gzdoom/src/nodebuild.h
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00

362 lines
11 KiB
C++

/*
** 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<int> *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<FPolyStart> &polyspots, TArray<FPolyStart> &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<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 FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &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<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;
}