ericw-tools/qbsp/outside.cc

588 lines
17 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.
*/
#include <qbsp/map.hh>
#include <qbsp/portals.hh>
#include <qbsp/qbsp.hh>
#include <climits>
#include <vector>
#include <set>
#include <list>
#include <unordered_set>
#include <utility>
#include <fstream>
#include <fmt/ostream.h>
static bool AllSolid(const node_t* node) {
if (node->planenum != PLANENUM_LEAF) {
return AllSolid(node->children[0]) && AllSolid(node->children[1]);
}
return node->contents.is_solid(options.target_game);
}
static bool ClusterSealsMap(const node_t *node)
{
Q_assert(node->planenum == PLANENUM_LEAF || node->detail_separator);
// detail separators can seal if all leafs have been turned to solid by outside filling
if (node->detail_separator && AllSolid(node)) {
return true;
}
// normally detail doesn't seal
if (node->detail_separator) {
return false;
}
return options.target_game->contents_seals_map(node->contents);
}
/*
===========
PointInLeaf
If the point is exactly on a node plane, prefer to return the
opaque leaf.
This avoids spurious leaks if a point entity is on the outside
of the map (exactly on a brush faces) - happens in base1.map.
===========
*/
static node_t *PointInCluster(node_t *node, const qvec3d &point)
{
if (node->planenum == PLANENUM_LEAF || node->detail_separator) {
return node;
}
auto &plane = map.planes[node->planenum];
vec_t dist = plane.distance_to(point);
if (dist > 0) {
// point is on the front of the node plane
return PointInCluster(node->children[0], point);
} else if (dist < 0) {
// point is on the back of the node plane
return PointInCluster(node->children[1], point);
} else {
// point is exactly on the node plane
node_t *front = PointInCluster(node->children[0], point);
node_t *back = PointInCluster(node->children[1], point);
// prefer the opaque one
if (ClusterSealsMap(front)) {
return front;
}
return back;
}
}
static void ClearOccupied_r(node_t *node)
{
// we need to clear this on leaf nodes and detail separators (clusters).. just clear it on everything
node->outside_distance = -1;
node->occupant = nullptr;
if (node->planenum != PLANENUM_LEAF) {
ClearOccupied_r(node->children[0]);
ClearOccupied_r(node->children[1]);
}
}
static bool OutsideFill_Passable(const portal_t *p)
{
if (p->nodes[0] == &outside_node || p->nodes[1] == &outside_node) {
// need this because the outside_node doesn't have PLANENUM_LEAF set
return false;
}
auto leafOpaque = [](const node_t *l) {
Q_assert(l->planenum == PLANENUM_LEAF || l->detail_separator);
// fixme-brushbsp: confirm, why was this not needed before?
// detail separators are treated as non-opaque because detail doesn't block vis
// fixme-brushbsp: should probably move to node_t::opaque()
if (l->detail_separator) {
return false;
}
return ClusterSealsMap(l);
};
if (leafOpaque(p->nodes[0]) || leafOpaque(p->nodes[1]))
return false;
return true;
}
/*
==================
MarkClusterOutsideDistance_R
Given that the cluster is reachable from the void, sets outside_distance
to the given value on this cluster and all desdcent leafs (if it's a detail cluster).
==================
*/
static void MarkClusterOutsideDistance_R(node_t* node, int outside_distance)
{
node->outside_distance = outside_distance;
if (node->planenum != PLANENUM_LEAF) {
MarkClusterOutsideDistance_R(node->children[0], outside_distance);
MarkClusterOutsideDistance_R(node->children[1], outside_distance);
}
}
/*
==================
FloodFillFromOutsideNode
Sets outside_distance on clusters reachable from the void
preconditions:
- all leafs have outside_distance set to -1
==================
*/
static void FloodFillClustersFromVoid()
{
// breadth-first search
std::list<std::pair<node_t *, int>> queue;
std::unordered_set<node_t *> visited_nodes;
// push a node onto the queue which is in the void, but has a portal to outside_node
// NOTE: remember, the headnode has no relationship to the outside of the map.
{
const int side = (outside_node.portals->nodes[0] == &outside_node);
node_t *fillnode = outside_node.portals->nodes[side];
Q_assert(fillnode != &outside_node);
// this must be true because the map is made from closed brushes, beyion which is void
Q_assert(!ClusterSealsMap(fillnode));
queue.emplace_back(fillnode, 0);
}
while (!queue.empty()) {
const auto front = queue.front();
queue.pop_front();
auto [node, outside_distance] = front;
if (visited_nodes.find(node) != visited_nodes.end()) {
// have already visited this node
continue;
}
// visit node
visited_nodes.insert(node);
MarkClusterOutsideDistance_R(node, outside_distance);
// push neighbouring nodes onto the back of the queue
int side;
for (portal_t *portal = node->portals; portal; portal = portal->next[!side]) {
side = (portal->nodes[0] == node);
if (!OutsideFill_Passable(portal))
continue;
node_t *neighbour = portal->nodes[side];
queue.emplace_back(neighbour, outside_distance + 1);
}
}
}
/*
=============
FindPortalsToVoid
Given an occupied leaf, returns a list of porals leading to the void
=============
*/
static std::vector<portal_t *> FindPortalsToVoid(node_t *occupied_leaf)
{
Q_assert(occupied_leaf->occupant != nullptr);
Q_assert(occupied_leaf->outside_distance >= 0);
std::vector<portal_t *> result;
node_t *node = occupied_leaf;
while (1) {
// exit?
if (node->outside_distance == 0)
break; // this is the void leaf where we started the flood fill in FloodFillFromVoid()
// find the next node...
node_t *bestneighbour = nullptr;
portal_t *bestportal = nullptr;
int bestdist = node->outside_distance;
int side;
for (portal_t *portal = node->portals; portal; portal = portal->next[!side]) {
side = (portal->nodes[0] == node);
if (!OutsideFill_Passable(portal))
continue;
node_t *neighbour = portal->nodes[side];
Q_assert(neighbour != node);
Q_assert(neighbour->outside_distance >= 0);
if (neighbour->outside_distance < bestdist) {
bestneighbour = neighbour;
bestportal = portal;
bestdist = neighbour->outside_distance;
}
}
Q_assert(bestneighbour != nullptr);
Q_assert(bestdist < node->outside_distance);
// go through bestportal
result.push_back(bestportal);
node = bestneighbour;
}
return result;
}
/*
===============
WriteLeakTrail
===============
*/
static void WriteLeakTrail(std::ofstream &leakfile, qvec3d point1, const qvec3d &point2)
{
qvec3d vector = point2 - point1;
vec_t dist = qv::normalizeInPlace(vector);
while (dist > options.leakdist.value()) {
fmt::print(leakfile, "{}\n", point1);
point1 += vector * options.leakdist.value();
dist -= options.leakdist.value();
}
}
/*
===============
WriteLeakLine
leakline should be a sequence of portals leading from leakentity to the void
===============
*/
static void WriteLeakLine(const mapentity_t *leakentity, const std::vector<portal_t *> &leakline)
{
fs::path name = options.bsp_path;
name.replace_extension("pts");
std::ofstream ptsfile(name);
if (!ptsfile)
FError("Failed to open {}: {}", name, strerror(errno));
qvec3d prevpt = leakentity->origin;
for (portal_t *portal : leakline) {
qvec3d currpt = portal->winding->center();
// draw dots from prevpt to currpt
WriteLeakTrail(ptsfile, prevpt, currpt);
prevpt = currpt;
}
logging::print("Leak file written to {}\n", name);
}
/*
==================
FindOccupiedLeafs
sets node->occupant
==================
*/
std::vector<node_t *> FindOccupiedClusters(node_t *headnode)
{
std::vector<node_t *> result;
for (int i = 1; i < map.entities.size(); i++) {
mapentity_t *entity = &map.entities.at(i);
/* skip entities at (0 0 0) (bmodels) */
if (qv::epsilonEmpty(entity->origin, EQUAL_EPSILON))
continue;
/* find the leaf it's in. Skip opqaue leafs */
node_t *cluster = PointInCluster(headnode, entity->origin);
if (ClusterSealsMap(cluster)) {
continue;
}
/* did we already find an entity for this leaf? */
if (cluster->occupant != nullptr) {
continue;
}
cluster->occupant = entity;
result.push_back(cluster);
}
return result;
}
//=============================================================================
static void MarkBrushSidesInvisible(mapentity_t *entity)
{
for (auto &brush : entity->brushes) {
for (auto &face : brush.faces) {
face.visible = false;
}
}
}
static void MarkAllBrushSidesVisible_R(node_t *node)
{
// descend to leafs
if (node->planenum != PLANENUM_LEAF) {
MarkAllBrushSidesVisible_R(node->children[0]);
MarkAllBrushSidesVisible_R(node->children[1]);
return;
}
for (auto *brush : node->original_brushes) {
for (auto &side : brush->faces) {
side.visible = true;
}
}
}
/*
==================
MarkVisibleBrushSides
Set f->touchesOccupiedLeaf=true on faces that are touching occupied leafs
==================
*/
static void MarkVisibleBrushSides_R(node_t *node)
{
// descent to clusters
if (!(node->planenum == PLANENUM_LEAF || node->detail_separator)) {
MarkVisibleBrushSides_R(node->children[0]);
MarkVisibleBrushSides_R(node->children[1]);
return;
}
if (ClusterSealsMap(node)) {
// this cluster is opaque
return;
}
if (node->detail_separator) {
// this is a detail cluster, so mark all descendant brushes (all sides) as visible
MarkAllBrushSidesVisible_R(node);
}
// we also want to mark brush sides in the neighbouring cluster
// as visible
int side;
for (portal_t *portal = node->portals; portal; portal = portal->next[!side]) {
side = (portal->nodes[0] == node);
node_t *neighbour_leaf = portal->nodes[side];
if (neighbour_leaf->planenum == PLANENUM_LEAF) {
// optimized case: just mark the brush sides in the neighbouring
// leaf that are coplanar
for (auto *brush : neighbour_leaf->original_brushes) {
for (auto &side : brush->faces) {
if (side.planenum == portal->planenum) {
// we've found a brush side in an original brush in the neighbouring
// leaf, on a portal to this (non-opaque) leaf, so mark it as visible.
side.visible = true;
}
}
}
} else {
// other case: neighbour is a detail separator, so it has detail at a finer granularity
// than the portal. Need to mark all brush sides as potentially visible.
Q_assert(neighbour_leaf->detail_separator);
MarkAllBrushSidesVisible_R(neighbour_leaf);
}
}
}
//=============================================================================
static void OutLeafsToSolid_r(node_t *node, int *outleafs_count)
{
if (node->planenum != PLANENUM_LEAF) {
OutLeafsToSolid_r(node->children[0], outleafs_count);
OutLeafsToSolid_r(node->children[1], outleafs_count);
return;
}
// skip leafs reachable from entities
if (node->outside_distance == -1)
return;
// Don't fill sky, or count solids as outleafs
if (options.target_game->contents_seals_map(node->contents))
return;
// Finally, we can fill it in as void.
node->contents = options.target_game->create_solid_contents();
*outleafs_count += 1;
}
static int OutLeafsToSolid(node_t *node)
{
int count = 0;
OutLeafsToSolid_r(node, &count);
return count;
}
//=============================================================================
/*
===========
FillOutside
Goal is to mark brush sides which only touch void as "unbounded" (aka Q2 skip),
so they're not used as BSP splitters in the next phase and basically expand outwards.
Brush sides which cross between void and non-void are problematic for this, so
the process looks like:
1) flood outside -> in from beyond the map bounds and mark these leafs as solid
Now all leafs marked "empty" are actually empty, not void.
2) initialize all original brush sides to "invisible"
2) flood from all empty leafs, mark original brush sides as "visible"
This will handle partially-void, partially-in-bounds sides (they'll be marked visible).
(doing it the opposite way, defaulting brushes to "visible" and flood-filling
from the void wouldn't work, because brush sides that cross into the map would
get incorrectly marked as "invisible").
Special cases: structural fully covered by detail still needs to be marked "visible".
===========
*/
bool FillOutside(mapentity_t *entity, node_t *node, const int hullnum)
{
logging::print(logging::flag::PROGRESS, "---- {} ----\n", __func__);
/* Clear the outside filling state on all nodes */
ClearOccupied_r(node);
// Sets leaf->occupant
const std::vector<node_t *> occupied_clusters = FindOccupiedClusters(node);
for (auto *occupied_cluster : occupied_clusters) {
Q_assert(occupied_cluster->outside_distance == -1);
}
if (occupied_clusters.empty()) {
logging::print("WARNING: No entities in empty space -- no filling performed (hull {})\n", hullnum);
return false;
}
// Flood fill from outside -> in.
//
// We tried inside -> out and it leads to things like monster boxes getting inadvertently sealed,
// or even whole sections of the map with no point entities - problems compounded by hull expansion.
FloodFillClustersFromVoid();
// check for the occupied leaf closest to the void
int best_leak_dist = INT_MAX;
node_t *best_leak = nullptr;
for (node_t *leaf : occupied_clusters) {
if (leaf->outside_distance == -1)
continue;
if (leaf->outside_distance < best_leak_dist) {
best_leak_dist = leaf->outside_distance;
best_leak = leaf;
}
}
if (best_leak) {
const auto leakline = FindPortalsToVoid(best_leak);
mapentity_t *leakentity = best_leak->occupant;
Q_assert(leakentity != nullptr);
logging::print("WARNING: Reached occupant \"{}\" at ({}), no filling performed.\n",
ValueForKey(leakentity, "classname"), leakentity->origin);
if (map.leakfile)
return false;
WriteLeakLine(leakentity, leakline);
map.leakfile = true;
/* Get rid of the .prt file since the map has a leak */
if (!options.keepprt.value()) {
fs::path name = options.bsp_path;
name.replace_extension("prt");
remove(name);
}
if (options.leaktest.value()) {
logging::print("Aborting because -leaktest was used.\n");
exit(1);
}
// clear occupied state, so areas can be flooded in Q2
ClearOccupied_r(node);
return false;
}
// change the leaf contents
const int outleafs = OutLeafsToSolid(node);
// See missing_face_simple.map for a test case with a brush that straddles between void and non-void
MarkBrushSidesInvisible(entity);
MarkVisibleBrushSides_R(node);
if (options.outsidedebug.value() && hullnum == 0) {
fs::path path = options.bsp_path;
path.replace_extension(".outside.map");
WriteBspBrushMap(path, map.entities[0].brushes);
}
logging::print(logging::flag::STAT, " {:8} outleafs\n", outleafs);
return true;
}