map.c
来自「quake3工具源码。包括生成bsp文件」· C语言 代码 · 共 1,228 行 · 第 1/2 页
C
1,228 行
// map.c
#include "qbsp.h"
int entitySourceBrushes; // to track editor brush numbers
int numMapPatches;
// undefine to make plane finding use linear sort
#define USE_HASHING
#define PLANE_HASHES 1024
plane_t *planehash[PLANE_HASHES];
plane_t mapplanes[MAX_MAP_PLANES];
int nummapplanes;
// as brushes and patches are read in, the shaders are stored out in order
// here, so -onlytextures can just copy them out over the existing shaders
// in the drawSurfaces
char mapIndexedShaders[MAX_MAP_BRUSHSIDES][MAX_QPATH];
int numMapIndexedShaders;
vec3_t map_mins, map_maxs;
entity_t *mapent;
int c_boxbevels;
int c_edgebevels;
int c_areaportals;
int c_detail;
int c_structural;
// brushes are parsed into a temporary array of sides,
// which will have the bevels added and duplicates
// removed before the final brush is allocated
bspbrush_t *buildBrush;
void TestExpandBrushes (void);
void SetTerrainTextures( void );
/*
=============================================================================
PLANE FINDING
=============================================================================
*/
/*
================
PlaneEqual
================
*/
#define NORMAL_EPSILON 0.00001
#define DIST_EPSILON 0.01
qboolean PlaneEqual (plane_t *p, vec3_t normal, vec_t dist)
{
#if 1
if (
fabs(p->normal[0] - normal[0]) < NORMAL_EPSILON
&& fabs(p->normal[1] - normal[1]) < NORMAL_EPSILON
&& fabs(p->normal[2] - normal[2]) < NORMAL_EPSILON
&& fabs(p->dist - dist) < DIST_EPSILON )
return qtrue;
#else
if (p->normal[0] == normal[0]
&& p->normal[1] == normal[1]
&& p->normal[2] == normal[2]
&& p->dist == dist)
return qtrue;
#endif
return qfalse;
}
/*
================
AddPlaneToHash
================
*/
void AddPlaneToHash (plane_t *p)
{
int hash;
hash = (int)fabs(p->dist) / 8;
hash &= (PLANE_HASHES-1);
p->hash_chain = planehash[hash];
planehash[hash] = p;
}
/*
================
CreateNewFloatPlane
================
*/
int CreateNewFloatPlane (vec3_t normal, vec_t dist)
{
plane_t *p, temp;
if (VectorLength(normal) < 0.5)
{
_printf( "FloatPlane: bad normal\n");
return -1;
}
// create a new plane
if (nummapplanes+2 > MAX_MAP_PLANES)
Error ("MAX_MAP_PLANES");
p = &mapplanes[nummapplanes];
VectorCopy (normal, p->normal);
p->dist = dist;
p->type = (p+1)->type = PlaneTypeForNormal (p->normal);
VectorSubtract (vec3_origin, normal, (p+1)->normal);
(p+1)->dist = -dist;
nummapplanes += 2;
// allways put axial planes facing positive first
if (p->type < 3)
{
if (p->normal[0] < 0 || p->normal[1] < 0 || p->normal[2] < 0)
{
// flip order
temp = *p;
*p = *(p+1);
*(p+1) = temp;
AddPlaneToHash (p);
AddPlaneToHash (p+1);
return nummapplanes - 1;
}
}
AddPlaneToHash (p);
AddPlaneToHash (p+1);
return nummapplanes - 2;
}
/*
==============
SnapVector
==============
*/
void SnapVector (vec3_t normal)
{
int i;
for (i=0 ; i<3 ; i++)
{
if ( fabs(normal[i] - 1) < NORMAL_EPSILON )
{
VectorClear (normal);
normal[i] = 1;
break;
}
if ( fabs(normal[i] - -1) < NORMAL_EPSILON )
{
VectorClear (normal);
normal[i] = -1;
break;
}
}
}
/*
==============
SnapPlane
==============
*/
void SnapPlane (vec3_t normal, vec_t *dist)
{
SnapVector (normal);
if (fabs(*dist-Q_rint(*dist)) < DIST_EPSILON)
*dist = Q_rint(*dist);
}
/*
=============
FindFloatPlane
=============
*/
#ifndef USE_HASHING
int FindFloatPlane (vec3_t normal, vec_t dist)
{
int i;
plane_t *p;
SnapPlane (normal, &dist);
for (i=0, p=mapplanes ; i<nummapplanes ; i++, p++)
{
if (PlaneEqual (p, normal, dist))
return i;
}
return CreateNewFloatPlane (normal, dist);
}
#else
int FindFloatPlane (vec3_t normal, vec_t dist)
{
int i;
plane_t *p;
int hash, h;
SnapPlane (normal, &dist);
hash = (int)fabs(dist) / 8;
hash &= (PLANE_HASHES-1);
// search the border bins as well
for (i=-1 ; i<=1 ; i++)
{
h = (hash+i)&(PLANE_HASHES-1);
for (p = planehash[h] ; p ; p=p->hash_chain)
{
if (PlaneEqual (p, normal, dist))
return p-mapplanes;
}
}
return CreateNewFloatPlane (normal, dist);
}
#endif
/*
================
MapPlaneFromPoints
================
*/
int MapPlaneFromPoints (vec3_t p0, vec3_t p1, vec3_t p2) {
vec3_t t1, t2, normal;
vec_t dist;
VectorSubtract (p0, p1, t1);
VectorSubtract (p2, p1, t2);
CrossProduct (t1, t2, normal);
VectorNormalize (normal, normal);
dist = DotProduct (p0, normal);
return FindFloatPlane (normal, dist);
}
//====================================================================
/*
===========
SetBrushContents
The contents on all sides of a brush should be the same
Sets contentsShader, contents, opaque, and detail
===========
*/
void SetBrushContents( bspbrush_t *b ) {
int contents, c2;
side_t *s;
int i;
qboolean mixed;
int allFlags;
s = &b->sides[0];
contents = s->contents;
b->contentShader = s->shaderInfo;
mixed = qfalse;
allFlags = 0;
for ( i=1 ; i<b->numsides ; i++, s++ ) {
s = &b->sides[i];
if ( !s->shaderInfo ) {
continue;
}
c2 = s->contents;
if (c2 != contents) {
mixed = qtrue;
}
allFlags |= s->surfaceFlags;
}
if ( mixed ) {
qprintf ("Entity %i, Brush %i: mixed face contents\n"
, b->entitynum, b->brushnum);
}
if ( ( contents & CONTENTS_DETAIL ) && ( contents & CONTENTS_STRUCTURAL ) ) {
_printf ("Entity %i, Brush %i: mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL\n"
, num_entities-1, entitySourceBrushes );
contents &= ~CONTENTS_DETAIL;
}
// the fulldetail flag will cause detail brushes to be
// treated like normal brushes
if ( fulldetail ) {
contents &= ~CONTENTS_DETAIL;
}
// all translucent brushes that aren't specirically made structural will
// be detail
if ( ( contents & CONTENTS_TRANSLUCENT ) && !( contents & CONTENTS_STRUCTURAL ) ) {
contents |= CONTENTS_DETAIL;
}
if ( contents & CONTENTS_DETAIL ) {
c_detail++;
b->detail = qtrue;
} else {
c_structural++;
b->detail = qfalse;
}
if ( contents & CONTENTS_TRANSLUCENT ) {
b->opaque = qfalse;
} else {
b->opaque = qtrue;
}
if ( contents & CONTENTS_AREAPORTAL ) {
c_areaportals++;
}
b->contents = contents;
}
//============================================================================
/*
=================
AddBrushBevels
Adds any additional planes necessary to allow the brush being
built to be expanded against axial bounding boxes
=================
*/
void AddBrushBevels( void ) {
int axis, dir;
int i, order;
side_t sidetemp;
side_t *s;
vec3_t normal;
float dist;
//
// add the axial planes
//
order = 0;
for (axis=0 ; axis <3 ; axis++)
{
for (dir=-1 ; dir <= 1 ; dir+=2, order++)
{
// see if the plane is allready present
for ( i=0, s=buildBrush->sides ; i < buildBrush->numsides ; i++,s++ ) {
if (mapplanes[s->planenum].normal[axis] == dir)
break;
}
if (i == buildBrush->numsides )
{ // add a new side
if ( buildBrush->numsides == MAX_BUILD_SIDES ) {
Error( "MAX_BUILD_SIDES" );
}
memset( s, 0, sizeof( *s ) );
buildBrush->numsides++;
VectorClear (normal);
normal[axis] = dir;
if (dir == 1)
dist = buildBrush->maxs[axis];
else
dist = -buildBrush->mins[axis];
s->planenum = FindFloatPlane (normal, dist);
s->contents = buildBrush->sides[0].contents;
s->bevel = qtrue;
c_boxbevels++;
}
// if the plane is not in it canonical order, swap it
if (i != order)
{
sidetemp = buildBrush->sides[order];
buildBrush->sides[order] = buildBrush->sides[i];
buildBrush->sides[i] = sidetemp;
}
}
}
//
// add the edge bevels
//
if ( buildBrush->numsides == 6 ) {
return; // pure axial
} else {
int j, k, l;
float d;
winding_t *w, *w2;
side_t *s2;
vec3_t vec, vec2;
// test the non-axial plane edges
// this code tends to cause some problems...
for (i=6 ; i<buildBrush->numsides ; i++)
{
s = buildBrush->sides + i;
w = s->winding;
if (!w)
continue;
for (j=0 ; j<w->numpoints ; j++)
{
k = (j+1)%w->numpoints;
VectorSubtract (w->p[j], w->p[k], vec);
if (VectorNormalize (vec, vec) < 0.5)
continue;
SnapVector (vec);
for (k=0 ; k<3 ; k++)
if ( vec[k] == -1 || vec[k] == 1)
break; // axial
if (k != 3)
continue; // only test non-axial edges
// try the six possible slanted axials from this edge
for (axis=0 ; axis <3 ; axis++)
{
for (dir=-1 ; dir <= 1 ; dir+=2)
{
// construct a plane
VectorClear (vec2);
vec2[axis] = dir;
CrossProduct (vec, vec2, normal);
if (VectorNormalize (normal, normal) < 0.5)
continue;
dist = DotProduct (w->p[j], normal);
// if all the points on all the sides are
// behind this plane, it is a proper edge bevel
for (k=0 ; k < buildBrush->numsides ; k++)
{
// if this plane has allready been used, skip it
if (PlaneEqual (&mapplanes[buildBrush->sides[k].planenum]
, normal, dist) )
break;
w2 = buildBrush->sides[k].winding;
if (!w2)
continue;
for (l=0 ; l<w2->numpoints ; l++)
{
d = DotProduct (w2->p[l], normal) - dist;
if (d > 0.1)
break; // point in front
}
if (l != w2->numpoints)
break;
}
if (k != buildBrush->numsides)
continue; // wasn't part of the outer hull
// add this plane
if ( buildBrush->numsides == MAX_BUILD_SIDES ) {
Error( "MAX_BUILD_SIDES" );
}
s2 = &buildBrush->sides[buildBrush->numsides];
buildBrush->numsides++;
memset( s2, 0, sizeof( *s2 ) );
s2->planenum = FindFloatPlane (normal, dist);
s2->contents = buildBrush->sides[0].contents;
s2->bevel = qtrue;
c_edgebevels++;
}
}
}
}
}
}
/*
===============
AddBackSides
fog volumes need to have inside faces created
===============
*/
void AddBackSides( void ) {
/*
bspbrush_t *b;
int i, originalSides;
side_t *s;
side_t *newSide;
b = buildBrush;
originalSides = b->numsides;
for ( i = 0 ; i < originalSides ; i++ ) {
s = &b->sides[i];
if ( !s->shaderInfo ) {
continue;
}
if ( !(s->shaderInfo->contents & CONTENTS_FOG) ) {
continue;
}
// duplicate the up-facing side
if ( mapplanes[ s->planenum ].normal[2] == 1 ) {
newSide = &b->sides[ b->numsides ];
b->numsides++;
*newSide = *s;
newSide->backSide = qtrue;
newSide->planenum = s->planenum ^ 1; // opposite side
}
}
*/
}
/*
===============
FinishBrush
Produces a final brush based on the buildBrush->sides array
and links it to the current entity
===============
*/
bspbrush_t *FinishBrush( void ) {
bspbrush_t *b;
// liquids may need to have extra sides created for back sides
AddBackSides();
// create windings for sides and bounds for brush
if ( !CreateBrushWindings( buildBrush ) ) {
// don't keep this brush
return NULL;
}
// brushes that will not be visible at all are forced to be detail
if ( buildBrush->contents & (CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) )
{
buildBrush->detail = qtrue;
c_detail++;
}
//
// origin brushes are removed, but they set
// the rotation origin for the rest of the brushes
// in the entity. After the entire entity is parsed,
// the planenums and texinfos will be adjusted for
// the origin brush
//
if ( buildBrush->contents & CONTENTS_ORIGIN )
{
char string[32];
vec3_t origin;
if (num_entities == 1) {
_printf ("Entity %i, Brush %i: origin brushes not allowed in world\n"
, num_entities - 1, entitySourceBrushes);
return NULL;
}
VectorAdd (buildBrush->mins, buildBrush->maxs, origin);
VectorScale (origin, 0.5, origin);
sprintf (string, "%i %i %i", (int)origin[0], (int)origin[1], (int)origin[2]);
SetKeyValue (&entities[num_entities - 1], "origin", string);
VectorCopy (origin, entities[num_entities - 1].origin);
// don't keep this brush
return NULL;
}
if ( buildBrush->contents & CONTENTS_AREAPORTAL ) {
if (num_entities != 1) {
_printf ("Entity %i, Brush %i: areaportals only allowed in world\n"
, num_entities - 1, entitySourceBrushes);
return NULL;
}
}
AddBrushBevels ();
// keep it
b = CopyBrush( buildBrush );
b->entitynum = num_entities-1;
b->brushnum = entitySourceBrushes;
b->original = b;
b->next = mapent->brushes;
mapent->brushes = b;
return b;
}
//======================================================================
/*
==================
textureAxisFromPlane
==================
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