103 lines
2.6 KiB
C++
103 lines
2.6 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1997 Greg Lewis
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#pragma once
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#include <qbsp/winding.hh>
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#include <common/qvec.hh>
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#include <qbsp/brush.hh>
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#include <qbsp/qbsp.hh>
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#include <atomic>
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#include <list>
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#include <optional>
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#include <memory>
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struct bspbrush_t;
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struct node_t;
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struct face_t;
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class mapentity_t;
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struct tree_t;
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constexpr vec_t EDGE_LENGTH_EPSILON = 0.2;
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/*
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================
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WindingIsTiny
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Returns true if the winding would be crunched out of
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existance by the vertex snapping.
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================
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*/
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template<typename T>
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bool WindingIsTiny(const T &w, double size = EDGE_LENGTH_EPSILON)
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{
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size_t edges = 0;
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for (size_t i = 0; i < w.size(); i++) {
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size_t j = (i + 1) % w.size();
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const qvec3d delta = w[j] - w[i];
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const double len = qv::length(delta);
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if (len > size) {
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if (++edges == 3) {
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return false;
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}
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}
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}
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return true;
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}
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/*
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================
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WindingIsHuge
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Returns true if the winding still has one of the points
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from basewinding for plane
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================
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*/
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template<typename T>
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bool WindingIsHuge(const T &w)
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{
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for (size_t i = 0; i < w.size(); i++) {
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for (size_t j = 0; j < 3; j++) {
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if (fabs(w[i][j]) > qbsp_options.worldextent.value()) {
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return true;
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}
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}
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}
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return false;
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}
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enum tree_split_t
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{
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// change the split type depending on node size,
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// brush count, etc
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AUTO,
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// always use the precise/expensive split method
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// to make a good BSP tree
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PRECISE,
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// always use faster methods to create the tree
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FAST
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};
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vec_t BrushVolume(const bspbrush_t &brush);
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bspbrush_t::ptr BrushFromBounds(const aabb3d &bounds);
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void BrushBSP(tree_t &tree, mapentity_t &entity, const bspbrush_t::container &brushes, tree_split_t split_type);
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void ChopBrushes(bspbrush_t::container &brushes, bool allow_fragmentation); |