mirror of
https://github.com/DrBeef/ioq3quest.git
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379 lines
8 KiB
C
Executable file
379 lines
8 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "qbsp.h"
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int c_faceLeafs;
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/*
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================
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AllocBspFace
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================
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*/
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bspface_t *AllocBspFace( void ) {
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bspface_t *f;
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f = malloc(sizeof(*f));
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memset( f, 0, sizeof(*f) );
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return f;
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}
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/*
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================
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FreeBspFace
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================
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*/
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void FreeBspFace( bspface_t *f ) {
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if ( f->w ) {
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FreeWinding( f->w );
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}
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free( f );
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}
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/*
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================
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SelectSplitPlaneNum
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================
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*/
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int hintsplit;
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#define BLOCK_SIZE 1024
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int SelectSplitPlaneNum( node_t *node, bspface_t *list ) {
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bspface_t *split;
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bspface_t *check;
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bspface_t *bestSplit;
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int splits, facing, front, back;
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int side;
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plane_t *plane;
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int value, bestValue;
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int i;
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vec3_t normal;
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float dist;
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int planenum;
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hintsplit = qfalse;
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// if it is crossing a 1k block boundary, force a split
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for ( i = 0 ; i < 2 ; i++ ) {
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dist = BLOCK_SIZE * ( floor( node->mins[i] / BLOCK_SIZE ) + 1 );
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if ( node->maxs[i] > dist ) {
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VectorClear( normal );
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normal[i] = 1;
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planenum = FindFloatPlane( normal, dist );
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return planenum;
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}
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}
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// pick one of the face planes
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bestValue = -99999;
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bestSplit = list;
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for ( split = list ; split ; split = split->next ) {
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split->checked = qfalse;
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}
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for ( split = list ; split ; split = split->next ) {
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if ( split->checked ) {
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continue;
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}
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plane = &mapplanes[ split->planenum ];
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splits = 0;
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facing = 0;
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front = 0;
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back = 0;
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for ( check = list ; check ; check = check->next ) {
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if ( check->planenum == split->planenum ) {
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facing++;
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check->checked = qtrue; // won't need to test this plane again
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continue;
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}
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side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
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if ( side == SIDE_CROSS ) {
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splits++;
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} else if ( side == SIDE_FRONT ) {
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front++;
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} else if ( side == SIDE_BACK ) {
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back++;
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}
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}
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value = 5*facing - 5*splits; // - abs(front-back);
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if ( plane->type < 3 ) {
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value+=5; // axial is better
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}
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value += split->priority; // prioritize hints higher
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if ( value > bestValue ) {
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bestValue = value;
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bestSplit = split;
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}
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}
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if ( bestValue == -99999 ) {
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return -1;
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}
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if (bestSplit->hint)
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hintsplit = qtrue;
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return bestSplit->planenum;
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}
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int CountFaceList( bspface_t *list ) {
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int c;
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c = 0;
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for ( ; list ; list = list->next ) {
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c++;
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}
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return c;
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}
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/*
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================
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BuildFaceTree_r
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================
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*/
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void BuildFaceTree_r( node_t *node, bspface_t *list ) {
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bspface_t *split;
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bspface_t *next;
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int side;
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plane_t *plane;
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bspface_t *newFace;
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bspface_t *childLists[2];
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winding_t *frontWinding, *backWinding;
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int i;
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int splitPlaneNum;
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i = CountFaceList( list );
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splitPlaneNum = SelectSplitPlaneNum( node, list );
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// if we don't have any more faces, this is a node
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if ( splitPlaneNum == -1 ) {
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node->planenum = PLANENUM_LEAF;
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c_faceLeafs++;
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return;
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}
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// partition the list
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node->planenum = splitPlaneNum;
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node->hint = hintsplit;
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plane = &mapplanes[ splitPlaneNum ];
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childLists[0] = NULL;
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childLists[1] = NULL;
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for ( split = list ; split ; split = next ) {
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next = split->next;
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if ( split->planenum == node->planenum ) {
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FreeBspFace( split );
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continue;
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}
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side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
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if ( side == SIDE_CROSS ) {
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ClipWindingEpsilon( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
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&frontWinding, &backWinding );
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if ( frontWinding ) {
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newFace = AllocBspFace();
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newFace->w = frontWinding;
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newFace->next = childLists[0];
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newFace->planenum = split->planenum;
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newFace->priority = split->priority;
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newFace->hint = split->hint;
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childLists[0] = newFace;
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}
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if ( backWinding ) {
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newFace = AllocBspFace();
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newFace->w = backWinding;
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newFace->next = childLists[1];
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newFace->planenum = split->planenum;
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newFace->priority = split->priority;
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newFace->hint = split->hint;
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childLists[1] = newFace;
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}
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FreeBspFace( split );
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} else if ( side == SIDE_FRONT ) {
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split->next = childLists[0];
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childLists[0] = split;
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} else if ( side == SIDE_BACK ) {
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split->next = childLists[1];
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childLists[1] = split;
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}
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}
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// recursively process children
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for ( i = 0 ; i < 2 ; i++ ) {
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node->children[i] = AllocNode();
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node->children[i]->parent = node;
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VectorCopy( node->mins, node->children[i]->mins );
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VectorCopy( node->maxs, node->children[i]->maxs );
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}
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( plane->normal[i] == 1 ) {
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node->children[0]->mins[i] = plane->dist;
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node->children[1]->maxs[i] = plane->dist;
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break;
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}
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}
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for ( i = 0 ; i < 2 ; i++ ) {
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BuildFaceTree_r ( node->children[i], childLists[i]);
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}
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}
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/*
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================
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FaceBSP
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List will be freed before returning
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================
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*/
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tree_t *FaceBSP( bspface_t *list ) {
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tree_t *tree;
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bspface_t *face;
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int i;
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int count;
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qprintf( "--- FaceBSP ---\n" );
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tree = AllocTree ();
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count = 0;
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for ( face = list ; face ; face = face->next ) {
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count++;
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for ( i = 0 ; i < face->w->numpoints ; i++ ) {
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AddPointToBounds( face->w->p[i], tree->mins, tree->maxs);
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}
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}
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qprintf( "%5i faces\n", count );
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tree->headnode = AllocNode();
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VectorCopy( tree->mins, tree->headnode->mins );
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VectorCopy( tree->maxs, tree->headnode->maxs );
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c_faceLeafs = 0;
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BuildFaceTree_r ( tree->headnode, list );
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qprintf( "%5i leafs\n", c_faceLeafs );
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return tree;
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}
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/*
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=================
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BspFaceForPortal
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=================
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*/
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bspface_t *BspFaceForPortal( portal_t *p ) {
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bspface_t *f;
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f = AllocBspFace();
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f->w = CopyWinding( p->winding );
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f->planenum = p->onnode->planenum & ~1;
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return f;
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}
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/*
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=================
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MakeStructuralBspFaceList
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=================
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*/
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bspface_t *MakeStructuralBspFaceList( bspbrush_t *list ) {
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bspbrush_t *b;
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int i;
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side_t *s;
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winding_t *w;
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bspface_t *f, *flist;
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flist = NULL;
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for ( b = list ; b ; b = b->next ) {
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if ( b->detail ) {
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continue;
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}
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for ( i = 0 ; i < b->numsides ; i++ ) {
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s = &b->sides[i];
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w = s->winding;
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if ( !w ) {
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continue;
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}
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f = AllocBspFace();
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f->w = CopyWinding( w );
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f->planenum = s->planenum & ~1;
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f->next = flist;
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if (s->surfaceFlags & SURF_HINT) {
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//f->priority = HINT_PRIORITY;
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f->hint = qtrue;
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}
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flist = f;
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}
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}
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return flist;
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}
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/*
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=================
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MakeVisibleBspFaceList
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=================
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*/
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bspface_t *MakeVisibleBspFaceList( bspbrush_t *list ) {
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bspbrush_t *b;
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int i;
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side_t *s;
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winding_t *w;
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bspface_t *f, *flist;
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flist = NULL;
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for ( b = list ; b ; b = b->next ) {
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if ( b->detail ) {
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continue;
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}
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for ( i = 0 ; i < b->numsides ; i++ ) {
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s = &b->sides[i];
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w = s->visibleHull;
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if ( !w ) {
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continue;
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}
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f = AllocBspFace();
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f->w = CopyWinding( w );
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f->planenum = s->planenum & ~1;
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f->next = flist;
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if (s->surfaceFlags & SURF_HINT) {
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//f->priority = HINT_PRIORITY;
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f->hint = qtrue;
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}
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flist = f;
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}
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}
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return flist;
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}
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