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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vbsp.h"
#include "utlvector.h"
#include "mathlib/vmatrix.h"
#include "iscratchpad3d.h"
#include "csg.h"
#include "utlmap.h"
#include "fmtstr.h"
int c_active_portals; int c_peak_portals; int c_boundary; int c_boundary_sides;
/*
=========== AllocPortal =========== */ portal_t *AllocPortal (void) { static int s_PortalCount = 0;
portal_t *p; if (numthreads == 1) c_active_portals++; if (c_active_portals > c_peak_portals) c_peak_portals = c_active_portals; p = (portal_t*)malloc (sizeof(portal_t)); memset (p, 0, sizeof(portal_t)); p->id = s_PortalCount; ++s_PortalCount;
return p; }
void FreePortal (portal_t *p) { if (p->winding) FreeWinding (p->winding); if (numthreads == 1) c_active_portals--; free (p); }
//==============================================================
/*
============== VisibleContents
Returns the single content bit of the strongest visible content present ============== */ int VisibleContents (int contents) { int i;
for (i=1 ; i<=LAST_VISIBLE_CONTENTS ; i<<=1) { if (contents & i ) { return i; } }
return 0; }
/*
=============== ClusterContents =============== */ int ClusterContents (node_t *node) { int c1, c2, c;
if (node->planenum == PLANENUM_LEAF) return node->contents;
c1 = ClusterContents(node->children[0]); c2 = ClusterContents(node->children[1]); c = c1|c2;
// a cluster may include some solid detail areas, but
// still be seen into
if ( ! (c1&CONTENTS_SOLID) || ! (c2&CONTENTS_SOLID) ) c &= ~CONTENTS_SOLID; return c; }
/*
============= Portal_VisFlood
Returns true if the portal is empty or translucent, allowing the PVS calculation to see through it. The nodes on either side of the portal may actually be clusters, not leafs, so all contents should be ored together ============= */ qboolean Portal_VisFlood (portal_t *p) { int c1, c2;
if (!p->onnode) return false; // to global outsideleaf
c1 = ClusterContents(p->nodes[0]); c2 = ClusterContents(p->nodes[1]);
if (!VisibleContents (c1^c2)) return true;
if (c1 & (CONTENTS_TRANSLUCENT|CONTENTS_DETAIL)) c1 = 0; if (c2 & (CONTENTS_TRANSLUCENT|CONTENTS_DETAIL)) c2 = 0;
if ( (c1|c2) & CONTENTS_SOLID ) return false; // can't see through solid
if (! (c1 ^ c2)) return true; // identical on both sides
if (!VisibleContents (c1^c2)) return true; return false; }
/*
=============== Portal_EntityFlood
The entity flood determines which areas are "outside" on the map, which are then filled in. Flowing from side s to side !s =============== */ qboolean Portal_EntityFlood (portal_t *p, int s) { if (p->nodes[0]->planenum != PLANENUM_LEAF || p->nodes[1]->planenum != PLANENUM_LEAF) Error ("Portal_EntityFlood: not a leaf");
// can never cross to a solid
if ( (p->nodes[0]->contents & CONTENTS_SOLID) || (p->nodes[1]->contents & CONTENTS_SOLID) ) return false;
// can flood through everything else
return true; }
qboolean Portal_AreaLeakFlood (portal_t *p, int s) { if ( !Portal_EntityFlood( p, s ) ) return false;
// can never cross through areaportal
if ( (p->nodes[0]->contents & CONTENTS_AREAPORTAL) || (p->nodes[1]->contents & CONTENTS_AREAPORTAL) ) return false;
// can flood through everything else
return true; }
//=============================================================================
int c_tinyportals;
/*
============= AddPortalToNodes ============= */ void AddPortalToNodes (portal_t *p, node_t *front, node_t *back) { if (p->nodes[0] || p->nodes[1]) Error ("AddPortalToNode: allready included");
p->nodes[0] = front; p->next[0] = front->portals; front->portals = p; p->nodes[1] = back; p->next[1] = back->portals; back->portals = p; }
/*
============= RemovePortalFromNode ============= */ void RemovePortalFromNode (portal_t *portal, node_t *l) { portal_t **pp, *t; // remove reference to the current portal
pp = &l->portals; while (1) { t = *pp; if (!t) Error ("RemovePortalFromNode: portal not in leaf");
if ( t == portal ) break;
if (t->nodes[0] == l) pp = &t->next[0]; else if (t->nodes[1] == l) pp = &t->next[1]; else Error ("RemovePortalFromNode: portal not bounding leaf"); } if (portal->nodes[0] == l) { *pp = portal->next[0]; portal->nodes[0] = NULL; } else if (portal->nodes[1] == l) { *pp = portal->next[1]; portal->nodes[1] = NULL; } }
//============================================================================
void PrintPortal (portal_t *p) { int i; winding_t *w; w = p->winding; for (i=0 ; i<w->numpoints ; i++) Msg ("(%5.0f,%5.0f,%5.0f)\n",w->p[i][0] , w->p[i][1], w->p[i][2]); }
// because of water areaportals support, the areaportal may not be the only brush on this node
bspbrush_t *AreaportalBrushForNode( node_t *node ) { bspbrush_t *b = node->brushlist; while ( b && !(b->original->contents & CONTENTS_AREAPORTAL) ) { b = b->next; } Assert( b->original->entitynum != 0 ); return b; }
/*
================ MakeHeadnodePortals
The created portals will face the global outside_node ================ */ // buffer space around sides of nodes
#define SIDESPACE 8
void MakeHeadnodePortals (tree_t *tree) { Vector bounds[2]; int i, j, n; portal_t *p, *portals[6]; plane_t bplanes[6], *pl; node_t *node;
node = tree->headnode;
// pad with some space so there will never be null volume leafs
for (i=0 ; i<3 ; i++) { bounds[0][i] = tree->mins[i] - SIDESPACE; bounds[1][i] = tree->maxs[i] + SIDESPACE; } tree->outside_node.planenum = PLANENUM_LEAF; tree->outside_node.brushlist = NULL; tree->outside_node.portals = NULL; tree->outside_node.contents = 0;
for (i=0 ; i<3 ; i++) for (j=0 ; j<2 ; j++) { n = j*3 + i;
p = AllocPortal (); portals[n] = p; pl = &bplanes[n]; memset (pl, 0, sizeof(*pl)); if (j) { pl->normal[i] = -1; pl->dist = -bounds[j][i]; } else { pl->normal[i] = 1; pl->dist = bounds[j][i]; } p->plane = *pl; p->winding = BaseWindingForPlane (pl->normal, pl->dist); AddPortalToNodes (p, node, &tree->outside_node); } // clip the basewindings by all the other planes
for (i=0 ; i<6 ; i++) { for (j=0 ; j<6 ; j++) { if (j == i) continue; ChopWindingInPlace (&portals[i]->winding, bplanes[j].normal, bplanes[j].dist, ON_EPSILON); } } }
//===================================================
/*
================ BaseWindingForNode ================ */ #define BASE_WINDING_EPSILON 0.001
#define SPLIT_WINDING_EPSILON 0.001
winding_t *BaseWindingForNode (node_t *node) { winding_t *w; node_t *n; plane_t *plane; Vector normal; vec_t dist;
w = BaseWindingForPlane (g_MainMap->mapplanes[node->planenum].normal, g_MainMap->mapplanes[node->planenum].dist);
// clip by all the parents
for (n=node->parent ; n && w ; ) { plane = &g_MainMap->mapplanes[n->planenum];
if (n->children[0] == node) { // take front
ChopWindingInPlace (&w, plane->normal, plane->dist, BASE_WINDING_EPSILON); } else { // take back
VectorSubtract (vec3_origin, plane->normal, normal); dist = -plane->dist; ChopWindingInPlace (&w, normal, dist, BASE_WINDING_EPSILON); } node = n; n = n->parent; }
return w; }
//============================================================
/*
================== MakeNodePortal
create the new portal by taking the full plane winding for the cutting plane and clipping it by all of parents of this node ================== */ void MakeNodePortal (node_t *node) { portal_t *new_portal, *p; winding_t *w; Vector normal; float dist = 0.0f; int side = 0;
w = BaseWindingForNode (node);
// clip the portal by all the other portals in the node
for (p = node->portals ; p && w; p = p->next[side]) { if (p->nodes[0] == node) { side = 0; VectorCopy (p->plane.normal, normal); dist = p->plane.dist; } else if (p->nodes[1] == node) { side = 1; VectorSubtract (vec3_origin, p->plane.normal, normal); dist = -p->plane.dist; } else { Error ("CutNodePortals_r: mislinked portal"); }
ChopWindingInPlace (&w, normal, dist, 0.1); }
if (!w) { return; }
if (WindingIsTiny (w)) { c_tinyportals++; FreeWinding (w); return; }
new_portal = AllocPortal (); new_portal->plane = g_MainMap->mapplanes[node->planenum]; new_portal->onnode = node; new_portal->winding = w;
AddPortalToNodes (new_portal, node->children[0], node->children[1]); }
/*
============== SplitNodePortals
Move or split the portals that bound node so that the node's children have portals instead of node. ============== */ void SplitNodePortals (node_t *node) { portal_t *p, *next_portal, *new_portal; node_t *f, *b, *other_node; int side = 0; plane_t *plane; winding_t *frontwinding, *backwinding;
plane = &g_MainMap->mapplanes[node->planenum]; f = node->children[0]; b = node->children[1];
for (p = node->portals ; p ; p = next_portal) { if (p->nodes[0] == node) side = 0; else if (p->nodes[1] == node) side = 1; else Error ("CutNodePortals_r: mislinked portal"); next_portal = p->next[side];
other_node = p->nodes[!side]; RemovePortalFromNode (p, p->nodes[0]); RemovePortalFromNode (p, p->nodes[1]);
//
// cut the portal into two portals, one on each side of the cut plane
//
ClipWindingEpsilon (p->winding, plane->normal, plane->dist, SPLIT_WINDING_EPSILON, &frontwinding, &backwinding);
if (frontwinding && WindingIsTiny(frontwinding)) { FreeWinding (frontwinding); frontwinding = NULL; c_tinyportals++; }
if (backwinding && WindingIsTiny(backwinding)) { FreeWinding (backwinding); backwinding = NULL; c_tinyportals++; }
if (!frontwinding && !backwinding) { // tiny windings on both sides
continue; }
if (!frontwinding) { FreeWinding (backwinding); if (side == 0) AddPortalToNodes (p, b, other_node); else AddPortalToNodes (p, other_node, b); continue; } if (!backwinding) { FreeWinding (frontwinding); if (side == 0) AddPortalToNodes (p, f, other_node); else AddPortalToNodes (p, other_node, f); continue; } // the winding is split
new_portal = AllocPortal (); *new_portal = *p; new_portal->winding = backwinding; FreeWinding (p->winding); p->winding = frontwinding;
if (side == 0) { AddPortalToNodes (p, f, other_node); AddPortalToNodes (new_portal, b, other_node); } else { AddPortalToNodes (p, other_node, f); AddPortalToNodes (new_portal, other_node, b); } }
node->portals = NULL; }
/*
================ CalcNodeBounds ================ */ void CalcNodeBounds (node_t *node) { portal_t *p; int s; int i;
// calc mins/maxs for both leafs and nodes
ClearBounds (node->mins, node->maxs); for (p = node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node); for (i=0 ; i<p->winding->numpoints ; i++) AddPointToBounds (p->winding->p[i], node->mins, node->maxs); } }
/*
================== MakeTreePortals_r ================== */ void MakeTreePortals_r (node_t *node) { int i;
CalcNodeBounds (node); if (node->mins[0] >= node->maxs[0]) { Warning("WARNING: node without a volume\n"); }
for (i=0 ; i<3 ; i++) { if (node->mins[i] < (MIN_COORD_INTEGER-SIDESPACE) || node->maxs[i] > (MAX_COORD_INTEGER+SIDESPACE)) { const char *pMatName = "<NO BRUSH>"; // split by brush side
if ( node->side ) { texinfo_t *pTexInfo = &texinfo[node->side->texinfo]; dtexdata_t *pTexData = GetTexData( pTexInfo->texdata ); pMatName = TexDataStringTable_GetString( pTexData->nameStringTableID ); } Vector point = node->portals->winding->p[0]; Warning("WARNING: BSP node with unbounded volume (material: %s, near %s)\n", pMatName, VecToString(point) ); break; } } if (node->planenum == PLANENUM_LEAF) return;
MakeNodePortal (node); SplitNodePortals (node);
MakeTreePortals_r (node->children[0]); MakeTreePortals_r (node->children[1]); }
/*
================== MakeTreePortals ================== */ void MakeTreePortals (tree_t *tree) { MakeHeadnodePortals (tree); MakeTreePortals_r (tree->headnode); }
/*
=========================================================
FLOOD ENTITIES
========================================================= */
//-----------------------------------------------------------------------------
// Purpose: Floods outward from the given node, marking visited nodes with
// the number of hops from a node with an entity. If we ever mark
// the outside_node for this tree, we've leaked.
// Input : node -
// dist -
//-----------------------------------------------------------------------------
#define VBSP_COMPILE_FLOOD_PORTALS_NORECURSE 1
#if VBSP_COMPILE_FLOOD_PORTALS_NORECURSE
struct FloodPortalsParams_t { node_t *node; int dist; }; void FloodPortals_r( node_t *node, int dist, CUtlVector< FloodPortalsParams_t > &arrPendingFlood ) #else
void FloodPortals_r( node_t *node, int dist ) #endif
{ portal_t *p; int s;
node->occupied = dist;
for (p=node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node);
// Skip nodes that have already been marked.
if (p->nodes[!s]->occupied) continue;
// Skip portals that lead to or from nodes with solid contents.
if (!Portal_EntityFlood (p, s)) continue;
#if VBSP_COMPILE_FLOOD_PORTALS_NORECURSE
bool bAlreadyPending = false; FOR_EACH_VEC( arrPendingFlood, idxPendingFlood ) { if ( arrPendingFlood[idxPendingFlood].node == p->nodes[!s] ) { bAlreadyPending = true; break; } } if ( bAlreadyPending ) continue;
FloodPortalsParams_t params = {}; params.node = p->nodes[!s]; params.dist = dist+1; arrPendingFlood.AddToTail( params ); #else
FloodPortals_r (p->nodes[!s], dist+1); #endif
} }
void FloodAreaLeak_r( node_t *node, int dist ) { portal_t *p; int s;
node->occupied = dist;
for (p=node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node);
if (p->nodes[!s]->occupied) continue;
if (!Portal_AreaLeakFlood (p, s)) continue;
FloodAreaLeak_r( p->nodes[!s], dist+1 ); } }
void ClearOccupied_r( node_t *headnode ) { if ( !headnode ) return;
headnode->occupied = 0; ClearOccupied_r( headnode->children[0] ); ClearOccupied_r( headnode->children[1] ); }
void FloodAreaLeak( node_t *headnode, node_t *pFirstSide ) { ClearOccupied_r( headnode ); FloodAreaLeak_r( pFirstSide, 2 ); }
//-----------------------------------------------------------------------------
// Purpose: For the given entity at the given origin, finds the leaf node in the
// BSP tree that the entity occupies.
//
// We then flood outward from that leaf to see if the entity leaks.
// Input : headnode -
// origin -
// occupant -
// Output : Returns false if the entity is in solid, true if it is not.
//-----------------------------------------------------------------------------
qboolean PlaceOccupant (node_t *headnode, Vector& origin, entity_t *occupant) { node_t *node; vec_t d; plane_t *plane;
// find the leaf to start in
node = headnode; while (node->planenum != PLANENUM_LEAF) { plane = &g_MainMap->mapplanes[node->planenum]; d = DotProduct (origin, plane->normal) - plane->dist; if (d >= 0) node = node->children[0]; else node = node->children[1]; }
if (node->contents == CONTENTS_SOLID) return false;
node->occupant = occupant;
#if VBSP_COMPILE_FLOOD_PORTALS_NORECURSE
CUtlVector< FloodPortalsParams_t > arrPendingFlood; FloodPortals_r( node, 1, arrPendingFlood ); while ( arrPendingFlood.Count() ) { FloodPortals_r( arrPendingFlood.Head().node, arrPendingFlood.Head().dist, arrPendingFlood ); arrPendingFlood.RemoveMultipleFromHead( 1 ); } #else
// Flood outward from here to see if this entity leaks.
FloodPortals_r (node, 1); #endif
return true; }
/*
============= FloodEntities
Marks all nodes that can be reached by entites ============= */ qboolean FloodEntities (tree_t *tree) { int i; Vector origin; char *cl; qboolean inside; node_t *headnode;
headnode = tree->headnode; qprintf ("--- FloodEntities ---\n"); inside = false; tree->outside_node.occupied = 0;
for (i=1 ; i<num_entities ; i++) { GetVectorForKey (&entities[i], "origin", origin); if (VectorCompare(origin, vec3_origin)) continue;
cl = ValueForKey (&entities[i], "classname");
origin[2] += 1; // so objects on floor are ok
// nudge playerstart around if needed so clipping hulls allways
// have a valid point
if (!strcmp (cl, "info_player_start")) { int x, y;
for (x=-16 ; x<=16 ; x += 16) { for (y=-16 ; y<=16 ; y += 16) { origin[0] += x; origin[1] += y; if (PlaceOccupant (headnode, origin, &entities[i])) { inside = true; goto gotit; } origin[0] -= x; origin[1] -= y; } } gotit: ; } else { if (PlaceOccupant (headnode, origin, &entities[i])) inside = true; } }
if (!inside) { qprintf ("no entities in open -- no filling\n"); }
if (tree->outside_node.occupied) { qprintf ("entity reached from outside -- no filling\n" ); }
return (qboolean)(inside && !tree->outside_node.occupied); }
/*
=========================================================
FLOOD AREAS
========================================================= */
int c_areas;
bool IsAreaportalNode( node_t *node ) { return ( node->contents & CONTENTS_AREAPORTAL ) ? true : false; } /*
============= FloodAreas_r ============= */
void FloodAreas_r (node_t *node, portal_t *pSeeThrough) { portal_t *p; int s; bspbrush_t *b; entity_t *e;
if ( IsAreaportalNode(node) ) { // this node is part of an area portal
b = AreaportalBrushForNode( node ); e = &entities[b->original->entitynum];
// if the current area has allready touched this
// portal, we are done
if (e->portalareas[0] == c_areas || e->portalareas[1] == c_areas) return;
// note the current area as bounding the portal
if (e->portalareas[1]) { Warning("WARNING: areaportal entity %i (brush %i) touches > 2 areas\n", b->original->entitynum, b->original->id ); return; } if (e->portalareas[0]) { e->portalareas[1] = c_areas; e->m_pPortalsLeadingIntoAreas[1] = pSeeThrough; } else { e->portalareas[0] = c_areas; e->m_pPortalsLeadingIntoAreas[0] = pSeeThrough; }
return; }
if (node->area) return; // allready got it
node->area = c_areas;
for (p=node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node); #if 0
if (p->nodes[!s]->occupied) continue; #endif
if (!Portal_EntityFlood (p, s)) continue;
FloodAreas_r (p->nodes[!s], p); } }
/*
============= FindAreas_r
Just decend the tree, and for each node that hasn't had an area set, flood fill out from there ============= */ void FindAreas_r (node_t *node) { if (node->planenum != PLANENUM_LEAF) { FindAreas_r (node->children[0]); FindAreas_r (node->children[1]); return; }
if (node->area) return; // allready got it
if (node->contents & CONTENTS_SOLID) return;
if (!node->occupied) return; // not reachable by entities
// area portals are allways only flooded into, never
// out of
if (IsAreaportalNode(node)) return;
c_areas++; FloodAreas_r (node, NULL); }
void ReportAreaportalLeak( tree_t *tree, node_t *node ) { portal_t *p, *pStart = NULL; int s;
// Find a portal out of this areaportal into empty space
for (p=node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node); if ( !Portal_EntityFlood( p, !s ) ) continue; if ( p->nodes[!s]->contents & CONTENTS_AREAPORTAL ) continue;
pStart = p; break; }
if ( pStart ) { s = pStart->nodes[0] == node; Assert(!(pStart->nodes[s]->contents & CONTENTS_AREAPORTAL) ); // flood fill the area outside this areaportal brush
FloodAreaLeak( tree->headnode, pStart->nodes[s] );
// find the portal into the longest path around the portal
portal_t *pBest = NULL; int bestDist = 0; for (p=node->portals ; p ; p = p->next[s]) { if ( p == pStart ) continue;
s = (p->nodes[1] == node); if ( p->nodes[!s]->occupied > bestDist ) { pBest = p; bestDist = p->nodes[!s]->occupied; } } if ( pBest ) { s = (pBest->nodes[0] == node); // write the linefile that goes from pBest to pStart
AreaportalLeakFile( tree, pStart, pBest, pBest->nodes[s] ); } } }
/*
============= SetAreaPortalAreas_r
Just decend the tree, and for each node that hasn't had an area set, flood fill out from there ============= */ void SetAreaPortalAreas_r (tree_t *tree, node_t *node) { bspbrush_t *b; entity_t *e;
if (node->planenum != PLANENUM_LEAF) { SetAreaPortalAreas_r (tree, node->children[0]); SetAreaPortalAreas_r (tree, node->children[1]); return; }
if (IsAreaportalNode(node)) { if (node->area) return; // already set
b = AreaportalBrushForNode( node ); e = &entities[b->original->entitynum]; node->area = e->portalareas[0]; if (!e->portalareas[1]) { ReportAreaportalLeak( tree, node ); Warning("\nBrush %i: areaportal brush doesn't touch two areas\n", b->original->id); return; } } }
// Return a positive value between 0 and 2*PI telling the angle distance
// from flBaseAngle to flTestAngle.
float AngleOffset( float flBaseAngle, float flTestAngle ) { while( flTestAngle > flBaseAngle ) flTestAngle -= 2 * M_PI;
return fmod( flBaseAngle - flTestAngle, (float) (2 * M_PI) ); }
int FindUniquePoints( const Vector2D *pPoints, int nPoints, int *indexMap, int nMaxIndexMapPoints, float flTolerance ) { float flToleranceSqr = flTolerance * flTolerance;
// This could be slightly more efficient.
int nUniquePoints = 0; for ( int i=0; i < nPoints; i++ ) { int j; for ( j=0; j < nUniquePoints; j++ ) { if ( pPoints[i].DistToSqr( pPoints[indexMap[j]] ) < flToleranceSqr ) break; } if ( j == nUniquePoints ) { if ( nUniquePoints >= nMaxIndexMapPoints ) Error( "FindUniquePoints: overflowed unique point list (size %d).", nMaxIndexMapPoints );
indexMap[nUniquePoints++] = i; } } return nUniquePoints; }
// Build a 2D convex hull of the set of points.
// This essentially giftwraps the points as it walks around the perimeter.
int Convex2D( Vector2D const *pPoints, int nPoints, int *indices, int nMaxIndices ) { int nIndices = 0; bool touched[512]; int indexMap[512];
if( nPoints == 0 ) return 0;
// If we don't collapse the points into a unique set, we can loop around forever
// and max out nMaxIndices.
nPoints = FindUniquePoints( pPoints, nPoints, indexMap, ARRAYSIZE( indexMap ), 0.1f ); memset( touched, 0, nPoints*sizeof(touched[0]) );
// Find the (lower) left side.
int i; int iBest = 0; for( i=1; i < nPoints; i++ ) { if( pPoints[indexMap[i]].x < pPoints[indexMap[iBest]].x || (pPoints[indexMap[i]].x == pPoints[indexMap[iBest]].x && pPoints[indexMap[i]].y < pPoints[indexMap[iBest]].y) ) { iBest = i; } }
touched[iBest] = true; indices[0] = indexMap[iBest]; nIndices = 1;
Vector2D curEdge( 0, 1 );
// Wind around clockwise.
while( 1 ) { Vector2D const *pStartPoint = &pPoints[ indices[nIndices-1] ];
float flEdgeAngle = atan2( curEdge.y, curEdge.x ); int iMinAngle = -1; float flMinAngle = 5000;
for( i=0; i < nPoints; i++ ) { Vector2D vTo = pPoints[indexMap[i]] - *pStartPoint; float flDistToSqr = vTo.LengthSqr(); if ( flDistToSqr <= 0.1f ) continue;
// Get the angle from the edge to this point.
float flAngle = atan2( vTo.y, vTo.x ); flAngle = AngleOffset( flEdgeAngle, flAngle );
if( fabs( flAngle - flMinAngle ) < 0.00001f ) { float flDistToTestSqr = pStartPoint->DistToSqr( pPoints[iMinAngle] );
// If the angle is the same, pick the point farthest away.
// unless the current one is closing the face loop
if ( iMinAngle != indices[0] && flDistToSqr > flDistToTestSqr ) { flMinAngle = flAngle; iMinAngle = indexMap[i]; } } else if( flAngle < flMinAngle ) { flMinAngle = flAngle; iMinAngle = indexMap[i]; } }
if( iMinAngle == -1 ) { // Couldn't find a point?
Assert( false ); break; } else if( iMinAngle == indices[0] ) { // Finished.
break; } else { // Add this point.
if( nIndices >= nMaxIndices ) break;
for ( int jj = 0; jj < nIndices; jj++ ) { // if this assert hits, this routine is broken and is generating a spiral
// rather than a closed polygon - basically an edge overlap of some kind
Assert(indices[jj] != iMinAngle ); }
indices[nIndices] = iMinAngle; ++nIndices; }
curEdge = pPoints[indices[nIndices-1]] - pPoints[indices[nIndices-2]]; } return nIndices; }
void FindPortalsLeadingToArea_R( node_t *pHeadNode, int iSrcArea, int iDestArea, plane_t *pPlane, CUtlVector<portal_t*> &portals ) { if (pHeadNode->planenum != PLANENUM_LEAF) { FindPortalsLeadingToArea_R( pHeadNode->children[0], iSrcArea, iDestArea, pPlane, portals ); FindPortalsLeadingToArea_R( pHeadNode->children[1], iSrcArea, iDestArea, pPlane, portals ); return; }
// Ok.. this is a leaf, check its portals.
int s; for( portal_t *p = pHeadNode->portals; p ;p = p->next[!s] ) { s = (p->nodes[0] == pHeadNode);
if( !p->nodes[0]->occupied || !p->nodes[1]->occupied ) continue; if( p->nodes[1]->area == iDestArea && p->nodes[0]->area == iSrcArea || p->nodes[0]->area == iDestArea && p->nodes[1]->area == iSrcArea ) { // Make sure the plane normals point the same way.
plane_t *pMapPlane = &g_MainMap->mapplanes[p->onnode->planenum]; float flDot = fabs( pMapPlane->normal.Dot( pPlane->normal ) ); if( fabs( 1 - flDot ) < 0.01f ) { Vector vPlanePt1 = pPlane->normal * pPlane->dist; Vector vPlanePt2 = pMapPlane->normal * pMapPlane->dist;
if( vPlanePt1.DistToSqr( vPlanePt2 ) < 0.01f ) { portals.AddToTail( p ); } } } } }
void EmitClipPortalGeometry( node_t *pHeadNode, portal_t *pPortal, int iSrcArea, dareaportal_t *dp ) { // Build a list of all the points in portals from the same original face.
CUtlVector<portal_t*> portals; FindPortalsLeadingToArea_R( pHeadNode, iSrcArea, dp->otherarea, &pPortal->plane, portals );
CUtlVector<Vector> points; for( int iPortal=0; iPortal < portals.Count(); iPortal++ ) { portal_t *pPointPortal = portals[iPortal]; winding_t *pWinding = pPointPortal->winding; for( int i=0; i < pWinding->numpoints; i++ ) { points.AddToTail( pWinding->p[i] ); } }
// Get the 2D convex hull.
//// First transform them into a plane.
QAngle vAngles; Vector vecs[3];
VectorAngles( pPortal->plane.normal, vAngles ); AngleVectors( vAngles, &vecs[0], &vecs[1], &vecs[2] ); VMatrix mTransform; mTransform.Identity(); mTransform.SetBasisVectors( vecs[0], vecs[1], vecs[2] ); VMatrix mInvTransform = mTransform.Transpose();
int i; CUtlVector<Vector2D> points2D; for( i=0; i < points.Count(); i++ ) { Vector vTest = mTransform * points[i]; points2D.AddToTail( Vector2D( vTest.y, vTest.z ) ); }
// Build the hull.
int indices[512]; int nIndices = Convex2D( points2D.Base(), points2D.Count(), indices, 512 );
// Output the hull.
dp->m_FirstClipPortalVert = g_nClipPortalVerts; dp->m_nClipPortalVerts = nIndices;
if ( nIndices >= 32 ) { Warning( "Warning: area portal has %d verts. Could be a vbsp bug.\n", nIndices ); }
if( dp->m_FirstClipPortalVert + dp->m_nClipPortalVerts >= MAX_MAP_PORTALVERTS ) { Vector *p = pPortal->winding->p; Error( "MAX_MAP_PORTALVERTS (probably a broken areaportal near %.1f %.1f %.1f ", p->x, p->y, p->z ); } for( i=0; i < nIndices; i++ ) { g_ClipPortalVerts[g_nClipPortalVerts] = points[ indices[i] ]; ++g_nClipPortalVerts; } }
// Sets node_t::area for non-leaf nodes (this allows an optimization in the renderer).
void SetNodeAreaIndices_R( node_t *node ) { // All leaf area indices should already be set.
if( node->planenum == PLANENUM_LEAF ) return;
// Have the children set their area indices.
SetNodeAreaIndices_R( node->children[0] ); SetNodeAreaIndices_R( node->children[1] );
// If all children (leaves or nodes) are in the same area, then set our area
// to this area as well. Otherwise, set it to -1.
if( node->children[0]->area == node->children[1]->area ) node->area = node->children[0]->area; else node->area = -1; }
/*
============= EmitAreaPortals
============= */ void EmitAreaPortals (node_t *headnode) { entity_t *e; dareaportal_t *dp;
if (c_areas > MAX_MAP_AREAS) Error ("Map is split into %d unique areas which is too many (max = %d)\nProbably too many areaportals", c_areas, MAX_MAP_AREAS); numareas = c_areas+1; numareaportals = 1; // leave 0 as an error
// Reset the clip portal vert info.
g_nClipPortalVerts = 0;
for (int iSrcArea=1 ; iSrcArea<=c_areas ; iSrcArea++) { dareas[iSrcArea].firstareaportal = numareaportals; for (int j=0 ; j<num_entities ; j++) { e = &entities[j]; if (!e->areaportalnum) continue; if (e->portalareas[0] == iSrcArea || e->portalareas[1] == iSrcArea) { int iSide = (e->portalareas[0] == iSrcArea);
// We're only interested in the portal that divides the two areas.
// One of the portals that leads into the CONTENTS_AREAPORTAL just bounds
// the same two areas but the other bounds two different ones.
portal_t *pLeadingPortal = e->m_pPortalsLeadingIntoAreas[0]; if( pLeadingPortal->nodes[0]->area == pLeadingPortal->nodes[1]->area ) pLeadingPortal = e->m_pPortalsLeadingIntoAreas[1];
if( pLeadingPortal ) { Assert( pLeadingPortal->nodes[0]->area != pLeadingPortal->nodes[1]->area );
dp = &dareaportals[numareaportals]; numareaportals++;
dp->m_PortalKey = e->areaportalnum; dp->otherarea = e->portalareas[iSide]; dp->planenum = pLeadingPortal->onnode->planenum;
Assert( pLeadingPortal->nodes[0]->planenum == PLANENUM_LEAF ); Assert( pLeadingPortal->nodes[1]->planenum == PLANENUM_LEAF );
if( pLeadingPortal->nodes[0]->area == dp->otherarea ) { // Use the flipped version of the plane.
dp->planenum = (dp->planenum & ~1) | (~dp->planenum & 1); }
EmitClipPortalGeometry( headnode, pLeadingPortal, iSrcArea, dp ); } } }
dareas[iSrcArea].numareaportals = numareaportals - dareas[iSrcArea].firstareaportal; }
SetNodeAreaIndices_R( headnode );
qprintf ("%5i numareas\n", numareas); qprintf ("%5i numareaportals\n", numareaportals); }
/*
============= FloodAreas
Mark each leaf with an area, bounded by CONTENTS_AREAPORTAL ============= */ void FloodAreas (tree_t *tree) { int start = Plat_FloatTime(); qprintf ("--- FloodAreas ---\n"); Msg("Processing areas..."); FindAreas_r (tree->headnode); SetAreaPortalAreas_r (tree, tree->headnode); qprintf ("%5i areas\n", c_areas); Msg("done (%d)\n", (int)(Plat_FloatTime() - start) ); }
//======================================================
int c_outside; int c_inside; int c_solid;
void FillOutside_r (node_t *node) { if (node->planenum != PLANENUM_LEAF) { FillOutside_r (node->children[0]); FillOutside_r (node->children[1]); return; }
// anything not reachable by an entity
// can be filled away
if (!node->occupied) { if (node->contents != CONTENTS_SOLID) { c_outside++; node->contents = CONTENTS_SOLID; } else c_solid++; } else c_inside++;
}
/*
============= FillOutside
Fill all nodes that can't be reached by entities ============= */ void FillOutside (node_t *headnode) { c_outside = 0; c_inside = 0; c_solid = 0; qprintf ("--- FillOutside ---\n"); FillOutside_r (headnode); qprintf ("%5i solid leafs\n", c_solid); qprintf ("%5i leafs filled\n", c_outside); qprintf ("%5i inside leafs\n", c_inside); }
static float ComputeDistFromPlane( winding_t *pWinding, plane_t *pPlane, float maxdist ) { float totaldist = 0.0f; for (int i = 0; i < pWinding->numpoints; ++i) { totaldist += fabs(DotProduct( pPlane->normal, pWinding->p[i] ) - pPlane->dist); if (totaldist > maxdist) return totaldist; } return totaldist; }
//-----------------------------------------------------------------------------
// Display portal error
//-----------------------------------------------------------------------------
static void DisplayPortalError( portal_t *p, int viscontents ) { char contents[3][1024]; PrintBrushContentsToString( p->nodes[0]->contents, contents[0], sizeof( contents[0] ) ); PrintBrushContentsToString( p->nodes[1]->contents, contents[1], sizeof( contents[1] ) ); PrintBrushContentsToString( viscontents, contents[2], sizeof( contents[2] ) );
Vector center; WindingCenter( p->winding, center ); Warning( "\nFindPortalSide: Couldn't find a good match for which brush to assign to a portal near (%.1f %.1f %.1f)\n", center.x, center.y, center.z); Warning( "Leaf 0 contents: %s\n", contents[0] ); Warning( "Leaf 1 contents: %s\n", contents[1] ); Warning( "viscontents (node 0 contents ^ node 1 contents): %s\n", contents[2] ); Warning( "This means that none of the brushes in leaf 0 or 1 that touches the portal has %s\n", contents[2] ); Warning( "Check for a huge brush enclosing the coordinates above that has contents %s\n", contents[2] ); Warning( "Candidate brush IDs: " );
CUtlVector<int> listed; for (int j=0 ; j<2 ; j++) { node_t *n = p->nodes[j]; for (bspbrush_t *bb=n->brushlist ; bb ; bb=bb->next) { mapbrush_t *brush = bb->original; if ( brush->contents & viscontents ) { if ( listed.Find( brush->brushnum ) == -1 ) { listed.AddToTail( brush->brushnum ); Warning( "Brush %d: ", brush->id ); } } } } Warning( "\n\n" ); }
//==============================================================
/*
============ FindPortalSide
Finds a brush side to use for texturing the given portal ============ */ void FindPortalSide (portal_t *p) { int viscontents; bspbrush_t *bb; mapbrush_t *brush; node_t *n; int i,j; int planenum; side_t *side, *bestside; float bestdist; plane_t *p1, *p2;
// decide which content change is strongest
// solid > lava > water, etc
viscontents = VisibleContents (p->nodes[0]->contents ^ p->nodes[1]->contents); if (!viscontents) { return; }
planenum = p->onnode->planenum; bestside = NULL; bestdist = 1000000;
for (j=0 ; j<2 ; j++) { n = p->nodes[j]; p1 = &g_MainMap->mapplanes[p->onnode->planenum];
for (bb=n->brushlist ; bb ; bb=bb->next) { brush = bb->original; if ( !(brush->contents & viscontents) ) continue;
for (i=0 ; i<brush->numsides ; i++) { side = &brush->original_sides[i]; if (side->bevel) continue; if (side->texinfo == TEXINFO_NODE) continue; // non-visible
if ((side->planenum&~1) == planenum) { // exact match
bestside = &brush->original_sides[i]; bestdist = 0.0f; goto gotit; }
p2 = &g_MainMap->mapplanes[side->planenum&~1];
float dist = ComputeDistFromPlane( p->winding, p2, bestdist ); if (dist < bestdist) { bestside = side; bestdist = dist; } } } }
gotit: if (!bestside) qprintf ("WARNING: side not found for portal\n");
// Compute average dist, check for problems...
if ( ((bestdist / p->winding->numpoints) > 2) && ( p->nodes[0]->brushlist || p->nodes[1]->brushlist ) ) { static int nWarnCount = 0; if ( nWarnCount < 8 ) { DisplayPortalError( p, viscontents ); if ( ++nWarnCount == 8 ) { Warning("*** Suppressing further FindPortalSide errors.... ***\n" ); } } }
p->sidefound = true; p->side = bestside; }
/*
=============== MarkVisibleSides_r
=============== */ void MarkVisibleSides_r (node_t *node) { portal_t *p; int s;
if (node->planenum != PLANENUM_LEAF) { MarkVisibleSides_r (node->children[0]); MarkVisibleSides_r (node->children[1]); return; }
// empty leafs are never boundary leafs
if (!node->contents) return;
// see if there is a visible face
for (p=node->portals ; p ; p = p->next[!s]) { s = (p->nodes[0] == node); if (!p->onnode) continue; // edge of world
if (!p->sidefound) FindPortalSide (p); if (p->side) p->side->visible = true; }
}
/*
============= MarkVisibleSides
============= */ // UNDONE: Put detail brushes in a separate list (not mapbrushes) ?
void MarkVisibleSides (tree_t *tree, int startbrush, int endbrush, int detailScreen) { int i, j; mapbrush_t *mb; int numsides; qboolean detail;
qprintf ("--- MarkVisibleSides ---\n");
// clear all the visible flags
for (i=startbrush ; i<endbrush ; i++) { mb = &g_MainMap->mapbrushes[i];
if ( detailScreen != FULL_DETAIL ) { qboolean onlyDetail = (detailScreen==ONLY_DETAIL)?true:false; // true for detail brushes
detail = (mb->contents & CONTENTS_DETAIL) ? true : false; if ( onlyDetail ^ detail ) { // both of these must have the same value or we're not interested in this brush
continue; } }
numsides = mb->numsides; for (j=0 ; j<numsides ; j++) mb->original_sides[j].visible = false; }
// set visible flags on the sides that are used by portals
MarkVisibleSides_r (tree->headnode); }
//-----------------------------------------------------------------------------
// Used to determine which sides are visible
//-----------------------------------------------------------------------------
void MarkVisibleSides (tree_t *tree, mapbrush_t **ppBrushes, int nCount ) { qprintf ("--- MarkVisibleSides ---\n");
// clear all the visible flags
int i, j; for ( i=0; i < nCount; ++i ) { mapbrush_t *mb = ppBrushes[i]; int numsides = mb->numsides; for (j=0 ; j<numsides ; j++) { mb->original_sides[j].visible = false; } }
// set visible flags on the sides that are used by portals
MarkVisibleSides_r( tree->headnode ); }
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