worldspawn/tools/vmap/facebsp.c

513 lines
11 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define FACEBSP_C
/* dependencies */
#include "vmap.h"
int c_faceLeafs;
/*
================
AllocBspFace
================
*/
face_t *AllocBspFace( void ) {
face_t *f;
f = safe_malloc( sizeof( *f ) );
memset( f, 0, sizeof( *f ) );
return f;
}
/*
================
FreeBspFace
================
*/
void FreeBspFace( face_t *f ) {
if ( f->w ) {
FreeWinding( f->w );
}
free( f );
}
/*
SelectSplitPlaneNum()
finds the best split plane for this node
*/
static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags ){
face_t *split;
face_t *check;
face_t *bestSplit;
int splits, facing, front, back;
int side;
plane_t *plane;
int value, bestValue;
int i;
vec3_t normal;
float dist;
int planenum;
float sizeBias;
/* ydnar: set some defaults */
*splitPlaneNum = -1; /* leaf */
*compileFlags = 0;
/* ydnar 2002-06-24: changed this to split on z-axis as well */
/* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */
/* if it is crossing a block boundary, force a split */
for ( i = 0; i < 3; i++ )
{
if ( blockSize[ i ] <= 0 ) {
continue;
}
dist = blockSize[ i ] * ( floor( node->mins[ i ] / blockSize[ i ] ) + 1 );
if ( node->maxs[ i ] > dist ) {
VectorClear( normal );
normal[ i ] = 1;
planenum = FindFloatPlane( normal, dist, 0, NULL );
*splitPlaneNum = planenum;
return;
}
}
/* pick one of the face planes */
bestValue = -99999;
bestSplit = list;
// div0: this check causes detail/structural mixes
//for( split = list; split; split = split->next )
// split->checked = qfalse;
for ( split = list; split; split = split->next )
{
//if ( split->checked )
// continue;
plane = &mapplanes[ split->planenum ];
splits = 0;
facing = 0;
front = 0;
back = 0;
for ( check = list ; check ; check = check->next ) {
if ( check->planenum == split->planenum ) {
facing++;
//check->checked = qtrue; // won't need to test this plane again
continue;
}
side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
if ( side == SIDE_CROSS ) {
splits++;
}
else if ( side == SIDE_FRONT ) {
front++;
}
else if ( side == SIDE_BACK ) {
back++;
}
}
if ( bspAlternateSplitWeights ) {
// from 27
//Bigger is better
sizeBias = WindingArea( split->w );
//Base score = 20000 perfectly balanced
value = 20000 - ( abs( front - back ) );
value -= plane->counter; // If we've already used this plane sometime in the past try not to use it again
value -= facing ; // if we're going to have alot of other surfs use this plane, we want to get it in quickly.
value -= splits * 5; //more splits = bad
value += sizeBias * 10; //We want a huge score bias based on plane size
}
else
{
value = 5 * facing - 5 * splits; // - abs(front-back);
if ( plane->type < 3 ) {
value += 5; // axial is better
}
}
value += split->priority; // prioritize hints higher
if ( value > bestValue ) {
bestValue = value;
bestSplit = split;
}
}
/* nothing, we have a leaf */
if ( bestValue == -99999 ) {
return;
}
/* set best split data */
*splitPlaneNum = bestSplit->planenum;
*compileFlags = bestSplit->compileFlags;
if ( *splitPlaneNum > -1 ) {
mapplanes[ *splitPlaneNum ].counter++;
}
}
/*
CountFaceList()
counts bsp faces in the linked list
*/
int CountFaceList( face_t *list ){
int c;
c = 0;
for ( ; list != NULL; list = list->next )
c++;
return c;
}
/*
BuildFaceTree_r()
recursively builds the bsp, splitting on face planes
*/
void BuildFaceTree_r( node_t *node, face_t *list ){
face_t *split;
face_t *next;
int side;
plane_t *plane;
face_t *newFace;
face_t *childLists[2];
winding_t *frontWinding, *backWinding;
int i;
int splitPlaneNum, compileFlags;
/* count faces left */
i = CountFaceList( list );
/* select the best split plane */
SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags );
/* if we don't have any more faces, this is a node */
if ( splitPlaneNum == -1 ) {
node->planenum = PLANENUM_LEAF;
node->has_structural_children = qfalse;
c_faceLeafs++;
return;
}
/* partition the list */
node->planenum = splitPlaneNum;
node->compileFlags = compileFlags;
node->has_structural_children = (qboolean)(!( compileFlags & C_DETAIL ) && !node->opaque);
plane = &mapplanes[ splitPlaneNum ];
childLists[0] = NULL;
childLists[1] = NULL;
for ( split = list; split; split = next )
{
/* set next */
next = split->next;
/* don't split by identical plane */
if ( split->planenum == node->planenum ) {
FreeBspFace( split );
continue;
}
/* determine which side the face falls on */
side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
/* switch on side */
if ( side == SIDE_CROSS ) {
/* strict; if no winding is left, we have a "virtually identical" plane and don't want to split by it */
ClipWindingEpsilonStrict( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
&frontWinding, &backWinding );
if ( frontWinding ) {
newFace = AllocBspFace();
newFace->w = frontWinding;
newFace->next = childLists[0];
newFace->planenum = split->planenum;
newFace->priority = split->priority;
newFace->compileFlags = split->compileFlags;
childLists[0] = newFace;
}
if ( backWinding ) {
newFace = AllocBspFace();
newFace->w = backWinding;
newFace->next = childLists[1];
newFace->planenum = split->planenum;
newFace->priority = split->priority;
newFace->compileFlags = split->compileFlags;
childLists[1] = newFace;
}
FreeBspFace( split );
}
else if ( side == SIDE_FRONT ) {
split->next = childLists[0];
childLists[0] = split;
}
else if ( side == SIDE_BACK ) {
split->next = childLists[1];
childLists[1] = split;
}
}
// recursively process children
for ( i = 0 ; i < 2 ; i++ ) {
node->children[i] = AllocNode();
node->children[i]->parent = node;
VectorCopy( node->mins, node->children[i]->mins );
VectorCopy( node->maxs, node->children[i]->maxs );
}
for ( i = 0 ; i < 3 ; i++ ) {
if ( plane->normal[i] == 1 ) {
node->children[0]->mins[i] = plane->dist;
node->children[1]->maxs[i] = plane->dist;
break;
}
if ( plane->normal[i] == -1 ) {
node->children[0]->maxs[i] = -plane->dist;
node->children[1]->mins[i] = -plane->dist;
break;
}
}
for ( i = 0 ; i < 2 ; i++ ) {
BuildFaceTree_r( node->children[i], childLists[i] );
node->has_structural_children |= node->children[i]->has_structural_children;
}
}
/*
================
FaceBSP
List will be freed before returning
================
*/
tree_t *FaceBSP( face_t *list ) {
tree_t *tree;
face_t *face;
int i;
int count;
Sys_FPrintf( SYS_VRB, "--- FaceBSP ---\n" );
tree = AllocTree();
count = 0;
for ( face = list; face != NULL; face = face->next )
{
count++;
for ( i = 0; i < face->w->numpoints; i++ )
{
AddPointToBounds( face->w->p[ i ], tree->mins, tree->maxs );
}
}
Sys_FPrintf( SYS_VRB, "%9d faces\n", count );
for ( i = 0; i < nummapplanes; i++ )
{
mapplanes[ i ].counter = 0;
}
tree->headnode = AllocNode();
VectorCopy( tree->mins, tree->headnode->mins );
VectorCopy( tree->maxs, tree->headnode->maxs );
c_faceLeafs = 0;
BuildFaceTree_r( tree->headnode, list );
Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs );
return tree;
}
/*
MakeStructuralBSPFaceList()
get structural brush faces
*/
face_t *MakeStructuralBSPFaceList( brush_t *list ){
brush_t *b;
int i;
side_t *s;
winding_t *w;
face_t *f, *flist;
flist = NULL;
for ( b = list; b != NULL; b = b->next )
{
if ( !deepBSP && b->detail ) {
continue;
}
for ( i = 0; i < b->numsides; i++ )
{
/* get side and winding */
s = &b->sides[ i ];
w = s->winding;
if ( w == NULL ) {
continue;
}
/* ydnar: skip certain faces */
if ( s->compileFlags & C_SKIP ) {
continue;
}
/* allocate a face */
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
f->compileFlags = s->compileFlags; /* ydnar */
if ( b->detail ) {
f->compileFlags |= C_DETAIL;
}
/* ydnar: set priority */
f->priority = 0;
if ( f->compileFlags & C_HINT ) {
f->priority += HINT_PRIORITY;
}
if ( f->compileFlags & C_ANTIPORTAL ) {
f->priority += ANTIPORTAL_PRIORITY;
}
if ( f->compileFlags & C_AREAPORTAL ) {
f->priority += AREAPORTAL_PRIORITY;
}
if ( f->compileFlags & C_DETAIL ) {
f->priority += DETAIL_PRIORITY;
}
/* get next face */
f->next = flist;
flist = f;
}
}
return flist;
}
/*
MakeVisibleBSPFaceList()
get visible brush faces
*/
face_t *MakeVisibleBSPFaceList( brush_t *list ){
brush_t *b;
int i;
side_t *s;
winding_t *w;
face_t *f, *flist;
flist = NULL;
for ( b = list; b != NULL; b = b->next )
{
if ( !deepBSP && b->detail ) {
continue;
}
for ( i = 0; i < b->numsides; i++ )
{
/* get side and winding */
s = &b->sides[ i ];
w = s->visibleHull;
if ( w == NULL ) {
continue;
}
/* ydnar: skip certain faces */
if ( s->compileFlags & C_SKIP ) {
continue;
}
/* allocate a face */
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
f->compileFlags = s->compileFlags; /* ydnar */
if ( b->detail ) {
f->compileFlags |= C_DETAIL;
}
/* ydnar: set priority */
f->priority = 0;
if ( f->compileFlags & C_HINT ) {
f->priority += HINT_PRIORITY;
}
if ( f->compileFlags & C_ANTIPORTAL ) {
f->priority += ANTIPORTAL_PRIORITY;
}
if ( f->compileFlags & C_AREAPORTAL ) {
f->priority += AREAPORTAL_PRIORITY;
}
if ( f->compileFlags & C_DETAIL ) {
f->priority += DETAIL_PRIORITY;
}
/* get next face */
f->next = flist;
flist = f;
}
}
return flist;
}