mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
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.
357 lines
8.7 KiB
C++
357 lines
8.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "tools/compilers/aas/AASBuild_local.h"
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/*
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============
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idAASBuild::SetPortalFlags_r
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============
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*/
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void idAASBuild::SetPortalFlags_r( idBrushBSPNode *node ) {
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int s;
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idBrushBSPPortal *p;
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idVec3 normal;
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if ( !node ) {
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return;
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}
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if ( node->GetContents() & AREACONTENTS_SOLID ) {
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return;
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}
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if ( !node->GetChild(0) && !node->GetChild(1) ) {
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for ( p = node->GetPortals(); p; p = p->Next(s) ) {
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s = (p->GetNode(1) == node);
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// if solid at the other side of the portal
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if ( p->GetNode(!s)->GetContents() & AREACONTENTS_SOLID ) {
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if ( s ) {
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normal = -p->GetPlane().Normal();
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}
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else {
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normal = p->GetPlane().Normal();
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}
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if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) {
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p->SetFlag( FACE_FLOOR );
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}
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else {
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p->SetFlag( FACE_SOLID );
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}
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}
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}
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return;
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}
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SetPortalFlags_r( node->GetChild(0) );
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SetPortalFlags_r( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::PortalIsGap
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============
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*/
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bool idAASBuild::PortalIsGap( idBrushBSPPortal *portal, int side ) {
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idVec3 normal;
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// if solid at the other side of the portal
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if ( portal->GetNode(!side)->GetContents() & AREACONTENTS_SOLID ) {
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return false;
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}
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if ( side ) {
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normal = -(portal->GetPlane().Normal());
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}
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else {
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normal = portal->GetPlane().Normal();
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}
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if ( normal * aasSettings->invGravityDir > aasSettings->minFloorCos ) {
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return true;
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}
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return false;
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}
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/*
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============
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idAASBuild::GravSubdivLeafNode
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============
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*/
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#define FACE_CHECKED BIT(31)
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#define GRAVSUBDIV_EPSILON 0.1f
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void idAASBuild::GravSubdivLeafNode( idBrushBSPNode *node ) {
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int s1, s2, i, j, k, side1;
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int numSplits, numSplitters;
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idBrushBSPPortal *p1, *p2;
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idWinding *w1, *w2;
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idVec3 normal;
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idPlane plane;
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idPlaneSet planeList;
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float d, min, max;
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int *splitterOrder;
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int *bestNumSplits;
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int floor, gap, numFloorChecked;
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// if this leaf node is already classified it cannot have a combination of floor and gap portals
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if ( node->GetFlags() & (AREA_FLOOR|AREA_GAP) ) {
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return;
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}
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floor = gap = 0;
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// check if the area has a floor
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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if ( p1->GetFlags() & FACE_FLOOR ) {
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floor++;
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}
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}
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// find seperating planes between gap and floor portals
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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// if the portal is a gap seen from this side
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if ( PortalIsGap( p1, s1 ) ) {
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gap++;
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// if the area doesn't have a floor
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if ( !floor ) {
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break;
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}
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}
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else {
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continue;
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}
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numFloorChecked = 0;
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w1 = p1->GetWinding();
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// test all edges of the gap
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for ( i = 0; i < w1->GetNumPoints(); i++ ) {
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// create a plane through the edge of the gap parallel to the direction of gravity
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normal = (*w1)[(i+1)%w1->GetNumPoints()].ToVec3() - (*w1)[i].ToVec3();
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normal = normal.Cross( aasSettings->invGravityDir );
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if ( normal.Normalize() < 0.2f ) {
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continue;
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}
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plane.SetNormal( normal );
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plane.FitThroughPoint( (*w1)[i].ToVec3() );
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// get the side of the plane the gap is on
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side1 = w1->PlaneSide( plane, GRAVSUBDIV_EPSILON );
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if ( side1 == SIDE_ON ) {
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break;
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}
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// test if the plane through the edge of the gap seperates the gap from a floor portal
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for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) {
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s2 = (p2->GetNode(1) == node);
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if ( !( p2->GetFlags() & FACE_FLOOR ) ) {
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continue;
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}
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if ( p2->GetFlags() & FACE_CHECKED ) {
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continue;
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}
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w2 = p2->GetWinding();
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min = 2.0f * GRAVSUBDIV_EPSILON;
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max = GRAVSUBDIV_EPSILON;
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if ( side1 == SIDE_FRONT ) {
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for ( j = 0; j < w2->GetNumPoints(); j++ ) {
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d = plane.Distance( (*w2)[j].ToVec3() );
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if ( d >= GRAVSUBDIV_EPSILON ) {
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break; // point at the same side of the plane as the gap
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}
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d = idMath::Fabs( d );
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if ( d < min ) {
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min = d;
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}
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if ( d > max ) {
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max = d;
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}
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}
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}
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else {
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for ( j = 0; j < w2->GetNumPoints(); j++ ) {
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d = plane.Distance( (*w2)[j].ToVec3() );
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if ( d <= -GRAVSUBDIV_EPSILON ) {
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break; // point at the same side of the plane as the gap
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}
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d = idMath::Fabs( d );
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if ( d < min ) {
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min = d;
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}
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if ( d > max ) {
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max = d;
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}
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}
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}
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// a point of the floor portal was found to be at the same side of the plane as the gap
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if ( j < w2->GetNumPoints() ) {
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continue;
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}
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// if the floor portal touches the plane
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if ( min < GRAVSUBDIV_EPSILON && max > GRAVSUBDIV_EPSILON ) {
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planeList.FindPlane( plane, 0.00001f, 0.1f );
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}
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p2->SetFlag( FACE_CHECKED );
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numFloorChecked++;
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}
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if ( numFloorChecked == floor ) {
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break;
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}
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}
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for ( p2 = node->GetPortals(); p2; p2 = p2->Next(s2) ) {
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s2 = (p2->GetNode(1) == node);
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p2->RemoveFlag( FACE_CHECKED );
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}
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}
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// if the leaf node does not have both floor and gap portals
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if ( !( gap && floor) ) {
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if ( floor ) {
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node->SetFlag( AREA_FLOOR );
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}
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else if ( gap ) {
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node->SetFlag( AREA_GAP );
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}
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return;
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}
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// if no valid seperators found
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if ( planeList.Num() == 0 ) {
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// NOTE: this should never happend, if it does the leaf node has degenerate portals
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return;
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}
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splitterOrder = (int *) _alloca( planeList.Num() * sizeof( int ) );
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bestNumSplits = (int *) _alloca( planeList.Num() * sizeof( int ) );
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numSplitters = 0;
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// test all possible seperators and sort them from best to worst
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for ( i = 0; i < planeList.Num(); i += 2 ) {
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numSplits = 0;
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for ( p1 = node->GetPortals(); p1; p1 = p1->Next(s1) ) {
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s1 = (p1->GetNode(1) == node);
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if ( p1->GetWinding()->PlaneSide( planeList[i], 0.1f ) == SIDE_CROSS ) {
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numSplits++;
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}
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}
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for ( j = 0; j < numSplitters; j++ ) {
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if ( numSplits < bestNumSplits[j] ) {
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for ( k = numSplitters; k > j; k-- ) {
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bestNumSplits[k] = bestNumSplits[k-1];
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splitterOrder[k] = splitterOrder[k-1];
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}
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bestNumSplits[j] = numSplits;
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splitterOrder[j] = i;
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numSplitters++;
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break;
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}
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}
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if ( j >= numSplitters ) {
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bestNumSplits[j] = numSplits;
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splitterOrder[j] = i;
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numSplitters++;
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}
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}
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// try all seperators in order from best to worst
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for ( i = 0; i < numSplitters; i++ ) {
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if ( node->Split( planeList[splitterOrder[i]], -1 ) ) {
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// we found a seperator that works
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break;
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}
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}
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if ( i >= numSplitters) {
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return;
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}
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DisplayRealTimeString( "\r%6d", ++numGravitationalSubdivisions );
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// test children for further splits
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GravSubdivLeafNode( node->GetChild(0) );
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GravSubdivLeafNode( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::GravSubdiv_r
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============
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*/
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void idAASBuild::GravSubdiv_r( idBrushBSPNode *node ) {
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if ( !node ) {
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return;
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}
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if ( node->GetContents() & AREACONTENTS_SOLID ) {
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return;
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}
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if ( !node->GetChild(0) && !node->GetChild(1) ) {
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GravSubdivLeafNode( node );
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return;
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}
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GravSubdiv_r( node->GetChild(0) );
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GravSubdiv_r( node->GetChild(1) );
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}
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/*
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============
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idAASBuild::GravitationalSubdivision
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============
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*/
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void idAASBuild::GravitationalSubdivision( idBrushBSP &bsp ) {
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numGravitationalSubdivisions = 0;
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common->Printf( "[Gravitational Subdivision]\n" );
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SetPortalFlags_r( bsp.GetRootNode() );
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GravSubdiv_r( bsp.GetRootNode() );
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common->Printf( "\r%6d subdivisions\n", numGravitationalSubdivisions );
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}
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