/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1997 Greg Lewis This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #pragma once #include #include #include #include #include #include #include #include struct bspbrush_t; struct node_t; struct face_t; class mapentity_t; struct tree_t; constexpr vec_t EDGE_LENGTH_EPSILON = 0.2; /* ================ WindingIsTiny Returns true if the winding would be crunched out of existance by the vertex snapping. ================ */ template bool WindingIsTiny(const T &w, double size = EDGE_LENGTH_EPSILON) { size_t edges = 0; for (size_t i = 0; i < w.size(); i++) { size_t j = (i + 1) % w.size(); const qvec3d delta = w[j] - w[i]; const double len = qv::length(delta); if (len > size) { if (++edges == 3) { return false; } } } return true; } /* ================ WindingIsHuge Returns true if the winding still has one of the points from basewinding for plane ================ */ template bool WindingIsHuge(const T &w) { for (size_t i = 0; i < w.size(); i++) { for (size_t j = 0; j < 3; j++) { if (fabs(w[i][j]) > qbsp_options.worldextent.value()) { return true; } } } return false; } enum tree_split_t { // change the split type depending on node size, // brush count, etc AUTO, // always use the precise/expensive split method // to make a good BSP tree PRECISE, // always use faster methods to create the tree FAST }; vec_t BrushVolume(const bspbrush_t &brush); bspbrush_t::ptr BrushFromBounds(const aabb3d &bounds); void BrushBSP(tree_t &tree, mapentity_t &entity, const bspbrush_t::container &brushes, tree_split_t split_type); void ChopBrushes(bspbrush_t::container &brushes, bool allow_fragmentation);