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[voretournament/voretournament.git] / misc / mediasource / extra / netradiant-src / tools / quake3 / q3map2 / facebsp.c
diff --git a/misc/mediasource/extra/netradiant-src/tools/quake3/q3map2/facebsp.c b/misc/mediasource/extra/netradiant-src/tools/quake3/q3map2/facebsp.c
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+/* -------------------------------------------------------------------------------
+
+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;
+}
+