mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-19 08:51:34 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
454 lines
9.3 KiB
C
454 lines
9.3 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; 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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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define FACEBSP_C
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/* dependencies */
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#include "q3map2.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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face_t *AllocBspFace( void ) {
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face_t *f;
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f = safe_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( face_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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SelectSplitPlaneNum()
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finds the best split plane for this node
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*/
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static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags )
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{
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face_t *split;
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face_t *check;
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face_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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/* ydnar: set some defaults */
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*splitPlaneNum = -1; /* leaf */
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*compileFlags = 0;
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/* ydnar 2002-06-24: changed this to split on z-axis as well */
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/* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */
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/* if it is crossing a block boundary, force a split */
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for( i = 0; i < 3; i++ )
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{
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if( blockSize[ i ] <= 0 )
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continue;
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dist = blockSize[ i ] * (floor( node->mins[ i ] / blockSize[ i ] ) + 1);
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if( node->maxs[ i ] > dist )
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{
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VectorClear( normal );
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normal[ i ] = 1;
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planenum = FindFloatPlane( normal, dist, 0, NULL );
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*splitPlaneNum = planenum;
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return;
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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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for( split = list; split; split = split->next )
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{
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if ( split->checked )
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continue;
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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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/* nothing, we have a leaf */
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if( bestValue == -99999 )
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return;
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/* set best split data */
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*splitPlaneNum = bestSplit->planenum;
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*compileFlags = bestSplit->compileFlags;
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}
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/*
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CountFaceList()
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counts bsp faces in the linked list
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*/
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int CountFaceList( face_t *list )
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{
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int c;
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c = 0;
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for( ; list != NULL; list = list->next )
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c++;
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return c;
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}
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/*
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BuildFaceTree_r()
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recursively builds the bsp, splitting on face planes
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*/
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void BuildFaceTree_r( node_t *node, face_t *list )
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{
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face_t *split;
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face_t *next;
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int side;
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plane_t *plane;
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face_t *newFace;
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face_t *childLists[2];
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winding_t *frontWinding, *backWinding;
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int i;
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int splitPlaneNum, compileFlags;
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/* count faces left */
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i = CountFaceList( list );
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/* select the best split plane */
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SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags );
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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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{
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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->compileFlags = compileFlags;
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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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{
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/* set next */
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next = split->next;
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/* don't split by identical plane */
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if( split->planenum == node->planenum )
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{
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FreeBspFace( split );
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continue;
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}
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/* determine which side the face falls on */
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side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
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/* switch on side */
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if( side == SIDE_CROSS )
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{
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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->compileFlags = split->compileFlags;
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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->compileFlags = split->compileFlags;
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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( face_t *list ) {
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tree_t *tree;
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face_t *face;
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int i;
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int count;
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Sys_FPrintf (SYS_VRB, "--- FaceBSP ---\n" );
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tree = AllocTree ();
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count = 0;
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for( face = list; face != NULL; face = face->next )
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{
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count++;
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for( i = 0; i < face->w->numpoints; i++ )
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{
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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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Sys_FPrintf( SYS_VRB, "%9d 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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Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs );
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return tree;
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}
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/*
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MakeStructuralBSPFaceList()
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get structural brush faces
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*/
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face_t *MakeStructuralBSPFaceList( brush_t *list )
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{
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brush_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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face_t *f, *flist;
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flist = NULL;
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for( b = list; b != NULL; b = b->next )
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{
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if( b->detail )
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continue;
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for( i = 0; i < b->numsides; i++ )
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{
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/* get side and winding */
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s = &b->sides[ i ];
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w = s->winding;
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if( w == NULL )
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continue;
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/* ydnar: skip certain faces */
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if( s->compileFlags & C_SKIP )
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continue;
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/* allocate a face */
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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->compileFlags = s->compileFlags; /* ydnar */
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/* ydnar: set priority */
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f->priority = 0;
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if( f->compileFlags & C_HINT )
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f->priority += HINT_PRIORITY;
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if( f->compileFlags & C_ANTIPORTAL )
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f->priority += ANTIPORTAL_PRIORITY;
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if( f->compileFlags & C_AREAPORTAL )
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f->priority += AREAPORTAL_PRIORITY;
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/* get next face */
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f->next = flist;
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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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MakeVisibleBSPFaceList()
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get visible brush faces
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*/
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face_t *MakeVisibleBSPFaceList( brush_t *list )
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{
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brush_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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face_t *f, *flist;
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flist = NULL;
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for( b = list; b != NULL; b = b->next )
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{
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if( b->detail )
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continue;
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for( i = 0; i < b->numsides; i++ )
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{
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/* get side and winding */
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s = &b->sides[ i ];
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w = s->visibleHull;
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if( w == NULL )
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continue;
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/* ydnar: skip certain faces */
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if( s->compileFlags & C_SKIP )
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continue;
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/* allocate a face */
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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->compileFlags = s->compileFlags; /* ydnar */
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/* ydnar: set priority */
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f->priority = 0;
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if( f->compileFlags & C_HINT )
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f->priority += HINT_PRIORITY;
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if( f->compileFlags & C_ANTIPORTAL )
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f->priority += ANTIPORTAL_PRIORITY;
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if( f->compileFlags & C_AREAPORTAL )
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f->priority += AREAPORTAL_PRIORITY;
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/* get next face */
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f->next = flist;
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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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