ericw-tools/include/qbsp/brushbsp.hh

103 lines
2.6 KiB
C++

/*
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 <qbsp/winding.hh>
#include <common/qvec.hh>
#include <qbsp/brush.hh>
#include <qbsp/qbsp.hh>
#include <atomic>
#include <list>
#include <optional>
#include <memory>
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<typename T>
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<typename T>
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);