worldspawn/tools/vmap/mesh.c

861 lines
23 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define MESH_C
/* dependencies */
#include "vmap.h"
/*
LerpDrawVert()
returns an 50/50 interpolated vert
*/
void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out ){
int k;
out->xyz[ 0 ] = 0.5 * ( a->xyz[ 0 ] + b->xyz[ 0 ] );
out->xyz[ 1 ] = 0.5 * ( a->xyz[ 1 ] + b->xyz[ 1 ] );
out->xyz[ 2 ] = 0.5 * ( a->xyz[ 2 ] + b->xyz[ 2 ] );
out->st[ 0 ] = 0.5 * ( a->st[ 0 ] + b->st[ 0 ] );
out->st[ 1 ] = 0.5 * ( a->st[ 1 ] + b->st[ 1 ] );
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
out->lightmap[ k ][ 0 ] = 0.5f * ( a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ] );
out->lightmap[ k ][ 1 ] = 0.5f * ( a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ] );
out->color[ k ][ 0 ] = ( a->color[ k ][ 0 ] + b->color[ k ][ 0 ] ) >> 1;
out->color[ k ][ 1 ] = ( a->color[ k ][ 1 ] + b->color[ k ][ 1 ] ) >> 1;
out->color[ k ][ 2 ] = ( a->color[ k ][ 2 ] + b->color[ k ][ 2 ] ) >> 1;
out->color[ k ][ 3 ] = ( a->color[ k ][ 3 ] + b->color[ k ][ 3 ] ) >> 1;
}
/* ydnar: added normal interpolation */
out->normal[ 0 ] = 0.5f * ( a->normal[ 0 ] + b->normal[ 0 ] );
out->normal[ 1 ] = 0.5f * ( a->normal[ 1 ] + b->normal[ 1 ] );
out->normal[ 2 ] = 0.5f * ( a->normal[ 2 ] + b->normal[ 2 ] );
/* if the interpolant created a bogus normal, just copy the normal from a */
if ( VectorNormalize( out->normal, out->normal ) == 0 ) {
VectorCopy( a->normal, out->normal );
}
}
/*
LerpDrawVertAmount()
returns a biased interpolated vert
*/
void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out ){
int k;
out->xyz[ 0 ] = a->xyz[ 0 ] + amount * ( b->xyz[ 0 ] - a->xyz[ 0 ] );
out->xyz[ 1 ] = a->xyz[ 1 ] + amount * ( b->xyz[ 1 ] - a->xyz[ 1 ] );
out->xyz[ 2 ] = a->xyz[ 2 ] + amount * ( b->xyz[ 2 ] - a->xyz[ 2 ] );
out->st[ 0 ] = a->st[ 0 ] + amount * ( b->st[ 0 ] - a->st[ 0 ] );
out->st[ 1 ] = a->st[ 1 ] + amount * ( b->st[ 1 ] - a->st[ 1 ] );
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * ( b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ] );
out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * ( b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ] );
out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * ( b->color[ k ][ 0 ] - a->color[ k ][ 0 ] );
out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * ( b->color[ k ][ 1 ] - a->color[ k ][ 1 ] );
out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * ( b->color[ k ][ 2 ] - a->color[ k ][ 2 ] );
out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * ( b->color[ k ][ 3 ] - a->color[ k ][ 3 ] );
}
out->normal[ 0 ] = a->normal[ 0 ] + amount * ( b->normal[ 0 ] - a->normal[ 0 ] );
out->normal[ 1 ] = a->normal[ 1 ] + amount * ( b->normal[ 1 ] - a->normal[ 1 ] );
out->normal[ 2 ] = a->normal[ 2 ] + amount * ( b->normal[ 2 ] - a->normal[ 2 ] );
/* if the interpolant created a bogus normal, just copy the normal from a */
if ( VectorNormalize( out->normal, out->normal ) == 0 ) {
VectorCopy( a->normal, out->normal );
}
}
void FreeMesh( mesh_t *m ) {
free( m->verts );
free( m );
}
void PrintMesh( mesh_t *m ) {
int i, j;
for ( i = 0; i < m->height; i++ ) {
for ( j = 0; j < m->width; j++ ) {
Sys_Printf( "(%5.2f %5.2f %5.2f) "
, m->verts[i * m->width + j].xyz[0]
, m->verts[i * m->width + j].xyz[1]
, m->verts[i * m->width + j].xyz[2] );
}
Sys_Printf( "\n" );
}
}
mesh_t *CopyMesh( mesh_t *mesh ) {
mesh_t *out;
int size;
out = safe_malloc( sizeof( *out ) );
out->width = mesh->width;
out->height = mesh->height;
out->subdiv_x = mesh->subdiv_x;
out->subdiv_y = mesh->subdiv_y;
size = out->width * out->height * sizeof( *out->verts );
out->verts = safe_malloc( size );
memcpy( out->verts, mesh->verts, size );
return out;
}
/*
TransposeMesh()
returns a transposed copy of the mesh, freeing the original
*/
mesh_t *TransposeMesh( mesh_t *in ) {
int w, h;
mesh_t *out;
out = safe_malloc( sizeof( *out ) );
out->width = in->height;
out->height = in->width;
out->verts = safe_malloc( out->width * out->height * sizeof( bspDrawVert_t ) );
for ( h = 0; h < in->height; h++ ) {
for ( w = 0; w < in->width; w++ ) {
out->verts[ w * in->height + h ] = in->verts[ h * in->width + w ];
}
}
FreeMesh( in );
return out;
}
void InvertMesh( mesh_t *in ) {
int w, h;
bspDrawVert_t temp;
for ( h = 0; h < in->height; h++ ) {
for ( w = 0; w < in->width / 2; w++ ) {
temp = in->verts[ h * in->width + w ];
in->verts[ h * in->width + w ] = in->verts[ h * in->width + in->width - 1 - w ];
in->verts[ h * in->width + in->width - 1 - w ] = temp;
}
}
}
/*
=================
MakeMeshNormals
=================
*/
void MakeMeshNormals( mesh_t in ){
int i, j, k, dist;
vec3_t normal;
vec3_t sum;
int count;
vec3_t base;
vec3_t delta;
int x, y;
bspDrawVert_t *dv;
vec3_t around[8], temp;
qboolean good[8];
qboolean wrapWidth, wrapHeight;
float len;
int neighbors[8][2] =
{
{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
};
wrapWidth = qfalse;
for ( i = 0; i < in.height; i++ ) {
VectorSubtract( in.verts[i * in.width].xyz,
in.verts[i * in.width + in.width - 1].xyz, delta );
len = VectorLength( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == in.height ) {
wrapWidth = qtrue;
}
wrapHeight = qfalse;
for ( i = 0; i < in.width; i++ ) {
VectorSubtract( in.verts[i].xyz,
in.verts[i + ( in.height - 1 ) * in.width].xyz, delta );
len = VectorLength( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == in.width ) {
wrapHeight = qtrue;
}
for ( i = 0; i < in.width; i++ ) {
for ( j = 0; j < in.height; j++ ) {
count = 0;
dv = &in.verts[j * in.width + i];
VectorCopy( dv->xyz, base );
for ( k = 0; k < 8; k++ ) {
VectorClear( around[k] );
good[k] = qfalse;
for ( dist = 1; dist <= 3; dist++ ) {
x = i + neighbors[k][0] * dist;
y = j + neighbors[k][1] * dist;
if ( wrapWidth ) {
if ( x < 0 ) {
x = in.width - 1 + x;
}
else if ( x >= in.width ) {
x = 1 + x - in.width;
}
}
if ( wrapHeight ) {
if ( y < 0 ) {
y = in.height - 1 + y;
}
else if ( y >= in.height ) {
y = 1 + y - in.height;
}
}
if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
break; // edge of patch
}
VectorSubtract( in.verts[y * in.width + x].xyz, base, temp );
if ( VectorNormalize( temp, temp ) == 0 ) {
continue; // degenerate edge, get more dist
}
else {
good[k] = qtrue;
VectorCopy( temp, around[k] );
break; // good edge
}
}
}
VectorClear( sum );
for ( k = 0; k < 8; k++ ) {
if ( !good[k] || !good[( k + 1 ) & 7] ) {
continue; // didn't get two points
}
CrossProduct( around[( k + 1 ) & 7], around[k], normal );
if ( VectorNormalize( normal, normal ) == 0 ) {
continue;
}
VectorAdd( normal, sum, sum );
count++;
}
if ( count == 0 ) {
//Sys_Printf("bad normal\n");
count = 1;
}
VectorNormalize( sum, dv->normal );
}
}
}
/*
PutMeshOnCurve()
drops the aproximating points onto the curve
ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
*/
void PutMeshOnCurve( mesh_t in ) {
int i, j, l, m;
float prev, next;
// put all the aproximating points on the curve
for ( i = 0; i < in.width; i++ ) {
for ( j = 1; j < in.height; j += 2 ) {
for ( l = 0; l < 3; l++ ) {
prev = ( in.verts[j * in.width + i].xyz[l] + in.verts[( j + 1 ) * in.width + i].xyz[l] ) * 0.5;
next = ( in.verts[j * in.width + i].xyz[l] + in.verts[( j - 1 ) * in.width + i].xyz[l] ) * 0.5;
in.verts[j * in.width + i].xyz[l] = ( prev + next ) * 0.5;
/* ydnar: interpolating st coords */
if ( l < 2 ) {
prev = ( in.verts[j * in.width + i].st[l] + in.verts[( j + 1 ) * in.width + i].st[l] ) * 0.5;
next = ( in.verts[j * in.width + i].st[l] + in.verts[( j - 1 ) * in.width + i].st[l] ) * 0.5;
in.verts[j * in.width + i].st[l] = ( prev + next ) * 0.5;
for ( m = 0; m < MAX_LIGHTMAPS; m++ )
{
prev = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[( j + 1 ) * in.width + i].lightmap[ m ][l] ) * 0.5;
next = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[( j - 1 ) * in.width + i].lightmap[ m ][l] ) * 0.5;
in.verts[j * in.width + i].lightmap[ m ][l] = ( prev + next ) * 0.5;
}
}
}
}
}
for ( j = 0; j < in.height; j++ ) {
for ( i = 1; i < in.width; i += 2 ) {
for ( l = 0; l < 3; l++ ) {
prev = ( in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i + 1].xyz[l] ) * 0.5;
next = ( in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i - 1].xyz[l] ) * 0.5;
in.verts[j * in.width + i].xyz[l] = ( prev + next ) * 0.5;
/* ydnar: interpolating st coords */
if ( l < 2 ) {
prev = ( in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i + 1].st[l] ) * 0.5;
next = ( in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i - 1].st[l] ) * 0.5;
in.verts[j * in.width + i].st[l] = ( prev + next ) * 0.5;
for ( m = 0; m < MAX_LIGHTMAPS; m++ )
{
prev = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[j * in.width + i + 1].lightmap[ m ][l] ) * 0.5;
next = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[j * in.width + i - 1].lightmap[ m ][l] ) * 0.5;
in.verts[j * in.width + i].lightmap[ m ][l] = ( prev + next ) * 0.5;
}
}
}
}
}
}
/*
=================
SubdivideMesh
=================
*/
mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ){
int i, j, k, l;
bspDrawVert_t prev, next, mid;
vec3_t prevxyz, nextxyz, midxyz;
vec3_t delta;
float len;
mesh_t out;
/* ydnar: static for os x */
MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
out.width = in.width;
out.height = in.height;
out.subdiv_x = in.subdiv_x;
out.subdiv_y = in.subdiv_y;
if (in.subdiv_x == 0 && in.subdiv_y == 0)
{ //exact CPs
out.verts = in.verts;
return CopyMesh( &out );
}
for ( i = 0; i < in.width; i++ ) {
for ( j = 0; j < in.height; j++ ) {
expand[j][i] = in.verts[j * in.width + i];
}
}
// horizontal subdivisions
for ( j = 0; j + 2 < out.width; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0; i < out.height; i++ ) {
for ( l = 0; l < 3; l++ ) {
prevxyz[l] = expand[i][j + 1].xyz[l] - expand[i][j].xyz[l];
nextxyz[l] = expand[i][j + 2].xyz[l] - expand[i][j + 1].xyz[l];
midxyz[l] = ( expand[i][j].xyz[l] + expand[i][j + 1].xyz[l] * 2
+ expand[i][j + 2].xyz[l] ) * 0.25;
}
// if the span length is too long, force a subdivision
if ( VectorLength( prevxyz ) > minLength
|| VectorLength( nextxyz ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
VectorSubtract( expand[i][j + 1].xyz, midxyz, delta );
len = VectorLength( delta );
if ( len > maxError ) {
break;
}
}
if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == out.height ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
out.width += 2;
for ( i = 0; i < out.height; i++ ) {
LerpDrawVert( &expand[i][j], &expand[i][j + 1], &prev );
LerpDrawVert( &expand[i][j + 1], &expand[i][j + 2], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = out.width - 1; k > j + 3; k-- ) {
expand[i][k] = expand[i][k - 2];
}
expand[i][j + 1] = prev;
expand[i][j + 2] = mid;
expand[i][j + 3] = next;
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// vertical subdivisions
for ( j = 0; j + 2 < out.height; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0; i < out.width; i++ ) {
for ( l = 0; l < 3; l++ ) {
prevxyz[l] = expand[j + 1][i].xyz[l] - expand[j][i].xyz[l];
nextxyz[l] = expand[j + 2][i].xyz[l] - expand[j + 1][i].xyz[l];
midxyz[l] = ( expand[j][i].xyz[l] + expand[j + 1][i].xyz[l] * 2
+ expand[j + 2][i].xyz[l] ) * 0.25;
}
// if the span length is too long, force a subdivision
if ( VectorLength( prevxyz ) > minLength
|| VectorLength( nextxyz ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
VectorSubtract( expand[j + 1][i].xyz, midxyz, delta );
len = VectorLength( delta );
if ( len > maxError ) {
break;
}
}
if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == out.width ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
out.height += 2;
for ( i = 0; i < out.width; i++ ) {
LerpDrawVert( &expand[j][i], &expand[j + 1][i], &prev );
LerpDrawVert( &expand[j + 1][i], &expand[j + 2][i], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = out.height - 1; k > j + 3; k-- ) {
expand[k][i] = expand[k - 2][i];
}
expand[j + 1][i] = prev;
expand[j + 2][i] = mid;
expand[j + 3][i] = next;
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// collapse the verts
out.verts = &expand[0][0];
for ( i = 1; i < out.height; i++ ) {
memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
}
return CopyMesh( &out );
}
/*
IterationsForCurve() - ydnar
given a curve of a certain length, return the number of subdivision iterations
note: this is affected by subdivision amount
*/
int IterationsForCurve( float len, int subdivisions ){
int iterations, facets;
/* calculate the number of subdivisions */
for ( iterations = 0; iterations < 3; iterations++ )
{
facets = subdivisions * 16 * pow( 2, iterations );
if ( facets >= len ) {
break;
}
}
/* return to caller */
return iterations;
}
/*
SubdivideMesh2() - ydnar
subdivides each mesh quad a specified number of times
*/
mesh_t *SubdivideMesh2( mesh_t in, int iterations ){
int i, j, k;
bspDrawVert_t prev, next, mid;
mesh_t out;
/* ydnar: static for os x */
MAC_STATIC bspDrawVert_t expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
/* initial setup */
out.width = in.width;
out.height = in.height;
out.subdiv_x = in.subdiv_x;
out.subdiv_y = in.subdiv_y;
if (in.subdiv_x == 0 && in.subdiv_y == 0)
{ //exact CPs
out.verts = in.verts;
return CopyMesh( &out );
}
for ( i = 0; i < in.width; i++ )
{
for ( j = 0; j < in.height; j++ )
expand[ j ][ i ] = in.verts[ j * in.width + i ];
}
if (in.subdiv_x > 0 && in.subdiv_y > 0)
{
}
else
{
/* keep chopping */
for ( ; iterations > 0; iterations-- )
{
/* horizontal subdivisions */
for ( j = 0; j + 2 < out.width; j += 4 )
{
/* check size limit */
if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
break;
}
/* insert two columns and replace the peak */
out.width += 2;
for ( i = 0; i < out.height; i++ )
{
LerpDrawVert( &expand[ i ][ j ], &expand[ i ][ j + 1 ], &prev );
LerpDrawVert( &expand[ i ][ j + 1 ], &expand[ i ][ j + 2 ], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = out.width - 1; k > j + 3; k-- )
expand [ i ][ k ] = expand[ i ][ k - 2 ];
expand[ i ][ j + 1 ] = prev;
expand[ i ][ j + 2 ] = mid;
expand[ i ][ j + 3 ] = next;
}
}
/* vertical subdivisions */
for ( j = 0; j + 2 < out.height; j += 4 )
{
/* check size limit */
if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
break;
}
/* insert two columns and replace the peak */
out.height += 2;
for ( i = 0; i < out.width; i++ )
{
LerpDrawVert( &expand[ j ][ i ], &expand[ j + 1 ][ i ], &prev );
LerpDrawVert( &expand[ j + 1 ][ i ], &expand[ j + 2 ][ i ], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = out.height - 1; k > j + 3; k-- )
expand[ k ][ i ] = expand[ k - 2 ][ i ];
expand[ j + 1 ][ i ] = prev;
expand[ j + 2 ][ i ] = mid;
expand[ j + 3 ][ i ] = next;
}
}
}
}
/* collapse the verts */
out.verts = &expand[ 0 ][ 0 ];
for ( i = 1; i < out.height; i++ )
memmove( &out.verts[ i * out.width ], expand[ i ], out.width * sizeof( bspDrawVert_t ) );
/* return to sender */
return CopyMesh( &out );
}
/*
================
ProjectPointOntoVector
================
*/
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ){
vec3_t pVec, vec;
VectorSubtract( point, vStart, pVec );
VectorSubtract( vEnd, vStart, vec );
VectorNormalize( vec, vec );
// project onto the directional vector for this segment
VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );
}
/*
================
RemoveLinearMeshColumsRows
================
*/
mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
int i, j, k;
float len, maxLength;
vec3_t proj, dir;
mesh_t out;
/* ydnar: static for os x */
MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
out.width = in->width;
out.height = in->height;
if (in->subdiv_x >= 0 && in->subdiv_y >= 0)
{ //explicit tessellation should not be subject to simplification.
out.verts = in->verts;
return CopyMesh( &out );
}
for ( i = 0; i < in->width; i++ ) {
for ( j = 0; j < in->height; j++ ) {
expand[j][i] = in->verts[j * in->width + i];
}
}
for ( j = 1; j < out.width - 1; j++ ) {
maxLength = 0;
for ( i = 0; i < out.height; i++ ) {
ProjectPointOntoVector( expand[i][j].xyz, expand[i][j - 1].xyz, expand[i][j + 1].xyz, proj );
VectorSubtract( expand[i][j].xyz, proj, dir );
len = VectorLength( dir );
if ( len > maxLength ) {
maxLength = len;
}
}
if ( maxLength < 0.1 ) {
out.width--;
for ( i = 0; i < out.height; i++ ) {
for ( k = j; k < out.width; k++ ) {
expand[i][k] = expand[i][k + 1];
}
}
j--;
}
}
for ( j = 1; j < out.height - 1; j++ ) {
maxLength = 0;
for ( i = 0; i < out.width; i++ ) {
ProjectPointOntoVector( expand[j][i].xyz, expand[j - 1][i].xyz, expand[j + 1][i].xyz, proj );
VectorSubtract( expand[j][i].xyz, proj, dir );
len = VectorLength( dir );
if ( len > maxLength ) {
maxLength = len;
}
}
if ( maxLength < 0.1 ) {
out.height--;
for ( i = 0; i < out.width; i++ ) {
for ( k = j; k < out.height; k++ ) {
expand[k][i] = expand[k + 1][i];
}
}
j--;
}
}
// collapse the verts
out.verts = &expand[0][0];
for ( i = 1; i < out.height; i++ ) {
memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
}
return CopyMesh( &out );
}
/*
=================
SubdivideMeshQuads
=================
*/
mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable ){
int i, j, k, w, h, maxsubdivisions, subdivisions;
vec3_t dir;
float length, maxLength, amount;
mesh_t out;
bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
out.width = in->width;
out.height = in->height;
if (in->subdiv_x == 0 && in->subdiv_y == 0)
{ //exact CPs
out.verts = in->verts;
return CopyMesh( &out );
}
for ( i = 0; i < in->width; i++ ) {
for ( j = 0; j < in->height; j++ ) {
expand[j][i] = in->verts[j * in->width + i];
}
}
if ( maxsize > MAX_EXPANDED_AXIS ) {
Error( "SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS" );
}
// horizontal subdivisions
maxsubdivisions = ( maxsize - in->width ) / ( in->width - 1 );
for ( w = 0, j = 0; w < in->width - 1; w++, j += subdivisions + 1 ) {
maxLength = 0;
for ( i = 0; i < out.height; i++ ) {
VectorSubtract( expand[i][j + 1].xyz, expand[i][j].xyz, dir );
length = VectorLength( dir );
if ( length > maxLength ) {
maxLength = length;
}
}
subdivisions = (int) ( maxLength / minLength );
if ( subdivisions > maxsubdivisions ) {
subdivisions = maxsubdivisions;
}
widthtable[w] = subdivisions + 1;
if ( subdivisions <= 0 ) {
continue;
}
out.width += subdivisions;
for ( i = 0; i < out.height; i++ ) {
for ( k = out.width - 1; k > j + subdivisions; k-- ) {
expand[i][k] = expand[i][k - subdivisions];
}
for ( k = 1; k <= subdivisions; k++ )
{
amount = (float) k / ( subdivisions + 1 );
LerpDrawVertAmount( &expand[i][j], &expand[i][j + subdivisions + 1], amount, &expand[i][j + k] );
}
}
}
maxsubdivisions = ( maxsize - in->height ) / ( in->height - 1 );
for ( h = 0, j = 0; h < in->height - 1; h++, j += subdivisions + 1 ) {
maxLength = 0;
for ( i = 0; i < out.width; i++ ) {
VectorSubtract( expand[j + 1][i].xyz, expand[j][i].xyz, dir );
length = VectorLength( dir );
if ( length > maxLength ) {
maxLength = length;
}
}
subdivisions = (int) ( maxLength / minLength );
if ( subdivisions > maxsubdivisions ) {
subdivisions = maxsubdivisions;
}
heighttable[h] = subdivisions + 1;
if ( subdivisions <= 0 ) {
continue;
}
out.height += subdivisions;
for ( i = 0; i < out.width; i++ ) {
for ( k = out.height - 1; k > j + subdivisions; k-- ) {
expand[k][i] = expand[k - subdivisions][i];
}
for ( k = 1; k <= subdivisions; k++ )
{
amount = (float) k / ( subdivisions + 1 );
LerpDrawVertAmount( &expand[j][i], &expand[j + subdivisions + 1][i], amount, &expand[j + k][i] );
}
}
}
// collapse the verts
out.verts = &expand[0][0];
for ( i = 1; i < out.height; i++ ) {
memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
}
return CopyMesh( &out );
}