+++ /dev/null
-/* -------------------------------------------------------------------------------
-
-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."
-
-------------------------------------------------------------------------------- */
-
-
-
-/* marker */
-#define FACEBSP_C
-
-
-
-/* dependencies */
-#include "q3map2.h"
-
-
-
-int c_faceLeafs;
-
-
-/*
-================
-AllocBspFace
-================
-*/
-face_t *AllocBspFace( void ) {
- face_t *f;
-
- f = safe_malloc(sizeof(*f));
- memset( f, 0, sizeof(*f) );
-
- return f;
-}
-
-
-
-/*
-================
-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 side;
- plane_t *plane;
- int value, bestValue;
- int i;
- vec3_t normal;
- 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->mins[ i ] / blockSize[ i ] ) + 1);
- if( node->maxs[ i ] > dist )
- {
- VectorClear( normal );
- normal[ i ] = 1;
- planenum = FindFloatPlane( normal, 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 = 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++;
- }
- }
-
- 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 < 3 ) {
- 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;
- int side;
- plane_t *plane;
- face_t *newFace;
- face_t *childLists[2];
- winding_t *frontWinding, *backWinding;
- int i;
- int splitPlaneNum, compileFlags;
- qboolean isstruct = qfalse;
-
-
- /* 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 = qfalse;
- c_faceLeafs++;
- return;
- }
-
- /* partition the list */
- node->planenum = splitPlaneNum;
- node->compileFlags = compileFlags;
- node->has_structural_children = !(compileFlags & C_DETAIL) && !node->opaque;
- 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(!(split->compileFlags & C_DETAIL))
- isstruct = 1;
-
- /* determine which side the face falls on */
- side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
-
- /* switch on side */
- 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->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 == 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;
- }
- }
-
-#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 ) {
- tree_t *tree;
- face_t *face;
- int i;
- int count;
-
- Sys_FPrintf (SYS_VRB, "--- FaceBSP ---\n" );
-
- tree = AllocTree ();
-
- count = 0;
- for( face = list; face != NULL; face = face->next )
- {
- count++;
- for( i = 0; i < face->w->numpoints; i++ )
- {
- AddPointToBounds( face->w->p[ i ], tree->mins, tree->maxs );
- }
- }
- Sys_FPrintf( SYS_VRB, "%9d faces\n", count );
-
- for( i = 0; i < nummapplanes; i++)
- {
- mapplanes[ i ].counter=0;
- }
-
- tree->headnode = AllocNode();
- VectorCopy( tree->mins, tree->headnode->mins );
- VectorCopy( tree->maxs, tree->headnode->maxs );
- 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;
-}
-