mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "AASFile.h"
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#include "AASFile_local.h"
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//===============================================================
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//
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// optimize file
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//
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//===============================================================
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/*
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================
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idAASFileLocal::Optimize
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================
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*/
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void idAASFileLocal::Optimize()
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{
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int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge;
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aasArea_t* area;
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aasFace_t* face;
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aasEdge_t* edge;
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idReachability* reach;
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idList<int> vertexRemap;
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idList<int> edgeRemap;
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idList<int> faceRemap;
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idList<aasVertex_t> newVertices;
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idList<aasEdge_t> newEdges;
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idList<aasIndex_t> newEdgeIndex;
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idList<aasFace_t> newFaces;
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idList<aasIndex_t> newFaceIndex;
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vertexRemap.AssureSize( vertices.Num(), -1 );
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edgeRemap.AssureSize( edges.Num(), 0 );
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faceRemap.AssureSize( faces.Num(), 0 );
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newVertices.Resize( vertices.Num() );
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newEdges.Resize( edges.Num() );
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newEdges.SetNum( 1 );
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newEdgeIndex.Resize( edgeIndex.Num() );
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newFaces.Resize( faces.Num() );
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newFaces.SetNum( 1 );
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newFaceIndex.Resize( faceIndex.Num() );
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for( i = 0; i < areas.Num(); i++ )
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{
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area = &areas[i];
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areaFirstFace = newFaceIndex.Num();
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for( j = 0; j < area->numFaces; j++ )
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{
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faceNum = faceIndex[area->firstFace + j];
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face = &faces[ abs( faceNum ) ];
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// store face
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if( !faceRemap[ abs( faceNum ) ] )
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{
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faceRemap[ abs( faceNum ) ] = newFaces.Num();
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newFaces.Append( *face );
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// don't store edges for faces we don't care about
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if( !( face->flags & ( FACE_FLOOR | FACE_LADDER ) ) )
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{
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newFaces[ newFaces.Num() - 1 ].firstEdge = 0;
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newFaces[ newFaces.Num() - 1 ].numEdges = 0;
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}
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else
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{
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// store edges
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faceFirstEdge = newEdgeIndex.Num();
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for( k = 0; k < face->numEdges; k++ )
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{
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edgeNum = edgeIndex[ face->firstEdge + k ];
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edge = &edges[ abs( edgeNum ) ];
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if( !edgeRemap[ abs( edgeNum ) ] )
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{
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if( edgeNum < 0 )
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{
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edgeRemap[ abs( edgeNum ) ] = -newEdges.Num();
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}
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else
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{
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edgeRemap[ abs( edgeNum ) ] = newEdges.Num();
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}
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// remap vertices if not yet remapped
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if( vertexRemap[ edge->vertexNum[0] ] == -1 )
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{
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vertexRemap[ edge->vertexNum[0] ] = newVertices.Num();
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newVertices.Append( vertices[ edge->vertexNum[0] ] );
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}
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if( vertexRemap[ edge->vertexNum[1] ] == -1 )
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{
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vertexRemap[ edge->vertexNum[1] ] = newVertices.Num();
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newVertices.Append( vertices[ edge->vertexNum[1] ] );
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}
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newEdges.Append( *edge );
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newEdges[ newEdges.Num() - 1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
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newEdges[ newEdges.Num() - 1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
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}
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newEdgeIndex.Append( edgeRemap[ abs( edgeNum ) ] );
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}
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newFaces[ newFaces.Num() - 1 ].firstEdge = faceFirstEdge;
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newFaces[ newFaces.Num() - 1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
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}
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}
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if( faceNum < 0 )
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{
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newFaceIndex.Append( -faceRemap[ abs( faceNum ) ] );
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}
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else
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{
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newFaceIndex.Append( faceRemap[ abs( faceNum ) ] );
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}
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}
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area->firstFace = areaFirstFace;
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area->numFaces = newFaceIndex.Num() - areaFirstFace;
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// remap the reachability edges
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for( reach = area->reach; reach; reach = reach->next )
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{
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reach->edgeNum = abs( edgeRemap[reach->edgeNum] );
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}
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}
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// store new list
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vertices = newVertices;
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edges = newEdges;
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edgeIndex = newEdgeIndex;
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faces = newFaces;
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faceIndex = newFaceIndex;
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}
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