/* =========================================================================== Doom 3 BFG Edition GPL Source Code 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"). 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "../idlib/precompiled.h" #include "AASFile.h" #include "AASFile_local.h" //=============================================================== // // optimize file // //=============================================================== /* ================ idAASFileLocal::Optimize ================ */ void idAASFileLocal::Optimize() { int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge; aasArea_t *area; aasFace_t *face; aasEdge_t *edge; idReachability *reach; idList vertexRemap; idList edgeRemap; idList faceRemap; idList newVertices; idList newEdges; idList newEdgeIndex; idList newFaces; idList 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 ); newEdgeIndex.Resize( edgeIndex.Num() ); newFaces.Resize( faces.Num() ); newFaces.SetNum( 1 ); newFaceIndex.Resize( faceIndex.Num() ); for ( i = 0; i < areas.Num(); i++ ) { area = &areas[i]; areaFirstFace = newFaceIndex.Num(); for ( j = 0; j < area->numFaces; j++ ) { faceNum = faceIndex[area->firstFace + j]; face = &faces[ abs(faceNum) ]; // store face 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 { // store edges faceFirstEdge = newEdgeIndex.Num(); 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(); } else { edgeRemap[ abs(edgeNum) ] = newEdges.Num(); } // remap vertices if not yet remapped if ( vertexRemap[ edge->vertexNum[0] ] == -1 ) { vertexRemap[ edge->vertexNum[0] ] = newVertices.Num(); newVertices.Append( vertices[ edge->vertexNum[0] ] ); } 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] ]; } newEdgeIndex.Append( edgeRemap[ abs(edgeNum) ] ); } 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) ] ); } } area->firstFace = areaFirstFace; area->numFaces = newFaceIndex.Num() - areaFirstFace; // remap the reachability edges for ( reach = area->reach; reach; reach = reach->next ) { reach->edgeNum = abs( edgeRemap[reach->edgeNum] ); } } // store new list vertices = newVertices; edges = newEdges; edgeIndex = newEdgeIndex; faces = newFaces; faceIndex = newFaceIndex; }