { AddBrushBevels(); brush_t& newBrush = entity.brushes.emplace_front( buildBrush ); newBrush.original = &newBrush; return true; } return false; } }; static void clipModel_default( ClipSides& cs ){ // axial normal DoubleVector3 bestNormal = cs.fplane.normal(); normal_make_axial( bestNormal ); /* make side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { cs.splanes[i].normal() = VectorNormalized( vector3_cross( bestNormal, winding_next_point( cs.fw, i ) - cs.fw[i] ) ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } /* make back plane */ cs.add_back_plane( bestNormal ); } static void clipModel_pyramidal( ClipSides& cs ){ /* calculate center */ DoubleVector3 cnt = WindingCentroid( cs.fw ); /* make back pyramid point */ cnt -= cs.fplane.normal() * cs.clipDepth; /* make side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { PlaneFromPoints( cs.splanes[i], winding_next_point( cs.fw, i ), cs.fw[i], cnt ); #if 0 // no definite profit const auto susNormal = []( float a, float b ){ return ( a != 0 || b != 0 ) && std::fabs( a ) < .00025f && std::fabs( b ) < .00025f; }; if( susNormal( cs.splanes[i].a, cs.splanes[i].b ) || susNormal( cs.splanes[i].a, cs.splanes[i].c ) || susNormal( cs.splanes[i].b, cs.splanes[i].c ) ){ cnt -= cs.fplane.normal() * .125; // shift, if produces sus sides, since extreme angle with front i = -1; // restart loop } #endif } } static void clipModel_faceNormals( ClipSides& cs ){ /* make side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( cs.fplane.normal() ), winding_next_point( cs.fw, i ) - cs.fw[i] ) ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } /* make back plane */ cs.add_back_plane( cs.fplane.normal() ); } static void clipModel_vertexNormals( ClipSides& cs, const std::array& Vnorm, bool noOutwardsCheck ){ std::array Enorm; //avg normals for side planes for ( int i = 0; i < 3; ++i ) { Enorm[i] = VectorNormalized( Vnorm[i] + Vnorm[( i + 1 ) % 3] ); //check fuer bad ones const Vector3 nrm = VectorNormalized( vector3_cross( cs.fplane.normal(), cs.fw[( i + 1 ) % 3] - cs.fw[i] ) ); //check for negative or outside direction if ( vector3_dot( Enorm[i], cs.fplane.normal() ) > 0.1 ){ if ( ( vector3_dot( Enorm[i], nrm ) > -0.2 ) || noOutwardsCheck ){ //ok++; continue; } } //notok++; //Sys_Printf( "faulty Enormal %i/%i\n", notok, ok ); //use 45 normal Enorm[i] = VectorNormalized( cs.fplane.normal() + nrm ); } /* make side planes */ for ( int i = 0; i < 3; ++i ) { cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( Enorm[i] ), cs.fw[( i + 1 ) % 3] - cs.fw[i] ) ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } /* make back plane */ cs.add_back_plane( cs.fplane.normal() ); } static void clipModel_45( ClipSides& cs ){ /* 45 degrees normals for side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { const DoubleVector3 enrm = VectorNormalized( vector3_cross( DoubleVector3( cs.fplane.normal() ), winding_next_point( cs.fw, i ) - cs.fw[i] ) ); /* make side planes */ cs.splanes[i].normal() = VectorNormalized( enrm - cs.fplane.normal() ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } /* make back plane */ cs.add_back_plane( cs.fplane.normal() ); } static Vector3 clipModel_terrain_bestNormal( const int spf, const DoubleVector3& normal, const Vector3& avgDirection ){ Vector3 bestNormal; if ( spf & eExtrudeTerrain ){ // automatic axial direction bestNormal = avgDirection; } else if ( ( spf & eExtrudeDownwards ) && ( spf & eExtrudeUpwards ) ){ bestNormal = ( normal.z() > 0 )? g_vector3_axis_z : -g_vector3_axis_z; } else if ( spf & eExtrudeDownwards ){ bestNormal = g_vector3_axis_z; } else if ( spf & eExtrudeUpwards ){ bestNormal = -g_vector3_axis_z; } else{ // best axial normal with eAxialBackplane normal_make_axial( bestNormal = normal ); } return bestNormal; } constexpr double c_extrude_epsilon = 0.05; static void clipModel_terrain( ClipSides& cs, const DoubleVector3& bestNormal ){ if ( vector3_dot( cs.fplane.normal(), bestNormal ) < c_extrude_epsilon ){ return clipModel_default( cs ); } /* make side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { cs.splanes[i].normal() = VectorNormalized( vector3_cross( bestNormal, winding_next_point( cs.fw, i ) - cs.fw[i] ) ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } cs.add_back_plane( bestNormal ); } static void clipModel_terrainSpecialBack( ClipSides& cs, const int spf, const Vector3& bestNormal, const MinMax& minmax, const float limDepth ){ /* make side planes */ for ( size_t i = 0; i < cs.fw.size(); ++i ) { cs.splanes[i].normal() = VectorNormalized( vector3_cross( DoubleVector3( bestNormal ), winding_next_point( cs.fw, i ) - cs.fw[i] ) ); cs.splanes[i].dist() = vector3_dot( cs.fw[i], cs.splanes[i].normal() ); } const size_t axis = vector3_max_abs_component_index( bestNormal ); /* make back plane */ if ( spf & eMaxExtrude ){ cs.bplane.normal() = -bestNormal; if ( bestNormal[axis] > 0 ) cs.bplane.dist() = -minmax.mins[axis] + cs.clipDepth; else cs.bplane.dist() = minmax.maxs[axis] + cs.clipDepth; } else if ( spf & eAxialBackplane ){ cs.bplane.normal() = -bestNormal; const auto getCoord = [axis]( const DoubleVector3& p ){ return p[axis]; }; if ( bestNormal[axis] > 0 ) cs.bplane.dist() = -std::ranges::min( cs.fw, {}, getCoord )[axis] + cs.clipDepth; else cs.bplane.dist() = std::ranges::max( cs.fw, {}, getCoord )[axis] + cs.clipDepth; if ( limDepth != 0 ){ Vector3 farpoint = ( bestNormal[axis] > 0 ) ? std::ranges::max( cs.fw, {}, getCoord ) : std::ranges::min( cs.fw, {}, getCoord ); farpoint = plane3_project_point( cs.bplane, farpoint ); if ( -plane3_distance_to_point( cs.fplane, farpoint ) > limDepth ){ cs.add_back_plane( bestNormal ); // normal backplane // FIXME will fail with volumetric winding } } } } static void clipModel_axialPyramid( ClipSides& cs, const float limDepth ){ for ( int i = 0; i < 3; ++i ) if ( std::fabs( cs.fplane.normal()[i] ) < c_extrude_epsilon && std::fabs( cs.fplane.normal()[( i + 1 ) % 3] ) < c_extrude_epsilon ) // no way, close to lay on two axes return clipModel_default( cs ); // best axial normal DoubleVector3 bestNormal = cs.fplane.normal(); const size_t axis = normal_make_axial( bestNormal ); float mindist = 999999; for ( size_t i = 0; i < cs.fw.size(); ++i ) // planes { float bestdist = 999999, bestangle = 1; const DoubleVector3 edge = VectorNormalized( winding_next_point( cs.fw, i ) - cs.fw[i] ); for ( size_t ax : { 0, 1, 2 } ) // try axes { Plane3 pln; if ( ax == axis ){ pln.normal() = VectorNormalized( vector3_cross( bestNormal, edge ) ); } else{ DoubleVector3 nrm( 0 ); if ( std::fabs( edge[ax] ) < .00025 ) continue; nrm[ax] = edge[ax]; nrm = vector3_cross( bestNormal, nrm ); pln.normal() = VectorNormalized( vector3_cross( nrm, edge ) ); } pln.dist() = vector3_dot( cs.fw[i], pln.normal() ); /* check facing, thickness */ // for winding > triangle this point is acceptable for plane choice, but is not very correct for limDepth (best is to actually intersect side planes) const float currdist = -plane3_distance_to_point( pln, cs.fw[( i + 2 ) % cs.fw.size()] ); const float currangle = vector3_dot( pln.normal(), cs.fplane.normal() ); if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) || ( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){ bestangle = currangle; if ( currangle < 0 ) bestdist = currdist; cs.splanes[i] = Plane3( pln ); } } if ( bestdist == 999999 && bestangle == 1 ){ // Sys_Printf( "default_CLIPMODEL\n" ); return clipModel_default( cs ); } value_minimize( mindist, bestdist ); } if ( ( limDepth != 0 ) && ( mindist > limDepth ) ) return clipModel_default( cs ); } static bool windingMergeOthers( ClipWinding& win1st, std::vector& winSet ){ const size_t winSetSize = winSet.size(); for( auto win = winSet.crbegin(); win != winSet.crend(); ++win ){ // sorted spatial distance on X; break on minmax range overflow if( win->minmax.mins.x() > win1st.minmax.maxs.x() + 1 ) break; if( !win->minmax.test( win1st.minmax, 1 ) ) // minmax test continue; // points off plane // const double epsilon = distanceEpsilon * 2; const double epsilon = ON_EPSILON / 2; if( std::ranges::any_of( win->points, [&]( const DoubleVector3& p ){ return std::fabs( plane3_distance_to_point( win1st.plane, p ) ) > epsilon; } ) ) continue; // rough normal check; catches inverted planes if( !vector3_equal_epsilon( win1st.plane.normal(), win->plane.normal(), .1 ) ) continue; // find matching points winding_accu_t& w = win1st.points; for( auto prev = w.cend() - 1, next = w.cbegin(); next != w.cend(); prev = next++ ) { for( auto pre = win->points.cend() - 1, nex = win->points.cbegin(); nex != win->points.cend(); pre = nex++ ) { if( VectorCompare( *prev, *nex ) && VectorCompare( *next, *pre ) ){ // source points are typically perfectly equal hence small epsilon // if( vector3_equal_epsilon( *prev, *nex, ON_EPSILON ) && vector3_equal_epsilon( *next, *pre, ON_EPSILON ) ){ auto nnext = winding_next( w, next ); auto pprev = winding_prev( w, prev ); auto nnex = winding_next( win->points, nex ); auto ppre = winding_prev( win->points, pre ); // check if new point preserves convexity Plane3 pplane( VectorNormalized( vector3_cross( win1st.plane.normal(), *nnex - *pprev ) ), 0 ); pplane.dist() = vector3_dot( pplane.normal(), *pprev ); Plane3 nplane( VectorNormalized( vector3_cross( win1st.plane.normal(), *nnext - *ppre ) ), 0 ); nplane.dist() = vector3_dot( nplane.normal(), *nnext ); double pd = plane3_distance_to_point( pplane, *prev ); double nd = plane3_distance_to_point( nplane, *next ); // insert if( pd > -ON_EPSILON && nd > -ON_EPSILON ){ auto inserted = next; for( auto ins = ppre; ins != nex; ins = winding_prev( win->points, ins ) ) inserted = w.insert( inserted, *ins ); // remove possible colinear points auto iprev = winding_prev( w, inserted ); auto inext = inserted + win->points.size() - 2; if( inext >= w.cend() ) inext -= w.size(); // remove higher iterator 1st to keep lower one valid if( iprev > inext ){ std::swap( iprev, inext ); std::swap( pd, nd ); } if( std::fabs( nd ) < ON_EPSILON ) w.erase( inext ); if( std::fabs( pd ) < ON_EPSILON && w.size() > 3 ) w.erase( iprev ); win1st.minmax.extend( win->minmax ); winSet.erase( ( ++win ).base() ); // inserted, restart the search win = winSet.crbegin() - 1; } goto doNextWinding; } } } doNextWinding: continue; } return winSetSize != winSet.size(); } // win1st.points is not necessarily planar convex polygon here (but it is, when projected along bestNormal) static bool windingMergeConvex( ClipWinding& win1st, std::vector& winSet, const Vector3& bestNormal ){ const size_t winSetSize = winSet.size(); for( auto win = winSet.crbegin(); win != winSet.crend(); ++win ){ // sorted spatial distance on X; break on minmax range overflow if( win->minmax.mins.x() > win1st.minmax.maxs.x() + 1 ) break; if( !win->minmax.test( win1st.minmax, 1 ) ) // minmax test continue; if( win->isplanar() ? vector3_dot( win->plane.normal(), bestNormal ) < c_extrude_epsilon // triangle normal too off, can't clip with this extrusion direction : win->bestNormal != bestNormal ) // winding merged with different bestNormal, may be non convex when merged with current continue; // check that win->frontWindings planes don't clip the volume if( std::ranges::any_of( win1st.frontWindings, [win]( const ClipWinding& clipWinding ){ return std::ranges::any_of( clipWinding.points, [win]( const DoubleVector3& p ){ return std::ranges::any_of( win->frontWindings, [&p]( const ClipWinding& clipWinding ){ return plane3_distance_to_point( clipWinding.plane, p ) > ON_EPSILON; } ); } ); } ) ) continue; // find matching points winding_accu_t& w = win1st.points; for( auto prev = w.cend() - 1, next = w.cbegin(); next != w.cend(); prev = next++ ) { for( auto pre = win->points.cend() - 1, nex = win->points.cbegin(); nex != win->points.cend(); pre = nex++ ) { if( VectorCompare( *prev, *nex ) && VectorCompare( *next, *pre ) ){ // source points are typically perfectly equal hence small epsilon // if( vector3_equal_epsilon( *prev, *nex, ON_EPSILON ) && vector3_equal_epsilon( *next, *pre, ON_EPSILON ) ){ auto nnext = winding_next( w, next ); auto pprev = winding_prev( w, prev ); auto nnex = winding_next( win->points, nex ); auto ppre = winding_prev( win->points, pre ); // check if new point preserves convexity Plane3 pplane( VectorNormalized( vector3_cross( bestNormal, *nnex - *pprev ) ), 0 ); pplane.dist() = vector3_dot( pplane.normal(), *pprev ); Plane3 nplane( VectorNormalized( vector3_cross( bestNormal, *nnext - *ppre ) ), 0 ); nplane.dist() = vector3_dot( nplane.normal(), *nnext ); double pd = plane3_distance_to_point( pplane, *prev ); double nd = plane3_distance_to_point( nplane, *next ); // insert if( pd > -ON_EPSILON && nd > -ON_EPSILON ){ auto inserted = next; for( auto ins = ppre; ins != nex; ins = winding_prev( win->points, ins ) ) inserted = w.insert( inserted, *ins ); // remove possible colinear points auto iprev = winding_prev( w, inserted ); auto inext = inserted + win->points.size() - 2; if( inext >= w.cend() ) inext -= w.size(); // remove higher iterator 1st to keep lower one valid if( iprev > inext ){ std::swap( iprev, inext ); std::swap( pd, nd ); } if( std::fabs( nd ) < ON_EPSILON ) w.erase( inext ); if( std::fabs( pd ) < ON_EPSILON && w.size() > 3 ) w.erase( iprev ); win1st.minmax.extend( win->minmax ); for( const ClipWinding& cw : win->frontWindings ) win1st.frontWindings.push_back( std::move( cw ) ); winSet.erase( ( ++win ).base() ); // inserted, restart the search win = winSet.crbegin() - 1; } goto doNextWinding; } } } doNextWinding: continue; } return winSetSize != winSet.size(); } inline bool clipflags_doClip( const shaderInfo_t& si, const int spawnFlags ){ const int spf = ( spawnFlags & ( eClipFlags & ~eClipModel ) ); // w/e eClipModel flag, if others are set const bool fineFlags = ( si.clipModel && spf == 0 ) // default CLIPMODEL || ( spawnFlags & eClipFlags ) == eClipModel // default CLIPMODEL || spf == ( ePyramidalClip ) || spf == ( ePyramidalClip | eAxialBackplane ) // pyramid with 3 of 4 sides axial (->small bsp) || spf == ( eExtrudeFaceNormals ) || spf == ( eExtrudeFaceNormals | ePyramidalClip ) // extrude 45 || spf == ( eExtrudeTerrain ) // automatic axial direction || spf == ( eExtrudeDownwards ) || spf == ( eExtrudeUpwards ) || spf == ( eExtrudeDownwards | eExtrudeUpwards ) || spf == ( eAxialBackplane ) // default sides + axial backplane || spf == ( eAxialBackplane | eExtrudeTerrain ) || spf == ( eAxialBackplane | eExtrudeDownwards ) || spf == ( eAxialBackplane | eExtrudeUpwards ) || spf == ( eAxialBackplane | eExtrudeDownwards | eExtrudeUpwards ) || spf == ( eMaxExtrude | eExtrudeTerrain ) || spf == ( eMaxExtrude | eExtrudeDownwards ) || spf == ( eMaxExtrude | eExtrudeUpwards ) || spf == ( eMaxExtrude | eExtrudeDownwards | eExtrudeUpwards ) || spf == ( eExtrudeVertexNormals ) || spf == ( eExtrudeVertexNormals | ePyramidalClip ); // vertex normals + don't check for sides, sticking outwards if( ( spawnFlags & eClipFlags ) && !fineFlags ) Sys_Warning( "nonexistent clipping mode selected\n" ); return ( ( si.compileFlags & C_SOLID ) || si.clipModel ) /* skip nonsolid */ && fineFlags; } /* ydnar: giant hack land: generate clipping brushes for model triangles */ static void ClipModel( const int spawnFlags, float clipDepth, ClipTriangles& clipTriangles, const char *modelName, entity_t& entity ){ const int spf = ( spawnFlags & ( eClipFlags & ~eClipModel ) ); // w/e eClipModel flag, if others are set float limDepth = 0; // for all eAxialBackplane cases if ( clipDepth < 0 ){ limDepth = -clipDepth; clipDepth = 2.f; } if ( spf & ( eExtrudeTerrain | eMaxExtrude ) ){ for( auto& [ _, triSet ] : clipTriangles.triangleSets ){ for( const ClipWinding& tri : triSet ) { clipTriangles.avgDirections[ tri.dsIdx ] += tri.plane.normal(); // calculate average mesh facing direction for eExtrudeTerrain for( const DoubleVector3& p : tri.points ) // get mesh minmax for eMaxExtrude clipTriangles.minmaxes[ tri.dsIdx ].extend( p ); } } // unify avg direction for( Vector3& avgDirection : clipTriangles.avgDirections ){ if ( avgDirection == g_vector3_identity ) avgDirection = g_vector3_axis_z; normal_make_axial( avgDirection ); } } const auto printWarning = [modelName]( const winding_accu_t& w ){ 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", w[0][0], w[0][1], w[0][2], w[1][0], w[1][1], w[1][2], w[2][0], w[2][1], w[2][2], modelName ); }; // mergable triangles support if( ( /* si.clipModel && */ spf == 0 ) // default CLIPMODEL || ( spawnFlags & eClipFlags ) == eClipModel //default CLIPMODEL || spf == ( ePyramidalClip ) || spf == ( ePyramidalClip | eAxialBackplane ) // pyramid with 3 of 4 sides axial (->small bsp) || spf == ( eExtrudeFaceNormals ) || spf == ( eExtrudeFaceNormals | ePyramidalClip ) // extrude 45 || spf == ( eExtrudeTerrain ) // extrusion direction control, normal backplane || spf == ( eExtrudeDownwards ) || spf == ( eExtrudeUpwards ) || spf == ( eExtrudeDownwards | eExtrudeUpwards ) ){ //? consider MAX_BUILD_SIDES MAX_POINTS_ON_WINDING for( auto& [ _, winSet ] : clipTriangles.triangleSets ) { std::vector winSet2; std::sort( winSet.begin(), winSet.end() ); bool somethingMerged = false; while( !winSet.empty() || ( winSet.swap( winSet2 ), std::ranges::reverse( winSet ), std::exchange( somethingMerged, false ) ) ) { ClipWinding& win = winSet2.emplace_back( std::move( winSet.back() ) ); winSet.pop_back(); somethingMerged |= windingMergeOthers( win, winSet ); } for( ClipWinding& win : winSet ) { ClipSides cs( *clipTriangles.modelSurfs[ win.dsIdx ]->shaderInfo, entity, clipDepth ); cs.fw.swap( win.points ); //% CheckWinding( CopyWindingAccuToRegular( cs.fw ) ); /* make plane for triangle */ if ( cs.construct() ) { if ( ( /* si.clipModel && */ spf == 0 ) || ( spawnFlags & eClipFlags ) == eClipModel ){ // default CLIPMODEL clipModel_default( cs ); } else if ( spf == ( ePyramidalClip ) ){ clipModel_pyramidal( cs ); } else if ( spf == ( ePyramidalClip | eAxialBackplane ) ){ // pyramid with 3 of 4 sides axial (->small bsp) clipModel_axialPyramid( cs, limDepth ); } else if ( spf == ( eExtrudeFaceNormals ) ){ clipModel_faceNormals( cs ); } else if ( spf == ( eExtrudeFaceNormals | ePyramidalClip ) ){ // extrude 45 clipModel_45( cs ); } else if ( spf == ( eExtrudeTerrain ) // extrusion direction control, normal backplane || spf == ( eExtrudeDownwards ) || spf == ( eExtrudeUpwards ) || spf == ( eExtrudeDownwards | eExtrudeUpwards ) ){ clipModel_terrain( cs, clipModel_terrain_bestNormal( spf, cs.fplane.normal(), clipTriangles.avgDirections[ win.dsIdx ] ) ); } if ( cs.create_brush() ) { continue; // success } } printWarning( cs.fw ); } } } // no mergable triangles support else if ( spf == ( eExtrudeVertexNormals ) || spf == ( eExtrudeVertexNormals | ePyramidalClip ) // vertex normals + don't check for sides, sticking outwards ){ for( mapDrawSurface_t *ds : clipTriangles.modelSurfs ) { /* walk triangle list */ for ( auto idx = ds->indexes.cbegin(); idx != ds->indexes.cend(); idx += 3 ) { ClipSides cs( *ds->shaderInfo, entity, clipDepth ); /* make points */ cs.fw.assign( { ds->verts[*( idx + 0 )].xyz, ds->verts[*( idx + 1 )].xyz, ds->verts[*( idx + 2 )].xyz } ); /* make plane for triangle */ if ( cs.construct() ) { clipModel_vertexNormals( cs, { ds->verts[*( idx + 0 )].normal, ds->verts[*( idx + 1 )].normal, ds->verts[*( idx + 2 )].normal }, spf & ePyramidalClip ); if ( cs.create_brush() ) { continue; // success } } printWarning( cs.fw ); } } } // volumetric merge support else if ( spf == ( eAxialBackplane ) || spf == ( eAxialBackplane | eExtrudeTerrain ) || spf == ( eAxialBackplane | eExtrudeDownwards ) || spf == ( eAxialBackplane | eExtrudeUpwards ) || spf == ( eAxialBackplane | eExtrudeDownwards | eExtrudeUpwards ) || spf == ( eMaxExtrude | eExtrudeTerrain ) || spf == ( eMaxExtrude | eExtrudeDownwards ) || spf == ( eMaxExtrude | eExtrudeUpwards ) || spf == ( eMaxExtrude | eExtrudeDownwards | eExtrudeUpwards ) ){ for( auto& [ _, winSet ] : clipTriangles.triangleSets ) { // merge coplanars 1st std::vector winSet2; std::sort( winSet.begin(), winSet.end() ); bool somethingMerged = false; while( !winSet.empty() || ( winSet.swap( winSet2 ), std::ranges::reverse( winSet ), std::exchange( somethingMerged, false ) ) ) { ClipWinding& win = winSet2.emplace_back( std::move( winSet.back() ) ); winSet.pop_back(); somethingMerged |= windingMergeOthers( win, winSet ); } // process non clippable with choosen bestNormal std::erase_if( winSet, [&]( ClipWinding& win ){ win.bestNormal = clipModel_terrain_bestNormal( spf, win.plane.normal(), clipTriangles.avgDirections[ win.dsIdx ] ); if ( vector3_dot( win.plane.normal(), win.bestNormal ) < c_extrude_epsilon ){ // can't clip with this bestNormal, fallback ClipSides cs( *clipTriangles.modelSurfs[ win.dsIdx ]->shaderInfo, entity, clipDepth ); cs.fw.swap( win.points ); if ( cs.construct() ) { clipModel_default( cs ); if ( cs.create_brush() ) { return true; // success, erase } } printWarning( cs.fw ); return true; // erase } else{ // otherwise copy self to .frontWindings for volumetric merge win.frontWindings.push_back( win ); return false; // keep } } ); // volumetric merge while( !winSet.empty() || ( winSet.swap( winSet2 ), std::ranges::reverse( winSet ), std::exchange( somethingMerged, false ) ) ) { ClipWinding& win = winSet2.emplace_back( std::move( winSet.back() ) ); winSet.pop_back(); somethingMerged |= windingMergeConvex( win, winSet, win.bestNormal ); } for( ClipWinding& win : winSet ) { ClipSides cs( *clipTriangles.modelSurfs[ win.dsIdx ]->shaderInfo, entity, clipDepth ); cs.fw.swap( win.points ); // accumulate minmaxes for eMaxExtrude MinMax minmax; for( ClipWinding& w : win.frontWindings ) minmax.extend( clipTriangles.minmaxes[ w.dsIdx ] ); /* make plane for triangle */ if ( win.isplanar()? cs.construct() : cs.construct_volumetric( win.frontWindings ) ) { clipModel_terrainSpecialBack( cs, spf, win.bestNormal, minmax, limDepth ); if ( win.isplanar()? cs.create_brush() : cs.create_volumetric_brush( win.frontWindings ) ) { continue; // success } } printWarning( cs.fw ); } } } } /* InsertModel() - ydnar adds a picomodel into the bsp */ void InsertModel( const char *name, const char *skin, int frame, const Matrix4& transform, const std::list *remaps, entity_t& entity, int spawnFlags, float clipDepth, const EntityCompileParams& params ){ const Matrix4 nTransform( matrix4_for_normal_transform( transform ) ); const bool transform_lefthanded = MATRIX4_LEFTHANDED == matrix4_handedness( transform ); AssModel *model; const char *picoShaderName; /* get model */ model = LoadModel( name, frame ); if ( model == nullptr ) { return; } /* load skin file */ std::list skins; if( !strEmptyOrNull( skin ) ){ const bool isnumber = std::all_of( skin, skin + strlen( skin ), ::isdigit ); StringOutputStream skinfilename( 99 ); if( isnumber ) skinfilename( name, '_', skin, ".skin" ); // DarkPlaces naming: models/relics/relic.md3_14.skin for models/relics/relic.md3 else skinfilename( PathExtensionless( name ), '_', skin, ".skin" ); // Q3 naming: models/players/sarge/head_roderic.skin for models/players/sarge/head.md3 if ( MemBuffer skinfile = vfsLoadFile( skinfilename ) ) { Sys_Printf( "Using skin %s of %s\n", skin, name ); for ( char *skinfilenextptr, *skinfileptr = skinfile.data(); !strEmpty( skinfileptr ); skinfileptr = skinfilenextptr ) { // for sscanf char format[64]; skinfilenextptr = strchr( skinfileptr, '\r' ); if ( skinfilenextptr != nullptr ) { strClear( skinfilenextptr++ ); if( *skinfilenextptr == '\n' ) // handle \r\n ++skinfilenextptr; } else { skinfilenextptr = strchr( skinfileptr, '\n' ); if ( skinfilenextptr != nullptr ) { strClear( skinfilenextptr++ ); } else{ skinfilenextptr = skinfileptr + strlen( skinfileptr ); } } /* create new item */ remap_t skin; sprintf( format, "replace %%%ds %%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 ); if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) { skins.push_back( skin ); continue; } sprintf( format, " %%%d[^, ] ,%%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 ); if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) { skins.push_back( skin ); continue; } /* invalid input line -> discard skin struct */ Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename.c_str(), skinfileptr ); } } } ClipTriangles clipTriangles( model->m_meshes.size() ); /* each surface on the model will become a new map drawsurface */ //% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces ); for ( const auto& surface : model->m_meshes ) { const aiMesh *mesh = surface.m_mesh; /* only handle triangle surfaces initially (fixme: support patches) */ /* get shader name */ picoShaderName = surface.m_shader.c_str(); /* handle .skin file */ if ( !skins.empty() ) { picoShaderName = nullptr; for( const auto& skin : skins ) { if ( striEqual( surface.m_shader.c_str(), skin.from ) ) { Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface.m_shader.c_str(), skin.to ); picoShaderName = skin.to; break; } } if ( picoShaderName == nullptr ) { Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface.m_shader.c_str() ); continue; } } /* handle shader remapping */ if( remaps != nullptr ){ const char* to = nullptr; size_t fromlen = 0; for( const auto& rm : *remaps ) { if ( strEqual( rm.from, "*" ) && fromlen == 0 ) { // only globbing, if no respective match to = rm.to; } else if( striEqualSuffix( picoShaderName, rm.from ) && strlen( rm.from ) > fromlen ){ // longer match has priority to = rm.to; fromlen = strlen( rm.from ); } } if( to != nullptr ){ Sys_FPrintf( SYS_VRB, ( fromlen == 0? "Globbing '%s' to '%s'\n" : "Remapping '%s' to '%s'\n" ), picoShaderName, to ); picoShaderName = to; } } /* shader renaming for sof2 */ shaderInfo_t& si = renameModelShaders ? ShaderInfoForShader( String64( PathExtensionless( picoShaderName ), ( spawnFlags & eRMG_BSP )? "_RMG_BSP" : "_BSP" ) ) : ShaderInfoForShader( picoShaderName ); /* allocate a surface (ydnar: gs mods) */ mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Triangles, si ); ds.entityNum = entity.mapEntityNum; ds.castShadows = params.castShadows; ds.recvShadows = params.recvShadows; ds.celShader = params.celShader; ds.ambientColor = params.ambientColor; /* force to meta? */ if ( si.forceMeta || ( spawnFlags & eForceMeta ) ) { /* 3rd bit */ ds.type = ESurfaceType::ForcedMeta; } /* fix the surface's normals (jal: conditioned by shader info) */ if ( !( spawnFlags & eNoSmooth ) && ( params.shadeAngle == 0 || ds.type != ESurfaceType::ForcedMeta ) ) { // PicoFixSurfaceNormals( surface ); } /* set sample size */ if ( params.lightmapSampleSize > 0 ) { ds.sampleSize = params.lightmapSampleSize; } /* set lightmap scale */ if ( params.lightmapScale > 0 ) { ds.lightmapScale = params.lightmapScale; } /* set shading angle */ if ( params.shadeAngle > 0 ) { ds.shadeAngleDegrees = params.shadeAngle; } /* set particulars */ ds.verts.resize( mesh->mNumVertices, c_bspDrawVert_t0 ); ds.indexes.resize( mesh->mNumFaces * 3 ); // Sys_Printf( "verts %zu idx %zu\n", ds.verts.size(), ds.indexes.size() ); /* copy vertexes */ for ( size_t i = 0; i < ds.verts.size(); ++i ) { /* get vertex */ bspDrawVert_t& dv = ds.verts[ i ]; /* xyz and normal */ dv.xyz = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z }; matrix4_transform_point( transform, dv.xyz ); if( mesh->HasNormals() ){ dv.normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z }; matrix4_transform_direction( nTransform, dv.normal ); VectorNormalize( dv.normal ); } /* ydnar: tek-fu celshading support for flat shaded shit */ if ( flat ) { dv.st = si.stFlat; } /* ydnar: gs mods: added support for explicit shader texcoord generation */ else if ( si.tcGen ) { /* project the texture */ dv.st[ 0 ] = vector3_dot( si.vecs[ 0 ], dv.xyz ); dv.st[ 1 ] = vector3_dot( si.vecs[ 1 ], dv.xyz ); } /* normal texture coordinates */ else { if( mesh->HasTextureCoords( 0 ) ) dv.st = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y }; } /* set lightmap/color bits */ { const aiColor4D color = mesh->HasVertexColors( 0 )? mesh->mColors[0][i] : aiColor4D( 1 ); if ( spawnFlags & eColorToAlpha ) { // spawnflag 32: model color -> alpha hack dv.color[ 0 ] = { 255, 255, 255, color_to_byte( RGBTOGRAY( color ) * 255 ) }; } else { dv.color[ 0 ] = { color_to_byte( color[0] * 255 ), color_to_byte( color[1] * 255 ), color_to_byte( color[2] * 255 ), color_to_byte( color[3] * 255 ) }; } dv.color[ 1 ] = dv.color[ 2 ] = dv.color[ 3 ] = dv.color[ 0 ]; } } /* copy indexes */ for ( size_t idCopied = 0; const aiFace& face : Span( mesh->mFaces, mesh->mNumFaces ) ){ // if( face.mNumIndices == 3 ) for ( size_t i = 0; i < 3; ++i ){ ds.indexes[idCopied++] = face.mIndices[i]; } if( transform_lefthanded ){ std::swap( ds.indexes[idCopied - 1], ds.indexes[idCopied - 2] ); } } if( clipflags_doClip( si, spawnFlags) ){ auto& triangles = clipTriangles.triangleSets[ std::tuple{ ds.shaderInfo->surfaceFlags, ds.shaderInfo->contentFlags, ds.shaderInfo->compileFlags } ]; for ( const aiFace& face : Span( mesh->mFaces, mesh->mNumFaces ) ) { winding_accu_t points( 3 ); for( size_t i = 0; i < 3; ++i ){ auto& v = mesh->mVertices[face.mIndices[i]]; points[i] = matrix4_transformed_point( transform, DoubleVector3( v.x, v.y, v.z ) ); } if( transform_lefthanded ){ std::swap( points[1], points[2] ); } if ( Plane3 plane; PlaneFromPoints( plane, points.data() ) ){ triangles.push_back( ClipWinding( plane, std::move( points ), clipTriangles.modelSurfs.size() ) ); } } clipTriangles.modelSurfs.push_back( &ds ); } } ClipModel( spawnFlags, clipDepth, clipTriangles, name, entity ); } Matrix4 ModelGetTransform( const entity_t& e, const Vector3& parent_origin /* = g_vector3_identity */ ){ /* get origin */ const Vector3 origin = e.vectorForKey( "origin" ) - parent_origin; /* offset by parent, it will be added ingame */ /* get scale */ Vector3 scale( 1 ); if( !e.read_keyvalue( scale, "modelscale_vec" ) ) if( e.read_keyvalue( scale[0], "modelscale" ) ) scale[1] = scale[2] = scale[0]; /* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */ Vector3 angles( 0 ); if ( e.read_keyvalue( angles, "angles" ) || e.read_keyvalue( angles.y(), "angle" ) ) angles = angles_pyr2rpy( angles ); /* set transform matrix (thanks spog) */ Matrix4 transform( g_matrix4_identity ); matrix4_transform_by_euler_xyz_degrees( transform, origin, angles, scale ); return transform; } /* AddTriangleModels() adds misc_model surfaces to the bsp */ void AddTriangleModels( entity_t& eparent ){ /* note it */ Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" ); /* get current brush entity targetname */ const char *targetName; if ( &eparent == &entities[0] ) { targetName = ""; } else{ /* misc_model entities target non-worldspawn brush model entities */ if ( !eparent.read_keyvalue( targetName, "_targetname", "targetname" ) ) { return; } } /* walk the entity list */ for ( std::size_t i = 1; i < entities.size(); ++i ) { /* get entity */ const entity_t& e = entities[ i ]; /* convert misc_models into raw geometry */ if ( !e.classname_is( "misc_model" ) ) { continue; } /* ydnar: added support for md3 models on non-worldspawn models */ if ( const char *target = ""; e.read_keyvalue( target, "_target", "target" ), !strEqual( target, targetName ) ) { continue; } /* get model name */ const char *model; if ( !e.read_keyvalue( model, "model" ) ) { Sys_Warning( "entity#%d misc_model without a model key\n", e.mapEntityNum ); continue; } /* get model frame */ const int frame = e.intForKey( "_frame", "frame" ); /* get spawnflags */ const int spawnFlags = e.intForKey( "spawnflags" ); /* get shader remappings */ std::list remaps; for ( const auto& ep : e.epairs ) { /* look for keys prefixed with "_remap" */ if ( striEqualPrefix( ep.key.c_str(), "_remap" ) ) { /* create new remapping */ remap_t remap; strcpy( remap.from, ep.value.c_str() ); /* split the string */ char *split = strchr( remap.from, ';' ); if ( split == nullptr ) { Sys_Warning( "Shader _remap key found in misc_model without a ; character: '%s'\n", remap.from ); continue; } else if( split == remap.from ){ Sys_Warning( "_remap FROM is empty in '%s'\n", remap.from ); continue; } else if( strEmpty( split + 1 ) ){ Sys_Warning( "_remap TO is empty in '%s'\n", remap.from ); continue; } else if( strlen( split + 1 ) >= sizeof( remap.to ) ){ Sys_Warning( "_remap TO is too long in '%s'\n", remap.from ); continue; } /* store the split */ strClear( split ); strcpy( remap.to, ( split + 1 ) ); remaps.push_back( remap ); /* note it */ //% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to ); } } const char *skin = nullptr; e.read_keyvalue( skin, "_skin", "skin" ); float clipDepth = clipDepthGlobal; if ( e.read_keyvalue( clipDepth, "_clipdepth" ) ) Sys_Printf( "misc_model %s has autoclip depth of %.3f\n", model, clipDepth ); const EntityCompileParams params = ParseEntityCompileParams( e, &eparent, &eparent == &entities[ 0 ] ); /* insert the model */ InsertModel( model, skin, frame, ModelGetTransform( e, eparent.origin ), &remaps, eparent, spawnFlags, clipDepth, params ); } }