/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
-int c_faceLeafs;
+int c_faceLeafs;
/*
-================
-AllocBspFace
-================
-*/
-face_t *AllocBspFace( void ) {
- face_t *f;
+ ================
+ AllocBspFace
+ ================
+ */
+face_t *AllocBspFace( void ) {
+ face_t *f;
- f = safe_malloc(sizeof(*f));
- memset( f, 0, sizeof(*f) );
+ f = safe_malloc0( sizeof( *f ) );
return f;
}
/*
-================
-FreeBspFace
-================
-*/
-void FreeBspFace( face_t *f ) {
+ ================
+ FreeBspFace
+ ================
+ */
+void FreeBspFace( face_t *f ) {
if ( f->w ) {
FreeWinding( f->w );
}
/*
-SelectSplitPlaneNum()
-finds the best split plane for this node
-*/
-
-static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags )
-{
- face_t *split;
- face_t *check;
- face_t *bestSplit;
- int splits, facing, front, back;
- int side;
- plane_t *plane;
- int value, bestValue;
- int i;
- vec3_t normal;
- float dist;
- int planenum;
-
-
+ SelectSplitPlaneNum()
+ finds the best split plane for this node
+ */
+
+static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags ){
+ face_t *split;
+ face_t *check;
+ face_t *bestSplit;
+ int splits, facing, front, back;
+ int side;
+ plane_t *plane;
+ int value, bestValue;
+ int i;
+ vec3_t normal;
+ float dist;
+ int planenum;
+ float sizeBias;
+
/* ydnar: set some defaults */
*splitPlaneNum = -1; /* leaf */
*compileFlags = 0;
-
+
/* ydnar 2002-06-24: changed this to split on z-axis as well */
/* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */
-
+
/* if it is crossing a block boundary, force a split */
- for( i = 0; i < 3; i++ )
+ for ( i = 0; i < 3; i++ )
{
- if( blockSize[ i ] <= 0 )
+ if ( blockSize[ i ] <= 0 ) {
continue;
- dist = blockSize[ i ] * (floor( node->mins[ i ] / blockSize[ i ] ) + 1);
- if( node->maxs[ i ] > dist )
- {
+ }
+ dist = blockSize[ i ] * ( floor( node->mins[ i ] / blockSize[ i ] ) + 1 );
+ if ( node->maxs[ i ] > dist ) {
VectorClear( normal );
normal[ i ] = 1;
planenum = FindFloatPlane( normal, dist, 0, NULL );
return;
}
}
-
+
/* 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 )
+
+
+ // 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;
facing = 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 );
if ( side == SIDE_CROSS ) {
splits++;
- } else if ( side == SIDE_FRONT ) {
+ }
+ else if ( side == SIDE_FRONT ) {
front++;
- } else if ( side == SIDE_BACK ) {
+ }
+ else if ( side == SIDE_BACK ) {
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
+
+ value += split->priority; // prioritize hints higher
if ( value > bestValue ) {
bestValue = value;
bestSplit = split;
}
}
-
+
/* nothing, we have a leaf */
- if( bestValue == -99999 )
+ if ( bestValue == -99999 ) {
return;
-
+ }
+
/* set best split data */
*splitPlaneNum = bestSplit->planenum;
*compileFlags = bestSplit->compileFlags;
+
+ if ( *splitPlaneNum > -1 ) {
+ mapplanes[ *splitPlaneNum ].counter++;
+ }
}
/*
-CountFaceList()
-counts bsp faces in the linked list
-*/
+ CountFaceList()
+ counts bsp faces in the linked list
+ */
+
+int CountFaceList( face_t *list ){
+ int c;
-int CountFaceList( face_t *list )
-{
- int c;
-
c = 0;
- for( list; list != NULL; list = list->next )
+ for ( ; list != NULL; list = list->next )
c++;
return c;
}
/*
-BuildFaceTree_r()
-recursively builds the bsp, splitting on face planes
-*/
-
-void BuildFaceTree_r( node_t *node, face_t *list )
-{
- face_t *split;
- face_t *next;
- int side;
- plane_t *plane;
- face_t *newFace;
- face_t *childLists[2];
- winding_t *frontWinding, *backWinding;
- int i;
- int splitPlaneNum, compileFlags;
-
-
+ BuildFaceTree_r()
+ recursively builds the bsp, splitting on face planes
+ */
+
+void BuildFaceTree_r( node_t *node, face_t *list ){
+ face_t *split;
+ face_t *next;
+ int side;
+ plane_t *plane;
+ face_t *newFace;
+ face_t *childLists[2];
+ winding_t *frontWinding, *backWinding;
+ int i;
+ int splitPlaneNum, compileFlags;
+
+
/* count faces left */
i = CountFaceList( list );
-
+
/* select the best split plane */
SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags );
-
+
/* if we don't have any more faces, this is a node */
- if ( splitPlaneNum == -1 )
- {
+ 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 )
+
+ for ( split = list; split; split = next )
{
/* set next */
next = split->next;
-
+
/* don't split by identical plane */
- if( split->planenum == node->planenum )
- {
+ if ( split->planenum == node->planenum ) {
FreeBspFace( split );
continue;
}
-
+
/* 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 );
- if( frontWinding ) {
+ if ( side == SIDE_CROSS ) {
+ /* strict; if no winding is left, we have a "virtually identical" plane and don't want to split by it */
+ ClipWindingEpsilonStrict( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
+ &frontWinding, &backWinding );
+ if ( frontWinding ) {
newFace = AllocBspFace();
newFace->w = frontWinding;
newFace->next = childLists[0];
newFace->compileFlags = split->compileFlags;
childLists[0] = newFace;
}
- if( backWinding ) {
+ if ( backWinding ) {
newFace = AllocBspFace();
newFace->w = backWinding;
newFace->next = childLists[1];
childLists[1] = newFace;
}
FreeBspFace( split );
- } else if ( side == SIDE_FRONT ) {
+ }
+ else if ( side == SIDE_FRONT ) {
split->next = childLists[0];
childLists[0] = split;
- } else if ( side == SIDE_BACK ) {
+ }
+ else if ( side == SIDE_BACK ) {
split->next = childLists[1];
childLists[1] = split;
}
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;
+ }
}
for ( i = 0 ; i < 2 ; i++ ) {
- BuildFaceTree_r ( node->children[i], childLists[i]);
+ BuildFaceTree_r( node->children[i], childLists[i] );
+ node->has_structural_children |= node->children[i]->has_structural_children;
}
}
/*
-================
-FaceBSP
+ ================
+ FaceBSP
-List will be freed before returning
-================
-*/
+ List will be freed before returning
+ ================
+ */
tree_t *FaceBSP( face_t *list ) {
- tree_t *tree;
- face_t *face;
- int i;
- int count;
+ tree_t *tree;
+ face_t *face;
+ int i;
+ int count;
- Sys_FPrintf (SYS_VRB, "--- FaceBSP ---\n" );
+ Sys_FPrintf( SYS_VRB, "--- FaceBSP ---\n" );
- tree = AllocTree ();
+ tree = AllocTree();
count = 0;
- for( face = list; face != NULL; face = face->next )
+ for ( face = list; face != NULL; face = face->next )
{
count++;
- for( i = 0; i < face->w->numpoints; i++ )
+ for ( i = 0; i < face->w->numpoints; i++ )
{
AddPointToBounds( face->w->p[ i ], tree->mins, tree->maxs );
}
}
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 );
c_faceLeafs = 0;
- BuildFaceTree_r ( tree->headnode, list );
+ BuildFaceTree_r( tree->headnode, list );
Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs );
/*
-MakeStructuralBSPFaceList()
-get structural brush faces
-*/
-
-face_t *MakeStructuralBSPFaceList( brush_t *list )
-{
- brush_t *b;
- int i;
- side_t *s;
- winding_t *w;
- face_t *f, *flist;
-
-
+ MakeStructuralBSPFaceList()
+ get structural brush faces
+ */
+
+face_t *MakeStructuralBSPFaceList( brush_t *list ){
+ brush_t *b;
+ int i;
+ side_t *s;
+ winding_t *w;
+ face_t *f, *flist;
+
+
flist = NULL;
- for( b = list; b != NULL; b = b->next )
+ for ( b = list; b != NULL; b = b->next )
{
- if( b->detail )
+ if ( !deepBSP && b->detail ) {
continue;
-
- for( i = 0; i < b->numsides; i++ )
+ }
+
+ for ( i = 0; i < b->numsides; i++ )
{
/* get side and winding */
s = &b->sides[ i ];
w = s->winding;
- if( w == NULL )
+ if ( w == NULL ) {
continue;
-
+ }
+
/* ydnar: skip certain faces */
- if( s->compileFlags & C_SKIP )
+ if ( s->compileFlags & C_SKIP ) {
continue;
-
+ }
+
/* allocate a face */
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
- f->compileFlags = s->compileFlags; /* ydnar */
-
+ f->compileFlags = s->compileFlags; /* ydnar */
+ if ( b->detail ) {
+ f->compileFlags |= C_DETAIL;
+ }
+
/* ydnar: set priority */
f->priority = 0;
- if( f->compileFlags & C_HINT )
+ if ( f->compileFlags & C_HINT ) {
f->priority += HINT_PRIORITY;
- if( f->compileFlags & C_ANTIPORTAL )
+ }
+ if ( f->compileFlags & C_ANTIPORTAL ) {
f->priority += ANTIPORTAL_PRIORITY;
- if( f->compileFlags & C_AREAPORTAL )
+ }
+ 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 = f;
}
}
-
+
return flist;
}
/*
-MakeVisibleBSPFaceList()
-get visible brush faces
-*/
-
-face_t *MakeVisibleBSPFaceList( brush_t *list )
-{
- brush_t *b;
- int i;
- side_t *s;
- winding_t *w;
- face_t *f, *flist;
-
-
+ MakeVisibleBSPFaceList()
+ get visible brush faces
+ */
+
+face_t *MakeVisibleBSPFaceList( brush_t *list ){
+ brush_t *b;
+ int i;
+ side_t *s;
+ winding_t *w;
+ face_t *f, *flist;
+
+
flist = NULL;
- for( b = list; b != NULL; b = b->next )
+ for ( b = list; b != NULL; b = b->next )
{
- if( b->detail )
+ if ( !deepBSP && b->detail ) {
continue;
-
- for( i = 0; i < b->numsides; i++ )
+ }
+
+ for ( i = 0; i < b->numsides; i++ )
{
/* get side and winding */
s = &b->sides[ i ];
w = s->visibleHull;
- if( w == NULL )
+ if ( w == NULL ) {
continue;
-
+ }
+
/* ydnar: skip certain faces */
- if( s->compileFlags & C_SKIP )
+ if ( s->compileFlags & C_SKIP ) {
continue;
-
+ }
+
/* allocate a face */
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
- f->compileFlags = s->compileFlags; /* ydnar */
-
+ f->compileFlags = s->compileFlags; /* ydnar */
+ if ( b->detail ) {
+ f->compileFlags |= C_DETAIL;
+ }
+
/* ydnar: set priority */
f->priority = 0;
- if( f->compileFlags & C_HINT )
+ if ( f->compileFlags & C_HINT ) {
f->priority += HINT_PRIORITY;
- if( f->compileFlags & C_ANTIPORTAL )
+ }
+ if ( f->compileFlags & C_ANTIPORTAL ) {
f->priority += ANTIPORTAL_PRIORITY;
- if( f->compileFlags & C_AREAPORTAL )
+ }
+ 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 = f;
}
}
-
+
return flist;
}
-