doom3-bfg/neo/aas/AASFile_optimize.cpp

172 lines
5.1 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<int> vertexRemap;
idList<int> edgeRemap;
idList<int> faceRemap;
idList<aasVertex_t> newVertices;
idList<aasEdge_t> newEdges;
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 );
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;
}