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96d328de9b
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.
362 lines
11 KiB
C++
362 lines
11 KiB
C++
/*
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** nodebuild.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2016 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 "doomdata.h"
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#include "tarray.h"
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#include "r_defs.h"
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#include "x86.h"
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struct FPolySeg;
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struct FMiniBSP;
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struct FLevelLocals;
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struct FEventInfo
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{
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int Vertex;
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uint32_t FrontSeg;
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};
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struct FEvent
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{
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FEvent *Parent, *Left, *Right;
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double Distance;
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FEventInfo Info;
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};
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class FEventTree
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{
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public:
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FEventTree ();
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~FEventTree ();
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FEvent *GetMinimum ();
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FEvent *GetSuccessor (FEvent *event) const { FEvent *node = Successor(event); return node == &Nil ? NULL : node; }
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FEvent *GetPredecessor (FEvent *event) const { FEvent *node = Predecessor(event); return node == &Nil ? NULL : node; }
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FEvent *GetNewNode ();
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void Insert (FEvent *event);
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FEvent *FindEvent (double distance) const;
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void DeleteAll ();
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void PrintTree () const { PrintTree (Root); }
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private:
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FEvent Nil;
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FEvent *Root;
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FEvent *Spare;
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void DeletionTraverser (FEvent *event);
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FEvent *Successor (FEvent *event) const;
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FEvent *Predecessor (FEvent *event) const;
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void PrintTree (const FEvent *event) const;
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};
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struct FSimpleVert
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{
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fixed_t x, y;
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};
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class FNodeBuilder
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{
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struct FPrivSeg
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{
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int v1, v2;
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int sidedef;
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int linedef;
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sector_t *frontsector;
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sector_t *backsector;
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uint32_t next;
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uint32_t nextforvert;
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uint32_t nextforvert2;
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int loopnum; // loop number for split avoidance (0 means splitting is okay)
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uint32_t partner; // seg on back side
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uint32_t storedseg; // seg # in the GL_SEGS lump
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int planenum;
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bool planefront;
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FPrivSeg *hashnext;
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};
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struct FPrivVert : FSimpleVert
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{
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uint32_t segs; // segs that use this vertex as v1
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uint32_t segs2; // segs that use this vertex as v2
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bool operator== (const FPrivVert &other)
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{
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return x == other.x && y == other.y;
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}
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};
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struct FSimpleLine
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{
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fixed_t x, y, dx, dy;
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};
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union USegPtr
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{
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uint32_t SegNum;
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FPrivSeg *SegPtr;
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};
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struct FSplitSharer
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{
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double Distance;
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uint32_t Seg;
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bool Forward;
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};
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struct glseg_t : public seg_t
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{
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uint32_t Partner;
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};
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// Like a blockmap, but for vertices instead of lines
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class IVertexMap
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{
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public:
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virtual ~IVertexMap();
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virtual int SelectVertexExact(FPrivVert &vert) = 0;
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virtual int SelectVertexClose(FPrivVert &vert) = 0;
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private:
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IVertexMap &operator=(const IVertexMap &);
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};
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class FVertexMap : public IVertexMap
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{
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public:
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FVertexMap (FNodeBuilder &builder, fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy);
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~FVertexMap ();
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int SelectVertexExact (FPrivVert &vert);
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int SelectVertexClose (FPrivVert &vert);
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private:
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FNodeBuilder &MyBuilder;
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TArray<int> *VertexGrid;
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fixed_t MinX, MinY, MaxX, MaxY;
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int BlocksWide, BlocksTall;
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enum { BLOCK_SHIFT = 8 + FRACBITS };
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enum { BLOCK_SIZE = 1 << BLOCK_SHIFT };
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int InsertVertex (FPrivVert &vert);
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inline int GetBlock (fixed_t x, fixed_t y)
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{
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assert (x >= MinX);
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assert (y >= MinY);
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assert (x <= MaxX);
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assert (y <= MaxY);
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return (unsigned(x - MinX) >> BLOCK_SHIFT) + (unsigned(y - MinY) >> BLOCK_SHIFT) * BlocksWide;
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}
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};
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class FVertexMapSimple : public IVertexMap
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{
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public:
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FVertexMapSimple(FNodeBuilder &builder);
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int SelectVertexExact(FPrivVert &vert);
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int SelectVertexClose(FPrivVert &vert);
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private:
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int InsertVertex(FPrivVert &vert);
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FNodeBuilder &MyBuilder;
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};
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friend class FVertexMap;
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friend class FVertexMapSimple;
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public:
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struct FLevel
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{
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vertex_t *Vertices; int NumVertices;
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side_t *Sides; int NumSides;
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line_t *Lines; int NumLines;
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fixed_t MinX, MinY, MaxX, MaxY;
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void FindMapBounds();
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void ResetMapBounds()
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{
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MinX = FIXED_MAX;
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MinY = FIXED_MAX;
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MaxX = FIXED_MIN;
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MaxY = FIXED_MIN;
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}
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};
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struct FPolyStart
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{
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int polynum;
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fixed_t x, y;
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};
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FNodeBuilder (FLevel &level);
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FNodeBuilder (FLevel &level,
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TArray<FPolyStart> &polyspots, TArray<FPolyStart> &anchors,
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bool makeGLNodes);
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~FNodeBuilder ();
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void Extract(FLevelLocals &level);
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const int *GetOldVertexTable();
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// These are used for building sub-BSP trees for polyobjects.
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void Clear();
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void AddPolySegs(FPolySeg *segs, int numsegs);
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void AddSegs(seg_t *segs, int numsegs);
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void BuildMini(bool makeGLNodes);
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void ExtractMini(FMiniBSP *bsp);
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static angle_t PointToAngle (fixed_t dx, fixed_t dy);
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// < 0 : in front of line
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// == 0 : on line
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// > 0 : behind line
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static inline int PointOnSide (int x, int y, int x1, int y1, int dx, int dy);
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private:
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IVertexMap *VertexMap;
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int *OldVertexTable;
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TArray<node_t> Nodes;
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TArray<subsector_t> Subsectors;
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TArray<uint32_t> SubsectorSets;
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TArray<FPrivSeg> Segs;
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TArray<FPrivVert> Vertices;
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TArray<USegPtr> SegList;
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TArray<uint8_t> PlaneChecked;
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TArray<FSimpleLine> Planes;
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TArray<int> Touched; // Loops a splitter touches on a vertex
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TArray<int> Colinear; // Loops with edges colinear to a splitter
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FEventTree Events; // Vertices intersected by the current splitter
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TArray<FSplitSharer> SplitSharers; // Segs colinear with the current splitter
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uint32_t HackSeg; // Seg to force to back of splitter
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uint32_t HackMate; // Seg to use in front of hack seg
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FLevel &Level;
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bool GLNodes; // Add minisegs to make GL nodes?
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// Progress meter stuff
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int SegsStuffed;
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void FindUsedVertices (vertex_t *vertices, int max);
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void BuildTree ();
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void MakeSegsFromSides ();
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int CreateSeg (int linenum, int sidenum);
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void GroupSegPlanes ();
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void GroupSegPlanesSimple ();
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void FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors);
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bool GetPolyExtents (int polynum, fixed_t bbox[4]);
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int MarkLoop (uint32_t firstseg, int loopnum);
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void AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg);
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int CreateNode (uint32_t set, unsigned int count, fixed_t bbox[4]);
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int CreateSubsector (uint32_t set, fixed_t bbox[4]);
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void CreateSubsectorsForReal ();
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bool CheckSubsector (uint32_t set, node_t &node, uint32_t &splitseg);
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bool CheckSubsectorOverlappingSegs (uint32_t set, node_t &node, uint32_t &splitseg);
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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);
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void SplitSegs (uint32_t set, node_t &node, uint32_t splitseg, uint32_t &outset0, uint32_t &outset1, unsigned int &count0, unsigned int &count1);
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uint32_t SplitSeg (uint32_t segnum, int splitvert, int v1InFront);
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int Heuristic (node_t &node, uint32_t set, bool honorNoSplit);
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// Returns:
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// 0 = seg is in front
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// 1 = seg is in back
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// -1 = seg cuts the node
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int ClassifyLine (node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2]);
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void FixSplitSharers (const node_t &node);
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double AddIntersection (const node_t &node, int vertex);
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void AddMinisegs (const node_t &node, uint32_t splitseg, uint32_t &fset, uint32_t &rset);
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uint32_t CheckLoopStart (fixed_t dx, fixed_t dy, int vertex1, int vertex2);
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uint32_t CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex2);
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void RemoveSegFromVert1 (uint32_t segnum, int vertnum);
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void RemoveSegFromVert2 (uint32_t segnum, int vertnum);
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uint32_t AddMiniseg (int v1, int v2, uint32_t partner, uint32_t seg1, uint32_t splitseg);
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void SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const;
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int CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t *outVerts);
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uint32_t PushGLSeg (TArray<glseg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts);
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void PushConnectingGLSeg (int subsector, TArray<glseg_t> &segs, vertex_t *v1, vertex_t *v2);
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int OutputDegenerateSubsector (TArray<glseg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts);
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static int SortSegs (const void *a, const void *b);
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double InterceptVector (const node_t &splitter, const FPrivSeg &seg);
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void PrintSet (int l, uint32_t set);
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FNodeBuilder &operator= (const FNodeBuilder &) { return *this; }
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};
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// Points within this distance of a line will be considered on the line.
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// Units are in fixed_ts.
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const double SIDE_EPSILON = 6.5536;
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// Vertices within this distance of each other will be considered as the same vertex.
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#define VERTEX_EPSILON 6 // This is a fixed_t value
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inline int FNodeBuilder::PointOnSide (int x, int y, int x1, int y1, int dx, int dy)
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{
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// For most cases, a simple dot product is enough.
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double d_dx = double(dx);
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double d_dy = double(dy);
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double d_x = double(x);
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double d_y = double(y);
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double d_x1 = double(x1);
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double d_y1 = double(y1);
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double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy;
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if (fabs(s_num) < 17179869184.f) // 4<<32
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{
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// Either the point is very near the line, or the segment defining
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// the line is very short: Do a more expensive test to determine
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// just how far from the line the point is.
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double l = d_dx*d_dx + d_dy*d_dy; // double l = sqrt(d_dx*d_dx+d_dy*d_dy);
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double dist = s_num * s_num / l; // double dist = fabs(s_num)/l;
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if (dist < SIDE_EPSILON*SIDE_EPSILON) // if (dist < SIDE_EPSILON)
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{
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return 0;
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}
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}
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return s_num > 0.0 ? -1 : 1;
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}
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