/* ** 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. **--------------------------------------------------------------------------- ** */ #include "doomdata.h" #include "tarray.h" #include "r_defs.h" #include "x86.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; }; class FNodeBuilder { struct FPrivSeg { int v1, v2; int sidedef; int linedef; sector_t *frontsector; sector_t *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; }; struct glseg_t : public seg_t { uint32_t Partner; }; // 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 *VertexGrid; fixed_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 (fixed_t x, fixed_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 &level); FNodeBuilder (FLevel &level, TArray &polyspots, TArray &anchors, bool makeGLNodes); ~FNodeBuilder (); void Extract(FLevelLocals &level); const int *GetOldVertexTable(); // These are used for building sub-BSP trees for polyobjects. void Clear(); void AddPolySegs(FPolySeg *segs, int numsegs); void AddSegs(seg_t *segs, int numsegs); void BuildMini(bool makeGLNodes); void ExtractMini(FMiniBSP *bsp); 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 Nodes; TArray Subsectors; TArray SubsectorSets; TArray Segs; TArray Vertices; TArray SegList; TArray PlaneChecked; TArray Planes; TArray Touched; // Loops a splitter touches on a vertex TArray Colinear; // Loops with edges colinear to a splitter FEventTree Events; // Vertices intersected by the current splitter TArray 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 FindPolyContainers (TArray &spots, TArray &anchors); bool GetPolyExtents (int polynum, fixed_t bbox[4]); int MarkLoop (uint32_t firstseg, int loopnum); 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 &segs, int subsector, vertex_t *outVerts); uint32_t PushGLSeg (TArray &segs, const FPrivSeg *seg, vertex_t *outVerts); void PushConnectingGLSeg (int subsector, TArray &segs, vertex_t *v1, vertex_t *v2); int OutputDegenerateSubsector (TArray &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; }