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

357 lines
8.7 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/aas/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 );
}