1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215
|
/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/RoomUVs.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Code to deal with texturing rooms
*
* $Log: not supported by cvs2svn $
*
* 9 9/30/99 6:35p Matt
* Added code to scale the UVs of a texture based on the size of the
* texture when the texture is applied to a face. This will cause the
* applied texture to have the make 3D texel size at the old texture.
*
* 8 4/25/99 2:38p Gwar
* brought in HRoom.cpp and RoomUVs.cpp, and several misc game functions
* were added to globals.cpp to make it possible
*
* 7 10/21/98 1:27p Jason
* fixed texture u2,v2 sliding problems
*
* 6 10/07/98 3:19p Matt
* Cleaned up and fixed Mike's old texture UV calculation code. Who ever
* told that boy he could do 3D?
*
* 5 4/02/98 12:23p Jason
* trimmed some fat from our structures
*
* 4 12/23/97 1:33p Samir
* Added pserror.h
*
* 3 9/17/97 11:57a Matt
* Ripped out segment code
*
* 2 7/18/97 7:38p Jason
* finished room/terrain texture modifications
*
* $NoKeywords: $
*/
#include "RoomUVs.h"
#ifndef NEWEDITOR
#include "d3edit.h"
#else
#include "..\neweditor\globals.h"
#endif
#include "pserror.h"
// returns the magnatude of the 2d vector <a,b>
static float zhypot(float a, float b) { return sqrt(a * a + b * b); }
// Given u,v coordinates at two vertices, assign u,v coordinates to the other vertices on a face.
// va, vb = face-relative vertex indices corresponding to uva, uvb. Ie, they are always in 0..num_verts_in_face
void AssignUVsToFace(room *rp, int facenum, roomUVL *uva, roomUVL *uvb, int va, int vb) {
face *fp = &rp->faces[facenum];
int nv = fp->num_verts;
int vlo, vhi;
vector fvec, rvec, tvec;
roomUVL ruvmag, fuvmag, uvlo, uvhi;
float fmag, mag01;
int i;
float saveu2[MAX_VERTS_PER_FACE], savev2[MAX_VERTS_PER_FACE];
for (i = 0; i < fp->num_verts; i++) {
saveu2[i] = fp->face_uvls[i].u2;
savev2[i] = fp->face_uvls[i].v2;
}
ASSERT((va < nv) && (vb < nv));
ASSERT((abs(va - vb) == 1) || (abs(va - vb) == nv - 1)); // make sure the verticies specify an edge
// We want vlo precedes vhi, ie vlo < vhi, or vlo = num_verts, vhi = 0
if (va == ((vb + 1) % nv)) { // va = vb + 1
vlo = vb;
vhi = va;
uvlo = *uvb;
uvhi = *uva;
} else {
vlo = va;
vhi = vb;
uvlo = *uva;
uvhi = *uvb;
}
ASSERT(((vlo + 1) % nv) == vhi); // If we are on an edge, then uvhi is one more than uvlo (mod num_verts)
fp->face_uvls[vlo] = uvlo;
fp->face_uvls[vhi] = uvhi;
// Now we have vlo precedes vhi, compute vertices ((vhi+1) % nv) and ((vhi+2) % nv)
// Assign u,v scale to a unit length right vector.
fmag = zhypot(uvhi.v - uvlo.v, uvhi.u - uvlo.u);
if (fmag < 0.001) {
// mprintf(0,"Warning: fmag = %7.3f, using approximate u,v values\n",f2fl(fmag));
ruvmag.u = 256.0;
ruvmag.v = 256.0;
fuvmag.u = 256.0;
fuvmag.v = 256.0;
} else {
ruvmag.u = uvhi.v - uvlo.v;
ruvmag.v = uvlo.u - uvhi.u;
fuvmag.u = uvhi.u - uvlo.u;
fuvmag.v = uvhi.v - uvlo.v;
}
// Get pointers to our verts
vector *vv0 = &rp->verts[fp->face_verts[vlo]], *vv1 = &rp->verts[fp->face_verts[vhi]];
// Get forward vector from our edge
fvec = *vv1 - *vv0;
mag01 = vm_NormalizeVector(&fvec);
// Check for bad vector
if (mag01 < 0.001) {
OutrageMessageBox("U, V bogosity in room #%i, probably on face #%i. CLEAN UP YOUR MESS!", ROOMNUM(rp), facenum);
return;
}
// Get right vector from the cross product of the forward vec with the surface normal
rvec = fvec ^ fp->normal;
// Normalize uv values
ruvmag.u /= mag01;
ruvmag.v /= mag01;
fuvmag.u /= mag01;
fuvmag.v /= mag01;
// Compute UVs for each point
for (i = 1; i < nv - 1; i++) {
int fv = (vhi + i) % nv; // vert index in face
int rv = fp->face_verts[fv]; // vert index in room
// Get the vector for this edge
tvec = rp->verts[rv] - *vv0;
// Project the current edge onto our forward & right vectors
float rproj = tvec * rvec, fproj = tvec * fvec;
// Compute and assign UV values
fp->face_uvls[fv].u = uvlo.u + (ruvmag.u * rproj) + (fuvmag.u * fproj);
fp->face_uvls[fv].v = uvlo.v + (ruvmag.v * rproj) + (fuvmag.v * fproj);
}
}
// Stretches the UVS of a face
void StretchRoomUVs(room *rp, int facenum, int edge) {
roomUVL uv0, uv1;
int v0, v1;
face *fp = &rp->faces[facenum];
int i;
float saveu2[MAX_VERTS_PER_FACE], savev2[MAX_VERTS_PER_FACE];
for (i = 0; i < fp->num_verts; i++) {
saveu2[i] = fp->face_uvls[i].u2;
savev2[i] = fp->face_uvls[i].v2;
}
v0 = edge;
v1 = (v0 + 1) % rp->faces[facenum].num_verts;
uv0 = rp->faces[facenum].face_uvls[v0]; // copy uv AND l
uv1 = rp->faces[facenum].face_uvls[v1];
AssignUVsToFace(rp, facenum, &uv0, &uv1, v0, v1);
for (i = 0; i < fp->num_verts; i++) {
fp->face_uvls[i].u2 = saveu2[i];
fp->face_uvls[i].v2 = savev2[i];
}
}
// Scale all the UV values in a face from the center point (as defined by averaging the u & v values)
void ScaleFaceUVs(room *rp, int facenum, float scale) {
face *fp = &rp->faces[facenum];
int i;
float midu = 0, midv = 0;
for (i = 0; i < fp->num_verts; i++) {
midu += fp->face_uvls[i].u;
midv += fp->face_uvls[i].v;
}
midu /= fp->num_verts;
midv /= fp->num_verts;
for (i = 0; i < fp->num_verts; i++) {
fp->face_uvls[i].u = midu + (fp->face_uvls[i].u - midu) * scale;
fp->face_uvls[i].v = midv + (fp->face_uvls[i].v - midv) * scale;
}
World_changed = 1;
}
|