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c51e49f02f
- Fixed the OrgSectorMap generation in FLevel::RemoveExtraSectors(). - Added a version of ClassifyLine compiled with SSE (but not SSE2) optimization for people with Pentium 3/Athlon XPs to use. - Added ClassifyLine backpatching for the GCC Windows build. The first time a function calls ClassifyLine, it has to check which version to use and jump to the appropriate one. After that, it calls the desired one straight away. SVN r227 (trunk)
1072 lines
28 KiB
C++
1072 lines
28 KiB
C++
/*
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Most of the logic for the node builder.
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Copyright (C) 2002-2006 Randy Heit
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This program is free software; you can redistribute it and/or modify
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it under 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
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include <stdlib.h>
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#include <assert.h>
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#include <malloc.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "zdbsp.h"
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#include "nodebuild.h"
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#include "templates.h"
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#define Printf printf
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#define STACK_ARGS
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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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FNodeBuilder::FNodeBuilder (FLevel &level,
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TArray<FPolyStart> &polyspots, TArray<FPolyStart> &anchors,
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const char *name, bool makeGLnodes, BYTE sselevel)
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: Level(level), SegsStuffed(0), MapName(name)
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{
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VertexMap = new FVertexMap (*this, Level.MinX, Level.MinY, Level.MaxX, Level.MaxY);
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GLNodes = makeGLnodes;
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SSELevel = sselevel;
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FindUsedVertices (Level.Vertices, Level.NumVertices);
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MakeSegsFromSides ();
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FindPolyContainers (polyspots, anchors);
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GroupSegPlanes ();
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BuildTree ();
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}
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FNodeBuilder::~FNodeBuilder()
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{
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if (VertexMap != 0)
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{
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delete VertexMap;
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}
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}
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void FNodeBuilder::BuildTree ()
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{
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fixed_t bbox[4];
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fprintf (stderr, " BSP: 0.0%%\r");
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HackSeg = DWORD_MAX;
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HackMate = DWORD_MAX;
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CreateNode (0, bbox);
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CreateSubsectorsForReal ();
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fprintf (stderr, " BSP: 100.0%%\n");
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}
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DWORD FNodeBuilder::CreateNode (DWORD set, fixed_t bbox[4])
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{
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node_t node;
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int skip, count, selstat;
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DWORD splitseg;
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count = CountSegs (set);
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skip = count / MaxSegs;
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if ((selstat = SelectSplitter (set, node, splitseg, skip, true)) > 0 ||
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(skip > 0 && (selstat = SelectSplitter (set, node, splitseg, 1, true)) > 0) ||
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(selstat < 0 && (SelectSplitter (set, node, splitseg, skip, false) > 0) ||
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(skip > 0 && SelectSplitter (set, node, splitseg, 1, false))) ||
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CheckSubsector (set, node, splitseg, count))
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{
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// Create a normal node
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DWORD set1, set2;
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SplitSegs (set, node, splitseg, set1, set2);
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D(PrintSet (1, set1));
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D(Printf ("(%d,%d) delta (%d,%d) from seg %d\n", node.x>>16, node.y>>16, node.dx>>16, node.dy>>16, splitseg));
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D(PrintSet (2, set2));
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node.intchildren[0] = CreateNode (set1, node.bbox[0]);
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node.intchildren[1] = CreateNode (set2, node.bbox[1]);
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bbox[BOXTOP] = MAX (node.bbox[0][BOXTOP], node.bbox[1][BOXTOP]);
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bbox[BOXBOTTOM] = MIN (node.bbox[0][BOXBOTTOM], node.bbox[1][BOXBOTTOM]);
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bbox[BOXLEFT] = MIN (node.bbox[0][BOXLEFT], node.bbox[1][BOXLEFT]);
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bbox[BOXRIGHT] = MAX (node.bbox[0][BOXRIGHT], node.bbox[1][BOXRIGHT]);
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return (int)Nodes.Push (node);
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}
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else
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{
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return NFX_SUBSECTOR | CreateSubsector (set, bbox);
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}
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}
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DWORD FNodeBuilder::CreateSubsector (DWORD set, fixed_t bbox[4])
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{
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int ssnum, count;
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bbox[BOXTOP] = bbox[BOXRIGHT] = INT_MIN;
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bbox[BOXBOTTOM] = bbox[BOXLEFT] = INT_MAX;
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D(Printf ("Subsector from set %d\n", set));
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assert (set != DWORD_MAX);
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#if defined(_DEBUG)// || 1
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// Check for segs with duplicate start/end vertices
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DWORD s1, s2;
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for (s1 = set; s1 != DWORD_MAX; s1 = Segs[s1].next)
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{
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for (s2 = Segs[s1].next; s2 != DWORD_MAX; s2 = Segs[s2].next)
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{
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if (Segs[s1].v1 == Segs[s2].v1)
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printf ("Segs %d%c and %d%c have duplicate start vertex %d (%d, %d)\n",
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s1, Segs[s1].linedef == -1 ? '*' : ' ',
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s2, Segs[s2].linedef == -1 ? '*' : ' ',
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Segs[s1].v1,
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Vertices[Segs[s1].v1].x >> 16, Vertices[Segs[s1].v1].y >> 16);
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if (Segs[s1].v2 == Segs[s2].v2)
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printf ("Segs %d%c and %d%c have duplicate end vertex %d (%d, %d)\n",
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s1, Segs[s1].linedef == -1 ? '*' : ' ',
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s2, Segs[s2].linedef == -1 ? '*' : ' ',
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Segs[s1].v2,
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Vertices[Segs[s1].v2].x >> 16, Vertices[Segs[s1].v2].y >> 16);
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}
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}
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#endif
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// We cannot actually create the subsector now because the node building
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// process might split a seg in this subsector (because all partner segs
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// must use the same pair of vertices), adding a new seg that hasn't been
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// created yet. After all the nodes are built, then we can create the
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// actual subsectors using the CreateSubsectorsForReal function below.
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ssnum = (int)SubsectorSets.Push (set);
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count = 0;
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while (set != DWORD_MAX)
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{
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AddSegToBBox (bbox, &Segs[set]);
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set = Segs[set].next;
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count++;
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}
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SegsStuffed += count;
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if ((SegsStuffed & ~63) != ((SegsStuffed - count) & ~63))
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{
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int percent = (int)(SegsStuffed * 1000.0 / Segs.Size());
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fprintf (stderr, " BSP: %3d.%d%%\r", percent/10, percent%10);
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}
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D(Printf ("bbox (%d,%d)-(%d,%d)\n", bbox[BOXLEFT]>>16, bbox[BOXBOTTOM]>>16, bbox[BOXRIGHT]>>16, bbox[BOXTOP]>>16));
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return ssnum;
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}
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void FNodeBuilder::CreateSubsectorsForReal ()
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{
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unsigned int i;
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for (i = 0; i < SubsectorSets.Size(); ++i)
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{
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subsector_t sub;
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DWORD set = SubsectorSets[i];
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sub.firstline = (DWORD)SegList.Size();
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while (set != DWORD_MAX)
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{
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USegPtr ptr;
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ptr.SegPtr = &Segs[set];
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SegList.Push (ptr);
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set = ptr.SegPtr->next;
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}
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sub.numlines = (DWORD)(SegList.Size() - sub.firstline);
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// Sort segs by linedef for special effects
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qsort (&SegList[sub.firstline], sub.numlines, sizeof(USegPtr), SortSegs);
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// Convert seg pointers into indices
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D(printf ("Output subsector %d:\n", Subsectors.Size()));
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for (unsigned int i = sub.firstline; i < SegList.Size(); ++i)
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{
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D(printf (" Seg %5d%c(%5d,%5d)-(%5d,%5d)\n", SegList[i].SegPtr - &Segs[0],
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SegList[i].SegPtr->linedef == -1 ? '+' : ' ',
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Vertices[SegList[i].SegPtr->v1].x>>16,
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Vertices[SegList[i].SegPtr->v1].y>>16,
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Vertices[SegList[i].SegPtr->v2].x>>16,
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Vertices[SegList[i].SegPtr->v2].y>>16));
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SegList[i].SegNum = DWORD(SegList[i].SegPtr - &Segs[0]);
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}
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Subsectors.Push (sub);
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}
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}
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int STACK_ARGS FNodeBuilder::SortSegs (const void *a, const void *b)
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{
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const FPrivSeg *x = ((const USegPtr *)a)->SegPtr;
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const FPrivSeg *y = ((const USegPtr *)b)->SegPtr;
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// Segs are grouped into three categories in this order:
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//
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// 1. Segs with different front and back sectors (or no back at all).
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// 2. Segs with the same front and back sectors.
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// 3. Minisegs.
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//
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// Within the first two sets, segs are also sorted by linedef.
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//
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// Note that when GL subsectors are written, the segs will be reordered
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// so that they are in clockwise order, and extra minisegs will be added
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// as needed to close the subsector. But the first seg used will still be
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// the first seg chosen here.
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int xtype, ytype;
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if (x->linedef == -1)
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{
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xtype = 2;
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}
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else if (x->frontsector == x->backsector)
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{
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xtype = 1;
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}
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else
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{
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xtype = 0;
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}
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if (y->linedef == -1)
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{
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ytype = 2;
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}
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else if (y->frontsector == y->backsector)
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{
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ytype = 1;
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}
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else
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{
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ytype = 0;
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}
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if (xtype != ytype)
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{
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return xtype - ytype;
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}
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else if (xtype < 2)
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{
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return x->linedef - y->linedef;
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}
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else
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{
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return 0;
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}
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}
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int FNodeBuilder::CountSegs (DWORD set) const
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{
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int count = 0;
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while (set != DWORD_MAX)
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{
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count++;
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set = Segs[set].next;
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}
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return count;
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}
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// Given a set of segs, checks to make sure they all belong to a single
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// sector. If so, false is returned, and they become a subsector. If not,
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// a splitter is synthesized, and true is returned to continue processing
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// down this branch of the tree.
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bool FNodeBuilder::CheckSubsector (DWORD set, node_t &node, DWORD &splitseg, int setsize)
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{
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int sec;
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DWORD seg;
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sec = -1;
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seg = set;
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do
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{
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D(Printf (" - seg %d%c(%d,%d)-(%d,%d) line %d front %d back %d\n", seg,
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Segs[seg].linedef == -1 ? '+' : ' ',
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Vertices[Segs[seg].v1].x>>16, Vertices[Segs[seg].v1].y>>16,
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Vertices[Segs[seg].v2].x>>16, Vertices[Segs[seg].v2].y>>16,
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Segs[seg].linedef, Segs[seg].frontsector, Segs[seg].backsector));
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if (Segs[seg].linedef != -1 &&
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Segs[seg].frontsector != sec
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// Segs with the same front and back sectors are allowed to reside
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// in a subsector with segs from a different sector, because the
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// only effect they can have on the display is to place masked
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// mid textures in the scene. Since minisegs only mark subsector
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// boundaries, their sector information is unimportant.
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//
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// Update: Lines with the same front and back sectors *can* affect
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// the display if their subsector does not match their front sector.
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/*&& Segs[seg].frontsector != Segs[seg].backsector*/)
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{
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if (sec == -1)
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{
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sec = Segs[seg].frontsector;
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}
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else
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{
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break;
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}
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}
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seg = Segs[seg].next;
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} while (seg != DWORD_MAX);
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if (seg == DWORD_MAX)
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{ // It's a valid non-GL subsector, and probably a valid GL subsector too.
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if (GLNodes)
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{
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return CheckSubsectorOverlappingSegs (set, node, splitseg);
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}
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return false;
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}
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D(Printf("Need to synthesize a splitter for set %d on seg %d\n", set, seg));
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splitseg = DWORD_MAX;
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// This is a very simple and cheap "fix" for subsectors with segs
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// from multiple sectors, and it seems ZenNode does something
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// similar. It is the only technique I could find that makes the
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// "transparent water" in nb_bmtrk.wad work properly.
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return ShoveSegBehind (set, node, seg, DWORD_MAX);
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}
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// When creating GL nodes, we need to check for segs with the same start and
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// end vertices and split them into two subsectors.
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bool FNodeBuilder::CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg)
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{
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int v1, v2;
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DWORD seg1, seg2;
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for (seg1 = set; seg1 != DWORD_MAX; seg1 = Segs[seg1].next)
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{
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if (Segs[seg1].linedef == -1)
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{ // Do not check minisegs.
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continue;
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}
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v1 = Segs[seg1].v1;
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v2 = Segs[seg1].v2;
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for (seg2 = Segs[seg1].next; seg2 != DWORD_MAX; seg2 = Segs[seg2].next)
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{
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if (Segs[seg2].v1 == v1 && Segs[seg2].v2 == v2)
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{
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if (Segs[seg2].linedef == -1)
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{ // Do not put minisegs into a new subsector.
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swap (seg1, seg2);
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}
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D(Printf("Need to synthesize a splitter for set %d on seg %d (ov)\n", set, seg2));
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splitseg = DWORD_MAX;
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return ShoveSegBehind (set, node, seg2, seg1);
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}
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}
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}
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// It really is a good subsector.
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return false;
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}
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// The seg is marked to indicate that it should be forced to the
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// back of the splitter. Because these segs already form a convex
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// set, all the other segs will be in front of the splitter. Since
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// the splitter is formed from this seg, the back of the splitter
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// will have a one-dimensional subsector. SplitSegs() will add one
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// or two new minisegs to close it: If mate is DWORD_MAX, then a
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// new seg is created to replace this one on the front of the
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// splitter. Otherwise, mate takes its place. In either case, the
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// seg in front of the splitter is partnered with a new miniseg on
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// the back so that the back will have two segs.
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bool FNodeBuilder::ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate)
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{
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SetNodeFromSeg (node, &Segs[seg]);
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HackSeg = seg;
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HackMate = mate;
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if (!Segs[seg].planefront)
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{
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node.x += node.dx;
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node.y += node.dy;
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node.dx = -node.dx;
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node.dy = -node.dy;
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}
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return Heuristic (node, set, false) != 0;
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}
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// Splitters are chosen to coincide with segs in the given set. To reduce the
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// number of segs that need to be considered as splitters, segs are grouped into
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// according to the planes that they lie on. Because one seg on the plane is just
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// as good as any other seg on the plane at defining a split, only one seg from
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// each unique plane needs to be considered as a splitter. A result of 0 means
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// this set is a convex region. A result of -1 means that there were possible
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// splitters, but they all split segs we want to keep intact.
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int FNodeBuilder::SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int step, bool nosplit)
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{
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int stepleft;
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int bestvalue;
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DWORD bestseg;
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DWORD seg;
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bool nosplitters = false;
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bestvalue = 0;
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bestseg = DWORD_MAX;
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seg = set;
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stepleft = 0;
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memset (&PlaneChecked[0], 0, PlaneChecked.Size());
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while (seg != DWORD_MAX)
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{
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FPrivSeg *pseg = &Segs[seg];
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if (--stepleft <= 0)
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{
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int l = pseg->planenum >> 3;
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int r = 1 << (pseg->planenum & 7);
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if (l < 0 || (PlaneChecked[l] & r) == 0)
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{
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if (l >= 0)
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{
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PlaneChecked[l] |= r;
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}
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stepleft = step;
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SetNodeFromSeg (node, pseg);
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int value = Heuristic (node, set, nosplit);
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D(Printf ("Seg %5d%c(%5d,%5d)-(%5d,%5d) scores %d\n", seg,
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Segs[seg].linedef == -1 ? '+' : ' ',
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node.x>>16, node.y>>16,
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(node.x+node.dx)>>16, (node.y+node.dy)>>16, value));
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if (value > bestvalue)
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{
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bestvalue = value;
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bestseg = seg;
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}
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else if (value < 0)
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{
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nosplitters = true;
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}
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}
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else
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{
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pseg = pseg;
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}
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}
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seg = pseg->next;
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}
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if (bestseg == DWORD_MAX)
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{ // No lines split any others into two sets, so this is a convex region.
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D(Printf ("set %d, step %d, nosplit %d has no good splitter (%d)\n", set, step, nosplit, nosplitters));
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return nosplitters ? -1 : 0;
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}
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D(Printf ("split seg %u in set %u, score %d, step %d, nosplit %d\n", bestseg, set, bestvalue, step, nosplit));
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splitseg = bestseg;
|
|
SetNodeFromSeg (node, &Segs[bestseg]);
|
|
return 1;
|
|
}
|
|
|
|
// Given a splitter (node), returns a score based on how "good" the resulting
|
|
// split in a set of segs is. Higher scores are better. -1 means this splitter
|
|
// splits something it shouldn't and will only be returned if honorNoSplit is
|
|
// true. A score of 0 means that the splitter does not split any of the segs
|
|
// in the set.
|
|
|
|
int FNodeBuilder::Heuristic (node_t &node, DWORD set, bool honorNoSplit)
|
|
{
|
|
int score = 0;
|
|
int segsInSet = 0;
|
|
int counts[2] = { 0, 0 };
|
|
int realSegs[2] = { 0, 0 };
|
|
int specialSegs[2] = { 0, 0 };
|
|
DWORD i = set;
|
|
int sidev1, sidev2;
|
|
int side;
|
|
bool splitter = false;
|
|
unsigned int max, m2, p, q;
|
|
double frac;
|
|
|
|
Touched.Clear ();
|
|
Colinear.Clear ();
|
|
|
|
while (i != DWORD_MAX)
|
|
{
|
|
const FPrivSeg *test = &Segs[i];
|
|
|
|
if (HackSeg == i)
|
|
{
|
|
side = 1;
|
|
}
|
|
else
|
|
{
|
|
side = ClassifyLine (node, test, sidev1, sidev2);
|
|
}
|
|
|
|
switch (side)
|
|
{
|
|
case 0: // Seg is on only one side of the partition
|
|
case 1:
|
|
// If we don't split this line, but it abuts the splitter, also reject it.
|
|
// The "right" thing to do in this case is to only reject it if there is
|
|
// another nosplit seg from the same sector at this vertex. Note that a line
|
|
// that lies exactly on top of the splitter is okay.
|
|
if (test->loopnum && honorNoSplit && (sidev1 == 0 || sidev2 == 0))
|
|
{
|
|
if ((sidev1 | sidev2) != 0)
|
|
{
|
|
max = Touched.Size();
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
if (Touched[p] == test->loopnum)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (p == max)
|
|
{
|
|
Touched.Push (test->loopnum);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
max = Colinear.Size();
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
if (Colinear[p] == test->loopnum)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (p == max)
|
|
{
|
|
Colinear.Push (test->loopnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
counts[side]++;
|
|
if (test->linedef != -1)
|
|
{
|
|
realSegs[side]++;
|
|
if (test->frontsector == test->backsector)
|
|
{
|
|
specialSegs[side]++;
|
|
}
|
|
// Add some weight to the score for unsplit lines
|
|
score += SplitCost;
|
|
}
|
|
else
|
|
{
|
|
// Minisegs don't count quite as much for nosplitting
|
|
score += SplitCost / 4;
|
|
}
|
|
break;
|
|
|
|
default: // Seg is cut by the partition
|
|
// If we are not allowed to split this seg, reject this splitter
|
|
if (test->loopnum)
|
|
{
|
|
if (honorNoSplit)
|
|
{
|
|
D(Printf ("Splits seg %d\n", i));
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
splitter = true;
|
|
}
|
|
}
|
|
|
|
// Splitters that are too close to a vertex are bad.
|
|
frac = InterceptVector (node, *test);
|
|
if (frac < 0.001 || frac > 0.999)
|
|
{
|
|
score -= int(1 / frac);
|
|
}
|
|
|
|
counts[0]++;
|
|
counts[1]++;
|
|
if (test->linedef != -1)
|
|
{
|
|
realSegs[0]++;
|
|
realSegs[1]++;
|
|
if (test->frontsector == test->backsector)
|
|
{
|
|
specialSegs[0]++;
|
|
specialSegs[1]++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
segsInSet++;
|
|
i = test->next;
|
|
}
|
|
|
|
// If this line is outside all the others, return a special score
|
|
if (counts[0] == 0 || counts[1] == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// A splitter must have at least one real seg on each side.
|
|
// Otherwise, a subsector could be left without any way to easily
|
|
// determine which sector it lies inside.
|
|
if (realSegs[0] == 0 || realSegs[1] == 0)
|
|
{
|
|
D(Printf ("Leaves a side with only mini segs\n"));
|
|
return -1;
|
|
}
|
|
|
|
// Try to avoid splits that leave only "special" segs, so that the generated
|
|
// subsectors have a better chance of choosing the correct sector. This situation
|
|
// is not neccesarily bad, just undesirable.
|
|
if (honorNoSplit && (specialSegs[0] == realSegs[0] || specialSegs[1] == realSegs[1]))
|
|
{
|
|
D(Printf ("Leaves a side with only special segs\n"));
|
|
return -1;
|
|
}
|
|
|
|
// If this splitter intersects any vertices of segs that should not be split,
|
|
// check if it is also colinear with another seg from the same sector. If it
|
|
// is, the splitter is okay. If not, it should be rejected. Why? Assuming that
|
|
// polyobject containers are convex (which they should be), a splitter that
|
|
// is colinear with one of the sector's segs and crosses the vertex of another
|
|
// seg of that sector must be crossing the container's corner and does not
|
|
// actually split the container.
|
|
|
|
max = Touched.Size ();
|
|
m2 = Colinear.Size ();
|
|
|
|
// If honorNoSplit is false, then both these lists will be empty.
|
|
|
|
// If the splitter touches some vertices without being colinear to any, we
|
|
// can skip further checks and reject this right away.
|
|
if (m2 == 0 && max > 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
for (p = 0; p < max; ++p)
|
|
{
|
|
int look = Touched[p];
|
|
for (q = 0; q < m2; ++q)
|
|
{
|
|
if (look == Colinear[q])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (q == m2)
|
|
{ // Not a good one
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// Doom maps are primarily axis-aligned lines, so it's usually a good
|
|
// idea to prefer axis-aligned splitters over diagonal ones. Doom originally
|
|
// had special-casing for orthogonal lines, so they performed better. ZDoom
|
|
// does not care about the line's direction, so this is merely a choice to
|
|
// try and improve the final tree.
|
|
|
|
if ((node.dx == 0) || (node.dy == 0))
|
|
{
|
|
// If we have to split a seg we would prefer to keep unsplit, give
|
|
// extra precedence to orthogonal lines so that the polyobjects
|
|
// outside the entrance to MAP06 in Hexen MAP02 display properly.
|
|
if (splitter)
|
|
{
|
|
score += segsInSet*8;
|
|
}
|
|
else
|
|
{
|
|
score += segsInSet/AAPreference;
|
|
}
|
|
}
|
|
|
|
score += (counts[0] + counts[1]) - abs(counts[0] - counts[1]);
|
|
|
|
return score;
|
|
}
|
|
|
|
void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &outset0, DWORD &outset1)
|
|
{
|
|
outset0 = DWORD_MAX;
|
|
outset1 = DWORD_MAX;
|
|
|
|
Events.DeleteAll ();
|
|
SplitSharers.Clear ();
|
|
|
|
while (set != DWORD_MAX)
|
|
{
|
|
bool hack;
|
|
FPrivSeg *seg = &Segs[set];
|
|
int next = seg->next;
|
|
|
|
int sidev1, sidev2, side;
|
|
|
|
if (HackSeg == set)
|
|
{
|
|
HackSeg = DWORD_MAX;
|
|
side = 1;
|
|
sidev1 = sidev2 = 0;
|
|
hack = true;
|
|
}
|
|
else
|
|
{
|
|
side = ClassifyLine (node, seg, sidev1, sidev2);
|
|
hack = false;
|
|
}
|
|
|
|
switch (side)
|
|
{
|
|
case 0: // seg is entirely in front
|
|
seg->next = outset0;
|
|
//Printf ("%u in front\n", set);
|
|
outset0 = set;
|
|
break;
|
|
|
|
case 1: // seg is entirely in back
|
|
seg->next = outset1;
|
|
//Printf ("%u in back\n", set);
|
|
outset1 = set;
|
|
break;
|
|
|
|
default: // seg needs to be split
|
|
double frac;
|
|
FPrivVert newvert;
|
|
unsigned int vertnum;
|
|
int seg2;
|
|
|
|
//Printf ("%u is cut\n", set);
|
|
if (seg->loopnum)
|
|
{
|
|
Printf (" Split seg %u (%d,%d)-(%d,%d) of sector %d on line %d\n",
|
|
set,
|
|
Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
|
|
Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
|
|
seg->frontsector, seg->linedef);
|
|
}
|
|
|
|
frac = InterceptVector (node, *seg);
|
|
newvert.x = Vertices[seg->v1].x;
|
|
newvert.y = Vertices[seg->v1].y;
|
|
newvert.x += fixed_t(frac * double(Vertices[seg->v2].x - newvert.x));
|
|
newvert.y += fixed_t(frac * double(Vertices[seg->v2].y - newvert.y));
|
|
vertnum = VertexMap->SelectVertexClose (newvert);
|
|
|
|
seg2 = SplitSeg (set, vertnum, sidev1);
|
|
|
|
Segs[seg2].next = outset0;
|
|
outset0 = seg2;
|
|
Segs[set].next = outset1;
|
|
outset1 = set;
|
|
|
|
// Also split the seg on the back side
|
|
if (Segs[set].partner != DWORD_MAX)
|
|
{
|
|
int partner1 = Segs[set].partner;
|
|
int partner2 = SplitSeg (partner1, vertnum, sidev2);
|
|
// The newly created seg stays in the same set as the
|
|
// back seg because it has not been considered for splitting
|
|
// yet. If it had been, then the front seg would have already
|
|
// been split, and we would not be in this default case.
|
|
// Moreover, the back seg may not even be in the set being
|
|
// split, so we must not move its pieces into the out sets.
|
|
Segs[partner1].next = partner2;
|
|
Segs[partner2].partner = seg2;
|
|
Segs[seg2].partner = partner2;
|
|
|
|
assert (Segs[partner2].v1 == Segs[seg2].v2);
|
|
assert (Segs[partner2].v2 == Segs[seg2].v1);
|
|
assert (Segs[partner1].v1 == Segs[set].v2);
|
|
assert (Segs[partner1].v2 == Segs[set].v1);
|
|
}
|
|
|
|
if (GLNodes)
|
|
{
|
|
AddIntersection (node, vertnum);
|
|
}
|
|
|
|
break;
|
|
}
|
|
if (side >= 0 && GLNodes)
|
|
{
|
|
if (sidev1 == 0)
|
|
{
|
|
double dist1 = AddIntersection (node, seg->v1);
|
|
if (sidev2 == 0)
|
|
{
|
|
double dist2 = AddIntersection (node, seg->v2);
|
|
FSplitSharer share = { dist1, set, dist2 > dist1 };
|
|
SplitSharers.Push (share);
|
|
}
|
|
}
|
|
else if (sidev2 == 0)
|
|
{
|
|
AddIntersection (node, seg->v2);
|
|
}
|
|
}
|
|
if (hack && GLNodes)
|
|
{
|
|
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;
|
|
}
|
|
set = next;
|
|
}
|
|
FixSplitSharers ();
|
|
if (GLNodes)
|
|
{
|
|
AddMinisegs (node, splitseg, outset0, outset1);
|
|
}
|
|
}
|
|
|
|
void FNodeBuilder::SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const
|
|
{
|
|
if (pseg->planenum >= 0)
|
|
{
|
|
FSimpleLine *pline = &Planes[pseg->planenum];
|
|
node.x = pline->x;
|
|
node.y = pline->y;
|
|
node.dx = pline->dx;
|
|
node.dy = pline->dy;
|
|
}
|
|
else
|
|
{
|
|
node.x = Vertices[pseg->v1].x;
|
|
node.y = Vertices[pseg->v1].y;
|
|
node.dx = Vertices[pseg->v2].x - node.x;
|
|
node.dy = Vertices[pseg->v2].y - node.y;
|
|
}
|
|
}
|
|
|
|
DWORD FNodeBuilder::SplitSeg (DWORD segnum, int splitvert, int v1InFront)
|
|
{
|
|
double dx, dy;
|
|
FPrivSeg newseg;
|
|
int newnum = (int)Segs.Size();
|
|
|
|
newseg = Segs[segnum];
|
|
dx = double(Vertices[splitvert].x - Vertices[newseg.v1].x);
|
|
dy = double(Vertices[splitvert].y - Vertices[newseg.v1].y);
|
|
if (v1InFront > 0)
|
|
{
|
|
newseg.offset += fixed_t (sqrt (dx*dx + dy*dy));
|
|
|
|
newseg.v1 = splitvert;
|
|
Segs[segnum].v2 = splitvert;
|
|
|
|
RemoveSegFromVert2 (segnum, newseg.v2);
|
|
|
|
newseg.nextforvert = Vertices[splitvert].segs;
|
|
Vertices[splitvert].segs = newnum;
|
|
|
|
newseg.nextforvert2 = Vertices[newseg.v2].segs2;
|
|
Vertices[newseg.v2].segs2 = newnum;
|
|
|
|
Segs[segnum].nextforvert2 = Vertices[splitvert].segs2;
|
|
Vertices[splitvert].segs2 = segnum;
|
|
}
|
|
else
|
|
{
|
|
Segs[segnum].offset += fixed_t (sqrt (dx*dx + dy*dy));
|
|
|
|
Segs[segnum].v1 = splitvert;
|
|
newseg.v2 = splitvert;
|
|
|
|
RemoveSegFromVert1 (segnum, newseg.v1);
|
|
|
|
newseg.nextforvert = Vertices[newseg.v1].segs;
|
|
Vertices[newseg.v1].segs = newnum;
|
|
|
|
newseg.nextforvert2 = Vertices[splitvert].segs2;
|
|
Vertices[splitvert].segs2 = newnum;
|
|
|
|
Segs[segnum].nextforvert = Vertices[splitvert].segs;
|
|
Vertices[splitvert].segs = segnum;
|
|
}
|
|
|
|
Segs.Push (newseg);
|
|
|
|
D(Printf("Split seg %d to get seg %d\n", segnum, newnum));
|
|
|
|
return newnum;
|
|
}
|
|
|
|
void FNodeBuilder::RemoveSegFromVert1 (DWORD segnum, int vertnum)
|
|
{
|
|
FPrivVert *v = &Vertices[vertnum];
|
|
|
|
if (v->segs == segnum)
|
|
{
|
|
v->segs = Segs[segnum].nextforvert;
|
|
}
|
|
else
|
|
{
|
|
DWORD prev, curr;
|
|
prev = 0;
|
|
curr = v->segs;
|
|
while (curr != DWORD_MAX && curr != segnum)
|
|
{
|
|
prev = curr;
|
|
curr = Segs[curr].nextforvert;
|
|
}
|
|
if (curr == segnum)
|
|
{
|
|
Segs[prev].nextforvert = Segs[curr].nextforvert;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FNodeBuilder::RemoveSegFromVert2 (DWORD segnum, int vertnum)
|
|
{
|
|
FPrivVert *v = &Vertices[vertnum];
|
|
|
|
if (v->segs2 == segnum)
|
|
{
|
|
v->segs2 = Segs[segnum].nextforvert2;
|
|
}
|
|
else
|
|
{
|
|
DWORD prev, curr;
|
|
prev = 0;
|
|
curr = v->segs2;
|
|
while (curr != DWORD_MAX && curr != segnum)
|
|
{
|
|
prev = curr;
|
|
curr = Segs[curr].nextforvert2;
|
|
}
|
|
if (curr == segnum)
|
|
{
|
|
Segs[prev].nextforvert2 = Segs[curr].nextforvert2;
|
|
}
|
|
}
|
|
}
|
|
|
|
double FNodeBuilder::InterceptVector (const node_t &splitter, const FPrivSeg &seg)
|
|
{
|
|
double v2x = (double)Vertices[seg.v1].x;
|
|
double v2y = (double)Vertices[seg.v1].y;
|
|
double v2dx = (double)Vertices[seg.v2].x - v2x;
|
|
double v2dy = (double)Vertices[seg.v2].y - v2y;
|
|
double v1dx = (double)splitter.dx;
|
|
double v1dy = (double)splitter.dy;
|
|
|
|
double den = v1dy*v2dx - v1dx*v2dy;
|
|
|
|
if (den == 0.0)
|
|
return 0; // parallel
|
|
|
|
double v1x = (double)splitter.x;
|
|
double v1y = (double)splitter.y;
|
|
|
|
double num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
|
|
return num / den;
|
|
}
|
|
|
|
void FNodeBuilder::PrintSet (int l, DWORD set)
|
|
{
|
|
Printf ("set %d:\n", l);
|
|
for (; set != DWORD_MAX; set = Segs[set].next)
|
|
{
|
|
Printf ("\t%u(%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,
|
|
Vertices[Segs[set].v2].x>>16, Vertices[Segs[set].v2].y>>16);
|
|
}
|
|
Printf ("*\n");
|
|
}
|
|
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#if defined(_WIN32) && !defined(__SSE2__) && !defined(DISABLE_SSE) && !defined(DISABLE_BACKPATCH) && !defined(_M_X64) && defined(__GNUC__)
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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int FNodeBuilder::ClassifyLineBackpatch (node_t &node, const FPrivSeg *seg, int &sidev1, int &sidev2)
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{
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// Select the routine based on SSELevel and patch the caller so that
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// they call that routine directly next time instead of going through here.
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int *calleroffset = (int *)__builtin_return_address(0) - 1;
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int diff;
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int (*func)(FNodeBuilder *, node_t &, const FNodeBuilder::FPrivSeg *, int &, int &);
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DWORD oldprotect;
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// printf ("Patching for SSE %d\n", SSELevel);
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// I wasn't sure how to calculate the difference between the function addresses with C++
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// (or if it's even possible), so here's some asm to do it instead:
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if (SSELevel == 2)
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{
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__asm (
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"movl $__ZN12FNodeBuilder16ClassifyLineSSE2ER6node_tPKNS_8FPrivSegERiS5_,%1\n\t"
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"movl $__ZN12FNodeBuilder16ClassifyLineSSE2ER6node_tPKNS_8FPrivSegERiS5_-__ZN12FNodeBuilder21ClassifyLineBackpatchER6node_tPKNS_8FPrivSegERiS5_,%0\n\t"
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: "=r" (diff), "=r" (func));
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}
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else if (SSELevel == 1)
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{
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__asm (
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"movl $__ZN12FNodeBuilder16ClassifyLineSSE1ER6node_tPKNS_8FPrivSegERiS5_,%1\n\t"
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"movl $__ZN12FNodeBuilder16ClassifyLineSSE1ER6node_tPKNS_8FPrivSegERiS5_-__ZN12FNodeBuilder21ClassifyLineBackpatchER6node_tPKNS_8FPrivSegERiS5_,%0\n\t"
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: "=r" (diff), "=r" (func));
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}
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else
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{
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__asm (
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"movl $__ZN12FNodeBuilder13ClassifyLine2ER6node_tPKNS_8FPrivSegERiS5_,%1\n\t"
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"movl $__ZN12FNodeBuilder13ClassifyLine2ER6node_tPKNS_8FPrivSegERiS5_-__ZN12FNodeBuilder21ClassifyLineBackpatchER6node_tPKNS_8FPrivSegERiS5_,%0\n\t"
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: "=r" (diff), "=r" (func));
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}
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// Patch the caller.
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if (VirtualProtect (calleroffset, 4, PAGE_EXECUTE_READWRITE, &oldprotect))
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{
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*calleroffset += diff;
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VirtualProtect (calleroffset, 4, oldprotect, &oldprotect);
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}
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// And return by calling the real function.
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return func (this, node, seg, sidev1, sidev2);
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}
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#endif
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