Formatted code using Artistic Style for better readability.

This commit is contained in:
Robert Beckebans 2012-11-28 16:47:07 +01:00
parent d40e661b3e
commit f55a763ca4
701 changed files with 206183 additions and 142961 deletions

View file

@ -2,9 +2,9 @@
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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
@ -45,12 +45,13 @@ If you have questions concerning this license or the applicable additional terms
idAASFileLocal::Optimize
================
*/
void idAASFileLocal::Optimize() {
void idAASFileLocal::Optimize()
{
int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge;
aasArea_t *area;
aasFace_t *face;
aasEdge_t *edge;
idReachability *reach;
aasArea_t* area;
aasFace_t* face;
aasEdge_t* edge;
idReachability* reach;
idList<int> vertexRemap;
idList<int> edgeRemap;
idList<int> faceRemap;
@ -59,11 +60,11 @@ void idAASFileLocal::Optimize() {
idList<aasIndex_t> newEdgeIndex;
idList<aasFace_t> newFaces;
idList<aasIndex_t> newFaceIndex;
vertexRemap.AssureSize( vertices.Num(), -1 );
edgeRemap.AssureSize( edges.Num(), 0 );
faceRemap.AssureSize( faces.Num(), 0 );
newVertices.Resize( vertices.Num() );
newEdges.Resize( edges.Num() );
newEdges.SetNum( 1 );
@ -71,81 +72,97 @@ void idAASFileLocal::Optimize() {
newFaces.Resize( faces.Num() );
newFaces.SetNum( 1 );
newFaceIndex.Resize( faceIndex.Num() );
for ( i = 0; i < areas.Num(); i++ ) {
for( i = 0; i < areas.Num(); i++ )
{
area = &areas[i];
areaFirstFace = newFaceIndex.Num();
for ( j = 0; j < area->numFaces; j++ ) {
for( j = 0; j < area->numFaces; j++ )
{
faceNum = faceIndex[area->firstFace + j];
face = &faces[ abs(faceNum) ];
face = &faces[ abs( faceNum ) ];
// store face
if ( !faceRemap[ abs(faceNum) ] ) {
faceRemap[ abs(faceNum) ] = newFaces.Num();
if( !faceRemap[ abs( faceNum ) ] )
{
faceRemap[ abs( faceNum ) ] = newFaces.Num();
newFaces.Append( *face );
// don't store edges for faces we don't care about
if ( !( face->flags & ( FACE_FLOOR|FACE_LADDER ) ) ) {
newFaces[ newFaces.Num()-1 ].firstEdge = 0;
newFaces[ newFaces.Num()-1 ].numEdges = 0;
} else {
if( !( face->flags & ( FACE_FLOOR | FACE_LADDER ) ) )
{
newFaces[ newFaces.Num() - 1 ].firstEdge = 0;
newFaces[ newFaces.Num() - 1 ].numEdges = 0;
}
else
{
// store edges
faceFirstEdge = newEdgeIndex.Num();
for ( k = 0; k < face->numEdges; k++ ) {
for( k = 0; k < face->numEdges; k++ )
{
edgeNum = edgeIndex[ face->firstEdge + k ];
edge = &edges[ abs(edgeNum) ];
if ( !edgeRemap[ abs(edgeNum) ] ) {
if ( edgeNum < 0 ) {
edgeRemap[ abs(edgeNum) ] = -newEdges.Num();
edge = &edges[ abs( edgeNum ) ];
if( !edgeRemap[ abs( edgeNum ) ] )
{
if( edgeNum < 0 )
{
edgeRemap[ abs( edgeNum ) ] = -newEdges.Num();
}
else {
edgeRemap[ abs(edgeNum) ] = newEdges.Num();
else
{
edgeRemap[ abs( edgeNum ) ] = newEdges.Num();
}
// remap vertices if not yet remapped
if ( vertexRemap[ edge->vertexNum[0] ] == -1 ) {
if( vertexRemap[ edge->vertexNum[0] ] == -1 )
{
vertexRemap[ edge->vertexNum[0] ] = newVertices.Num();
newVertices.Append( vertices[ edge->vertexNum[0] ] );
}
if ( vertexRemap[ edge->vertexNum[1] ] == -1 ) {
if( vertexRemap[ edge->vertexNum[1] ] == -1 )
{
vertexRemap[ edge->vertexNum[1] ] = newVertices.Num();
newVertices.Append( vertices[ edge->vertexNum[1] ] );
}
newEdges.Append( *edge );
newEdges[ newEdges.Num()-1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
newEdges[ newEdges.Num()-1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
newEdges[ newEdges.Num() - 1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
newEdges[ newEdges.Num() - 1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
}
newEdgeIndex.Append( edgeRemap[ abs(edgeNum) ] );
newEdgeIndex.Append( edgeRemap[ abs( edgeNum ) ] );
}
newFaces[ newFaces.Num()-1 ].firstEdge = faceFirstEdge;
newFaces[ newFaces.Num()-1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
newFaces[ newFaces.Num() - 1 ].firstEdge = faceFirstEdge;
newFaces[ newFaces.Num() - 1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
}
}
if ( faceNum < 0 ) {
newFaceIndex.Append( -faceRemap[ abs(faceNum) ] );
} else {
newFaceIndex.Append( faceRemap[ abs(faceNum) ] );
if( faceNum < 0 )
{
newFaceIndex.Append( -faceRemap[ abs( faceNum ) ] );
}
else
{
newFaceIndex.Append( faceRemap[ abs( faceNum ) ] );
}
}
area->firstFace = areaFirstFace;
area->numFaces = newFaceIndex.Num() - areaFirstFace;
// remap the reachability edges
for ( reach = area->reach; reach; reach = reach->next ) {
for( reach = area->reach; reach; reach = reach->next )
{
reach->edgeNum = abs( edgeRemap[reach->edgeNum] );
}
}
// store new list
vertices = newVertices;
edges = newEdges;