brush_primit.cpp
来自「quake3工具源码。包括生成bsp文件」· C++ 代码 · 共 441 行 · 第 1/2 页
CPP
441 行
GetToken(false);
f->brushprimit_texdef.coords[1][j]=atof(token);
}
GetToken (false);
if (strcmp(token, ")"))
{
Warning ("parsing brush primitive");
return;
}
GetToken (false);
if (strcmp(token, ")"))
{
Warning ("parsing brush primitive");
return;
}
// read the texturedef
GetToken (false);
//strcpy(f->texdef.name, token);
f->texdef.SetName(token);
if (TokenAvailable ())
{
GetToken (false);
f->texdef.contents = atoi(token);
GetToken (false);
f->texdef.flags = atoi(token);
GetToken (false);
f->texdef.value = atoi(token);
}
}
} while (1);
}
// 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 _DEBUG
// check this matrix is orthogonal
if (fabs(texMat[0][0]*texMat[0][1]+texMat[1][0]*texMat[1][1])>ZERO_EPSILON)
Sys_Printf("Warning : non orthogonal texture matrix in TexMatToFakeTexCoords\n");
#endif
scale[0]=sqrt(texMat[0][0]*texMat[0][0]+texMat[1][0]*texMat[1][0]);
scale[1]=sqrt(texMat[0][1]*texMat[0][1]+texMat[1][1]*texMat[1][1]);
#ifdef _DEBUG
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 _DEBUG
// 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], texMat[0][0] ) );
shift[0] = -texMat[0][2];
shift[1] = texMat[1][2];
}
// 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] * cos( DEG2RAD( rot ) );
texMat[1][0] = scale[0] * sin( DEG2RAD( rot ) );
texMat[0][1] = -1.0f * scale[1] * sin( DEG2RAD( rot ) );
texMat[1][1] = scale[1] * cos( DEG2RAD( rot ) );
texMat[0][2] = -shift[0];
texMat[1][2] = shift[1];
}
// convert a texture matrix between two qtexture_t
// if NULL for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, 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->coords[0][0]=s1*texMat1->coords[0][0];
texMat2->coords[0][1]=s1*texMat1->coords[0][1];
texMat2->coords[0][2]=s1*texMat1->coords[0][2];
texMat2->coords[1][0]=s2*texMat1->coords[1][0];
texMat2->coords[1][1]=s2*texMat1->coords[1][1];
texMat2->coords[1][2]=s2*texMat1->coords[1][2];
}
// texture locking
void Face_MoveTexture_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 = 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];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
f->brushprimit_texdef.coords[0][1] = SarrusDet( M[0], D[0], M[2] ) / det;
f->brushprimit_texdef.coords[0][2] = SarrusDet( M[0], M[1], D[0] ) / det;
f->brushprimit_texdef.coords[1][0] = SarrusDet( D[1], M[1], M[2] ) / det;
f->brushprimit_texdef.coords[1][1] = SarrusDet( M[0], D[1], M[2] ) / det;
f->brushprimit_texdef.coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
}
// call Face_MoveTexture_BrushPrimit after vec3_t computation
void Select_ShiftTexture_BrushPrimit( face_t *f, int x, int y )
{
vec3_t texS,texT;
vec3_t delta;
ComputeAxisBase( f->plane.normal, texS, texT );
VectorScale( texS, static_cast<float>(x), texS );
VectorScale( texT, static_cast<float>(y), texT );
VectorCopy( texS, delta );
VectorAdd( delta, texT, delta );
Face_MoveTexture_BrushPrimit( f, delta );
}
// texture locking
// called before the points on the face are actually rotated
void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, vec3_t vOrigin )
{
vec3_t texS,texT; // axis base of the initial plane
vec3_t vRotate; // rotation vector
vec3_t Orig;
vec3_t rOrig,rvecS,rvecT; // (0,0) (1,0) (0,1) ( initial plane axis base ) after rotation ( world axis base )
vec3_t rNormal; // normal of the plane after rotation
vec3_t rtexS,rtexT; // axis base of the rotated 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 );
// compute coordinates of (0,0) (1,0) (0,1) ( initial plane axis base ) after rotation
// (0,0) (1,0) (0,1) ( initial plane axis base ) <-> (0,0,0) texS texT ( world axis base )
// rotation vector
VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
vRotate[nAxis]=fDeg;
VectorSet( Orig, 0.0f, 0.0f, 0.0f );
VectorRotate( Orig, vRotate, vOrigin, rOrig );
VectorRotate( texS, vRotate, vOrigin, rvecS );
VectorRotate( texT, vRotate, vOrigin, rvecT );
// compute normal of plane after rotation
VectorRotate( f->plane.normal, vRotate, rNormal );
// 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] = 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];
// solve
det = SarrusDet( M[0], M[1], M[2] );
f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
f->brushprimit_texdef.coords[0][1] = SarrusDet( M[0], D[0], M[2] ) / det;
f->brushprimit_texdef.coords[0][2] = SarrusDet( M[0], M[1], D[0] ) / det;
f->brushprimit_texdef.coords[1][0] = SarrusDet( D[1], M[1], M[2] ) / det;
f->brushprimit_texdef.coords[1][1] = SarrusDet( M[0], D[1], M[2] ) / det;
f->brushprimit_texdef.coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
}
// best fitted 2D vector is x.X+y.Y
void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y )
{
double sx,sy;
sx = DotProduct( v, X );
sy = DotProduct( v, Y );
if ( fabs(sy) > fabs(sx) )
{
x = 0;
if ( sy > 0.0 )
y = 1;
else
y = -1;
}
else
{
y = 0;
if ( sx > 0.0 )
x = 1;
else
x = -1;
}
}
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