dhewm3/neo/tools/compilers/dmap/facebsp.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

497 lines
11 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 "sys/platform.h"
#include "tools/compilers/dmap/dmap.h"
int c_faceLeafs;
extern int c_nodes;
void RemovePortalFromNode( uPortal_t *portal, node_t *l );
node_t *NodeForPoint( node_t *node, idVec3 origin ) {
float d;
while( node->planenum != PLANENUM_LEAF ) {
idPlane &plane = dmapGlobals.mapPlanes[node->planenum];
d = plane.Distance( origin );
if ( d >= 0 ) {
node = node->children[0];
} else {
node = node->children[1];
}
}
return node;
}
/*
=============
FreeTreePortals_r
=============
*/
void FreeTreePortals_r (node_t *node)
{
uPortal_t *p, *nextp;
int s;
// free children
if (node->planenum != PLANENUM_LEAF)
{
FreeTreePortals_r (node->children[0]);
FreeTreePortals_r (node->children[1]);
}
// free portals
for (p=node->portals ; p ; p=nextp)
{
s = (p->nodes[1] == node);
nextp = p->next[s];
RemovePortalFromNode (p, p->nodes[!s]);
FreePortal (p);
}
node->portals = NULL;
}
/*
=============
FreeTree_r
=============
*/
void FreeTree_r (node_t *node)
{
// free children
if (node->planenum != PLANENUM_LEAF)
{
FreeTree_r (node->children[0]);
FreeTree_r (node->children[1]);
}
// free brushes
FreeBrushList (node->brushlist);
// free the node
c_nodes--;
Mem_Free (node);
}
/*
=============
FreeTree
=============
*/
void FreeTree( tree_t *tree ) {
if ( !tree ) {
return;
}
FreeTreePortals_r (tree->headnode);
FreeTree_r (tree->headnode);
Mem_Free (tree);
}
//===============================================================
void PrintTree_r (node_t *node, int depth)
{
int i;
uBrush_t *bb;
for (i=0 ; i<depth ; i++)
common->Printf(" ");
if (node->planenum == PLANENUM_LEAF)
{
if (!node->brushlist)
common->Printf("NULL\n");
else
{
for (bb=node->brushlist ; bb ; bb=bb->next)
common->Printf("%i ", bb->original->brushnum);
common->Printf("\n");
}
return;
}
idPlane &plane = dmapGlobals.mapPlanes[node->planenum];
common->Printf( "#%i (%5.2f %5.2f %5.2f %5.2f)\n", node->planenum,
plane[0], plane[1], plane[2], plane[3] );
PrintTree_r( node->children[0], depth+1 );
PrintTree_r( node->children[1], depth+1 );
}
/*
================
AllocBspFace
================
*/
bspface_t *AllocBspFace( void ) {
bspface_t *f;
f = (bspface_t *)Mem_Alloc(sizeof(*f));
memset( f, 0, sizeof(*f) );
return f;
}
/*
================
FreeBspFace
================
*/
void FreeBspFace( bspface_t *f ) {
if ( f->w ) {
delete f->w;
}
Mem_Free( f );
}
/*
================
SelectSplitPlaneNum
================
*/
#define BLOCK_SIZE 1024
int SelectSplitPlaneNum( node_t *node, bspface_t *list ) {
bspface_t *split;
bspface_t *check;
bspface_t *bestSplit;
int splits, facing, front, back;
int side;
idPlane *mapPlane;
int value, bestValue;
idPlane plane;
int planenum;
bool havePortals;
float dist;
idVec3 halfSize;
// if it is crossing a 1k block boundary, force a split
// this prevents epsilon problems from extending an
// arbitrary distance across the map
halfSize = ( node->bounds[1] - node->bounds[0] ) * 0.5f;
for ( int axis = 0; axis < 3; axis++ ) {
if ( halfSize[axis] > BLOCK_SIZE ) {
dist = BLOCK_SIZE * ( floor( ( node->bounds[0][axis] + halfSize[axis] ) / BLOCK_SIZE ) + 1.0f );
} else {
dist = BLOCK_SIZE * ( floor( node->bounds[0][axis] / BLOCK_SIZE ) + 1.0f );
}
if ( dist > node->bounds[0][axis] + 1.0f && dist < node->bounds[1][axis] - 1.0f ) {
plane[0] = plane[1] = plane[2] = 0.0f;
plane[axis] = 1.0f;
plane[3] = -dist;
planenum = FindFloatPlane( plane );
return planenum;
}
}
// pick one of the face planes
// if we have any portal faces at all, only
// select from them, otherwise select from
// all faces
bestValue = -999999;
bestSplit = list;
havePortals = false;
for ( split = list ; split ; split = split->next ) {
split->checked = false;
if ( split->portal ) {
havePortals = true;
}
}
for ( split = list ; split ; split = split->next ) {
if ( split->checked ) {
continue;
}
if ( havePortals != split->portal ) {
continue;
}
mapPlane = &dmapGlobals.mapPlanes[ split->planenum ];
splits = 0;
facing = 0;
front = 0;
back = 0;
for ( check = list ; check ; check = check->next ) {
if ( check->planenum == split->planenum ) {
facing++;
check->checked = true; // won't need to test this plane again
continue;
}
side = check->w->PlaneSide( *mapPlane );
if ( side == SIDE_CROSS ) {
splits++;
} else if ( side == SIDE_FRONT ) {
front++;
} else if ( side == SIDE_BACK ) {
back++;
}
}
value = 5*facing - 5*splits; // - abs(front-back);
if ( mapPlane->Type() < PLANETYPE_TRUEAXIAL ) {
value+=5; // axial is better
}
if ( value > bestValue ) {
bestValue = value;
bestSplit = split;
}
}
if ( bestValue == -999999 ) {
return -1;
}
return bestSplit->planenum;
}
/*
================
BuildFaceTree_r
================
*/
void BuildFaceTree_r( node_t *node, bspface_t *list ) {
bspface_t *split;
bspface_t *next;
int side;
bspface_t *newFace;
bspface_t *childLists[2];
idWinding *frontWinding, *backWinding;
int i;
int splitPlaneNum;
splitPlaneNum = SelectSplitPlaneNum( node, list );
// if we don't have any more faces, this is a node
if ( splitPlaneNum == -1 ) {
node->planenum = PLANENUM_LEAF;
c_faceLeafs++;
return;
}
// partition the list
node->planenum = splitPlaneNum;
idPlane &plane = dmapGlobals.mapPlanes[ splitPlaneNum ];
childLists[0] = NULL;
childLists[1] = NULL;
for ( split = list ; split ; split = next ) {
next = split->next;
if ( split->planenum == node->planenum ) {
FreeBspFace( split );
continue;
}
side = split->w->PlaneSide( plane );
if ( side == SIDE_CROSS ) {
split->w->Split( plane, CLIP_EPSILON * 2, &frontWinding, &backWinding );
if ( frontWinding ) {
newFace = AllocBspFace();
newFace->w = frontWinding;
newFace->next = childLists[0];
newFace->planenum = split->planenum;
childLists[0] = newFace;
}
if ( backWinding ) {
newFace = AllocBspFace();
newFace->w = backWinding;
newFace->next = childLists[1];
newFace->planenum = split->planenum;
childLists[1] = newFace;
}
FreeBspFace( split );
} else if ( side == SIDE_FRONT ) {
split->next = childLists[0];
childLists[0] = split;
} else if ( side == SIDE_BACK ) {
split->next = childLists[1];
childLists[1] = split;
}
}
// recursively process children
for ( i = 0 ; i < 2 ; i++ ) {
node->children[i] = AllocNode();
node->children[i]->parent = node;
node->children[i]->bounds = node->bounds;
}
// split the bounds if we have a nice axial plane
for ( i = 0 ; i < 3 ; i++ ) {
if ( idMath::Fabs( plane[i] - 1.0 ) < 0.001 ) {
node->children[0]->bounds[0][i] = plane.Dist();
node->children[1]->bounds[1][i] = plane.Dist();
break;
}
}
for ( i = 0 ; i < 2 ; i++ ) {
BuildFaceTree_r ( node->children[i], childLists[i]);
}
}
/*
================
FaceBSP
List will be freed before returning
================
*/
tree_t *FaceBSP( bspface_t *list ) {
tree_t *tree;
bspface_t *face;
int i;
int count;
int start, end;
start = Sys_Milliseconds();
common->Printf( "--- FaceBSP ---\n" );
tree = AllocTree ();
count = 0;
tree->bounds.Clear();
for ( face = list ; face ; face = face->next ) {
count++;
for ( i = 0 ; i < face->w->GetNumPoints() ; i++ ) {
tree->bounds.AddPoint( (*face->w)[i].ToVec3() );
}
}
common->Printf( "%5i faces\n", count );
tree->headnode = AllocNode();
tree->headnode->bounds = tree->bounds;
c_faceLeafs = 0;
BuildFaceTree_r ( tree->headnode, list );
common->Printf( "%5i leafs\n", c_faceLeafs );
end = Sys_Milliseconds();
common->Printf( "%5.1f seconds faceBsp\n", ( end - start ) / 1000.0 );
return tree;
}
//==========================================================================
/*
=================
MakeStructuralBspFaceList
=================
*/
bspface_t *MakeStructuralBspFaceList( primitive_t *list ) {
uBrush_t *b;
int i;
side_t *s;
idWinding *w;
bspface_t *f, *flist;
flist = NULL;
for ( ; list ; list = list->next ) {
b = list->brush;
if ( !b ) {
continue;
}
if ( !b->opaque && !( b->contents & CONTENTS_AREAPORTAL ) ) {
continue;
}
for ( i = 0 ; i < b->numsides ; i++ ) {
s = &b->sides[i];
w = s->winding;
if ( !w ) {
continue;
}
if ( ( b->contents & CONTENTS_AREAPORTAL ) && ! ( s->material->GetContentFlags() & CONTENTS_AREAPORTAL ) ) {
continue;
}
f = AllocBspFace();
if ( s->material->GetContentFlags() & CONTENTS_AREAPORTAL ) {
f->portal = true;
}
f->w = w->Copy();
f->planenum = s->planenum & ~1;
f->next = flist;
flist = f;
}
}
return flist;
}
/*
=================
MakeVisibleBspFaceList
=================
*/
bspface_t *MakeVisibleBspFaceList( primitive_t *list ) {
uBrush_t *b;
int i;
side_t *s;
idWinding *w;
bspface_t *f, *flist;
flist = NULL;
for ( ; list ; list = list->next ) {
b = list->brush;
if ( !b ) {
continue;
}
if ( !b->opaque && !( b->contents & CONTENTS_AREAPORTAL ) ) {
continue;
}
for ( i = 0 ; i < b->numsides ; i++ ) {
s = &b->sides[i];
w = s->visibleHull;
if ( !w ) {
continue;
}
f = AllocBspFace();
if ( s->material->GetContentFlags() & CONTENTS_AREAPORTAL ) {
f->portal = true;
}
f->w = w->Copy();
f->planenum = s->planenum & ~1;
f->next = flist;
flist = f;
}
}
return flist;
}