qzdoom/src/nodebuild_extract.cpp

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/*
** nodebuild_extract.cpp
**
** Converts the nodes, segs, and subsectors from the node builder's
** internal format to the format used by the rest of the game.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 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 <string.h>
#include <float.h>
#include "nodebuild.h"
#include "templates.h"
#include "r_main.h"
void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
seg_t *&outSegs, int &segCount,
subsector_t *&outSubs, int &subCount,
vertex_t *&outVerts, int &vertCount)
{
int i;
vertCount = Vertices.Size ();
outVerts = new vertex_t[vertCount];
for (i = 0; i < vertCount; ++i)
{
outVerts[i].x = Vertices[i].x;
outVerts[i].y = Vertices[i].y;
}
subCount = Subsectors.Size();
outSubs = new subsector_t[subCount];
memset(outSubs,0,subCount * sizeof(subsector_t));
nodeCount = Nodes.Size ();
outNodes = new node_t[nodeCount];
memcpy (outNodes, &Nodes[0], nodeCount*sizeof(node_t));
for (i = 0; i < nodeCount; ++i)
{
// Go backwards because on 64-bit systems, both of the intchildren are
// inside the first in-game child.
for (int j = 1; j >= 0; --j)
{
if (outNodes[i].intchildren[j] & 0x80000000)
{
outNodes[i].children[j] = (BYTE *)(outSubs + (outNodes[i].intchildren[j] & 0x7fffffff)) + 1;
}
else
{
outNodes[i].children[j] = outNodes + outNodes[i].intchildren[j];
}
}
}
if (GLNodes)
{
TArray<seg_t> segs (Segs.Size()*5/4);
for (i = 0; i < subCount; ++i)
{
DWORD numsegs = CloseSubsector (segs, i, outVerts);
outSubs[i].numlines = numsegs;
outSubs[i].firstline = segs.Size() - numsegs;
outSubs[i].poly = NULL;
}
segCount = segs.Size ();
outSegs = new seg_t[segCount];
memcpy (outSegs, &segs[0], segCount*sizeof(seg_t));
for (i = 0; i < segCount; ++i)
{
if (outSegs[i].PartnerSeg != NULL)
{
outSegs[i].PartnerSeg = &outSegs[Segs[(unsigned int)(size_t)outSegs[i].PartnerSeg-1].storedseg];
}
}
}
else
{
memcpy (outSubs, &Subsectors[0], subCount*sizeof(subsector_t));
segCount = Segs.Size ();
outSegs = new seg_t[segCount];
for (i = 0; i < segCount; ++i)
{
const FPrivSeg *org = &Segs[SegList[i].SegNum];
seg_t *out = &outSegs[i];
out->v1 = outVerts + org->v1;
out->v2 = outVerts + org->v2;
out->backsector = org->backsector;
out->frontsector = org->frontsector;
out->linedef = Level.Lines + org->linedef;
out->sidedef = Level.Sides + org->sidedef;
out->PartnerSeg = NULL;
out->bPolySeg = false;
}
}
//Printf ("%i segs, %i nodes, %i subsectors\n", segCount, nodeCount, subCount);
for (i = 0; i < Level.NumLines; ++i)
{
Level.Lines[i].v1 = outVerts + (size_t)Level.Lines[i].v1;
Level.Lines[i].v2 = outVerts + (size_t)Level.Lines[i].v2;
}
}
int FNodeBuilder::CloseSubsector (TArray<seg_t> &segs, int subsector, vertex_t *outVerts)
{
FPrivSeg *seg, *prev;
angle_t prevAngle;
double accumx, accumy;
fixed_t midx, midy;
int firstVert;
DWORD first, max, count, i, j;
bool diffplanes;
int firstplane;
first = Subsectors[subsector].firstline;
max = first + Subsectors[subsector].numlines;
count = 0;
accumx = accumy = 0.0;
diffplanes = false;
firstplane = Segs[SegList[first].SegNum].planenum;
// Calculate the midpoint of the subsector and also check for degenerate subsectors.
// A subsector is degenerate if it exists in only one dimension, which can be
// detected when all the segs lie in the same plane. This can happen if you have
// outward-facing lines in the void that don't point toward any sector. (Some of the
// polyobjects in Hexen are constructed like this.)
for (i = first; i < max; ++i)
{
seg = &Segs[SegList[i].SegNum];
accumx += double(Vertices[seg->v1].x) + double(Vertices[seg->v2].x);
accumy += double(Vertices[seg->v1].y) + double(Vertices[seg->v2].y);
if (firstplane != seg->planenum)
{
diffplanes = true;
}
}
midx = fixed_t(accumx / (max - first) / 2);
midy = fixed_t(accumy / (max - first) / 2);
seg = &Segs[SegList[first].SegNum];
prevAngle = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
seg->storedseg = PushGLSeg (segs, seg, outVerts);
count = 1;
prev = seg;
firstVert = seg->v1;
if (diffplanes)
{ // A well-behaved subsector. Output the segs sorted by the angle formed by connecting
// the subsector's center to their first vertex.
for (i = first + 1; i < max; ++i)
{
angle_t bestdiff = ANGLE_MAX;
FPrivSeg *bestseg = NULL;
DWORD bestj = DWORD_MAX;
j = first;
do
{
seg = &Segs[SegList[j].SegNum];
angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
angle_t diff = prevAngle - ang;
if (seg->v1 == prev->v2)
{
bestdiff = diff;
bestseg = seg;
bestj = j;
break;
}
if (diff < bestdiff && diff > 0)
{
bestdiff = diff;
bestseg = seg;
bestj = j;
}
}
while (++j < max);
// Is a NULL bestseg actually okay?
if (bestseg != NULL)
{
seg = bestseg;
}
if (prev->v2 != seg->v1)
{
// Add a new miniseg to connect the two segs
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[seg->v1]);
count++;
}
prevAngle -= bestdiff;
seg->storedseg = PushGLSeg (segs, seg, outVerts);
count++;
prev = seg;
if (seg->v2 == firstVert)
{
prev = seg;
break;
}
}
}
else
{ // A degenerate subsector. These are handled in three stages:
// Stage 1. Proceed in the same direction as the start seg until we
// hit the seg furthest from it.
// Stage 2. Reverse direction and proceed until we hit the seg
// furthest from the start seg.
// Stage 3. Reverse direction again and insert segs until we get
// to the start seg.
// A dot product serves to determine distance from the start seg.
// Stage 1. Go forward.
count += OutputDegenerateSubsector (segs, subsector, true, 0, prev, outVerts);
// Stage 2. Go backward.
count += OutputDegenerateSubsector (segs, subsector, false, DBL_MAX, prev, outVerts);
// Stage 3. Go forward again.
count += OutputDegenerateSubsector (segs, subsector, true, -DBL_MAX, prev, outVerts);
}
if (prev->v2 != firstVert)
{
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[firstVert]);
count++;
}
return count;
}
int FNodeBuilder::OutputDegenerateSubsector (TArray<seg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts)
{
static const double bestinit[2] = { -DBL_MAX, DBL_MAX };
FPrivSeg *seg;
int i, j, first, max, count;
double dot, x1, y1, dx, dy, dx2, dy2;
bool wantside;
first = Subsectors[subsector].firstline;
max = first + Subsectors[subsector].numlines;
count = 0;
seg = &Segs[SegList[first].SegNum];
x1 = Vertices[seg->v1].x;
y1 = Vertices[seg->v1].y;
dx = Vertices[seg->v2].x - x1;
dy = Vertices[seg->v2].y - y1;
wantside = seg->planefront ^ !bForward;
for (i = first + 1; i < max; ++i)
{
double bestdot = bestinit[bForward];
FPrivSeg *bestseg = NULL;
for (j = first + 1; j < max; ++j)
{
seg = &Segs[SegList[j].SegNum];
if (seg->planefront != wantside)
{
continue;
}
dx2 = Vertices[seg->v1].x - x1;
dy2 = Vertices[seg->v1].y - y1;
dot = dx*dx2 + dy*dy2;
if (bForward)
{
if (dot < bestdot && dot > lastdot)
{
bestdot = dot;
bestseg = seg;
}
}
else
{
if (dot > bestdot && dot < lastdot)
{
bestdot = dot;
bestseg = seg;
}
}
}
if (bestseg != NULL)
{
if (prev->v2 != bestseg->v1)
{
PushConnectingGLSeg (subsector, segs, &outVerts[prev->v2], &outVerts[bestseg->v1]);
count++;
}
seg->storedseg = PushGLSeg (segs, bestseg, outVerts);
count++;
prev = bestseg;
lastdot = bestdot;
}
}
return count;
}
DWORD FNodeBuilder::PushGLSeg (TArray<seg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts)
{
seg_t newseg;
newseg.v1 = outVerts + seg->v1;
newseg.v2 = outVerts + seg->v2;
newseg.backsector = seg->backsector;
newseg.frontsector = seg->frontsector;
if (seg->linedef != -1)
{
newseg.linedef = Level.Lines + seg->linedef;
newseg.sidedef = Level.Sides + seg->sidedef;
}
else
{
newseg.linedef = NULL;
newseg.sidedef = NULL;
}
newseg.PartnerSeg = (seg_t *)(seg->partner == DWORD_MAX ? 0 : (size_t)seg->partner + 1);
newseg.bPolySeg = false;
newseg.Subsector = NULL;
return (DWORD)segs.Push (newseg);
}
void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<seg_t> &segs, vertex_t *v1, vertex_t *v2)
{
seg_t newseg;
newseg.v1 = v1;
newseg.v2 = v2;
newseg.backsector = NULL;
newseg.frontsector = NULL;
newseg.linedef = NULL;
newseg.sidedef = NULL;
newseg.PartnerSeg = NULL;
newseg.bPolySeg = false;
newseg.Subsector = NULL;
segs.Push (newseg);
}