netradiant-custom/tools/quake3/q3map2/facebsp.cpp

448 lines
11 KiB
C++

/* -------------------------------------------------------------------------------
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;
/*
SelectSplitPlaneNum()
finds the best split plane for this node
*/
static void SelectSplitPlaneNum( node_t *node, const facelist_t& list, int *splitPlaneNum, int *compileFlags ){
//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 ( int i = 0; i < 3; i++ )
{
if ( blockSize[ i ] <= 0 ) {
continue;
}
const float dist = blockSize[ i ] * ( floor( node->minmax.mins[ i ] / blockSize[ i ] ) + 1 );
if ( node->minmax.maxs[ i ] > dist ) {
*splitPlaneNum = FindFloatPlane( g_vector3_axes[i], dist, 0, NULL );
return;
}
}
/* pick one of the face planes */
int bestValue = -99999;
const face_t *bestSplit = nullptr;
// div0: this check causes detail/structural mixes
//for( face_t& split : list )
// split.checked = false;
for ( const face_t& split : list )
{
//if ( split->checked )
// continue;
const plane_t& plane = mapplanes[ split.planenum ];
int splits = 0;
int facing = 0;
int front = 0;
int back = 0;
for ( const face_t& check : list ) {
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++;
}
}
int value;
if ( bspAlternateSplitWeights ) {
// from 27
//Bigger is better
const float 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 ( const face_t& split : list )
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++;
}
}
/*
BuildFaceTree_r()
recursively builds the bsp, splitting on face planes
*/
void BuildFaceTree_r( node_t *node, facelist_t& list ){
facelist_t childLists[2];
int splitPlaneNum, compileFlags;
#if 0
bool isstruct = false;
#endif
/* 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 ];
while ( !list.empty() )
{
const face_t& split = list.front();
/* don't split by identical plane */
if ( split.planenum == node->planenum ) {
list.pop_front();
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 ) {
winding_t *frontWinding, *backWinding;
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 ) {
face_t& newFace = childLists[0].emplace_front();
newFace.w.swap( *frontWinding );
FreeWinding( frontWinding );
newFace.planenum = split.planenum;
newFace.priority = split.priority;
newFace.compileFlags = split.compileFlags;
}
if ( backWinding ) {
face_t& newFace = childLists[1].emplace_front();
newFace.w.swap( *backWinding );
FreeWinding( backWinding );
newFace.planenum = split.planenum;
newFace.priority = split.priority;
newFace.compileFlags = split.compileFlags;
}
list.pop_front();
}
else if ( side == eSideFront ) {
childLists[0].splice_after( childLists[0].cbefore_begin(), list, list.cbefore_begin() );
}
else if ( side == eSideBack ) {
childLists[1].splice_after( childLists[1].cbefore_begin(), list, list.cbefore_begin() );
}
else{ // eSideOn
list.pop_front();
}
}
// recursively process children
for ( int i = 0; i < 2; i++ ) {
node->children[i] = AllocNode();
node->children[i]->parent = node;
node->children[i]->minmax = node->minmax;
}
for ( int 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 ( int 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( facelist_t& list ) {
Sys_FPrintf( SYS_VRB, "--- FaceBSP ---\n" );
tree_t *tree = AllocTree();
int count = 0;
for ( const face_t& face : list )
{
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
*/
facelist_t MakeStructuralBSPFaceList( const brush_t *list ){
facelist_t flist;
for ( const brush_t *b = list; b != NULL; b = b->next )
{
if ( !deepBSP && b->detail ) {
continue;
}
for ( int i = 0; i < b->numsides; i++ )
{
/* get side and winding */
const side_t& s = b->sides[ i ];
const winding_t *w = s.winding;
if ( w == NULL ) {
continue;
}
/* ydnar: skip certain faces */
if ( s.compileFlags & C_SKIP ) {
continue;
}
/* allocate a face */
face_t& f = flist.emplace_front();
f.w = *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;
}
}
}
return flist;
}
/*
MakeVisibleBSPFaceList()
get visible brush faces
*/
facelist_t MakeVisibleBSPFaceList( const brush_t *list ){
facelist_t flist;
for ( const brush_t *b = list; b != NULL; b = b->next )
{
if ( !deepBSP && b->detail ) {
continue;
}
for ( int i = 0; i < b->numsides; i++ )
{
/* get side and winding */
const side_t& s = b->sides[ i ];
const winding_t *w = s.visibleHull;
if ( w == NULL ) {
continue;
}
/* ydnar: skip certain faces */
if ( s.compileFlags & C_SKIP ) {
continue;
}
/* allocate a face */
face_t& f = flist.emplace_front();
f.w = *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;
}
}
}
return flist;
}