void solveFriction_BStatic(const PxcSolverConstraintDesc& desc, PxcSolverContext& /*cache*/) { PxcSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angVel0 = V3LoadA(b0.angularVelocity); const PxU8* PX_RESTRICT currPtr = desc.constraint; const PxU8* PX_RESTRICT last = currPtr + getConstraintLength(desc); //hopefully pointer aliasing doesn't bite. //PxVec3 l0, a0; //PxVec3_From_Vec3V(linVel0, l0); //PxVec3_From_Vec3V(angVel0, a0); //PX_ASSERT(l0.isFinite()); //PX_ASSERT(a0.isFinite()); while(currPtr < last) { const PxcSolverFrictionHeader* PX_RESTRICT frictionHeader = (PxcSolverFrictionHeader*)currPtr; const PxU32 numFrictionConstr = frictionHeader->numFrictionConstr; currPtr +=sizeof(PxcSolverFrictionHeader); PxF32* appliedImpulse = (PxF32*)currPtr; currPtr +=frictionHeader->getAppliedForcePaddingSize(); PxcSolverFriction* PX_RESTRICT frictions = (PxcSolverFriction*)currPtr; currPtr += numFrictionConstr * sizeof(PxcSolverFriction); const FloatV staticFriction = frictionHeader->getStaticFriction(); for(PxU32 i=0;i<numFrictionConstr;i++) { PxcSolverFriction& f = frictions[i]; Ps::prefetchLine(&frictions[i+1]); const Vec3V t0 = Vec3V_From_Vec4V(f.normalXYZ_appliedForceW); const Vec3V raXt0 = Vec3V_From_Vec4V(f.raXnXYZ_velMultiplierW); const FloatV appliedForce = V4GetW(f.normalXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(f.raXnXYZ_velMultiplierW); const FloatV targetVel = V4GetW(f.rbXnXYZ_targetVelocityW); //const FloatV normalImpulse = contacts[f.contactIndex].getAppliedForce(); const FloatV normalImpulse = FLoad(appliedImpulse[f.contactIndex]); const FloatV maxFriction = FMul(staticFriction, normalImpulse); const FloatV nMaxFriction = FNeg(maxFriction); //Compute the normal velocity of the constraint. const FloatV t0Vel1 = V3Dot(t0, linVel0); const FloatV t0Vel2 = V3Dot(raXt0, angVel0); //const FloatV unbiasedErr = FMul(targetVel, velMultiplier); //const FloatV biasedErr = FMulAdd(targetVel, velMultiplier, nScaledBias); const FloatV t0Vel = FAdd(t0Vel1, t0Vel2); const Vec3V delAngVel0 = Vec3V_From_Vec4V(f.delAngVel0_InvMassADom); const Vec3V delLinVel0 = V3Scale(t0, V4GetW(f.delAngVel0_InvMassADom)); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate //FloatV deltaF = FSub(scaledBias, FMul(t0Vel, velMultiplier));//FNeg(FMul(t0Vel, velMultiplier)); //FloatV deltaF = FMul(t0Vel, velMultiplier); //FloatV newForce = FMulAdd(t0Vel, velMultiplier, appliedForce); const FloatV tmp = FNegMulSub(targetVel,velMultiplier,appliedForce); FloatV newForce = FMulAdd(t0Vel, velMultiplier, tmp); newForce = FClamp(newForce, nMaxFriction, maxFriction); const FloatV deltaF = FSub(newForce, appliedForce); linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0); angVel0 = V3ScaleAdd(delAngVel0, deltaF, angVel0); f.setAppliedForce(newForce); } } //PxVec3_From_Vec3V(linVel0, l0); //PxVec3_From_Vec3V(angVel0, a0); //PX_ASSERT(l0.isFinite()); //PX_ASSERT(a0.isFinite()); // Write back V3StoreU(linVel0, b0.linearVelocity); V3StoreU(angVel0, b0.angularVelocity); PX_ASSERT(currPtr == last); }
void solveContactCoulomb_BStatic(const PxcSolverConstraintDesc& desc, PxcSolverContext& /*cache*/) { PxcSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angVel0 = V3LoadA(b0.angularVelocity); PxcSolverContactCoulombHeader* firstHeader = (PxcSolverContactCoulombHeader*)desc.constraint; const PxU8* PX_RESTRICT last = desc.constraint + firstHeader->frictionOffset;//getConstraintLength(desc); //hopefully pointer aliasing doesn't bite. const PxU8* PX_RESTRICT currPtr = desc.constraint; const FloatV zero = FZero(); while(currPtr < last) { PxcSolverContactCoulombHeader* PX_RESTRICT hdr = (PxcSolverContactCoulombHeader*)currPtr; currPtr += sizeof(PxcSolverContactCoulombHeader); const PxU32 numNormalConstr = hdr->numNormalConstr; PxcSolverContact* PX_RESTRICT contacts = (PxcSolverContact*)currPtr; Ps::prefetchLine(contacts); currPtr += numNormalConstr * sizeof(PxcSolverContact); PxF32* appliedImpulse = (PxF32*) (((PxU8*)hdr) + hdr->frictionOffset + sizeof(PxcSolverFrictionHeader)); Ps::prefetchLine(appliedImpulse); const Vec3V normal = hdr->getNormal(); const FloatV invMassDom0 = FLoad(hdr->dominance0); FloatV normalVel1 = V3Dot(normal, linVel0); const Vec3V delLinVel0 = V3Scale(normal, invMassDom0); FloatV accumDeltaF = zero; //FloatV accumImpulse = zero; for(PxU32 i=0;i<numNormalConstr;i++) { PxcSolverContact& c = contacts[i]; Ps::prefetchLine(&contacts[i+1]); //const Vec4V normalXYZ_velMultiplierW = c.normalXYZ_velMultiplierW; const Vec4V raXnXYZ_appliedForceW = c.raXnXYZ_appliedForceW; const Vec4V rbXnXYZ_velMultiplierW = c.rbXnXYZ_velMultiplierW; //const Vec3V normal = c.normal; //const Vec3V normal = Vec3V_From_Vec4V(normalXYZ_velMultiplierW); const Vec3V raXn = Vec3V_From_Vec4V(raXnXYZ_appliedForceW); const FloatV appliedForce = V4GetW(raXnXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(rbXnXYZ_velMultiplierW); //const FloatV velMultiplier = V4GetW(normalXYZ_velMultiplierW); const Vec3V delAngVel0 = Vec3V_From_Vec4V(c.delAngVel0_InvMassADom); const FloatV targetVel = c.getTargetVelocity(); const FloatV nScaledBias = FNeg(c.getScaledBias()); const FloatV maxImpulse = c.getMaxImpulse(); //Compute the normal velocity of the constraint. //const FloatV normalVel1 = V3Dot(normal, linVel0); const FloatV normalVel2 = V3Dot(raXn, angVel0); const FloatV normalVel = FAdd(normalVel1, normalVel2); //const FloatV unbiasedErr = FMul(targetVel, velMultiplier); const FloatV biasedErr = FMulAdd(targetVel, velMultiplier, nScaledBias); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate const FloatV _deltaF = FMax(FNegMulSub(normalVel, velMultiplier, biasedErr), FNeg(appliedForce)); const FloatV _newForce = FAdd(appliedForce, _deltaF); const FloatV newForce = FMin(_newForce, maxImpulse); const FloatV deltaF = FSub(newForce, appliedForce); //linVel0 = V3MulAdd(delLinVel0, deltaF, linVel0); normalVel1 = FScaleAdd(invMassDom0, deltaF, normalVel1); angVel0 = V3ScaleAdd(delAngVel0, deltaF, angVel0); accumDeltaF = FAdd(accumDeltaF, deltaF); c.setAppliedForce(newForce); Ps::aos::FStore(newForce, &appliedImpulse[i]); Ps::prefetchLine(&appliedImpulse[i], 128); //accumImpulse = FAdd(accumImpulse, newAppliedForce); } linVel0 = V3ScaleAdd(delLinVel0, accumDeltaF, linVel0); //hdr->setAccumlatedForce(accumImpulse); } // Write back V3StoreU(linVel0, b0.linearVelocity); V3StoreU(angVel0, b0.angularVelocity); PX_ASSERT(currPtr == last); }
void PxcArticulationHelper::getImpulseSelfResponse(const PxcFsData& matrix, PxU32 linkID0, const PxcSIMDSpatial& impulse0, PxcSIMDSpatial& deltaV0, PxU32 linkID1, const PxcSIMDSpatial& impulse1, PxcSIMDSpatial& deltaV1) { PX_ASSERT(linkID0 != linkID1); const PxcFsRow* rows = getFsRows(matrix); const PxcFsRowAux* aux = getAux(matrix); const PxcFsJointVectors* jointVectors = getJointVectors(matrix); PX_UNUSED(aux); PxcSIMDSpatial& dV0 = deltaV0, & dV1 = deltaV1; // standard case: parent-child limit if(matrix.parent[linkID1] == linkID0) { const PxcFsRow& r = rows[linkID1]; const PxcFsJointVectors& j = jointVectors[linkID1]; Vec3V lZ = V3Neg(impulse1.linear), aZ = V3Neg(impulse1.angular); Vec3V sz = V3Add(aZ, V3Cross(lZ, j.jointOffset)); lZ = V3Sub(lZ, V3ScaleAdd(r.DSI[0].linear, V3GetX(sz), V3ScaleAdd(r.DSI[1].linear, V3GetY(sz), V3Scale(r.DSI[2].linear, V3GetZ(sz))))); aZ = V3Sub(aZ, V3ScaleAdd(r.DSI[0].angular, V3GetX(sz), V3ScaleAdd(r.DSI[1].angular, V3GetY(sz), V3Scale(r.DSI[2].angular, V3GetZ(sz))))); aZ = V3Add(aZ, V3Cross(j.parentOffset, lZ)); lZ = V3Sub(impulse0.linear, lZ); aZ = V3Sub(impulse0.angular, aZ); dV0 = getImpulseResponseSimd(matrix, linkID0, lZ, aZ); Vec3V aV = dV0.angular; Vec3V lV = V3Sub(dV0.linear, V3Cross(j.parentOffset, aV)); Vec3V n = V3Add(V3Merge(V3Dot(r.DSI[0].linear, lV), V3Dot(r.DSI[1].linear, lV), V3Dot(r.DSI[2].linear, lV)), V3Merge(V3Dot(r.DSI[0].angular, aV), V3Dot(r.DSI[1].angular, aV), V3Dot(r.DSI[2].angular, aV))); n = V3Add(n, M33MulV3(r.D, sz)); lV = V3Sub(lV, V3Cross(j.jointOffset, n)); aV = V3Sub(aV, n); dV1 = PxcSIMDSpatial(lV, aV); } else getImpulseResponseSlow(matrix, linkID0, impulse0, deltaV0, linkID1, impulse1, deltaV1); #if PXC_ARTICULATION_DEBUG_VERIFY PxcSIMDSpatial dV0_, dV1_; PxcFsGetImpulseSelfResponse(matrix, linkID0, impulse0, dV0_, linkID1, impulse1, dV1_); PX_ASSERT(almostEqual(dV0_, dV0, 1e-3f)); PX_ASSERT(almostEqual(dV1_, dV1, 1e-3f)); #endif }
bool pcmContactCapsuleConvex(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); const PxConvexMeshGeometryLL& shapeConvex = shape1.get<const PxConvexMeshGeometryLL>(); const PxCapsuleGeometry& shapeCapsule = shape0.get<const PxCapsuleGeometry>(); PersistentContactManifold& manifold = cache.getManifold(); Ps::prefetchLine(shapeConvex.hullData); PX_ASSERT(transform1.q.isSane()); PX_ASSERT(transform0.q.isSane()); const Vec3V zeroV = V3Zero(); const Vec3V vScale = V3LoadU_SafeReadW(shapeConvex.scale.scale); // PT: safe because 'rotation' follows 'scale' in PxMeshScale const FloatV contactDist = FLoad(params.mContactDistance); const FloatV capsuleHalfHeight = FLoad(shapeCapsule.halfHeight); const FloatV capsuleRadius = FLoad(shapeCapsule.radius); const ConvexHullData* hullData =shapeConvex.hullData; //Transfer A into the local space of B const PsTransformV transf0 = loadTransformA(transform0); const PsTransformV transf1 = loadTransformA(transform1); const PsTransformV curRTrans(transf1.transformInv(transf0)); const PsMatTransformV aToB(curRTrans); const FloatV convexMargin = Gu::CalculatePCMConvexMargin(hullData, vScale); const FloatV capsuleMinMargin = Gu::CalculateCapsuleMinMargin(capsuleRadius); const FloatV minMargin = FMin(convexMargin, capsuleMinMargin); const PxU32 initialContacts = manifold.mNumContacts; const FloatV projectBreakingThreshold = FMul(minMargin, FLoad(1.25f)); const FloatV refreshDist = FAdd(contactDist, capsuleRadius); manifold.refreshContactPoints(aToB, projectBreakingThreshold, refreshDist); //ML: after refreshContactPoints, we might lose some contacts const bool bLostContacts = (manifold.mNumContacts != initialContacts); GjkStatus status = manifold.mNumContacts > 0 ? GJK_UNDEFINED : GJK_NON_INTERSECT; Vec3V closestA(zeroV), closestB(zeroV), normal(zeroV); // from a to b const FloatV zero = FZero(); FloatV penDep = zero; PX_UNUSED(bLostContacts); if(bLostContacts || manifold.invalidate_SphereCapsule(curRTrans, minMargin)) { const bool idtScale = shapeConvex.scale.isIdentity(); manifold.setRelativeTransform(curRTrans); const QuatV vQuat = QuatVLoadU(&shapeConvex.scale.rotation.x); ConvexHullV convexHull(hullData, zeroV, vScale, vQuat, idtScale); convexHull.setMargin(zero); //transform capsule(a) into the local space of convexHull(b) CapsuleV capsule(aToB.p, aToB.rotate(V3Scale(V3UnitX(), capsuleHalfHeight)), capsuleRadius); LocalConvex<CapsuleV> convexA(capsule); const Vec3V initialSearchDir = V3Sub(capsule.getCenter(), convexHull.getCenter()); if(idtScale) { LocalConvex<ConvexHullNoScaleV> convexB(*PX_CONVEX_TO_NOSCALECONVEX(&convexHull)); status = gjkPenetration<LocalConvex<CapsuleV>, LocalConvex<ConvexHullNoScaleV> >(convexA, convexB, initialSearchDir, contactDist, closestA, closestB, normal, penDep, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, true); } else { LocalConvex<ConvexHullV> convexB(convexHull); status = gjkPenetration<LocalConvex<CapsuleV>, LocalConvex<ConvexHullV> >(convexA, convexB, initialSearchDir, contactDist, closestA, closestB, normal, penDep, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, true); } Gu::PersistentContact* manifoldContacts = PX_CP_TO_PCP(contactBuffer.contacts); bool doOverlapTest = false; if(status == GJK_NON_INTERSECT) { return false; } else if(status == GJK_DEGENERATE) { return fullContactsGenerationCapsuleConvex(capsule, convexHull, aToB, transf0, transf1, manifoldContacts, contactBuffer, idtScale, manifold, normal, closestB, convexHull.getMargin(), contactDist, true, renderOutput, FLoad(params.mToleranceLength)); } else { const FloatV replaceBreakingThreshold = FMul(minMargin, FLoad(0.05f)); if(status == GJK_CONTACT) { const Vec3V localPointA = aToB.transformInv(closestA);//curRTrans.transformInv(closestA); const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(normal), penDep); //Add contact to contact stream manifoldContacts[0].mLocalPointA = localPointA; manifoldContacts[0].mLocalPointB = closestB; manifoldContacts[0].mLocalNormalPen = localNormalPen; //Add contact to manifold manifold.addManifoldPoint2(localPointA, closestB, localNormalPen, replaceBreakingThreshold); } else { PX_ASSERT(status == EPA_CONTACT); if(idtScale) { LocalConvex<ConvexHullNoScaleV> convexB(*PX_CONVEX_TO_NOSCALECONVEX(&convexHull)); status= Gu::epaPenetration(convexA, convexB, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, closestA, closestB, normal, penDep, true); } else { LocalConvex<ConvexHullV> convexB(convexHull); status= Gu::epaPenetration(convexA, convexB, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, closestA, closestB, normal, penDep, true); } if(status == EPA_CONTACT) { const Vec3V localPointA = aToB.transformInv(closestA);//curRTrans.transformInv(closestA); const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(normal), penDep); //Add contact to contact stream manifoldContacts[0].mLocalPointA = localPointA; manifoldContacts[0].mLocalPointB = closestB; manifoldContacts[0].mLocalNormalPen = localNormalPen; //Add contact to manifold manifold.addManifoldPoint2(localPointA, closestB, localNormalPen, replaceBreakingThreshold); } else { doOverlapTest = true; } } if(initialContacts == 0 || bLostContacts || doOverlapTest) { return fullContactsGenerationCapsuleConvex(capsule, convexHull, aToB, transf0, transf1, manifoldContacts, contactBuffer, idtScale, manifold, normal, closestB, convexHull.getMargin(), contactDist, doOverlapTest, renderOutput, FLoad(params.mToleranceLength)); } else { //This contact is either come from GJK or EPA normal = transf1.rotate(normal); manifold.addManifoldContactsToContactBuffer(contactBuffer, normal, transf0, capsuleRadius, contactDist); #if PCM_LOW_LEVEL_DEBUG manifold.drawManifold(*renderOutput, transf0, transf1); #endif return true; } } } else if (manifold.getNumContacts() > 0) { normal = manifold.getWorldNormal(transf1); manifold.addManifoldContactsToContactBuffer(contactBuffer, normal, transf0, capsuleRadius, contactDist); #if PCM_LOW_LEVEL_DEBUG manifold.drawManifold(*renderOutput, transf0, transf1); #endif return true; } return false; }
void solveFriction_BStatic(const PxSolverConstraintDesc& desc, SolverContext& /*cache*/) { PxSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angState0 = V3LoadA(b0.angularState); PxU8* PX_RESTRICT currPtr = desc.constraint; const PxU8* PX_RESTRICT last = currPtr + getConstraintLength(desc); while(currPtr < last) { const SolverFrictionHeader* PX_RESTRICT frictionHeader = reinterpret_cast<SolverFrictionHeader*>(currPtr); const PxU32 numFrictionConstr = frictionHeader->numFrictionConstr; const PxU32 numNormalConstr = frictionHeader->numNormalConstr; const PxU32 numFrictionPerPoint = numFrictionConstr/numNormalConstr; currPtr +=sizeof(SolverFrictionHeader); PxF32* appliedImpulse = reinterpret_cast<PxF32*>(currPtr); currPtr +=frictionHeader->getAppliedForcePaddingSize(); SolverContactFriction* PX_RESTRICT frictions = reinterpret_cast<SolverContactFriction*>(currPtr); currPtr += numFrictionConstr * sizeof(SolverContactFriction); const FloatV invMass0 = FLoad(frictionHeader->invMass0D0); const FloatV angD0 = FLoad(frictionHeader->angDom0); //const FloatV angD1 = FLoad(frictionHeader->angDom1); const FloatV staticFriction = frictionHeader->getStaticFriction(); for(PxU32 i=0, j = 0;i<numFrictionConstr;j++) { for(PxU32 p = 0; p < numFrictionPerPoint; p++, i++) { SolverContactFriction& f = frictions[i]; Ps::prefetchLine(&frictions[i+1]); const Vec3V t0 = Vec3V_From_Vec4V(f.normalXYZ_appliedForceW); const Vec3V raXt0 = Vec3V_From_Vec4V(f.raXnXYZ_velMultiplierW); const FloatV appliedForce = V4GetW(f.normalXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(f.raXnXYZ_velMultiplierW); const FloatV targetVel = FLoad(f.targetVel); //const FloatV normalImpulse = contacts[f.contactIndex].getAppliedForce(); const FloatV normalImpulse = FLoad(appliedImpulse[j]); const FloatV maxFriction = FMul(staticFriction, normalImpulse); const FloatV nMaxFriction = FNeg(maxFriction); //Compute the normal velocity of the constraint. const FloatV t0Vel1 = V3Dot(t0, linVel0); const FloatV t0Vel2 = V3Dot(raXt0, angState0); const FloatV t0Vel = FAdd(t0Vel1, t0Vel2); const Vec3V delangState0 = V3Scale(raXt0, angD0); const Vec3V delLinVel0 = V3Scale(t0, invMass0); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate const FloatV tmp = FNegScaleSub(targetVel,velMultiplier,appliedForce); FloatV newForce = FScaleAdd(t0Vel, velMultiplier, tmp); newForce = FClamp(newForce, nMaxFriction, maxFriction); const FloatV deltaF = FSub(newForce, appliedForce); linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0); angState0 = V3ScaleAdd(delangState0, deltaF, angState0); f.setAppliedForce(newForce); } } } // Write back V3StoreA(linVel0, b0.linearVelocity); V3StoreA(angState0, b0.angularState); PX_ASSERT(currPtr == last); }
/* * LoadSlopeInfo: Load data for sloped surface descriptions and generate * runtime representation of the data describing the texture coordinates. * Return pointer to new SlopeData record on success, NULL on error */ SlopeData *LoadSlopeInfo(file_node *f) { int size; long txt_angle; long index; SlopeData *new_slope; Vector3D texture_orientation; Vector3D v1,v2; char junk[6]; // create a new slope record size = sizeof(SlopeData); new_slope = (SlopeData *) SafeMalloc(size); memset(new_slope, 0, size); // load coefficients of plane equation if (CliMappedFileRead(f, &new_slope->plane.a, 4) != 4) return (SlopeData *)NULL; if (CliMappedFileRead(f, &new_slope->plane.b, 4) != 4) return (SlopeData *)NULL; if (CliMappedFileRead(f, &new_slope->plane.c, 4) != 4) return (SlopeData *)NULL; if (CliMappedFileRead(f, &new_slope->plane.d, 4) != 4) return (SlopeData *)NULL; // dprintf("loaded equation a = %d, b = %d, c = %d, d = %d\n", new_slope->plane.a, new_slope->plane.b, new_slope->plane.c, new_slope->plane.d); if (new_slope->plane.c == 0) { debug(("Error: loaded plane equation equal to a vertical slope\n")); // punt on error and stick in non crashing values (use assert instead?) new_slope->plane.a = 0; new_slope->plane.b = 0; new_slope->plane.c = 1024; new_slope->plane.d = 0; } // load x & y of texture origin if (CliMappedFileRead(f, &new_slope->p0.x, 4) != 4) return (SlopeData *)NULL; if (CliMappedFileRead(f, &new_slope->p0.y, 4) != 4) return (SlopeData *)NULL; // calculate z of texture origin from x, y, and plane equation new_slope->p0.z = (-new_slope->plane.a*new_slope->p0.x - new_slope->plane.b*new_slope->p0.y - new_slope->plane.d)/new_slope->plane.c; // load in texture angle - this is planar angle between x axis of texture & x axis of world if (CliMappedFileRead(f, &txt_angle, 4) != 4) return (SlopeData *)NULL; new_slope->texRot = txt_angle; // convert angle to vector texture_orientation.x = (long)Cos(txt_angle) >> 6; texture_orientation.y = (long)Sin(txt_angle) >> 6; texture_orientation.z = 0; // generate other endpoints from plane normal, texture origin, and texture // orientation which determine the orientation of the texture's u v space // in the 3d world's x, y, z space // cross normal with texture orientation to get vector perpendicular to texture // orientation and normal = v axis direction V3Cross((Vector3D *)&(new_slope->plane), &texture_orientation, &v2); // scale to size of texture in world space V3Scale(&v2, FINENESS); // cross normal with v axis direction vector to get vector perpendicular to v axis // and normal = u axis direction vector V3Cross(&v2, (Vector3D *)&(new_slope->plane), &v1); // scale to size of texture in world space V3Scale(&v1, FINENESS); // add vectors to origin to get endpoints V3Add(&new_slope->p0, &v1, &new_slope->p1); V3Add(&new_slope->p0, &v2, &new_slope->p2); // set flags indicating properties of the slope new_slope->flags = 0; if (ABS(new_slope->plane.c) < DIRECTIONAL_THRESHOLD) new_slope->flags |= SLF_DIRECTIONAL; else if (new_slope->plane.c < 0) // ceiling, apply same lighting hack as regular ceilings (see doDrawLeaf) new_slope->lightscale = FINENESS-(shade_amount>>1); else