/*
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
-*/
+ 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
+ */
-#include "brush_primit.h"
-
-#include "debugging/debugging.h"
-
-#include "itexdef.h"
-#include "itextures.h"
-
-#include <algorithm>
-
-#include "stringio.h"
-#include "texturelib.h"
-#include "math/matrix.h"
-#include "math/plane.h"
-#include "math/aabb.h"
-
-#include "winding.h"
-#include "preferences.h"
-
-
-/*!
-\brief Construct a transform from XYZ space to ST space (3d to 2d).
-This will be one of three axis-aligned spaces, depending on the surface normal.
-NOTE: could also be done by swapping values.
-*/
-void Normal_GetTransform(const Vector3& normal, Matrix4& transform)
-{
- switch (projectionaxis_for_normal(normal))
- {
- case eProjectionAxisZ:
- transform[0] = 1;
- transform[1] = 0;
- transform[2] = 0;
-
- transform[4] = 0;
- transform[5] = 1;
- transform[6] = 0;
-
- transform[8] = 0;
- transform[9] = 0;
- transform[10] = 1;
- break;
- case eProjectionAxisY:
- transform[0] = 1;
- transform[1] = 0;
- transform[2] = 0;
-
- transform[4] = 0;
- transform[5] = 0;
- transform[6] = -1;
-
- transform[8] = 0;
- transform[9] = 1;
- transform[10] = 0;
- break;
- case eProjectionAxisX:
- transform[0] = 0;
- transform[1] = 0;
- transform[2] = 1;
-
- transform[4] = 1;
- transform[5] = 0;
- transform[6] = 0;
-
- transform[8] = 0;
- transform[9] = 1;
- transform[10] = 0;
- break;
- }
- transform[3] = transform[7] = transform[11] = transform[12] = transform[13] = transform[14] = 0;
- transform[15] = 1;
-}
-
-/*!
-\brief Construct a transform in ST space from the texdef.
-Transforms constructed from quake's texdef format are (-shift)*(1/scale)*(-rotate) with x translation sign flipped.
-This would really make more sense if it was inverseof(shift*rotate*scale).. oh well.
-*/
-inline void Texdef_toTransform(const texdef_t& texdef, float width, float height, Matrix4& transform)
-{
- double inverse_scale[2];
-
- // transform to texdef shift/scale/rotate
- inverse_scale[0] = 1 / (texdef.scale[0] * width);
- inverse_scale[1] = 1 / (texdef.scale[1] * -height);
- transform[12] = texdef.shift[0] / width;
- transform[13] = -texdef.shift[1] / -height;
- double c = cos(degrees_to_radians(-texdef.rotate));
- double s = sin(degrees_to_radians(-texdef.rotate));
- transform[0] = static_cast<float>(c * inverse_scale[0]);
- transform[1] = static_cast<float>(s * inverse_scale[1]);
- transform[4] = static_cast<float>(-s * inverse_scale[0]);
- transform[5] = static_cast<float>(c * inverse_scale[1]);
- transform[2] = transform[3] = transform[6] = transform[7] = transform[8] = transform[9] = transform[11] = transform[14] = 0;
- transform[10] = transform[15] = 1;
-}
-
-inline void BPTexdef_toTransform(const brushprimit_texdef_t& bp_texdef, Matrix4& transform)
-{
- transform = g_matrix4_identity;
- transform.xx() = bp_texdef.coords[0][0];
- transform.yx() = bp_texdef.coords[0][1];
- transform.tx() = bp_texdef.coords[0][2];
- transform.xy() = bp_texdef.coords[1][0];
- transform.yy() = bp_texdef.coords[1][1];
- transform.ty() = bp_texdef.coords[1][2];
-}
-
-inline void Texdef_toTransform(const TextureProjection& projection, float width, float height, Matrix4& transform)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_toTransform(projection.m_brushprimit_texdef, transform);
- }
- else
- {
- Texdef_toTransform(projection.m_texdef, width, height, transform);
- }
-}
-
-// handles degenerate cases, just in case library atan2 doesn't
-inline double arctangent_yx(double y, double x)
-{
- if(fabs(x) > 1.0E-6)
- {
- return atan2(y, x);
- }
- else if(y > 0)
- {
- return c_half_pi;
- }
- else
- {
- return -c_half_pi;
- }
-}
-
-inline void Texdef_fromTransform(texdef_t& texdef, float width, float height, const Matrix4& transform)
-{
- texdef.scale[0] = static_cast<float>((1.0 / vector2_length(Vector2(transform[0], transform[4]))) / width);
- texdef.scale[1] = static_cast<float>((1.0 / vector2_length(Vector2(transform[1], transform[5]))) / height);
-
- texdef.rotate = static_cast<float>(-radians_to_degrees(arctangent_yx(-transform[4], transform[0])));
-
- if(texdef.rotate == -180.0f)
- {
- texdef.rotate = 180.0f;
- }
-
- texdef.shift[0] = transform[12] * width;
- texdef.shift[1] = transform[13] * height;
-
- // If the 2d cross-product of the x and y axes is positive, one of the axes has a negative scale.
- if(vector2_cross(Vector2(transform[0], transform[4]), Vector2(transform[1], transform[5])) > 0)
- {
- if(texdef.rotate >= 180.0f)
- {
- texdef.rotate -= 180.0f;
- texdef.scale[0] = -texdef.scale[0];
- }
- else
- {
- texdef.scale[1] = -texdef.scale[1];
- }
- }
- //globalOutputStream() << "fromTransform: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
-}
-
-inline void BPTexdef_fromTransform(brushprimit_texdef_t& bp_texdef, const Matrix4& transform)
-{
- bp_texdef.coords[0][0] = transform.xx();
- bp_texdef.coords[0][1] = transform.yx();
- bp_texdef.coords[0][2] = transform.tx();
- bp_texdef.coords[1][0] = transform.xy();
- bp_texdef.coords[1][1] = transform.yy();
- bp_texdef.coords[1][2] = transform.ty();
-}
-
-inline void Texdef_fromTransform(TextureProjection& projection, float width, float height, const Matrix4& transform)
-{
- ASSERT_MESSAGE((transform[0] != 0 || transform[4] != 0)
- && (transform[1] != 0 || transform[5] != 0), "invalid texture matrix");
-
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_fromTransform(projection.m_brushprimit_texdef, transform);
- }
- else
- {
- Texdef_fromTransform(projection.m_texdef, width, height, transform);
- }
-}
-
-inline void Texdef_normalise(texdef_t& texdef, float width, float height)
-{
- // it may be useful to also normalise the rotation here, if this function is used elsewhere.
- texdef.shift[0] = float_mod(texdef.shift[0], width);
- texdef.shift[1] = float_mod(texdef.shift[1], height);
- //globalOutputStream() << "normalise: " << texdef.shift[0] << " " << texdef.shift[1] << " " << texdef.scale[0] << " " << texdef.scale[1] << " " << texdef.rotate << "\n";
-}
-
-inline void BPTexdef_normalise(brushprimit_texdef_t& bp_texdef, float width, float height)
-{
- bp_texdef.coords[0][2] = float_mod(bp_texdef.coords[0][2], width);
- bp_texdef.coords[1][2] = float_mod(bp_texdef.coords[1][2], height);
-}
-
-/// \brief Normalise \p projection for a given texture \p width and \p height.
-///
-/// All texture-projection translation (shift) values are congruent modulo the dimensions of the texture.
-/// This function normalises shift values to the smallest positive congruent values.
-void Texdef_normalise(TextureProjection& projection, float width, float height)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_normalise(projection.m_brushprimit_texdef, width, height);
- }
- else
- {
- Texdef_normalise(projection.m_texdef, width, height);
- }
-}
-
-void ComputeAxisBase(const Vector3& normal, Vector3& texS, Vector3& texT);
-
-inline void DebugAxisBase(const Vector3& normal)
-{
- Vector3 x, y;
- ComputeAxisBase(normal, x, y);
- globalOutputStream() << "BP debug: " << x << y << normal << "\n";
-}
-
-void Texdef_basisForNormal(const TextureProjection& projection, const Vector3& normal, Matrix4& basis)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- basis = g_matrix4_identity;
- ComputeAxisBase(normal, vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y()));
- vector4_to_vector3(basis.z()) = normal;
- matrix4_transpose(basis);
- //DebugAxisBase(normal);
- }
- else if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- basis = g_matrix4_identity;
- vector4_to_vector3(basis.x()) = projection.m_basis_s;
- vector4_to_vector3(basis.y()) = vector3_negated(projection.m_basis_t);
- vector4_to_vector3(basis.z()) = vector3_normalised(vector3_cross(vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y())));
- matrix4_multiply_by_matrix4(basis, matrix4_rotation_for_z_degrees(-projection.m_texdef.rotate));
- //globalOutputStream() << "debug: " << projection.m_basis_s << projection.m_basis_t << normal << "\n";
- matrix4_transpose(basis);
- }
- else
- {
- Normal_GetTransform(normal, basis);
- }
-}
-
-void Texdef_EmitTextureCoordinates(const TextureProjection& projection, std::size_t width, std::size_t height, Winding& w, const Vector3& normal, const Matrix4& localToWorld)
-{
- if(w.numpoints < 3)
- {
- return;
- }
- //globalOutputStream() << "normal: " << normal << "\n";
-
- Matrix4 local2tex;
- Texdef_toTransform(projection, (float)width, (float)height, local2tex);
- //globalOutputStream() << "texdef: " << static_cast<const Vector3&>(local2tex.x()) << static_cast<const Vector3&>(local2tex.y()) << "\n";
-
-#if 0
- {
- TextureProjection tmp;
- Texdef_fromTransform(tmp, (float)width, (float)height, local2tex);
- Matrix4 tmpTransform;
- Texdef_toTransform(tmp, (float)width, (float)height, tmpTransform);
- ASSERT_MESSAGE(matrix4_equal_epsilon(local2tex, tmpTransform, 0.0001f), "bleh");
- }
-#endif
-
- {
- Matrix4 xyz2st;
- // we don't care if it's not normalised...
- Texdef_basisForNormal(projection, matrix4_transformed_direction(localToWorld, normal), xyz2st);
- //globalOutputStream() << "basis: " << static_cast<const Vector3&>(xyz2st.x()) << static_cast<const Vector3&>(xyz2st.y()) << static_cast<const Vector3&>(xyz2st.z()) << "\n";
- matrix4_multiply_by_matrix4(local2tex, xyz2st);
- }
-
- Vector3 tangent(vector3_normalised(vector4_to_vector3(matrix4_transposed(local2tex).x())));
- Vector3 bitangent(vector3_normalised(vector4_to_vector3(matrix4_transposed(local2tex).y())));
-
- matrix4_multiply_by_matrix4(local2tex, localToWorld);
-
- for(Winding::iterator i = w.begin(); i != w.end(); ++i)
- {
- Vector3 texcoord = matrix4_transformed_point(local2tex, (*i).vertex);
- (*i).texcoord[0] = texcoord[0];
- (*i).texcoord[1] = texcoord[1];
-
- (*i).tangent = tangent;
- (*i).bitangent = bitangent;
- }
-}
-
-/*!
-\brief Provides the axis-base of the texture ST space for this normal,
-as they had been transformed to world XYZ space.
-*/
-void TextureAxisFromNormal(const Vector3& normal, Vector3& s, Vector3& t)
-{
- switch (projectionaxis_for_normal(normal))
- {
- case eProjectionAxisZ:
- s[0] = 1;
- s[1] = 0;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = -1;
- t[2] = 0;
-
- break;
- case eProjectionAxisY:
- s[0] = 1;
- s[1] = 0;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = 0;
- t[2] = -1;
-
- break;
- case eProjectionAxisX:
- s[0] = 0;
- s[1] = 1;
- s[2] = 0;
-
- t[0] = 0;
- t[1] = 0;
- t[2] = -1;
-
- break;
- }
-}
-
-void Texdef_Assign(texdef_t& td, const texdef_t& other)
-{
- td = other;
-}
-
-void Texdef_Shift(texdef_t& td, float s, float t)
-{
- td.shift[0] += s;
- td.shift[1] += t;
-}
-
-void Texdef_Scale(texdef_t& td, float s, float t)
-{
- td.scale[0] += s;
- td.scale[1] += t;
-}
-
-void Texdef_Rotate(texdef_t& td, float angle)
-{
- td.rotate += angle;
- td.rotate = static_cast<float>(float_to_integer(td.rotate) % 360);
-}
-
-// NOTE: added these from Ritual's Q3Radiant
-void ClearBounds(Vector3& mins, Vector3& maxs)
-{
- mins[0] = mins[1] = mins[2] = 99999;
- maxs[0] = maxs[1] = maxs[2] = -99999;
-}
-
-void AddPointToBounds(const Vector3& v, Vector3& mins, Vector3& maxs)
-{
- int i;
- float val;
-
- for (i=0 ; i<3 ; i++)
- {
- val = v[i];
- if (val < mins[i])
- mins[i] = val;
- if (val > maxs[i])
- maxs[i] = val;
- }
-}
-
-template<typename Element>
-inline BasicVector3<Element> vector3_inverse(const BasicVector3<Element>& self)
-{
- return BasicVector3<Element>(
- Element(1.0 / self.x()),
- Element(1.0 / self.y()),
- Element(1.0 / self.z())
- );
-}
-
-// low level functions .. put in mathlib?
-#define BPMatCopy(a,b) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2];}
-// apply a scale transformation to the BP matrix
-#define BPMatScale(m,sS,sT) {m[0][0]*=sS; m[1][0]*=sS; m[0][1]*=sT; m[1][1]*=sT;}
-// apply a translation transformation to a BP matrix
-#define BPMatTranslate(m,s,t) {m[0][2] += m[0][0]*s + m[0][1]*t; m[1][2] += m[1][0]*s+m[1][1]*t;}
-// 2D homogeneous matrix product C = A*B
-void BPMatMul(float A[2][3], float B[2][3], float C[2][3]);
-// apply a rotation (degrees)
-void BPMatRotate(float A[2][3], float theta);
-#ifdef _DEBUG
-void BPMatDump(float A[2][3]);
-#endif
-
-#ifdef _DEBUG
-//#define DBG_BP
-#endif
-
-
-bp_globals_t g_bp_globals;
-float g_texdef_default_scale;
+#include "stdafx.h"
// compute a determinant using Sarrus rule
//++timo "inline" this with a macro
-// NOTE : the three vectors are understood as columns of the matrix
-inline float SarrusDet(const Vector3& a, const Vector3& b, const Vector3& c)
-{
- return a[0]*b[1]*c[2]+b[0]*c[1]*a[2]+c[0]*a[1]*b[2]
- -c[0]*b[1]*a[2]-a[1]*b[0]*c[2]-a[0]*b[2]*c[1];
+// NOTE : the three vec3_t are understood as columns of the matrix
+vec_t SarrusDet( vec3_t a, vec3_t b, vec3_t c ){
+ return a[0] * b[1] * c[2] + b[0] * c[1] * a[2] + c[0] * a[1] * b[2]
+ - c[0] * b[1] * a[2] - a[1] * b[0] * c[2] - a[0] * b[2] * c[1];
}
// in many case we know three points A,B,C in two axis base B1 and B2
// NOTE: the third coord of the A,B,C point is ignored
// NOTE: see the commented out section to fill M and D
//++timo TODO: update the other members to use this when possible
-void MatrixForPoints( Vector3 M[3], Vector3 D[2], brushprimit_texdef_t *T )
-{
-// Vector3 M[3]; // columns of the matrix .. easier that way (the indexing is not standard! it's column-line .. later computations are easier that way)
- float det;
-// Vector3 D[2];
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
+void MatrixForPoints( vec3_t M[3], vec3_t D[2], brushprimit_texdef_t *T ){
+// vec3_t M[3]; // columns of the matrix .. easier that way (the indexing is not standard! it's column-line .. later computations are easier that way)
+ vec_t det;
+// vec3_t D[2];
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
#if 0
// fill the data vectors
- M[0][0]=A2[0]; M[0][1]=B2[0]; M[0][2]=C2[0];
- M[1][0]=A2[1]; M[1][1]=B2[1]; M[1][2]=C2[1];
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
- D[0][0]=A1[0];
- D[0][1]=B1[0];
- D[0][2]=C1[0];
- D[1][0]=A1[1];
- D[1][1]=B1[1];
- D[1][2]=C1[1];
+ M[0][0] = A2[0]; M[0][1] = B2[0]; M[0][2] = C2[0];
+ M[1][0] = A2[1]; M[1][1] = B2[1]; M[1][2] = C2[1];
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
+ D[0][0] = A1[0];
+ D[0][1] = B1[0];
+ D[0][2] = C1[0];
+ D[1][0] = A1[1];
+ D[1][1] = B1[1];
+ D[1][2] = C1[1];
#endif
// solve
det = SarrusDet( M[0], M[1], M[2] );
T->coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
}
-//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
+//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
// NOTE : ComputeAxisBase here and in q3map code must always BE THE SAME !
// WARNING : special case behaviour of atan2(y,x) <-> atan(y/x) might not be the same everywhere when x == 0
// rotation by (0,RotY,RotZ) assigns X to normal
-void ComputeAxisBase(const Vector3& normal, Vector3& texS, Vector3& texT)
-{
-#if 1
- const Vector3 up(0, 0, 1);
- const Vector3 down(0, 0, -1);
-
- if(vector3_equal_epsilon(normal, up, float(1e-6)))
- {
- texS = Vector3(0, 1, 0);
- texT = Vector3(1, 0, 0);
- }
- else if(vector3_equal_epsilon(normal, down, float(1e-6)))
- {
- texS = Vector3(0, 1, 0);
- texT = Vector3(-1, 0, 0);
- }
- else
- {
- texS = vector3_normalised(vector3_cross(normal, up));
- texT = vector3_normalised(vector3_cross(normal, texS));
- vector3_negate(texS);
- }
-
-#else
- float RotY,RotZ;
+void ComputeAxisBase( vec3_t normal,vec3_t texS,vec3_t texT ){
+ vec_t RotY,RotZ;
// do some cleaning
- /*
- if (fabs(normal[0])<1e-6)
- normal[0]=0.0f;
- if (fabs(normal[1])<1e-6)
- normal[1]=0.0f;
- if (fabs(normal[2])<1e-6)
- normal[2]=0.0f;
- */
- RotY=-atan2(normal[2],sqrt(normal[1]*normal[1]+normal[0]*normal[0]));
- RotZ=atan2(normal[1],normal[0]);
+ if ( fabs( normal[0] ) < 1e-6 ) {
+ normal[0] = 0.0f;
+ }
+ if ( fabs( normal[1] ) < 1e-6 ) {
+ normal[1] = 0.0f;
+ }
+ if ( fabs( normal[2] ) < 1e-6 ) {
+ normal[2] = 0.0f;
+ }
+ RotY = -atan2( normal[2],sqrt( normal[1] * normal[1] + normal[0] * normal[0] ) );
+ RotZ = atan2( normal[1],normal[0] );
// rotate (0,1,0) and (0,0,1) to compute texS and texT
- texS[0]=-sin(RotZ);
- texS[1]=cos(RotZ);
- texS[2]=0;
+ texS[0] = -sin( RotZ );
+ texS[1] = cos( RotZ );
+ texS[2] = 0;
// the texT vector is along -Z ( T texture coorinates axis )
- texT[0]=-sin(RotY)*cos(RotZ);
- texT[1]=-sin(RotY)*sin(RotZ);
- texT[2]=-cos(RotY);
-#endif
+ texT[0] = -sin( RotY ) * cos( RotZ );
+ texT[1] = -sin( RotY ) * sin( RotZ );
+ texT[2] = -cos( RotY );
}
-#if 0 // texdef conversion
-void FaceToBrushPrimitFace(face_t *f)
-{
- Vector3 texX,texY;
- Vector3 proj;
+void FaceToBrushPrimitFace( face_t *f ){
+ vec3_t texX,texY;
+ vec3_t proj;
// ST of (0,0) (1,0) (0,1)
- float ST[3][5]; // [ point index ] [ xyz ST ]
+ vec_t ST[3][5]; // [ point index ] [ xyz ST ]
//++timo not used as long as brushprimit_texdef and texdef are static
/* f->brushprimit_texdef.contents=f->texdef.contents;
- f->brushprimit_texdef.flags=f->texdef.flags;
- f->brushprimit_texdef.value=f->texdef.value;
- strcpy(f->brushprimit_texdef.name,f->texdef.name); */
+ f->brushprimit_texdef.flags=f->texdef.flags;
+ f->brushprimit_texdef.value=f->texdef.value;
+ strcpy(f->brushprimit_texdef.name,f->texdef.name); */
#ifdef DBG_BP
- if ( f->plane.normal[0]==0.0f && f->plane.normal[1]==0.0f && f->plane.normal[2]==0.0f )
- {
- globalOutputStream() << "Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n";
+ if ( f->plane.normal[0] == 0.0f && f->plane.normal[1] == 0.0f && f->plane.normal[2] == 0.0f ) {
+ Sys_Printf( "Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n" );
}
// check d_texture
- if (!f->d_texture)
- {
- globalOutputStream() << "Warning : f.d_texture is 0 in FaceToBrushPrimitFace\n";
+ if ( !f->d_texture ) {
+ Sys_Printf( "Warning : f.d_texture is NULL in FaceToBrushPrimitFace\n" );
return;
}
#endif
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ ComputeAxisBase( f->plane.normal,texX,texY );
// compute projection vector
- VectorCopy(f->plane.normal,proj);
- VectorScale(proj,f->plane.dist,proj);
+ VectorCopy( f->plane.normal,proj );
+ VectorScale( proj,f->plane.dist,proj );
// (0,0) in plane axis base is (0,0,0) in world coordinates + projection on the affine plane
// (1,0) in plane axis base is texX in world coordinates + projection on the affine plane
// (0,1) in plane axis base is texY in world coordinates + projection on the affine plane
// use old texture code to compute the ST coords of these points
- VectorCopy(proj,ST[0]);
- EmitTextureCoordinates(ST[0], f->pShader->getTexture(), f);
- VectorCopy(texX,ST[1]);
- VectorAdd(ST[1],proj,ST[1]);
- EmitTextureCoordinates(ST[1], f->pShader->getTexture(), f);
- VectorCopy(texY,ST[2]);
- VectorAdd(ST[2],proj,ST[2]);
- EmitTextureCoordinates(ST[2], f->pShader->getTexture(), f);
+ VectorCopy( proj,ST[0] );
+ EmitTextureCoordinates( ST[0], f->d_texture, f );
+ VectorCopy( texX,ST[1] );
+ VectorAdd( ST[1],proj,ST[1] );
+ EmitTextureCoordinates( ST[1], f->d_texture, f );
+ VectorCopy( texY,ST[2] );
+ VectorAdd( ST[2],proj,ST[2] );
+ EmitTextureCoordinates( ST[2], f->d_texture, f );
// compute texture matrix
- f->brushprimit_texdef.coords[0][2]=ST[0][3];
- f->brushprimit_texdef.coords[1][2]=ST[0][4];
- f->brushprimit_texdef.coords[0][0]=ST[1][3]-f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][0]=ST[1][4]-f->brushprimit_texdef.coords[1][2];
- f->brushprimit_texdef.coords[0][1]=ST[2][3]-f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][1]=ST[2][4]-f->brushprimit_texdef.coords[1][2];
+ f->brushprimit_texdef.coords[0][2] = ST[0][3];
+ f->brushprimit_texdef.coords[1][2] = ST[0][4];
+ f->brushprimit_texdef.coords[0][0] = ST[1][3] - f->brushprimit_texdef.coords[0][2];
+ f->brushprimit_texdef.coords[1][0] = ST[1][4] - f->brushprimit_texdef.coords[1][2];
+ f->brushprimit_texdef.coords[0][1] = ST[2][3] - f->brushprimit_texdef.coords[0][2];
+ f->brushprimit_texdef.coords[1][1] = ST[2][4] - f->brushprimit_texdef.coords[1][2];
}
// compute texture coordinates for the winding points
-void EmitBrushPrimitTextureCoordinates(face_t * f, Winding * w)
-{
- Vector3 texX,texY;
- float x,y;
+void EmitBrushPrimitTextureCoordinates( face_t * f, winding_t * w ){
+ vec3_t texX,texY;
+ vec_t x,y;
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ ComputeAxisBase( f->plane.normal,texX,texY );
// in case the texcoords matrix is empty, build a default one
// same behaviour as if scale[0]==0 && scale[1]==0 in old code
- if (f->brushprimit_texdef.coords[0][0]==0 && f->brushprimit_texdef.coords[1][0]==0 && f->brushprimit_texdef.coords[0][1]==0 && f->brushprimit_texdef.coords[1][1]==0)
- {
+ if ( f->brushprimit_texdef.coords[0][0] == 0 && f->brushprimit_texdef.coords[1][0] == 0 && f->brushprimit_texdef.coords[0][1] == 0 && f->brushprimit_texdef.coords[1][1] == 0 ) {
f->brushprimit_texdef.coords[0][0] = 1.0f;
f->brushprimit_texdef.coords[1][1] = 1.0f;
- ConvertTexMatWithQTexture( &f->brushprimit_texdef, 0, &f->brushprimit_texdef, f->pShader->getTexture() );
+ ConvertTexMatWithQTexture( &f->brushprimit_texdef, NULL, &f->brushprimit_texdef, f->d_texture );
}
int i;
- for (i=0 ; i<w.numpoints ; i++)
+ for ( i = 0 ; i < w->numpoints ; i++ )
{
- x=vector3_dot(w.point_at(i),texX);
- y=vector3_dot(w.point_at(i),texY);
-#if 0
+ x = DotProduct( w->points[i],texX );
+ y = DotProduct( w->points[i],texY );
#ifdef DBG_BP
- if (g_bp_globals.bNeedConvert)
- {
+ if ( g_qeglobals.bNeedConvert ) {
// check we compute the same ST as the traditional texture computation used before
- float S=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- float T=f->brushprimit_texdef.coords[1][0]*x+f->brushprimit_texdef.coords[1][1]*y+f->brushprimit_texdef.coords[1][2];
- if ( fabs(S-w.point_at(i)[3])>1e-2 || fabs(T-w.point_at(i)[4])>1e-2 )
- {
- if ( fabs(S-w.point_at(i)[3])>1e-4 || fabs(T-w.point_at(i)[4])>1e-4 )
- globalOutputStream() << "Warning : precision loss in brush -> brush primitive texture computation\n";
- else
- globalOutputStream() << "Warning : brush -> brush primitive texture computation bug detected\n";
+ vec_t S = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ vec_t T = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
+ if ( fabs( S - w->points[i][3] ) > 1e-2 || fabs( T - w->points[i][4] ) > 1e-2 ) {
+ if ( fabs( S - w->points[i][3] ) > 1e-4 || fabs( T - w->points[i][4] ) > 1e-4 ) {
+ Sys_Printf( "Warning : precision loss in brush -> brush primitive texture computation\n" );
+ }
+ else{
+ Sys_Printf( "Warning : brush -> brush primitive texture computation bug detected\n" );
+ }
}
}
#endif
-#endif
- w.point_at(i)[3]=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- w.point_at(i)[4]=f->brushprimit_texdef.coords[1][0]*x+f->brushprimit_texdef.coords[1][1]*y+f->brushprimit_texdef.coords[1][2];
+ w->points[i][3] = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ w->points[i][4] = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
}
}
-#endif
-
-typedef float texmat_t[2][3];
-
-void TexMat_Scale(texmat_t texmat, float s, float t)
-{
- texmat[0][0] *= s;
- texmat[0][1] *= s;
- texmat[0][2] *= s;
- texmat[1][0] *= t;
- texmat[1][1] *= t;
- texmat[1][2] *= t;
-}
-void TexMat_Assign(texmat_t texmat, const texmat_t other)
-{
- texmat[0][0] = other[0][0];
- texmat[0][1] = other[0][1];
- texmat[0][2] = other[0][2];
- texmat[1][0] = other[1][0];
- texmat[1][1] = other[1][1];
- texmat[1][2] = other[1][2];
+// compute a fake shift scale rot representation from the texture matrix
+// these shift scale rot values are to be understood in the local axis base
+void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] ){
+#ifdef DBG_BP
+ // check this matrix is orthogonal
+ if ( fabs( texMat[0][0] * 1.0L * texMat[0][1] + texMat[1][0] * 1.0L * texMat[1][1] ) > ZERO_EPSILON ) {
+ Sys_Printf( "Warning : non orthogonal texture matrix in TexMatToFakeTexCoords\n" );
+ }
+#endif
+ scale[0] = sqrt( texMat[0][0] * 1.0L * texMat[0][0] + texMat[1][0] * 1.0L * texMat[1][0] );
+ scale[1] = sqrt( texMat[0][1] * 1.0L * texMat[0][1] + texMat[1][1] * 1.0L * texMat[1][1] );
+#ifdef DBG_BP
+ if ( scale[0] < ZERO_EPSILON || scale[1] < ZERO_EPSILON ) {
+ Sys_Printf( "Warning : unexpected scale==0 in TexMatToFakeTexCoords\n" );
+ }
+#endif
+ // compute rotate value
+ if ( fabs( texMat[0][0] ) < ZERO_EPSILON ) {
+#ifdef DBG_BP
+ // check brushprimit_texdef[1][0] is not zero
+ if ( fabs( texMat[1][0] ) < ZERO_EPSILON ) {
+ Sys_Printf( "Warning : unexpected texdef[1][0]==0 in TexMatToFakeTexCoords\n" );
+ }
+#endif
+ // rotate is +-90
+ if ( texMat[1][0] > 0 ) {
+ *rot = 90.0f;
+ }
+ else{
+ *rot = -90.0f;
+ }
+ }
+ else{
+ *rot = RAD2DEG( atan2( texMat[1][0] * 1.0L, texMat[0][0] * 1.0L ) );
+ }
+ shift[0] = -texMat[0][2];
+ shift[1] = texMat[1][2];
}
-void ConvertTexMatWithDimensions(const texmat_t texmat1, std::size_t w1, std::size_t h1,
- texmat_t texmat2, std::size_t w2, std::size_t h2)
-{
- TexMat_Assign(texmat2, texmat1);
- TexMat_Scale(texmat2, static_cast<float>(w1) / static_cast<float>(w2), static_cast<float>(h1) / static_cast<float>(h2));
+// compute back the texture matrix from fake shift scale rot
+// the matrix returned must be understood as a qtexture_t with width=2 height=2 ( the default one )
+void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] ){
+ texMat[0][0] = scale[0] * 1.0L * cos( DEG2RAD( 1.0L * rot ) );
+ texMat[1][0] = scale[0] * 1.0L * sin( DEG2RAD( 1.0L * rot ) );
+ texMat[0][1] = -scale[1] * 1.0L * sin( DEG2RAD( 1.0L * rot ) );
+ texMat[1][1] = scale[1] * 1.0L * cos( DEG2RAD( 1.0L * rot ) );
+ texMat[0][2] = -shift[0];
+ texMat[1][2] = shift[1];
}
-#if 0
// convert a texture matrix between two qtexture_t
-// if 0 for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
-void ConvertTexMatWithQTexture( const float texMat1[2][3], const qtexture_t *qtex1, float texMat2[2][3], const qtexture_t *qtex2 )
-{
- ConvertTexMatWithDimensions(texMat1, (qtex1) ? qtex1->width : 2, (qtex1) ? qtex1->height : 2,
- texMat2, (qtex2) ? qtex2->width : 2, (qtex2) ? qtex2->height : 2);
-}
-
-void ConvertTexMatWithQTexture( const brushprimit_texdef_t *texMat1, const qtexture_t *qtex1, brushprimit_texdef_t *texMat2, const qtexture_t *qtex2 )
-{
- ConvertTexMatWithQTexture(texMat1->coords, qtex1, texMat2->coords, qtex2);
-}
-#endif
-
-// compute a fake shift scale rot representation from the texture matrix
-// these shift scale rot values are to be understood in the local axis base
-// Note: this code looks similar to Texdef_fromTransform, but the algorithm is slightly different.
-
-void TexMatToFakeTexCoords(const brushprimit_texdef_t& bp_texdef, texdef_t& texdef)
-{
- texdef.scale[0] = static_cast<float>(1.0 / vector2_length(Vector2(bp_texdef.coords[0][0], bp_texdef.coords[1][0])));
- texdef.scale[1] = static_cast<float>(1.0 / vector2_length(Vector2(bp_texdef.coords[0][1], bp_texdef.coords[1][1])));
-
- texdef.rotate = -static_cast<float>(radians_to_degrees(arctangent_yx(bp_texdef.coords[1][0], bp_texdef.coords[0][0])));
-
- texdef.shift[0] = -bp_texdef.coords[0][2];
- texdef.shift[1] = bp_texdef.coords[1][2];
-
- // determine whether or not an axis is flipped using a 2d cross-product
- double cross = vector2_cross(Vector2(bp_texdef.coords[0][0], bp_texdef.coords[0][1]), Vector2(bp_texdef.coords[1][0], bp_texdef.coords[1][1]));
- if(cross < 0)
- {
- // This is a bit of a compromise when using BPs--since we don't know *which* axis was flipped,
- // we pick one (rather arbitrarily) using the following convention: If the X-axis is between
- // 0 and 180, we assume it's the Y-axis that flipped, otherwise we assume it's the X-axis and
- // subtract out 180 degrees to compensate.
- if(texdef.rotate >= 180.0f)
- {
- texdef.rotate -= 180.0f;
- texdef.scale[0] = -texdef.scale[0];
- }
- else
- {
- texdef.scale[1] = -texdef.scale[1];
- }
- }
+// if NULL for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
+void ConvertTexMatWithQTexture( vec_t texMat1[2][3], qtexture_t *qtex1, vec_t texMat2[2][3], qtexture_t *qtex2 ){
+ float s1,s2;
+ s1 = ( qtex1 ? static_cast<float>( qtex1->width ) : 2.0f ) / ( qtex2 ? static_cast<float>( qtex2->width ) : 2.0f );
+ s2 = ( qtex1 ? static_cast<float>( qtex1->height ) : 2.0f ) / ( qtex2 ? static_cast<float>( qtex2->height ) : 2.0f );
+ texMat2[0][0] = s1 * texMat1[0][0];
+ texMat2[0][1] = s1 * texMat1[0][1];
+ texMat2[0][2] = s1 * texMat1[0][2];
+ texMat2[1][0] = s2 * texMat1[1][0];
+ texMat2[1][1] = s2 * texMat1[1][1];
+ texMat2[1][2] = s2 * texMat1[1][2];
}
-// compute back the texture matrix from fake shift scale rot
-void FakeTexCoordsToTexMat(const texdef_t& texdef, brushprimit_texdef_t& bp_texdef)
-{
- double r = degrees_to_radians(-texdef.rotate);
- double c = cos(r);
- double s = sin(r);
- double x = 1.0f / texdef.scale[0];
- double y = 1.0f / texdef.scale[1];
- bp_texdef.coords[0][0] = static_cast<float>(x * c);
- bp_texdef.coords[1][0] = static_cast<float>(x * s);
- bp_texdef.coords[0][1] = static_cast<float>(y * -s);
- bp_texdef.coords[1][1] = static_cast<float>(y * c);
- bp_texdef.coords[0][2] = -texdef.shift[0];
- bp_texdef.coords[1][2] = texdef.shift[1];
+void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 ){
+ ConvertTexMatWithQTexture( texMat1->coords, qtex1, texMat2->coords, qtex2 );
}
-#if 0 // texture locking (brush primit)
// used for texture locking
// will move the texture according to a geometric vector
-void ShiftTextureGeometric_BrushPrimit(face_t *f, Vector3& delta)
-{
- Vector3 texS,texT;
- float tx,ty;
- Vector3 M[3]; // columns of the matrix .. easier that way
- float det;
- Vector3 D[2];
+void ShiftTextureGeometric_BrushPrimit( face_t *f, vec3_t delta ){
+ vec3_t texS,texT;
+ vec_t tx,ty;
+ vec3_t M[3]; // columns of the matrix .. easier that way
+ vec_t det;
+ vec3_t D[2];
// compute plane axis base ( doesn't change with translation )
ComputeAxisBase( f->plane.normal, texS, texT );
// compute translation vector in plane axis base
- tx = vector3_dot( delta, texS );
- ty = vector3_dot( delta, texT );
+ tx = DotProduct( delta, texS );
+ ty = DotProduct( delta, texT );
// fill the data vectors
- M[0][0]=tx; M[0][1]=1.0f+tx; M[0][2]=tx;
- M[1][0]=ty; M[1][1]=ty; M[1][2]=1.0f+ty;
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
- D[0][0]=f->brushprimit_texdef.coords[0][2];
- D[0][1]=f->brushprimit_texdef.coords[0][0]+f->brushprimit_texdef.coords[0][2];
- D[0][2]=f->brushprimit_texdef.coords[0][1]+f->brushprimit_texdef.coords[0][2];
- D[1][0]=f->brushprimit_texdef.coords[1][2];
- D[1][1]=f->brushprimit_texdef.coords[1][0]+f->brushprimit_texdef.coords[1][2];
- D[1][2]=f->brushprimit_texdef.coords[1][1]+f->brushprimit_texdef.coords[1][2];
+ M[0][0] = tx; M[0][1] = 1.0f + tx; M[0][2] = tx;
+ M[1][0] = ty; M[1][1] = ty; M[1][2] = 1.0f + ty;
+ M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
+ D[0][0] = f->brushprimit_texdef.coords[0][2];
+ D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
+ D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
+ D[1][0] = f->brushprimit_texdef.coords[1][2];
+ D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
+ D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
// shift a texture (texture adjustments) along it's current texture axes
// x and y are geometric values, which we must compute as ST increments
// this depends on the texture size and the pixel/texel ratio
-void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y)
-{
- float s,t;
- // as a ratio against texture size
- // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
- s = (x * 2.0) / (float)f->pShader->getTexture().width;
- t = (y * 2.0) / (float)f->pShader->getTexture().height;
- f->brushprimit_texdef.coords[0][2] -= s;
- f->brushprimit_texdef.coords[1][2] -= t;
+void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y ){
+ float s,t;
+ // as a ratio against texture size
+ // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
+ s = ( x * 2.0 ) / (float)f->d_texture->width;
+ t = ( y * 2.0 ) / (float)f->d_texture->height;
+ f->brushprimit_texdef.coords[0][2] -= s;
+ f->brushprimit_texdef.coords[1][2] -= t;
}
-#endif
// TTimo: FIXME: I don't like that, it feels broken
// (and it's likely that it's not used anymore)
// best fitted 2D vector is x.X+y.Y
-void ComputeBest2DVector( Vector3& v, Vector3& X, Vector3& Y, int &x, int &y )
-{
+void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y ){
double sx,sy;
- sx = vector3_dot( v, X );
- sy = vector3_dot( v, Y );
- if ( fabs(sy) > fabs(sx) )
- {
+ sx = DotProduct( v, X );
+ sy = DotProduct( v, Y );
+ if ( fabs( sy ) > fabs( sx ) ) {
x = 0;
- if ( sy > 0.0 )
+ if ( sy > 0.0 ) {
y = 1;
- else
+ }
+ else{
y = -1;
+ }
}
else
{
y = 0;
- if ( sx > 0.0 )
+ if ( sx > 0.0 ) {
x = 1;
- else
+ }
+ else{
x = -1;
+ }
}
}
+//++timo FIXME quick'n dirty hack, doesn't care about current texture settings (angle)
+// can be improved .. bug #107311
+// mins and maxs are the face bounding box
+//++timo fixme: we use the face info, mins and maxs are irrelevant
+void Face_FitTexture_BrushPrimit( face_t *f, vec3_t mins, vec3_t maxs, int nHeight, int nWidth ){
+ vec3_t BBoxSTMin, BBoxSTMax;
+ winding_t *w;
+ int i,j;
+ vec_t val;
+ vec3_t M[3],D[2];
+// vec3_t N[2],Mf[2];
+ brushprimit_texdef_t N;
+ vec3_t Mf[2];
+
+
+ // we'll be working on a standardized texture size
+// ConvertTexMatWithQTexture( &f->brushprimit_texdef, f->d_texture, &f->brushprimit_texdef, NULL );
+ // compute the BBox in ST coords
+ EmitBrushPrimitTextureCoordinates( f, f->face_winding );
+ ClearBounds( BBoxSTMin, BBoxSTMax );
+ w = f->face_winding;
+ for ( i = 0 ; i < w->numpoints ; i++ )
+ {
+ // AddPointToBounds in 2D on (S,T) coordinates
+ for ( j = 0 ; j < 2 ; j++ )
+ {
+ val = w->points[i][j + 3];
+ if ( val < BBoxSTMin[j] ) {
+ BBoxSTMin[j] = val;
+ }
+ if ( val > BBoxSTMax[j] ) {
+ BBoxSTMax[j] = val;
+ }
+ }
+ }
+ // we have the three points of the BBox (BBoxSTMin[0].BBoxSTMin[1]) (BBoxSTMax[0],BBoxSTMin[1]) (BBoxSTMin[0],BBoxSTMax[1]) in ST space
+ // the BP matrix we are looking for gives (0,0) (nwidth,0) (0,nHeight) coordinates in (Sfit,Tfit) space to these three points
+ // we have A(Sfit,Tfit) = (0,0) = Mf * A(TexS,TexT) = N * M * A(TexS,TexT) = N * A(S,T)
+ // so we solve the system for N and then Mf = N * M
+ M[0][0] = BBoxSTMin[0]; M[0][1] = BBoxSTMax[0]; M[0][2] = BBoxSTMin[0];
+ M[1][0] = BBoxSTMin[1]; M[1][1] = BBoxSTMin[1]; M[1][2] = BBoxSTMax[1];
+ D[0][0] = 0.0f; D[0][1] = nWidth; D[0][2] = 0.0f;
+ D[1][0] = 0.0f; D[1][1] = 0.0f; D[1][2] = nHeight;
+ MatrixForPoints( M, D, &N );
-#if 0 // texdef conversion
-void BrushPrimitFaceToFace(face_t *face)
-{
- // we have parsed brush primitives and need conversion back to standard format
- // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
- // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
- // I tried various tweaks, no luck .. seems shifting is lost
- brushprimit_texdef_t aux;
- ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->pShader->getTexture(), &aux, 0 );
- TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
- face->texdef.scale[0]/=2.0;
- face->texdef.scale[1]/=2.0;
-}
+#if 0
+ // FIT operation gives coordinates of three points of the bounding box in (S',T'), our target axis base
+ // A(S',T')=(0,0) B(S',T')=(nWidth,0) C(S',T')=(0,nHeight)
+ // and we have them in (S,T) axis base: A(S,T)=(BBoxSTMin[0],BBoxSTMin[1]) B(S,T)=(BBoxSTMax[0],BBoxSTMin[1]) C(S,T)=(BBoxSTMin[0],BBoxSTMax[1])
+ // we compute the N transformation so that: A(S',T') = N * A(S,T)
+ VectorSet( N[0], ( BBoxSTMax[0] - BBoxSTMin[0] ) / (float)nWidth, 0.0f, BBoxSTMin[0] );
+ VectorSet( N[1], 0.0f, ( BBoxSTMax[1] - BBoxSTMin[1] ) / (float)nHeight, BBoxSTMin[1] );
#endif
+ // the final matrix is the product (Mf stands for Mfit)
+ Mf[0][0] = N.coords[0][0] * f->brushprimit_texdef.coords[0][0] + N.coords[0][1] * f->brushprimit_texdef.coords[1][0];
+ Mf[0][1] = N.coords[0][0] * f->brushprimit_texdef.coords[0][1] + N.coords[0][1] * f->brushprimit_texdef.coords[1][1];
+ Mf[0][2] = N.coords[0][0] * f->brushprimit_texdef.coords[0][2] + N.coords[0][1] * f->brushprimit_texdef.coords[1][2] + N.coords[0][2];
+ Mf[1][0] = N.coords[1][0] * f->brushprimit_texdef.coords[0][0] + N.coords[1][1] * f->brushprimit_texdef.coords[1][0];
+ Mf[1][1] = N.coords[1][0] * f->brushprimit_texdef.coords[0][1] + N.coords[1][1] * f->brushprimit_texdef.coords[1][1];
+ Mf[1][2] = N.coords[1][0] * f->brushprimit_texdef.coords[0][2] + N.coords[1][1] * f->brushprimit_texdef.coords[1][2] + N.coords[1][2];
+ // copy back
+ VectorCopy( Mf[0], f->brushprimit_texdef.coords[0] );
+ VectorCopy( Mf[1], f->brushprimit_texdef.coords[1] );
+ // handle the texture size
+// ConvertTexMatWithQTexture( &f->brushprimit_texdef, NULL, &f->brushprimit_texdef, f->d_texture );
+}
+
+void BrushPrimitFaceToFace( face_t *f ){
+#if 0
+ // we have parsed brush primitives and need conversion back to standard format
+ // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
+ // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
+ // I tried various tweaks, no luck .. seems shifting is lost
+ brushprimit_texdef_t aux;
+ ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->d_texture, &aux, NULL );
+ TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
+ face->texdef.scale[0] /= 2.0;
+ face->texdef.scale[1] /= 2.0;
+#else
+ // new method by divVerent@alientrap.org: Shift and scale no longer get lost when opening a BP map in texdef mode.
+ vec3_t texX,texY;
+ vec3_t proj;
+ vec_t ST[3][5];
+
+ ComputeAxisBase( f->plane.normal,texX,texY );
+ VectorCopy( f->plane.normal,proj );
+ VectorScale( proj,f->plane.dist,proj );
+ VectorCopy( proj,ST[0] );
+ VectorCopy( texX,ST[1] );
+ VectorAdd( ST[1],proj,ST[1] );
+ VectorCopy( texY,ST[2] );
+ VectorAdd( ST[2],proj,ST[2] );
+
+ ST[0][3] = f->brushprimit_texdef.coords[0][2];
+ ST[0][4] = f->brushprimit_texdef.coords[1][2];
+ ST[1][3] = f->brushprimit_texdef.coords[0][0] + ST[0][3];
+ ST[1][4] = f->brushprimit_texdef.coords[1][0] + ST[0][4];
+ ST[2][3] = f->brushprimit_texdef.coords[0][1] + ST[0][3];
+ ST[2][4] = f->brushprimit_texdef.coords[1][1] + ST[0][4];
+
+ Face_TexdefFromTextureCoordinates( ST[0], ST[1], ST[2], f->d_texture, f );
+#endif
+}
-#if 0 // texture locking (brush primit)
// TEXTURE LOCKING -----------------------------------------------------------------------------------------------------
// (Relevant to the editor only?)
// if there are more linear transformations that need the locking, going to a C++ or code pointer solution would be best
// (but right now I want to keep brush_primit.cpp striclty C)
-bool txlock_bRotation;
+qboolean txlock_bRotation;
// rotation locking params
int txl_nAxis;
float txl_fDeg;
-Vector3 txl_vOrigin;
+vec3_t txl_vOrigin;
// flip locking params
-Vector3 txl_matrix[3];
-Vector3 txl_origin;
-
-void TextureLockTransformation_BrushPrimit(face_t *f)
-{
- Vector3 Orig,texS,texT; // axis base of initial plane
- // used by transformation algo
- Vector3 temp; int j;
- Vector3 vRotate; // rotation vector
-
- Vector3 rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
- Vector3 rNormal,rtexS,rtexT; // axis base for the transformed plane
- Vector3 lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
- Vector3 M[3];
- float det;
- Vector3 D[2];
+vec3_t txl_matrix[3];
+vec3_t txl_origin;
+
+void TextureLockTransformation_BrushPrimit( face_t *f ){
+ vec3_t Orig,texS,texT; // axis base of initial plane
+ // used by transformation algo
+ vec3_t temp; int j;
+ vec3_t vRotate; // rotation vector
+
+ vec3_t rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
+ vec3_t rNormal,rtexS,rtexT; // axis base for the transformed plane
+ vec3_t lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
+ vec3_t M[3];
+ vec_t det;
+ vec3_t D[2];
// compute plane axis base
ComputeAxisBase( f->plane.normal, texS, texT );
- VectorSet(Orig, 0.0f, 0.0f, 0.0f);
+ VectorSet( Orig, 0.0f, 0.0f, 0.0f );
// compute coordinates of (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) after transformation
// (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) <-> (0,0,0) texS texT ( expressed world axis base )
- // input: Orig, texS, texT (and the global locking params)
- // ouput: rOrig, rvecS, rvecT, rNormal
- if (txlock_bRotation) {
- // rotation vector
- VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
- vRotate[txl_nAxis]=txl_fDeg;
- VectorRotateOrigin ( Orig, vRotate, txl_vOrigin, rOrig );
- VectorRotateOrigin ( texS, vRotate, txl_vOrigin, rvecS );
- VectorRotateOrigin ( texT, vRotate, txl_vOrigin, rvecT );
- // compute normal of plane after rotation
- VectorRotate ( f->plane.normal, vRotate, rNormal );
- }
- else
- {
- for (j=0 ; j<3 ; j++)
- rOrig[j] = vector3_dot(vector3_subtracted(Orig, txl_origin), txl_matrix[j]) + txl_origin[j];
- for (j=0 ; j<3 ; j++)
- rvecS[j] = vector3_dot(vector3_subtracted(texS, txl_origin), txl_matrix[j]) + txl_origin[j];
- for (j=0 ; j<3 ; j++)
- rvecT[j] = vector3_dot(vector3_subtracted(texT, txl_origin), txl_matrix[j]) + txl_origin[j];
- // we also need the axis base of the target plane, apply the transformation matrix to the normal too..
- for (j=0 ; j<3 ; j++)
- rNormal[j] = vector3_dot(f->plane.normal, txl_matrix[j]);
- }
+ // input: Orig, texS, texT (and the global locking params)
+ // ouput: rOrig, rvecS, rvecT, rNormal
+ if ( txlock_bRotation ) {
+ // rotation vector
+ VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
+ vRotate[txl_nAxis] = txl_fDeg;
+ VectorRotateOrigin( Orig, vRotate, txl_vOrigin, rOrig );
+ VectorRotateOrigin( texS, vRotate, txl_vOrigin, rvecS );
+ VectorRotateOrigin( texT, vRotate, txl_vOrigin, rvecT );
+ // compute normal of plane after rotation
+ VectorRotate( f->plane.normal, vRotate, rNormal );
+ }
+ else
+ {
+ VectorSubtract( Orig, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rOrig[j] = DotProduct( temp, txl_matrix[j] ) + txl_origin[j];
+ VectorSubtract( texS, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecS[j] = DotProduct( temp, txl_matrix[j] ) + txl_origin[j];
+ VectorSubtract( texT, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecT[j] = DotProduct( temp, txl_matrix[j] ) + txl_origin[j];
+ // we also need the axis base of the target plane, apply the transformation matrix to the normal too..
+ for ( j = 0 ; j < 3 ; j++ )
+ rNormal[j] = DotProduct( f->plane.normal, txl_matrix[j] );
+ }
// compute rotated plane axis base
ComputeAxisBase( rNormal, rtexS, rtexT );
// compute S/T coordinates of the three points in rotated axis base ( in M matrix )
- lOrig[0] = vector3_dot( rOrig, rtexS );
- lOrig[1] = vector3_dot( rOrig, rtexT );
- lvecS[0] = vector3_dot( rvecS, rtexS );
- lvecS[1] = vector3_dot( rvecS, rtexT );
- lvecT[0] = vector3_dot( rvecT, rtexS );
- lvecT[1] = vector3_dot( rvecT, rtexT );
+ lOrig[0] = DotProduct( rOrig, rtexS );
+ lOrig[1] = DotProduct( rOrig, rtexT );
+ lvecS[0] = DotProduct( rvecS, rtexS );
+ lvecS[1] = DotProduct( rvecS, rtexT );
+ lvecT[0] = DotProduct( rvecT, rtexS );
+ lvecT[1] = DotProduct( rvecT, rtexT );
M[0][0] = lOrig[0]; M[1][0] = lOrig[1]; M[2][0] = 1.0f;
M[0][1] = lvecS[0]; M[1][1] = lvecS[1]; M[2][1] = 1.0f;
M[0][2] = lvecT[0]; M[1][2] = lvecT[1]; M[2][2] = 1.0f;
// fill data vector
- D[0][0]=f->brushprimit_texdef.coords[0][2];
- D[0][1]=f->brushprimit_texdef.coords[0][0]+f->brushprimit_texdef.coords[0][2];
- D[0][2]=f->brushprimit_texdef.coords[0][1]+f->brushprimit_texdef.coords[0][2];
- D[1][0]=f->brushprimit_texdef.coords[1][2];
- D[1][1]=f->brushprimit_texdef.coords[1][0]+f->brushprimit_texdef.coords[1][2];
- D[1][2]=f->brushprimit_texdef.coords[1][1]+f->brushprimit_texdef.coords[1][2];
+ D[0][0] = f->brushprimit_texdef.coords[0][2];
+ D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
+ D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
+ D[1][0] = f->brushprimit_texdef.coords[1][2];
+ D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
+ D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
// texture locking
// called before the points on the face are actually rotated
-void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, Vector3& vOrigin )
-{
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = true;
- txl_nAxis = nAxis;
- txl_fDeg = fDeg;
- VectorCopy(vOrigin, txl_vOrigin);
- TextureLockTransformation_BrushPrimit(f);
+void RotateFaceTexture_BrushPrimit( face_t *f, int nAxis, float fDeg, vec3_t vOrigin ){
+ // this is a placeholder to call the general texture locking algorithm
+ txlock_bRotation = true;
+ txl_nAxis = nAxis;
+ txl_fDeg = fDeg;
+ VectorCopy( vOrigin, txl_vOrigin );
+ TextureLockTransformation_BrushPrimit( f );
}
// compute the new brush primit texture matrix for a transformation matrix and a flip order flag (change plane orientation)
// this matches the select_matrix algo used in select.cpp
// this needs to be called on the face BEFORE any geometric transformation
// it will compute the texture matrix that will represent the same texture on the face after the geometric transformation is done
-void ApplyMatrix_BrushPrimit(face_t *f, Vector3 matrix[3], Vector3& origin)
-{
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = false;
- VectorCopy(matrix[0], txl_matrix[0]);
- VectorCopy(matrix[1], txl_matrix[1]);
- VectorCopy(matrix[2], txl_matrix[2]);
- VectorCopy(origin, txl_origin);
- TextureLockTransformation_BrushPrimit(f);
+void ApplyMatrix_BrushPrimit( face_t *f, vec3_t matrix[3], vec3_t origin ){
+ // this is a placeholder to call the general texture locking algorithm
+ txlock_bRotation = false;
+ VectorCopy( matrix[0], txl_matrix[0] );
+ VectorCopy( matrix[1], txl_matrix[1] );
+ VectorCopy( matrix[2], txl_matrix[2] );
+ VectorCopy( origin, txl_origin );
+ TextureLockTransformation_BrushPrimit( f );
}
-#endif
// don't do C==A!
-void BPMatMul(float A[2][3], float B[2][3], float C[2][3])
-{
- C[0][0] = A[0][0]*B[0][0]+A[0][1]*B[1][0];
- C[1][0] = A[1][0]*B[0][0]+A[1][1]*B[1][0];
- C[0][1] = A[0][0]*B[0][1]+A[0][1]*B[1][1];
- C[1][1] = A[1][0]*B[0][1]+A[1][1]*B[1][1];
- C[0][2] = A[0][0]*B[0][2]+A[0][1]*B[1][2]+A[0][2];
- C[1][2] = A[1][0]*B[0][2]+A[1][1]*B[1][2]+A[1][2];
+void BPMatMul( vec_t A[2][3], vec_t B[2][3], vec_t C[2][3] ){
+ C[0][0] = A[0][0] * B[0][0] + A[0][1] * B[1][0];
+ C[1][0] = A[1][0] * B[0][0] + A[1][1] * B[1][0];
+ C[0][1] = A[0][0] * B[0][1] + A[0][1] * B[1][1];
+ C[1][1] = A[1][0] * B[0][1] + A[1][1] * B[1][1];
+ C[0][2] = A[0][0] * B[0][2] + A[0][1] * B[1][2] + A[0][2];
+ C[1][2] = A[1][0] * B[0][2] + A[1][1] * B[1][2] + A[1][2];
}
-void BPMatDump(float A[2][3])
-{
- globalOutputStream() << "" << A[0][0]
- << " " << A[0][1]
- << " " << A[0][2]
- << "\n" << A[1][0]
- << " " << A[1][2]
- << " " << A[1][2]
- << "\n0 0 1\n";
+void BPMatDump( vec_t A[2][3] ){
+ Sys_Printf( "%g %g %g\n%g %g %g\n0 0 1\n", A[0][0], A[0][1], A[0][2], A[1][0], A[1][1], A[1][2] );
}
-void BPMatRotate(float A[2][3], float theta)
-{
- float m[2][3];
- float aux[2][3];
- memset(&m, 0, sizeof(float)*6);
- m[0][0] = static_cast<float>(cos(degrees_to_radians(theta)));
- m[0][1] = static_cast<float>(-sin(degrees_to_radians(theta)));
- m[1][0] = -m[0][1];
- m[1][1] = m[0][0];
- BPMatMul(A, m, aux);
- BPMatCopy(aux,A);
+void BPMatRotate( vec_t A[2][3], float theta ){
+ vec_t m[2][3];
+ vec_t aux[2][3];
+ memset( &m, 0, sizeof( vec_t ) * 6 );
+ m[0][0] = cos( theta * Q_PI / 180.0 );
+ m[0][1] = -sin( theta * Q_PI / 180.0 );
+ m[1][0] = -m[0][1];
+ m[1][1] = m[0][0];
+ BPMatMul( A, m, aux );
+ BPMatCopy( aux,A );
}
-#if 0 // camera-relative texture shift
// get the relative axes of the current texturing
-void BrushPrimit_GetRelativeAxes(face_t *f, Vector3& vecS, Vector3& vecT)
-{
- float vS[2],vT[2];
- // first we compute them as expressed in plane axis base
- // BP matrix has coordinates of plane axis base expressed in geometric axis base
- // so we use the line vectors
- vS[0] = f->brushprimit_texdef.coords[0][0];
- vS[1] = f->brushprimit_texdef.coords[0][1];
- vT[0] = f->brushprimit_texdef.coords[1][0];
- vT[1] = f->brushprimit_texdef.coords[1][1];
- // now compute those vectors in geometric space
- Vector3 texS, texT; // axis base of the plane (geometric)
- ComputeAxisBase(f->plane.normal, texS, texT);
- // vecS[] = vS[0].texS[] + vS[1].texT[]
- // vecT[] = vT[0].texS[] + vT[1].texT[]
- vecS[0] = vS[0]*texS[0] + vS[1]*texT[0];
- vecS[1] = vS[0]*texS[1] + vS[1]*texT[1];
- vecS[2] = vS[0]*texS[2] + vS[1]*texT[2];
- vecT[0] = vT[0]*texS[0] + vT[1]*texT[0];
- vecT[1] = vT[0]*texS[1] + vT[1]*texT[1];
- vecT[2] = vT[0]*texS[2] + vT[1]*texT[2];
-}
-
-// brush primitive texture adjustments, use the camera view to map adjustments
-// ShiftTextureRelative_BrushPrimit ( s , t ) will shift relative to the texture
-void ShiftTextureRelative_Camera(face_t *f, int x, int y)
-{
- Vector3 vecS, vecT;
- float XY[2]; // the values we are going to send for translation
- float sgn[2]; // +1 or -1
- int axis[2];
- CamWnd* pCam;
-
- // get the two relative texture axes for the current texturing
- BrushPrimit_GetRelativeAxes(f, vecS, vecT);
-
- // center point of the face, project it on the camera space
- Vector3 C;
- VectorClear(C);
- int i;
- for (i=0; i<f->face_winding->numpoints; i++)
- {
- VectorAdd(C,f->face_winding->point_at(i),C);
- }
- VectorScale(C,1.0/f->face_winding->numpoints,C);
-
- pCam = g_pParentWnd->GetCamWnd();
- pCam->MatchViewAxes(C, vecS, axis[0], sgn[0]);
- pCam->MatchViewAxes(C, vecT, axis[1], sgn[1]);
-
- // this happens when the two directions can't be mapped on two different directions on the screen
- // then the move will occur against a single axis
- // (i.e. the user is not positioned well enough to send understandable shift commands)
- // NOTE: in most cases this warning is not very relevant because the user would use one of the two axes
- // for which the solution is easy (the other one being unknown)
- // so this warning could be removed
- if (axis[0] == axis[1])
- globalOutputStream() << "Warning: degenerate in ShiftTextureRelative_Camera\n";
-
- // compute the X Y geometric increments
- // those geometric increments will be applied along the texture axes (the ones we computed above)
- XY[0] = 0;
- XY[1] = 0;
- if (x!=0)
- {
- // moving right/left
- XY[axis[0]] += sgn[0]*x;
- }
- if (y!=0)
- {
- XY[axis[1]] += sgn[1]*y;
- }
- // we worked out a move along vecS vecT, and we now it's geometric amplitude
- // apply it
- ShiftTextureRelative_BrushPrimit(f, XY[0], XY[1]);
-}
-#endif
-
-
-void BPTexdef_Assign(brushprimit_texdef_t& bp_td, const brushprimit_texdef_t& bp_other)
-{
- bp_td = bp_other;
-}
-
-void BPTexdef_Shift(brushprimit_texdef_t& bp_td, float s, float t)
-{
- // shift a texture (texture adjustments) along it's current texture axes
- // x and y are geometric values, which we must compute as ST increments
- // this depends on the texture size and the pixel/texel ratio
- // as a ratio against texture size
- // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
- bp_td.coords[0][2] -= s;
- bp_td.coords[1][2] += t;
-}
-
-void BPTexdef_Scale(brushprimit_texdef_t& bp_td, float s, float t)
-{
- // apply same scale as the spinner button of the surface inspector
- texdef_t texdef;
- // compute fake shift scale rot
- TexMatToFakeTexCoords( bp_td, texdef );
- // update
- texdef.scale[0] += s;
- texdef.scale[1] += t;
- // compute new normalized texture matrix
- FakeTexCoordsToTexMat( texdef, bp_td );
-}
-
-void BPTexdef_Rotate(brushprimit_texdef_t& bp_td, float angle)
-{
- // apply same scale as the spinner button of the surface inspector
- texdef_t texdef;
- // compute fake shift scale rot
- TexMatToFakeTexCoords( bp_td, texdef );
- // update
- texdef.rotate += angle;
- // compute new normalized texture matrix
- FakeTexCoordsToTexMat( texdef, bp_td );
-}
-
-void BPTexdef_Construct(brushprimit_texdef_t& bp_td, std::size_t width, std::size_t height)
-{
- bp_td.coords[0][0] = 1.0f;
- bp_td.coords[1][1] = 1.0f;
- ConvertTexMatWithDimensions(bp_td.coords, 2, 2, bp_td.coords, width, height);
-}
-
-void Texdef_Assign(TextureProjection& projection, const TextureProjection& other)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Assign(projection.m_brushprimit_texdef, other.m_brushprimit_texdef);
- }
- else
- {
- Texdef_Assign(projection.m_texdef, other.m_texdef);
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- projection.m_basis_s = other.m_basis_s;
- projection.m_basis_t = other.m_basis_t;
- }
- }
-}
-
-void Texdef_Shift(TextureProjection& projection, float s, float t)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Shift(projection.m_brushprimit_texdef, s, t);
- }
- else
- {
- Texdef_Shift(projection.m_texdef, s, t);
- }
-}
-
-void Texdef_Scale(TextureProjection& projection, float s, float t)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Scale(projection.m_brushprimit_texdef, s, t);
- }
- else
- {
- Texdef_Scale(projection.m_texdef, s, t);
- }
-}
-
-void Texdef_Rotate(TextureProjection& projection, float angle)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- BPTexdef_Rotate(projection.m_brushprimit_texdef, angle);
- }
- else
+void BrushPrimit_GetRelativeAxes( face_t *f, vec3_t vecS, vec3_t vecT ){
+ vec_t vS[2],vT[2];
+ // first we compute them as expressed in plane axis base
+ // BP matrix has coordinates of plane axis base expressed in geometric axis base
+ // so we use the line vectors
+ vS[0] = f->brushprimit_texdef.coords[0][0];
+ vS[1] = f->brushprimit_texdef.coords[0][1];
+ vT[0] = f->brushprimit_texdef.coords[1][0];
+ vT[1] = f->brushprimit_texdef.coords[1][1];
+ // now compute those vectors in geometric space
+ vec3_t texS, texT; // axis base of the plane (geometric)
+ ComputeAxisBase( f->plane.normal, texS, texT );
+ // vecS[] = vS[0].texS[] + vS[1].texT[]
+ // vecT[] = vT[0].texS[] + vT[1].texT[]
+ vecS[0] = vS[0] * texS[0] + vS[1] * texT[0];
+ vecS[1] = vS[0] * texS[1] + vS[1] * texT[1];
+ vecS[2] = vS[0] * texS[2] + vS[1] * texT[2];
+ vecT[0] = vT[0] * texS[0] + vT[1] * texT[0];
+ vecT[1] = vT[0] * texS[1] + vT[1] * texT[1];
+ vecT[2] = vT[0] * texS[2] + vT[1] * texT[2];
+}
+
+// GL matrix 4x4 product (3D homogeneous matrix)
+// NOTE: the crappy thing is that GL doesn't follow the standard convention [line][column]
+// otherwise it's all good
+void GLMatMul( vec_t M[4][4], vec_t A[4], vec_t B[4] ){
+ unsigned short i,j;
+ for ( i = 0; i < 4; i++ )
{
- Texdef_Rotate(projection.m_texdef, angle);
+ B[i] = 0.0;
+ for ( j = 0; j < 4; j++ )
+ {
+ B[i] += M[j][i] * A[j];
+ }
}
}
-void Texdef_FitTexture(TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
-{
- if(w.numpoints < 3)
- {
- return;
- }
-
- Matrix4 st2tex;
- Texdef_toTransform(projection, (float)width, (float)height, st2tex);
-
- // the current texture transform
- Matrix4 local2tex = st2tex;
- {
- Matrix4 xyz2st;
- Texdef_basisForNormal(projection, normal, xyz2st);
- matrix4_multiply_by_matrix4(local2tex, xyz2st);
- }
-
- // the bounds of the current texture transform
- AABB bounds;
- for(Winding::const_iterator i = w.begin(); i != w.end(); ++i)
- {
- Vector3 texcoord = matrix4_transformed_point(local2tex, (*i).vertex);
- aabb_extend_by_point_safe(bounds, texcoord);
- }
- bounds.origin.z() = 0;
- bounds.extents.z() = 1;
-
- // the bounds of a perfectly fitted texture transform
- AABB perfect(Vector3(s_repeat * 0.5, t_repeat * 0.5, 0), Vector3(s_repeat * 0.5, t_repeat * 0.5, 1));
-
- // the difference between the current texture transform and the perfectly fitted transform
- Matrix4 matrix(matrix4_translation_for_vec3(bounds.origin - perfect.origin));
- matrix4_pivoted_scale_by_vec3(matrix, bounds.extents / perfect.extents, perfect.origin);
- matrix4_affine_invert(matrix);
-
- // apply the difference to the current texture transform
- matrix4_premultiply_by_matrix4(st2tex, matrix);
-
- Texdef_fromTransform(projection, (float)width, (float)height, st2tex);
- Texdef_normalise(projection, (float)width, (float)height);
-}
-
-float Texdef_getDefaultTextureScale()
-{
- return g_texdef_default_scale;
-}
-
-void TexDef_Construct_Default(TextureProjection& projection)
-{
- projection.m_texdef.scale[0] = Texdef_getDefaultTextureScale();
- projection.m_texdef.scale[1] = Texdef_getDefaultTextureScale();
-
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- FakeTexCoordsToTexMat(projection.m_texdef, projection.m_brushprimit_texdef);
- }
-}
-
-
-
-void ShiftScaleRotate_fromFace(texdef_t& shiftScaleRotate, const TextureProjection& projection)
-{
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- TexMatToFakeTexCoords(projection.m_brushprimit_texdef, shiftScaleRotate);
- }
- else
- {
- shiftScaleRotate = projection.m_texdef;
- }
+qboolean IsBrushPrimitMode(){
+ return( g_qeglobals.m_bBrushPrimitMode );
}
-
-void ShiftScaleRotate_toFace(const texdef_t& shiftScaleRotate, TextureProjection& projection)
-{
- if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
- {
- // compute texture matrix
- // the matrix returned must be understood as a qtexture_t with width=2 height=2
- FakeTexCoordsToTexMat( shiftScaleRotate, projection.m_brushprimit_texdef );
- }
- else
- {
- projection.m_texdef = shiftScaleRotate;
- }
-}
-
-
-inline void print_vector3(const Vector3& v)
-{
- globalOutputStream() << "( " << v.x() << " " << v.y() << " " << v.z() << " )\n";
-}
-
-inline void print_3x3(const Matrix4& m)
-{
- globalOutputStream() << "( " << m.xx() << " " << m.xy() << " " << m.xz() << " ) "
- << "( " << m.yx() << " " << m.yy() << " " << m.yz() << " ) "
- << "( " << m.zx() << " " << m.zy() << " " << m.zz() << " )\n";
-}
-
-
-inline Matrix4 matrix4_rotation_for_vector3(const Vector3& x, const Vector3& y, const Vector3& z)
-{
- return Matrix4(
- x.x(), x.y(), x.z(), 0,
- y.x(), y.y(), y.z(), 0,
- z.x(), z.y(), z.z(), 0,
- 0, 0, 0, 1
- );
-}
-
-inline Matrix4 matrix4_swap_axes(const Vector3& from, const Vector3& to)
-{
- if(from.x() != 0 && to.y() != 0)
- {
- return matrix4_rotation_for_vector3(to, from, g_vector3_axis_z);
- }
-
- if(from.x() != 0 && to.z() != 0)
- {
- return matrix4_rotation_for_vector3(to, g_vector3_axis_y, from);
- }
-
- if(from.y() != 0 && to.z() != 0)
- {
- return matrix4_rotation_for_vector3(g_vector3_axis_x, to, from);
- }
-
- if(from.y() != 0 && to.x() != 0)
- {
- return matrix4_rotation_for_vector3(from, to, g_vector3_axis_z);
- }
-
- if(from.z() != 0 && to.x() != 0)
- {
- return matrix4_rotation_for_vector3(from, g_vector3_axis_y, to);
- }
-
- if(from.z() != 0 && to.y() != 0)
- {
- return matrix4_rotation_for_vector3(g_vector3_axis_x, from, to);
- }
-
- ERROR_MESSAGE("unhandled axis swap case");
-
- return g_matrix4_identity;
-}
-
-inline Matrix4 matrix4_reflection_for_plane(const Plane3& plane)
-{
- return Matrix4(
- static_cast<float>(1 - (2 * plane.a * plane.a)),
- static_cast<float>(-2 * plane.a * plane.b),
- static_cast<float>(-2 * plane.a * plane.c),
- 0,
- static_cast<float>(-2 * plane.b * plane.a),
- static_cast<float>(1 - (2 * plane.b * plane.b)),
- static_cast<float>(-2 * plane.b * plane.c),
- 0,
- static_cast<float>(-2 * plane.c * plane.a),
- static_cast<float>(-2 * plane.c * plane.b),
- static_cast<float>(1 - (2 * plane.c * plane.c)),
- 0,
- static_cast<float>(-2 * plane.d * plane.a),
- static_cast<float>(-2 * plane.d * plane.b),
- static_cast<float>(-2 * plane.d * plane.c),
- 1
- );
-}
-
-inline Matrix4 matrix4_reflection_for_plane45(const Plane3& plane, const Vector3& from, const Vector3& to)
-{
- Vector3 first = from;
- Vector3 second = to;
-
- if(vector3_dot(from, plane.normal()) > 0 == vector3_dot(to, plane.normal()) > 0)
- {
- first = vector3_negated(first);
- second = vector3_negated(second);
- }
-
-#if 0
- globalOutputStream() << "normal: ";
- print_vector3(plane.normal());
-
- globalOutputStream() << "from: ";
- print_vector3(first);
-
- globalOutputStream() << "to: ";
- print_vector3(second);
-#endif
-
- Matrix4 swap = matrix4_swap_axes(first, second);
-
- Matrix4 tmp = matrix4_reflection_for_plane(plane);
-
- swap.tx() = -static_cast<float>(-2 * plane.a * plane.d);
- swap.ty() = -static_cast<float>(-2 * plane.b * plane.d);
- swap.tz() = -static_cast<float>(-2 * plane.c * plane.d);
-
- return swap;
-}
-
-void Texdef_transformLocked(TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const Matrix4& identity2transformed)
-{
- //globalOutputStream() << "identity2transformed: " << identity2transformed << "\n";
-
- //globalOutputStream() << "plane.normal(): " << plane.normal() << "\n";
-
- Vector3 normalTransformed(matrix4_transformed_direction(identity2transformed, plane.normal()));
-
- //globalOutputStream() << "normalTransformed: " << normalTransformed << "\n";
-
- // identity: identity space
- // transformed: transformation
- // stIdentity: base st projection space before transformation
- // stTransformed: base st projection space after transformation
- // stOriginal: original texdef space
-
- // stTransformed2stOriginal = stTransformed -> transformed -> identity -> stIdentity -> stOriginal
-
- Matrix4 identity2stIdentity;
- Texdef_basisForNormal(projection, plane.normal(), identity2stIdentity);
- //globalOutputStream() << "identity2stIdentity: " << identity2stIdentity << "\n";
-
- if(g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_HALFLIFE)
- {
- matrix4_transform_direction(identity2transformed, projection.m_basis_s);
- matrix4_transform_direction(identity2transformed, projection.m_basis_t);
- }
-
- Matrix4 transformed2stTransformed;
- Texdef_basisForNormal(projection, normalTransformed, transformed2stTransformed);
-
- Matrix4 stTransformed2identity(matrix4_affine_inverse(matrix4_multiplied_by_matrix4(transformed2stTransformed, identity2transformed)));
-
- Vector3 originalProjectionAxis(vector4_to_vector3(matrix4_affine_inverse(identity2stIdentity).z()));
-
- Vector3 transformedProjectionAxis(vector4_to_vector3(stTransformed2identity.z()));
-
- Matrix4 stIdentity2stOriginal;
- Texdef_toTransform(projection, (float)width, (float)height, stIdentity2stOriginal);
- Matrix4 identity2stOriginal(matrix4_multiplied_by_matrix4(stIdentity2stOriginal, identity2stIdentity));
-
- //globalOutputStream() << "originalProj: " << originalProjectionAxis << "\n";
- //globalOutputStream() << "transformedProj: " << transformedProjectionAxis << "\n";
- double dot = vector3_dot(originalProjectionAxis, transformedProjectionAxis);
- //globalOutputStream() << "dot: " << dot << "\n";
- if(dot == 0)
- {
- // The projection axis chosen for the transformed normal is at 90 degrees
- // to the transformed projection axis chosen for the original normal.
- // This happens when the projection axis is ambiguous - e.g. for the plane
- // 'X == Y' the projection axis could be either X or Y.
- //globalOutputStream() << "flipped\n";
-#if 0
- globalOutputStream() << "projection off by 90\n";
- globalOutputStream() << "normal: ";
- print_vector3(plane.normal());
- globalOutputStream() << "original projection: ";
- print_vector3(originalProjectionAxis);
- globalOutputStream() << "transformed projection: ";
- print_vector3(transformedProjectionAxis);
-#endif
-
- Matrix4 identityCorrected = matrix4_reflection_for_plane45(plane, originalProjectionAxis, transformedProjectionAxis);
-
- identity2stOriginal = matrix4_multiplied_by_matrix4(identity2stOriginal, identityCorrected);
- }
-
- Matrix4 stTransformed2stOriginal = matrix4_multiplied_by_matrix4(identity2stOriginal, stTransformed2identity);
-
- Texdef_fromTransform(projection, (float)width, (float)height, stTransformed2stOriginal);
- Texdef_normalise(projection, (float)width, (float)height);
-}
-
-#if 1
-void Q3_to_matrix(const texdef_t& texdef, float width, float height, const Vector3& normal, Matrix4& matrix)
-{
- Normal_GetTransform(normal, matrix);
-
- Matrix4 transform;
-
- Texdef_toTransform(texdef, width, height, transform);
-
- matrix4_multiply_by_matrix4(matrix, transform);
-}
-
-void BP_from_matrix(brushprimit_texdef_t& bp_texdef, const Vector3& normal, const Matrix4& transform)
-{
- Matrix4 basis;
- basis = g_matrix4_identity;
- ComputeAxisBase(normal, vector4_to_vector3(basis.x()), vector4_to_vector3(basis.y()));
- vector4_to_vector3(basis.z()) = normal;
- matrix4_transpose(basis);
- matrix4_affine_invert(basis);
-
- Matrix4 basis2texture = matrix4_multiplied_by_matrix4(basis, transform);
-
- BPTexdef_fromTransform(bp_texdef, basis2texture);
-}
-
-void Q3_to_BP(const texdef_t& texdef, float width, float height, const Vector3& normal, brushprimit_texdef_t& bp_texdef)
-{
- Matrix4 matrix;
- Q3_to_matrix(texdef, width, height, normal, matrix);
- BP_from_matrix(bp_texdef, normal, matrix);
-}
-#endif