/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code 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. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #include "../../../idlib/precompiled.h" #pragma hdrstop #include "AASBuild_local.h" /* ============ idAASBuild::SetPortalFlags_r ============ */ void idAASBuild::SetPortalFlags_r( idBrushBSPNode *node ) { int s; idBrushBSPPortal *p; idVec3 normal; if ( !node ) { return; } if ( node->GetContents() & AREACONTENTS_SOLID ) { return; } if ( !node->GetChild(0) && !node->GetChild(1) ) { for ( p = node->GetPortals(); p; p = p->Next(s) ) { s = (p->GetNode(1) == node); // if solid at the other side of the portal if ( p->GetNode(!s)->GetContents() & AREACONTENTS_SOLID ) { if ( s ) { normal = -p->GetPlane().Normal(); } else { normal = p->GetPlane().Normal(); } if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) { p->SetFlag( FACE_FLOOR ); } else { p->SetFlag( FACE_SOLID ); } } } return; } SetPortalFlags_r( node->GetChild(0) ); SetPortalFlags_r( node->GetChild(1) ); } /* ============ idAASBuild::PortalIsGap ============ */ bool idAASBuild::PortalIsGap( idBrushBSPPortal *portal, int side ) { idVec3 normal; // if solid at the other side of the portal if ( portal->GetNode(!side)->GetContents() & AREACONTENTS_SOLID ) { return false; } if ( side ) { normal = -(portal->GetPlane().Normal()); } else { normal = portal->GetPlane().Normal(); } if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) { return true; } return false; } /* ============ idAASBuild::GravSubdivLeafNode ============ */ #define FACE_CHECKED BIT(31) #define GRAVSUBDIV_EPSILON 0.1f void idAASBuild::GravSubdivLeafNode( idBrushBSPNode *node ) { int s1, s2, i, j, k, side1; int numSplits, numSplitters; idBrushBSPPortal *p1, *p2; idWinding *w1, *w2; idVec3 normal; idPlane plane; idPlaneSet planeList; float d, min, max; int *splitterOrder; int *bestNumSplits; int floor, gap, numFloorChecked; // if this leaf node is already classified it cannot have a combination of floor and gap portals if ( node->GetFlags() & (AREA_FLOOR|AREA_GAP) ) { return; } floor = gap = 0; // check if the area has a floor for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) { s1 = (p1->GetNode(1) == node); if ( p1->GetFlags() & FACE_FLOOR ) { floor++; } } // find seperating planes between gap and floor portals for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) { s1 = (p1->GetNode(1) == node); // if the portal is a gap seen from this side if ( PortalIsGap( p1, s1 ) ) { gap++; // if the area doesn't have a floor if ( !floor ) { break; } } else { continue; } numFloorChecked = 0; w1 = p1->GetWinding(); // test all edges of the gap for ( i = 0; i < w1->GetNumPoints(); i++ ) { // create a plane through the edge of the gap parallel to the direction of gravity normal = (*w1)[(i+1)%w1->GetNumPoints()].ToVec3() - (*w1)[i].ToVec3(); normal = normal.Cross( aasSettings->invGravityDir ); if ( normal.Normalize() < 0.2f ) { continue; } plane.SetNormal( normal ); plane.FitThroughPoint( (*w1)[i].ToVec3() ); // get the side of the plane the gap is on side1 = w1->PlaneSide( plane, GRAVSUBDIV_EPSILON ); if ( side1 == SIDE_ON ) { break; } // test if the plane through the edge of the gap seperates the gap from a floor portal for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) { s2 = (p2->GetNode(1) == node); if ( !( p2->GetFlags() & FACE_FLOOR ) ) { continue; } if ( p2->GetFlags() & FACE_CHECKED ) { continue; } w2 = p2->GetWinding(); min = 2.0f * GRAVSUBDIV_EPSILON; max = GRAVSUBDIV_EPSILON; if ( side1 == SIDE_FRONT ) { for ( j = 0; j < w2->GetNumPoints(); j++ ) { d = plane.Distance( (*w2)[j].ToVec3() ); if ( d >= GRAVSUBDIV_EPSILON ) { break; // point at the same side of the plane as the gap } d = idMath::Fabs( d ); if ( d < min ) { min = d; } if ( d > max ) { max = d; } } } else { for ( j = 0; j < w2->GetNumPoints(); j++ ) { d = plane.Distance( (*w2)[j].ToVec3() ); if ( d <= -GRAVSUBDIV_EPSILON ) { break; // point at the same side of the plane as the gap } d = idMath::Fabs( d ); if ( d < min ) { min = d; } if ( d > max ) { max = d; } } } // a point of the floor portal was found to be at the same side of the plane as the gap if ( j < w2->GetNumPoints() ) { continue; } // if the floor portal touches the plane if ( min < GRAVSUBDIV_EPSILON && max > GRAVSUBDIV_EPSILON ) { planeList.FindPlane( plane, 0.00001f, 0.1f ); } p2->SetFlag( FACE_CHECKED ); numFloorChecked++; } if ( numFloorChecked == floor ) { break; } } for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) { s2 = (p2->GetNode(1) == node); p2->RemoveFlag( FACE_CHECKED ); } } // if the leaf node does not have both floor and gap portals if ( !( gap && floor) ) { if ( floor ) { node->SetFlag( AREA_FLOOR ); } else if ( gap ) { node->SetFlag( AREA_GAP ); } return; } // if no valid seperators found if ( planeList.Num() == 0 ) { // NOTE: this should never happend, if it does the leaf node has degenerate portals return; } splitterOrder = (int *) _alloca( planeList.Num() * sizeof( int ) ); bestNumSplits = (int *) _alloca( planeList.Num() * sizeof( int ) ); numSplitters = 0; // test all possible seperators and sort them from best to worst for ( i = 0; i < planeList.Num(); i += 2 ) { numSplits = 0; for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) { s1 = (p1->GetNode(1) == node); if ( p1->GetWinding()->PlaneSide( planeList[i], 0.1f ) == SIDE_CROSS ) { numSplits++; } } for ( j = 0; j < numSplitters; j++ ) { if ( numSplits < bestNumSplits[j] ) { for ( k = numSplitters; k > j; k-- ) { bestNumSplits[k] = bestNumSplits[k-1]; splitterOrder[k] = splitterOrder[k-1]; } bestNumSplits[j] = numSplits; splitterOrder[j] = i; numSplitters++; break; } } if ( j >= numSplitters ) { bestNumSplits[j] = numSplits; splitterOrder[j] = i; numSplitters++; } } // try all seperators in order from best to worst for ( i = 0; i < numSplitters; i++ ) { if ( node->Split( planeList[splitterOrder[i]], -1 ) ) { // we found a seperator that works break; } } if ( i >= numSplitters) { return; } DisplayRealTimeString( "\r%6d", ++numGravitationalSubdivisions ); // test children for further splits GravSubdivLeafNode( node->GetChild(0) ); GravSubdivLeafNode( node->GetChild(1) ); } /* ============ idAASBuild::GravSubdiv_r ============ */ void idAASBuild::GravSubdiv_r( idBrushBSPNode *node ) { if ( !node ) { return; } if ( node->GetContents() & AREACONTENTS_SOLID ) { return; } if ( !node->GetChild(0) && !node->GetChild(1) ) { GravSubdivLeafNode( node ); return; } GravSubdiv_r( node->GetChild(0) ); GravSubdiv_r( node->GetChild(1) ); } /* ============ idAASBuild::GravitationalSubdivision ============ */ void idAASBuild::GravitationalSubdivision( idBrushBSP &bsp ) { numGravitationalSubdivisions = 0; common->Printf( "[Gravitational Subdivision]\n" ); SetPortalFlags_r( bsp.GetRootNode() ); GravSubdiv_r( bsp.GetRootNode() ); common->Printf( "\r%6d subdivisions\n", numGravitationalSubdivisions ); }