Still have the limitations of MAX_FACES, etc. but in practice it's
probably not going to be an issue.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Future work will break the assumption that the number of used items will
be equal to the maximum number of items, so separate the two numbers.
Replace use of maxblah with numblah as appropriate.
This makes the reverse order loading or brushes, etc. look even more
painful, so will look at whether we can change that now. As far as I know
no editors do clever things that would make the map compile "better" in a
different order - it's just that it might break some previously working
maps if they were an edge case that different ordering makes the precision
flip in a non-favourable direction.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
It does make them somewhat less greppable, but makes the variable naming
style more consistent with the rest of the quake utilities.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The count members are actually where we store how much memory has been
allocated for each type of item in the mapdata struct, so rename these to
indicate these are the maximum counts.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
* ParseEntity/ParseBrush now take a mapface_t argument, endface
* mapbrush_t now defines a pointer to first face and count of faces
* entity->iFaces no longer needed
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Instead of iBrushStart and iBrushEnd, we now store a pointer into the
mapbrush array and store the count of brushes for this entity. pBrushes
and cBrushes members are renamed to brushes and numbrushes, respectively.
The iBrushes member of mapentity_t is no longer needed.
At this stage we still go through hoops to load the brushes in reverse.
The original comment indicates that this was needed for compatibility, I
may try simplifying and loading in map file order and see if that has any
ill effects on compilation of test maps.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Make the caller look up the fixed origin again if they need it rather than
always passing in/out an origin. FindTargetEntity also now returns a
pointer rather than entity number.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Set up a sphere around each face so we can do quick tests against planes to
see if there's any chance that it intersects the face. Since we're only using
it for a fast check, don't bother shrinking the sphere when a face gets cut or
split, just grow it when necessary (only in TryMerge AFIACT).
Signed-off-by: Tyrann <tyrann@disenchant.net>
The choice of the various epsilon values is critical to having geometrically
complex maps compile correctly.
The one which seems most important (so far) is the ANGLE_EPSILON. This one
needs to be quite tight to avoid "bad things" happening when you create small
angles between adjacent surfaces.
Another epsilon inter-relationship I discovered, is that it seems
CONTINUOUS_EPSILON needs to be larger than EQUAL_EPSILON. It seems to play
havoc with the t-junction code otherwise.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Offsets pointing to clipnodes were originally used as signed short (16-bit)
numbers, so that negative numbers could represent the various content types of
leaf nodes. However, only a small number of these types are required, so we
now make use of the rest of the clipnode range.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Remove the big union in mapentity_t, collecting together the information for
each lump in a struct. Still not 100% sure where I'm going with this, but I
think this will help me with removing some of the reliance on globals further
along (which will be important once it comes to multi-threading).
Signed-off-by: Tyrann <tyrann@disenchant.net>
Use a hash to speed up FindPlane for maps that have huge numbers of
planes. Not many maps have enough planes that this is a win, but those maps
are the ones where speed matters most. :)
Signed-off-by: Tyrann <tyrann@disenchant.net>
Instead of just assuming that 9999 or similar is "big enough", use the
implementation defined type limits.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Add the "-wadpath" command-line argument to allow the user to specify a
directory where wad files can be found. If no wadpath is given, the path
defaults to the directory where the map file is located. Absolute path names
in the worldspawn "wad" key should also work.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Fix numerous places where epsilons have been hard-coded, substituting one of
the defines from qbsp.h.
A couple of epsilons have actually been changed in this patch; the one used to
detect degenerate QuArK texture coordinates has been loosened (so the test is
actually a little more strict). The other is the test for flipped portals. If
my understanding is correct, then result would actually be < 0 if the portal
winding normal flipped, so this change _should_ be harmless.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Each of ClipWinding, DivideWinding and SplitFace need to calculate on which
side of the split plane each winding point lies. Split this operation out into
a shared function.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Rather than using it's own type of winding, make face_t use the existing
winding_t struct to define it's edges. I tried dynamically allocating the
winding as needed, but it was a net performance loss (though much better for
memory usage). For now we'll just embed a winding_t struct inside face_t
instead.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Specify const where applicable in the VectorXX functions. This fixes a
compiler warning introduced in the last patch.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Make needlessly global functions/variables static.
Move some checking functions inside an #ifdef PARANOID section.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Replace three "const" declarations in qbsp.h with #defines to prevent multiple
definitions being compiled in when compiling as C code.
Signed-off-by: Tyrann <tyrann@disenchant.net>