diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/utils/vbsp/overlay.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/utils/vbsp/overlay.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/overlay.cpp | 974 |
1 files changed, 487 insertions, 487 deletions
diff --git a/mp/src/utils/vbsp/overlay.cpp b/mp/src/utils/vbsp/overlay.cpp index fcd2e924..edceba9a 100644 --- a/mp/src/utils/vbsp/overlay.cpp +++ b/mp/src/utils/vbsp/overlay.cpp @@ -1,487 +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;
- }
- }
- }
-
-}
+//========= 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; + } + } + } + +} |