mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
cf11cbdb30
SVN r4 (trunk)
1098 lines
28 KiB
C++
1098 lines
28 KiB
C++
/*
|
|
** nodebuild.cpp
|
|
**
|
|
** The main logic for the internal node builder.
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2002-2005 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>
|
|
#include <assert.h>
|
|
#include <malloc.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
|
|
#include "doomdata.h"
|
|
#include "nodebuild.h"
|
|
#include "templates.h"
|
|
#include "tarray.h"
|
|
#include "m_bbox.h"
|
|
#include "c_console.h"
|
|
#include "r_main.h"
|
|
|
|
const int MaxSegs = 64;
|
|
const int SplitCost = 8;
|
|
const int AAPreference = 16;
|
|
|
|
// 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 vertically and horizontally
|
|
// will be considered as the same vertex.
|
|
const fixed_t VERTEX_EPSILON = 6;
|
|
|
|
#if 0
|
|
#define D(x) x
|
|
#else
|
|
#define D(x) do{}while(0)
|
|
#endif
|
|
|
|
FNodeBuilder::FNodeBuilder (FLevel &level,
|
|
TArray<FPolyStart> &polyspots, TArray<FPolyStart> &anchors,
|
|
bool makeGLNodes)
|
|
: Level (level), GLNodes (makeGLNodes), SegsStuffed (0)
|
|
{
|
|
FindUsedVertices (Level.Vertices, Level.NumVertices);
|
|
MakeSegsFromSides ();
|
|
FindPolyContainers (polyspots, anchors);
|
|
GroupSegPlanes ();
|
|
BuildTree ();
|
|
}
|
|
|
|
void FNodeBuilder::BuildTree ()
|
|
{
|
|
fixed_t bbox[4];
|
|
|
|
C_InitTicker ("Building BSP", FRACUNIT);
|
|
HackSeg = DWORD_MAX;
|
|
CreateNode (0, bbox);
|
|
CreateSubsectorsForReal ();
|
|
C_InitTicker (NULL, 0);
|
|
}
|
|
|
|
int FNodeBuilder::CreateNode (DWORD set, fixed_t bbox[4])
|
|
{
|
|
node_t node;
|
|
int skip, count, selstat;
|
|
DWORD splitseg;
|
|
|
|
count = CountSegs (set);
|
|
skip = count / MaxSegs;
|
|
|
|
if ((selstat = SelectSplitter (set, node, splitseg, skip, true)) > 0 ||
|
|
(skip > 0 && (selstat = SelectSplitter (set, node, splitseg, 1, true)) > 0) ||
|
|
(selstat < 0 && (SelectSplitter (set, node, splitseg, skip, false) > 0) ||
|
|
(skip > 0 && SelectSplitter (set, node, splitseg, 1, false))) ||
|
|
CheckSubsector (set, node, splitseg, count))
|
|
{
|
|
// Create a normal node
|
|
DWORD set1, set2;
|
|
|
|
SplitSegs (set, node, splitseg, set1, set2);
|
|
D(PrintSet (1, set1));
|
|
D(Printf ("(%d,%d) delta (%d,%d) from seg %d\n", node.x>>16, node.y>>16, node.dx>>16, node.dy>>16, splitseg));
|
|
D(PrintSet (2, set2));
|
|
node.intchildren[0] = CreateNode (set1, node.bbox[0]);
|
|
node.intchildren[1] = CreateNode (set2, node.bbox[1]);
|
|
bbox[BOXTOP] = MAX (node.bbox[0][BOXTOP], node.bbox[1][BOXTOP]);
|
|
bbox[BOXBOTTOM] = MIN (node.bbox[0][BOXBOTTOM], node.bbox[1][BOXBOTTOM]);
|
|
bbox[BOXLEFT] = MIN (node.bbox[0][BOXLEFT], node.bbox[1][BOXLEFT]);
|
|
bbox[BOXRIGHT] = MAX (node.bbox[0][BOXRIGHT], node.bbox[1][BOXRIGHT]);
|
|
return (int)Nodes.Push (node);
|
|
}
|
|
else
|
|
{
|
|
return 0x80000000 | CreateSubsector (set, bbox);
|
|
}
|
|
}
|
|
|
|
int FNodeBuilder::CreateSubsector (DWORD set, fixed_t bbox[4])
|
|
{
|
|
int ssnum, count;
|
|
|
|
bbox[BOXTOP] = bbox[BOXRIGHT] = INT_MIN;
|
|
bbox[BOXBOTTOM] = bbox[BOXLEFT] = INT_MAX;
|
|
|
|
D(Printf ("Subsector from set %d\n", set));
|
|
|
|
assert (set != DWORD_MAX);
|
|
|
|
// We cannot actually create the subsector now because the node building
|
|
// process might split a seg in this subsector (because all partner segs
|
|
// must use the same pair of vertices), adding a new seg that hasn't been
|
|
// created yet. After all the nodes are built, then we can create the
|
|
// actual subsectors using the CreateSubsectorsForReal function below.
|
|
ssnum = (int)SubsectorSets.Push (set);
|
|
|
|
count = 0;
|
|
while (set != DWORD_MAX)
|
|
{
|
|
AddSegToBBox (bbox, &Segs[set]);
|
|
set = Segs[set].next;
|
|
count++;
|
|
}
|
|
|
|
SegsStuffed += count;
|
|
if ((SegsStuffed & ~127) != ((SegsStuffed - count) & ~127))
|
|
{
|
|
C_SetTicker (MulScale16 (SegsStuffed, (SDWORD)Segs.Size()));
|
|
}
|
|
|
|
D(Printf ("bbox (%d,%d)-(%d,%d)\n", bbox[BOXLEFT]>>16, bbox[BOXBOTTOM]>>16, bbox[BOXRIGHT]>>16, bbox[BOXTOP]>>16));
|
|
|
|
return ssnum;
|
|
}
|
|
|
|
void FNodeBuilder::CreateSubsectorsForReal ()
|
|
{
|
|
subsector_t sub;
|
|
unsigned int i;
|
|
|
|
sub.poly = NULL;
|
|
|
|
for (i = 0; i < SubsectorSets.Size(); ++i)
|
|
{
|
|
DWORD set = SubsectorSets[i];
|
|
|
|
sub.firstline = (DWORD)SegList.Size();
|
|
while (set != DWORD_MAX)
|
|
{
|
|
USegPtr ptr;
|
|
|
|
ptr.SegPtr = &Segs[set];
|
|
SegList.Push (ptr);
|
|
set = ptr.SegPtr->next;
|
|
}
|
|
sub.numlines = (DWORD)(SegList.Size() - sub.firstline);
|
|
|
|
// Sort segs by linedef for special effects
|
|
qsort (&SegList[sub.firstline], sub.numlines, sizeof(int), SortSegs);
|
|
|
|
// Convert seg pointers into indices
|
|
for (unsigned int i = sub.firstline; i < SegList.Size(); ++i)
|
|
{
|
|
SegList[i].SegNum = SegList[i].SegPtr - &Segs[0];
|
|
}
|
|
Subsectors.Push (sub);
|
|
}
|
|
}
|
|
|
|
int STACK_ARGS FNodeBuilder::SortSegs (const void *a, const void *b)
|
|
{
|
|
const FPrivSeg *x = ((const USegPtr *)a)->SegPtr;
|
|
const FPrivSeg *y = ((const USegPtr *)b)->SegPtr;
|
|
|
|
// Segs are grouped into three categories in this order:
|
|
//
|
|
// 1. Segs with different front and back sectors (or no back at all).
|
|
// 2. Segs with the same front and back sectors.
|
|
// 3. Minisegs.
|
|
//
|
|
// Within the first two sets, segs are also sorted by linedef.
|
|
//
|
|
// Note that when GL subsectors are written, the segs will be reordered
|
|
// so that they are in clockwise order, and extra minisegs will be added
|
|
// as needed to close the subsector. But the first seg used will still be
|
|
// the first seg chosen here.
|
|
|
|
int xtype, ytype;
|
|
|
|
if (x->linedef == -1)
|
|
{
|
|
xtype = 2;
|
|
}
|
|
else if (x->frontsector == x->backsector)
|
|
{
|
|
xtype = 1;
|
|
}
|
|
else
|
|
{
|
|
xtype = 0;
|
|
}
|
|
|
|
if (y->linedef == -1)
|
|
{
|
|
ytype = 2;
|
|
}
|
|
else if (y->frontsector == y->backsector)
|
|
{
|
|
ytype = 1;
|
|
}
|
|
else
|
|
{
|
|
ytype = 0;
|
|
}
|
|
|
|
if (xtype != ytype)
|
|
{
|
|
return xtype - ytype;
|
|
}
|
|
else if (xtype < 2)
|
|
{
|
|
return x->linedef - y->linedef;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int FNodeBuilder::CountSegs (DWORD set) const
|
|
{
|
|
int count = 0;
|
|
|
|
while (set != DWORD_MAX)
|
|
{
|
|
count++;
|
|
set = Segs[set].next;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
// Given a set of segs, checks to make sure they all belong to a single
|
|
// sector. If so, false is returned, and they become a subsector. If not,
|
|
// a splitter is synthesized, and true is returned to continue processing
|
|
// down this branch of the tree.
|
|
|
|
bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int setsize)
|
|
{
|
|
sector_t *sec;
|
|
DWORD seg;
|
|
|
|
sec = NULL;
|
|
seg = set;
|
|
|
|
do
|
|
{
|
|
D(Printf (" - seg %d(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
|
|
Vertices[Segs[seg].v1].x>>16, Vertices[Segs[seg].v1].y>>16,
|
|
Vertices[Segs[seg].v2].x>>16, Vertices[Segs[seg].v2].y>>16,
|
|
Segs[seg].linedef, Segs[seg].frontsector, Segs[seg].backsector));
|
|
if (Segs[seg].linedef != -1 &&
|
|
Segs[seg].frontsector != sec
|
|
// Segs with the same front and back sectors are allowed to reside
|
|
// in a subsector with segs from a different sector, because the
|
|
// only effect they can have on the display is to place masked
|
|
// mid textures in the scene. Since minisegs only mark subsector
|
|
// boundaries, their sector information is unimportant.
|
|
//
|
|
// Update: Lines with the same front and back sectors *can* affect
|
|
// the display if their subsector does not match their front sector.
|
|
/*&& Segs[seg].frontsector != Segs[seg].backsector*/)
|
|
{
|
|
if (sec == NULL)
|
|
{
|
|
sec = Segs[seg].frontsector;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
seg = Segs[seg].next;
|
|
} while (seg != DWORD_MAX);
|
|
|
|
if (seg == DWORD_MAX)
|
|
{ // It's a valid subsector
|
|
return false;
|
|
}
|
|
|
|
D(Printf("Need to synthesize a splitter for set %d on seg %d\n", set, seg));
|
|
splitseg = DWORD_MAX;
|
|
|
|
// This is a very simple and cheap "fix" for subsectors with segs
|
|
// from multiple sectors, and it seems ZenNode does something
|
|
// similar. It is the only technique I could find that makes the
|
|
// "transparent water" in nb_bmtrk.wad work properly.
|
|
//
|
|
// The seg is marked to indicate that it should be forced to the
|
|
// back of the splitter. Because these segs already form a convex
|
|
// set, all the other segs will be in front of the splitter. Since
|
|
// the splitter is formed from this seg, the back of the splitter
|
|
// will have a one-dimensional subsector. SplitSegs() will add two
|
|
// new minisegs to close it: one seg replaces this one on the front
|
|
// of the splitter, and the other is its partner on the back.
|
|
//
|
|
// Old code that will actually create valid two-dimensional sectors
|
|
// is included below for reference but is not likely to be used again.
|
|
|
|
SetNodeFromSeg (node, &Segs[seg]);
|
|
HackSeg = seg;
|
|
if (!Segs[seg].planefront)
|
|
{
|
|
node.x += node.dx;
|
|
node.y += node.dy;
|
|
node.dx = -node.dx;
|
|
node.dy = -node.dy;
|
|
}
|
|
return Heuristic (node, set, false) != 0;
|
|
|
|
#if 0
|
|
// If there are only two segs in the set, and they form two sides
|
|
// of a triangle, the splitter should pass through their shared
|
|
// point and the (imaginary) third side of the triangle
|
|
if (setsize == 2)
|
|
{
|
|
FPrivVert *v1, *v2, *v3;
|
|
|
|
if (Vertices[Segs[set].v2] == Vertices[Segs[seg].v1])
|
|
{
|
|
v1 = &Vertices[Segs[set].v1];
|
|
v2 = &Vertices[Segs[seg].v2];
|
|
v3 = &Vertices[Segs[set].v2];
|
|
}
|
|
else if (Vertices[Segs[set].v1] == Vertices[Segs[seg].v2])
|
|
{
|
|
v1 = &Vertices[Segs[seg].v1];
|
|
v2 = &Vertices[Segs[set].v2];
|
|
v3 = &Vertices[Segs[seg].v2];
|
|
}
|
|
else
|
|
{
|
|
v1 = v2 = v3 = NULL;
|
|
}
|
|
if (v1 != NULL)
|
|
{
|
|
node.x = v3->x;
|
|
node.y = v3->y;
|
|
node.dx = v1->x + (v2->x-v1->x)/2 - node.x;
|
|
node.dy = v1->y + (v2->y-v1->y)/2 - node.y;
|
|
return Heuristic (node, set, false) != 0;
|
|
}
|
|
}
|
|
|
|
bool nosplit = true;
|
|
int firsthit = seg;
|
|
|
|
do
|
|
{
|
|
seg = firsthit;
|
|
do
|
|
{
|
|
if (Segs[seg].linedef != -1 &&
|
|
Segs[seg].frontsector != sec &&
|
|
Segs[seg].frontsector == Segs[seg].backsector)
|
|
{
|
|
node.x = Vertices[Segs[set].v1].x;
|
|
node.y = Vertices[Segs[set].v1].y;
|
|
node.dx = Vertices[Segs[seg].v2].x - node.x;
|
|
node.dy = Vertices[Segs[seg].v2].y - node.y;
|
|
|
|
if (Heuristic (node, set, nosplit) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
node.dx = Vertices[Segs[seg].v1].x - node.x;
|
|
node.dy = Vertices[Segs[seg].v1].y - node.y;
|
|
|
|
if (Heuristic (node, set, nosplit) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
seg = Segs[seg].next;
|
|
} while (seg != DWORD_MAX);
|
|
} while ((nosplit ^= 1) == 0);
|
|
|
|
// Give up.
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Splitters are chosen to coincide with segs in the given set. To reduce the
|
|
// number of segs that need to be considered as splitters, segs are grouped into
|
|
// according to the planes that they lie on. Because one seg on the plane is just
|
|
// as good as any other seg on the plane at defining a split, only one seg from
|
|
// each unique plane needs to be considered as a splitter. A result of 0 means
|
|
// this set is a convex region. A result of -1 means that there were possible
|
|
// splitters, but they all split segs we want to keep intact.
|
|
int FNodeBuilder::SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int step, bool nosplit)
|
|
{
|
|
int stepleft;
|
|
int bestvalue;
|
|
DWORD bestseg;
|
|
DWORD seg;
|
|
bool nosplitters = false;
|
|
|
|
bestvalue = 0;
|
|
bestseg = DWORD_MAX;
|
|
|
|
seg = set;
|
|
stepleft = 0;
|
|
|
|
memset (&PlaneChecked[0], 0, PlaneChecked.Size());
|
|
|
|
while (seg != DWORD_MAX)
|
|
{
|
|
FPrivSeg *pseg = &Segs[seg];
|
|
|
|
if (--stepleft <= 0)
|
|
{
|
|
int l = pseg->planenum >> 3;
|
|
int r = 1 << (pseg->planenum & 7);
|
|
|
|
if (l < 0 || (PlaneChecked[l] & r) == 0)
|
|
{
|
|
if (l >= 0)
|
|
{
|
|
PlaneChecked[l] |= r;
|
|
}
|
|
|
|
stepleft = step;
|
|
SetNodeFromSeg (node, pseg);
|
|
|
|
int value = Heuristic (node, set, nosplit);
|
|
|
|
D(Printf ("Seg %5d (%5d,%5d)-(%5d,%5d) scores %d\n", seg, node.x>>16, node.y>>16,
|
|
(node.x+node.dx)>>16, (node.y+node.dy)>>16, value));
|
|
|
|
if (value > bestvalue)
|
|
{
|
|
bestvalue = value;
|
|
bestseg = seg;
|
|
}
|
|
else if (value < 0)
|
|
{
|
|
nosplitters = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pseg = pseg;
|
|
}
|
|
}
|
|
|
|
seg = pseg->next;
|
|
}
|
|
|
|
if (bestseg == DWORD_MAX)
|
|
{ // No lines split any others into two sets, so this is a convex region.
|
|
D(Printf ("set %d, step %d, nosplit %d has no good splitter (%d)\n", set, step, nosplit, nosplitters));
|
|
return nosplitters ? -1 : 0;
|
|
}
|
|
|
|
D(Printf ("split seg %lu in set %d, score %d, step %d, nosplit %d\n", bestseg, set, bestvalue, step, nosplit));
|
|
|
|
splitseg = bestseg;
|
|
SetNodeFromSeg (node, &Segs[bestseg]);
|
|
return 1;
|
|
}
|
|
|
|
// Given a splitter (node), returns a score based on how "good" the resulting
|
|
// split in a set of segs is. Higher scores are better. -1 means this splitter
|
|
// splits something it shouldn't and will only be returned if honorNoSplit is
|
|
// true. A score of 0 means that the splitter does not split any of the segs
|
|
// in the set.
|
|
|
|
int FNodeBuilder::Heuristic (node_t &node, DWORD set, bool honorNoSplit)
|
|
{
|
|
int score = 0;
|
|
int segsInSet = 0;
|
|
int counts[2] = { 0, 0 };
|
|
int realSegs[2] = { 0, 0 };
|
|
int specialSegs[2] = { 0, 0 };
|
|
DWORD i = set;
|
|
int sidev1, sidev2;
|
|
int side;
|
|
bool splitter = false;
|
|
unsigned int max, m2, p, q;
|
|
|
|
Touched.Clear ();
|
|
Colinear.Clear ();
|
|
|
|
while (i != DWORD_MAX)
|
|
{
|
|
const FPrivSeg *test = &Segs[i];
|
|
|
|
if (HackSeg == i)
|
|
{
|
|
side = 1;
|
|
}
|
|
else
|
|
{
|
|
side = ClassifyLine (node, test, sidev1, sidev2);
|
|
}
|
|
switch (side)
|
|
{
|
|
case 0: // Seg is on only one side of the partition
|
|
case 1:
|
|
// If we don't split this line, but it abuts the splitter, also reject it.
|
|
// The "right" thing to do in this case is to only reject it if there is
|
|
// another nosplit seg from the same sector at this vertex. Note that a line
|
|
// that lies exactly on top of the splitter is okay.
|
|
if (test->loopnum && honorNoSplit && (sidev1 == 0 || sidev2 == 0))
|
|
{
|
|
if ((sidev1 | sidev2) != 0)
|
|
{
|
|
max = Touched.Size();
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
if (Touched[p] == test->loopnum)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (p == max)
|
|
{
|
|
Touched.Push (test->loopnum);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
max = Colinear.Size();
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
if (Colinear[p] == test->loopnum)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (p == max)
|
|
{
|
|
Colinear.Push (test->loopnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
counts[side]++;
|
|
if (test->linedef != -1)
|
|
{
|
|
realSegs[side]++;
|
|
if (test->frontsector == test->backsector)
|
|
{
|
|
specialSegs[side]++;
|
|
}
|
|
// Add some weight to the score for unsplit lines
|
|
score += SplitCost;
|
|
}
|
|
else
|
|
{
|
|
// Minisegs don't count quite as much for nosplitting
|
|
score += SplitCost / 4;
|
|
}
|
|
break;
|
|
|
|
default: // Seg is cut by the partition
|
|
// If we are not allowed to split this seg, reject this splitter
|
|
if (test->loopnum)
|
|
{
|
|
if (honorNoSplit)
|
|
{
|
|
D(Printf ("Splits seg %d\n", i));
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
splitter = true;
|
|
}
|
|
}
|
|
|
|
counts[0]++;
|
|
counts[1]++;
|
|
if (test->linedef != -1)
|
|
{
|
|
realSegs[0]++;
|
|
realSegs[1]++;
|
|
if (test->frontsector == test->backsector)
|
|
{
|
|
specialSegs[0]++;
|
|
specialSegs[1]++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
segsInSet++;
|
|
i = test->next;
|
|
}
|
|
|
|
// If this line is outside all the others, return a special score
|
|
if (counts[0] == 0 || counts[1] == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// A splitter must have at least one real seg on each side.
|
|
// Otherwise, a subsector could be left without any way to easily
|
|
// determine which sector it lies inside.
|
|
if (realSegs[0] == 0 || realSegs[1] == 0)
|
|
{
|
|
D(Printf ("Leaves a side with only mini segs\n"));
|
|
return -1;
|
|
}
|
|
|
|
// Try to avoid splits that leave only "special" segs, so that the generated
|
|
// subsectors have a better chance of choosing the correct sector. This situation
|
|
// is not neccesarily bad, just undesirable.
|
|
if (honorNoSplit && (specialSegs[0] == realSegs[0] || specialSegs[1] == realSegs[1]))
|
|
{
|
|
D(Printf ("Leaves a side with only special segs\n"));
|
|
return -1;
|
|
}
|
|
|
|
// If this splitter intersects any vertices of segs that should not be split,
|
|
// check if it is also colinear with another seg from the same sector. If it
|
|
// is, the splitter is okay. If not, it should be rejected. Why? Assuming that
|
|
// polyobject containers are convex (which they should be), a splitter that
|
|
// is colinear with one of the sector's segs and crosses the vertex of another
|
|
// seg of that sector must be crossing the container's corner and does not
|
|
// actually split the container.
|
|
|
|
max = Touched.Size ();
|
|
m2 = Colinear.Size ();
|
|
|
|
// If honorNoSplit is false, then both these lists will be empty.
|
|
|
|
// If the splitter touches some vertices without being colinear to any, we
|
|
// can skip further checks and reject this right away.
|
|
if (m2 == 0 && max > 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
int look = Touched[p];
|
|
for (q = 0; q < m2; ++q)
|
|
{
|
|
if (look == Colinear[q])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (q == m2)
|
|
{ // Not a good one
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// Doom maps are primarily axis-aligned lines, so it's usually a good
|
|
// idea to prefer axis-aligned splitters over diagonal ones. Doom originally
|
|
// had special-casing for orthogonal lines, so they performed better. ZDoom
|
|
// does not care about the line's direction, so this is merely a choice to
|
|
// try and improve the final tree.
|
|
|
|
if ((node.dx == 0) || (node.dy == 0))
|
|
{
|
|
// If we have to split a seg we would prefer to keep unsplit, give
|
|
// extra precedence to orthogonal lines so that the polyobjects
|
|
// outside the entrance to MAP06 in Hexen MAP02 display properly.
|
|
if (splitter)
|
|
{
|
|
score += segsInSet*8;
|
|
}
|
|
else
|
|
{
|
|
score += segsInSet/AAPreference;
|
|
}
|
|
}
|
|
|
|
score += (counts[0] + counts[1]) - abs(counts[0] - counts[1]);
|
|
|
|
return score;
|
|
}
|
|
|
|
int FNodeBuilder::ClassifyLine (node_t &node, const FPrivSeg *seg, int &sidev1, int &sidev2)
|
|
{
|
|
const FPrivVert *v1 = &Vertices[seg->v1];
|
|
const FPrivVert *v2 = &Vertices[seg->v2];
|
|
sidev1 = PointOnSide (v1->x, v1->y, node.x, node.y, node.dx, node.dy);
|
|
sidev2 = PointOnSide (v2->x, v2->y, node.x, node.y, node.dx, node.dy);
|
|
|
|
if ((sidev1 | sidev2) == 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 (sidev1 <= 0 && sidev2 <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
else if (sidev1 >= 0 && sidev2 >= 0)
|
|
{
|
|
return 1;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &outset0, DWORD &outset1)
|
|
{
|
|
outset0 = DWORD_MAX;
|
|
outset1 = DWORD_MAX;
|
|
|
|
Events.DeleteAll ();
|
|
SplitSharers.Clear ();
|
|
|
|
while (set != DWORD_MAX)
|
|
{
|
|
bool hack;
|
|
FPrivSeg *seg = &Segs[set];
|
|
int next = seg->next;
|
|
|
|
int sidev1, sidev2, side;
|
|
|
|
if (HackSeg == set)
|
|
{
|
|
HackSeg = DWORD_MAX;
|
|
side = 1;
|
|
sidev1 = sidev2 = 0;
|
|
hack = true;
|
|
}
|
|
else
|
|
{
|
|
side = ClassifyLine (node, seg, sidev1, sidev2);
|
|
hack = false;
|
|
}
|
|
|
|
switch (side)
|
|
{
|
|
case 0: // seg is entirely in front
|
|
seg->next = outset0;
|
|
outset0 = set;
|
|
break;
|
|
|
|
case 1: // seg is entirely in back
|
|
seg->next = outset1;
|
|
outset1 = set;
|
|
break;
|
|
|
|
default: // seg needs to be split
|
|
double frac;
|
|
FPrivVert newvert;
|
|
unsigned int vertnum;
|
|
int seg2;
|
|
unsigned int i;
|
|
|
|
if (seg->loopnum)
|
|
{
|
|
Printf (" Split seg %lu (%ld,%ld)-(%ld,%ld) of sector %d in loop %d\n",
|
|
set,
|
|
Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
|
|
Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
|
|
seg->frontsector - sectors, seg->loopnum);
|
|
}
|
|
|
|
frac = InterceptVector (node, *seg);
|
|
newvert.x = Vertices[seg->v1].x;
|
|
newvert.y = Vertices[seg->v1].y;
|
|
newvert.x += fixed_t(frac * double(Vertices[seg->v2].x - newvert.x));
|
|
newvert.y += fixed_t(frac * double(Vertices[seg->v2].y - newvert.y));
|
|
for (i = 0; i < Vertices.Size(); ++i)
|
|
{
|
|
if (abs(Vertices[i].x - newvert.x) < VERTEX_EPSILON &&
|
|
abs(Vertices[i].y - newvert.y) < VERTEX_EPSILON)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (i < Vertices.Size())
|
|
{
|
|
vertnum = i;
|
|
}
|
|
else
|
|
{
|
|
newvert.segs = DWORD_MAX;
|
|
newvert.segs2 = DWORD_MAX;
|
|
vertnum = Vertices.Push (newvert);
|
|
}
|
|
|
|
seg2 = SplitSeg (set, vertnum, sidev1);
|
|
|
|
Segs[seg2].next = outset0;
|
|
outset0 = seg2;
|
|
Segs[set].next = outset1;
|
|
outset1 = set;
|
|
|
|
// Also split the seg on the back side
|
|
if (Segs[set].partner != DWORD_MAX)
|
|
{
|
|
int partner1 = Segs[set].partner;
|
|
int partner2 = SplitSeg (partner1, vertnum, sidev2);
|
|
// The newly created seg stays in the same set as the
|
|
// back seg because it has not been considered for splitting
|
|
// yet. If it had been, then the front seg would have already
|
|
// been split, and we would not be in this default case.
|
|
// Moreover, the back seg may not even be in the set being
|
|
// split, so we must not move its pieces into the out sets.
|
|
Segs[partner1].next = partner2;
|
|
Segs[partner2].partner = seg2;
|
|
Segs[seg2].partner = partner2;
|
|
}
|
|
|
|
if (GLNodes)
|
|
{
|
|
AddIntersection (node, vertnum);
|
|
}
|
|
|
|
break;
|
|
}
|
|
if (side >= 0 && GLNodes)
|
|
{
|
|
if (sidev1 == 0)
|
|
{
|
|
double dist1 = AddIntersection (node, seg->v1);
|
|
if (sidev2 == 0)
|
|
{
|
|
double dist2 = AddIntersection (node, seg->v2);
|
|
FSplitSharer share = { dist1, set, dist2 > dist1 };
|
|
SplitSharers.Push (share);
|
|
}
|
|
}
|
|
else if (sidev2 == 0)
|
|
{
|
|
AddIntersection (node, seg->v2);
|
|
}
|
|
}
|
|
if (hack && GLNodes)
|
|
{
|
|
DWORD newback, newfront;
|
|
|
|
newback = AddMiniseg (seg->v2, seg->v1, DWORD_MAX, set, splitseg);
|
|
newfront = AddMiniseg (Segs[set].v1, Segs[set].v2, newback, set, splitseg);
|
|
Segs[newback].frontsector = Segs[newback].backsector =
|
|
Segs[newfront].frontsector = Segs[newfront].backsector =
|
|
Segs[set].frontsector;
|
|
|
|
Segs[newback].next = outset1;
|
|
outset1 = newback;
|
|
Segs[newfront].next = outset0;
|
|
outset0 = newfront;
|
|
}
|
|
set = next;
|
|
}
|
|
FixSplitSharers (node);
|
|
if (GLNodes)
|
|
{
|
|
AddMinisegs (node, splitseg, outset0, outset1);
|
|
}
|
|
}
|
|
|
|
void FNodeBuilder::SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const
|
|
{
|
|
if (pseg->planenum >= 0)
|
|
{
|
|
FSimpleLine *pline = &Planes[pseg->planenum];
|
|
node.x = pline->x;
|
|
node.y = pline->y;
|
|
node.dx = pline->dx;
|
|
node.dy = pline->dy;
|
|
}
|
|
else
|
|
{
|
|
node.x = Vertices[pseg->v1].x;
|
|
node.y = Vertices[pseg->v1].y;
|
|
node.dx = Vertices[pseg->v2].x - node.x;
|
|
node.dy = Vertices[pseg->v2].y - node.y;
|
|
}
|
|
}
|
|
|
|
DWORD FNodeBuilder::SplitSeg (DWORD segnum, int splitvert, int v1InFront)
|
|
{
|
|
double dx, dy;
|
|
FPrivSeg newseg;
|
|
int newnum = (int)Segs.Size();
|
|
|
|
newseg = Segs[segnum];
|
|
dx = double(Vertices[splitvert].x - Vertices[newseg.v1].x);
|
|
dy = double(Vertices[splitvert].y - Vertices[newseg.v1].y);
|
|
if (v1InFront > 0)
|
|
{
|
|
newseg.v1 = splitvert;
|
|
Segs[segnum].v2 = splitvert;
|
|
|
|
RemoveSegFromVert2 (segnum, newseg.v2);
|
|
|
|
newseg.nextforvert = Vertices[splitvert].segs;
|
|
Vertices[splitvert].segs = newnum;
|
|
|
|
newseg.nextforvert2 = Vertices[newseg.v2].segs2;
|
|
Vertices[newseg.v2].segs2 = newnum;
|
|
|
|
Segs[segnum].nextforvert2 = Vertices[splitvert].segs2;
|
|
Vertices[splitvert].segs2 = segnum;
|
|
}
|
|
else
|
|
{
|
|
Segs[segnum].v1 = splitvert;
|
|
newseg.v2 = splitvert;
|
|
|
|
RemoveSegFromVert1 (segnum, newseg.v1);
|
|
|
|
newseg.nextforvert = Vertices[newseg.v1].segs;
|
|
Vertices[newseg.v1].segs = newnum;
|
|
|
|
newseg.nextforvert2 = Vertices[splitvert].segs2;
|
|
Vertices[splitvert].segs2 = newnum;
|
|
|
|
Segs[segnum].nextforvert = Vertices[splitvert].segs;
|
|
Vertices[splitvert].segs = segnum;
|
|
}
|
|
|
|
Segs.Push (newseg);
|
|
|
|
D(Printf ("Split seg %d to get seg %d\n", segnum, newnum));
|
|
|
|
return newnum;
|
|
}
|
|
|
|
void FNodeBuilder::RemoveSegFromVert1 (DWORD segnum, int vertnum)
|
|
{
|
|
FPrivVert *v = &Vertices[vertnum];
|
|
|
|
if (v->segs == segnum)
|
|
{
|
|
v->segs = Segs[segnum].nextforvert;
|
|
}
|
|
else
|
|
{
|
|
DWORD prev, curr;
|
|
prev = 0;
|
|
curr = v->segs;
|
|
while (curr != DWORD_MAX && curr != segnum)
|
|
{
|
|
prev = curr;
|
|
curr = Segs[curr].nextforvert;
|
|
}
|
|
if (curr == segnum)
|
|
{
|
|
Segs[prev].nextforvert = Segs[curr].nextforvert;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FNodeBuilder::RemoveSegFromVert2 (DWORD segnum, int vertnum)
|
|
{
|
|
FPrivVert *v = &Vertices[vertnum];
|
|
|
|
if (v->segs2 == segnum)
|
|
{
|
|
v->segs2 = Segs[segnum].nextforvert2;
|
|
}
|
|
else
|
|
{
|
|
DWORD prev, curr;
|
|
prev = 0;
|
|
curr = v->segs2;
|
|
while (curr != DWORD_MAX && curr != segnum)
|
|
{
|
|
prev = curr;
|
|
curr = Segs[curr].nextforvert2;
|
|
}
|
|
if (curr == segnum)
|
|
{
|
|
Segs[prev].nextforvert2 = Segs[curr].nextforvert2;
|
|
}
|
|
}
|
|
}
|
|
|
|
double FNodeBuilder::InterceptVector (const node_t &splitter, const FPrivSeg &seg)
|
|
{
|
|
double v2x = (double)Vertices[seg.v1].x;
|
|
double v2y = (double)Vertices[seg.v1].y;
|
|
double v2dx = (double)Vertices[seg.v2].x - v2x;
|
|
double v2dy = (double)Vertices[seg.v2].y - v2y;
|
|
double v1dx = (double)splitter.dx;
|
|
double v1dy = (double)splitter.dy;
|
|
|
|
double den = v1dy*v2dx - v1dx*v2dy;
|
|
|
|
if (den == 0.0)
|
|
return 0; // parallel
|
|
|
|
double v1x = (double)splitter.x;
|
|
double v1y = (double)splitter.y;
|
|
|
|
double num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
|
|
double frac = num / den;
|
|
|
|
return frac;
|
|
}
|
|
|
|
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) < 17179869184.0) // 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 = sqrt(d_dx*d_dx+d_dy*d_dy);
|
|
double dist = fabs(s_num)/l;
|
|
if (dist < SIDE_EPSILON)
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
return s_num > 0.0 ? -1 : 1;
|
|
}
|
|
|
|
void FNodeBuilder::PrintSet (int l, DWORD set)
|
|
{
|
|
Printf ("set %d:\n", l);
|
|
for (; set != DWORD_MAX; set = Segs[set].next)
|
|
{
|
|
Printf ("\t%lu(%d):%d(%ld,%ld)-%d(%ld,%ld) ", set, Segs[set].frontsector-sectors,
|
|
Segs[set].v1,
|
|
Vertices[Segs[set].v1].x>>16, Vertices[Segs[set].v1].y>>16,
|
|
Segs[set].v2,
|
|
Vertices[Segs[set].v2].x>>16, Vertices[Segs[set].v2].y>>16);
|
|
}
|
|
Printf ("*\n");
|
|
}
|