]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/facebsp.c
Rename mediasource to source
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / facebsp.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/facebsp.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/facebsp.c
deleted file mode 100644 (file)
index 9291f56..0000000
+++ /dev/null
@@ -1,528 +0,0 @@
-/* -------------------------------------------------------------------------------
-
-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;
-}
-