dxx-rebirth/similar/editor/segment.cpp
Kp e25b476de7 Use enum for segnum_t
Add checked conversions for sites which load from external integers.
2022-07-02 18:10:45 +00:00

1624 lines
55 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Interrogation functions for segment data structure.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "gr.h"
#include "inferno.h"
#include "segment.h"
#include "editor.h"
#include "editor/esegment.h"
#include "dxxerror.h"
#include "object.h"
#include "gameseg.h"
#include "render.h"
#include "wall.h"
#include "switch.h"
#include "fuelcen.h"
#include "seguvs.h"
#include "kdefs.h"
#include "medwall.h"
#include "compiler-poison.h"
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "d_range.h"
#include "d_enumerate.h"
#include "d_zip.h"
#include "segiter.h"
int Do_duplicate_vertex_check = 0; // Gets set to 1 in med_create_duplicate_vertex, means to check for duplicate vertices in compress_mine
// Remap all vertices in polygons in a segment through translation table xlate_verts.
int ToggleBottom(void)
{
Render_only_bottom = !Render_only_bottom;
Update_flags = UF_WORLD_CHANGED;
return 0;
}
namespace dcx {
// -------------------------------------------------------------------------------
// This function can be used to determine whether a vertex is used exactly once in
// all segments, in which case it can be freely moved because it is not connected
// to any other segment.
// -------------------------------------------------------------------------------
int is_free_vertex(const fvcsegptr &vcsegptr, const vertnum_t vi)
{
unsigned count = 0;
for (const shared_segment &s : vcsegptr)
{
auto sp = &s;
if (sp->segnum != segment_none)
range_for (auto &v, s.verts)
if (v == vi)
{
if (++ count > 1)
return 0;
}
}
return count;
}
}
namespace {
// -------------------------------------------------------------------------------
// Return true if one fixed point number is very close to another, else return false.
static int fnear(fix f1, fix f2)
{
return (abs(f1 - f2) <= FIX_EPSILON);
}
// -------------------------------------------------------------------------------
static int vnear(const vms_vector &vp1, const vms_vector &vp2)
{
return fnear(vp1.x, vp2.x) && fnear(vp1.y, vp2.y) && fnear(vp1.z, vp2.z);
}
static void maintain_vertex_count(valptridx<vertex>::array_managed_type &Vertices, const vertnum_t v)
{
const unsigned u = static_cast<unsigned>(v) + 1;
if (Vertices.get_count() < u)
Vertices.set_count(u);
}
}
// -------------------------------------------------------------------------------
// Add the vertex *vp to the global list of vertices, return its index.
// Search until a matching vertex is found (has nearly the same coordinates) or until Num_vertices
// vertices have been looked at without a match. If no match, add a new vertex.
vertnum_t med_add_vertex(const vertex &vp)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
int count; // number of used vertices found, for loops exits when count == Num_vertices
// set_vertex_counts();
const auto Num_vertices = LevelSharedVertexState.Num_vertices;
Assert(Num_vertices < MAX_SEGMENT_VERTICES);
count = 0;
constexpr vertnum_t free_index_sentinel{UINT32_MAX};
vertnum_t free_index = free_index_sentinel;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
for (const unsigned vi : xrange(MAX_SEGMENT_VERTICES))
{
const vertnum_t v{vi};
if (Vertex_active[v]) {
if (vnear(vp, Vertices.vcptr(v))) {
return v;
}
if (++ count >= Num_vertices)
break;
} else if (free_index == free_index_sentinel)
/* No break here. There might be a later vertex which
* matches the vnear test, and if there is, it should be
* used instead of adding a new vertex at the first free
* slot.
*/
free_index = v; // we want free_index to be the first free slot to add a vertex
}
if (free_index == free_index_sentinel)
free_index = vertnum_t{Num_vertices};
while (Vertex_active.valid_index(free_index) && Vertex_active[free_index])
free_index = static_cast<vertnum_t>(static_cast<unsigned>(free_index) + 1u);
*Vertices.vmptr(free_index) = vp;
Vertex_active[free_index] = 1;
++LevelSharedVertexState.Num_vertices;
maintain_vertex_count(Vertices, free_index);
return free_index;
}
namespace dsx {
// ------------------------------------------------------------------------------------------
// Returns the index of a free segment.
// Scans the Segments array.
segnum_t get_free_segment_number(segment_array &Segments)
{
for (const auto &&[segnum, seg] : enumerate(Segments))
if (seg.segnum == segment_none)
{
++ LevelSharedSegmentState.Num_segments;
if (segnum > Highest_segment_index)
Segments.set_count(segnum + 1);
return segnum;
}
Assert(0);
return segnum_t{};
}
// -------------------------------------------------------------------------------
// Create a new segment, duplicating exactly, including vertex ids and children, the passed segment.
segnum_t med_create_duplicate_segment(segment_array &Segments, const segment &sp)
{
const auto segnum = get_free_segment_number(Segments);
auto &nsp = *Segments.vmptr(segnum);
nsp = sp;
unique_segment &unsp = nsp;
unsp.objects = object_none;
return segnum;
}
}
// -------------------------------------------------------------------------------
// Add the vertex *vp to the global list of vertices, return its index.
// This is the same as med_add_vertex, except that it does not search for the presence of the vertex.
vertnum_t med_create_duplicate_vertex(const vertex &vp)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
const auto Num_vertices = LevelSharedVertexState.Num_vertices;
Assert(Num_vertices < MAX_SEGMENT_VERTICES);
Do_duplicate_vertex_check = 1;
vertnum_t free_index = vertnum_t{Num_vertices};
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
while (Vertex_active.valid_index(free_index) && Vertex_active[free_index])
free_index = static_cast<vertnum_t>(static_cast<unsigned>(free_index) + 1u);
auto &Vertices = LevelSharedVertexState.get_vertices();
*Vertices.vmptr(free_index) = vp;
Vertex_active[free_index] = 1;
++LevelSharedVertexState.Num_vertices;
maintain_vertex_count(Vertices, free_index);
return vertnum_t{free_index};
}
namespace {
// -------------------------------------------------------------------------------
// Set the vertex *vp at index vnum in the global list of vertices, return its index (just for compatibility).
vertnum_t med_set_vertex(d_level_shared_vertex_state &LevelSharedVertexState, const vertnum_t vnum, const vertex &vp)
{
auto &Vertices = LevelSharedVertexState.get_vertices();
*Vertices.vmptr(vnum) = vp;
// Just in case this vertex wasn't active, mark it as active.
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
if (auto &va = Vertex_active[vnum]; !va) {
va = 1;
}
return vnum;
}
}
namespace dsx {
// -------------------------------------------------------------------------------
void create_removable_wall(fvcvertptr &vcvertptr, const vmsegptridx_t sp, const sidenum_t sidenum, const texture1_value tmap_num)
{
create_walls_on_side(vcvertptr, sp, sidenum);
sp->unique_segment::sides[sidenum].tmap_num = tmap_num;
assign_default_uvs_to_side(sp, sidenum);
assign_light_to_side(sp, sidenum);
}
#if 0
// ---------------------------------------------------------------------------------------------
// Orthogonalize matrix smat, returning result in rmat.
// Does not modify smat.
// Uses Gram-Schmidt process.
// See page 172 of Strang, Gilbert, Linear Algebra and its Applications
// Matt -- This routine should be moved to the vector matrix library.
// It IS legal for smat == rmat.
// We should also have the functions:
// mat_a = mat_b * scalar; // we now have mat_a = mat_a * scalar;
// mat_a = mat_b + mat_c * scalar; // or maybe not, maybe this is not primitive
void make_orthogonal(vms_matrix *rmat,vms_matrix *smat)
{
vms_matrix tmat;
vms_vector tvec1,tvec2;
float dot;
// Copy source matrix to work area.
tmat = *smat;
// Normalize the three rows of the matrix tmat.
vm_vec_normalize(&tmat.xrow);
vm_vec_normalize(&tmat.yrow);
vm_vec_normalize(&tmat.zrow);
// Now, compute the first vector.
// This is very easy -- just copy the (normalized) source vector.
rmat->zrow = tmat.zrow;
// Now, compute the second vector.
// From page 172 of Strang, we use the equation:
// b' = b - [transpose(q1) * b] * q1
// where: b = the second row of tmat
// q1 = the first row of rmat
// b' = the second row of rmat
// Compute: transpose(q1) * b
dot = vm_vec_dot(&rmat->zrow,&tmat.yrow);
// Compute: b - dot * q1
rmat->yrow.x = tmat.yrow.x - fixmul(dot,rmat->zrow.x);
rmat->yrow.y = tmat.yrow.y - fixmul(dot,rmat->zrow.y);
rmat->yrow.z = tmat.yrow.z - fixmul(dot,rmat->zrow.z);
// Now, compute the third vector.
// From page 173 of Strang, we use the equation:
// c' = c - (q1*c)*q1 - (q2*c)*q2
// where: c = the third row of tmat
// q1 = the first row of rmat
// q2 = the second row of rmat
// c' = the third row of rmat
// Compute: q1*c
dot = vm_vec_dot(&rmat->zrow,&tmat.xrow);
tvec1.x = fixmul(dot,rmat->zrow.x);
tvec1.y = fixmul(dot,rmat->zrow.y);
tvec1.z = fixmul(dot,rmat->zrow.z);
// Compute: q2*c
dot = vm_vec_dot(&rmat->yrow,&tmat.xrow);
tvec2.x = fixmul(dot,rmat->yrow.x);
tvec2.y = fixmul(dot,rmat->yrow.y);
tvec2.z = fixmul(dot,rmat->yrow.z);
vm_vec_sub(&rmat->xrow,vm_vec_sub(&rmat->xrow,&tmat.xrow,&tvec1),&tvec2);
}
#endif
// ------------------------------------------------------------------------------------------
// Given a segment, extract the rotation matrix which defines it.
// Do this by extracting the forward, right, up vectors and then making them orthogonal.
// In the process of making the vectors orthogonal, favor them in the order forward, up, right.
// This means that the forward vector will remain unchanged.
void med_extract_matrix_from_segment(const shared_segment &sp, vms_matrix &rotmat)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
vms_vector forwardvec,upvec;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
extract_forward_vector_from_segment(vcvertptr, sp, forwardvec);
extract_up_vector_from_segment(vcvertptr, sp, upvec);
if (((forwardvec.x == 0) && (forwardvec.y == 0) && (forwardvec.z == 0)) || ((upvec.x == 0) && (upvec.y == 0) && (upvec.z == 0))) {
rotmat = vmd_identity_matrix;
return;
}
vm_vector_2_matrix(rotmat, forwardvec, &upvec, nullptr);
#if 0
vms_matrix rm;
extract_forward_vector_from_segment(sp,&rm.zrow);
extract_right_vector_from_segment(sp,&rm.xrow);
extract_up_vector_from_segment(sp,&rm.yrow);
vm_vec_normalize(&rm.xrow);
vm_vec_normalize(&rm.yrow);
vm_vec_normalize(&rm.zrow);
make_orthogonal(rotmat,&rm);
vm_vec_normalize(&rotmat->xrow);
vm_vec_normalize(&rotmat->yrow);
vm_vec_normalize(&rotmat->zrow);
// *rotmat = rm; // include this line (and remove the call to make_orthogonal) if you don't want the matrix orthogonalized
#endif
}
}
// ------------------------------------------------------------------------------------------
// Given a rotation matrix *rotmat which describes the orientation of a segment
// and a side destside, return the rotation matrix which describes the orientation for the side.
void update_matrix_based_on_side(vms_matrix &rotmat, const sidenum_t destside)
{
vms_angvec rotvec;
switch (destside) {
case sidenum_t::WLEFT:
vm_angvec_make(&rotvec,0,0,-16384);
rotmat = vm_matrix_x_matrix(rotmat, vm_angles_2_matrix(rotvec));
break;
case sidenum_t::WTOP:
vm_angvec_make(&rotvec,-16384,0,0);
rotmat = vm_matrix_x_matrix(rotmat, vm_angles_2_matrix(rotvec));
break;
case sidenum_t::WRIGHT:
vm_angvec_make(&rotvec,0,0,16384);
rotmat = vm_matrix_x_matrix(rotmat, vm_angles_2_matrix(rotvec));
break;
case sidenum_t::WBOTTOM:
vm_angvec_make(&rotvec,+16384,-32768,0); // bank was -32768, but I think that was an erroneous compensation
rotmat = vm_matrix_x_matrix(rotmat, vm_angles_2_matrix(rotvec));
break;
case sidenum_t::WFRONT:
vm_angvec_make(&rotvec,0,0,-32768);
rotmat = vm_matrix_x_matrix(rotmat, vm_angles_2_matrix(rotvec));
break;
case sidenum_t::WBACK:
break;
}
}
namespace {
// -------------------------------------------------------------------------------------
static void change_vertex_occurrences(fvmsegptr &vmsegptr, const vertnum_t dest, const vertnum_t src)
{
// Fix vertices in groups
range_for (auto &g, partial_range(GroupList, num_groups))
g.vertices.replace(src, dest);
// now scan all segments, changing occurrences of src to dest
for (shared_segment &segp : vmsegptr)
if (segp.segnum != segment_none)
{
auto &verts = segp.verts;
std::replace(verts.begin(), verts.end(), src, dest);
}
}
// --------------------------------------------------------------------------------------------------
static void compress_vertices(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
const auto Num_vertices = LevelSharedVertexState.Num_vertices;
auto &Vertices = LevelSharedVertexState.get_vertices();
if (Vertices.get_count() == Num_vertices)
return;
unsigned vert = Vertices.get_count() - 1; //MAX_SEGMENT_VERTICES-1;
auto &vmvertptr = Vertices.vmptr;
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
for (unsigned hole = 0; hole < vert; ++hole)
{
const vertnum_t vhole{hole};
if (auto &active_hole = Vertex_active[vhole]; !active_hole)
{
// found an unused vertex which is a hole if a used vertex follows (not necessarily immediately) it.
for (; hole < vert; --vert)
{
const vertnum_t vvert{vert};
auto &active_vert = Vertex_active[vvert];
if (!active_vert)
continue;
active_hole = std::exchange(active_vert, 0);
// Ok, hole is the index of a hole, vert is the index of a vertex which follows it.
// Copy vert into hole, update pointers to it.
auto &vp_vert = *vmvertptr(vvert);
*vmvertptr(vhole) = vp_vert;
vp_vert = {};
DXX_MAKE_VAR_UNDEFINED(vp_vert);
change_vertex_occurrences(vmsegptr, vhole, vvert);
vert--;
break;
}
}
}
Vertices.set_count(Num_vertices);
}
// --------------------------------------------------------------------------------------------------
static void compress_segments(void)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if (Highest_segment_index == LevelSharedSegmentState.Num_segments - 1)
return;
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
auto holep = Segments.vmptridx.begin();
auto segp = Segments.vmptridx.end();
for (; holep != segp; ++holep)
{
const vmsegptridx_t hole = *holep;
const msmusegment suhole = hole;
if (suhole.s.segnum != segment_none)
continue;
// found an unused segment which is a hole if a used segment follows (not necessarily immediately) it.
for (; holep != --segp && segp.base()->segnum == segment_none;)
{
}
if (holep == segp)
break;
// Ok, hole is the index of a hole, seg is the index of a segment which follows it.
// Copy seg into hole, update pointers to it, update Cursegp, Markedsegp if necessary.
const vmsegptridx_t seg = *segp;
const msmusegment suseg = seg;
suhole.s = std::move(suseg.s);
suhole.u = std::move(suseg.u);
/* As a debugging measure, reset the expired segment to default values.
* Nothing should access this segment until it is reallocated and
* reinitialized, so any values should be safe to write here.
*/
suseg.u = {};
suseg.s = {};
suseg.s.segnum = segment_none;
if (Cursegp == seg)
Cursegp = hole;
if (Markedsegp == seg)
Markedsegp = hole;
// Fix segments in groups
for (auto &g : partial_range(GroupList, num_groups))
g.segments.replace(seg, hole);
// Fix walls
for (wall &w : vmwallptr)
if (auto &s = w.segnum; s == seg)
s = hole;
// Fix fuelcenters, robotcens, and triggers... added 2/1/95 -Yuan
for (auto &f : partial_range(LevelUniqueFuelcenterState.Station, LevelUniqueFuelcenterState.Num_fuelcenters))
if (auto &s = f.segnum; s == seg)
s = hole;
for (auto &r : partial_range(RobotCenters, LevelSharedRobotcenterState.Num_robot_centers))
if (auto &s = r.segnum; s == seg)
s = hole;
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &vmtrgptr = Triggers.vmptr;
for (trigger &t : vmtrgptr)
{
for (auto &l : partial_range(t.seg, t.num_links))
if (l == seg)
l = hole;
}
for (auto &s : suhole.s.children)
{
if (IS_CHILD(s))
{
// Find out on what side the segment connection to the former seg is on in *csegp.
shared_segment &ss = vmsegptr(s);
for (auto &t : ss.children)
{
if (t == seg) {
t = hole; // It used to be connected to seg, so make it connected to hole
break;
}
} // end for t
} // end if
} // end for s
//Update object segment pointers
for (object_base &objp : objects_in(suhole.u, vmobjptridx, vmsegptr))
{
assert(objp.segnum == seg);
objp.segnum = hole;
}
}
Segments.set_count(LevelSharedSegmentState.Num_segments);
med_create_new_segment_from_cursegp();
}
}
// -------------------------------------------------------------------------------
// Combine duplicate vertices.
// If two vertices have the same coordinates, within some small tolerance, then assign
// the same vertex number to the two vertices, freeing up one of the vertices.
void med_combine_duplicate_vertices(enumerated_array<uint8_t, MAX_VERTICES, vertnum_t> &vlp)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptridx = Vertices.vcptridx;
const auto &&range = make_range(vcvertptridx);
// Note: ok to do to <, rather than <= because w for loop starts at v+1
if (range.m_begin == range.m_end)
return;
for (auto i = range.m_begin;;)
{
const auto &&v = *i;
if (++i == range.m_end)
return;
if (vlp[v]) {
auto &vvp = *v;
auto subrange = range;
subrange.m_begin = i;
range_for (auto &&w, subrange)
if (vlp[w]) { // used to be Vertex_active[w]
if (vnear(vvp, *w)) {
change_vertex_occurrences(vmsegptr, v, w);
}
}
}
}
}
// ------------------------------------------------------------------------------
// Compress mine at Segments and Vertices by squeezing out all holes.
// If no holes (ie, an unused segment followed by a used segment), then no action.
// If Cursegp or Markedsegp is a segment which gets moved to fill in a hole, then
// they are properly updated.
void med_compress_mine(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
if (Do_duplicate_vertex_check) {
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
med_combine_duplicate_vertices(Vertex_active);
Do_duplicate_vertex_check = 0;
}
compress_segments();
compress_vertices();
set_vertex_counts();
//--repair-- create_local_segment_data();
// This is necessary becuase a segment search (due to click in 3d window) uses the previous frame's
// segment information, which could get changed by this.
Update_flags = UF_WORLD_CHANGED;
}
namespace dsx {
namespace {
// ------------------------------------------------------------------------------------------
// Copy texture map ids for each face in sseg to dseg.
static void copy_tmap_ids(unique_segment &dseg, const unique_segment &sseg)
{
for (auto &&[ss, ds] : zip(sseg.sides, dseg.sides))
{
ds.tmap_num = ss.tmap_num;
ds.tmap_num2 = texture2_value::None;
}
}
// ------------------------------------------------------------------------------------------
// Attach a segment with a rotated orientation.
// Return value:
// 0 = successful attach
// 1 = No room in Segments[].
// 2 = No room in Vertices[].
// 3 = newside != WFRONT -- for now, the new segment must be attached at its (own) front side
// 4 = already a face attached on destseg:destside
static int med_attach_segment_rotated(const vmsegptridx_t destseg, const csmusegment newseg, const sidenum_t destside, const sidenum_t newside, const vms_matrix &attmat)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
vms_matrix rotmat,rotmat2,rotmat3;
vms_vector forvec,upvec;
// Return if already a face attached on this side.
if (IS_CHILD(destseg->children[destside]))
return 4;
const auto segnum = get_free_segment_number(Segments);
forvec = attmat.fvec;
upvec = attmat.uvec;
// We are pretty confident we can add the segment.
const auto &&nsp = destseg.absolute_sibling(segnum);
nsp->segnum = segnum;
static_cast<unique_segment &>(nsp).objects = object_none;
nsp->matcen_num = materialization_center_number::None;
// Copy group value.
nsp->group = destseg->group;
// Add segment to proper group list.
if (nsp->group > -1)
add_segment_to_group(nsp, nsp->group);
// Copy the texture map ids.
copy_tmap_ids(nsp,newseg);
// clear all connections
for (const auto side : MAX_SIDES_PER_SEGMENT)
{
nsp->children[side] = segment_none;
nsp->shared_segment::sides[side].wall_num = wall_none;
}
// Form the connection
destseg->children[destside] = segnum;
// destseg->sides[destside].render_flag = 0;
nsp->children[newside] = destseg;
// Copy vertex indices of the four vertices forming the joint
auto &dvp = Side_to_verts[destside];
// Set the vertex indices for the four vertices forming the front of the new side
for (auto &&[dst, src] : zip(unchecked_partial_range(nsp->verts, 4u), dvp))
dst = destseg->verts[src];
// The other 4 vertices must be created.
// Their coordinates are determined by the 4 welded vertices and the vector from front
// to back of the original *newseg.
// Do lots of hideous matrix stuff, about 3/4 of which could probably be simplified out.
med_extract_matrix_from_segment(destseg, rotmat); // get orientation matrix for destseg (orthogonal rotation matrix)
update_matrix_based_on_side(rotmat,destside);
const auto rotmat1 = vm_vector_2_matrix(forvec,&upvec,nullptr);
const auto rotmat4 = vm_matrix_x_matrix(rotmat,rotmat1); // this is the desired orientation of the new segment
med_extract_matrix_from_segment(newseg, rotmat3); // this is the current orientation of the new segment
vm_transpose_matrix(rotmat3); // get the inverse of the current orientation matrix
vm_matrix_x_matrix(rotmat2,rotmat4,rotmat3); // now rotmat2 takes the current segment to the desired orientation
// Warning -- look at this line!
vm_transpose_matrix(rotmat2); // added 12:33 pm, 10/01/93
// Compute and rotate the center point of the attaching face.
auto &vcvertptr = Vertices.vcptr;
const auto &&vc0 = compute_center_point_on_side(vcvertptr, newseg, newside);
const auto vr = vm_vec_rotate(vc0,rotmat2);
// Now translate the new segment so that the center point of the attaching faces are the same.
const auto &&vc1 = compute_center_point_on_side(vcvertptr, destseg, destside);
const auto xlate_vec = vm_vec_sub(vc1,vr);
// Now rotate the free vertices in the segment
// Create and add the 4 new vertices.
for (auto &&[dst, src] : zip(unchecked_partial_range(nsp->verts, 4u, MAX_VERTICES_PER_SEGMENT.value), newseg.s.verts))
{
vertex tv;
vm_vec_rotate(tv, vcvertptr(src), rotmat2);
vm_vec_add2(tv, xlate_vec);
dst = med_add_vertex(tv);
}
set_vertex_counts();
// Now all the vertices are in place. Create the faces.
validate_segment(vcvertptr, nsp);
// Say to not render at the joint.
// destseg->sides[destside].render_flag = 0;
// nsp->sides[newside].render_flag = 0;
Cursegp = nsp;
return 0;
}
}
// ------------------------------------------------------------------------------------------
// Attach side newside of newseg to side destside of destseg.
// Copies *newseg into global array Segments, increments Num_segments.
// Forms a weld between the two segments by making the new segment fit to the old segment.
// Updates number of faces per side if necessitated by new vertex coordinates.
// Updates Cursegp.
// Return value:
// 0 = successful attach
// 1 = No room in Segments[].
// 2 = No room in Vertices[].
// 3 = newside != WFRONT -- for now, the new segment must be attached at its (own) front side
// 4 = already a face attached on side newside
int med_attach_segment(const vmsegptridx_t destseg, const csmusegment newseg, const sidenum_t destside, const sidenum_t newside)
{
int rval;
const auto ocursegp = Cursegp;
vms_angvec tang = {0,0,0};
const auto &&rotmat = vm_angles_2_matrix(tang);
rval = med_attach_segment_rotated(destseg,newseg,destside,newside,rotmat);
med_propagate_tmaps_to_segments(ocursegp,Cursegp,0);
med_propagate_tmaps_to_back_side(Cursegp, Side_opposite[newside],0);
copy_uvs_seg_to_seg(vmsegptr(&New_segment), Cursegp);
return rval;
}
}
namespace {
// -------------------------------------------------------------------------------
// Delete a vertex, sort of.
// Decrement the vertex count. If the count goes to 0, then the vertex is free (has been deleted).
static void delete_vertex(const vertnum_t v)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
auto &va = Vertex_active[v];
assert(va >= 1); // abort if trying to delete a non-existent vertex
--va;
}
// -------------------------------------------------------------------------------
// Update Num_vertices.
// This routine should be called by anyone who calls delete_vertex. It could be called in delete_vertex,
// but then it would be called much more often than necessary, and it is a slow routine.
static void update_num_vertices(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
// Now count the number of vertices.
unsigned n = 0;
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
range_for (const auto v, partial_range(Vertex_active, Vertices.get_count()))
if (v)
++n;
LevelSharedVertexState.Num_vertices = n;
}
}
namespace dsx {
// -------------------------------------------------------------------------------
// Set Vertex_active to number of occurrences of each vertex.
// Set Num_vertices.
void set_vertex_counts(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
unsigned Num_vertices = 0;
Vertex_active = {};
// Count number of occurrences of each vertex.
range_for (const auto &&segp, vmsegptr)
{
if (segp->segnum != segment_none)
range_for (auto &v, segp->verts)
{
if (!Vertex_active[v])
Num_vertices++;
++ Vertex_active[v];
}
}
LevelSharedVertexState.Num_vertices = Num_vertices;
}
namespace {
// -------------------------------------------------------------------------------
// Delete all vertices in segment *sp from the vertex list if they are not contained in another segment.
// This is kind of a dangerous routine. It modifies the global array Vertex_active, using the field as
// a count.
static void delete_vertices_in_segment(const shared_segment &sp)
{
// init_vertices();
set_vertex_counts();
// Subtract one count for each appearance of vertex in deleted segment
range_for (auto &v, sp.verts)
delete_vertex(v);
update_num_vertices();
}
}
// -------------------------------------------------------------------------------
// Delete segment *sp in Segments array.
// Return value:
// 0 successfully deleted.
// 1 unable to delete.
int med_delete_segment(const vmsegptridx_t sp)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
segnum_t segnum = sp;
// Cannot delete segment if only segment.
if (LevelSharedSegmentState.Num_segments == 1)
return 1;
// Don't try to delete if segment doesn't exist.
if (sp->segnum == segment_none) {
return 1;
}
// Delete its refueling center if it has one
fuelcen_delete(sp);
delete_vertices_in_segment(sp);
-- LevelSharedSegmentState.Num_segments;
// If deleted segment has walls on any side, wipe out the wall.
for (const auto side : MAX_SIDES_PER_SEGMENT)
if (sp->shared_segment::sides[side].wall_num != wall_none)
wall_remove_side(sp, side);
auto &vcvertptr = Vertices.vcptr;
// Find out what this segment was connected to and break those connections at the other end.
range_for (auto &side, sp->children)
if (IS_CHILD(side)) {
const auto &&csp = sp.absolute_sibling(side);
for (const auto s : MAX_SIDES_PER_SEGMENT)
if (csp->children[s] == segnum) {
csp->children[s] = segment_none; // this is the side of connection, break it
validate_segment_side(vcvertptr, csp, s); // we have converted a connection to a side so validate the segment
med_propagate_tmaps_to_back_side(csp,s,0);
}
Cursegp = csp;
med_create_new_segment_from_cursegp();
copy_uvs_seg_to_seg(vmsegptr(&New_segment), Cursegp);
}
sp->segnum = segment_none; // Mark segment as inactive.
// If deleted segment = marked segment, then say there is no marked segment
if (sp == Markedsegp)
Markedsegp = segment_none;
// If deleted segment = a Group segment ptr, then wipe it out.
range_for (auto &s, partial_range(Groupsegp, num_groups))
if (s == sp)
s = nullptr;
// If deleted segment = group segment, wipe it off the group list.
if (sp->group > -1)
delete_segment_from_group(sp, sp->group);
// If we deleted something which was not connected to anything, must now select a new current segment.
if (Cursegp == sp)
for (auto &&[s, seg] : enumerate(Segments))
if (seg.segnum != segment_none && s != segnum)
{
Cursegp = imsegptridx(s);
med_create_new_segment_from_cursegp();
break;
}
// If deleted segment contains objects, wipe out all objects
range_for (const auto objnum, objects_in(*sp, vmobjptridx, vmsegptr))
{
//if an object is in the seg, delete it
//if the object is the player, move to new curseg
if (objnum == ConsoleObject) {
compute_segment_center(vcvertptr, ConsoleObject->pos,Cursegp);
obj_relink(vmobjptr, vmsegptr, objnum, Cursegp);
} else
obj_delete(LevelUniqueObjectState, Segments, objnum);
}
// If we are leaving many holes in Segments or Vertices, then compress mine, because it is inefficient to be that way
// if ((Highest_segment_index > Num_segments+4) || (Highest_vertex_index > Num_vertices+4*8))
// med_compress_mine();
return 0;
}
namespace {
// ------------------------------------------------------------------------------------------
// Copy texture maps from sseg to dseg
static void copy_tmaps_to_segment(segment &dstseg, const segment &srcseg)
{
shared_segment &shared_dst_seg = dstseg;
unique_segment &unique_dst_seg = dstseg;
const shared_segment &shared_src_seg = srcseg;
const unique_segment &unique_src_seg = srcseg;
range_for (const auto &&z, zip(shared_src_seg.sides, shared_dst_seg.sides, unique_src_seg.sides, unique_dst_seg.sides))
{
auto &shared_src_side = std::get<0>(z);
auto &shared_dst_side = std::get<1>(z);
auto &unique_src_side = std::get<2>(z);
auto &unique_dst_side = std::get<3>(z);
shared_dst_side.set_type(shared_src_side.get_type());
unique_dst_side.tmap_num = unique_src_side.tmap_num;
unique_dst_side.tmap_num2 = unique_src_side.tmap_num2;
}
}
}
// ------------------------------------------------------------------------------------------
// Rotate the segment *seg by the pitch, bank, heading defined by *rot, destructively
// modifying its four free vertices in the global array Vertices.
// It is illegal to rotate a segment which has connectivity != 1.
// Pitch, bank, heading are about the point which is the average of the four points
// forming the side of connection.
// Return value:
// 0 = successful rotation
// 1 = Connectivity makes rotation illegal (connected to 0 or 2+ segments)
// 2 = Rotation causes degeneracy, such as self-intersecting segment.
// 3 = Unable to rotate because not connected to exactly 1 segment.
int med_rotate_segment(const vmsegptridx_t seg, const vms_matrix &rotmat)
{
std::optional<sidenum_t> newside;
// Find side of attachment
for (const auto &&[idx, value] : enumerate(seg->children))
if (IS_CHILD(value))
{
// Return if passed in segment is connected to other than 1 segment.
if (newside)
return 3;
newside = idx;
}
const auto &&destseg = seg.absolute_sibling(seg->children[*newside]);
if (Curside == sidenum_t::WFRONT)
Curside = sidenum_t::WBACK;
// Before deleting the segment, copy its texture maps to New_segment
copy_tmaps_to_segment(vmsegptr(&New_segment), seg);
for (const auto &&[destside, child] : enumerate(destseg->children))
if (child == seg)
{
med_attach_segment_rotated(destseg, vmsegptr(&New_segment), static_cast<sidenum_t>(destside), AttachSide, rotmat);
break;
}
// Save tmap_num on each side to restore after call to med_propagate_tmaps_to_segments and _back_side
// which will change the tmap nums.
per_side_array<texture1_value> side_tmaps;
for (auto &&[tm, us] : zip(side_tmaps, seg->unique_segment::sides))
tm = us.tmap_num;
auto back_side = Side_opposite[find_connect_side(destseg, seg)];
med_propagate_tmaps_to_segments(destseg, seg,0);
med_propagate_tmaps_to_back_side(seg, back_side,0);
for (const auto &&[idx, side_tmap, us] : enumerate(zip(side_tmaps, seg->unique_segment::sides)))
if (idx != back_side)
{
us.tmap_num = side_tmap;
}
return 0;
}
namespace {
// @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
// ----------------------------------------------------------------------------
// Compute the sum of the distances between the four pairs of points.
// The connections are:
// firstv1 : 0 (firstv1+1)%4 : 1 (firstv1+2)%4 : 2 (firstv1+3)%4 : 3
static fix seg_seg_vertex_distsum(const shared_segment &seg1, const sidenum_t side1, const shared_segment &seg2, const sidenum_t side2, const unsigned firstv1)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
fix distsum;
distsum = 0;
auto &vcvertptr = Vertices.vcptr;
for (const auto secondv : MAX_VERTICES_PER_SIDE)
{
const auto firstv = static_cast<side_relative_vertnum>((4 - underlying_value(secondv) + (3 - firstv1)) % 4);
distsum += vm_vec_dist(vcvertptr(seg1.verts[Side_to_verts[side1][firstv]]),vcvertptr(seg2.verts[Side_to_verts[side2][secondv]]));
}
return distsum;
}
// ----------------------------------------------------------------------------
// Determine how to connect two segments together with the least amount of twisting.
// Returns vertex index in 0..3 on first segment. Assumed ordering of vertices
// on second segment is 0,1,2,3.
// So, if return value is 2, connect 2:0 3:1 0:2 1:3.
// Theory:
// We select an ordering of vertices for connection. For the first pair of vertices to be connected,
// compute the vector. For the three remaining pairs of vertices, compute the vectors from one vertex
// to the other. Compute the dot products of these vectors with the original vector. Add them up.
// The close we are to 3, the better fit we have. Reason: The largest value for the dot product is
// 1.0, and this occurs for a parallel set of vectors.
static int get_index_of_best_fit(const shared_segment &seg1, const sidenum_t side1, const shared_segment &seg2, const sidenum_t side2)
{
int firstv;
fix min_distance;
int best_index=0;
min_distance = F1_0*30000;
for (firstv=0; firstv<4; firstv++) {
fix t;
t = seg_seg_vertex_distsum(seg1, side1, seg2, side2, firstv);
if (t <= min_distance) {
min_distance = t;
best_index = firstv;
}
}
return best_index;
}
}
#define MAX_VALIDATIONS 50
// ----------------------------------------------------------------------------
// Modify seg2 to share side2 with seg1:side1. This forms a connection between
// two segments without creating a new segment. It modifies seg2 by sharing
// vertices from seg1. seg1 is not modified. Four vertices from seg2 are
// deleted.
// Return code:
// 0 joint formed
// 1 -- no, this is legal! -- unable to form joint because one or more vertices of side2 is not free
// 2 unable to form joint because side1 is already used
int med_form_joint(const vmsegptridx_t seg1, const sidenum_t side1, const vmsegptridx_t seg2, const sidenum_t side2)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
int bfi,s1;
std::array<segnum_t, MAX_VALIDATIONS> validation_list;
uint_fast32_t nv;
// Make sure that neither side is connected.
if (IS_CHILD(seg1->children[side1]) || IS_CHILD(seg2->children[side2]))
return 2;
// Make sure there is no wall there
if ((seg1->shared_segment::sides[side1].wall_num != wall_none) || (seg2->shared_segment::sides[side2].wall_num != wall_none))
return 2;
// We can form the joint. Find the best orientation of vertices.
bfi = get_index_of_best_fit(seg1, side1, seg2, side2);
auto &vp1 = Side_to_verts[side1];
auto &vp2 = Side_to_verts[side2];
// Make a copy of the list of vertices in seg2 which will be deleted and set the
// associated vertex number, so that all occurrences of the vertices can be replaced.
std::array<vertnum_t, 4> lost_vertices, remap_vertices;
for (auto &&[lv, vi] : zip(lost_vertices, vp2))
lv = seg2->verts[vi];
// Now, for each vertex in lost_vertices, determine which vertex it maps to.
for (const auto v : MAX_VERTICES_PER_SIDE)
remap_vertices[3 - ((underlying_value(v) + bfi) % 4)] = seg1->verts[vp1[v]];
// Now, in all segments, replace all occurrences of vertices in lost_vertices with remap_vertices
// Put the one segment we know are being modified into the validation list.
// Note: seg1 does not require a full validation, only a validation of the affected side. Its vertices do not move.
nv = 1;
validation_list[0] = seg2;
for (auto &&[lv, rv] : zip(lost_vertices, remap_vertices))
range_for (const auto &&segp, vmsegptridx)
{
if (segp->segnum != segment_none)
range_for (auto &sv, segp->verts)
if (sv == lv) {
sv = rv;
// Add segment to list of segments to be validated.
for (s1=0; s1<nv; s1++)
if (validation_list[s1] == segp)
break;
if (s1 == nv)
validation_list[nv++] = segp;
Assert(nv < MAX_VALIDATIONS);
}
}
// Form new connections.
seg1->children[side1] = seg2;
seg2->children[side2] = seg1;
// validate all segments
auto &vcvertptr = Vertices.vcptr;
validate_segment_side(vcvertptr, seg1, side1);
range_for (auto &s, partial_const_range(validation_list, nv))
{
const auto &&segp = seg1.absolute_sibling(s);
validate_segment(vcvertptr, segp);
warn_if_concave_segment(segp);
}
set_vertex_counts();
return 0;
}
// ----------------------------------------------------------------------------
// Create a new segment and use it to form a bridge between two existing segments.
// Specify two segment:side pairs. If either segment:side is not open (ie, segment->children[side] != -1)
// then it is not legal to form the brider.
// Return:
// 0 bridge segment formed
// 1 unable to form bridge because one (or both) of the sides is not open.
// Note that no new vertices are created by this process.
int med_form_bridge_segment(const vmsegptridx_t seg1, const sidenum_t side1, const vmsegptridx_t seg2, const sidenum_t side2)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
if (IS_CHILD(seg1->children[side1]) || IS_CHILD(seg2->children[side2]))
return 1;
const auto &&bs = seg1.absolute_sibling(get_free_segment_number(Segments));
shared_segment &sbs = *bs;
unique_segment &ubs = *bs;
sbs.segnum = bs;
ubs.objects = object_none;
// Copy vertices from seg2 into last 4 vertices of bridge segment.
{
auto &sv = Side_to_verts[side2];
for (const auto v : MAX_VERTICES_PER_SIDE)
sbs.verts[(segment_relative_vertnum{static_cast<uint8_t>((3 - underlying_value(v)) + 4)})] = seg2->verts[sv[v]];
}
// Copy vertices from seg1 into first 4 vertices of bridge segment.
const auto bfi = get_index_of_best_fit(seg1, side1, seg2, side2);
{
auto &sv = Side_to_verts[side1];
for (const auto v : MAX_VERTICES_PER_SIDE)
bs->verts[(segment_relative_vertnum{static_cast<uint8_t>((underlying_value(v) + bfi) % 4)})] = seg1->verts[sv[v]];
}
// Form connections to children, first initialize all to unconnected.
for (auto &&[child, side] : zip(sbs.children, sbs.sides))
{
child = segment_none;
side.wall_num = wall_none;
}
// Now form connections between segments.
bs->children[AttachSide] = seg1;
bs->children[Side_opposite[AttachSide]] = seg2;
seg1->children[side1] = bs; //seg2 - Segments;
seg2->children[side2] = bs; //seg1 - Segments;
// Validate bridge segment, and if degenerate, clean up mess.
Degenerate_segment_found = 0;
auto &vcvertptr = Vertices.vcptr;
validate_segment(vcvertptr, bs);
if (Degenerate_segment_found) {
seg1->children[side1] = segment_none;
seg2->children[side2] = segment_none;
bs->children[AttachSide] = segment_none;
bs->children[Side_opposite[AttachSide]] = segment_none;
if (med_delete_segment(bs)) {
Int3();
}
editor_status("Bridge segment would be degenerate, not created.\n");
return 1;
} else {
validate_segment(vcvertptr, seg1); // used to only validate side, but segment does more error checking: ,side1);
validate_segment(vcvertptr, seg2); // ,side2);
med_propagate_tmaps_to_segments(seg1,bs,0);
editor_status("Bridge segment formed.");
warn_if_concave_segment(bs);
return 0;
}
}
// -------------------------------------------------------------------------------
// Create a segment given center, dimensions, rotation matrix.
// Note that the created segment will always have planar sides and rectangular cross sections.
// It will be created with walls on all sides, ie not connected to anything.
void med_create_segment(const vmsegptridx_t sp,fix cx, fix cy, fix cz, fix length, fix width, fix height, const vms_matrix &mp)
{
unique_segment &usp = sp;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
++ LevelSharedSegmentState.Num_segments;
sp->segnum = segnum_t{1}; // What to put here? I don't know.
// Form connections to children, of which it has none.
for (auto &&[child, side] : zip(sp->children, sp->shared_segment::sides))
{
child = segment_none;
side.wall_num = wall_none;
}
sp->group = -1;
sp->matcen_num = materialization_center_number::None;
// Create relative-to-center vertices, which are the rotated points on the box defined by length, width, height
sp->verts[segment_relative_vertnum::_0] = med_add_vertex(vertex{vm_vec_rotate({+width/2, +height/2, -length/2}, mp)});
sp->verts[segment_relative_vertnum::_1] = med_add_vertex(vertex{vm_vec_rotate({+width/2, -height/2, -length/2}, mp)});
sp->verts[segment_relative_vertnum::_2] = med_add_vertex(vertex{vm_vec_rotate({-width/2, -height/2, -length/2}, mp)});
sp->verts[segment_relative_vertnum::_3] = med_add_vertex(vertex{vm_vec_rotate({-width/2, +height/2, -length/2}, mp)});
sp->verts[segment_relative_vertnum::_4] = med_add_vertex(vertex{vm_vec_rotate({+width/2, +height/2, +length/2}, mp)});
sp->verts[segment_relative_vertnum::_5] = med_add_vertex(vertex{vm_vec_rotate({+width/2, -height/2, +length/2}, mp)});
sp->verts[segment_relative_vertnum::_6] = med_add_vertex(vertex{vm_vec_rotate({-width/2, -height/2, +length/2}, mp)});
sp->verts[segment_relative_vertnum::_7] = med_add_vertex(vertex{vm_vec_rotate({-width/2, +height/2, +length/2}, mp)});
// Now create the vector which is the center of the segment and add that to all vertices.
const vms_vector cv{cx, cy, cz};
// Now, add the center to all vertices, placing the segment in 3 space.
auto &vmvertptr = Vertices.vmptr;
range_for (auto &i, sp->verts)
vm_vec_add2(vmvertptr(i), cv);
// Set scale vector.
// sp->scale.x = width;
// sp->scale.y = height;
// sp->scale.z = length;
// Add faces to all sides.
auto &vcvertptr = Vertices.vcptr;
for (const auto f : MAX_SIDES_PER_SEGMENT)
create_walls_on_side(vcvertptr, sp, f);
usp.objects = object_none; //no objects in this segment
// Assume nothing special about this segment
sp->special = segment_special::nothing;
sp->station_idx = station_number::None;
usp.static_light = 0;
sp->matcen_num = materialization_center_number::None;
copy_tmaps_to_segment(sp, vcsegptr(&New_segment));
assign_default_uvs_to_segment(sp);
}
// ----------------------------------------------------------------------------------------------
// Create New_segment using a specified scale factor.
void med_create_new_segment(const vms_vector &scale)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
const auto &&sp = vmsegptridx(&New_segment);
unique_segment &usp = sp;
fix length,width,height;
length = scale.z;
width = scale.x;
height = scale.y;
sp->segnum = segnum_t{1}; // What to put here? I don't know.
// Create relative-to-center vertices, which are the points on the box defined by length, width, height
auto &verts = sp->verts;
verts[segment_relative_vertnum::_0] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 0}, {+width / 2, +height / 2, -length / 2});
verts[segment_relative_vertnum::_1] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 1}, {+width / 2, -height / 2, -length / 2});
verts[segment_relative_vertnum::_2] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 2}, {-width / 2, -height / 2, -length / 2});
verts[segment_relative_vertnum::_3] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 3}, {-width / 2, +height / 2, -length / 2});
verts[segment_relative_vertnum::_4] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 4}, {+width / 2, +height / 2, +length / 2});
verts[segment_relative_vertnum::_5] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 5}, {+width / 2, -height / 2, +length / 2});
verts[segment_relative_vertnum::_6] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 6}, {-width / 2, -height / 2, +length / 2});
verts[segment_relative_vertnum::_7] = med_set_vertex(LevelSharedVertexState, vertnum_t{NEW_SEGMENT_VERTICES + 7}, {-width / 2, +height / 2, +length / 2});
// sp->scale = *scale;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
// Form connections to children, of which it has none, init faces and tmaps.
for (const auto &&[s, child, ss, us] : enumerate(zip(sp->children, sp->shared_segment::sides, sp->unique_segment::sides)))
{
child = segment_none;
ss.wall_num = wall_none;
create_walls_on_side(vcvertptr, sp, static_cast<sidenum_t>(s));
us.tmap_num = build_texture1_value(1); // assign some stupid old tmap to this side.
us.tmap_num2 = texture2_value::None;
}
Seg_orientation = {};
usp.objects = object_none; //no objects in this segment
assign_default_uvs_to_segment(sp);
// Assume nothing special about this segment
sp->special = segment_special::nothing;
sp->station_idx = station_number::None;
usp.static_light = 0;
sp->matcen_num = materialization_center_number::None;
}
// -------------------------------------------------------------------------------
void med_create_new_segment_from_cursegp(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
vms_vector scalevec;
vms_vector uvec, rvec, fvec;
med_extract_up_vector_from_segment_side(Cursegp, Curside, uvec);
med_extract_right_vector_from_segment_side(Cursegp, Curside, rvec);
auto &vcvertptr = Vertices.vcptr;
extract_forward_vector_from_segment(vcvertptr, Cursegp, fvec);
scalevec.x = vm_vec_mag(rvec);
scalevec.y = vm_vec_mag(uvec);
scalevec.z = vm_vec_mag(fvec);
med_create_new_segment(scalevec);
}
// -------------------------------------------------------------------------------
// Initialize all vertices to inactive status.
void init_all_vertices(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertex_active = LevelSharedVertexState.get_vertex_active();
Vertex_active = {};
range_for (auto &s, Segments)
s.segnum = segment_none;
}
// -----------------------------------------------------------------------------
// Create coordinate axes in orientation of specified segment, stores vertices at *vp.
void create_coordinate_axes_from_segment(const shared_segment &sp, std::array<vertnum_t, 16> &vertnums)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
vms_matrix rotmat;
vms_vector t;
med_extract_matrix_from_segment(sp, rotmat);
auto &vcvertptr = Vertices.vcptr;
auto &vmvertptr = Vertices.vmptr;
const auto &&v0 = vmvertptr(vertnums[0]);
compute_segment_center(vcvertptr, v0, sp);
t = rotmat.rvec;
vm_vec_scale(t,i2f(32));
vm_vec_add(vmvertptr(vertnums[1]), v0, t);
t = rotmat.uvec;
vm_vec_scale(t,i2f(32));
vm_vec_add(vmvertptr(vertnums[2]), v0, t);
t = rotmat.fvec;
vm_vec_scale(t,i2f(32));
vm_vec_add(vmvertptr(vertnums[3]), v0, t);
}
namespace {
// -----------------------------------------------------------------------------
// Determine if a segment is concave. Returns true if concave
static int check_seg_concavity(const shared_segment &s)
{
vms_vector n0;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
range_for (auto &sn, Side_to_verts)
for (unsigned vn = 0; vn <= 4; ++vn)
{
const auto n1 = vm_vec_normal(
vcvertptr(s.verts[sn[static_cast<side_relative_vertnum>(vn % 4)]]),
vcvertptr(s.verts[sn[static_cast<side_relative_vertnum>((vn + 1) % 4)]]),
vcvertptr(s.verts[sn[static_cast<side_relative_vertnum>((vn + 2) % 4)]]));
//vm_vec_normalize(&n1);
if (vn>0) if (vm_vec_dot(n0,n1) < f0_5) return 1;
n0 = n1;
}
return 0;
}
}
// -----------------------------------------------------------------------------
// Find all concave segments and add to list
void find_concave_segs()
{
Warning_segs.clear();
range_for (const auto &&s, vcsegptridx)
if (s->segnum != segment_none)
if (check_seg_concavity(s))
Warning_segs.emplace_back(s);
}
// -----------------------------------------------------------------------------
void warn_if_concave_segments(void)
{
find_concave_segs();
if (!Warning_segs.empty())
{
editor_status_fmt("*** WARNING *** %d concave segments in mine! *** WARNING ***", Warning_segs.size());
}
}
// -----------------------------------------------------------------------------
// Check segment s, if concave, warn
void warn_if_concave_segment(const vmsegptridx_t s)
{
int result;
result = check_seg_concavity(s);
if (result) {
Warning_segs.emplace_back(s);
editor_status("*** WARNING *** New segment is concave! *** WARNING ***");
} //else
//editor_status("");
}
// -------------------------------------------------------------------------------
// Find segment adjacent to sp:side.
// Adjacent means a segment which shares all four vertices.
// If found, return a pair containing the found segment and side.
// If not found, return an empty optional.
std::optional<std::pair<vmsegptridx_t, sidenum_t>> med_find_adjacent_segment_side(const vmsegptridx_t sp, sidenum_t side)
{
enumerated_array<vertnum_t, 4, side_relative_vertnum> abs_verts;
// Stuff abs_verts[4] array with absolute vertex indices
for (const auto v : MAX_VERTICES_PER_SIDE)
abs_verts[v] = sp->verts[Side_to_verts[side][v]];
// Scan all segments, looking for a segment which contains the four abs_verts
range_for (const auto &&segp, vmsegptridx)
{
if (segp != sp)
{
range_for (auto &v, abs_verts)
{ // do for each vertex in abs_verts
range_for (auto &vv, segp->verts) // do for each vertex in segment
if (v == vv)
goto fass_found1; // Current vertex (indexed by v) is present in segment, try next
goto fass_next_seg; // This segment doesn't contain the vertex indexed by v
fass_found1: ;
} // end for v
// All four vertices in sp:side are present in segment seg.
// Determine side and return
for (const auto &&[idx, value] : enumerate(Side_to_verts))
{
for (const auto v : value)
{
range_for (auto &vv, abs_verts)
{
if (segp->verts[v] == vv)
goto fass_found2;
}
goto fass_next_side; // Couldn't find vertex v in current side, so try next side.
fass_found2: ;
}
// Found all four vertices in current side. We are done!
return std::pair(segp, static_cast<sidenum_t>(idx));
fass_next_side: ;
}
Assert(0); // Impossible -- we identified this segment as containing all 4 vertices of side "side", but we couldn't find them.
return std::nullopt;
fass_next_seg: ;
}
}
return std::nullopt;
}
#define JOINT_THRESHOLD 10000*F1_0 // (Huge threshold)
// -------------------------------------------------------------------------------
// Find segment closest to sp:side.
// Return true if segment found and fill in segment in adj_sp and side in adj_side.
// Return false if unable to find, in which case adj_sp and adj_side are undefined.
std::optional<std::pair<vmsegptridx_t, sidenum_t>> med_find_closest_threshold_segment_side(const vmsegptridx_t sp, sidenum_t side, const fix threshold)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
fix closest_seg_dist;
if (IS_CHILD(sp->children[side]))
return std::nullopt;
auto &vcvertptr = Vertices.vcptr;
const auto &&vsc = compute_center_point_on_side(vcvertptr, sp, side);
closest_seg_dist = JOINT_THRESHOLD;
std::optional<std::pair<vmsegptridx_t, sidenum_t>> result;
// Scan all segments, looking for a segment which contains the four abs_verts
range_for (const auto &&segp, vmsegptridx)
{
if (segp != sp)
for (const auto &&[idx, value] : enumerate(segp->children))
{
if (!IS_CHILD(value))
{
const auto &&vtc = compute_center_point_on_side(vcvertptr, segp, idx);
const auto current_dist = vm_vec_dist(vsc, vtc);
if (closest_seg_dist > current_dist)
{
result = {segp, static_cast<sidenum_t>(idx)};
closest_seg_dist = current_dist;
}
}
}
}
if (closest_seg_dist < threshold)
return result;
else
return std::nullopt;
}
}