mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
575 lines
14 KiB
C++
575 lines
14 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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"
|
|
|
|
#define LEDGE_EPSILON 0.1f
|
|
|
|
//===============================================================
|
|
//
|
|
// idLedge
|
|
//
|
|
//===============================================================
|
|
|
|
/*
|
|
============
|
|
idLedge::idLedge
|
|
============
|
|
*/
|
|
idLedge::idLedge( void ) {
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::idLedge
|
|
============
|
|
*/
|
|
idLedge::idLedge( const idVec3 &v1, const idVec3 &v2, const idVec3 &gravityDir, idBrushBSPNode *n ) {
|
|
start = v1;
|
|
end = v2;
|
|
node = n;
|
|
numPlanes = 4;
|
|
planes[0].SetNormal( (v1 - v2).Cross( gravityDir ) );
|
|
planes[0].Normalize();
|
|
planes[0].FitThroughPoint( v1 );
|
|
planes[1].SetNormal( (v1 - v2).Cross( planes[0].Normal() ) );
|
|
planes[1].Normalize();
|
|
planes[1].FitThroughPoint( v1 );
|
|
planes[2].SetNormal( v1 - v2 );
|
|
planes[2].Normalize();
|
|
planes[2].FitThroughPoint( v1 );
|
|
planes[3].SetNormal( v2 - v1 );
|
|
planes[3].Normalize();
|
|
planes[3].FitThroughPoint( v2 );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::AddPoint
|
|
============
|
|
*/
|
|
void idLedge::AddPoint( const idVec3 &v ) {
|
|
if ( planes[2].Distance( v ) > 0.0f ) {
|
|
start = v;
|
|
planes[2].FitThroughPoint( start );
|
|
}
|
|
if ( planes[3].Distance( v ) > 0.0f ) {
|
|
end = v;
|
|
planes[3].FitThroughPoint( end );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::CreateBevels
|
|
|
|
NOTE: this assumes the gravity is vertical
|
|
============
|
|
*/
|
|
void idLedge::CreateBevels( const idVec3 &gravityDir ) {
|
|
int i, j;
|
|
idBounds bounds;
|
|
idVec3 size, normal;
|
|
|
|
bounds.Clear();
|
|
bounds.AddPoint( start );
|
|
bounds.AddPoint( end );
|
|
size = bounds[1] - bounds[0];
|
|
|
|
// plane through ledge
|
|
planes[0].SetNormal( (start - end).Cross( gravityDir ) );
|
|
planes[0].Normalize();
|
|
planes[0].FitThroughPoint( start );
|
|
// axial bevels at start and end point
|
|
i = size[1] > size[0];
|
|
normal = vec3_origin;
|
|
normal[i] = 1.0f;
|
|
j = end[i] > start[i];
|
|
planes[1+j].SetNormal( normal );
|
|
planes[1+!j].SetNormal( -normal );
|
|
planes[1].FitThroughPoint( start );
|
|
planes[2].FitThroughPoint( end );
|
|
numExpandedPlanes = 3;
|
|
// if additional bevels are required
|
|
if ( idMath::Fabs( size[!i] ) > 0.01f ) {
|
|
normal = vec3_origin;
|
|
normal[!i] = 1.0f;
|
|
j = end[!i] > start[!i];
|
|
planes[3+j].SetNormal( normal );
|
|
planes[3+!j].SetNormal( -normal );
|
|
planes[3].FitThroughPoint( start );
|
|
planes[4].FitThroughPoint( end );
|
|
numExpandedPlanes = 5;
|
|
}
|
|
// opposite of first
|
|
planes[numExpandedPlanes+0] = -planes[0];
|
|
// number of planes used for splitting
|
|
numSplitPlanes = numExpandedPlanes + 1;
|
|
// top plane
|
|
planes[numSplitPlanes+0].SetNormal( (start - end).Cross( planes[0].Normal() ) );
|
|
planes[numSplitPlanes+0].Normalize();
|
|
planes[numSplitPlanes+0].FitThroughPoint( start );
|
|
// bottom plane
|
|
planes[numSplitPlanes+1] = -planes[numSplitPlanes+0];
|
|
// total number of planes
|
|
numPlanes = numSplitPlanes + 2;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::Expand
|
|
============
|
|
*/
|
|
void idLedge::Expand( const idBounds &bounds, float maxStepHeight ) {
|
|
int i, j;
|
|
idVec3 v;
|
|
|
|
for ( i = 0; i < numExpandedPlanes; i++ ) {
|
|
|
|
for ( j = 0; j < 3; j++ ) {
|
|
if ( planes[i].Normal()[j] > 0.0f ) {
|
|
v[j] = bounds[0][j];
|
|
}
|
|
else {
|
|
v[j] = bounds[1][j];
|
|
}
|
|
}
|
|
|
|
planes[i].SetDist( planes[i].Dist() + v * -planes[i].Normal() );
|
|
}
|
|
|
|
planes[numSplitPlanes+0].SetDist( planes[numSplitPlanes+0].Dist() + maxStepHeight );
|
|
planes[numSplitPlanes+1].SetDist( planes[numSplitPlanes+1].Dist() + 1.0f );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::ChopWinding
|
|
============
|
|
*/
|
|
idWinding *idLedge::ChopWinding( const idWinding *winding ) const {
|
|
int i;
|
|
idWinding *w;
|
|
|
|
w = winding->Copy();
|
|
for ( i = 0; i < numPlanes && w; i++ ) {
|
|
w = w->Clip( -planes[i], ON_EPSILON, true );
|
|
}
|
|
return w;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idLedge::PointBetweenBounds
|
|
============
|
|
*/
|
|
bool idLedge::PointBetweenBounds( const idVec3 &v ) const {
|
|
return ( planes[2].Distance( v ) < LEDGE_EPSILON ) && ( planes[3].Distance( v ) < LEDGE_EPSILON );
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
//
|
|
// idAASBuild
|
|
//
|
|
//===============================================================
|
|
|
|
/*
|
|
============
|
|
idAASBuild::LedgeSubdivFlood_r
|
|
============
|
|
*/
|
|
void idAASBuild::LedgeSubdivFlood_r( idBrushBSPNode *node, const idLedge *ledge ) {
|
|
int s1, i;
|
|
idBrushBSPPortal *p1;
|
|
idWinding *w;
|
|
idList<idBrushBSPNode *> nodeList;
|
|
|
|
if ( node->GetFlags() & NODE_VISITED ) {
|
|
return;
|
|
}
|
|
|
|
// if this is not already a ledge area
|
|
if ( !( node->GetFlags() & AREA_LEDGE ) ) {
|
|
for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
|
|
s1 = (p1->GetNode(1) == node);
|
|
|
|
if ( !(p1->GetFlags() & FACE_FLOOR) ) {
|
|
continue;
|
|
}
|
|
|
|
// split the area if some part of the floor portal is inside the expanded ledge
|
|
w = ledge->ChopWinding( p1->GetWinding() );
|
|
if ( !w ) {
|
|
continue;
|
|
}
|
|
delete w;
|
|
|
|
for ( i = 0; i < ledge->numSplitPlanes; i++ ) {
|
|
if ( node->PlaneSide( ledge->planes[i], 0.1f ) != SIDE_CROSS ) {
|
|
continue;
|
|
}
|
|
if ( !node->Split( ledge->planes[i], -1 ) ) {
|
|
continue;
|
|
}
|
|
numLedgeSubdivisions++;
|
|
DisplayRealTimeString( "\r%6d", numLedgeSubdivisions );
|
|
node->GetChild(0)->SetFlag( NODE_VISITED );
|
|
LedgeSubdivFlood_r( node->GetChild(1), ledge );
|
|
return;
|
|
}
|
|
|
|
node->SetFlag( AREA_LEDGE );
|
|
break;
|
|
}
|
|
}
|
|
|
|
node->SetFlag( NODE_VISITED );
|
|
|
|
// get all nodes we might need to flood into
|
|
for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
|
|
s1 = (p1->GetNode(1) == node);
|
|
|
|
if ( p1->GetNode( !s1 )->GetContents() & AREACONTENTS_SOLID ) {
|
|
continue;
|
|
}
|
|
|
|
// flood through this portal if the portal is partly inside the expanded ledge
|
|
w = ledge->ChopWinding( p1->GetWinding() );
|
|
if ( !w ) {
|
|
continue;
|
|
}
|
|
delete w;
|
|
// add to list, cannot flood directly cause portals might be split on the way
|
|
nodeList.Append( p1->GetNode( !s1 ) );
|
|
}
|
|
|
|
// flood into other nodes
|
|
for ( i = 0; i < nodeList.Num(); i++ ) {
|
|
LedgeSubdivLeafNodes_r( nodeList[i], ledge );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::LedgeSubdivLeafNodes_r
|
|
|
|
The node the ledge was originally part of might be split by other ledges.
|
|
Here we recurse down the tree from the original node to find all the new leaf nodes the ledge might be part of.
|
|
============
|
|
*/
|
|
void idAASBuild::LedgeSubdivLeafNodes_r( idBrushBSPNode *node, const idLedge *ledge ) {
|
|
if ( !node ) {
|
|
return;
|
|
}
|
|
if ( !node->GetChild(0) && !node->GetChild(1) ) {
|
|
LedgeSubdivFlood_r( node, ledge );
|
|
return;
|
|
}
|
|
LedgeSubdivLeafNodes_r( node->GetChild(0), ledge );
|
|
LedgeSubdivLeafNodes_r( node->GetChild(1), ledge );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::LedgeSubdiv
|
|
============
|
|
*/
|
|
void idAASBuild::LedgeSubdiv( idBrushBSPNode *root ) {
|
|
int i, j;
|
|
idBrush *brush;
|
|
idList<idBrushSide *> sideList;
|
|
|
|
// create ledge bevels and expand ledges
|
|
for ( i = 0; i < ledgeList.Num(); i++ ) {
|
|
|
|
ledgeList[i].CreateBevels( aasSettings->gravityDir );
|
|
ledgeList[i].Expand( aasSettings->boundingBoxes[0], aasSettings->maxStepHeight );
|
|
|
|
// if we should write out a ledge map
|
|
if ( ledgeMap ) {
|
|
sideList.SetNum( 0 );
|
|
for ( j = 0; j < ledgeList[i].numPlanes; j++ ) {
|
|
sideList.Append( new idBrushSide( ledgeList[i].planes[j], -1 ) );
|
|
}
|
|
|
|
brush = new idBrush();
|
|
brush->FromSides( sideList );
|
|
|
|
ledgeMap->WriteBrush( brush );
|
|
|
|
delete brush;
|
|
}
|
|
|
|
// flood tree from the ledge node and subdivide areas with the ledge
|
|
LedgeSubdivLeafNodes_r( ledgeList[i].node, &ledgeList[i] );
|
|
|
|
// remove the node visited flags
|
|
ledgeList[i].node->RemoveFlagRecurseFlood( NODE_VISITED );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::IsLedgeSide_r
|
|
============
|
|
*/
|
|
bool idAASBuild::IsLedgeSide_r( idBrushBSPNode *node, idFixedWinding *w, const idPlane &plane, const idVec3 &normal, const idVec3 &origin, const float radius ) {
|
|
int res, i;
|
|
idFixedWinding back;
|
|
float dist;
|
|
|
|
if ( !node ) {
|
|
return false;
|
|
}
|
|
|
|
while ( node->GetChild(0) && node->GetChild(1) ) {
|
|
dist = node->GetPlane().Distance( origin );
|
|
if ( dist > radius ) {
|
|
res = SIDE_FRONT;
|
|
}
|
|
else if ( dist < -radius ) {
|
|
res = SIDE_BACK;
|
|
}
|
|
else {
|
|
res = w->Split( &back, node->GetPlane(), LEDGE_EPSILON );
|
|
}
|
|
if ( res == SIDE_FRONT ) {
|
|
node = node->GetChild(0);
|
|
}
|
|
else if ( res == SIDE_BACK ) {
|
|
node = node->GetChild(1);
|
|
}
|
|
else if ( res == SIDE_ON ) {
|
|
// continue with the side the winding faces
|
|
if ( node->GetPlane().Normal() * normal > 0.0f ) {
|
|
node = node->GetChild(0);
|
|
}
|
|
else {
|
|
node = node->GetChild(1);
|
|
}
|
|
}
|
|
else {
|
|
if ( IsLedgeSide_r( node->GetChild(1), &back, plane, normal, origin, radius ) ) {
|
|
return true;
|
|
}
|
|
node = node->GetChild(0);
|
|
}
|
|
}
|
|
|
|
if ( node->GetContents() & AREACONTENTS_SOLID ) {
|
|
return false;
|
|
}
|
|
|
|
for ( i = 0; i < w->GetNumPoints(); i++ ) {
|
|
if ( plane.Distance( (*w)[i].ToVec3() ) > 0.0f ) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::AddLedge
|
|
============
|
|
*/
|
|
void idAASBuild::AddLedge( const idVec3 &v1, const idVec3 &v2, idBrushBSPNode *node ) {
|
|
int i, j, merged;
|
|
|
|
// first try to merge the ledge with existing ledges
|
|
merged = -1;
|
|
for ( i = 0; i < ledgeList.Num(); i++ ) {
|
|
|
|
for ( j = 0; j < 2; j++ ) {
|
|
if ( idMath::Fabs( ledgeList[i].planes[j].Distance( v1 ) ) > LEDGE_EPSILON ) {
|
|
break;
|
|
}
|
|
if ( idMath::Fabs( ledgeList[i].planes[j].Distance( v2 ) ) > LEDGE_EPSILON ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j < 2 ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !ledgeList[i].PointBetweenBounds( v1 ) &&
|
|
!ledgeList[i].PointBetweenBounds( v2 ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( merged == -1 ) {
|
|
ledgeList[i].AddPoint( v1 );
|
|
ledgeList[i].AddPoint( v2 );
|
|
merged = i;
|
|
}
|
|
else {
|
|
ledgeList[merged].AddPoint( ledgeList[i].start );
|
|
ledgeList[merged].AddPoint( ledgeList[i].end );
|
|
ledgeList.RemoveIndex(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if the ledge could not be merged
|
|
if ( merged == -1 ) {
|
|
ledgeList.Append( idLedge( v1, v2, aasSettings->gravityDir, node ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::FindLeafNodeLedges
|
|
============
|
|
*/
|
|
void idAASBuild::FindLeafNodeLedges( idBrushBSPNode *root, idBrushBSPNode *node ) {
|
|
int s1, i;
|
|
idBrushBSPPortal *p1;
|
|
idWinding *w;
|
|
idVec3 v1, v2, normal, origin;
|
|
idFixedWinding winding;
|
|
idBounds bounds;
|
|
idPlane plane;
|
|
float radius;
|
|
|
|
for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
|
|
s1 = (p1->GetNode(1) == node);
|
|
|
|
if ( !(p1->GetFlags() & FACE_FLOOR) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( s1 ) {
|
|
plane = p1->GetPlane();
|
|
w = p1->GetWinding()->Reverse();
|
|
}
|
|
else {
|
|
plane = -p1->GetPlane();
|
|
w = p1->GetWinding();
|
|
}
|
|
|
|
for ( i = 0; i < w->GetNumPoints(); i++ ) {
|
|
|
|
v1 = (*w)[i].ToVec3();
|
|
v2 = (*w)[(i+1)%w->GetNumPoints()].ToVec3();
|
|
normal = (v2 - v1).Cross( aasSettings->gravityDir );
|
|
if ( normal.Normalize() < 0.5f ) {
|
|
continue;
|
|
}
|
|
|
|
winding.Clear();
|
|
winding += v1 + normal * LEDGE_EPSILON * 0.5f;
|
|
winding += v2 + normal * LEDGE_EPSILON * 0.5f;
|
|
winding += winding[1].ToVec3() + ( aasSettings->maxStepHeight + 1.0f ) * aasSettings->gravityDir;
|
|
winding += winding[0].ToVec3() + ( aasSettings->maxStepHeight + 1.0f ) * aasSettings->gravityDir;
|
|
|
|
winding.GetBounds( bounds );
|
|
origin = (bounds[1] - bounds[0]) * 0.5f;
|
|
radius = origin.Length() + LEDGE_EPSILON;
|
|
origin = bounds[0] + origin;
|
|
|
|
plane.FitThroughPoint( v1 + aasSettings->maxStepHeight * aasSettings->gravityDir );
|
|
|
|
if ( !IsLedgeSide_r( root, &winding, plane, normal, origin, radius ) ) {
|
|
continue;
|
|
}
|
|
|
|
AddLedge( v1, v2, node );
|
|
}
|
|
|
|
if ( w != p1->GetWinding() ) {
|
|
delete w;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::FindLedges_r
|
|
============
|
|
*/
|
|
void idAASBuild::FindLedges_r( idBrushBSPNode *root, idBrushBSPNode *node ) {
|
|
if ( !node ) {
|
|
return;
|
|
}
|
|
|
|
if ( node->GetContents() & AREACONTENTS_SOLID ) {
|
|
return;
|
|
}
|
|
|
|
if ( !node->GetChild(0) && !node->GetChild(1) ) {
|
|
if ( node->GetFlags() & NODE_VISITED ) {
|
|
return;
|
|
}
|
|
FindLeafNodeLedges( root, node );
|
|
node->SetFlag( NODE_VISITED );
|
|
return;
|
|
}
|
|
|
|
FindLedges_r( root, node->GetChild(0) );
|
|
FindLedges_r( root, node->GetChild(1) );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::WriteLedgeMap
|
|
============
|
|
*/
|
|
void idAASBuild::WriteLedgeMap( const idStr &fileName, const idStr &ext ) {
|
|
ledgeMap = new idBrushMap( fileName, ext );
|
|
ledgeMap->SetTexture( "textures/base_trim/bluetex4q_ed" );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idAASBuild::LedgeSubdivision
|
|
|
|
NOTE: this assumes the bounding box is higher than the maximum step height
|
|
only ledges with vertical sides are considered
|
|
============
|
|
*/
|
|
void idAASBuild::LedgeSubdivision( idBrushBSP &bsp ) {
|
|
numLedgeSubdivisions = 0;
|
|
ledgeList.Clear();
|
|
|
|
common->Printf( "[Ledge Subdivision]\n" );
|
|
|
|
bsp.GetRootNode()->RemoveFlagRecurse( NODE_VISITED );
|
|
FindLedges_r( bsp.GetRootNode(), bsp.GetRootNode() );
|
|
bsp.GetRootNode()->RemoveFlagRecurse( NODE_VISITED );
|
|
|
|
common->Printf( "\r%6d ledges\n", ledgeList.Num() );
|
|
|
|
LedgeSubdiv( bsp.GetRootNode() );
|
|
|
|
common->Printf( "\r%6d subdivisions\n", numLedgeSubdivisions );
|
|
}
|