Exemple #1
0
static void ConvertBrush(FILE * f, int num, bspBrush_t * brush, vec3_t origin)
{
	int             i, j;
	bspBrushSide_t *side;
	side_t         *buildSide;
	bspShader_t    *shader;
	char           *texture;
	bspPlane_t     *plane;
	plane_t        *buildPlane;
	vec3_t          pts[3];
	bspDrawVert_t  *vert[3];
	int             valid;


	/* start brush */
	fprintf(f, "\t// brush %d\n", num);
	fprintf(f, "\t{\n");
	fprintf(f, "\tbrushDef\n");
	fprintf(f, "\t{\n");

	/* clear out build brush */
	for(i = 0; i < buildBrush->numsides; i++)
	{
		buildSide = &buildBrush->sides[i];
		if(buildSide->winding != NULL)
		{
			FreeWinding(buildSide->winding);
			buildSide->winding = NULL;
		}
	}
	buildBrush->numsides = 0;

	/* iterate through bsp brush sides */
	for(i = 0; i < brush->numSides; i++)
	{
		/* get side */
		side = &bspBrushSides[brush->firstSide + i];

		/* get shader */
		if(side->shaderNum < 0 || side->shaderNum >= numBSPShaders)
			continue;
		shader = &bspShaders[side->shaderNum];
		if(!Q_stricmp(shader->shader, "default") || !Q_stricmp(shader->shader, "noshader"))
			continue;

		/* get plane */
		plane = &bspPlanes[side->planeNum];

		/* add build side */
		buildSide = &buildBrush->sides[buildBrush->numsides];
		buildBrush->numsides++;

		/* tag it */
		buildSide->shaderInfo = ShaderInfoForShader(shader->shader);
		buildSide->planenum = side->planeNum;
		buildSide->winding = NULL;
	}

	/* make brush windings */
	if(!CreateBrushWindings(buildBrush))
		return;

	/* iterate through build brush sides */
	for(i = 0; i < buildBrush->numsides; i++)
	{
		/* get build side */
		buildSide = &buildBrush->sides[i];

		/* get plane */
		buildPlane = &mapplanes[buildSide->planenum];

		/* dummy check */
		if(buildSide->shaderInfo == NULL || buildSide->winding == NULL)
			continue;

		// st-texcoords -> texMat block
		// start out with dummy
		VectorSet(buildSide->texMat[0], 1 / 32.0, 0, 0);
		VectorSet(buildSide->texMat[1], 0, 1 / 32.0, 0);

		// find surface for this side (by brute force)
		// surface format:
		//   - meshverts point in pairs of three into verts
		//   - (triangles)
		//   - find the triangle that has most in common with our side
		GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
		valid = 0;

		if(vert[0] && vert[1] && vert[2])
		{
			int             i;
			vec3_t          texX, texY;
			vec3_t          xy1I, xy1J, xy1K;
			vec2_t          stI, stJ, stK;
			vec_t           D, D0, D1, D2;

			ComputeAxisBase(buildPlane->normal, texX, texY);

			VectorSet(xy1I, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY), 1);
			VectorSet(xy1J, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY), 1);
			VectorSet(xy1K, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY), 1);
			stI[0] = vert[0]->st[0];
			stI[1] = vert[0]->st[1];
			stJ[0] = vert[1]->st[0];
			stJ[1] = vert[1]->st[1];
			stK[0] = vert[2]->st[0];
			stK[1] = vert[2]->st[1];

			//   - solve linear equations:
			//     - (x, y) := xyz . (texX, texY)
			//     - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
			//       (for three vertices)
			D = Det3x3(xy1I[0], xy1I[1], 1, xy1J[0], xy1J[1], 1, xy1K[0], xy1K[1], 1);
			if(D != 0)
			{
				for(i = 0; i < 2; ++i)
				{
					D0 = Det3x3(stI[i], xy1I[1], 1, stJ[i], xy1J[1], 1, stK[i], xy1K[1], 1);
					D1 = Det3x3(xy1I[0], stI[i], 1, xy1J[0], stJ[i], 1, xy1K[0], stK[i], 1);
					D2 = Det3x3(xy1I[0], xy1I[1], stI[i], xy1J[0], xy1J[1], stJ[i], xy1K[0], xy1K[1], stK[i]);
					VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
					valid = 1;
				}
			}
			else
				fprintf(stderr,
						"degenerate triangle found when solving texMat equations for\n(%f %f %f) (%f %f %f) (%f %f %f)\n( %f %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n",
						buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2], vert[0]->normal[0],
						vert[0]->normal[1], vert[0]->normal[2], texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
						vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xy1I[0], xy1I[1], vert[1]->xyz[0], vert[1]->xyz[1],
						vert[1]->xyz[2], xy1J[0], xy1J[1], vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xy1K[0], xy1K[1]);
		}
		else if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
			fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n",
					buildSide->shaderInfo->shader);

		/* get texture name */
		if(!Q_strncasecmp(buildSide->shaderInfo->shader, "textures/", 9))
			texture = buildSide->shaderInfo->shader + 9;
		else
			texture = buildSide->shaderInfo->shader;

		/* get plane points and offset by origin */
		for(j = 0; j < 3; j++)
		{
			VectorAdd(buildSide->winding->p[j], origin, pts[j]);
			//% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
			//% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
			//% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
		}

		/* print brush side */
		/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
		fprintf(f,
				"\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
				pts[0][0], pts[0][1], pts[0][2], pts[1][0], pts[1][1], pts[1][2], pts[2][0], pts[2][1], pts[2][2],
				buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2], buildSide->texMat[1][0],
				buildSide->texMat[1][1], buildSide->texMat[1][2], texture,
				// DEBUG: valid ? 0 : C_DETAIL
				0);
		// TODO write brush primitives format here
	}

	/* end brush */
	fprintf(f, "\t}\n");
	fprintf(f, "\t}\n\n");
}
Exemple #2
0
float mvtkMatrix4x4::Inverse()
{
	float a1, a2, a3, a4, b1, b2, b3, b4;
	float c1, c2, c3, c4, d1, d2, d3, d4;		

	a1 = ele[0];
	b1 = ele[1];
	c1 = ele[2];
	d1 = ele[3];

	a2 = ele[4];
	b2 = ele[5];
	c2 = ele[6];
	d2 = ele[7];

	a3 = ele[8];
	b3 = ele[9];
	c3 = ele[10];
	d3 = ele[11];

	a4 = ele[12];
	b4 = ele[13];
	c4 = ele[14];
	d4 = ele[15];

	float det1 = Det3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4);
	float det2 = Det3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4);
	float det3 = Det3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4);
	float det4 = Det3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
	float det = a1*det1 - b1*det2 + c1*det3 - d1*det4;	
	if(det == 0.0f)    return 0.0f;	

	float invdet = 1.0f / det;

	ele[0] =  det1*invdet;
	ele[4] = -det2*invdet;
	ele[8] =  det3*invdet;
	ele[12] = -det4*invdet;

	ele[1] = -Det3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4)*invdet;
	ele[5] =  Det3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4)*invdet;
	ele[9] = -Det3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4)*invdet;
	ele[13] =  Det3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4)*invdet;
        
	ele[2] =  Det3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4)*invdet;
	ele[6] = -Det3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4)*invdet;
	ele[10]=  Det3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4)*invdet;
	ele[14]= -Det3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4)*invdet;
        
	ele[3]= -Det3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3)*invdet;
	ele[7]=  Det3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3)*invdet;
	ele[11]= -Det3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3)*invdet;
	ele[15]=  Det3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3)*invdet;	
	
	return det;
}