dhewm3/neo/tools/compilers/aas/AASBuild_gravity.cpp

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
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"
/*
============
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 );
}