ericw-tools/qbsp/outside.cc

753 lines
21 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/outside.hh>
#include <qbsp/brush.hh>
#include <qbsp/map.hh>
#include <qbsp/portals.hh>
#include <qbsp/prtfile.hh>
#include <qbsp/qbsp.hh>
#include <qbsp/tree.hh>
#include <common/log.hh>
#include <climits>
#include <vector>
#include <set>
#include <list>
#include <unordered_set>
#include <utility>
#include <fstream>
#include <fmt/ostream.h>
static bool LeafSealsMap(const node_t *node)
{
Q_assert(node->is_leaf);
return qbsp_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 *PointInLeaf(node_t *node, const qvec3d &point)
{
if (node->is_leaf) {
return node;
}
vec_t dist = node->get_plane().distance_to(point);
if (dist > 0) {
// point is on the front of the node plane
return PointInLeaf(node->children[0], point);
} else if (dist < 0) {
// point is on the back of the node plane
return PointInLeaf(node->children[1], point);
} else {
// point is exactly on the node plane
node_t *front = PointInLeaf(node->children[0], point);
node_t *back = PointInLeaf(node->children[1], point);
// prefer the opaque one
if (LeafSealsMap(front)) {
return front;
}
return back;
}
}
static void ClearOccupied_r(node_t *node)
{
// we need to clear this on leaf nodes.. just clear it on everything
node->outside_distance = -1;
node->occupied = 0;
node->occupant = nullptr;
if (!node->is_leaf) {
ClearOccupied_r(node->children[0]);
ClearOccupied_r(node->children[1]);
}
}
static bool OutsideFill_Passable(const portal_t *p)
{
if (!p->onnode) {
// portal to outside_node
return false;
}
return !LeafSealsMap(p->nodes[0]) && !LeafSealsMap(p->nodes[1]);
}
/*
==================
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->is_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(tree_t &tree)
{
// 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 = (tree.outside_node.portals->nodes[0] == &tree.outside_node);
node_t *fillnode = tree.outside_node.portals->nodes[side];
Q_assert(fillnode != &tree.outside_node);
// this must be true because the map is made from closed brushes, beyond which is void
Q_assert(!LeafSealsMap(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 > qbsp_options.leakdist.value()) {
fmt::print(leakfile, "{}\n", point1);
point1 += vector * qbsp_options.leakdist.value();
dist -= qbsp_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 = qbsp_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);
}
static void WriteLeafVolumes(const std::vector<portal_t *> &leakline, std::string_view filename_suffix)
{
std::set<node_t *> used_leafs;
std::vector<bspbrush_t::ptr> volumes_to_write;
for (portal_t *portal : leakline) {
for (node_t *node : portal->nodes) {
// make sure we only visit each leaf once
if (used_leafs.find(node) != used_leafs.end())
continue;
used_leafs.insert(node);
// now output the leaf's volume as a brush
volumes_to_write.push_back(node->volume);
}
}
WriteBspBrushMap(filename_suffix, volumes_to_write);
}
/*
==================
FindOccupiedLeafs
sets node->occupant
==================
*/
static void MarkOccupiedClusters(node_t *headnode)
{
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, QBSP_EQUAL_EPSILON))
continue;
#if 0
/* skip lights */
if (strcmp(ValueForKey(entity, "classname"), "light") == 0)
continue;
#endif
/* find the leaf it's in. Skip opqaue leafs */
node_t *cluster = PointInLeaf(headnode, entity.origin);
if (LeafSealsMap(cluster)) {
continue;
}
/* did we already find an entity for this leaf? */
if (cluster->occupant != nullptr) {
continue;
}
cluster->occupant = &entity;
}
}
static void FindOccupiedClusters_R(node_t *node, std::vector<node_t *> &result)
{
if (node->occupant) {
result.push_back(node);
}
if (!node->is_leaf) {
FindOccupiedClusters_R(node->children[0], result);
FindOccupiedClusters_R(node->children[1], result);
}
}
/*
==================
FindOccupiedClusters
Requires that FillOutside has run
==================
*/
std::vector<node_t *> FindOccupiedClusters(node_t *headnode)
{
std::vector<node_t *> result;
FindOccupiedClusters_R(headnode, result);
return result;
}
//=============================================================================
void MarkBrushSidesInvisible(bspbrush_t::container &brushes)
{
for (auto &brush : brushes) {
for (auto &face : brush->sides) {
if (face.source) {
face.source->visible = false;
if (face.source->get_texinfo().flags.is_hint) {
face.source->visible = true; // hints are always visible
}
}
}
}
}
/*
==================
MarkVisibleBrushSides
Set f->touchesOccupiedLeaf=true on faces that are touching occupied leafs
==================
*/
static void MarkVisibleBrushSides_R(node_t *node)
{
// descent to leafs
if (!node->is_leaf) {
MarkVisibleBrushSides_R(node->children[0]);
MarkVisibleBrushSides_R(node->children[1]);
return;
}
if (LeafSealsMap(node)) {
// this cluster is opaque
return;
}
Q_assert(!node->detail_separator);
// 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->is_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->sides) {
// fixme-brushbsp: should this be get_plane() ?
// fixme-brushbsp: planenum
if (side.source && qv::epsilonEqual(side.get_positive_plane(), portal->plane)) {
// 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.source->visible = true;
}
}
}
} else {
Q_assert(false);
}
}
}
//=============================================================================
struct outleafs_stats_t : logging::stat_tracker_t
{
stat &outleafs = register_stat("outside leaves");
};
static void OutLeafsToSolid_R(node_t *node, settings::filltype_t filltype, outleafs_stats_t &stats)
{
if (!node->is_leaf) {
OutLeafsToSolid_R(node->children[0], filltype, stats);
OutLeafsToSolid_R(node->children[1], filltype, stats);
return;
}
// skip leafs reachable from entities
if (filltype == settings::filltype_t::INSIDE) {
if (node->occupied > 0) {
return;
}
} else {
if (node->outside_distance == -1) {
return;
}
}
// Don't fill sky, or count solids as outleafs
if (qbsp_options.target_game->contents_seals_map(node->contents)) {
return;
}
// Finally, we can fill it in as void.
node->contents = qbsp_options.target_game->create_solid_contents();
stats.outleafs++;
}
//=============================================================================
#if 0
static void SetOccupied_R(node_t *node, int dist)
{
if (!node->is_leaf) {
SetOccupied_R(node->children[0], dist);
SetOccupied_R(node->children[1], dist);
}
node->occupied = dist;
}
#endif
/*
==================
precondition: all leafs have occupied set to 0
==================
*/
static void BFSFloodFillFromOccupiedLeafs(const std::vector<node_t *> &occupied_leafs)
{
std::list<std::pair<node_t *, int>> queue;
for (node_t *leaf : occupied_leafs) {
queue.push_back(std::make_pair(leaf, 1));
}
while (!queue.empty()) {
auto pair = queue.front();
queue.pop_front();
node_t *node = pair.first;
const int dist = pair.second;
if (node->occupied == 0) {
// we haven't visited this node yet
Q_assert(!node->detail_separator);
node->occupied = dist;
// 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.push_back(std::make_pair(neighbour, dist + 1));
}
}
}
}
static std::vector<portal_t *> MakeLeakLine(node_t *outleaf, mapentity_t *&leakentity)
{
std::vector<portal_t *> result;
Q_assert(outleaf->occupied > 0);
node_t *node = outleaf;
while (1) {
// exit?
if (node->occupied == 1)
break; // this node contains an entity
// find the next node...
node_t *bestneighbour = nullptr;
portal_t *bestportal = nullptr;
int bestoccupied = node->occupied;
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->occupied > 0);
if (neighbour->occupied < bestoccupied) {
bestneighbour = neighbour;
bestportal = portal;
bestoccupied = neighbour->occupied;
}
}
Q_assert(bestneighbour != nullptr);
Q_assert(bestoccupied < node->occupied);
// go through bestportal
result.push_back(bestportal);
node = bestneighbour;
}
Q_assert(node->occupant != nullptr);
Q_assert(node->occupied == 1);
leakentity = node->occupant;
return result;
}
/*
===========
FillOutside
Goal is to mark brush sides which are only seen from the void as `visible = false`.
They will still lbe used as BSP splitters, but the idea of q2bsp tools is to
use them as splitters after all of the `visible = true` splitters have been used.
This should allow PruneNodes to prune most void nodes like Q1 was able to.
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(tree_t &tree, hull_index_t hullnum, bspbrush_t::container &brushes)
{
node_t *node = tree.headnode;
logging::funcheader();
logging::percent_clock clock;
/* Clear the outside filling state on all nodes */
ClearOccupied_r(node);
// Sets leaf->occupant
MarkOccupiedClusters(node);
const std::vector<node_t *> occupied_clusters = FindOccupiedClusters(node);
for (auto *occupied_cluster : occupied_clusters) {
Q_assert(occupied_cluster->outside_distance == -1);
Q_assert(occupied_cluster->occupied == 0);
}
if (occupied_clusters.empty()) {
logging::print("WARNING: No entities in empty space -- no filling performed (hull {})\n", hullnum.value_or(0));
return false;
}
mapentity_t *leakentity = nullptr;
std::vector<portal_t *> leakline;
settings::filltype_t filltype = qbsp_options.filltype.value();
if (filltype == settings::filltype_t::AUTO) {
filltype = settings::filltype_t::INSIDE;
}
if (filltype == settings::filltype_t::INSIDE) {
BFSFloodFillFromOccupiedLeafs(occupied_clusters);
/* first check to see if an occupied leaf is hit */
const int side = (tree.outside_node.portals->nodes[0] == &tree.outside_node);
node_t *fillnode = tree.outside_node.portals->nodes[side];
if (fillnode->occupied > 0) {
leakline = MakeLeakLine(fillnode, leakentity);
std::reverse(leakline.begin(), leakline.end());
}
} else {
// 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(tree);
// 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) {
leakentity = best_leak->occupant;
Q_assert(leakentity != nullptr);
leakline = FindPortalsToVoid(best_leak);
}
}
if (leakentity) {
logging::print("WARNING: Reached occupant \"{}\" at ({}), no filling performed.\n",
leakentity->epairs.get("classname"), leakentity->origin);
if (map.leakfile)
return false;
WriteLeakLine(*leakentity, leakline);
map.leakfile = true;
// also write the leak portals to `<bsp_path>.leak.prt`
WriteDebugPortals(leakline, "leak");
// also write the leafs used in the leak line to <bsp_path>.leak-leaf-volumes.map`
if (qbsp_options.debugleak.value()) {
WriteLeafVolumes(leakline, "leak-leaf-volumes");
}
/* Get rid of the .prt file since the map has a leak */
if (!qbsp_options.keepprt.value()) {
fs::path name = qbsp_options.bsp_path;
name.replace_extension("prt");
remove(name);
}
if (qbsp_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
outleafs_stats_t stats;
OutLeafsToSolid_R(node, filltype, stats);
// See missing_face_simple.map for a test case with a brush that straddles between void and non-void
MarkBrushSidesInvisible(brushes);
MarkVisibleBrushSides_R(node);
#if 0
// FIXME: move somewhere else
if (qbsp_options.outsidedebug.value() && (qbsp_options.target_game->get_hull_sizes().size() == 0 || hullnum == 0)) {
fs::path path = qbsp_options.bsp_path;
path.replace_extension(".outside.map");
WriteBspBrushMap(path, map.entities[0].brushes);
}
#endif
return true;
}
void FillBrushEntity(tree_t &tree, hull_index_t hullnum, bspbrush_t::container &brushes)
{
logging::funcheader();
// Clear the outside filling state on all nodes
ClearOccupied_r(tree.headnode);
MarkBrushSidesInvisible(brushes);
MarkVisibleBrushSides_R(tree.headnode);
}