vec3_t normal;
float dist;
int planenum;
+ float sizeBias;
+
+ //int frontC,backC,splitsC,facingC;
/* ydnar: set some defaults */
bestValue = -99999;
bestSplit = list;
- for ( split = list; split; split = split->next )
- split->checked = qfalse;
+
+ // 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;
- }
+ //if ( split->checked )
+ // continue;
plane = &mapplanes[ split->planenum ];
splits = 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
+ //check->checked = qtrue; // won't need to test this plane again
continue;
}
side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
back++;
}
}
- value = 5 * facing - 5 * splits; // - abs(front-back);
- if ( plane->type < 3 ) {
- value += 5; // axial is better
+
+ 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;
}
}
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++;
+ }
}
winding_t *frontWinding, *backWinding;
int i;
int splitPlaneNum, compileFlags;
+#if 0
+ qboolean isstruct = qfalse;
+#endif
/* count faces left */
/* 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 */
continue;
}
+#if 0
+ if ( !( split->compileFlags & C_DETAIL ) ) {
+ isstruct = 1;
+ }
+#endif
+
/* 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 );
+ ClipWindingEpsilonStrict( split->w, plane->normal, plane->dist, 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 ) {
newFace = AllocBspFace();
newFace->w = frontWinding;
node->children[1]->maxs[i] = plane->dist;
break;
}
+ if ( plane->normal[i] == -1 ) {
+ node->children[0]->maxs[i] = -plane->dist;
+ node->children[1]->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 ( 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
}
}
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 );
flist = NULL;
for ( b = list; b != NULL; b = b->next )
{
- if ( b->detail ) {
+ if ( !deepBSP && b->detail ) {
continue;
}
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_AREAPORTAL ) {
f->priority += AREAPORTAL_PRIORITY;
}
+ if ( f->compileFlags & C_DETAIL ) {
+ f->priority += DETAIL_PRIORITY;
+ }
/* get next face */
f->next = flist;
flist = NULL;
for ( b = list; b != NULL; b = b->next )
{
- if ( b->detail ) {
+ if ( !deepBSP && b->detail ) {
continue;
}
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_AREAPORTAL ) {
f->priority += AREAPORTAL_PRIORITY;
}
+ if ( f->compileFlags & C_DETAIL ) {
+ f->priority += DETAIL_PRIORITY;
+ }
/* get next face */
f->next = flist;