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-rwxr-xr-xq3map/facebsp.c379
1 files changed, 379 insertions, 0 deletions
diff --git a/q3map/facebsp.c b/q3map/facebsp.c
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+++ b/q3map/facebsp.c
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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;
+}
+