raze/source/core/nodebuilder/nodebuild_utility.cpp

527 lines
14 KiB
C++

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