raze/source/core/nodebuilder/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"
#if 0
#define D(x) x
#define DD 1
#else
#define D(x) do{}while(0)
#undef DD
#endif
void FNodeBuilder::Extract (FLevelLocals &theLevel)
{
int i;
auto &outVerts = theLevel.vertexes;
int vertCount = Vertices.Size ();
outVerts.Alloc(vertCount);
for (i = 0; i < vertCount; ++i)
{
outVerts[i].set(Vertices[i].x, Vertices[i].y);
}
auto &outSubs = theLevel.subsectors;
auto subCount = Subsectors.Size();
outSubs.Alloc(subCount);
memset(&outSubs[0], 0, subCount * sizeof(subsector_t));
auto &outNodes = theLevel.nodes;
auto nodeCount = Nodes.Size ();
outNodes.Alloc(nodeCount);
memcpy (&outNodes[0], &Nodes[0], nodeCount*sizeof(node_t));
for (unsigned i = 0; i < nodeCount; ++i)
{
D(Printf(PRINT_LOG, "Node %d: Splitter[%08x,%08x] [%08x,%08x]\n", i,
outNodes[i].x, outNodes[i].y, outNodes[i].dx, outNodes[i].dy));
// 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)
{
D(Printf(PRINT_LOG, " subsector %d\n", outNodes[i].intchildren[j] & 0x7FFFFFFF));
outNodes[i].children[j] = (uint8_t *)(&outSubs[(outNodes[i].intchildren[j] & 0x7fffffff)]) + 1;
}
else
{
D(Printf(PRINT_LOG, " node %d\n", outNodes[i].intchildren[j]));
outNodes[i].children[j] = &outNodes[outNodes[i].intchildren[j]];
}
}
for (int j = 0; j < 2; ++j)
{
for (int k = 0; k < 4; ++k)
{
outNodes[i].bbox[j][k] = FIXED2FLOAT(outNodes[i].nb_bbox[j][k]);
}
}
}
auto &outSegs = theLevel.segs;
if (GLNodes)
{
TArray<glseg_t> segs (Segs.Size()*5/4);
for (unsigned i = 0; i < subCount; ++i)
{
uint32_t numsegs = CloseSubsector (segs, i, &outVerts[0]);
outSubs[i].numlines = numsegs;
outSubs[i].firstline = (seg_t *)(size_t)(segs.Size() - numsegs);
}
auto segCount = segs.Size ();
outSegs.Alloc(segCount);
for (unsigned i = 0; i < segCount; ++i)
{
outSegs[i] = *(seg_t *)&segs[i];
if (segs[i].Partner != UINT_MAX)
{
const uint32_t storedseg = Segs[segs[i].Partner].storedseg;
outSegs[i].PartnerSeg = UINT_MAX == storedseg ? nullptr : &outSegs[storedseg];
}
else
{
outSegs[i].PartnerSeg = nullptr;
}
}
}
else
{
memcpy (&outSubs[0], &Subsectors[0], subCount*sizeof(subsector_t));
auto segCount = Segs.Size ();
outSegs.Alloc(segCount);
for (unsigned i = 0; i < segCount; ++i)
{
const FPrivSeg *org = &Segs[SegList[i].SegNum];
seg_t *out = &outSegs[i];
D(Printf(PRINT_LOG, "Seg %d: v1(%d) -> v2(%d)\n", i, org->v1, org->v2));
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 = nullptr;
}
}
for (unsigned i = 0; i < subCount; ++i)
{
outSubs[i].firstline = &outSegs[(size_t)outSubs[i].firstline];
}
D(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<glseg_t> &segs, int subsector, vertex_t *outVerts)
{
FPrivSeg *seg, *prev;
angle_t prevAngle;
double accumx, accumy;
fixed_t midx, midy;
int firstVert;
uint32_t first, max, count, i, j;
bool diffplanes;
int firstplane;
first = (uint32_t)(size_t)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;
#ifdef DD
Printf(PRINT_LOG, "--%d--\n", subsector);
for (j = first; j < max; ++j)
{
seg = &Segs[SegList[j].SegNum];
angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
Printf(PRINT_LOG, "%d%c %5d(%5d,%5d)->%5d(%5d,%5d) - %3.5f %d,%d [%08x,%08x]-[%08x,%08x]\n", j,
seg->linedef == -1 ? '+' : ':',
seg->v1, Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
seg->v2, Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
double(ang/2)*180/(1<<30),
seg->planenum, seg->planefront,
Vertices[seg->v1].x, Vertices[seg->v1].y,
Vertices[seg->v2].x, Vertices[seg->v2].y);
}
#endif
if (diffplanes)
{ // A well-behaved subsector. Output the segs sorted by the angle formed by connecting
// the subsector's center to their first vertex.
D(Printf(PRINT_LOG, "Well behaved subsector\n"));
for (i = first + 1; i < max; ++i)
{
angle_t bestdiff = ANGLE_MAX;
FPrivSeg *bestseg = NULL;
uint32_t bestj = UINT_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++;
}
#ifdef DD
Printf(PRINT_LOG, "+%d\n", bestj);
#endif
prevAngle -= bestdiff;
seg->storedseg = PushGLSeg (segs, seg, outVerts);
count++;
prev = seg;
if (seg->v2 == firstVert)
{
prev = seg;
break;
}
}
#ifdef DD
Printf(PRINT_LOG, "\n");
#endif
}
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.
D(Printf(PRINT_LOG, "degenerate subsector\n"));
// 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++;
}
#ifdef DD
Printf(PRINT_LOG, "Output GL subsector %d:\n", subsector);
for (i = segs.Size() - count; i < (int)segs.Size(); ++i)
{
Printf(PRINT_LOG, " Seg %5d%c(%5d,%5d)-(%5d,%5d) [%08x,%08x]-[%08x,%08x]\n", i,
segs[i].linedef == NULL ? '+' : ' ',
segs[i].v1->fixX()>>16,
segs[i].v1->fixY()>>16,
segs[i].v2->fixX()>>16,
segs[i].v2->fixY()>>16,
segs[i].v1->fixX(),
segs[i].v1->fixY(),
segs[i].v2->fixX(),
segs[i].v2->fixY());
}
#endif
return count;
}
int FNodeBuilder::OutputDegenerateSubsector (TArray<glseg_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 = (uint32_t)(size_t)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;
}
uint32_t FNodeBuilder::PushGLSeg (TArray<glseg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts)
{
glseg_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.Partner = seg->partner;
return (uint32_t)segs.Push (newseg);
}
void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<glseg_t> &segs, vertex_t *v1, vertex_t *v2)
{
glseg_t newseg;
newseg.v1 = v1;
newseg.v2 = v2;
newseg.backsector = NULL;
newseg.frontsector = NULL;
newseg.linedef = NULL;
newseg.sidedef = NULL;
newseg.Partner = UINT_MAX;
segs.Push (newseg);
}