- Added code to explicitly handle outputting overlapping segs when

building GL nodes with ZDBSP, removing the check that discarded
  them early on.

SVN r157 (trunk)
This commit is contained in:
Randy Heit 2006-05-31 23:17:26 +00:00
parent 938f25e39b
commit 8617f499d5
4 changed files with 125 additions and 186 deletions

View File

@ -65,6 +65,7 @@ void FNodeBuilder::BuildTree ()
fprintf (stderr, " BSP: 0.0%%\r");
HackSeg = DWORD_MAX;
HackMate = DWORD_MAX;
CreateNode (0, bbox);
CreateSubsectorsForReal ();
fprintf (stderr, " BSP: 100.0%%\n");
@ -195,7 +196,8 @@ void FNodeBuilder::CreateSubsectorsForReal ()
D(printf ("Output subsector %d:\n", Subsectors.Size()));
for (unsigned int i = sub.firstline; i < SegList.Size(); ++i)
{
D(printf (" Seg %5d (%5d,%5d)-(%5d,%5d)\n", SegList[i].SegPtr - &Segs[0],
D(printf (" Seg %5d%c(%5d,%5d)-(%5d,%5d)\n", SegList[i].SegPtr - &Segs[0],
SegList[i].SegPtr->linedef == -1 ? '+' : ' ',
Vertices[SegList[i].SegPtr->v1].x>>16,
Vertices[SegList[i].SegPtr->v1].y>>16,
Vertices[SegList[i].SegPtr->v2].x>>16,
@ -293,7 +295,8 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
do
{
D(Printf (" - seg %d(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
D(Printf (" - seg %d%c(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
Segs[seg].linedef == -1 ? '+' : ' ',
Vertices[Segs[seg].v1].x>>16, Vertices[Segs[seg].v1].y>>16,
Vertices[Segs[seg].v2].x>>16, Vertices[Segs[seg].v2].y>>16,
Segs[seg].linedef, Segs[seg].frontsector, Segs[seg].backsector));
@ -322,7 +325,11 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
} while (seg != DWORD_MAX);
if (seg == DWORD_MAX)
{ // It's a valid subsector
{ // It's a valid non-GL subsector, and probably a valid GL subsector too.
if (GLNodes)
{
return CheckSubsectorOverlappingSegs (set, node, splitseg);
}
return false;
}
@ -333,20 +340,60 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
// from multiple sectors, and it seems ZenNode does something
// similar. It is the only technique I could find that makes the
// "transparent water" in nb_bmtrk.wad work properly.
//
// The seg is marked to indicate that it should be forced to the
// back of the splitter. Because these segs already form a convex
// set, all the other segs will be in front of the splitter. Since
// the splitter is formed from this seg, the back of the splitter
// will have a one-dimensional subsector. SplitSegs() will add two
// new minisegs to close it: one seg replaces this one on the front
// of the splitter, and the other is its partner on the back.
//
// Old code that will actually create valid two-dimensional sectors
// is included below for reference but is not likely to be used again.
return ShoveSegBehind (set, node, seg, DWORD_MAX);
}
// When creating GL nodes, we need to check for segs with the same start and
// end vertices and split them into two subsectors.
bool FNodeBuilder::CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg)
{
int v1, v2;
DWORD seg1, seg2;
for (seg1 = set; seg1 != DWORD_MAX; seg1 = Segs[seg1].next)
{
if (Segs[seg1].linedef == -1)
{ // Do not check minisegs.
continue;
}
v1 = Segs[seg1].v1;
v2 = Segs[seg1].v2;
for (seg2 = Segs[seg1].next; seg2 != DWORD_MAX; seg2 = Segs[seg2].next)
{
if (Segs[seg2].v1 == v1 && Segs[seg2].v2 == v2)
{
if (Segs[seg2].linedef == -1)
{ // Do not put minisegs into a new subsector.
swap (seg1, seg2);
}
D(Printf("Need to synthesize a splitter for set %d on seg %d (ov)\n", set, seg2));
splitseg = DWORD_MAX;
return ShoveSegBehind (set, node, seg2, seg1);
}
}
}
// It really is a good subsector.
return false;
}
// The seg is marked to indicate that it should be forced to the
// back of the splitter. Because these segs already form a convex
// set, all the other segs will be in front of the splitter. Since
// the splitter is formed from this seg, the back of the splitter
// will have a one-dimensional subsector. SplitSegs() will add one
// or two new minisegs to close it: If mate is DWORD_MAX, then a
// new seg is created to replace this one on the front of the
// splitter. Otherwise, mate takes its place. In either case, the
// seg in front of the splitter is partnered with a new miniseg on
// the back so that the back will have two segs.
bool FNodeBuilder::ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate)
{
SetNodeFromSeg (node, &Segs[seg]);
HackSeg = seg;
HackMate = mate;
if (!Segs[seg].planefront)
{
node.x += node.dx;
@ -355,79 +402,6 @@ bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int
node.dy = -node.dy;
}
return Heuristic (node, set, false) != 0;
#if 0
// If there are only two segs in the set, and they form two sides
// of a triangle, the splitter should pass through their shared
// point and the (imaginary) third side of the triangle
if (setsize == 2)
{
FPrivVert *v1, *v2, *v3;
if (Vertices[Segs[set].v2] == Vertices[Segs[seg].v1])
{
v1 = &Vertices[Segs[set].v1];
v2 = &Vertices[Segs[seg].v2];
v3 = &Vertices[Segs[set].v2];
}
else if (Vertices[Segs[set].v1] == Vertices[Segs[seg].v2])
{
v1 = &Vertices[Segs[seg].v1];
v2 = &Vertices[Segs[set].v2];
v3 = &Vertices[Segs[seg].v2];
}
else
{
v1 = v2 = v3 = NULL;
}
if (v1 != NULL)
{
node.x = v3->x;
node.y = v3->y;
node.dx = v1->x + (v2->x-v1->x)/2 - node.x;
node.dy = v1->y + (v2->y-v1->y)/2 - node.y;
return Heuristic (node, set, false) != 0;
}
}
bool nosplit = true;
int firsthit = seg;
do
{
seg = firsthit;
do
{
if (Segs[seg].linedef != -1 &&
Segs[seg].frontsector != sec &&
Segs[seg].frontsector == Segs[seg].backsector)
{
node.x = Vertices[Segs[set].v1].x;
node.y = Vertices[Segs[set].v1].y;
node.dx = Vertices[Segs[seg].v2].x - node.x;
node.dy = Vertices[Segs[seg].v2].y - node.y;
if (Heuristic (node, set, nosplit) != 0)
{
return true;
}
node.dx = Vertices[Segs[seg].v1].x - node.x;
node.dy = Vertices[Segs[seg].v1].y - node.y;
if (Heuristic (node, set, nosplit) != 0)
{
return true;
}
}
seg = Segs[seg].next;
} while (seg != DWORD_MAX);
} while ((nosplit ^= 1) == 0);
// Give up.
return false;
#endif
}
// Splitters are chosen to coincide with segs in the given set. To reduce the
@ -474,7 +448,9 @@ int FNodeBuilder::SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int
int value = Heuristic (node, set, nosplit);
D(Printf ("Seg %5d (%5d,%5d)-(%5d,%5d) scores %d\n", seg, node.x>>16, node.y>>16,
D(Printf ("Seg %5d%c(%5d,%5d)-(%5d,%5d) scores %d\n", seg,
Segs[seg].linedef == -1 ? '+' : ' ',
node.x>>16, node.y>>16,
(node.x+node.dx)>>16, (node.y+node.dy)>>16, value));
if (value > bestvalue)
@ -919,15 +895,24 @@ void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &ou
DWORD newback, newfront;
newback = AddMiniseg (seg->v2, seg->v1, DWORD_MAX, set, splitseg);
if (HackMate == DWORD_MAX)
{
newfront = AddMiniseg (Segs[set].v1, Segs[set].v2, newback, set, splitseg);
Segs[newfront].next = outset0;
outset0 = newfront;
}
else
{
newfront = HackMate;
Segs[newfront].partner = newback;
Segs[newback].partner = newfront;
}
Segs[newback].frontsector = Segs[newback].backsector =
Segs[newfront].frontsector = Segs[newfront].backsector =
Segs[set].frontsector;
Segs[newback].next = outset1;
outset1 = newback;
Segs[newfront].next = outset0;
outset0 = newfront;
}
set = next;
}
@ -1115,7 +1100,9 @@ void FNodeBuilder::PrintSet (int l, DWORD set)
Printf ("set %d:\n", l);
for (; set != DWORD_MAX; set = Segs[set].next)
{
Printf ("\t%lu(%d):%d(%d,%d)-%d(%d,%d)\n", set, Segs[set].frontsector,
Printf ("\t%lu(%d)%c%d(%d,%d)-%d(%d,%d)\n", set,
Segs[set].frontsector,
Segs[set].linedef == -1 ? '+' : ':',
Segs[set].v1,
Vertices[Segs[set].v1].x>>16, Vertices[Segs[set].v1].y>>16,
Segs[set].v2,

View File

@ -140,6 +140,7 @@ private:
TArray<FSplitSharer> SplitSharers; // Segs collinear with the current splitter
DWORD HackSeg; // Seg to force to back of splitter
DWORD HackMate; // Seg to use in front of hack seg
FLevel &Level;
bool GLNodes;
@ -151,7 +152,7 @@ private:
int SelectVertexExact (FPrivVert &vertex);
void BuildTree ();
void MakeSegsFromSides ();
FPrivSeg *CheckSegForDuplicate (const FPrivSeg *check);
int CreateSeg (int linenum, int sidenum);
void GroupSegPlanes ();
void FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors);
bool GetPolyExtents (int polynum, fixed_t bbox[4]);
@ -161,6 +162,8 @@ private:
DWORD CreateSubsector (DWORD set, fixed_t bbox[4]);
void CreateSubsectorsForReal ();
bool CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int setsize);
bool CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg);
bool ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate);
int SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int step, bool nosplit);
void SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &outset0, DWORD &outset1);
DWORD SplitSeg (DWORD segnum, int splitvert, int v1InFront);

View File

@ -132,7 +132,8 @@ int FNodeBuilder::CloseSubsector (TArray<MapSegGLEx> &segs, int subsector)
{
seg = &Segs[SegList[j].SegNum];
angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
printf ("%d: %5d(%5d,%5d)->%5d(%5d,%5d) - %3.3f %d,%d\n", j,
printf ("%d%c %5d(%5d,%5d)->%5d(%5d,%5d) - %3.3f %d,%d\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),
@ -208,17 +209,6 @@ int FNodeBuilder::CloseSubsector (TArray<MapSegGLEx> &segs, int subsector)
D(printf("degenerate subsector\n"));
#if 0
for (j = first + 1; j < max; ++j)
{
seg = &Segs[SegList[j].SegNum];
dx2 = Vertices[seg->v1].x - x1;
dy2 = Vertices[seg->v1].y - y1;
dot = dx*dx2 + dy*dy2;
printf ("Seg %d: dot %g\n", j, dot);
}
#endif
// Stage 1. Go forward.
count += OutputDegenerateSubsector (segs, subsector, true, 0, prev);

View File

@ -92,46 +92,13 @@ int FNodeBuilder::SelectVertexExact (FPrivVert &vertex)
void FNodeBuilder::MakeSegsFromSides ()
{
FPrivSeg *share1, *share2;
FPrivSeg seg;
int i, j;
seg.next = DWORD_MAX;
seg.loopnum = 0;
seg.offset = 0;
seg.partner = DWORD_MAX;
for (i = 0; i < Level.NumLines; ++i)
{
share1 = NULL;
if (Level.Lines[i].sidenum[0] != NO_INDEX)
{
WORD backside;
seg.linedef = i;
seg.sidedef = Level.Lines[i].sidenum[0];
backside = Level.Lines[i].sidenum[1];
seg.frontsector = Level.Sides[seg.sidedef].sector;
seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
seg.v1 = Level.Lines[i].v1;
seg.v2 = Level.Lines[i].v2;
seg.nextforvert = Vertices[seg.v1].segs;
seg.nextforvert2 = Vertices[seg.v2].segs2;
share1 = CheckSegForDuplicate (&seg);
if (share1 == NULL)
{
seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
Vertices[seg.v2].y-Vertices[seg.v1].y);
j = (int)Segs.Push (seg);
Vertices[seg.v1].segs = j;
Vertices[seg.v2].segs2 = j;
D(printf("Seg %4d: From line %d, side front (%5d,%5d)-(%5d,%5d)\n", j, i, Vertices[seg.v1].x>>16,
Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
}
else
{
printf ("Linedefs %d and %d share endpoints.\n", i, share1->linedef);
}
CreateSeg (i, 0);
}
else
{
@ -140,62 +107,54 @@ void FNodeBuilder::MakeSegsFromSides ()
if (Level.Lines[i].sidenum[1] != NO_INDEX)
{
WORD backside;
seg.linedef = i;
seg.sidedef = Level.Lines[i].sidenum[1];
backside = Level.Lines[i].sidenum[0];
seg.frontsector = Level.Sides[seg.sidedef].sector;
seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
seg.v1 = Level.Lines[i].v2;
seg.v2 = Level.Lines[i].v1;
seg.nextforvert = Vertices[seg.v1].segs;
seg.nextforvert2 = Vertices[seg.v2].segs2;
seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
Vertices[seg.v2].y-Vertices[seg.v1].y);
share2 = CheckSegForDuplicate (&seg);
if (share2 == NULL)
{
j = (int)Segs.Push (seg);
Vertices[seg.v1].segs = j;
Vertices[seg.v2].segs2 = j;
if (Level.Lines[i].sidenum[0] != NO_INDEX && share1 == NULL)
j = CreateSeg (i, 1);
if (Level.Lines[i].sidenum[0] != NO_INDEX)
{
Segs[j-1].partner = j;
Segs[j].partner = j-1;
}
D(printf("Seg %4d: From line %d, side back (%5d,%5d)-(%5d,%5d)\n", j, i, Vertices[seg.v1].x>>16,
Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
}
else if (share2->linedef != share1->linedef)
{
printf ("Linedefs %d and %d share endpoints.\n", i, share2->linedef);
}
}
}
}
// Check for another seg with the same start and end vertices as this one.
// Combined with its use above, this will find two-sided lines that are shadowed
// by another one- or two-sided line, and it will also find one-sided lines that
// shadow each other. It will not find one-sided lines that share endpoints but
// face opposite directions. Although they should probably be a single two-sided
// line, leaving them in will not generate bad nodes.
FNodeBuilder::FPrivSeg *FNodeBuilder::CheckSegForDuplicate (const FNodeBuilder::FPrivSeg *check)
int FNodeBuilder::CreateSeg (int linenum, int sidenum)
{
DWORD segnum;
FPrivSeg seg;
WORD backside;
int segnum;
// Check for segs facing the same direction
for (segnum = check->nextforvert; segnum != DWORD_MAX; segnum = Segs[segnum].nextforvert)
{
if (Segs[segnum].v2 == check->v2)
{
return &Segs[segnum];
seg.next = DWORD_MAX;
seg.loopnum = 0;
seg.offset = 0;
seg.partner = DWORD_MAX;
if (sidenum == 0)
{ // front
seg.v1 = Level.Lines[linenum].v1;
seg.v2 = Level.Lines[linenum].v2;
}
else
{ // back
seg.v2 = Level.Lines[linenum].v1;
seg.v1 = Level.Lines[linenum].v2;
}
return NULL;
seg.linedef = linenum;
seg.sidedef = Level.Lines[linenum].sidenum[sidenum];
backside = Level.Lines[linenum].sidenum[!sidenum];
seg.frontsector = Level.Sides[seg.sidedef].sector;
seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
seg.nextforvert = Vertices[seg.v1].segs;
seg.nextforvert2 = Vertices[seg.v2].segs2;
seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
Vertices[seg.v2].y-Vertices[seg.v1].y);
segnum = (int)Segs.Push (seg);
Vertices[seg.v1].segs = segnum;
Vertices[seg.v2].segs2 = segnum;
D(printf("Seg %4d: From line %d, side %s (%5d,%5d)-(%5d,%5d)\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));
return segnum;
}
// Group colinear segs together so that only one seg per line needs to be checked