mirror of
https://github.com/ZDoom/gzdoom.git
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bc5f49dd49
number of changes was pleasantly small, and a cursory check seems to show everything working alright. SVN r948 (trunk)
375 lines
11 KiB
C++
375 lines
11 KiB
C++
/*
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** nodebuild_extract.cpp
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**
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** Converts the nodes, segs, and subsectors from the node builder's
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** internal format to the format used by the rest of the game.
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by 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 (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <string.h>
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#include <float.h>
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#include "nodebuild.h"
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#include "templates.h"
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#include "r_main.h"
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void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
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seg_t *&outSegs, int &segCount,
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subsector_t *&outSubs, int &subCount,
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vertex_t *&outVerts, int &vertCount)
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{
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int i;
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vertCount = Vertices.Size ();
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outVerts = new vertex_t[vertCount];
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for (i = 0; i < vertCount; ++i)
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{
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outVerts[i].x = Vertices[i].x;
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outVerts[i].y = Vertices[i].y;
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}
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subCount = Subsectors.Size();
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outSubs = new subsector_t[subCount];
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memset(outSubs,0,subCount * sizeof(subsector_t));
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nodeCount = Nodes.Size ();
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outNodes = new node_t[nodeCount];
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memcpy (outNodes, &Nodes[0], nodeCount*sizeof(node_t));
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for (i = 0; i < nodeCount; ++i)
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{
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// Go backwards because on 64-bit systems, both of the intchildren are
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// inside the first in-game child.
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for (int j = 1; j >= 0; --j)
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{
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if (outNodes[i].intchildren[j] & 0x80000000)
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{
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outNodes[i].children[j] = (BYTE *)(outSubs + (outNodes[i].intchildren[j] & 0x7fffffff)) + 1;
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}
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else
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{
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outNodes[i].children[j] = outNodes + outNodes[i].intchildren[j];
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}
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}
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}
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if (GLNodes)
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{
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TArray<seg_t> segs (Segs.Size()*5/4);
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for (i = 0; i < subCount; ++i)
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{
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DWORD numsegs = CloseSubsector (segs, i, outVerts);
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outSubs[i].numlines = numsegs;
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outSubs[i].firstline = segs.Size() - numsegs;
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outSubs[i].poly = NULL;
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}
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segCount = segs.Size ();
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outSegs = new seg_t[segCount];
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memcpy (outSegs, &segs[0], segCount*sizeof(seg_t));
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for (i = 0; i < segCount; ++i)
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{
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if (outSegs[i].PartnerSeg != NULL)
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{
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outSegs[i].PartnerSeg = &outSegs[Segs[(unsigned int)(size_t)outSegs[i].PartnerSeg-1].storedseg];
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}
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}
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}
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else
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{
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memcpy (outSubs, &Subsectors[0], subCount*sizeof(subsector_t));
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segCount = Segs.Size ();
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outSegs = new seg_t[segCount];
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for (i = 0; i < segCount; ++i)
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{
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const FPrivSeg *org = &Segs[SegList[i].SegNum];
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seg_t *out = &outSegs[i];
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out->v1 = outVerts + org->v1;
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out->v2 = outVerts + org->v2;
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out->backsector = org->backsector;
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out->frontsector = org->frontsector;
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out->linedef = Level.Lines + org->linedef;
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out->sidedef = Level.Sides + org->sidedef;
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out->PartnerSeg = NULL;
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out->bPolySeg = false;
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}
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}
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//Printf ("%i segs, %i nodes, %i subsectors\n", segCount, nodeCount, subCount);
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for (i = 0; i < Level.NumLines; ++i)
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{
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Level.Lines[i].v1 = outVerts + (size_t)Level.Lines[i].v1;
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Level.Lines[i].v2 = outVerts + (size_t)Level.Lines[i].v2;
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}
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}
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int FNodeBuilder::CloseSubsector (TArray<seg_t> &segs, int subsector, vertex_t *outVerts)
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{
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FPrivSeg *seg, *prev;
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angle_t prevAngle;
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double accumx, accumy;
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fixed_t midx, midy;
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int firstVert;
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DWORD first, max, count, i, j;
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bool diffplanes;
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int firstplane;
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first = Subsectors[subsector].firstline;
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max = first + Subsectors[subsector].numlines;
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count = 0;
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accumx = accumy = 0.0;
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diffplanes = false;
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firstplane = Segs[SegList[first].SegNum].planenum;
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// Calculate the midpoint of the subsector and also check for degenerate subsectors.
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// A subsector is degenerate if it exists in only one dimension, which can be
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// detected when all the segs lie in the same plane. This can happen if you have
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// outward-facing lines in the void that don't point toward any sector. (Some of the
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// polyobjects in Hexen are constructed like this.)
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for (i = first; i < max; ++i)
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{
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seg = &Segs[SegList[i].SegNum];
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accumx += double(Vertices[seg->v1].x) + double(Vertices[seg->v2].x);
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accumy += double(Vertices[seg->v1].y) + double(Vertices[seg->v2].y);
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if (firstplane != seg->planenum)
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{
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diffplanes = true;
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}
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}
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midx = fixed_t(accumx / (max - first) / 2);
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midy = fixed_t(accumy / (max - first) / 2);
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seg = &Segs[SegList[first].SegNum];
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prevAngle = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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seg->storedseg = PushGLSeg (segs, seg, outVerts);
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count = 1;
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prev = seg;
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firstVert = seg->v1;
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if (diffplanes)
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{ // A well-behaved subsector. Output the segs sorted by the angle formed by connecting
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// the subsector's center to their first vertex.
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for (i = first + 1; i < max; ++i)
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{
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angle_t bestdiff = ANGLE_MAX;
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FPrivSeg *bestseg = NULL;
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DWORD bestj = DWORD_MAX;
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j = first;
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do
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{
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seg = &Segs[SegList[j].SegNum];
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angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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angle_t diff = prevAngle - ang;
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if (seg->v1 == prev->v2)
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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break;
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}
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if (diff < bestdiff && diff > 0)
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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}
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}
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while (++j < max);
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// Is a NULL bestseg actually okay?
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if (bestseg != NULL)
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{
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seg = bestseg;
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}
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if (prev->v2 != seg->v1)
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{
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// Add a new miniseg to connect the two segs
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PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[seg->v1]);
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count++;
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}
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prevAngle -= bestdiff;
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seg->storedseg = PushGLSeg (segs, seg, outVerts);
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count++;
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prev = seg;
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if (seg->v2 == firstVert)
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{
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prev = seg;
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break;
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}
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}
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}
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else
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{ // A degenerate subsector. These are handled in three stages:
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// Stage 1. Proceed in the same direction as the start seg until we
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// hit the seg furthest from it.
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// Stage 2. Reverse direction and proceed until we hit the seg
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// furthest from the start seg.
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// Stage 3. Reverse direction again and insert segs until we get
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// to the start seg.
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// A dot product serves to determine distance from the start seg.
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// Stage 1. Go forward.
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count += OutputDegenerateSubsector (segs, subsector, true, 0, prev, outVerts);
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// Stage 2. Go backward.
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count += OutputDegenerateSubsector (segs, subsector, false, DBL_MAX, prev, outVerts);
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// Stage 3. Go forward again.
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count += OutputDegenerateSubsector (segs, subsector, true, -DBL_MAX, prev, outVerts);
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}
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if (prev->v2 != firstVert)
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{
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PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[firstVert]);
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count++;
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}
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return count;
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}
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int FNodeBuilder::OutputDegenerateSubsector (TArray<seg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts)
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{
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static const double bestinit[2] = { -DBL_MAX, DBL_MAX };
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FPrivSeg *seg;
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int i, j, first, max, count;
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double dot, x1, y1, dx, dy, dx2, dy2;
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bool wantside;
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first = Subsectors[subsector].firstline;
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max = first + Subsectors[subsector].numlines;
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count = 0;
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seg = &Segs[SegList[first].SegNum];
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x1 = Vertices[seg->v1].x;
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y1 = Vertices[seg->v1].y;
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dx = Vertices[seg->v2].x - x1;
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dy = Vertices[seg->v2].y - y1;
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wantside = seg->planefront ^ !bForward;
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for (i = first + 1; i < max; ++i)
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{
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double bestdot = bestinit[bForward];
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FPrivSeg *bestseg = NULL;
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for (j = first + 1; j < max; ++j)
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{
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seg = &Segs[SegList[j].SegNum];
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if (seg->planefront != wantside)
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{
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continue;
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}
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dx2 = Vertices[seg->v1].x - x1;
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dy2 = Vertices[seg->v1].y - y1;
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dot = dx*dx2 + dy*dy2;
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if (bForward)
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{
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if (dot < bestdot && dot > lastdot)
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{
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bestdot = dot;
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bestseg = seg;
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}
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}
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else
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{
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if (dot > bestdot && dot < lastdot)
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{
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bestdot = dot;
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bestseg = seg;
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}
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}
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}
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if (bestseg != NULL)
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{
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if (prev->v2 != bestseg->v1)
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{
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PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[bestseg->v1]);
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count++;
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}
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seg->storedseg = PushGLSeg (segs, bestseg, outVerts);
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count++;
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prev = bestseg;
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lastdot = bestdot;
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}
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}
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return count;
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}
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DWORD FNodeBuilder::PushGLSeg (TArray<seg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts)
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{
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seg_t newseg;
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newseg.v1 = outVerts + seg->v1;
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newseg.v2 = outVerts + seg->v2;
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newseg.backsector = seg->backsector;
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newseg.frontsector = seg->frontsector;
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if (seg->linedef != -1)
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{
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newseg.linedef = Level.Lines + seg->linedef;
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newseg.sidedef = Level.Sides + seg->sidedef;
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}
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else
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{
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newseg.linedef = NULL;
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newseg.sidedef = NULL;
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}
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newseg.PartnerSeg = (seg_t *)(seg->partner == DWORD_MAX ? 0 : (size_t)seg->partner + 1);
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newseg.bPolySeg = false;
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newseg.Subsector = NULL;
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return (DWORD)segs.Push (newseg);
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}
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void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<seg_t> &segs, vertex_t *v1, vertex_t *v2)
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{
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seg_t newseg;
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newseg.v1 = v1;
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newseg.v2 = v2;
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newseg.backsector = NULL;
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newseg.frontsector = NULL;
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newseg.linedef = NULL;
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newseg.sidedef = NULL;
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newseg.PartnerSeg = NULL;
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newseg.bPolySeg = false;
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newseg.Subsector = NULL;
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segs.Push (newseg);
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}
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