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7ba152e588
# Conflicts: # source/core/gameinput.h # source/core/version.h # source/games/exhumed/src/enginesubs.cpp # source/games/sw/src/game.cpp
527 lines
14 KiB
C++
527 lines
14 KiB
C++
/*
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** nodebuild_utility.cpp
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**
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** Miscellaneous node builder utility functions.
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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 <stdlib.h>
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#ifdef _MSC_VER
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#include <malloc.h>
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#endif
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#include <string.h>
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#include "nodebuild.h"
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#include "printf.h"
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#include "m_fixed.h"
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#include "m_bbox.h"
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#if 0
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#define D(x) x
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#else
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#define D(x) do{}while(0)
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#endif
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#if 0
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#define P(x) x
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#else
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#define P(x) do{}while(0)
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#endif
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angle_t FNodeBuilder::PointToAngle (fixed_t x, fixed_t y)
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{
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const double rad2bam = double(1<<30) / M_PI;
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double ang = g_atan2 (double(y), double(x));
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// Convert to signed first since negative double to unsigned is undefined.
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return angle_t(int(ang * rad2bam)) << 1;
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}
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void FNodeBuilder::FindUsedVertices (vertex_t *oldverts, int max)
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{
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int *map = new int[max];
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int i;
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FPrivVert newvert;
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memset (&map[0], -1, sizeof(int)*max);
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for (i = 0; i < Level.NumLines; ++i)
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{
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ptrdiff_t v1 = Level.Lines[i].v1 - oldverts;
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ptrdiff_t v2 = Level.Lines[i].v2 - oldverts;
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if (map[v1] == -1)
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{
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newvert.x = oldverts[v1].fixX();
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newvert.y = oldverts[v1].fixY();
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map[v1] = VertexMap->SelectVertexExact (newvert);
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}
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if (map[v2] == -1)
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{
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newvert.x = oldverts[v2].fixX();
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newvert.y = oldverts[v2].fixY();
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map[v2] = VertexMap->SelectVertexExact (newvert);
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}
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Level.Lines[i].v1 = (vertex_t *)(size_t)map[v1];
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Level.Lines[i].v2 = (vertex_t *)(size_t)map[v2];
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}
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OldVertexTable = map;
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}
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// Retrieves the original vertex -> current vertex table.
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// Doing so prevents the node builder from freeing it.
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const int *FNodeBuilder::GetOldVertexTable()
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{
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int *table = OldVertexTable;
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OldVertexTable = NULL;
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return table;
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}
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// For every sidedef in the map, create a corresponding seg.
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void FNodeBuilder::MakeSegsFromSides ()
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{
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int i, j;
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for (i = 0; i < Level.NumLines; ++i)
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{
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if (Level.Lines[i].sidedef[0] != NULL)
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{
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CreateSeg (i, 0);
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}
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else
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{
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Printf ("Linedef %d does not have a front side.\n", i);
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}
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if (Level.Lines[i].sidedef[1] != NULL)
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{
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j = CreateSeg (i, 1);
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if (Level.Lines[i].sidedef[0] != NULL)
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{
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Segs[j-1].partner = j;
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Segs[j].partner = j-1;
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}
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}
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}
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}
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int FNodeBuilder::CreateSeg (int linenum, int sidenum)
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{
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FPrivSeg seg;
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int segnum;
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seg.next = UINT_MAX;
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seg.loopnum = 0;
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seg.partner = UINT_MAX;
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seg.hashnext = NULL;
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seg.planefront = false;
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seg.planenum = UINT_MAX;
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seg.storedseg = UINT_MAX;
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if (sidenum == 0)
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{ // front
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seg.frontsector = Level.Lines[linenum].frontsector;
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seg.backsector = Level.Lines[linenum].backsector;
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seg.v1 = (int)(size_t)Level.Lines[linenum].v1;
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seg.v2 = (int)(size_t)Level.Lines[linenum].v2;
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}
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else
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{ // back
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seg.frontsector = Level.Lines[linenum].backsector;
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seg.backsector = Level.Lines[linenum].frontsector;
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seg.v2 = (int)(size_t)Level.Lines[linenum].v1;
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seg.v1 = (int)(size_t)Level.Lines[linenum].v2;
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}
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seg.linedef = linenum;
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side_t *sd = Level.Lines[linenum].sidedef[sidenum];
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seg.sidedef = sd != NULL? sd->Index() : int(NO_SIDE);
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seg.nextforvert = Vertices[seg.v1].segs;
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seg.nextforvert2 = Vertices[seg.v2].segs2;
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segnum = (int)Segs.Push (seg);
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Vertices[seg.v1].segs = segnum;
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Vertices[seg.v2].segs2 = segnum;
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D(Printf(PRINT_LOG, "Seg %4d: From line %d, side %s (%5d,%5d)-(%5d,%5d) [%08x,%08x]-[%08x,%08x]\n", segnum, linenum, sidenum ? "back " : "front",
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Vertices[seg.v1].x>>16, Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16,
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Vertices[seg.v1].x, Vertices[seg.v1].y, Vertices[seg.v2].x, Vertices[seg.v2].y));
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return segnum;
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}
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// For every seg, create FPrivSegs and FPrivVerts.
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void FNodeBuilder::AddSegs(seg_t *segs, int numsegs)
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{
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assert(numsegs > 0);
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for (int i = 0; i < numsegs; ++i)
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{
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FPrivSeg seg;
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FPrivVert vert;
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int segnum;
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seg.next = UINT_MAX;
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seg.loopnum = 0;
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seg.partner = UINT_MAX;
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seg.hashnext = NULL;
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seg.planefront = false;
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seg.planenum = UINT_MAX;
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seg.storedseg = UINT_MAX;
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seg.frontsector = segs[i].frontsector;
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seg.backsector = segs[i].backsector;
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vert.x = segs[i].v1->fixX();
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vert.y = segs[i].v1->fixY();
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seg.v1 = VertexMap->SelectVertexExact(vert);
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vert.x = segs[i].v2->fixX();
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vert.y = segs[i].v2->fixY();
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seg.v2 = VertexMap->SelectVertexExact(vert);
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seg.linedef = segs[i].linedef->Index();
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seg.sidedef = segs[i].sidedef != NULL ? segs[i].sidedef->Index() : int(NO_SIDE);
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seg.nextforvert = Vertices[seg.v1].segs;
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seg.nextforvert2 = Vertices[seg.v2].segs2;
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segnum = (int)Segs.Push(seg);
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Vertices[seg.v1].segs = segnum;
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Vertices[seg.v2].segs2 = segnum;
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}
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}
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// Group colinear segs together so that only one seg per line needs to be checked
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// by SelectSplitter().
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void FNodeBuilder::GroupSegPlanes ()
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{
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const int bucketbits = 12;
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FPrivSeg *buckets[1<<bucketbits] = { 0 };
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int i, planenum;
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for (i = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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seg->next = i+1;
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seg->hashnext = NULL;
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}
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Segs[Segs.Size()-1].next = UINT_MAX;
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for (i = planenum = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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fixed_t x1 = Vertices[seg->v1].x;
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fixed_t y1 = Vertices[seg->v1].y;
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fixed_t x2 = Vertices[seg->v2].x;
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fixed_t y2 = Vertices[seg->v2].y;
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angle_t ang = PointToAngle (x2 - x1, y2 - y1);
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if (ang >= 1u<<31)
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ang += 1u<<31;
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FPrivSeg *check = buckets[ang >>= 31-bucketbits];
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while (check != NULL)
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{
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fixed_t cx1 = Vertices[check->v1].x;
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fixed_t cy1 = Vertices[check->v1].y;
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fixed_t cdx = Vertices[check->v2].x - cx1;
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fixed_t cdy = Vertices[check->v2].y - cy1;
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if (PointOnSide (x1, y1, cx1, cy1, cdx, cdy) == 0 &&
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PointOnSide (x2, y2, cx1, cy1, cdx, cdy) == 0)
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{
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break;
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}
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check = check->hashnext;
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}
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if (check != NULL)
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{
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seg->planenum = check->planenum;
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const FSimpleLine *line = &Planes[seg->planenum];
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if (line->dx != 0)
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{
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if ((line->dx > 0 && x2 > x1) || (line->dx < 0 && x2 < x1))
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{
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seg->planefront = true;
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}
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else
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{
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seg->planefront = false;
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}
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}
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else
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{
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if ((line->dy > 0 && y2 > y1) || (line->dy < 0 && y2 < y1))
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{
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seg->planefront = true;
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}
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else
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{
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seg->planefront = false;
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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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seg->hashnext = buckets[ang];
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buckets[ang] = seg;
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seg->planenum = planenum++;
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seg->planefront = true;
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FSimpleLine pline = { Vertices[seg->v1].x,
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Vertices[seg->v1].y,
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Vertices[seg->v2].x - Vertices[seg->v1].x,
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Vertices[seg->v2].y - Vertices[seg->v1].y };
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Planes.Push (pline);
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}
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}
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D(Printf ("%d planes from %d segs\n", planenum, Segs.Size()));
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PlaneChecked.Reserve ((planenum + 7) / 8);
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}
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// Just create one plane per seg. Should be good enough for mini BSPs.
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void FNodeBuilder::GroupSegPlanesSimple()
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{
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Planes.Resize(Segs.Size());
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for (int i = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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FSimpleLine *pline = &Planes[i];
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seg->next = i+1;
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seg->hashnext = NULL;
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seg->planenum = i;
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seg->planefront = true;
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pline->x = Vertices[seg->v1].x;
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pline->y = Vertices[seg->v1].y;
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pline->dx = Vertices[seg->v2].x - Vertices[seg->v1].x;
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pline->dy = Vertices[seg->v2].y - Vertices[seg->v1].y;
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}
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Segs.Last().next = UINT_MAX;
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PlaneChecked.Reserve((Segs.Size() + 7) / 8);
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}
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void FNodeBuilder::AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg)
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{
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FPrivVert *v1 = &Vertices[seg->v1];
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FPrivVert *v2 = &Vertices[seg->v2];
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if (v1->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v1->x;
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if (v1->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v1->x;
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if (v1->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v1->y;
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if (v1->y > bbox[BOXTOP]) bbox[BOXTOP] = v1->y;
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if (v2->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v2->x;
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if (v2->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v2->x;
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if (v2->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v2->y;
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if (v2->y > bbox[BOXTOP]) bbox[BOXTOP] = v2->y;
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}
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void FNodeBuilder::FLevel::FindMapBounds()
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{
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double minx, maxx, miny, maxy;
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minx = maxx = Vertices[0].fX();
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miny = maxy = Vertices[0].fY();
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for (int i = 1; i < NumVertices; ++i)
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{
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vertex_t* v = &Vertices[i];
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if (v->fX() < minx) minx = v->fX();
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else if (v->fX() > maxx) maxx = v->fX();
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if (v->fY() < miny) miny = v->fY();
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else if (v->fY() > maxy) maxy = v->fY();
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}
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MinX = FLOAT2FIXED(minx);
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MinY = FLOAT2FIXED(miny);
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MaxX = FLOAT2FIXED(maxx);
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MaxY = FLOAT2FIXED(maxy);
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}
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FNodeBuilder::IVertexMap::~IVertexMap()
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{
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}
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FNodeBuilder::FVertexMap::FVertexMap (FNodeBuilder &builder,
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fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy)
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: MyBuilder(builder)
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{
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MinX = minx;
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MinY = miny;
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BlocksWide = int(((double(maxx) - minx + 1) + (BLOCK_SIZE - 1)) / +BLOCK_SIZE);
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BlocksTall = int(((double(maxy) - miny + 1) + (BLOCK_SIZE - 1)) / +BLOCK_SIZE);
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MaxX = MinX + fixed64_t(BlocksWide) * BLOCK_SIZE - 1;
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MaxY = MinY + fixed64_t(BlocksTall) * BLOCK_SIZE - 1;
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VertexGrid = new TArray<int>[BlocksWide * BlocksTall];
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}
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FNodeBuilder::FVertexMap::~FVertexMap ()
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{
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delete[] VertexGrid;
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}
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int FNodeBuilder::FVertexMap::SelectVertexExact (FNodeBuilder::FPrivVert &vert)
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{
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TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
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FPrivVert *vertices = &MyBuilder.Vertices[0];
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unsigned int i;
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for (i = 0; i < block.Size(); ++i)
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{
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if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
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{
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return block[i];
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}
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}
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// Not present: add it!
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return InsertVertex (vert);
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}
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int FNodeBuilder::FVertexMap::SelectVertexClose (FNodeBuilder::FPrivVert &vert)
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{
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TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
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FPrivVert *vertices = &MyBuilder.Vertices[0];
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unsigned int i;
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for (i = 0; i < block.Size(); ++i)
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{
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#if VERTEX_EPSILON <= 1
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if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
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#else
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if (abs(vertices[block[i]].x - vert.x) < VERTEX_EPSILON &&
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abs(vertices[block[i]].y - vert.y) < VERTEX_EPSILON)
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#endif
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{
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return block[i];
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}
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}
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// Not present: add it!
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return InsertVertex (vert);
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}
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int FNodeBuilder::FVertexMap::InsertVertex (FNodeBuilder::FPrivVert &vert)
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{
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int vertnum;
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vert.segs = UINT_MAX;
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vert.segs2 = UINT_MAX;
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vertnum = (int)MyBuilder.Vertices.Push (vert);
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// If a vertex is near a block boundary, then it will be inserted on
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// both sides of the boundary so that SelectVertexClose can find
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// it by checking in only one block.
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fixed64_t minx = max(MinX, fixed64_t(vert.x) - VERTEX_EPSILON);
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fixed64_t maxx = min(MaxX, fixed64_t(vert.x) + VERTEX_EPSILON);
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fixed64_t miny = max(MinY, fixed64_t(vert.y) - VERTEX_EPSILON);
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fixed64_t maxy = min(MaxY, fixed64_t(vert.y) + VERTEX_EPSILON);
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int blk[4] =
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{
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GetBlock (minx, miny),
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GetBlock (maxx, miny),
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GetBlock (minx, maxy),
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GetBlock (maxx, maxy)
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};
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unsigned int blkcount[4] =
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{
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VertexGrid[blk[0]].Size(),
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VertexGrid[blk[1]].Size(),
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VertexGrid[blk[2]].Size(),
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VertexGrid[blk[3]].Size()
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};
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for (int i = 0; i < 4; ++i)
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{
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if (VertexGrid[blk[i]].Size() == blkcount[i])
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{
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VertexGrid[blk[i]].Push (vertnum);
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}
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}
|
|
|
|
return vertnum;
|
|
}
|
|
|
|
FNodeBuilder::FVertexMapSimple::FVertexMapSimple(FNodeBuilder &builder)
|
|
: MyBuilder(builder)
|
|
{
|
|
}
|
|
|
|
int FNodeBuilder::FVertexMapSimple::SelectVertexExact(FNodeBuilder::FPrivVert &vert)
|
|
{
|
|
FPrivVert *verts = &MyBuilder.Vertices[0];
|
|
unsigned int stop = MyBuilder.Vertices.Size();
|
|
|
|
for (unsigned int i = 0; i < stop; ++i)
|
|
{
|
|
if (verts[i].x == vert.x && verts[i].y == vert.y)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
// Not present: add it!
|
|
return InsertVertex(vert);
|
|
}
|
|
|
|
int FNodeBuilder::FVertexMapSimple::SelectVertexClose(FNodeBuilder::FPrivVert &vert)
|
|
{
|
|
FPrivVert *verts = &MyBuilder.Vertices[0];
|
|
unsigned int stop = MyBuilder.Vertices.Size();
|
|
|
|
for (unsigned int i = 0; i < stop; ++i)
|
|
{
|
|
#if VERTEX_EPSILON <= 1
|
|
if (verts[i].x == vert.x && verts[i].y == y)
|
|
#else
|
|
if (abs(verts[i].x - vert.x) < VERTEX_EPSILON &&
|
|
abs(verts[i].y - vert.y) < VERTEX_EPSILON)
|
|
#endif
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
// Not present: add it!
|
|
return InsertVertex (vert);
|
|
}
|
|
|
|
int FNodeBuilder::FVertexMapSimple::InsertVertex (FNodeBuilder::FPrivVert &vert)
|
|
{
|
|
vert.segs = UINT_MAX;
|
|
vert.segs2 = UINT_MAX;
|
|
return (int)MyBuilder.Vertices.Push (vert);
|
|
}
|