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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vbsp.h"
#include "disp_vbsp.h"
#include "builddisp.h"
#include "mathlib/vmatrix.h"
void Overlay_BuildBasisOrigin( doverlay_t *pOverlay );
// Overlay list.
CUtlVector<mapoverlay_t> g_aMapOverlays; CUtlVector<mapoverlay_t> g_aMapWaterOverlays;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int Overlay_GetFromEntity( entity_t *pMapEnt ) { int iAccessorID = -1;
// Allocate the new overlay.
int iOverlay = g_aMapOverlays.AddToTail(); mapoverlay_t *pMapOverlay = &g_aMapOverlays[iOverlay];
// Get the overlay data.
pMapOverlay->nId = g_aMapOverlays.Count() - 1;
if ( ValueForKey( pMapEnt, "targetname" )[ 0 ] != '\0' ) { // Overlay has a name, remember it's ID for accessing
iAccessorID = pMapOverlay->nId; }
pMapOverlay->flU[0] = FloatForKey( pMapEnt, "StartU" ); pMapOverlay->flU[1] = FloatForKey( pMapEnt, "EndU" ); pMapOverlay->flV[0] = FloatForKey( pMapEnt, "StartV" ); pMapOverlay->flV[1] = FloatForKey( pMapEnt, "EndV" );
pMapOverlay->flFadeDistMinSq = FloatForKey( pMapEnt, "fademindist" ); if ( pMapOverlay->flFadeDistMinSq > 0 ) { pMapOverlay->flFadeDistMinSq *= pMapOverlay->flFadeDistMinSq; }
pMapOverlay->flFadeDistMaxSq = FloatForKey( pMapEnt, "fademaxdist" ); if ( pMapOverlay->flFadeDistMaxSq > 0 ) { pMapOverlay->flFadeDistMaxSq *= pMapOverlay->flFadeDistMaxSq; }
GetVectorForKey( pMapEnt, "BasisOrigin", pMapOverlay->vecOrigin );
pMapOverlay->m_nRenderOrder = IntForKey( pMapEnt, "RenderOrder" ); if ( pMapOverlay->m_nRenderOrder < 0 || pMapOverlay->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS ) Error( "Overlay (%s) at %f %f %f has invalid render order (%d).\n", ValueForKey( pMapEnt, "material" ), pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z, pMapOverlay->m_nRenderOrder );
GetVectorForKey( pMapEnt, "uv0", pMapOverlay->vecUVPoints[0] ); GetVectorForKey( pMapEnt, "uv1", pMapOverlay->vecUVPoints[1] ); GetVectorForKey( pMapEnt, "uv2", pMapOverlay->vecUVPoints[2] ); GetVectorForKey( pMapEnt, "uv3", pMapOverlay->vecUVPoints[3] );
GetVectorForKey( pMapEnt, "BasisU", pMapOverlay->vecBasis[0] ); GetVectorForKey( pMapEnt, "BasisV", pMapOverlay->vecBasis[1] ); GetVectorForKey( pMapEnt, "BasisNormal", pMapOverlay->vecBasis[2] );
const char *pMaterialName = ValueForKey( pMapEnt, "material" ); Assert( strlen( pMaterialName ) < OVERLAY_MAP_STRLEN ); if ( strlen( pMaterialName ) >= OVERLAY_MAP_STRLEN ) { Error( "Overlay Material Name (%s) too long! > OVERLAY_MAP_STRLEN (%d)", pMaterialName, OVERLAY_MAP_STRLEN ); return -1; } strcpy( pMapOverlay->szMaterialName, pMaterialName );
// Convert the sidelist to side id(s).
const char *pSideList = ValueForKey( pMapEnt, "sides" ); char *pTmpList = ( char* )_alloca( strlen( pSideList ) + 1 ); strcpy( pTmpList, pSideList ); const char *pScan = strtok( pTmpList, " " ); if ( !pScan ) return iAccessorID;
pMapOverlay->aSideList.Purge(); pMapOverlay->aFaceList.Purge();
do { int nSideId; if ( sscanf( pScan, "%d", &nSideId ) == 1 ) { pMapOverlay->aSideList.AddToTail( nSideId ); } } while ( ( pScan = strtok( NULL, " " ) ) );
return iAccessorID; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
side_t *GetSide( int nSideId ) { for( int iSide = 0; iSide < g_LoadingMap->nummapbrushsides; ++iSide ) { if ( g_LoadingMap->brushsides[iSide].id == nSideId ) return &g_LoadingMap->brushsides[iSide]; }
return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_UpdateSideLists( int StartIndex ) { int nMapOverlayCount = g_aMapOverlays.Count(); for( int iMapOverlay = StartIndex; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( iMapOverlay ); if ( pMapOverlay ) { int nSideCount = pMapOverlay->aSideList.Count(); for( int iSide = 0; iSide < nSideCount; ++iSide ) { side_t *pSide = GetSide( pMapOverlay->aSideList[iSide] ); if ( pSide ) { if ( pSide->aOverlayIds.Find( pMapOverlay->nId ) == -1 ) { pSide->aOverlayIds.AddToTail( pMapOverlay->nId ); } } } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void OverlayTransition_UpdateSideLists( int StartIndex ) { int nOverlayCount = g_aMapWaterOverlays.Count(); for( int iOverlay = StartIndex; iOverlay < nOverlayCount; ++iOverlay ) { mapoverlay_t *pOverlay = &g_aMapWaterOverlays.Element( iOverlay ); if ( pOverlay ) { int nSideCount = pOverlay->aSideList.Count(); for( int iSide = 0; iSide < nSideCount; ++iSide ) { side_t *pSide = GetSide( pOverlay->aSideList[iSide] ); if ( pSide ) { if ( pSide->aWaterOverlayIds.Find( pOverlay->nId ) == -1 ) { pSide->aWaterOverlayIds.AddToTail( pOverlay->nId ); } } } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_AddFaceToLists( int iFace, side_t *pSide ) { int nOverlayIdCount = pSide->aOverlayIds.Count(); for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId ) { mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( pSide->aOverlayIds[iOverlayId] ); if ( pMapOverlay ) { if( pMapOverlay->aFaceList.Find( iFace ) == -1 ) { pMapOverlay->aFaceList.AddToTail( iFace ); } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void OverlayTransition_AddFaceToLists( int iFace, side_t *pSide ) { int nOverlayIdCount = pSide->aWaterOverlayIds.Count(); for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId ) { mapoverlay_t *pMapOverlay = &g_aMapWaterOverlays.Element( pSide->aWaterOverlayIds[iOverlayId] - ( MAX_MAP_OVERLAYS + 1 ) ); if ( pMapOverlay ) { if( pMapOverlay->aFaceList.Find( iFace ) == -1 ) { pMapOverlay->aFaceList.AddToTail( iFace ); } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Overlay_EmitOverlayFace( mapoverlay_t *pMapOverlay ) { Assert( g_nOverlayCount < MAX_MAP_OVERLAYS ); if ( g_nOverlayCount >= MAX_MAP_OVERLAYS ) { Error ( "Too Many Overlays!\nMAX_MAP_OVERLAYS = %d", MAX_MAP_OVERLAYS ); return; }
doverlay_t *pOverlay = &g_Overlays[g_nOverlayCount]; doverlayfade_t *pOverlayFade = &g_OverlayFades[g_nOverlayCount];
g_nOverlayCount++;
// Conver the map overlay into a .bsp overlay (doverlay_t).
if ( pOverlay ) { pOverlay->nId = pMapOverlay->nId;
pOverlay->flU[0] = pMapOverlay->flU[0]; pOverlay->flU[1] = pMapOverlay->flU[1]; pOverlay->flV[0] = pMapOverlay->flV[0]; pOverlay->flV[1] = pMapOverlay->flV[1];
VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] ); VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] ); VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] ); VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x; pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y; pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
// Encode whether or not the v axis should be flipped.
Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] ); if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f ) { pOverlay->vecUVPoints[3].z = 1.0f; }
// Texinfo.
texinfo_t texInfo; texInfo.flags = 0; texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName ); for( int iVec = 0; iVec < 2; ++iVec ) { for( int iAxis = 0; iAxis < 3; ++iAxis ) { texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f; }
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f; } pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
// Face List
int nFaceCount = pMapOverlay->aFaceList.Count(); Assert( nFaceCount < OVERLAY_BSP_FACE_COUNT ); if ( nFaceCount >= OVERLAY_BSP_FACE_COUNT ) { Error( "Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z ); return; }
pOverlay->SetFaceCount( nFaceCount ); for( int iFace = 0; iFace < nFaceCount; ++iFace ) { pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace ); } }
// Convert the map overlay fade data into a .bsp overlay fade (doverlayfade_t).
if ( pOverlayFade ) { pOverlayFade->flFadeDistMinSq = pMapOverlay->flFadeDistMinSq; pOverlayFade->flFadeDistMaxSq = pMapOverlay->flFadeDistMaxSq; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void OverlayTransition_EmitOverlayFace( mapoverlay_t *pMapOverlay ) { Assert( g_nWaterOverlayCount < MAX_MAP_WATEROVERLAYS ); if ( g_nWaterOverlayCount >= MAX_MAP_WATEROVERLAYS ) { Error ( "Too many water overlays!\nMAX_MAP_WATEROVERLAYS = %d", MAX_MAP_WATEROVERLAYS ); return; }
dwateroverlay_t *pOverlay = &g_WaterOverlays[g_nWaterOverlayCount]; g_nWaterOverlayCount++;
// Conver the map overlay into a .bsp overlay (doverlay_t).
if ( pOverlay ) { pOverlay->nId = pMapOverlay->nId;
pOverlay->flU[0] = pMapOverlay->flU[0]; pOverlay->flU[1] = pMapOverlay->flU[1]; pOverlay->flV[0] = pMapOverlay->flV[0]; pOverlay->flV[1] = pMapOverlay->flV[1];
VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] ); VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] ); VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] ); VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x; pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y; pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
// Encode whether or not the v axis should be flipped.
Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] ); if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f ) { pOverlay->vecUVPoints[3].z = 1.0f; }
// Texinfo.
texinfo_t texInfo; texInfo.flags = 0; texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName ); for( int iVec = 0; iVec < 2; ++iVec ) { for( int iAxis = 0; iAxis < 3; ++iAxis ) { texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f; }
texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f; } pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
// Face List
int nFaceCount = pMapOverlay->aFaceList.Count(); Assert( nFaceCount < WATEROVERLAY_BSP_FACE_COUNT ); if ( nFaceCount >= WATEROVERLAY_BSP_FACE_COUNT ) { Error( "Water Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z ); return; }
pOverlay->SetFaceCount( nFaceCount ); for( int iFace = 0; iFace < nFaceCount; ++iFace ) { pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Overlay_EmitOverlayFaces( void ) { int nMapOverlayCount = g_aMapOverlays.Count(); for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { Overlay_EmitOverlayFace( &g_aMapOverlays.Element( iMapOverlay ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void OverlayTransition_EmitOverlayFaces( void ) { int nMapOverlayCount = g_aMapWaterOverlays.Count(); for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { OverlayTransition_EmitOverlayFace( &g_aMapWaterOverlays.Element( iMapOverlay ) ); } }
//-----------------------------------------------------------------------------
// These routines were mostly stolen from MapOverlay.cpp in Hammer
//-----------------------------------------------------------------------------
#define OVERLAY_BASIS_U 0
#define OVERLAY_BASIS_V 1
#define OVERLAY_BASIS_NORMAL 2
#define OVERLAY_HANDLES_COUNT 4
inline void TransformPoint( const VMatrix& matrix, Vector &point ) { Vector orgVector = point; matrix.V3Mul( orgVector, point ); }
inline bool fequal( float value, float target, float delta) { return ( (value<(target+delta))&&(value>(target-delta)) ); }
//-----------------------------------------------------------------------------
// Purpose: this function translate / rotate an overlay.
// Input : pOverlay - the overlay to be translated
// OriginOffset - the translation
// AngleOffset - the rotation
// Matrix - the translation / rotation matrix
// Output : none
//-----------------------------------------------------------------------------
void Overlay_Translate( mapoverlay_t *pOverlay, Vector &OriginOffset, QAngle &AngleOffset, matrix3x4_t &Matrix ) { VMatrix tmpMatrix( Matrix );
Vector temp = pOverlay->vecOrigin; VectorTransform( temp, Matrix, pOverlay->vecOrigin );
// erase move component
tmpMatrix.SetTranslation( vec3_origin );
// check if matrix would still change something
if ( !tmpMatrix.IsIdentity() ) { // make sure axes are normalized (they should be anyways)
pOverlay->vecBasis[OVERLAY_BASIS_U].NormalizeInPlace(); pOverlay->vecBasis[OVERLAY_BASIS_V].NormalizeInPlace();
Vector vecU = pOverlay->vecBasis[OVERLAY_BASIS_U]; Vector vecV = pOverlay->vecBasis[OVERLAY_BASIS_V]; Vector vecNormal = pOverlay->vecBasis[OVERLAY_BASIS_NORMAL];
TransformPoint( tmpMatrix, vecU ); TransformPoint( tmpMatrix, vecV ); TransformPoint( tmpMatrix, vecNormal );
float fScaleU = vecU.Length(); float fScaleV = vecV.Length(); float flScaleNormal = vecNormal.Length();
bool bIsUnit = ( fequal( fScaleU, 1.0f, 0.0001 ) && fequal( fScaleV, 1.0f, 0.0001 ) && fequal( flScaleNormal, 1.0f, 0.0001 ) ); bool bIsPerp = ( fequal( DotProduct( vecU, vecV ), 0.0f, 0.0025 ) && fequal( DotProduct( vecU, vecNormal ), 0.0f, 0.0025 ) && fequal( DotProduct( vecV, vecNormal ), 0.0f, 0.0025 ) );
// if ( fequal(fScaleU,1,0.0001) && fequal(fScaleV,1,0.0001) && fequal(DotProduct( vecU, vecV ),0,0.0025) )
if ( bIsUnit && bIsPerp ) { // transformation doesnt scale or shear anything, so just update base axes
pOverlay->vecBasis[OVERLAY_BASIS_U] = vecU; pOverlay->vecBasis[OVERLAY_BASIS_V] = vecV; pOverlay->vecBasis[OVERLAY_BASIS_NORMAL] = vecNormal; } else { // more complex transformation, move UV coordinates, but leave base axes
for ( int iHandle=0; iHandle<OVERLAY_HANDLES_COUNT;iHandle++) { Vector vecUV = pOverlay->vecUVPoints[iHandle]; Vector vecPos = ( vecUV.x * pOverlay->vecBasis[OVERLAY_BASIS_U] + vecUV.y * pOverlay->vecBasis[OVERLAY_BASIS_V] );
// to transform in world space
TransformPoint( tmpMatrix, vecPos );
vecUV.x = pOverlay->vecBasis[OVERLAY_BASIS_U].Dot( vecPos ); vecUV.y = pOverlay->vecBasis[OVERLAY_BASIS_V].Dot( vecPos );
pOverlay->vecUVPoints[iHandle] = vecUV; } } }
}
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