//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Builds/merges the BSP tree of detail brushes // // $NoKeywords: $ //=============================================================================// #include "vbsp.h" #include "detail.h" #include "utlvector.h" #include face_t *NewFaceFromFace (face_t *f); face_t *ComputeVisibleBrushSides( bspbrush_t *list ); //----------------------------------------------------------------------------- // Purpose: Copies a face and its winding // Input : *pFace - // Output : face_t //----------------------------------------------------------------------------- face_t *CopyFace( face_t *pFace ) { face_t *f = NewFaceFromFace( pFace ); f->w = CopyWinding( pFace->w ); return f; } //----------------------------------------------------------------------------- // Purpose: Link this brush into the list for this leaf // Input : *node - // *brush - //----------------------------------------------------------------------------- void AddBrushToLeaf( node_t *node, bspbrush_t *brush ) { brush->next = node->brushlist; node->brushlist = brush; } //----------------------------------------------------------------------------- // Purpose: Recursively filter a brush through the tree // Input : *node - // *brush - //----------------------------------------------------------------------------- void MergeBrush_r( node_t *node, bspbrush_t *brush ) { if ( node->planenum == PLANENUM_LEAF ) { if ( node->contents & CONTENTS_SOLID ) { FreeBrush( brush ); } else { AddBrushToLeaf( node, brush ); } return; } bspbrush_t *front, *back; SplitBrush( brush, node->planenum, &front, &back ); FreeBrush( brush ); if ( front ) { MergeBrush_r( node->children[0], front ); } if ( back ) { MergeBrush_r( node->children[1], back ); } } //----------------------------------------------------------------------------- // Purpose: Recursively filter a face into the tree leaving references to the // original face in any visible leaves that a clipped fragment falls // into. // Input : *node - current head of tree // *face - clipped face fragment // *original - unclipped original face // Output : Returns true if any references were left //----------------------------------------------------------------------------- bool MergeFace_r( node_t *node, face_t *face, face_t *original ) { bool referenced = false; if ( node->planenum == PLANENUM_LEAF ) { if ( node->contents & CONTENTS_SOLID ) { FreeFace( face ); return false; } leafface_t *plist = new leafface_t; plist->pFace = original; plist->pNext = node->leaffacelist; node->leaffacelist = plist; referenced = true; } else { // UNDONE: Don't copy the faces each time unless it's necessary!?!?! plane_t *plane = &g_MainMap->mapplanes[node->planenum]; winding_t *frontwinding, *backwinding, *onwinding; Vector offset; WindingCenter( face->w, offset ); // UNDONE: Export epsilon from original face clipping code ClassifyWindingEpsilon_Offset(face->w, plane->normal, plane->dist, 0.001, &frontwinding, &backwinding, &onwinding, -offset); if ( onwinding ) { // face is in the split plane, go down the appropriate side according to the facing direction assert( frontwinding == NULL ); assert( backwinding == NULL ); if ( DotProduct( g_MainMap->mapplanes[face->planenum].normal, g_MainMap->mapplanes[node->planenum].normal ) > 0 ) { frontwinding = onwinding; } else { backwinding = onwinding; } } if ( frontwinding ) { face_t *tmp = NewFaceFromFace( face ); tmp->w = frontwinding; referenced = MergeFace_r( node->children[0], tmp, original ); } if ( backwinding ) { face_t *tmp = NewFaceFromFace( face ); tmp->w = backwinding; bool test = MergeFace_r( node->children[1], tmp, original ); referenced = referenced || test; } } FreeFace( face ); return referenced; } //----------------------------------------------------------------------------- // Purpose: Loop through each face and filter it into the tree // Input : *out - // *pFaces - //----------------------------------------------------------------------------- face_t *FilterFacesIntoTree( tree_t *out, face_t *pFaces ) { face_t *pLeafFaceList = NULL; for ( face_t *f = pFaces; f; f = f->next ) { if( f->merged || f->split[0] || f->split[1] ) continue; face_t *tmp = CopyFace( f ); face_t *original = CopyFace( f ); if ( MergeFace_r( out->headnode, tmp, original ) ) { // clear out portal (comes from a different tree) original->portal = NULL; original->next = pLeafFaceList; pLeafFaceList = original; } else { FreeFace( original ); } } return pLeafFaceList; } //----------------------------------------------------------------------------- // Purpose: Splits the face list into faces from the same plane and tries to merge // them if possible // Input : **pFaceList - //----------------------------------------------------------------------------- void TryMergeFaceList( face_t **pFaceList ) { face_t **pPlaneList = NULL; // divide the list into buckets by plane number pPlaneList = new face_t *[g_MainMap->nummapplanes]; memset( pPlaneList, 0, sizeof(face_t *) * g_MainMap->nummapplanes ); face_t *pFaces = *pFaceList; face_t *pOutput = NULL; while ( pFaces ) { face_t *next = pFaces->next; // go ahead and delete the old split/merged faces if ( pFaces->merged || pFaces->split[0] || pFaces->split[1] ) { Error("Split face in merge list!"); } else { // add to the list for this plane pFaces->next = pPlaneList[pFaces->planenum]; pPlaneList[pFaces->planenum] = pFaces; } pFaces = next; } // now merge each plane's list of faces int merged = 0; for ( int i = 0; i < g_MainMap->nummapplanes; i++ ) { if ( pPlaneList[i] ) { MergeFaceList( &pPlaneList[i] ); } // move these over to the output face list face_t *list = pPlaneList[i]; while ( list ) { face_t *next = list->next; if ( list->merged ) merged++; list->next = pOutput; pOutput = list; list = next; } } if ( merged ) { Msg("\nMerged %d detail faces...", merged ); } delete[] pPlaneList; *pFaceList = pOutput; } //----------------------------------------------------------------------------- // Purpose: filter each brush in the list into the tree // Input : *out - // *brushes - //----------------------------------------------------------------------------- void FilterBrushesIntoTree( tree_t *out, bspbrush_t *brushes ) { // Merge all of the brushes into the world tree for ( bspbrush_t *plist = brushes; plist; plist = plist->next ) { MergeBrush_r( out->headnode, CopyBrush(plist) ); } } //----------------------------------------------------------------------------- // Purpose: Build faces for the detail brushes and merge them into the BSP // Input : *worldtree - // brush_start - // brush_end - //----------------------------------------------------------------------------- face_t *MergeDetailTree( tree_t *worldtree, int brush_start, int brush_end ) { int start; bspbrush_t *detailbrushes = NULL; face_t *pFaces = NULL; face_t *pLeafFaceList = NULL; // Grab the list of detail brushes detailbrushes = MakeBspBrushList (brush_start, brush_end, g_MainMap->map_mins, g_MainMap->map_maxs, ONLY_DETAIL ); if (detailbrushes) { start = Plat_FloatTime(); Msg("Chop Details..."); // if there are detail brushes, chop them against each other if (!nocsg) detailbrushes = ChopBrushes (detailbrushes); Msg("done (%d)\n", (int)(Plat_FloatTime() - start) ); // Now mark the visible sides so we can eliminate all detail brush sides // that are covered by other detail brush sides // NOTE: This still leaves detail brush sides that are covered by the world. (these are removed in the merge operation) Msg("Find Visible Detail Sides..."); pFaces = ComputeVisibleBrushSides( detailbrushes ); TryMergeFaceList( &pFaces ); SubdivideFaceList( &pFaces ); Msg("done (%d)\n", (int)(Plat_FloatTime() - start) ); start = Plat_FloatTime(); Msg("Merging details..."); // Merge the detail solids and faces into the world tree // Merge all of the faces into the world tree pLeafFaceList = FilterFacesIntoTree( worldtree, pFaces ); FilterBrushesIntoTree( worldtree, detailbrushes ); FreeFaceList( pFaces ); FreeBrushList(detailbrushes); Msg("done (%d)\n", (int)(Plat_FloatTime() - start) ); } return pLeafFaceList; } //----------------------------------------------------------------------------- // Purpose: Quick overlap test for brushes // Input : *p1 - // *p2 - // Output : Returns false if the brushes cannot intersect //----------------------------------------------------------------------------- bool BrushBoxOverlap( bspbrush_t *p1, bspbrush_t *p2 ) { if ( p1 == p2 ) return false; for ( int i = 0; i < 3; i++ ) { if ( p1->mins[i] > p2->maxs[i] || p1->maxs[i] < p2->mins[i] ) return false; } return true; } //----------------------------------------------------------------------------- // Purpose: // Input : *pFace - input face to test // *pbrush - brush to clip face against // **pOutputList - list of faces clipped from pFace // Output : Returns true if the brush completely clips the face //----------------------------------------------------------------------------- // NOTE: This assumes the brushes have already been chopped so that no solid space // is enclosed by more than one brush!! bool ClipFaceToBrush( face_t *pFace, bspbrush_t *pbrush, face_t **pOutputList ) { int planenum = pFace->planenum & (~1); int foundSide = -1; CUtlVector sortedSides; int i; for ( i = 0; i < pbrush->numsides && foundSide < 0; i++ ) { int bplane = pbrush->sides[i].planenum & (~1); if ( bplane == planenum ) foundSide = i; } Vector offset = -0.5f * (pbrush->maxs + pbrush->mins); face_t *currentface = CopyFace( pFace ); if ( foundSide >= 0 ) { sortedSides.RemoveAll(); for ( i = 0; i < pbrush->numsides; i++ ) { // don't clip to bevels if ( pbrush->sides[i].bevel ) continue; if ( g_MainMap->mapplanes[pbrush->sides[i].planenum].type <= PLANE_Z ) { sortedSides.AddToHead( i ); } else { sortedSides.AddToTail( i ); } } for ( i = 0; i < sortedSides.Size(); i++ ) { int index = sortedSides[i]; if ( index == foundSide ) continue; plane_t *plane = &g_MainMap->mapplanes[pbrush->sides[index].planenum]; winding_t *frontwinding, *backwinding; ClipWindingEpsilon_Offset(currentface->w, plane->normal, plane->dist, 0.001, &frontwinding, &backwinding, offset); // only clip if some part of this face is on the back side of all brush sides if ( !backwinding || WindingIsTiny(backwinding)) { FreeFaceList( *pOutputList ); *pOutputList = NULL; break; } if ( frontwinding && !WindingIsTiny(frontwinding) ) { // add this fragment to the return list // make a face for the fragment face_t *f = NewFaceFromFace( pFace ); f->w = frontwinding; // link the fragment in f->next = *pOutputList; *pOutputList = f; } // update the current winding to be the part behind each plane FreeWinding( currentface->w ); currentface->w = backwinding; } // free the bit that is left in solid or not clipped (if we broke out early) FreeFace( currentface ); // if we made it all the way through and didn't produce any fragments then the whole face was clipped away if ( !*pOutputList && i == sortedSides.Size() ) { return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: Given an original side and chopped winding, make a face_t // Input : *side - side of the original brush // *winding - winding for this face (portion of the side) // Output : face_t //----------------------------------------------------------------------------- face_t *MakeBrushFace( side_t *originalSide, winding_t *winding ) { face_t *f = AllocFace(); f->merged = NULL; f->split[0] = f->split[1] = NULL; f->w = CopyWinding( winding ); f->originalface = originalSide; // // save material info // f->texinfo = originalSide->texinfo; f->dispinfo = -1; // save plane info f->planenum = originalSide->planenum; f->contents = originalSide->contents; return f; } //----------------------------------------------------------------------------- // Purpose: Chop away sides that are inside other brushes. // Brushes have already been chopped up so that they do not overlap, // they merely touch. // Input : *list - list of brushes // Output : face_t * - list of visible faces (some marked bad/split) //----------------------------------------------------------------------------- // assumes brushes were chopped! side_t *FindOriginalSide( mapbrush_t *mb, side_t *pBspSide ) { side_t *bestside = NULL; float bestdot = 0; plane_t *p1 = g_MainMap->mapplanes + pBspSide->planenum; for (int i=0 ; inumsides ; i++) { side_t *side = &mb->original_sides[i]; if (side->bevel) continue; if (side->texinfo == TEXINFO_NODE) continue; // non-visible if ((side->planenum&~1) == (pBspSide->planenum&~1)) { // exact match return mb->original_sides + i; } // see how close the match is plane_t *p2 = &g_MainMap->mapplanes[side->planenum&~1]; float dot = DotProduct (p1->normal, p2->normal); if (dot > bestdot) { bestdot = dot; bestside = side; } } if ( !bestside ) { Error( "Bad detail brush side\n" ); } return bestside; } // Get a list of brushes from pBrushList that could cut faces on the source brush int GetListOfCutBrushes( CUtlVector &out, bspbrush_t *pSourceBrush, bspbrush_t *pBrushList ) { mapbrush_t *mb = pSourceBrush->original; for ( bspbrush_t *walk = pBrushList; walk; walk = walk->next ) { if ( walk == pSourceBrush ) continue; // only clip to transparent brushes if the original brush is transparent if ( walk->original->contents & TRANSPARENT_CONTENTS ) { if ( !(mb->contents & TRANSPARENT_CONTENTS) ) continue; } // don't clip to clip brushes, etc. if ( !(walk->original->contents & ALL_VISIBLE_CONTENTS) ) continue; // brushes overlap, test faces if ( !BrushBoxOverlap( pSourceBrush, walk ) ) continue; out.AddToTail( walk ); } return out.Count(); } // Count the number of real (unsplit) faces in the list static int CountFaceList( face_t *f ) { int count = 0; for ( ; f; f = f->next ) { if ( f->split[0] ) continue; count++; } return count; } // Clips f to a list of potential cutting brushes // If f clips into new faces, returns the list of new faces in pOutputList static void ClipFaceToBrushList( face_t *f, const CUtlVector &cutBrushes, face_t **pOutputList ) { *pOutputList = NULL; if ( f->split[0] ) return; face_t *pClipList = CopyFace( f ); pClipList->next = NULL; bool clipped = false; for ( int i = 0; i < cutBrushes.Count(); i++ ) { bspbrush_t *cut = cutBrushes[i]; for ( face_t *pCutFace = pClipList; pCutFace; pCutFace = pCutFace->next ) { face_t *pClip = NULL; // already split, no need to clip if ( pCutFace->split[0] ) continue; if ( ClipFaceToBrush( pCutFace, cut, &pClip ) ) { clipped = true; // mark face bad, the brush clipped it away pCutFace->split[0] = pCutFace; } else if ( pClip ) { clipped = true; // mark this face as split pCutFace->split[0] = pCutFace; // insert face fragments at head of list (UNDONE: reverses order, do we care?) while ( pClip ) { face_t *next = pClip->next; pClip->next = pClipList; pClipList = pClip; pClip = next; } } } } if ( clipped ) { *pOutputList = pClipList; } else { // didn't do any clipping, go ahead and free the copy of the face here. FreeFaceList( pClipList ); } } // Compute a list of faces that are visible on the detail brush sides face_t *ComputeVisibleBrushSides( bspbrush_t *list ) { face_t *pTotalFaces = NULL; CUtlVector 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; }