Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "disp_vbsp.h"
#include "tier0/dbg.h"
#include "vbsp.h"
#include "mstristrip.h"
#include "writebsp.h"
#include "pacifier.h"
#include "disp_ivp.h"
#include "builddisp.h"
#include "mathlib/vector.h"
// map displacement info -- runs parallel to the dispinfos struct
int nummapdispinfo = 0;
CUtlBlockVector<mapdispinfo_t> mapdispinfo;
CUtlVector<CCoreDispInfo*> g_CoreDispInfos;
//-----------------------------------------------------------------------------
// Computes the bounds for a disp info
//-----------------------------------------------------------------------------
void ComputeDispInfoBounds( int dispinfo, Vector& mins, Vector& maxs )
{
CDispBox box;
// Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates.
mapdispinfo_t *pMapDisp = &mapdispinfo[dispinfo];
CCoreDispInfo coreDispInfo;
DispMapToCoreDispInfo( pMapDisp, &coreDispInfo, NULL, NULL );
GetDispBox( &coreDispInfo, box );
mins = box.m_Min;
maxs = box.m_Max;
}
// Gets the barycentric coordinates of the position on the triangle where the lightmap
// coordinates are equal to lmCoords. This always generates the coordinates but it
// returns false if the point containing them does not lie inside the triangle.
bool GetBarycentricCoordsFromLightmapCoords( Vector2D tri[3], Vector2D const &lmCoords, float bcCoords[3] )
{
GetBarycentricCoords2D( tri[0], tri[1], tri[2], lmCoords, bcCoords );
return
(bcCoords[0] >= 0.0f && bcCoords[0] <= 1.0f) &&
(bcCoords[1] >= 0.0f && bcCoords[1] <= 1.0f) &&
(bcCoords[2] >= 0.0f && bcCoords[2] <= 1.0f);
}
bool FindTriIndexMapByUV( CCoreDispInfo *pCoreDisp, Vector2D const &lmCoords,
int &iTriangle, float flBarycentric[3] )
{
const CPowerInfo *pPowerInfo = GetPowerInfo( pCoreDisp->GetPower() );
// Search all the triangles..
int nTriCount= pCoreDisp->GetTriCount();
for ( int iTri = 0; iTri < nTriCount; ++iTri )
{
unsigned short iVerts[3];
// pCoreDisp->GetTriIndices( iTri, iVerts[0], iVerts[1], iVerts[2] );
CTriInfo *pTri = &pPowerInfo->m_pTriInfos[iTri];
iVerts[0] = pTri->m_Indices[0];
iVerts[1] = pTri->m_Indices[1];
iVerts[2] = pTri->m_Indices[2];
// Get this triangle's UVs.
Vector2D vecUV[3];
for ( int iCoord = 0; iCoord < 3; ++iCoord )
{
pCoreDisp->GetLuxelCoord( 0, iVerts[iCoord], vecUV[iCoord] );
}
// See if the passed-in UVs are in this triangle's UVs.
if( GetBarycentricCoordsFromLightmapCoords( vecUV, lmCoords, flBarycentric ) )
{
iTriangle = iTri;
return true;
}
}
return false;
}
void CalculateLightmapSamplePositions( CCoreDispInfo *pCoreDispInfo, const dface_t *pFace, CUtlVector<unsigned char> &out )
{
int width = pFace->m_LightmapTextureSizeInLuxels[0] + 1;
int height = pFace->m_LightmapTextureSizeInLuxels[1] + 1;
// For each lightmap sample, find the triangle it sits in.
Vector2D lmCoords;
for( int y=0; y < height; y++ )
{
lmCoords.y = y + 0.5f;
for( int x=0; x < width; x++ )
{
lmCoords.x = x + 0.5f;
float flBarycentric[3];
int iTri;
if( FindTriIndexMapByUV( pCoreDispInfo, lmCoords, iTri, flBarycentric ) )
{
if( iTri < 255 )
{
out.AddToTail( iTri );
}
else
{
out.AddToTail( 255 );
out.AddToTail( iTri - 255 );
}
out.AddToTail( (unsigned char)( flBarycentric[0] * 255.9f ) );
out.AddToTail( (unsigned char)( flBarycentric[1] * 255.9f ) );
out.AddToTail( (unsigned char)( flBarycentric[2] * 255.9f ) );
}
else
{
out.AddToTail( 0 );
out.AddToTail( 0 );
out.AddToTail( 0 );
out.AddToTail( 0 );
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int GetDispInfoEntityNum( mapdispinfo_t *pDisp )
{
return pDisp->entitynum;
}
// Setup a CCoreDispInfo given a mapdispinfo_t.
// If pFace is non-NULL, then lightmap texture coordinates will be generated.
void DispMapToCoreDispInfo( mapdispinfo_t *pMapDisp, CCoreDispInfo *pCoreDispInfo, dface_t *pFace, int *pSwappedTexInfos )
{
winding_t *pWinding = pMapDisp->face.originalface->winding;
Assert( pWinding->numpoints == 4 );
//
// set initial surface data
//
CCoreDispSurface *pSurf = pCoreDispInfo->GetSurface();
texinfo_t *pTexInfo = &texinfo[ pMapDisp->face.texinfo ];
Assert( pTexInfo != NULL );
// init material contents
pMapDisp->contents = pMapDisp->face.contents;
if (!(pMapDisp->contents & (ALL_VISIBLE_CONTENTS | CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) ) )
{
pMapDisp->contents |= CONTENTS_SOLID;
}
pSurf->SetContents( pMapDisp->contents );
// Calculate the lightmap coordinates.
Vector2D tCoords[4] = {Vector2D(0,0),Vector2D(0,1),Vector2D(1,0),Vector2D(1,1)};
if( pFace )
{
Assert( pFace->numedges == 4 );
Vector pt[4];
for( int i=0; i < 4; i++ )
pt[i] = pWinding->p[i];
int zeroOffset[2] = {0,0};
CalcTextureCoordsAtPoints(
pTexInfo->textureVecsTexelsPerWorldUnits,
zeroOffset,
pt,
4,
tCoords );
}
//
// set face point data ...
//
pSurf->SetPointCount( 4 );
for( int i = 0; i < 4; i++ )
{
// position
pSurf->SetPoint( i, pWinding->p[i] );
pSurf->SetTexCoord( i, tCoords[i] );
}
// reset surface given start info
pSurf->SetPointStart( pMapDisp->startPosition );
pSurf->FindSurfPointStartIndex();
pSurf->AdjustSurfPointData();
// Set the luxel coordinates on the base displacement surface.
Vector vecTmp( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
int nLuxelsPerWorldUnit = static_cast<int>( 1.0f / VectorLength( vecTmp ) );
Vector vecU( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
Vector vecV( pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][0],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][1],
pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][2] );
bool bSwap = pSurf->CalcLuxelCoords( nLuxelsPerWorldUnit, false, vecU, vecV );
// Set the face m_LightmapExtents
if ( pFace )
{
pFace->m_LightmapTextureSizeInLuxels[0] = pSurf->GetLuxelU();
pFace->m_LightmapTextureSizeInLuxels[1] = pSurf->GetLuxelV();
if ( bSwap )
{
if ( pSwappedTexInfos[ pMapDisp->face.texinfo ] < 0 )
{
// Create a new texinfo to hold the swapped data.
// We must do this because other surfaces may want the non-swapped data
// This fixes a lighting bug in d2_prison_08 where many non-displacement surfaces
// were pitch black, in addition to bugs in other maps I bet.
// NOTE: Copy here because adding a texinfo could realloc.
texinfo_t temp = *pTexInfo;
memcpy( temp.lightmapVecsLuxelsPerWorldUnits[0], pTexInfo->lightmapVecsLuxelsPerWorldUnits[1], 4 * sizeof(float) );
memcpy( temp.lightmapVecsLuxelsPerWorldUnits[1], pTexInfo->lightmapVecsLuxelsPerWorldUnits[0], 4 * sizeof(float) );
temp.lightmapVecsLuxelsPerWorldUnits[1][0] *= -1.0f;
temp.lightmapVecsLuxelsPerWorldUnits[1][1] *= -1.0f;
temp.lightmapVecsLuxelsPerWorldUnits[1][2] *= -1.0f;
temp.lightmapVecsLuxelsPerWorldUnits[1][3] *= -1.0f;
pSwappedTexInfos[ pMapDisp->face.texinfo ] = texinfo.AddToTail( temp );
}
pMapDisp->face.texinfo = pSwappedTexInfos[ pMapDisp->face.texinfo ];
}
// NOTE: This is here to help future-proof code, since there are codepaths where
// pTexInfo can be made invalid (texinfo.AddToTail above).
pTexInfo = NULL;
}
// Setup the displacement vectors and offsets.
int size = ( ( ( 1 << pMapDisp->power ) + 1 ) * ( ( 1 << pMapDisp->power ) + 1 ) );
Vector vectorDisps[2048];
float dispDists[2048];
Assert( size < sizeof(vectorDisps)/sizeof(vectorDisps[0]) );
for( int j = 0; j < size; j++ )
{
Vector v;
float dist;
VectorScale( pMapDisp->vectorDisps[j], pMapDisp->dispDists[j], v );
VectorAdd( v, pMapDisp->vectorOffsets[j], v );
dist = VectorLength( v );
VectorNormalize( v );
vectorDisps[j] = v;
dispDists[j] = dist;
}
// Use CCoreDispInfo to setup the actual vertex positions.
pCoreDispInfo->InitDispInfo( pMapDisp->power, pMapDisp->minTess, pMapDisp->smoothingAngle,
pMapDisp->alphaValues, vectorDisps, dispDists, pMapDisp->flags, pMapDisp->m_vMultiBlends );
pCoreDispInfo->Create();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void EmitInitialDispInfos( void )
{
int i;
mapdispinfo_t *pMapDisp;
ddispinfo_t *pDisp;
Vector v;
// Calculate the total number of verts.
int nTotalVerts = 0;
int nTotalTris = 0;
int nTotalMultiBlend = 0;
for ( i=0; i < nummapdispinfo; i++ )
{
nTotalVerts += NUM_DISP_POWER_VERTS( mapdispinfo[i].power );
nTotalTris += NUM_DISP_POWER_TRIS( mapdispinfo[i].power );
if ( ( mapdispinfo[ i ].flags & DISP_INFO_FLAG_HAS_MULTIBLEND ) != 0 )
{
nTotalMultiBlend += NUM_DISP_POWER_VERTS( mapdispinfo[i].power );
}
}
// Clear the output arrays..
g_dispinfo.Purge();
g_dispinfo.SetSize( nummapdispinfo );
g_DispVerts.SetSize( nTotalVerts );
g_DispTris.SetSize( nTotalTris );
g_DispMultiBlend.SetSize( nTotalMultiBlend );
int iCurVert = 0;
int iCurTri = 0;
int iCurMultiBlend = 0;
for( i = 0; i < nummapdispinfo; i++ )
{
pDisp = &g_dispinfo[i];
pMapDisp = &mapdispinfo[i];
CDispVert *pOutVerts = &g_DispVerts[iCurVert];
CDispTri *pOutTris = &g_DispTris[iCurTri];
// Setup the vert pointers.
pDisp->m_iDispVertStart = iCurVert;
pDisp->m_iDispTriStart = iCurTri;
iCurVert += NUM_DISP_POWER_VERTS( pMapDisp->power );
iCurTri += NUM_DISP_POWER_TRIS( pMapDisp->power );
//
// save power, minimum tesselation, and smoothing angle
//
pDisp->power = pMapDisp->power;
// If the high bit is set - this is FLAGS!
pDisp->minTess = pMapDisp->flags | DISP_INFO_FLAG_MAGIC;
// pDisp->minTess = pMapDisp->minTess;
pDisp->smoothingAngle = pMapDisp->smoothingAngle;
pDisp->m_iMapFace = (unsigned short)-2;
// get surface contents
pDisp->contents = pMapDisp->face.contents;
pDisp->startPosition = pMapDisp->startPosition;
//
// add up the vectorOffsets and displacements, save alphas (per vertex)
//
int size = ( ( ( 1 << pDisp->power ) + 1 ) * ( ( 1 << pDisp->power ) + 1 ) );
for( int j = 0; j < size; j++ )
{
VectorScale( pMapDisp->vectorDisps[j], pMapDisp->dispDists[j], v );
VectorAdd( v, pMapDisp->vectorOffsets[j], v );
float dist = VectorLength( v );
VectorNormalize( v );
VectorCopy( v, pOutVerts[j].m_vVector );
pOutVerts[j].m_flDist = dist;
pOutVerts[j].m_flAlpha = pMapDisp->alphaValues[j];
if ( ( pMapDisp->flags & DISP_INFO_FLAG_HAS_MULTIBLEND ) != 0 )
{
g_DispMultiBlend[ iCurMultiBlend ] = pMapDisp->m_vMultiBlends[ j ];
iCurMultiBlend++;
}
}
int nTriCount = ( (1 << (pDisp->power)) * (1 << (pDisp->power)) * 2 );
for ( int iTri = 0; iTri< nTriCount; ++iTri )
{
pOutTris[iTri].m_uiTags = pMapDisp->triTags[iTri];
}
//===================================================================
//===================================================================
// save the index for face data reference
pMapDisp->face.dispinfo = i;
}
}
void ExportCoreDispNeighborData( const CCoreDispInfo *pIn, ddispinfo_t *pOut )
{
for ( int i=0; i < 4; i++ )
{
pOut->m_EdgeNeighbors[i] = *pIn->GetEdgeNeighbor( i );
pOut->m_CornerNeighbors[i] = *pIn->GetCornerNeighbors( i );
}
}
void ExportNeighborData( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
{
FindNeighboringDispSurfs( ppListBase, listSize );
// Export the neighbor data.
for ( int i=0; i < nummapdispinfo; i++ )
{
ExportCoreDispNeighborData( g_CoreDispInfos[i], &pBSPDispInfos[i] );
}
}
void ExportCoreDispAllowedVertList( const CCoreDispInfo *pIn, ddispinfo_t *pOut )
{
ErrorIfNot(
pIn->GetAllowedVerts().GetNumDWords() == sizeof( pOut->m_AllowedVerts ) / 4,
("ExportCoreDispAllowedVertList: size mismatch")
);
for ( int i=0; i < pIn->GetAllowedVerts().GetNumDWords(); i++ )
pOut->m_AllowedVerts[i] = pIn->GetAllowedVerts().GetDWord( i );
}
void ExportAllowedVertLists( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
{
SetupAllowedVerts( ppListBase, listSize );
for ( int i=0; i < listSize; i++ )
{
ExportCoreDispAllowedVertList( ppListBase[i], &pBSPDispInfos[i] );
}
}
bool FindEnclosingTri(
const Vector2D &vert,
CUtlVector<Vector2D> &vertCoords,
CUtlVector<unsigned short> &indices,
int *pStartVert,
float bcCoords[3] )
{
for ( int i=0; i < indices.Count(); i += 3 )
{
GetBarycentricCoords2D(
vertCoords[indices[i+0]],
vertCoords[indices[i+1]],
vertCoords[indices[i+2]],
vert,
bcCoords );
if ( bcCoords[0] >= 0 && bcCoords[0] <= 1 &&
bcCoords[1] >= 0 && bcCoords[1] <= 1 &&
bcCoords[2] >= 0 && bcCoords[2] <= 1 )
{
*pStartVert = i;
return true;
}
}
return false;
}
void SnapRemainingVertsToSurface( CCoreDispInfo *pCoreDisp, ddispinfo_t *pDispInfo )
{
// First, tesselate the displacement.
CUtlVector<unsigned short> indices;
CVBSPTesselateHelper helper;
helper.m_pIndices = &indices;
helper.m_pActiveVerts = pCoreDisp->GetAllowedVerts().Base();
helper.m_pPowerInfo = pCoreDisp->GetPowerInfo();
::TesselateDisplacement( &helper );
// Figure out which verts are actually referenced in the tesselation.
CUtlVector<bool> vertsTouched;
vertsTouched.SetSize( pCoreDisp->GetSize() );
memset( vertsTouched.Base(), 0, sizeof( bool ) * vertsTouched.Count() );
for ( int i=0; i < indices.Count(); i++ )
vertsTouched[ indices[i] ] = true;
// Generate 2D floating point coordinates for each vertex. We use these to generate
// barycentric coordinates, and the scale doesn't matter.
CUtlVector<Vector2D> vertCoords;
vertCoords.SetSize( pCoreDisp->GetSize() );
for ( int y=0; y < pCoreDisp->GetHeight(); y++ )
{
for ( int x=0; x < pCoreDisp->GetWidth(); x++ )
vertCoords[y*pCoreDisp->GetWidth()+x].Init( x, y );
}
// Now, for each vert not touched, snap its position to the main surface.
for ( int y=0; y < pCoreDisp->GetHeight(); y++ )
{
for ( int x=0; x < pCoreDisp->GetWidth(); x++ )
{
int index = y * pCoreDisp->GetWidth() + x;
if ( !( vertsTouched[index] ) )
{
float bcCoords[3];
int iStartVert = -1;
if ( FindEnclosingTri( vertCoords[index], vertCoords, indices, &iStartVert, bcCoords ) )
{
const Vector &A = pCoreDisp->GetVert( indices[iStartVert+0] );
const Vector &B = pCoreDisp->GetVert( indices[iStartVert+1] );
const Vector &C = pCoreDisp->GetVert( indices[iStartVert+2] );
Vector vNewPos = A*bcCoords[0] + B*bcCoords[1] + C*bcCoords[2];
// This is kind of cheesy, but it gets the job done. Since the CDispVerts store the
// verts relative to some other offset, we'll just offset their position instead
// of setting it directly.
Vector vOffset = vNewPos - pCoreDisp->GetVert( index );
// Modify the mapfile vert.
CDispVert *pVert = &g_DispVerts[pDispInfo->m_iDispVertStart + index];
pVert->m_vVector = (pVert->m_vVector * pVert->m_flDist) + vOffset;
pVert->m_flDist = 1;
// Modify the CCoreDispInfo vert (although it probably won't be used later).
pCoreDisp->SetVert( index, vNewPos );
}
else
{
// This shouldn't happen because it would mean that the triangulation that
// disp_tesselation.h produced was missing a chunk of the space that the
// displacement covers.
// It also could indicate a floating-point epsilon error.. check to see if
// FindEnclosingTri finds a triangle that -almost- encloses the vert.
Assert( false );
}
}
}
}
}
void SnapRemainingVertsToSurface( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
{
//g_pPad = ScratchPad3D_Create();
for ( int i=0; i < listSize; i++ )
{
SnapRemainingVertsToSurface( ppListBase[i], &pBSPDispInfos[i] );
}
}
void EmitDispLMAlphaAndNeighbors()
{
int i;
Msg( "Finding displacement neighbors...\n" );
// Build the CCoreDispInfos.
CUtlVector<dface_t*> faces;
// Create the core dispinfos and init them for use as CDispUtilsHelpers.
for ( int iDisp = 0; iDisp < nummapdispinfo; ++iDisp )
{
CCoreDispInfo *pDisp = new CCoreDispInfo;
if ( !pDisp )
{
g_CoreDispInfos.Purge();
return;
}
int nIndex = g_CoreDispInfos.AddToTail();
pDisp->SetListIndex( nIndex );
g_CoreDispInfos[nIndex] = pDisp;
}
for ( i=0; i < nummapdispinfo; i++ )
{
g_CoreDispInfos[i]->SetDispUtilsHelperInfo( g_CoreDispInfos.Base(), nummapdispinfo );
}
faces.SetSize( nummapdispinfo );
int nMemSize = texinfo.Count() * sizeof(int);
int *pSwappedTexInfos = (int*)stackalloc( nMemSize );
memset( pSwappedTexInfos, 0xFF, nMemSize );
for( i = 0; i < numfaces; i++ )
{
dface_t *pFace = &dfaces[i];
if( pFace->dispinfo == -1 )
continue;
mapdispinfo_t *pMapDisp = &mapdispinfo[pFace->dispinfo];
// Set the displacement's face index.
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
pDisp->m_iMapFace = i;
// Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates.
CCoreDispInfo *pCoreDispInfo = g_CoreDispInfos[pFace->dispinfo];
DispMapToCoreDispInfo( pMapDisp, pCoreDispInfo, pFace, pSwappedTexInfos );
faces[pFace->dispinfo] = pFace;
}
stackfree( pSwappedTexInfos );
// Generate and export neighbor data.
ExportNeighborData( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
// Generate and export the active vert lists.
ExportAllowedVertLists( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
// Now that we know which vertices are actually going to be around, snap the ones that won't
// be around onto the slightly-reduced mesh. This is so the engine's ray test code and
// overlay code works right.
SnapRemainingVertsToSurface( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
Msg( "Finding lightmap sample positions...\n" );
for ( i=0; i < nummapdispinfo; i++ )
{
dface_t *pFace = faces[i];
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
CCoreDispInfo *pCoreDispInfo = g_CoreDispInfos[i];
pDisp->m_iLightmapSamplePositionStart = g_DispLightmapSamplePositions.Count();
CalculateLightmapSamplePositions( pCoreDispInfo, pFace, g_DispLightmapSamplePositions );
}
StartPacifier( "Displacement Alpha : ");
// Build lightmap alphas.
int dispCount = 0; // How many we've processed.
for( i = 0; i < nummapdispinfo; i++ )
{
dface_t *pFace = faces[i];
Assert( pFace->dispinfo == i );
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
// Allocate space for the alpha values.
pDisp->m_iLightmapAlphaStart = 0; // not used anymore
++dispCount;
}
EndPacifier();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void DispGetFaceInfo( mapbrush_t *pBrush )
{
int i;
side_t *pSide;
// we don't support displacement on entities at the moment!!
if( pBrush->entitynum != 0 )
{
char* pszEntityName = ValueForKey( &g_LoadingMap->entities[pBrush->entitynum], "classname" );
Error( "Error: displacement found on a(n) %s entity - not supported (entity %d, brush %d)\n", pszEntityName, pBrush->entitynum, pBrush->brushnum );
}
for( i = 0; i < pBrush->numsides; i++ )
{
pSide = &pBrush->original_sides[i];
if( pSide->pMapDisp )
{
// error checking!!
if( pSide->winding->numpoints != 4 )
Error( "Trying to create a non-quad displacement! (entity %d, brush %d)\n", pBrush->entitynum, pBrush->brushnum );
pSide->pMapDisp->face.originalface = pSide;
pSide->pMapDisp->face.texinfo = pSide->texinfo;
pSide->pMapDisp->face.dispinfo = -1;
pSide->pMapDisp->face.planenum = pSide->planenum;
pSide->pMapDisp->face.numpoints = pSide->winding->numpoints;
pSide->pMapDisp->face.w = CopyWinding( pSide->winding );
pSide->pMapDisp->face.contents = pBrush->contents;
pSide->pMapDisp->face.merged = FALSE;
pSide->pMapDisp->face.split[0] = FALSE;
pSide->pMapDisp->face.split[1] = FALSE;
pSide->pMapDisp->entitynum = pBrush->entitynum;
pSide->pMapDisp->brushSideID = pSide->id;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool HasDispInfo( mapbrush_t *pBrush )
{
int i;
side_t *pSide;
for( i = 0; i < pBrush->numsides; i++ )
{
pSide = &pBrush->original_sides[i];
if( pSide->pMapDisp )
return true;
}
return false;
}