/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under 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. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* dependencies */ #include "q3map2.h" int c_faceLeafs; /* ================ AllocBspFace ================ */ face_t *AllocBspFace( void ) { return safe_calloc( sizeof( face_t ) ); } /* ================ FreeBspFace ================ */ void FreeBspFace( face_t *f ) { if ( f->w ) { FreeWinding( f->w ); } free( f ); } /* SelectSplitPlaneNum() finds the best split plane for this node */ static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags ){ face_t *split; face_t *check; face_t *bestSplit; int splits, facing, front, back; int value, bestValue; int i; float dist; int planenum; float sizeBias; //int frontC,backC,splitsC,facingC; /* ydnar: set some defaults */ *splitPlaneNum = -1; /* leaf */ *compileFlags = 0; /* ydnar 2002-06-24: changed this to split on z-axis as well */ /* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */ /* if it is crossing a block boundary, force a split */ for ( i = 0; i < 3; i++ ) { if ( blockSize[ i ] <= 0 ) { continue; } dist = blockSize[ i ] * ( floor( node->minmax.mins[ i ] / blockSize[ i ] ) + 1 ); if ( node->minmax.maxs[ i ] > dist ) { planenum = FindFloatPlane( g_vector3_axes[i], dist, 0, NULL ); *splitPlaneNum = planenum; return; } } /* pick one of the face planes */ bestValue = -99999; bestSplit = list; // div0: this check causes detail/structural mixes //for( split = list; split; split = split->next ) // split->checked = false; for ( split = list; split; split = split->next ) { //if ( split->checked ) // continue; const plane_t& plane = mapplanes[ split->planenum ]; splits = 0; facing = 0; front = 0; back = 0; for ( check = list ; check ; check = check->next ) { if ( check->planenum == split->planenum ) { facing++; //check->checked = true; // won't need to test this plane again continue; } const EPlaneSide side = WindingOnPlaneSide( check->w, plane.plane ); if ( side == eSideCross ) { splits++; } else if ( side == eSideFront ) { front++; } else if ( side == eSideBack ) { back++; } } if ( bspAlternateSplitWeights ) { // from 27 //Bigger is better sizeBias = WindingArea( split->w ); //Base score = 20000 perfectly balanced value = 20000 - ( abs( front - back ) ); value -= plane.counter; // If we've already used this plane sometime in the past try not to use it again value -= facing ; // if we're going to have alot of other surfs use this plane, we want to get it in quickly. value -= splits * 5; //more splits = bad value += sizeBias * 10; //We want a huge score bias based on plane size } else { value = 5 * facing - 5 * splits; // - abs(front-back); if ( plane.type < ePlaneNonAxial ) { value += 5; // axial is better } } value += split->priority; // prioritize hints higher if ( value > bestValue ) { bestValue = value; bestSplit = split; //frontC=front; //backC=back; //splitsC=splits; //facingC=facing; } } /* nothing, we have a leaf */ if ( bestValue == -99999 ) { return; } //Sys_FPrintf( SYS_VRB, "F: %d B:%d S:%d FA:%ds\n", frontC, backC, splitsC, facingC ); /* set best split data */ *splitPlaneNum = bestSplit->planenum; *compileFlags = bestSplit->compileFlags; #if 0 if ( bestSplit->compileFlags & C_DETAIL ) { for ( split = list; split; split = split->next ) if ( !( split->compileFlags & C_DETAIL ) ) { Sys_FPrintf( SYS_ERR, "DON'T DO SUCH SPLITS (1)\n" ); } } if ( ( node->compileFlags & C_DETAIL ) && !( bestSplit->compileFlags & C_DETAIL ) ) { Sys_FPrintf( SYS_ERR, "DON'T DO SUCH SPLITS (2)\n" ); } #endif if ( *splitPlaneNum > -1 ) { mapplanes[ *splitPlaneNum ].counter++; } } /* CountFaceList() counts bsp faces in the linked list */ int CountFaceList( face_t *list ){ int c; c = 0; for ( ; list != NULL; list = list->next ) c++; return c; } /* BuildFaceTree_r() recursively builds the bsp, splitting on face planes */ void BuildFaceTree_r( node_t *node, face_t *list ){ face_t *split; face_t *next; face_t *newFace; face_t *childLists[2]; winding_t *frontWinding, *backWinding; int i; int splitPlaneNum, compileFlags; #if 0 bool isstruct = false; #endif /* count faces left */ i = CountFaceList( list ); /* select the best split plane */ SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags ); /* if we don't have any more faces, this is a node */ if ( splitPlaneNum == -1 ) { node->planenum = PLANENUM_LEAF; node->has_structural_children = false; c_faceLeafs++; return; } /* partition the list */ node->planenum = splitPlaneNum; node->compileFlags = compileFlags; node->has_structural_children = !( compileFlags & C_DETAIL ) && !node->opaque; const plane_t& plane = mapplanes[ splitPlaneNum ]; childLists[0] = NULL; childLists[1] = NULL; for ( split = list; split; split = next ) { /* set next */ next = split->next; /* don't split by identical plane */ if ( split->planenum == node->planenum ) { FreeBspFace( split ); continue; } #if 0 if ( !( split->compileFlags & C_DETAIL ) ) { isstruct = true; } #endif /* determine which side the face falls on */ const EPlaneSide side = WindingOnPlaneSide( split->w, plane.plane ); /* switch on side */ if ( side == eSideCross ) { ClipWindingEpsilonStrict( split->w, plane.plane, CLIP_EPSILON * 2, &frontWinding, &backWinding ); /* strict; if no winding is left, we have a "virtually identical" plane and don't want to split by it */ if ( frontWinding ) { newFace = AllocBspFace(); newFace->w = frontWinding; newFace->next = childLists[0]; newFace->planenum = split->planenum; newFace->priority = split->priority; newFace->compileFlags = split->compileFlags; childLists[0] = newFace; } if ( backWinding ) { newFace = AllocBspFace(); newFace->w = backWinding; newFace->next = childLists[1]; newFace->planenum = split->planenum; newFace->priority = split->priority; newFace->compileFlags = split->compileFlags; childLists[1] = newFace; } FreeBspFace( split ); } else if ( side == eSideFront ) { split->next = childLists[0]; childLists[0] = split; } else if ( side == eSideBack ) { split->next = childLists[1]; childLists[1] = split; } } // recursively process children for ( i = 0 ; i < 2 ; i++ ) { node->children[i] = AllocNode(); node->children[i]->parent = node; node->children[i]->minmax = node->minmax; } for ( i = 0 ; i < 3 ; i++ ) { if ( plane.normal()[i] == 1 ) { node->children[0]->minmax.mins[i] = plane.dist(); node->children[1]->minmax.maxs[i] = plane.dist(); break; } if ( plane.normal()[i] == -1 ) { node->children[0]->minmax.maxs[i] = -plane.dist(); node->children[1]->minmax.mins[i] = -plane.dist(); break; } } #if 0 if ( ( node->compileFlags & C_DETAIL ) && isstruct ) { Sys_FPrintf( SYS_ERR, "I am detail, my child is structural, this is a wtf1\n", node->has_structural_children ); } #endif for ( i = 0 ; i < 2 ; i++ ) { BuildFaceTree_r( node->children[i], childLists[i] ); node->has_structural_children |= node->children[i]->has_structural_children; } #if 0 if ( ( node->compileFlags & C_DETAIL ) && !( node->children[0]->compileFlags & C_DETAIL ) && node->children[0]->planenum != PLANENUM_LEAF ) { Sys_FPrintf( SYS_ERR, "I am detail, my child is structural\n", node->has_structural_children ); } if ( ( node->compileFlags & C_DETAIL ) && isstruct ) { Sys_FPrintf( SYS_ERR, "I am detail, my child is structural, this is a wtf2\n", node->has_structural_children ); } #endif } /* ================ FaceBSP List will be freed before returning ================ */ tree_t *FaceBSP( face_t *list ) { Sys_FPrintf( SYS_VRB, "--- FaceBSP ---\n" ); tree_t *tree = AllocTree(); int count = 0; for ( const face_t *face = list; face != NULL; face = face->next ) { WindingExtendBounds( face->w, tree->minmax ); count++; } Sys_FPrintf( SYS_VRB, "%9d faces\n", count ); for ( plane_t& plane : mapplanes ) { plane.counter = 0; } tree->headnode = AllocNode(); tree->headnode->minmax = tree->minmax; c_faceLeafs = 0; BuildFaceTree_r( tree->headnode, list ); Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs ); return tree; } /* MakeStructuralBSPFaceList() get structural brush faces */ face_t *MakeStructuralBSPFaceList( brush_t *list ){ brush_t *b; int i; side_t *s; winding_t *w; face_t *f, *flist; flist = NULL; for ( b = list; b != NULL; b = b->next ) { if ( !deepBSP && b->detail ) { continue; } for ( i = 0; i < b->numsides; i++ ) { /* get side and winding */ s = &b->sides[ i ]; w = s->winding; if ( w == NULL ) { continue; } /* ydnar: skip certain faces */ if ( s->compileFlags & C_SKIP ) { continue; } /* allocate a face */ f = AllocBspFace(); f->w = CopyWinding( w ); f->planenum = s->planenum & ~1; f->compileFlags = s->compileFlags; /* ydnar */ if ( b->detail ) { f->compileFlags |= C_DETAIL; } /* ydnar: set priority */ f->priority = 0; if ( f->compileFlags & C_HINT ) { f->priority += HINT_PRIORITY; } if ( f->compileFlags & C_ANTIPORTAL ) { f->priority += ANTIPORTAL_PRIORITY; } if ( f->compileFlags & C_AREAPORTAL ) { f->priority += AREAPORTAL_PRIORITY; } if ( f->compileFlags & C_DETAIL ) { f->priority += DETAIL_PRIORITY; } /* get next face */ f->next = flist; flist = f; } } return flist; } /* MakeVisibleBSPFaceList() get visible brush faces */ face_t *MakeVisibleBSPFaceList( brush_t *list ){ brush_t *b; int i; side_t *s; winding_t *w; face_t *f, *flist; flist = NULL; for ( b = list; b != NULL; b = b->next ) { if ( !deepBSP && b->detail ) { continue; } for ( i = 0; i < b->numsides; i++ ) { /* get side and winding */ s = &b->sides[ i ]; w = s->visibleHull; if ( w == NULL ) { continue; } /* ydnar: skip certain faces */ if ( s->compileFlags & C_SKIP ) { continue; } /* allocate a face */ f = AllocBspFace(); f->w = CopyWinding( w ); f->planenum = s->planenum & ~1; f->compileFlags = s->compileFlags; /* ydnar */ if ( b->detail ) { f->compileFlags |= C_DETAIL; } /* ydnar: set priority */ f->priority = 0; if ( f->compileFlags & C_HINT ) { f->priority += HINT_PRIORITY; } if ( f->compileFlags & C_ANTIPORTAL ) { f->priority += ANTIPORTAL_PRIORITY; } if ( f->compileFlags & C_AREAPORTAL ) { f->priority += AREAPORTAL_PRIORITY; } if ( f->compileFlags & C_DETAIL ) { f->priority += DETAIL_PRIORITY; } /* get next face */ f->next = flist; flist = f; } } return flist; }