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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __BRUSHBSP_H__
#define __BRUSHBSP_H__
#include "idlib/containers/VectorSet.h"
#include "idlib/containers/StrList.h"
#include "idlib/geometry/Winding.h"
#include "idlib/MapFile.h"
#include "tools/compilers/aas/Brush.h"
/*
===============================================================================
BrushBSP
===============================================================================
*/
class idBrushBSP;
class idBrushBSPNode;
class idBrushBSPPortal;
//===============================================================
//
// idBrushBSPPortal
//
//===============================================================
class idBrushBSPPortal {
friend class idBrushBSP;
friend class idBrushBSPNode;
public:
idBrushBSPPortal( void );
~idBrushBSPPortal( void );
void AddToNodes( idBrushBSPNode *front, idBrushBSPNode *back );
void RemoveFromNode( idBrushBSPNode *l );
void Flip( void );
int Split( const idPlane &splitPlane, idBrushBSPPortal **front, idBrushBSPPortal **back );
idWinding * GetWinding( void ) const { return winding; }
const idPlane & GetPlane( void ) const { return plane; }
void SetFaceNum( int num ) { faceNum = num; }
int GetFaceNum( void ) const { return faceNum; }
int GetFlags( void ) const { return flags; }
void SetFlag( int flag ) { flags |= flag; }
void RemoveFlag( int flag ) { flags &= ~flag; }
idBrushBSPPortal * Next( int side ) const { return next[side]; }
idBrushBSPNode * GetNode( int side ) const { return nodes[side]; }
private:
idPlane plane; // portal plane
int planeNum; // number of plane this portal is on
idWinding * winding; // portal winding
idBrushBSPNode * nodes[2]; // nodes this portal seperates
idBrushBSPPortal * next[2]; // next portal in list for both nodes
int flags; // portal flags
int faceNum; // number of the face created for this portal
};
//===============================================================
//
// idBrushBSPNode
//
//===============================================================
#define NODE_VISITED BIT(30)
#define NODE_DONE BIT(31)
class idBrushBSPNode {
friend class idBrushBSP;
friend class idBrushBSPPortal;
public:
idBrushBSPNode( void );
~idBrushBSPNode( void );
void SetContentsFromBrushes( void );
idBounds GetPortalBounds( void );
idBrushBSPNode * GetChild( int index ) const { return children[index]; }
idBrushBSPNode * GetParent( void ) const { return parent; }
void SetContents( int contents ) { this->contents = contents; }
int GetContents( void ) const { return contents; }
const idPlane & GetPlane( void ) const { return plane; }
idBrushBSPPortal * GetPortals( void ) const { return portals; }
void SetAreaNum( int num ) { areaNum = num; }
int GetAreaNum( void ) const { return areaNum; }
int GetFlags( void ) const { return flags; }
void SetFlag( int flag ) { flags |= flag; }
void RemoveFlag( int flag ) { flags &= ~flag; }
bool TestLeafNode( void );
// remove the flag from nodes found by flooding through portals to nodes with the flag set
void RemoveFlagFlood( int flag );
// recurse down the tree and remove the flag from all visited nodes
void RemoveFlagRecurse( int flag );
// first recurse down the tree and flood from there
void RemoveFlagRecurseFlood( int flag );
// returns side of the plane the node is on
int PlaneSide( const idPlane &plane, float epsilon = ON_EPSILON ) const;
// split the leaf node with a plane
bool Split( const idPlane &splitPlane, int splitPlaneNum );
private:
idPlane plane; // split plane if this is not a leaf node
idBrush * volume; // node volume
int contents; // node contents
idBrushList brushList; // list with brushes for this node
idBrushBSPNode * parent; // parent of this node
idBrushBSPNode * children[2]; // both are NULL if this is a leaf node
idBrushBSPPortal * portals; // portals of this node
int flags; // node flags
int areaNum; // number of the area created for this node
int occupied; // true when portal is occupied
};
//===============================================================
//
// idBrushBSP
//
//===============================================================
class idBrushBSP {
public:
idBrushBSP( void );
~idBrushBSP( void );
// build a bsp tree from a set of brushes
void Build( idBrushList brushList, int skipContents,
bool (*ChopAllowed)( idBrush *b1, idBrush *b2 ),
bool (*MergeAllowed)( idBrush *b1, idBrush *b2 ) );
// remove splits in subspaces with the given contents
void PruneTree( int contents );
// portalize the bsp tree
void Portalize( void );
// remove subspaces outside the map not reachable by entities
bool RemoveOutside( const idMapFile *mapFile, int contents, const idStrList &classNames );
// write file with a trace going through a leak
void LeakFile( const idStr &fileName );
// try to merge portals
void MergePortals( int skipContents );
// try to merge the two leaf nodes at either side of the portal
bool TryMergeLeafNodes( idBrushBSPPortal *portal, int side );
void PruneMergedTree_r( idBrushBSPNode *node );
// melt portal windings
void MeltPortals( int skipContents );
// write a map file with a brush for every leaf node that has the given contents
void WriteBrushMap( const idStr &fileName, const idStr &ext, int contents );
// bounds for the whole tree
const idBounds & GetTreeBounds( void ) const { return treeBounds; }
// root node of the tree
idBrushBSPNode * GetRootNode( void ) const { return root; }
private:
idBrushBSPNode * root;
idBrushBSPNode * outside;
idBounds treeBounds;
idPlaneSet portalPlanes;
int numGridCells;
int numSplits;
int numGridCellSplits;
int numPrunedSplits;
int numPortals;
int solidLeafNodes;
int outsideLeafNodes;
int insideLeafNodes;
int numMergedPortals;
int numInsertedPoints;
idVec3 leakOrigin;
int brushMapContents;
idBrushMap * brushMap;
bool (*BrushChopAllowed)( idBrush *b1, idBrush *b2 );
bool (*BrushMergeAllowed)( idBrush *b1, idBrush *b2 );
private:
void RemoveMultipleLeafNodeReferences_r( idBrushBSPNode *node );
void Free_r( idBrushBSPNode *node );
void IncreaseNumSplits( void );
bool IsValidSplitter( const idBrushSide *side );
int BrushSplitterStats( const idBrush *brush, int planeNum, const idPlaneSet &planeList, bool *testedPlanes, struct splitterStats_s &stats );
int FindSplitter( idBrushBSPNode *node, const idPlaneSet &planeList, bool *testedPlanes, struct splitterStats_s &bestStats );
void SetSplitterUsed( idBrushBSPNode *node, int planeNum );
idBrushBSPNode * BuildBrushBSP_r( idBrushBSPNode *node, const idPlaneSet &planeList, bool *testedPlanes, int skipContents );
idBrushBSPNode * ProcessGridCell( idBrushBSPNode *node, int skipContents );
void BuildGrid_r( idList<idBrushBSPNode *> &gridCells, idBrushBSPNode *node );
void PruneTree_r( idBrushBSPNode *node, int contents );
void MakeOutsidePortals( void );
idWinding * BaseWindingForNode( idBrushBSPNode *node );
void MakeNodePortal( idBrushBSPNode *node );
void SplitNodePortals( idBrushBSPNode *node );
void MakeTreePortals_r( idBrushBSPNode *node );
void FloodThroughPortals_r( idBrushBSPNode *node, int contents, int depth );
bool FloodFromOrigin( const idVec3 &origin, int contents );
bool FloodFromEntities( const idMapFile *mapFile, int contents, const idStrList &classNames );
void RemoveOutside_r( idBrushBSPNode *node, int contents );
void SetPortalPlanes_r( idBrushBSPNode *node, idPlaneSet &planeList );
void SetPortalPlanes( void );
void MergePortals_r( idBrushBSPNode *node, int skipContents );
void MergeLeafNodePortals( idBrushBSPNode *node, int skipContents );
void UpdateTreeAfterMerge_r( idBrushBSPNode *node, const idBounds &bounds, idBrushBSPNode *oldNode, idBrushBSPNode *newNode );
void RemoveLeafNodeColinearPoints( idBrushBSPNode *node );
void RemoveColinearPoints_r( idBrushBSPNode *node, int skipContents );
void MeltFlood_r( idBrushBSPNode *node, int skipContents, idBounds &bounds, idVectorSet<idVec3,3> &vertexList );
void MeltLeafNodePortals( idBrushBSPNode *node, int skipContents, idVectorSet<idVec3,3> &vertexList );
void MeltPortals_r( idBrushBSPNode *node, int skipContents, idVectorSet<idVec3,3> &vertexList );
};
#endif /* !__BRUSHBSP_H__ */
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