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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code 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.
- Quake III Arena source code 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #include "qbsp.h"
- int c_faceLeafs;
- /*
- ================
- AllocBspFace
- ================
- */
- bspface_t *AllocBspFace( void ) {
- bspface_t *f;
- f = malloc(sizeof(*f));
- memset( f, 0, sizeof(*f) );
- return f;
- }
- /*
- ================
- FreeBspFace
- ================
- */
- void FreeBspFace( bspface_t *f ) {
- if ( f->w ) {
- FreeWinding( f->w );
- }
- free( f );
- }
- /*
- ================
- SelectSplitPlaneNum
- ================
- */
- int hintsplit;
- #define BLOCK_SIZE 1024
- int SelectSplitPlaneNum( node_t *node, bspface_t *list ) {
- bspface_t *split;
- bspface_t *check;
- bspface_t *bestSplit;
- int splits, facing, front, back;
- int side;
- plane_t *plane;
- int value, bestValue;
- int i;
- vec3_t normal;
- float dist;
- int planenum;
- hintsplit = qfalse;
- // if it is crossing a 1k block boundary, force a split
- for ( i = 0 ; i < 2 ; i++ ) {
- dist = BLOCK_SIZE * ( floor( node->mins[i] / BLOCK_SIZE ) + 1 );
- if ( node->maxs[i] > dist ) {
- VectorClear( normal );
- normal[i] = 1;
- planenum = FindFloatPlane( normal, dist );
- return planenum;
- }
- }
- // pick one of the face planes
- bestValue = -99999;
- bestSplit = list;
- for ( split = list ; split ; split = split->next ) {
- split->checked = qfalse;
- }
- for ( split = list ; split ; split = split->next ) {
- if ( split->checked ) {
- continue;
- }
- 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 = qtrue; // won't need to test this plane again
- continue;
- }
- side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
- if ( side == SIDE_CROSS ) {
- splits++;
- } else if ( side == SIDE_FRONT ) {
- front++;
- } else if ( side == SIDE_BACK ) {
- back++;
- }
- }
- value = 5*facing - 5*splits; // - abs(front-back);
- if ( plane->type < 3 ) {
- value+=5; // axial is better
- }
- value += split->priority; // prioritize hints higher
- if ( value > bestValue ) {
- bestValue = value;
- bestSplit = split;
- }
- }
- if ( bestValue == -99999 ) {
- return -1;
- }
- if (bestSplit->hint)
- hintsplit = qtrue;
- return bestSplit->planenum;
- }
- int CountFaceList( bspface_t *list ) {
- int c;
- c = 0;
- for ( ; list ; list = list->next ) {
- c++;
- }
- return c;
- }
- /*
- ================
- BuildFaceTree_r
- ================
- */
- void BuildFaceTree_r( node_t *node, bspface_t *list ) {
- bspface_t *split;
- bspface_t *next;
- int side;
- plane_t *plane;
- bspface_t *newFace;
- bspface_t *childLists[2];
- winding_t *frontWinding, *backWinding;
- int i;
- int splitPlaneNum;
- i = CountFaceList( list );
- splitPlaneNum = SelectSplitPlaneNum( node, list );
- // if we don't have any more faces, this is a node
- if ( splitPlaneNum == -1 ) {
- node->planenum = PLANENUM_LEAF;
- c_faceLeafs++;
- return;
- }
- // partition the list
- node->planenum = splitPlaneNum;
- node->hint = hintsplit;
- plane = &mapplanes[ splitPlaneNum ];
- childLists[0] = NULL;
- childLists[1] = NULL;
- for ( split = list ; split ; split = next ) {
- next = split->next;
- if ( split->planenum == node->planenum ) {
- FreeBspFace( split );
- continue;
- }
- side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
- if ( side == SIDE_CROSS ) {
- ClipWindingEpsilon( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
- &frontWinding, &backWinding );
- if ( frontWinding ) {
- newFace = AllocBspFace();
- newFace->w = frontWinding;
- newFace->next = childLists[0];
- newFace->planenum = split->planenum;
- newFace->priority = split->priority;
- newFace->hint = split->hint;
- childLists[0] = newFace;
- }
- if ( backWinding ) {
- newFace = AllocBspFace();
- newFace->w = backWinding;
- newFace->next = childLists[1];
- newFace->planenum = split->planenum;
- newFace->priority = split->priority;
- newFace->hint = split->hint;
- childLists[1] = newFace;
- }
- FreeBspFace( split );
- } else if ( side == SIDE_FRONT ) {
- split->next = childLists[0];
- childLists[0] = split;
- } else if ( side == SIDE_BACK ) {
- 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;
- VectorCopy( node->mins, node->children[i]->mins );
- VectorCopy( node->maxs, node->children[i]->maxs );
- }
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( plane->normal[i] == 1 ) {
- node->children[0]->mins[i] = plane->dist;
- node->children[1]->maxs[i] = plane->dist;
- break;
- }
- }
- for ( i = 0 ; i < 2 ; i++ ) {
- BuildFaceTree_r ( node->children[i], childLists[i]);
- }
- }
- /*
- ================
- FaceBSP
- List will be freed before returning
- ================
- */
- tree_t *FaceBSP( bspface_t *list ) {
- tree_t *tree;
- bspface_t *face;
- int i;
- int count;
- qprintf( "--- FaceBSP ---\n" );
- tree = AllocTree ();
- count = 0;
- for ( face = list ; face ; face = face->next ) {
- count++;
- for ( i = 0 ; i < face->w->numpoints ; i++ ) {
- AddPointToBounds( face->w->p[i], tree->mins, tree->maxs);
- }
- }
- qprintf( "%5i faces\n", count );
- tree->headnode = AllocNode();
- VectorCopy( tree->mins, tree->headnode->mins );
- VectorCopy( tree->maxs, tree->headnode->maxs );
- c_faceLeafs = 0;
- BuildFaceTree_r ( tree->headnode, list );
- qprintf( "%5i leafs\n", c_faceLeafs );
- return tree;
- }
- /*
- =================
- BspFaceForPortal
- =================
- */
- bspface_t *BspFaceForPortal( portal_t *p ) {
- bspface_t *f;
- f = AllocBspFace();
- f->w = CopyWinding( p->winding );
- f->planenum = p->onnode->planenum & ~1;
- return f;
- }
- /*
- =================
- MakeStructuralBspFaceList
- =================
- */
- bspface_t *MakeStructuralBspFaceList( bspbrush_t *list ) {
- bspbrush_t *b;
- int i;
- side_t *s;
- winding_t *w;
- bspface_t *f, *flist;
- flist = NULL;
- for ( b = list ; b ; b = b->next ) {
- if ( b->detail ) {
- continue;
- }
- for ( i = 0 ; i < b->numsides ; i++ ) {
- s = &b->sides[i];
- w = s->winding;
- if ( !w ) {
- continue;
- }
- f = AllocBspFace();
- f->w = CopyWinding( w );
- f->planenum = s->planenum & ~1;
- f->next = flist;
- if (s->surfaceFlags & SURF_HINT) {
- //f->priority = HINT_PRIORITY;
- f->hint = qtrue;
- }
- flist = f;
- }
- }
- return flist;
- }
- /*
- =================
- MakeVisibleBspFaceList
- =================
- */
- bspface_t *MakeVisibleBspFaceList( bspbrush_t *list ) {
- bspbrush_t *b;
- int i;
- side_t *s;
- winding_t *w;
- bspface_t *f, *flist;
- flist = NULL;
- for ( b = list ; b ; b = b->next ) {
- if ( b->detail ) {
- continue;
- }
- for ( i = 0 ; i < b->numsides ; i++ ) {
- s = &b->sides[i];
- w = s->visibleHull;
- if ( !w ) {
- continue;
- }
- f = AllocBspFace();
- f->w = CopyWinding( w );
- f->planenum = s->planenum & ~1;
- f->next = flist;
- if (s->surfaceFlags & SURF_HINT) {
- //f->priority = HINT_PRIORITY;
- f->hint = qtrue;
- }
- flist = f;
- }
- }
- return flist;
- }
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