another experimental change: better handle leaky maps

This commit is contained in:
Rudolf Polzer 2012-02-14 11:35:59 +01:00
parent d5d6e98191
commit bca4840507
3 changed files with 41 additions and 24 deletions

View File

@ -266,6 +266,7 @@ void ProcessWorldModel( void )
xmlNodePtr polyline, leaknode;
char level[ 2 ], shader[ 1024 ];
const char *value;
int leakStatus;
/* sets integer blockSize from worldspawn "_blocksize" key if it exists */
value = ValueForKey( &entities[ 0 ], "_blocksize" );
@ -314,28 +315,19 @@ void ProcessWorldModel( void )
FilterStructuralBrushesIntoTree( e, tree );
/* see if the bsp is completely enclosed */
if( FloodEntities( tree ) || ignoreLeaks )
{
/* rebuild a better bsp tree using only the sides that are visible from the inside */
FillOutside( tree->headnode );
leakStatus = FloodEntities(tree);
if (ignoreLeaks)
if(leakStatus == FLOODENTITIES_LEAKED)
leakStatus = FLOODENTITIES_GOOD;
/* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
ClipSidesIntoTree( e, tree );
/* build a visible face tree */
faces = MakeVisibleBSPFaceList( entities[ 0 ].brushes );
FreeTree( tree );
tree = FaceBSP( faces );
MakeTreePortals( tree );
FilterStructuralBrushesIntoTree( e, tree );
if ( leakStatus == FLOODENTITIES_GOOD )
{
leaked = qfalse;
/* ydnar: flood again for skybox */
if( skyboxPresent )
FloodEntities( tree );
}
else
{
leaked = qtrue;
Sys_FPrintf( SYS_NOXML, "**********************\n" );
Sys_FPrintf( SYS_NOXML, "******* leaked *******\n" );
Sys_FPrintf( SYS_NOXML, "**********************\n" );
@ -352,10 +344,26 @@ void ProcessWorldModel( void )
Sys_Printf ("--- MAP LEAKED, ABORTING LEAKTEST ---\n");
exit( 0 );
}
leaked = qtrue;
}
if(leakStatus != FLOODENTITIES_EMPTY) /* if no entities exist, this would accidentally the whole map, and that IS bad */
{
/* rebuild a better bsp tree using only the sides that are visible from the inside */
FillOutside( tree->headnode );
/* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
ClipSidesIntoTree( e, tree );
/* build a visible face tree (same thing as the initial bsp tree but after reducing the faces) */
faces = MakeVisibleBSPFaceList( entities[ 0 ].brushes );
FreeTree( tree );
tree = FaceBSP( faces );
MakeTreePortals( tree );
FilterStructuralBrushesIntoTree( e, tree );
/* ydnar: flood again for skybox */
if( skyboxPresent )
FloodEntities( tree );
}
/* save out information for visibility processing */

View File

@ -644,7 +644,7 @@ Marks all nodes that can be reached by entites
=============
*/
qboolean FloodEntities( tree_t *tree )
int FloodEntities( tree_t *tree )
{
int i, s;
vec3_t origin, offset, scale, angles;
@ -739,11 +739,17 @@ qboolean FloodEntities( tree_t *tree )
Sys_FPrintf( SYS_VRB, "%9d flooded leafs\n", c_floodedleafs );
if( !inside )
{
Sys_FPrintf( SYS_VRB, "no entities in open -- no filling\n" );
else if( tree->outside_node.occupied )
Sys_FPrintf( SYS_VRB, "entity reached from outside -- no filling\n" );
return FLOODENTITIES_EMPTY;
}
if( tree->outside_node.occupied )
{
Sys_FPrintf( SYS_VRB, "entity reached from outside -- leak detected\n" );
return FLOODENTITIES_LEAKED;
}
return (qboolean) (inside && !tree->outside_node.occupied);
return FLOODENTITIES_GOOD;
}
/*

View File

@ -1599,7 +1599,10 @@ void SplitNodePortals( node_t *node );
qboolean PortalPassable( portal_t *p );
qboolean FloodEntities( tree_t *tree );
#define FLOODENTITIES_LEAKED 1
#define FLOODENTITIES_GOOD 0
#define FLOODENTITIES_EMPTY -1
int FloodEntities( tree_t *tree );
void FillOutside( node_t *headnode);
void FloodAreas( tree_t *tree);
face_t *VisibleFaces( entity_t *e, tree_t *tree );