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238 lines
10 KiB
238 lines
10 KiB
//============ Copyright (c) Valve Corporation, All rights reserved. ============
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//
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// Utility functions for BSP and map file math operations.
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//
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//===============================================================================
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#ifndef VBSPMATHUTIL_H
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#define VBSPMATHUTIL_H
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#if defined( COMPILER_MSVC )
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#pragma once
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#endif
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#include "utlvector.h"
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#include "mathlib/vector.h"
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#include "worldsize.h"
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#include "bspfile.h"
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DECLARE_LOGGING_CHANNEL( LOG_VBSP2 );
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//-----------------------------------------------------------------------------
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// A threshold used to determine whether coordinates of two normals are equal.
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//-----------------------------------------------------------------------------
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static const float c_flNormalEpsilon = 0.00001f;
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//-----------------------------------------------------------------------------
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// A threshold used to determine whether the distance value of two planes
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// are equal. Also used for rounding coordinates to the nearest integer.
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//-----------------------------------------------------------------------------
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static const float c_flDistanceEpsilon = 0.01f;
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//-----------------------------------------------------------------------------
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// Threshold used to determine whether something is entirely on one side
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// of a plane or another.
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//-----------------------------------------------------------------------------
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static const float c_flPlaneSideEpsilon = 0.1f;
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//-----------------------------------------------------------------------------
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// Threshold used to determine whether points should be snapped to each other.
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//-----------------------------------------------------------------------------
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static const float c_flWeldVertexEpsilon = 0.1f;
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//-----------------------------------------------------------------------------
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// Threshold used when clipping to determine whether a point is on a plane
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// or on a particular side.
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//-----------------------------------------------------------------------------
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static const float c_flPlaneClipEpsilon = 0.01f;
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//-----------------------------------------------------------------------------
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// Polygons with more points than this are not handled properly by
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// the system.
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//-----------------------------------------------------------------------------
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static const int MAX_POINTS_ON_POLYGON = 64;
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//-----------------------------------------------------------------------------
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// Represents a plane.
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// Unlike a standard plane equation, a point P is defined to be on a plane if
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// P * m_vNormal - m_flDistance == 0.
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// A point P is defined to be in the positive half-space if
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// P * m_vNormal - m_flDistance > 0.
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// (In a standard plane equation that minus sign is a plus sign)
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//-----------------------------------------------------------------------------
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struct Plane_t
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{
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Vector m_vNormal;
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float m_flDistance;
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// A value in the range [0,5] which indicates the axis alignment,
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// e.g. PLANE_X, PLANE_Y, PLANE_Z, PLANE_ANYX, PLANE_ANYY, PLANE_ANYZ
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int m_Type;
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};
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//-----------------------------------------------------------------------------
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// Flags indicating on which side of a plane something lies.
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//-----------------------------------------------------------------------------
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enum PlaneSide_t
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{
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PLANE_SIDE_INVALID = 0,
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PLANE_SIDE_FRONT = 1,
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PLANE_SIDE_BACK = 2,
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PLANE_SIDE_BOTH = PLANE_SIDE_FRONT | PLANE_SIDE_BACK,
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// "Facing" means that the point or face is directly on the plane;
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// this may be combined with front or back to take into account
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// direction.
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PLANE_SIDE_FACING = 4,
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};
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//-----------------------------------------------------------------------------
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// Returns which side of a plane a bounding box is on.
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//-----------------------------------------------------------------------------
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PlaneSide_t GetPlaneSide( const Vector &vMin, const Vector &vMax, Plane_t *pPlane );
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//-----------------------------------------------------------------------------
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// Snaps the plane to be axis-aligned if it is within an epsilon of axial.
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//-----------------------------------------------------------------------------
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bool SnapVector( Vector &vNormal );
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//-----------------------------------------------------------------------------
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// Snaps the plane to be axis-aligned if it is within an epsilon of axial.
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// Recalculates dist if the vNormal was snapped. Rounds dist to integer
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// if it is within an epsilon of integer.
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//
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// vNormal - Plane vNormal vector (assumed to be unit length).
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// flDistance - Plane constant.
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// v0, v1, v2 - Three points on the plane.
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//-----------------------------------------------------------------------------
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void SnapPlane( Vector &vNormal, vec_t &flDistance, const Vector &v0, const Vector &v1, const Vector &v2 );
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//-----------------------------------------------------------------------------
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// Returns true if one plane representation is equal to the other,
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// within an epsilon threshold.
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//-----------------------------------------------------------------------------
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bool PlaneEqual( Plane_t *pPlane, const Vector &vNormal, float flDistance );
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//-----------------------------------------------------------------------------
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// Returns a value classifying the plane based on its axis alignment,
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// e.g. PLANE_X, PLANE_Y, PLANE_Z, PLANE_ANYX, PLANE_ANYY, PLANE_ANYZ
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//-----------------------------------------------------------------------------
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int GetPlaneTypeFromNormal( const Vector &vNormal );
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//-----------------------------------------------------------------------------
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// Compute a normal for a triangle, given three points.
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// The points are clockwise when looking at the triangle from the normal side.
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//-----------------------------------------------------------------------------
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Vector TriangleNormal( const Vector &v0, const Vector &v1, const Vector &v2 );
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//-----------------------------------------------------------------------------
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// A polygon used to represent faces on maps, BSPs, etc.
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// This class is copyable.
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//-----------------------------------------------------------------------------
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class Polygon_t
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{
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public:
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CCopyableUtlVector< Vector > m_Points;
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};
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//-----------------------------------------------------------------------------
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// Computes whether a given polygon is tiny, relative to an epsilon threshold
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//-----------------------------------------------------------------------------
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bool IsPolygonTiny( Polygon_t *pPolygon );
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//-----------------------------------------------------------------------------
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// Checks all points in a polygon against the min and max coordinates.
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//-----------------------------------------------------------------------------
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bool IsPolygonHuge( Polygon_t *pPolygon );
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//-----------------------------------------------------------------------------
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// Computes the area of a polygon
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//-----------------------------------------------------------------------------
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float ComputePolygonArea( const Polygon_t &polygon );
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//-----------------------------------------------------------------------------
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// Creates a large polygon with extremal coordinates that lies on the plane
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//-----------------------------------------------------------------------------
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void CreatePolygonFromPlane( const Vector &vNormal, float flDistance, Polygon_t *pPolygon );
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//-----------------------------------------------------------------------------
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// Clips a polygon against a plane, creating* either:
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// 1) One new, identical polygon (pOn), if the polygon is coincident
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// with the plane.
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// 2) One new, identical polygon (either pFront or pBack) if the polygon
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// is entirely on one side of the plane.
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// 3) Two new, different polygons (pFront and pBack) if the polygon is
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// clipped by the plane
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//
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// If pOn is NULL, the "on" case is ignored and treated as either front
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// or back appropriately.
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//
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// *The passed-in polygons (pOn, pFront, pBack) have their point arrays
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// cleared at the start of the function. They are considered to be
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// "created" upon exit if their point array has a non-zero point count.
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//-----------------------------------------------------------------------------
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void ChopPolygon( const Polygon_t &polygon, const Vector &vNormal, float flDistance, Polygon_t *pOn, Polygon_t *pFront, Polygon_t *pBack );
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//-----------------------------------------------------------------------------
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// Clips a polygon against a plane. If the polygon is completely clipped,
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// pPolygon->m_Points will be empty ( Count() == 0 ).
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//-----------------------------------------------------------------------------
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void ChopPolygonInPlace( Polygon_t *pPolygon, const Vector &vNormal, float flDistance );
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//-----------------------------------------------------------------------------
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// A plane which can be stored efficiently in a hash table for fast lookup.
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//-----------------------------------------------------------------------------
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struct HashedPlane_t : public Plane_t
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{
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int m_nNextPlaneIndex;
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};
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// Make sure this is a power of 2, code depends on it.
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static const int PLANE_HASH_TABLE_SIZE = 1024;
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//-----------------------------------------------------------------------------
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// A class to hash and pool planes.
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//-----------------------------------------------------------------------------
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class CPlaneHash
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{
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public:
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CPlaneHash();
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int FindPlaneIndex( const Vector &vNormal, float flDistance );
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int FindPlaneIndex( Vector vPoints[3] );
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CCopyableUtlVector< HashedPlane_t > m_Planes;
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private:
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HashedPlane_t *AllocateNewPlane();
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// Hash table consisting of indices into the m_Planes array
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int m_HashTable[PLANE_HASH_TABLE_SIZE];
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};
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//-----------------------------------------------------------------------------
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// A class to hash, weld, and pool vertices.
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//-----------------------------------------------------------------------------
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class CVertexHash
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{
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public:
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CVertexHash();
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CUtlVector< Vector > &GetVertices() { return m_Vertices; }
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const CUtlVector< Vector > &GetVertices() const { return m_Vertices; }
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void Purge();
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// If bAlwaysAdd is true, this will skip the hash check and always add a new vertex
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// (useful if vertex indices must be kept consistent and duplicates might exist)
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int FindVertexIndex( const Vector &vertex, bool bAlwaysAdd = false );
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private:
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static const int m_nHashBitShift = 8;
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static const int m_nHashLength = COORD_EXTENT >> m_nHashBitShift;
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// Hash along the X and Y axes by grouping vertices into hash buckets
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// which are NxN square columns of space.
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// ~64 KB
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int m_nVertexHash[m_nHashLength * m_nHashLength];
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CUtlVector< int > m_VertexHashChain;
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CUtlVector< Vector > m_Vertices;
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};
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#endif // VBSPMATHUTIL_H
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