Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vbsp.h"
#include "collisionutils.h"
/*
==============================================================================
PORTAL FILE GENERATION
Save out name.prt for qvis to read
==============================================================================
*/
#define PORTALFILE "PRT1"
struct cluster_portals_t
{
CUtlVector<portal_t *> portals;
};
int num_visclusters; // clusters the player can be in
int num_visportals;
int g_SkyCluster = -1;
void WriteFloat (FILE *f, vec_t v)
{
if ( fabs(v - RoundInt(v)) < 0.001 )
fprintf (f,"%i ",(int)RoundInt(v));
else
fprintf (f,"%f ",v);
}
/*
=================
WritePortalFile_r
=================
*/
void WritePortalFile(FILE *pFile, const CUtlVector<cluster_portals_t> &list)
{
portal_t *p;
winding_t *w;
Vector normal;
vec_t dist;
for ( int clusterIndex = 0; clusterIndex < list.Count(); clusterIndex++ )
{
for ( int j = 0; j < list[clusterIndex].portals.Count(); j++ )
{
p = list[clusterIndex].portals[j];
w = p->winding;
// write out to the file
// sometimes planes get turned around when they are very near
// the changeover point between different axis. interpret the
// plane the same way vis will, and flip the side orders if needed
// FIXME: is this still relevent?
WindingPlane (w, normal, &dist);
if ( DotProduct (p->plane.normal, normal) < 0.99 )
{ // backwards...
fprintf (pFile,"%i %i %i ",w->numpoints, p->nodes[1]->cluster, p->nodes[0]->cluster);
}
else
{
fprintf (pFile,"%i %i %i ",w->numpoints, p->nodes[0]->cluster, p->nodes[1]->cluster);
}
for (int i=0 ; i<w->numpoints ; i++)
{
fprintf (pFile,"(");
WriteFloat (pFile, w->p[i][0]);
WriteFloat (pFile, w->p[i][1]);
WriteFloat (pFile, w->p[i][2]);
fprintf (pFile,") ");
}
fprintf (pFile,"\n");
}
}
}
struct viscluster_t
{
bspbrush_t *pBrushes;
int clusterIndex;
int leafCount;
int leafStart;
};
static CUtlVector<viscluster_t> g_VisClusters;
// add to the list of brushes the merge leaves into single vis clusters
void AddVisCluster( entity_t *pFuncVisCluster )
{
viscluster_t tmp;
Vector clipMins, clipMaxs;
clipMins[0] = clipMins[1] = clipMins[2] = MIN_COORD_INTEGER;
clipMaxs[0] = clipMaxs[1] = clipMaxs[2] = MAX_COORD_INTEGER;
// build the map brushes out into the minimum non-overlapping set of brushes
bspbrush_t *pBSPBrush = MakeBspBrushList( pFuncVisCluster->firstbrush, pFuncVisCluster->firstbrush + pFuncVisCluster->numbrushes,
clipMins, clipMaxs, NO_DETAIL);
tmp.pBrushes = ChopBrushes( pBSPBrush );
// store the entry in the list
tmp.clusterIndex = -1;
tmp.leafCount = 0;
tmp.leafStart = 0;
#if DEBUG_VISUALIZE_CLUSTERS
int debug = atoi(ValueForKey(pFuncVisCluster,"debug"));
if ( debug )
{
Msg("Debug vis cluster %d\n", g_VisClusters.Count() );
}
#endif
g_VisClusters.AddToTail( tmp );
// clear out this entity so it won't get written to the bsp
pFuncVisCluster->epairs = NULL;
pFuncVisCluster->numbrushes = 0;
}
// returns the total overlapping volume of intersection between the node and the brush list
float VolumeOfIntersection( bspbrush_t *pBrushList, node_t *pNode )
{
float volume = 0.0f;
for ( bspbrush_t *pBrush = pBrushList; pBrush; pBrush = pBrush->next )
{
if ( IsBoxIntersectingBox( pNode->mins, pNode->maxs, pBrush->mins, pBrush->maxs ) )
{
bspbrush_t *pIntersect = IntersectBrush( pNode->volume, pBrush );
if ( pIntersect )
{
volume += BrushVolume( pIntersect );
FreeBrush( pIntersect );
}
}
}
return volume;
}
// Search for a forced cluster that this node is within
// NOTE: Returns the first one found, these won't merge themselves together
int GetVisCluster( node_t *pNode )
{
float maxVolume = BrushVolume(pNode->volume) * 0.10f; // needs to cover at least 10% of the volume to overlap
int maxIndex = -1;
// UNDONE: This could get slow
for ( int i = g_VisClusters.Count(); --i >= 0; )
{
float volume = VolumeOfIntersection( g_VisClusters[i].pBrushes, pNode );
if ( volume > maxVolume )
{
volume = maxVolume;
maxIndex = i;
}
}
return maxIndex;
}
/*
================
NumberLeafs_r
================
*/
void BuildVisLeafList_r (node_t *node, CUtlVector<node_t *> &leaves)
{
if (node->planenum != PLANENUM_LEAF)
{ // decision node
node->cluster = -99;
BuildVisLeafList_r (node->children[0], leaves);
BuildVisLeafList_r (node->children[1], leaves);
return;
}
if ( node->contents & CONTENTS_SOLID )
{ // solid block, viewpoint never inside
node->cluster = -1;
return;
}
leaves.AddToTail(node);
}
// Give each leaf in the list of empty leaves a vis cluster number
// some are within func_viscluster volumes and will be merged together
// every other leaf gets its own unique number
void NumberLeafs( const CUtlVector<node_t *> &leaves )
{
for ( int i = 0; i < leaves.Count(); i++ )
{
node_t *node = leaves[i];
int visCluster = GetVisCluster( node );
if ( visCluster >= 0 )
{
if ( g_VisClusters[visCluster].clusterIndex < 0 )
{
g_VisClusters[visCluster].clusterIndex = num_visclusters;
num_visclusters++;
}
g_VisClusters[visCluster].leafCount++;
node->cluster = g_VisClusters[visCluster].clusterIndex;
}
else
{
if ( !g_bSkyVis && Is3DSkyboxArea( node->area ) )
{
if ( g_SkyCluster < 0 )
{
// allocate a cluster for the sky
g_SkyCluster = num_visclusters;
num_visclusters++;
}
node->cluster = g_SkyCluster;
}
else
{
node->cluster = num_visclusters;
num_visclusters++;
}
}
}
#if DEBUG_VISUALIZE_CLUSTERS
for ( int i = 0; i < g_VisClusters.Count(); i++ )
{
char name[256];
sprintf(name, "u:\\main\\game\\ep2\\maps\\vis_%02d.gl", i );
FileHandle_t fp = g_pFileSystem->Open( name, "w" );
Msg("Writing %s\n", name );
for ( bspbrush_t *pBrush = g_VisClusters[i].pBrushes; pBrush; pBrush = pBrush->next )
{
for (int i = 0; i < pBrush->numsides; i++ )
OutputWindingColor( pBrush->sides[i].winding, fp, 0, 255, 0 );
}
for ( int j = 0; j < leaves.Count(); j++ )
{
if ( leaves[j]->cluster == g_VisClusters[i].clusterIndex )
{
bspbrush_t *pBrush = leaves[j]->volume;
for (int k = 0; k < pBrush->numsides; k++ )
OutputWindingColor( pBrush->sides[k].winding, fp, 64 + (j&31), 64, 64 - (j&31) );
}
}
g_pFileSystem->Close(fp);
}
#endif
}
// build a list of all vis portals that connect clusters
int BuildPortalList( CUtlVector<cluster_portals_t> &portalList, const CUtlVector<node_t *> &leaves )
{
int portalCount = 0;
for ( int i = 0; i < leaves.Count(); i++ )
{
node_t *node = leaves[i];
// count the portals
for (portal_t *p = node->portals ; p ; )
{
if (p->nodes[0] == node) // only write out from first leaf
{
if ( p->nodes[0]->cluster != p->nodes[1]->cluster )
{
if (Portal_VisFlood (p))
{
portalCount++;
portalList[node->cluster].portals.AddToTail(p);
}
}
p = p->next[0];
}
else
p = p->next[1];
}
}
return portalCount;
}
/*
================
CreateVisPortals_r
================
*/
void CreateVisPortals_r (node_t *node)
{
// stop as soon as we get to a leaf
if (node->planenum == PLANENUM_LEAF )
return;
MakeNodePortal (node);
SplitNodePortals (node);
CreateVisPortals_r (node->children[0]);
CreateVisPortals_r (node->children[1]);
}
int clusterleaf;
void SaveClusters_r (node_t *node)
{
if (node->planenum == PLANENUM_LEAF)
{
dleafs[clusterleaf++].cluster = node->cluster;
return;
}
SaveClusters_r (node->children[0]);
SaveClusters_r (node->children[1]);
}
/*
================
WritePortalFile
================
*/
void WritePortalFile (tree_t *tree)
{
char filename[1024];
node_t *headnode;
int start = Plat_FloatTime();
qprintf ("--- WritePortalFile ---\n");
sprintf (filename, "%s.prt", source);
Msg ("writing %s...", filename);
headnode = tree->headnode;
FreeTreePortals_r (headnode);
MakeHeadnodePortals (tree);
CreateVisPortals_r (headnode);
// set the cluster field in every leaf and count the total number of portals
num_visclusters = 0;
Msg("Building visibility clusters...\n");
CUtlVector<node_t *> leaves;
BuildVisLeafList_r( headnode, leaves );
NumberLeafs (leaves);
CUtlVector<cluster_portals_t> portalList;
portalList.SetCount( num_visclusters );
num_visportals = BuildPortalList( portalList, leaves );
// write the file
FILE *pf = fopen (filename, "w");
if (!pf)
Error ("Error opening %s", filename);
fprintf (pf, "%s\n", PORTALFILE);
fprintf (pf, "%i\n", num_visclusters);
fprintf (pf, "%i\n", num_visportals);
qprintf ("%5i visclusters\n", num_visclusters);
qprintf ("%5i visportals\n", num_visportals);
WritePortalFile(pf, portalList);
fclose (pf);
// we need to store the clusters out now because ordering
// issues made us do this after writebsp...
clusterleaf = 1;
SaveClusters_r (headnode);
Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
}