Esempio n. 1
0
// Compute a list of faces that are visible on the detail brush sides
face_t *ComputeVisibleBrushSides( bspbrush_t *list )
{
	face_t *pTotalFaces = NULL;
	CUtlVector<bspbrush_t *> cutBrushes;

	// Go through the whole brush list
	for ( bspbrush_t *pbrush = list; pbrush; pbrush = pbrush->next )
	{
		face_t *pFaces = NULL;
		mapbrush_t *mb = pbrush->original;

		if ( !(mb->contents & ALL_VISIBLE_CONTENTS) )
			continue;

		// Make a face for each brush side, then clip it by the other
		// details to see if any fragments are visible
		for ( int i = 0; i < pbrush->numsides; i++ )
		{
			winding_t *winding = pbrush->sides[i].winding;
			if ( !winding )
				continue;
			
			if (! (pbrush->sides[i].contents & ALL_VISIBLE_CONTENTS) )
				continue;

			side_t *side = FindOriginalSide( mb, pbrush->sides + i );
			face_t *f = MakeBrushFace( side, winding );

			// link to head of face list
			f->next = pFaces;
			pFaces = f;
		}

		// Make a list of brushes that can cut the face list for this brush
		cutBrushes.RemoveAll();
		if ( GetListOfCutBrushes( cutBrushes, pbrush, list ) )
		{
			// now cut each face to find visible fragments
			for ( face_t *f = pFaces; f; f = f->next )
			{
				// this will be a new list of faces that this face cuts into
				face_t *pClip = NULL;
				ClipFaceToBrushList( f, cutBrushes, &pClip );
				if ( pClip )
				{
					int outCount = CountFaceList(pClip);
					// it cut into more faces (or it was completely cut away)
					if ( outCount <= 1 )
					{
						// was removed or cut down, mark as split
						f->split[0] = f;
						// insert face fragments at head of list (UNDONE: reverses order, do we care?)
						while ( pClip )
						{
							face_t *next = pClip->next;
							pClip->next = pFaces;
							pFaces = pClip;
							pClip = next;
						}
					}
					else
					{
						// it cut into more than one visible fragment
						// Don't fragment details
						// UNDONE: Build 2d convex hull of this list and swap face winding 
						// with that polygon?  That would fix the remaining issues.
						FreeFaceList( pClip );
						pClip = NULL;
					}
				}
			}
		}
	
		// move visible fragments to global face list
		while ( pFaces )
		{
			face_t *next = pFaces->next;
			if ( pFaces->split[0] )
			{
				FreeFace( pFaces );
			}
			else
			{
				pFaces->next = pTotalFaces;
				pTotalFaces = pFaces;
			}
			pFaces = next;
		}
	}

	return pTotalFaces;
}
Esempio n. 2
0
File: facebsp.c Progetto: otty/cake3
/*
================
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;
	int             hintSplit;

	i = CountFaceList(list);

	SelectSplitPlaneNum(node, list, &splitPlaneNum, &hintSplit);

	// 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]);
	}
}
Esempio n. 3
0
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 ) {
		node->planenum = PLANENUM_LEAF;
		c_faceLeafs++;
		return;
	}

	/* partition the list */
	node->planenum = splitPlaneNum;
	node->compileFlags = compileFlags;
	plane = &mapplanes[ splitPlaneNum ];
	childLists[0] = NULL;
	childLists[1] = NULL;
	for ( split = list; split; split = next )
	{
		/* set next */
		next = split->next;

		/* don't split by identical plane */
		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 ) {
				newFace = AllocBspFace();
				newFace->w = frontWinding;
				newFace->next = childLists[0];
				newFace->planenum = split->planenum;
				newFace->priority = split->priority;
				newFace->compileFlags = split->compileFlags;
				childLists[0] = newFace;
			}
			if ( backWinding ) {
				newFace = AllocBspFace();
				newFace->w = backWinding;
				newFace->next = childLists[1];
				newFace->planenum = split->planenum;
				newFace->priority = split->priority;
				newFace->compileFlags = split->compileFlags;
				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] );
	}
}
Esempio n. 4
0
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;
	qboolean        isstruct = qfalse;
	int             splits, front, back;


	/* count faces left */
	i = CountFaceList(list);

#if defined(DEBUG_SPLITS)
	Sys_FPrintf(SYS_VRB, "faces left = %d\n", i);
#endif

	/* select the best split plane */
	SelectSplitPlaneNum(node, list, &splitPlaneNum, &compileFlags);

	/* if we don't have any more faces, this is a leaf */
	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;

	splits = front = back = 0;

	for(split = list; split; split = next)
	{
		/* set next */
		next = split->next;

		/* don't split by identical plane */
		if(split->planenum == node->planenum)
		{
			FreeBspFace(split);
			continue;
		}

		if(!(split->compileFlags & C_DETAIL))
			isstruct = 1;

		/* determine which side the face falls on */
		side = WindingOnPlaneSide(split->w, plane->normal, plane->dist);

		/* switch on side */
		if(side == SIDE_CROSS)
		{
			splits++;

			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->compileFlags = split->compileFlags;
				childLists[0] = newFace;

				front++;
			}
			if(backWinding)
			{
				newFace = AllocBspFace();
				newFace->w = backWinding;
				newFace->next = childLists[1];
				newFace->planenum = split->planenum;
				newFace->priority = split->priority;
				newFace->compileFlags = split->compileFlags;
				childLists[1] = newFace;

				back++;
			}
			FreeBspFace(split);
		}
		else if(side == SIDE_FRONT)
		{
			split->next = childLists[0];
			childLists[0] = split;

			front++;
		}
		else if(side == SIDE_BACK)
		{
			split->next = childLists[1];
			childLists[1] = split;

			back++;
		}
	}


	// 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);

		c_faceNodes++;
	}

	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;
		}
	}

#if 1
	if(drawBSP && drawTree)
	{
		drawChildLists[0] = childLists[0];
		drawChildLists[1] = childLists[1];
		drawSplitNode = node;
		Draw_Scene(DrawAll);
	}
#endif

#if defined(DEBUG_SPLITS)
	if((node->compileFlags & C_DETAIL) && isstruct)
		Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf1\n", node->has_structural_children);
#endif

	for(i = 0; i < 2; i++)
	{
		BuildFaceTree_r(node->children[i], childLists[i]);
		node->has_structural_children |= node->children[i]->has_structural_children;
	}

#if defined(DEBUG_SPLITS)
	if((node->compileFlags & C_DETAIL) && !(node->children[0]->compileFlags & C_DETAIL) &&
	   node->children[0]->planenum != PLANENUM_LEAF)
		Sys_FPrintf(SYS_ERR, "I am detail, my child is structural\n", node->has_structural_children);
	if((node->compileFlags & C_DETAIL) && isstruct)
		Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf2\n", node->has_structural_children);
#endif
}