- removed the node builder.

With libtess2 working we do not need this anymore.
This commit is contained in:
Christoph Oelckers 2021-12-15 12:32:53 +01:00
parent bb9313454d
commit b0e4b49771
10 changed files with 5 additions and 3269 deletions

View file

@ -609,8 +609,7 @@ file( GLOB HEADER_FILES
core/input/*.h
core/rendering/*.h
core/rendering/scene/*.h
core/nodebuilder/*.h
common/audio/sound/thirdparty/*.h
common/audio/sound/*.h
common/audio/music/*.h*
@ -1055,13 +1054,6 @@ set (PCH_SOURCES
core/gi.cpp
core/defparser.cpp
core/nodebuilder/nodebuild.cpp
core/nodebuilder/nodebuild_classify_nosse2.cpp
core/nodebuilder/nodebuild_events.cpp
core/nodebuilder/nodebuild_extract.cpp
core/nodebuilder/nodebuild_gl.cpp
core/nodebuilder/nodebuild_utility.cpp
core/rendering/hw_entrypoint.cpp
core/rendering/hw_models.cpp
core/rendering/hw_voxels.cpp

File diff suppressed because it is too large Load diff

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@ -1,471 +0,0 @@
/*
** nodebuild.cpp
**
**---------------------------------------------------------------------------
** Copyright 2002-2016 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#pragma once
#include "tarray.h"
#include "x86.h"
#include "build.h"
struct FPolySeg;
struct FMiniBSP;
struct FLevelLocals;
struct FEventInfo
{
int Vertex;
uint32_t FrontSeg;
};
struct FEvent
{
FEvent *Parent, *Left, *Right;
double Distance;
FEventInfo Info;
};
class FEventTree
{
public:
FEventTree ();
~FEventTree ();
FEvent *GetMinimum ();
FEvent *GetSuccessor (FEvent *event) const { FEvent *node = Successor(event); return node == &Nil ? NULL : node; }
FEvent *GetPredecessor (FEvent *event) const { FEvent *node = Predecessor(event); return node == &Nil ? NULL : node; }
FEvent *GetNewNode ();
void Insert (FEvent *event);
FEvent *FindEvent (double distance) const;
void DeleteAll ();
void PrintTree () const { PrintTree (Root); }
private:
FEvent Nil;
FEvent *Root;
FEvent *Spare;
void DeletionTraverser (FEvent *event);
FEvent *Successor (FEvent *event) const;
FEvent *Predecessor (FEvent *event) const;
void PrintTree (const FEvent *event) const;
};
struct FSimpleVert
{
fixed_t x, y;
};
typedef int64_t fixed64_t;
struct vertex_t
{
DVector2 p;
void set(fixed_t x, fixed_t y)
{
p.X = x / 65536.;
p.Y = y / 65536.;
}
double fX() const
{
return p.X;
}
double fY() const
{
return p.Y;
}
fixed_t fixX() const
{
return FLOAT2FIXED(p.X);
}
fixed_t fixY() const
{
return FLOAT2FIXED(p.Y);
}
};
struct side_t;
struct line_t
{
vertex_t* v1, * v2; // vertices, from v1 to v2
side_t* sidedef[2];
sectortype* frontsector, * backsector;
int linenum;
int wallnum;
int Index() const { return linenum; }
};
struct side_t
{
sectortype* sector; // Sector the SideDef is facing.
int sidenum;
int Index() const { return sidenum; }
};
struct subsector_t;
struct seg_t
{
vertex_t* v1;
vertex_t* v2;
side_t* sidedef;
line_t* linedef;
// Sector references. Could be retrieved from linedef, too.
sectortype* frontsector;
sectortype* backsector; // NULL for one-sided lines
seg_t* PartnerSeg;
subsector_t* Subsector;
int segnum;
int Index() const { return segnum; }
};
struct glseg_t : public seg_t
{
uint32_t Partner;
};
struct subsector_t
{
sectortype* sector;
seg_t* firstline;
uint32_t numlines;
};
struct node_t
{
// Partition line.
fixed_t x;
fixed_t y;
fixed_t dx;
fixed_t dy;
union
{
float bbox[2][4]; // Bounding box for each child.
fixed_t nb_bbox[2][4]; // Used by nodebuilder.
};
float len;
int nodenum;
union
{
void* children[2]; // If bit 0 is set, it's a subsector.
int intchildren[2]; // Used by nodebuilder.
};
int Index() const { return nodenum; }
};
struct FLevelLocals
{
TArray<vertex_t> vertexes;
TArray<subsector_t> subsectors;
TArray<node_t> nodes;
TArray<seg_t> segs;
};
enum { NO_SIDE = 0x7fffffff };
class FNodeBuilder
{
struct FPrivSeg
{
int v1, v2;
int sidedef;
int linedef;
sectortype *frontsector;
sectortype *backsector;
uint32_t next;
uint32_t nextforvert;
uint32_t nextforvert2;
int loopnum; // loop number for split avoidance (0 means splitting is okay)
uint32_t partner; // seg on back side
uint32_t storedseg; // seg # in the GL_SEGS lump
int planenum;
bool planefront;
FPrivSeg *hashnext;
};
struct FPrivVert : FSimpleVert
{
uint32_t segs; // segs that use this vertex as v1
uint32_t segs2; // segs that use this vertex as v2
bool operator== (const FPrivVert &other)
{
return x == other.x && y == other.y;
}
};
struct FSimpleLine
{
fixed_t x, y, dx, dy;
};
union USegPtr
{
uint32_t SegNum;
FPrivSeg *SegPtr;
};
struct FSplitSharer
{
double Distance;
uint32_t Seg;
bool Forward;
};
// Like a blockmap, but for vertices instead of lines
class IVertexMap
{
public:
virtual ~IVertexMap();
virtual int SelectVertexExact(FPrivVert &vert) = 0;
virtual int SelectVertexClose(FPrivVert &vert) = 0;
private:
IVertexMap &operator=(const IVertexMap &);
};
class FVertexMap : public IVertexMap
{
public:
FVertexMap (FNodeBuilder &builder, fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy);
~FVertexMap ();
int SelectVertexExact (FPrivVert &vert);
int SelectVertexClose (FPrivVert &vert);
private:
FNodeBuilder &MyBuilder;
TArray<int> *VertexGrid;
fixed64_t MinX, MinY, MaxX, MaxY;
int BlocksWide, BlocksTall;
enum { BLOCK_SHIFT = 8 + FRACBITS };
enum { BLOCK_SIZE = 1 << BLOCK_SHIFT };
int InsertVertex (FPrivVert &vert);
inline int GetBlock (fixed64_t x, fixed64_t y)
{
assert (x >= MinX);
assert (y >= MinY);
assert (x <= MaxX);
assert (y <= MaxY);
return (unsigned(x - MinX) >> BLOCK_SHIFT) + (unsigned(y - MinY) >> BLOCK_SHIFT) * BlocksWide;
}
};
class FVertexMapSimple : public IVertexMap
{
public:
FVertexMapSimple(FNodeBuilder &builder);
int SelectVertexExact(FPrivVert &vert);
int SelectVertexClose(FPrivVert &vert);
private:
int InsertVertex(FPrivVert &vert);
FNodeBuilder &MyBuilder;
};
friend class FVertexMap;
friend class FVertexMapSimple;
public:
struct FLevel
{
vertex_t *Vertices; int NumVertices;
side_t *Sides; int NumSides;
line_t *Lines; int NumLines;
fixed_t MinX, MinY, MaxX, MaxY;
void FindMapBounds();
void ResetMapBounds()
{
MinX = FIXED_MAX;
MinY = FIXED_MAX;
MaxX = FIXED_MIN;
MaxY = FIXED_MIN;
}
};
struct FPolyStart
{
int polynum;
fixed_t x, y;
};
FNodeBuilder (FLevel &lev);
~FNodeBuilder ();
void Extract(FLevelLocals &lev);
const int *GetOldVertexTable();
// These are used for building sub-BSP trees for polyobjects.
void Clear();
void AddSegs(seg_t *segs, int numsegs);
void BuildMini(bool makeGLNodes);
static angle_t PointToAngle (fixed_t dx, fixed_t dy);
// < 0 : in front of line
// == 0 : on line
// > 0 : behind line
static inline int PointOnSide (int x, int y, int x1, int y1, int dx, int dy);
private:
IVertexMap *VertexMap;
int *OldVertexTable;
TArray<node_t> Nodes;
TArray<subsector_t> Subsectors;
TArray<uint32_t> SubsectorSets;
TArray<FPrivSeg> Segs;
TArray<FPrivVert> Vertices;
TArray<USegPtr> SegList;
TArray<uint8_t> PlaneChecked;
TArray<FSimpleLine> Planes;
TArray<int> Touched; // Loops a splitter touches on a vertex
TArray<int> Colinear; // Loops with edges colinear to a splitter
FEventTree Events; // Vertices intersected by the current splitter
TArray<FSplitSharer> SplitSharers; // Segs colinear with the current splitter
uint32_t HackSeg; // Seg to force to back of splitter
uint32_t HackMate; // Seg to use in front of hack seg
FLevel &Level;
bool GLNodes; // Add minisegs to make GL nodes?
// Progress meter stuff
int SegsStuffed;
void FindUsedVertices (vertex_t *vertices, int max);
void BuildTree ();
void MakeSegsFromSides ();
int CreateSeg (int linenum, int sidenum);
void GroupSegPlanes ();
void GroupSegPlanesSimple ();
void AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg);
int CreateNode (uint32_t set, unsigned int count, fixed_t bbox[4]);
int CreateSubsector (uint32_t set, fixed_t bbox[4]);
void CreateSubsectorsForReal ();
bool CheckSubsector (uint32_t set, node_t &node, uint32_t &splitseg);
bool CheckSubsectorOverlappingSegs (uint32_t set, node_t &node, uint32_t &splitseg);
bool ShoveSegBehind (uint32_t set, node_t &node, uint32_t seg, uint32_t mate); int SelectSplitter (uint32_t set, node_t &node, uint32_t &splitseg, int step, bool nosplit);
void SplitSegs (uint32_t set, node_t &node, uint32_t splitseg, uint32_t &outset0, uint32_t &outset1, unsigned int &count0, unsigned int &count1);
uint32_t SplitSeg (uint32_t segnum, int splitvert, int v1InFront);
int Heuristic (node_t &node, uint32_t set, bool honorNoSplit);
// Returns:
// 0 = seg is in front
// 1 = seg is in back
// -1 = seg cuts the node
int ClassifyLine (node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2]);
void FixSplitSharers (const node_t &node);
double AddIntersection (const node_t &node, int vertex);
void AddMinisegs (const node_t &node, uint32_t splitseg, uint32_t &fset, uint32_t &rset);
uint32_t CheckLoopStart (fixed_t dx, fixed_t dy, int vertex1, int vertex2);
uint32_t CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex2);
void RemoveSegFromVert1 (uint32_t segnum, int vertnum);
void RemoveSegFromVert2 (uint32_t segnum, int vertnum);
uint32_t AddMiniseg (int v1, int v2, uint32_t partner, uint32_t seg1, uint32_t splitseg);
void SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const;
int CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t *outVerts);
uint32_t PushGLSeg (TArray<glseg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts);
void PushConnectingGLSeg (int subsector, TArray<glseg_t> &segs, vertex_t *v1, vertex_t *v2);
int OutputDegenerateSubsector (TArray<glseg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts);
static int SortSegs (const void *a, const void *b);
double InterceptVector (const node_t &splitter, const FPrivSeg &seg);
void PrintSet (int l, uint32_t set);
FNodeBuilder &operator= (const FNodeBuilder &) { return *this; }
};
// Points within this distance of a line will be considered on the line.
// Units are in fixed_ts.
const double SIDE_EPSILON = 6.5536;
// Vertices within this distance of each other will be considered as the same vertex.
#define VERTEX_EPSILON 6 // This is a fixed_t value
inline int FNodeBuilder::PointOnSide (int x, int y, int x1, int y1, int dx, int dy)
{
// For most cases, a simple dot product is enough.
double d_dx = double(dx);
double d_dy = double(dy);
double d_x = double(x);
double d_y = double(y);
double d_x1 = double(x1);
double d_y1 = double(y1);
double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy;
if (fabs(s_num) < 17179869184.f) // 4<<32
{
// Either the point is very near the line, or the segment defining
// the line is very short: Do a more expensive test to determine
// just how far from the line the point is.
double l = d_dx*d_dx + d_dy*d_dy; // double l = sqrt(d_dx*d_dx+d_dy*d_dy);
double dist = s_num * s_num / l; // double dist = fabs(s_num)/l;
if (dist < SIDE_EPSILON*SIDE_EPSILON) // if (dist < SIDE_EPSILON)
{
return 0;
}
}
return s_num > 0.0 ? -1 : 1;
}
using sector_t = sectortype;

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@ -1,135 +0,0 @@
#include "nodebuild.h"
#define FAR_ENOUGH 17179869184.f // 4<<32
int FNodeBuilder::ClassifyLine(node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2])
{
double d_x1 = double(node.x);
double d_y1 = double(node.y);
double d_dx = double(node.dx);
double d_dy = double(node.dy);
double d_xv1 = double(v1->x);
double d_xv2 = double(v2->x);
double d_yv1 = double(v1->y);
double d_yv2 = double(v2->y);
double s_num1 = (d_y1 - d_yv1) * d_dx - (d_x1 - d_xv1) * d_dy;
double s_num2 = (d_y1 - d_yv2) * d_dx - (d_x1 - d_xv2) * d_dy;
int nears = 0;
if (s_num1 <= -FAR_ENOUGH)
{
if (s_num2 <= -FAR_ENOUGH)
{
sidev[0] = sidev[1] = 1;
return 1;
}
if (s_num2 >= FAR_ENOUGH)
{
sidev[0] = 1;
sidev[1] = -1;
return -1;
}
nears = 1;
}
else if (s_num1 >= FAR_ENOUGH)
{
if (s_num2 >= FAR_ENOUGH)
{
sidev[0] = sidev[1] = -1;
return 0;
}
if (s_num2 <= -FAR_ENOUGH)
{
sidev[0] = -1;
sidev[1] = 1;
return -1;
}
nears = 1;
}
else
{
nears = 2 | int(fabs(s_num2) < FAR_ENOUGH);
}
if (nears)
{
double l = 1.f / (d_dx*d_dx + d_dy*d_dy);
if (nears & 2)
{
double dist = s_num1 * s_num1 * l;
if (dist < SIDE_EPSILON*SIDE_EPSILON)
{
sidev[0] = 0;
}
else
{
sidev[0] = s_num1 > 0.0 ? -1 : 1;
}
}
else
{
sidev[0] = s_num1 > 0.0 ? -1 : 1;
}
if (nears & 1)
{
double dist = s_num2 * s_num2 * l;
if (dist < SIDE_EPSILON*SIDE_EPSILON)
{
sidev[1] = 0;
}
else
{
sidev[1] = s_num2 > 0.0 ? -1 : 1;
}
}
else
{
sidev[1] = s_num2 > 0.0 ? -1 : 1;
}
}
else
{
sidev[0] = s_num1 > 0.0 ? -1 : 1;
sidev[1] = s_num2 > 0.0 ? -1 : 1;
}
if ((sidev[0] | sidev[1]) == 0)
{ // seg is coplanar with the splitter, so use its orientation to determine
// which child it ends up in. If it faces the same direction as the splitter,
// it goes in front. Otherwise, it goes in back.
if (node.dx != 0)
{
if ((node.dx > 0 && v2->x > v1->x) || (node.dx < 0 && v2->x < v1->x))
{
return 0;
}
else
{
return 1;
}
}
else
{
if ((node.dy > 0 && v2->y > v1->y) || (node.dy < 0 && v2->y < v1->y))
{
return 0;
}
else
{
return 1;
}
}
}
else if (sidev[0] <= 0 && sidev[1] <= 0)
{
return 0;
}
else if (sidev[0] >= 0 && sidev[1] >= 0)
{
return 1;
}
return -1;
}

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@ -1,226 +0,0 @@
/*
** nodebuild_events.cpp
**
** A red-black tree for keeping track of segs that get touched by a splitter.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include "nodebuild.h"
#include "printf.h"
FEventTree::FEventTree ()
: Root (&Nil), Spare (NULL)
{
memset (&Nil, 0, sizeof(Nil));
}
FEventTree::~FEventTree ()
{
FEvent *probe;
DeleteAll ();
probe = Spare;
while (probe != NULL)
{
FEvent *next = probe->Left;
delete probe;
probe = next;
}
}
void FEventTree::DeleteAll ()
{
DeletionTraverser (Root);
Root = &Nil;
}
void FEventTree::DeletionTraverser (FEvent *node)
{
if (node != &Nil && node != NULL)
{
DeletionTraverser (node->Left);
DeletionTraverser (node->Right);
node->Left = Spare;
Spare = node;
}
}
FEvent *FEventTree::GetNewNode ()
{
FEvent *node;
if (Spare != NULL)
{
node = Spare;
Spare = node->Left;
}
else
{
node = new FEvent;
}
return node;
}
void FEventTree::Insert (FEvent *z)
{
FEvent *y = &Nil;
FEvent *x = Root;
while (x != &Nil)
{
y = x;
if (z->Distance < x->Distance)
{
x = x->Left;
}
else
{
x = x->Right;
}
}
z->Parent = y;
if (y == &Nil)
{
Root = z;
}
else if (z->Distance < y->Distance)
{
y->Left = z;
}
else
{
y->Right = z;
}
z->Left = &Nil;
z->Right = &Nil;
}
FEvent *FEventTree::Successor (FEvent *event) const
{
if (event->Right != &Nil)
{
event = event->Right;
while (event->Left != &Nil)
{
event = event->Left;
}
return event;
}
else
{
FEvent *y = event->Parent;
while (y != &Nil && event == y->Right)
{
event = y;
y = y->Parent;
}
return y;
}
}
FEvent *FEventTree::Predecessor (FEvent *event) const
{
if (event->Left != &Nil)
{
event = event->Left;
while (event->Right != &Nil)
{
event = event->Right;
}
return event;
}
else
{
FEvent *y = event->Parent;
while (y != &Nil && event == y->Left)
{
event = y;
y = y->Parent;
}
return y;
}
}
FEvent *FEventTree::FindEvent (double key) const
{
FEvent *node = Root;
while (node != &Nil)
{
if (node->Distance == key)
{
return node;
}
else if (node->Distance > key)
{
node = node->Left;
}
else
{
node = node->Right;
}
}
return NULL;
}
FEvent *FEventTree::GetMinimum ()
{
FEvent *node = Root;
if (node == &Nil)
{
return NULL;
}
while (node->Left != &Nil)
{
node = node->Left;
}
return node;
}
void FEventTree::PrintTree (const FEvent *event) const
{
// Use the CRT's sprintf so that it shares the same formatting as ZDBSP's output.
char buff[100];
if (event != &Nil)
{
PrintTree(event->Left);
sprintf(buff, " Distance %g, vertex %d, seg %u\n",
g_sqrt(event->Distance/4294967296.0), event->Info.Vertex, (unsigned)event->Info.FrontSeg);
Printf(PRINT_LOG, "%s", buff);
PrintTree(event->Right);
}
}

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@ -1,440 +0,0 @@
/*
** nodebuild_extract.cpp
**
** Converts the nodes, segs, and subsectors from the node builder's
** internal format to the format used by the rest of the game.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include <float.h>
#include "nodebuild.h"
#if 0
#define D(x) x
#define DD 1
#else
#define D(x) do{}while(0)
#undef DD
#endif
void FNodeBuilder::Extract (FLevelLocals &theLevel)
{
int i;
auto &outVerts = theLevel.vertexes;
int vertCount = Vertices.Size ();
outVerts.Alloc(vertCount);
for (i = 0; i < vertCount; ++i)
{
outVerts[i].set(Vertices[i].x, Vertices[i].y);
}
auto &outSubs = theLevel.subsectors;
auto subCount = Subsectors.Size();
outSubs.Alloc(subCount);
memset(&outSubs[0], 0, subCount * sizeof(subsector_t));
auto &outNodes = theLevel.nodes;
auto nodeCount = Nodes.Size ();
outNodes.Alloc(nodeCount);
memcpy (&outNodes[0], &Nodes[0], nodeCount*sizeof(node_t));
for (unsigned i = 0; i < nodeCount; ++i)
{
D(Printf(PRINT_LOG, "Node %d: Splitter[%08x,%08x] [%08x,%08x]\n", i,
outNodes[i].x, outNodes[i].y, outNodes[i].dx, outNodes[i].dy));
// Go backwards because on 64-bit systems, both of the intchildren are
// inside the first in-game child.
for (int j = 1; j >= 0; --j)
{
if (outNodes[i].intchildren[j] & 0x80000000)
{
D(Printf(PRINT_LOG, " subsector %d\n", outNodes[i].intchildren[j] & 0x7FFFFFFF));
outNodes[i].children[j] = (uint8_t *)(&outSubs[(outNodes[i].intchildren[j] & 0x7fffffff)]) + 1;
}
else
{
D(Printf(PRINT_LOG, " node %d\n", outNodes[i].intchildren[j]));
outNodes[i].children[j] = &outNodes[outNodes[i].intchildren[j]];
}
}
for (int j = 0; j < 2; ++j)
{
for (int k = 0; k < 4; ++k)
{
outNodes[i].bbox[j][k] = FIXED2FLOAT(outNodes[i].nb_bbox[j][k]);
}
}
}
auto &outSegs = theLevel.segs;
if (GLNodes)
{
TArray<glseg_t> segs (Segs.Size()*5/4);
for (unsigned i = 0; i < subCount; ++i)
{
uint32_t numsegs = CloseSubsector (segs, i, &outVerts[0]);
outSubs[i].numlines = numsegs;
outSubs[i].firstline = (seg_t *)(size_t)(segs.Size() - numsegs);
}
auto segCount = segs.Size ();
outSegs.Alloc(segCount);
for (unsigned i = 0; i < segCount; ++i)
{
outSegs[i] = *(seg_t *)&segs[i];
if (segs[i].Partner != UINT_MAX)
{
const uint32_t storedseg = Segs[segs[i].Partner].storedseg;
outSegs[i].PartnerSeg = UINT_MAX == storedseg ? nullptr : &outSegs[storedseg];
}
else
{
outSegs[i].PartnerSeg = nullptr;
}
}
}
else
{
memcpy (&outSubs[0], &Subsectors[0], subCount*sizeof(subsector_t));
auto segCount = Segs.Size ();
outSegs.Alloc(segCount);
for (unsigned i = 0; i < segCount; ++i)
{
const FPrivSeg *org = &Segs[SegList[i].SegNum];
seg_t *out = &outSegs[i];
D(Printf(PRINT_LOG, "Seg %d: v1(%d) -> v2(%d)\n", i, org->v1, org->v2));
out->v1 = &outVerts[org->v1];
out->v2 = &outVerts[org->v2];
out->backsector = org->backsector;
out->frontsector = org->frontsector;
out->linedef = Level.Lines + org->linedef;
out->sidedef = Level.Sides + org->sidedef;
out->PartnerSeg = nullptr;
}
}
for (unsigned i = 0; i < subCount; ++i)
{
outSubs[i].firstline = &outSegs[(size_t)outSubs[i].firstline];
}
D(Printf("%i segs, %i nodes, %i subsectors\n", segCount, nodeCount, subCount));
for (i = 0; i < Level.NumLines; ++i)
{
Level.Lines[i].v1 = &outVerts[(size_t)Level.Lines[i].v1];
Level.Lines[i].v2 = &outVerts[(size_t)Level.Lines[i].v2];
}
}
int FNodeBuilder::CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t *outVerts)
{
FPrivSeg *seg, *prev;
angle_t prevAngle;
double accumx, accumy;
fixed_t midx, midy;
int firstVert;
uint32_t first, max, count, i, j;
bool diffplanes;
int firstplane;
first = (uint32_t)(size_t)Subsectors[subsector].firstline;
max = first + Subsectors[subsector].numlines;
count = 0;
accumx = accumy = 0.0;
diffplanes = false;
firstplane = Segs[SegList[first].SegNum].planenum;
// Calculate the midpoint of the subsector and also check for degenerate subsectors.
// A subsector is degenerate if it exists in only one dimension, which can be
// detected when all the segs lie in the same plane. This can happen if you have
// outward-facing lines in the void that don't point toward any sector. (Some of the
// polyobjects in Hexen are constructed like this.)
for (i = first; i < max; ++i)
{
seg = &Segs[SegList[i].SegNum];
accumx += double(Vertices[seg->v1].x) + double(Vertices[seg->v2].x);
accumy += double(Vertices[seg->v1].y) + double(Vertices[seg->v2].y);
if (firstplane != seg->planenum)
{
diffplanes = true;
}
}
midx = fixed_t(accumx / (max - first) / 2);
midy = fixed_t(accumy / (max - first) / 2);
seg = &Segs[SegList[first].SegNum];
prevAngle = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
seg->storedseg = PushGLSeg (segs, seg, outVerts);
count = 1;
prev = seg;
firstVert = seg->v1;
#ifdef DD
Printf(PRINT_LOG, "--%d--\n", subsector);
for (j = first; j < max; ++j)
{
seg = &Segs[SegList[j].SegNum];
angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
Printf(PRINT_LOG, "%d%c %5d(%5d,%5d)->%5d(%5d,%5d) - %3.5f %d,%d [%08x,%08x]-[%08x,%08x]\n", j,
seg->linedef == -1 ? '+' : ':',
seg->v1, Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
seg->v2, Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
double(ang/2)*180/(1<<30),
seg->planenum, seg->planefront,
Vertices[seg->v1].x, Vertices[seg->v1].y,
Vertices[seg->v2].x, Vertices[seg->v2].y);
}
#endif
if (diffplanes)
{ // A well-behaved subsector. Output the segs sorted by the angle formed by connecting
// the subsector's center to their first vertex.
D(Printf(PRINT_LOG, "Well behaved subsector\n"));
for (i = first + 1; i < max; ++i)
{
angle_t bestdiff = ANGLE_MAX;
FPrivSeg *bestseg = NULL;
uint32_t bestj = UINT_MAX;
j = first;
do
{
seg = &Segs[SegList[j].SegNum];
angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
angle_t diff = prevAngle - ang;
if (seg->v1 == prev->v2)
{
bestdiff = diff;
bestseg = seg;
bestj = j;
break;
}
if (diff < bestdiff && diff > 0)
{
bestdiff = diff;
bestseg = seg;
bestj = j;
}
}
while (++j < max);
// Is a NULL bestseg actually okay?
if (bestseg != NULL)
{
seg = bestseg;
}
if (prev->v2 != seg->v1)
{
// Add a new miniseg to connect the two segs
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[seg->v1]);
count++;
}
#ifdef DD
Printf(PRINT_LOG, "+%d\n", bestj);
#endif
prevAngle -= bestdiff;
seg->storedseg = PushGLSeg (segs, seg, outVerts);
count++;
prev = seg;
if (seg->v2 == firstVert)
{
prev = seg;
break;
}
}
#ifdef DD
Printf(PRINT_LOG, "\n");
#endif
}
else
{ // A degenerate subsector. These are handled in three stages:
// Stage 1. Proceed in the same direction as the start seg until we
// hit the seg furthest from it.
// Stage 2. Reverse direction and proceed until we hit the seg
// furthest from the start seg.
// Stage 3. Reverse direction again and insert segs until we get
// to the start seg.
// A dot product serves to determine distance from the start seg.
D(Printf(PRINT_LOG, "degenerate subsector\n"));
// Stage 1. Go forward.
count += OutputDegenerateSubsector (segs, subsector, true, 0, prev, outVerts);
// Stage 2. Go backward.
count += OutputDegenerateSubsector (segs, subsector, false, DBL_MAX, prev, outVerts);
// Stage 3. Go forward again.
count += OutputDegenerateSubsector (segs, subsector, true, -DBL_MAX, prev, outVerts);
}
if (prev->v2 != firstVert)
{
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[firstVert]);
count++;
}
#ifdef DD
Printf(PRINT_LOG, "Output GL subsector %d:\n", subsector);
for (i = segs.Size() - count; i < (int)segs.Size(); ++i)
{
Printf(PRINT_LOG, " Seg %5d%c(%5d,%5d)-(%5d,%5d) [%08x,%08x]-[%08x,%08x]\n", i,
segs[i].linedef == NULL ? '+' : ' ',
segs[i].v1->fixX()>>16,
segs[i].v1->fixY()>>16,
segs[i].v2->fixX()>>16,
segs[i].v2->fixY()>>16,
segs[i].v1->fixX(),
segs[i].v1->fixY(),
segs[i].v2->fixX(),
segs[i].v2->fixY());
}
#endif
return count;
}
int FNodeBuilder::OutputDegenerateSubsector (TArray<glseg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts)
{
static const double bestinit[2] = { -DBL_MAX, DBL_MAX };
FPrivSeg *seg;
int i, j, first, max, count;
double dot, x1, y1, dx, dy, dx2, dy2;
bool wantside;
first = (uint32_t)(size_t)Subsectors[subsector].firstline;
max = first + Subsectors[subsector].numlines;
count = 0;
seg = &Segs[SegList[first].SegNum];
x1 = Vertices[seg->v1].x;
y1 = Vertices[seg->v1].y;
dx = Vertices[seg->v2].x - x1;
dy = Vertices[seg->v2].y - y1;
wantside = seg->planefront ^ !bForward;
for (i = first + 1; i < max; ++i)
{
double bestdot = bestinit[bForward];
FPrivSeg *bestseg = NULL;
for (j = first + 1; j < max; ++j)
{
seg = &Segs[SegList[j].SegNum];
if (seg->planefront != wantside)
{
continue;
}
dx2 = Vertices[seg->v1].x - x1;
dy2 = Vertices[seg->v1].y - y1;
dot = dx*dx2 + dy*dy2;
if (bForward)
{
if (dot < bestdot && dot > lastdot)
{
bestdot = dot;
bestseg = seg;
}
}
else
{
if (dot > bestdot && dot < lastdot)
{
bestdot = dot;
bestseg = seg;
}
}
}
if (bestseg != NULL)
{
if (prev->v2 != bestseg->v1)
{
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[bestseg->v1]);
count++;
}
seg->storedseg = PushGLSeg (segs, bestseg, outVerts);
count++;
prev = bestseg;
lastdot = bestdot;
}
}
return count;
}
uint32_t FNodeBuilder::PushGLSeg (TArray<glseg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts)
{
glseg_t newseg;
newseg.v1 = outVerts + seg->v1;
newseg.v2 = outVerts + seg->v2;
newseg.backsector = seg->backsector;
newseg.frontsector = seg->frontsector;
if (seg->linedef != -1)
{
newseg.linedef = Level.Lines + seg->linedef;
newseg.sidedef = Level.Sides + seg->sidedef;
}
else
{
newseg.linedef = NULL;
newseg.sidedef = NULL;
}
newseg.Partner = seg->partner;
return (uint32_t)segs.Push (newseg);
}
void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<glseg_t> &segs, vertex_t *v1, vertex_t *v2)
{
glseg_t newseg;
newseg.v1 = v1;
newseg.v2 = v2;
newseg.backsector = NULL;
newseg.frontsector = NULL;
newseg.linedef = NULL;
newseg.sidedef = NULL;
newseg.Partner = UINT_MAX;
segs.Push (newseg);
}

View file

@ -1,397 +0,0 @@
/*
** nodebuild_gl.cpp
**
** Extra functions for the node builder to create minisegs.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "nodebuild.h"
static inline void Warn (const char *format, ...)
{
}
static const angle_t ANGLE_EPSILON = 5000;
#if 0
#define D(x) x
#else
#define D(x) do{}while(0)
#endif
double FNodeBuilder::AddIntersection (const node_t &node, int vertex)
{
static const FEventInfo defaultInfo =
{
-1, UINT_MAX
};
// Calculate signed distance of intersection vertex from start of splitter.
// Only ordering is important, so we don't need a sqrt.
FPrivVert *v = &Vertices[vertex];
double dist = (double(v->x) - node.x)*(node.dx) + (double(v->y) - node.y)*(node.dy);
FEvent *event = Events.FindEvent (dist);
if (event == NULL)
{
event = Events.GetNewNode ();
event->Distance = dist;
event->Info = defaultInfo;
event->Info.Vertex = vertex;
Events.Insert (event);
}
return dist;
}
// If there are any segs on the splitter that span more than two events, they
// must be split. Alien Vendetta is one example wad that is quite bad about
// having overlapping lines. If we skip this step, these segs will still be
// split later, but minisegs will erroneously be added for them, and partner
// seg information will be messed up in the generated tree.
void FNodeBuilder::FixSplitSharers (const node_t &node)
{
D(Printf(PRINT_LOG, "events:\n"));
D(Events.PrintTree());
for (unsigned int i = 0; i < SplitSharers.Size(); ++i)
{
uint32_t seg = SplitSharers[i].Seg;
int v2 = Segs[seg].v2;
FEvent *event = Events.FindEvent (SplitSharers[i].Distance);
FEvent *next;
if (event == NULL)
{ // Should not happen
continue;
}
// Use the CRT's printf so the formatting matches ZDBSP's
D(char buff[200]);
D(sprintf(buff, "Considering events on seg %d(%d[%d,%d]->%d[%d,%d]) [%g:%g]\n", seg,
Segs[seg].v1,
Vertices[Segs[seg].v1].x>>16,
Vertices[Segs[seg].v1].y>>16,
Segs[seg].v2,
Vertices[Segs[seg].v2].x>>16,
Vertices[Segs[seg].v2].y>>16,
SplitSharers[i].Distance, event->Distance));
D(Printf(PRINT_LOG, "%s", buff));
if (SplitSharers[i].Forward)
{
event = Events.GetSuccessor (event);
if (event == NULL)
{
continue;
}
next = Events.GetSuccessor (event);
}
else
{
event = Events.GetPredecessor (event);
if (event == NULL)
{
continue;
}
next = Events.GetPredecessor (event);
}
while (event != NULL && next != NULL && event->Info.Vertex != v2)
{
D(Printf(PRINT_LOG, "Forced split of seg %d(%d->%d) at %d(%d,%d)\n", seg,
Segs[seg].v1, Segs[seg].v2,
event->Info.Vertex,
Vertices[event->Info.Vertex].x>>16,
Vertices[event->Info.Vertex].y>>16));
uint32_t newseg = SplitSeg (seg, event->Info.Vertex, 1);
Segs[newseg].next = Segs[seg].next;
Segs[seg].next = newseg;
uint32_t partner = Segs[seg].partner;
if (partner != UINT_MAX)
{
int endpartner = SplitSeg (partner, event->Info.Vertex, 1);
Segs[endpartner].next = Segs[partner].next;
Segs[partner].next = endpartner;
Segs[seg].partner = endpartner;
Segs[partner].partner = newseg;
}
seg = newseg;
if (SplitSharers[i].Forward)
{
event = next;
next = Events.GetSuccessor (next);
}
else
{
event = next;
next = Events.GetPredecessor (next);
}
}
}
}
void FNodeBuilder::AddMinisegs (const node_t &node, uint32_t splitseg, uint32_t &fset, uint32_t &bset)
{
FEvent *event = Events.GetMinimum (), *prev = NULL;
while (event != NULL)
{
if (prev != NULL)
{
uint32_t fseg1, bseg1, fseg2, bseg2;
uint32_t fnseg, bnseg;
// Minisegs should only be added when they can create valid loops on both the front and
// back of the splitter. This means some subsectors could be unclosed if their sectors
// are unclosed, but at least we won't be needlessly creating subsectors in void space.
// Unclosed subsectors can be closed trivially once the BSP tree is complete.
if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != UINT_MAX &&
(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != UINT_MAX &&
(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != UINT_MAX &&
(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != UINT_MAX)
{
// Add miniseg on the front side
fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, UINT_MAX, fseg1, splitseg);
Segs[fnseg].next = fset;
fset = fnseg;
// Add miniseg on the back side
bnseg = AddMiniseg (event->Info.Vertex, prev->Info.Vertex, fnseg, bseg1, splitseg);
Segs[bnseg].next = bset;
bset = bnseg;
sector_t *fsector, *bsector;
fsector = Segs[fseg1].frontsector;
bsector = Segs[bseg1].frontsector;
Segs[fnseg].frontsector = fsector;
Segs[fnseg].backsector = bsector;
Segs[bnseg].frontsector = bsector;
Segs[bnseg].backsector = fsector;
// Only print the warning if this might be bad.
if (fsector != bsector &&
fsector != Segs[fseg1].backsector &&
bsector != Segs[bseg1].backsector)
{
Warn ("Sectors %d at (%d,%d) and %d at (%d,%d) don't match.\n",
Segs[fseg1].frontsector,
Vertices[prev->Info.Vertex].x>>FRACBITS, Vertices[prev->Info.Vertex].y>>FRACBITS,
Segs[bseg1].frontsector,
Vertices[event->Info.Vertex].x>>FRACBITS, Vertices[event->Info.Vertex].y>>FRACBITS
);
}
D(Printf (PRINT_LOG, "**Minisegs** %d/%d added %d(%d,%d)->%d(%d,%d)\n", fnseg, bnseg,
prev->Info.Vertex,
Vertices[prev->Info.Vertex].x>>16, Vertices[prev->Info.Vertex].y>>16,
event->Info.Vertex,
Vertices[event->Info.Vertex].x>>16, Vertices[event->Info.Vertex].y>>16));
}
}
prev = event;
event = Events.GetSuccessor (event);
}
}
uint32_t FNodeBuilder::AddMiniseg (int v1, int v2, uint32_t partner, uint32_t seg1, uint32_t splitseg)
{
uint32_t nseg;
FPrivSeg *seg = &Segs[seg1];
FPrivSeg newseg;
newseg.sidedef = NO_SIDE;
newseg.linedef = -1;
newseg.loopnum = 0;
newseg.next = UINT_MAX;
newseg.planefront = true;
newseg.hashnext = NULL;
newseg.storedseg = UINT_MAX;
newseg.frontsector = NULL;
newseg.backsector = NULL;
if (splitseg != UINT_MAX)
{
newseg.planenum = Segs[splitseg].planenum;
}
else
{
newseg.planenum = -1;
}
newseg.v1 = v1;
newseg.v2 = v2;
newseg.nextforvert = Vertices[v1].segs;
newseg.nextforvert2 = Vertices[v2].segs2;
newseg.next = seg->next;
if (partner != UINT_MAX)
{
newseg.partner = partner;
}
else
{
newseg.partner = UINT_MAX;
}
nseg = Segs.Push (newseg);
if (newseg.partner != UINT_MAX)
{
Segs[partner].partner = nseg;
}
Vertices[v1].segs = nseg;
Vertices[v2].segs2 = nseg;
//Printf ("Between %d and %d::::\n", seg1, seg2);
return nseg;
}
uint32_t FNodeBuilder::CheckLoopStart (fixed_t dx, fixed_t dy, int vertex, int vertex2)
{
FPrivVert *v = &Vertices[vertex];
angle_t splitAngle = PointToAngle (dx, dy);
uint32_t segnum;
angle_t bestang;
uint32_t bestseg;
// Find the seg ending at this vertex that forms the smallest angle
// to the splitter.
segnum = v->segs2;
bestang = ANGLE_MAX;
bestseg = UINT_MAX;
while (segnum != UINT_MAX)
{
FPrivSeg *seg = &Segs[segnum];
angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
angle_t diff = splitAngle - segAngle;
if (diff < ANGLE_EPSILON &&
PointOnSide (Vertices[seg->v1].x, Vertices[seg->v1].y, v->x, v->y, dx, dy) == 0)
{
// If a seg lies right on the splitter, don't count it
}
else
{
if (diff <= bestang)
{
bestang = diff;
bestseg = segnum;
}
}
segnum = seg->nextforvert2;
}
if (bestseg == UINT_MAX)
{
return UINT_MAX;
}
// Now make sure there are no segs starting at this vertex that form
// an even smaller angle to the splitter.
segnum = v->segs;
while (segnum != UINT_MAX)
{
FPrivSeg *seg = &Segs[segnum];
if (seg->v2 == vertex2)
{
return UINT_MAX;
}
angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
angle_t diff = splitAngle - segAngle;
if (diff < bestang && seg->partner != bestseg)
{
return UINT_MAX;
}
segnum = seg->nextforvert;
}
return bestseg;
}
uint32_t FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex)
{
FPrivVert *v = &Vertices[vertex];
angle_t splitAngle = PointToAngle (dx, dy) + ANGLE_180;
uint32_t segnum;
angle_t bestang;
uint32_t bestseg;
// Find the seg starting at this vertex that forms the smallest angle
// to the splitter.
segnum = v->segs;
bestang = ANGLE_MAX;
bestseg = UINT_MAX;
while (segnum != UINT_MAX)
{
FPrivSeg *seg = &Segs[segnum];
angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
angle_t diff = segAngle - splitAngle;
if (diff < ANGLE_EPSILON &&
PointOnSide (Vertices[seg->v1].x, Vertices[seg->v1].y, v->x, v->y, dx, dy) == 0)
{
// If a seg lies right on the splitter, don't count it
}
else
{
if (diff <= bestang)
{
bestang = diff;
bestseg = segnum;
}
}
segnum = seg->nextforvert;
}
if (bestseg == UINT_MAX)
{
return UINT_MAX;
}
// Now make sure there are no segs ending at this vertex that form
// an even smaller angle to the splitter.
segnum = v->segs2;
while (segnum != UINT_MAX)
{
FPrivSeg *seg = &Segs[segnum];
angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
angle_t diff = segAngle - splitAngle;
if (diff < bestang && seg->partner != bestseg)
{
return UINT_MAX;
}
segnum = seg->nextforvert2;
}
return bestseg;
}

View file

@ -1,527 +0,0 @@
/*
** nodebuild_utility.cpp
**
** Miscellaneous node builder utility functions.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#ifdef _MSC_VER
#include <malloc.h>
#endif
#include <string.h>
#include "nodebuild.h"
#include "printf.h"
#include "m_fixed.h"
#include "m_bbox.h"
#if 0
#define D(x) x
#else
#define D(x) do{}while(0)
#endif
#if 0
#define P(x) x
#else
#define P(x) do{}while(0)
#endif
angle_t FNodeBuilder::PointToAngle (fixed_t x, fixed_t y)
{
const double rad2bam = double(1<<30) / M_PI;
double ang = g_atan2 (double(y), double(x));
// Convert to signed first since negative double to unsigned is undefined.
return angle_t(int(ang * rad2bam)) << 1;
}
void FNodeBuilder::FindUsedVertices (vertex_t *oldverts, int max)
{
int *map = new int[max];
int i;
FPrivVert newvert;
memset (&map[0], -1, sizeof(int)*max);
for (i = 0; i < Level.NumLines; ++i)
{
ptrdiff_t v1 = Level.Lines[i].v1 - oldverts;
ptrdiff_t v2 = Level.Lines[i].v2 - oldverts;
if (map[v1] == -1)
{
newvert.x = oldverts[v1].fixX();
newvert.y = oldverts[v1].fixY();
map[v1] = VertexMap->SelectVertexExact (newvert);
}
if (map[v2] == -1)
{
newvert.x = oldverts[v2].fixX();
newvert.y = oldverts[v2].fixY();
map[v2] = VertexMap->SelectVertexExact (newvert);
}
Level.Lines[i].v1 = (vertex_t *)(size_t)map[v1];
Level.Lines[i].v2 = (vertex_t *)(size_t)map[v2];
}
OldVertexTable = map;
}
// Retrieves the original vertex -> current vertex table.
// Doing so prevents the node builder from freeing it.
const int *FNodeBuilder::GetOldVertexTable()
{
int *table = OldVertexTable;
OldVertexTable = NULL;
return table;
}
// For every sidedef in the map, create a corresponding seg.
void FNodeBuilder::MakeSegsFromSides ()
{
int i, j;
for (i = 0; i < Level.NumLines; ++i)
{
if (Level.Lines[i].sidedef[0] != NULL)
{
CreateSeg (i, 0);
}
else
{
Printf ("Linedef %d does not have a front side.\n", i);
}
if (Level.Lines[i].sidedef[1] != NULL)
{
j = CreateSeg (i, 1);
if (Level.Lines[i].sidedef[0] != NULL)
{
Segs[j-1].partner = j;
Segs[j].partner = j-1;
}
}
}
}
int FNodeBuilder::CreateSeg (int linenum, int sidenum)
{
FPrivSeg seg;
int segnum;
seg.next = UINT_MAX;
seg.loopnum = 0;
seg.partner = UINT_MAX;
seg.hashnext = NULL;
seg.planefront = false;
seg.planenum = UINT_MAX;
seg.storedseg = UINT_MAX;
if (sidenum == 0)
{ // front
seg.frontsector = Level.Lines[linenum].frontsector;
seg.backsector = Level.Lines[linenum].backsector;
seg.v1 = (int)(size_t)Level.Lines[linenum].v1;
seg.v2 = (int)(size_t)Level.Lines[linenum].v2;
}
else
{ // back
seg.frontsector = Level.Lines[linenum].backsector;
seg.backsector = Level.Lines[linenum].frontsector;
seg.v2 = (int)(size_t)Level.Lines[linenum].v1;
seg.v1 = (int)(size_t)Level.Lines[linenum].v2;
}
seg.linedef = linenum;
side_t *sd = Level.Lines[linenum].sidedef[sidenum];
seg.sidedef = sd != NULL? sd->Index() : int(NO_SIDE);
seg.nextforvert = Vertices[seg.v1].segs;
seg.nextforvert2 = Vertices[seg.v2].segs2;
segnum = (int)Segs.Push (seg);
Vertices[seg.v1].segs = segnum;
Vertices[seg.v2].segs2 = segnum;
D(Printf(PRINT_LOG, "Seg %4d: From line %d, side %s (%5d,%5d)-(%5d,%5d) [%08x,%08x]-[%08x,%08x]\n", segnum, linenum, sidenum ? "back " : "front",
Vertices[seg.v1].x>>16, Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16,
Vertices[seg.v1].x, Vertices[seg.v1].y, Vertices[seg.v2].x, Vertices[seg.v2].y));
return segnum;
}
// For every seg, create FPrivSegs and FPrivVerts.
void FNodeBuilder::AddSegs(seg_t *segs, int numsegs)
{
assert(numsegs > 0);
for (int i = 0; i < numsegs; ++i)
{
FPrivSeg seg;
FPrivVert vert;
int segnum;
seg.next = UINT_MAX;
seg.loopnum = 0;
seg.partner = UINT_MAX;
seg.hashnext = NULL;
seg.planefront = false;
seg.planenum = UINT_MAX;
seg.storedseg = UINT_MAX;
seg.frontsector = segs[i].frontsector;
seg.backsector = segs[i].backsector;
vert.x = segs[i].v1->fixX();
vert.y = segs[i].v1->fixY();
seg.v1 = VertexMap->SelectVertexExact(vert);
vert.x = segs[i].v2->fixX();
vert.y = segs[i].v2->fixY();
seg.v2 = VertexMap->SelectVertexExact(vert);
seg.linedef = segs[i].linedef->Index();
seg.sidedef = segs[i].sidedef != NULL ? segs[i].sidedef->Index() : int(NO_SIDE);
seg.nextforvert = Vertices[seg.v1].segs;
seg.nextforvert2 = Vertices[seg.v2].segs2;
segnum = (int)Segs.Push(seg);
Vertices[seg.v1].segs = segnum;
Vertices[seg.v2].segs2 = segnum;
}
}
// Group colinear segs together so that only one seg per line needs to be checked
// by SelectSplitter().
void FNodeBuilder::GroupSegPlanes ()
{
const int bucketbits = 12;
FPrivSeg *buckets[1<<bucketbits] = { 0 };
int i, planenum;
for (i = 0; i < (int)Segs.Size(); ++i)
{
FPrivSeg *seg = &Segs[i];
seg->next = i+1;
seg->hashnext = NULL;
}
Segs[Segs.Size()-1].next = UINT_MAX;
for (i = planenum = 0; i < (int)Segs.Size(); ++i)
{
FPrivSeg *seg = &Segs[i];
fixed_t x1 = Vertices[seg->v1].x;
fixed_t y1 = Vertices[seg->v1].y;
fixed_t x2 = Vertices[seg->v2].x;
fixed_t y2 = Vertices[seg->v2].y;
angle_t ang = PointToAngle (x2 - x1, y2 - y1);
if (ang >= 1u<<31)
ang += 1u<<31;
FPrivSeg *check = buckets[ang >>= 31-bucketbits];
while (check != NULL)
{
fixed_t cx1 = Vertices[check->v1].x;
fixed_t cy1 = Vertices[check->v1].y;
fixed_t cdx = Vertices[check->v2].x - cx1;
fixed_t cdy = Vertices[check->v2].y - cy1;
if (PointOnSide (x1, y1, cx1, cy1, cdx, cdy) == 0 &&
PointOnSide (x2, y2, cx1, cy1, cdx, cdy) == 0)
{
break;
}
check = check->hashnext;
}
if (check != NULL)
{
seg->planenum = check->planenum;
const FSimpleLine *line = &Planes[seg->planenum];
if (line->dx != 0)
{
if ((line->dx > 0 && x2 > x1) || (line->dx < 0 && x2 < x1))
{
seg->planefront = true;
}
else
{
seg->planefront = false;
}
}
else
{
if ((line->dy > 0 && y2 > y1) || (line->dy < 0 && y2 < y1))
{
seg->planefront = true;
}
else
{
seg->planefront = false;
}
}
}
else
{
seg->hashnext = buckets[ang];
buckets[ang] = seg;
seg->planenum = planenum++;
seg->planefront = true;
FSimpleLine pline = { Vertices[seg->v1].x,
Vertices[seg->v1].y,
Vertices[seg->v2].x - Vertices[seg->v1].x,
Vertices[seg->v2].y - Vertices[seg->v1].y };
Planes.Push (pline);
}
}
D(Printf ("%d planes from %d segs\n", planenum, Segs.Size()));
PlaneChecked.Reserve ((planenum + 7) / 8);
}
// Just create one plane per seg. Should be good enough for mini BSPs.
void FNodeBuilder::GroupSegPlanesSimple()
{
Planes.Resize(Segs.Size());
for (int i = 0; i < (int)Segs.Size(); ++i)
{
FPrivSeg *seg = &Segs[i];
FSimpleLine *pline = &Planes[i];
seg->next = i+1;
seg->hashnext = NULL;
seg->planenum = i;
seg->planefront = true;
pline->x = Vertices[seg->v1].x;
pline->y = Vertices[seg->v1].y;
pline->dx = Vertices[seg->v2].x - Vertices[seg->v1].x;
pline->dy = Vertices[seg->v2].y - Vertices[seg->v1].y;
}
Segs.Last().next = UINT_MAX;
PlaneChecked.Reserve((Segs.Size() + 7) / 8);
}
void FNodeBuilder::AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg)
{
FPrivVert *v1 = &Vertices[seg->v1];
FPrivVert *v2 = &Vertices[seg->v2];
if (v1->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v1->x;
if (v1->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v1->x;
if (v1->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v1->y;
if (v1->y > bbox[BOXTOP]) bbox[BOXTOP] = v1->y;
if (v2->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v2->x;
if (v2->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v2->x;
if (v2->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v2->y;
if (v2->y > bbox[BOXTOP]) bbox[BOXTOP] = v2->y;
}
void FNodeBuilder::FLevel::FindMapBounds()
{
double minx, maxx, miny, maxy;
minx = maxx = Vertices[0].fX();
miny = maxy = Vertices[0].fY();
for (int i = 1; i < NumVertices; ++i)
{
vertex_t* v = &Vertices[i];
if (v->fX() < minx) minx = v->fX();
else if (v->fX() > maxx) maxx = v->fX();
if (v->fY() < miny) miny = v->fY();
else if (v->fY() > maxy) maxy = v->fY();
}
MinX = FLOAT2FIXED(minx);
MinY = FLOAT2FIXED(miny);
MaxX = FLOAT2FIXED(maxx);
MaxY = FLOAT2FIXED(maxy);
}
FNodeBuilder::IVertexMap::~IVertexMap()
{
}
FNodeBuilder::FVertexMap::FVertexMap (FNodeBuilder &builder,
fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy)
: MyBuilder(builder)
{
MinX = minx;
MinY = miny;
BlocksWide = int(((double(maxx) - minx + 1) + (BLOCK_SIZE - 1)) / +BLOCK_SIZE);
BlocksTall = int(((double(maxy) - miny + 1) + (BLOCK_SIZE - 1)) / +BLOCK_SIZE);
MaxX = MinX + fixed64_t(BlocksWide) * BLOCK_SIZE - 1;
MaxY = MinY + fixed64_t(BlocksTall) * BLOCK_SIZE - 1;
VertexGrid = new TArray<int>[BlocksWide * BlocksTall];
}
FNodeBuilder::FVertexMap::~FVertexMap ()
{
delete[] VertexGrid;
}
int FNodeBuilder::FVertexMap::SelectVertexExact (FNodeBuilder::FPrivVert &vert)
{
TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
FPrivVert *vertices = &MyBuilder.Vertices[0];
unsigned int i;
for (i = 0; i < block.Size(); ++i)
{
if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
{
return block[i];
}
}
// Not present: add it!
return InsertVertex (vert);
}
int FNodeBuilder::FVertexMap::SelectVertexClose (FNodeBuilder::FPrivVert &vert)
{
TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
FPrivVert *vertices = &MyBuilder.Vertices[0];
unsigned int i;
for (i = 0; i < block.Size(); ++i)
{
#if VERTEX_EPSILON <= 1
if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
#else
if (abs(vertices[block[i]].x - vert.x) < VERTEX_EPSILON &&
abs(vertices[block[i]].y - vert.y) < VERTEX_EPSILON)
#endif
{
return block[i];
}
}
// Not present: add it!
return InsertVertex (vert);
}
int FNodeBuilder::FVertexMap::InsertVertex (FNodeBuilder::FPrivVert &vert)
{
int vertnum;
vert.segs = UINT_MAX;
vert.segs2 = UINT_MAX;
vertnum = (int)MyBuilder.Vertices.Push (vert);
// If a vertex is near a block boundary, then it will be inserted on
// both sides of the boundary so that SelectVertexClose can find
// it by checking in only one block.
fixed64_t minx = max(MinX, fixed64_t(vert.x) - VERTEX_EPSILON);
fixed64_t maxx = min(MaxX, fixed64_t(vert.x) + VERTEX_EPSILON);
fixed64_t miny = max(MinY, fixed64_t(vert.y) - VERTEX_EPSILON);
fixed64_t maxy = min(MaxY, fixed64_t(vert.y) + VERTEX_EPSILON);
int blk[4] =
{
GetBlock (minx, miny),
GetBlock (maxx, miny),
GetBlock (minx, maxy),
GetBlock (maxx, maxy)
};
unsigned int blkcount[4] =
{
VertexGrid[blk[0]].Size(),
VertexGrid[blk[1]].Size(),
VertexGrid[blk[2]].Size(),
VertexGrid[blk[3]].Size()
};
for (int i = 0; i < 4; ++i)
{
if (VertexGrid[blk[i]].Size() == blkcount[i])
{
VertexGrid[blk[i]].Push (vertnum);
}
}
return vertnum;
}
FNodeBuilder::FVertexMapSimple::FVertexMapSimple(FNodeBuilder &builder)
: MyBuilder(builder)
{
}
int FNodeBuilder::FVertexMapSimple::SelectVertexExact(FNodeBuilder::FPrivVert &vert)
{
FPrivVert *verts = &MyBuilder.Vertices[0];
unsigned int stop = MyBuilder.Vertices.Size();
for (unsigned int i = 0; i < stop; ++i)
{
if (verts[i].x == vert.x && verts[i].y == vert.y)
{
return i;
}
}
// Not present: add it!
return InsertVertex(vert);
}
int FNodeBuilder::FVertexMapSimple::SelectVertexClose(FNodeBuilder::FPrivVert &vert)
{
FPrivVert *verts = &MyBuilder.Vertices[0];
unsigned int stop = MyBuilder.Vertices.Size();
for (unsigned int i = 0; i < stop; ++i)
{
#if VERTEX_EPSILON <= 1
if (verts[i].x == vert.x && verts[i].y == y)
#else
if (abs(verts[i].x - vert.x) < VERTEX_EPSILON &&
abs(verts[i].y - vert.y) < VERTEX_EPSILON)
#endif
{
return i;
}
}
// Not present: add it!
return InsertVertex (vert);
}
int FNodeBuilder::FVertexMapSimple::InsertVertex (FNodeBuilder::FPrivVert &vert)
{
vert.segs = UINT_MAX;
vert.segs2 = UINT_MAX;
return (int)MyBuilder.Vertices.Push (vert);
}

View file

@ -42,8 +42,6 @@
#include "hw_sections.h"
#include "sectorgeometry.h"
#include "gamefuncs.h"
#include "earcut.hpp"
#include "nodebuilder/nodebuild.h"
FMemArena tempsectionArena(102400);

View file

@ -88,17 +88,18 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
void BunchDrawer::StartScene()
{
unsigned numsections = Sections.Size();
LastBunch = 0;
StartTime = I_msTime();
Bunches.Clear();
CompareData.Clear();
gotsector.Resize(numsectors);
gotsector.Zero();
gotsection2.Resize(Sections.Size());
gotsection2.Resize(numsections);
gotsection2.Zero();
gotwall.Zero();
sectionstartang.Resize(Sections.Size());
sectionendang.Resize(Sections.Size());
sectionstartang.Resize(numsections);
sectionendang.Resize(numsections);
blockwall.Zero();
}