diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/vbsp/overlay.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/vbsp/overlay.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/overlay.cpp | 487 |
1 files changed, 487 insertions, 0 deletions
diff --git a/mp/src/utils/vbsp/overlay.cpp b/mp/src/utils/vbsp/overlay.cpp new file mode 100644 index 00000000..fcd2e924 --- /dev/null +++ b/mp/src/utils/vbsp/overlay.cpp @@ -0,0 +1,487 @@ +//========= 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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