mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
360 lines
8.8 KiB
C++
360 lines
8.8 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "AASBuild_local.h"
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/*
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============
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idAASBuild::SetPortalFlags_r
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============
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*/
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void idAASBuild::SetPortalFlags_r( idBrushBSPNode *node ) {
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int s;
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idBrushBSPPortal *p;
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idVec3 normal;
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if ( !node ) {
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return;
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}
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if ( node->GetContents() & AREACONTENTS_SOLID ) {
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return;
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}
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if ( !node->GetChild(0) && !node->GetChild(1) ) {
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for ( p = node->GetPortals(); p; p = p->Next(s) ) {
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s = (p->GetNode(1) == node);
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// if solid at the other side of the portal
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if ( p->GetNode(!s)->GetContents() & AREACONTENTS_SOLID ) {
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if ( s ) {
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normal = -p->GetPlane().Normal();
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}
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else {
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normal = p->GetPlane().Normal();
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}
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if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) {
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p->SetFlag( FACE_FLOOR );
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}
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else {
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p->SetFlag( FACE_SOLID );
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}
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}
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}
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return;
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}
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SetPortalFlags_r( node->GetChild(0) );
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SetPortalFlags_r( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::PortalIsGap
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============
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*/
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bool idAASBuild::PortalIsGap( idBrushBSPPortal *portal, int side ) {
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idVec3 normal;
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// if solid at the other side of the portal
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if ( portal->GetNode(!side)->GetContents() & AREACONTENTS_SOLID ) {
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return false;
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}
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if ( side ) {
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normal = -(portal->GetPlane().Normal());
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}
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else {
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normal = portal->GetPlane().Normal();
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}
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if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) {
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return true;
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}
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return false;
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}
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/*
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============
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idAASBuild::GravSubdivLeafNode
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============
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*/
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#define FACE_CHECKED BIT(31)
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#define GRAVSUBDIV_EPSILON 0.1f
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void idAASBuild::GravSubdivLeafNode( idBrushBSPNode *node ) {
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int s1, s2, i, j, k, side1;
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int numSplits, numSplitters;
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idBrushBSPPortal *p1, *p2;
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idWinding *w1, *w2;
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idVec3 normal;
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idPlane plane;
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idPlaneSet planeList;
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float d, min, max;
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int *splitterOrder;
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int *bestNumSplits;
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int floor, gap, numFloorChecked;
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// if this leaf node is already classified it cannot have a combination of floor and gap portals
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if ( node->GetFlags() & (AREA_FLOOR|AREA_GAP) ) {
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return;
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}
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floor = gap = 0;
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// check if the area has a floor
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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if ( p1->GetFlags() & FACE_FLOOR ) {
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floor++;
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}
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}
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// find seperating planes between gap and floor portals
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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// if the portal is a gap seen from this side
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if ( PortalIsGap( p1, s1 ) ) {
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gap++;
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// if the area doesn't have a floor
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if ( !floor ) {
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break;
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}
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}
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else {
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continue;
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}
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numFloorChecked = 0;
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w1 = p1->GetWinding();
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// test all edges of the gap
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for ( i = 0; i < w1->GetNumPoints(); i++ ) {
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// create a plane through the edge of the gap parallel to the direction of gravity
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normal = (*w1)[(i+1)%w1->GetNumPoints()].ToVec3() - (*w1)[i].ToVec3();
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normal = normal.Cross( aasSettings->invGravityDir );
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if ( normal.Normalize() < 0.2f ) {
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continue;
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}
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plane.SetNormal( normal );
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plane.FitThroughPoint( (*w1)[i].ToVec3() );
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// get the side of the plane the gap is on
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side1 = w1->PlaneSide( plane, GRAVSUBDIV_EPSILON );
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if ( side1 == SIDE_ON ) {
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break;
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}
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// test if the plane through the edge of the gap seperates the gap from a floor portal
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for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) {
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s2 = (p2->GetNode(1) == node);
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if ( !( p2->GetFlags() & FACE_FLOOR ) ) {
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continue;
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}
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if ( p2->GetFlags() & FACE_CHECKED ) {
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continue;
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}
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w2 = p2->GetWinding();
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min = 2.0f * GRAVSUBDIV_EPSILON;
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max = GRAVSUBDIV_EPSILON;
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if ( side1 == SIDE_FRONT ) {
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for ( j = 0; j < w2->GetNumPoints(); j++ ) {
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d = plane.Distance( (*w2)[j].ToVec3() );
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if ( d >= GRAVSUBDIV_EPSILON ) {
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break; // point at the same side of the plane as the gap
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}
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d = idMath::Fabs( d );
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if ( d < min ) {
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min = d;
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}
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if ( d > max ) {
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max = d;
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}
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}
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}
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else {
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for ( j = 0; j < w2->GetNumPoints(); j++ ) {
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d = plane.Distance( (*w2)[j].ToVec3() );
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if ( d <= -GRAVSUBDIV_EPSILON ) {
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break; // point at the same side of the plane as the gap
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}
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d = idMath::Fabs( d );
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if ( d < min ) {
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min = d;
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}
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if ( d > max ) {
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max = d;
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}
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}
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}
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// a point of the floor portal was found to be at the same side of the plane as the gap
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if ( j < w2->GetNumPoints() ) {
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continue;
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}
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// if the floor portal touches the plane
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if ( min < GRAVSUBDIV_EPSILON && max > GRAVSUBDIV_EPSILON ) {
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planeList.FindPlane( plane, 0.00001f, 0.1f );
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}
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p2->SetFlag( FACE_CHECKED );
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numFloorChecked++;
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}
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if ( numFloorChecked == floor ) {
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break;
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}
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}
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for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) {
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s2 = (p2->GetNode(1) == node);
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p2->RemoveFlag( FACE_CHECKED );
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}
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}
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// if the leaf node does not have both floor and gap portals
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if ( !( gap && floor) ) {
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if ( floor ) {
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node->SetFlag( AREA_FLOOR );
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}
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else if ( gap ) {
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node->SetFlag( AREA_GAP );
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}
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return;
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}
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// if no valid seperators found
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if ( planeList.Num() == 0 ) {
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// NOTE: this should never happend, if it does the leaf node has degenerate portals
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return;
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}
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splitterOrder = (int *) _alloca( planeList.Num() * sizeof( int ) );
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bestNumSplits = (int *) _alloca( planeList.Num() * sizeof( int ) );
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numSplitters = 0;
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// test all possible seperators and sort them from best to worst
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for ( i = 0; i < planeList.Num(); i += 2 ) {
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numSplits = 0;
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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if ( p1->GetWinding()->PlaneSide( planeList[i], 0.1f ) == SIDE_CROSS ) {
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numSplits++;
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}
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}
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for ( j = 0; j < numSplitters; j++ ) {
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if ( numSplits < bestNumSplits[j] ) {
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for ( k = numSplitters; k > j; k-- ) {
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bestNumSplits[k] = bestNumSplits[k-1];
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splitterOrder[k] = splitterOrder[k-1];
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}
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bestNumSplits[j] = numSplits;
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splitterOrder[j] = i;
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numSplitters++;
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break;
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}
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}
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if ( j >= numSplitters ) {
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bestNumSplits[j] = numSplits;
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splitterOrder[j] = i;
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numSplitters++;
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}
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}
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// try all seperators in order from best to worst
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for ( i = 0; i < numSplitters; i++ ) {
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if ( node->Split( planeList[splitterOrder[i]], -1 ) ) {
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// we found a seperator that works
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break;
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}
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}
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if ( i >= numSplitters) {
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return;
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}
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DisplayRealTimeString( "\r%6d", ++numGravitationalSubdivisions );
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// test children for further splits
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GravSubdivLeafNode( node->GetChild(0) );
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GravSubdivLeafNode( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::GravSubdiv_r
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============
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*/
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void idAASBuild::GravSubdiv_r( idBrushBSPNode *node ) {
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if ( !node ) {
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return;
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}
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if ( node->GetContents() & AREACONTENTS_SOLID ) {
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return;
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}
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if ( !node->GetChild(0) && !node->GetChild(1) ) {
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GravSubdivLeafNode( node );
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return;
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}
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GravSubdiv_r( node->GetChild(0) );
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GravSubdiv_r( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::GravitationalSubdivision
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============
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*/
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void idAASBuild::GravitationalSubdivision( idBrushBSP &bsp ) {
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numGravitationalSubdivisions = 0;
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common->Printf( "[Gravitational Subdivision]\n" );
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SetPortalFlags_r( bsp.GetRootNode() );
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GravSubdiv_r( bsp.GetRootNode() );
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common->Printf( "\r%6d subdivisions\n", numGravitationalSubdivisions );
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}
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