mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
694 lines
18 KiB
C++
694 lines
18 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Builds/merges the BSP tree of detail brushes
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "vbsp.h"
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#include "detail.h"
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#include "utlvector.h"
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#include <assert.h>
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face_t *NewFaceFromFace (face_t *f);
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face_t *ComputeVisibleBrushSides( bspbrush_t *list );
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//-----------------------------------------------------------------------------
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// Purpose: Copies a face and its winding
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// Input : *pFace -
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// Output : face_t
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//-----------------------------------------------------------------------------
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face_t *CopyFace( face_t *pFace )
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{
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face_t *f = NewFaceFromFace( pFace );
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f->w = CopyWinding( pFace->w );
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return f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Link this brush into the list for this leaf
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// Input : *node -
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// *brush -
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//-----------------------------------------------------------------------------
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void AddBrushToLeaf( node_t *node, bspbrush_t *brush )
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{
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brush->next = node->brushlist;
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node->brushlist = brush;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recursively filter a brush through the tree
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// Input : *node -
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// *brush -
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//-----------------------------------------------------------------------------
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void MergeBrush_r( node_t *node, bspbrush_t *brush )
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{
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if ( node->planenum == PLANENUM_LEAF )
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{
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if ( node->contents & CONTENTS_SOLID )
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{
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FreeBrush( brush );
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}
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else
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{
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AddBrushToLeaf( node, brush );
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}
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return;
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}
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bspbrush_t *front, *back;
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SplitBrush( brush, node->planenum, &front, &back );
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FreeBrush( brush );
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if ( front )
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{
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MergeBrush_r( node->children[0], front );
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}
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if ( back )
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{
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MergeBrush_r( node->children[1], back );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recursively filter a face into the tree leaving references to the
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// original face in any visible leaves that a clipped fragment falls
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// into.
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// Input : *node - current head of tree
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// *face - clipped face fragment
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// *original - unclipped original face
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// Output : Returns true if any references were left
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//-----------------------------------------------------------------------------
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bool MergeFace_r( node_t *node, face_t *face, face_t *original )
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{
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bool referenced = false;
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if ( node->planenum == PLANENUM_LEAF )
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{
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if ( node->contents & CONTENTS_SOLID )
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{
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FreeFace( face );
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return false;
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}
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leafface_t *plist = new leafface_t;
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plist->pFace = original;
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plist->pNext = node->leaffacelist;
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node->leaffacelist = plist;
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referenced = true;
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}
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else
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{
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// UNDONE: Don't copy the faces each time unless it's necessary!?!?!
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plane_t *plane = &g_MainMap->mapplanes[node->planenum];
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winding_t *frontwinding, *backwinding, *onwinding;
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Vector offset;
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WindingCenter( face->w, offset );
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// UNDONE: Export epsilon from original face clipping code
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ClassifyWindingEpsilon_Offset(face->w, plane->normal, plane->dist, 0.001, &frontwinding, &backwinding, &onwinding, -offset);
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if ( onwinding )
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{
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// face is in the split plane, go down the appropriate side according to the facing direction
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assert( frontwinding == NULL );
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assert( backwinding == NULL );
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if ( DotProduct( g_MainMap->mapplanes[face->planenum].normal, g_MainMap->mapplanes[node->planenum].normal ) > 0 )
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{
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frontwinding = onwinding;
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}
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else
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{
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backwinding = onwinding;
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}
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}
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if ( frontwinding )
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{
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face_t *tmp = NewFaceFromFace( face );
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tmp->w = frontwinding;
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referenced = MergeFace_r( node->children[0], tmp, original );
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}
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if ( backwinding )
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{
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face_t *tmp = NewFaceFromFace( face );
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tmp->w = backwinding;
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bool test = MergeFace_r( node->children[1], tmp, original );
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referenced = referenced || test;
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}
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}
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FreeFace( face );
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return referenced;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loop through each face and filter it into the tree
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// Input : *out -
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// *pFaces -
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//-----------------------------------------------------------------------------
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face_t *FilterFacesIntoTree( tree_t *out, face_t *pFaces )
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{
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face_t *pLeafFaceList = NULL;
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for ( face_t *f = pFaces; f; f = f->next )
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{
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if( f->merged || f->split[0] || f->split[1] )
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continue;
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face_t *tmp = CopyFace( f );
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face_t *original = CopyFace( f );
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if ( MergeFace_r( out->headnode, tmp, original ) )
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{
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// clear out portal (comes from a different tree)
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original->portal = NULL;
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original->next = pLeafFaceList;
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pLeafFaceList = original;
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}
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else
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{
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FreeFace( original );
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}
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}
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return pLeafFaceList;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Splits the face list into faces from the same plane and tries to merge
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// them if possible
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// Input : **pFaceList -
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//-----------------------------------------------------------------------------
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void TryMergeFaceList( face_t **pFaceList )
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{
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face_t **pPlaneList = NULL;
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// divide the list into buckets by plane number
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pPlaneList = new face_t *[g_MainMap->nummapplanes];
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memset( pPlaneList, 0, sizeof(face_t *) * g_MainMap->nummapplanes );
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face_t *pFaces = *pFaceList;
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face_t *pOutput = NULL;
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while ( pFaces )
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{
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face_t *next = pFaces->next;
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// go ahead and delete the old split/merged faces
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if ( pFaces->merged || pFaces->split[0] || pFaces->split[1] )
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{
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Error("Split face in merge list!");
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}
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else
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{
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// add to the list for this plane
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pFaces->next = pPlaneList[pFaces->planenum];
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pPlaneList[pFaces->planenum] = pFaces;
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}
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pFaces = next;
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}
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// now merge each plane's list of faces
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int merged = 0;
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for ( int i = 0; i < g_MainMap->nummapplanes; i++ )
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{
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if ( pPlaneList[i] )
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{
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MergeFaceList( &pPlaneList[i] );
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}
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// move these over to the output face list
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face_t *list = pPlaneList[i];
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while ( list )
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{
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face_t *next = list->next;
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if ( list->merged )
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merged++;
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list->next = pOutput;
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pOutput = list;
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list = next;
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}
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}
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if ( merged )
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{
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Msg("\nMerged %d detail faces...", merged );
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}
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delete[] pPlaneList;
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*pFaceList = pOutput;
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}
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//-----------------------------------------------------------------------------
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// Purpose: filter each brush in the list into the tree
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// Input : *out -
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// *brushes -
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//-----------------------------------------------------------------------------
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void FilterBrushesIntoTree( tree_t *out, bspbrush_t *brushes )
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{
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// Merge all of the brushes into the world tree
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for ( bspbrush_t *plist = brushes; plist; plist = plist->next )
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{
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MergeBrush_r( out->headnode, CopyBrush(plist) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Build faces for the detail brushes and merge them into the BSP
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// Input : *worldtree -
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// brush_start -
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// brush_end -
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//-----------------------------------------------------------------------------
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face_t *MergeDetailTree( tree_t *worldtree, int brush_start, int brush_end )
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{
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int start;
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bspbrush_t *detailbrushes = NULL;
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face_t *pFaces = NULL;
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face_t *pLeafFaceList = NULL;
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// Grab the list of detail brushes
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detailbrushes = MakeBspBrushList (brush_start, brush_end, g_MainMap->map_mins, g_MainMap->map_maxs, ONLY_DETAIL );
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if (detailbrushes)
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{
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start = Plat_FloatTime();
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Msg("Chop Details...");
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// if there are detail brushes, chop them against each other
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if (!nocsg)
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detailbrushes = ChopBrushes (detailbrushes);
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Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
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// Now mark the visible sides so we can eliminate all detail brush sides
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// that are covered by other detail brush sides
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// NOTE: This still leaves detail brush sides that are covered by the world. (these are removed in the merge operation)
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Msg("Find Visible Detail Sides...");
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pFaces = ComputeVisibleBrushSides( detailbrushes );
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TryMergeFaceList( &pFaces );
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SubdivideFaceList( &pFaces );
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Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
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start = Plat_FloatTime();
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Msg("Merging details...");
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// Merge the detail solids and faces into the world tree
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// Merge all of the faces into the world tree
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pLeafFaceList = FilterFacesIntoTree( worldtree, pFaces );
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FilterBrushesIntoTree( worldtree, detailbrushes );
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FreeFaceList( pFaces );
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FreeBrushList(detailbrushes);
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Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
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}
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return pLeafFaceList;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Quick overlap test for brushes
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// Input : *p1 -
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// *p2 -
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// Output : Returns false if the brushes cannot intersect
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//-----------------------------------------------------------------------------
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bool BrushBoxOverlap( bspbrush_t *p1, bspbrush_t *p2 )
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{
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if ( p1 == p2 )
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return false;
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for ( int i = 0; i < 3; i++ )
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{
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if ( p1->mins[i] > p2->maxs[i] || p1->maxs[i] < p2->mins[i] )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pFace - input face to test
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// *pbrush - brush to clip face against
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// **pOutputList - list of faces clipped from pFace
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// Output : Returns true if the brush completely clips the face
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//-----------------------------------------------------------------------------
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// NOTE: This assumes the brushes have already been chopped so that no solid space
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// is enclosed by more than one brush!!
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bool ClipFaceToBrush( face_t *pFace, bspbrush_t *pbrush, face_t **pOutputList )
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{
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int planenum = pFace->planenum & (~1);
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int foundSide = -1;
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CUtlVector<int> sortedSides;
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int i;
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for ( i = 0; i < pbrush->numsides && foundSide < 0; i++ )
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{
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int bplane = pbrush->sides[i].planenum & (~1);
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if ( bplane == planenum )
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foundSide = i;
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}
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Vector offset = -0.5f * (pbrush->maxs + pbrush->mins);
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face_t *currentface = CopyFace( pFace );
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if ( foundSide >= 0 )
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{
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sortedSides.RemoveAll();
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for ( i = 0; i < pbrush->numsides; i++ )
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{
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// don't clip to bevels
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if ( pbrush->sides[i].bevel )
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continue;
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if ( g_MainMap->mapplanes[pbrush->sides[i].planenum].type <= PLANE_Z )
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{
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sortedSides.AddToHead( i );
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}
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else
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{
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sortedSides.AddToTail( i );
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}
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}
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for ( i = 0; i < sortedSides.Size(); i++ )
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{
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int index = sortedSides[i];
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if ( index == foundSide )
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continue;
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plane_t *plane = &g_MainMap->mapplanes[pbrush->sides[index].planenum];
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winding_t *frontwinding, *backwinding;
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ClipWindingEpsilon_Offset(currentface->w, plane->normal, plane->dist, 0.001, &frontwinding, &backwinding, offset);
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// only clip if some part of this face is on the back side of all brush sides
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if ( !backwinding || WindingIsTiny(backwinding))
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{
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FreeFaceList( *pOutputList );
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*pOutputList = NULL;
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break;
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}
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if ( frontwinding && !WindingIsTiny(frontwinding) )
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{
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// add this fragment to the return list
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// make a face for the fragment
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face_t *f = NewFaceFromFace( pFace );
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f->w = frontwinding;
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// link the fragment in
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f->next = *pOutputList;
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*pOutputList = f;
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}
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// update the current winding to be the part behind each plane
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FreeWinding( currentface->w );
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currentface->w = backwinding;
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}
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// free the bit that is left in solid or not clipped (if we broke out early)
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FreeFace( currentface );
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// if we made it all the way through and didn't produce any fragments then the whole face was clipped away
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if ( !*pOutputList && i == sortedSides.Size() )
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{
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given an original side and chopped winding, make a face_t
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// Input : *side - side of the original brush
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// *winding - winding for this face (portion of the side)
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// Output : face_t
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//-----------------------------------------------------------------------------
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face_t *MakeBrushFace( side_t *originalSide, winding_t *winding )
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{
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face_t *f = AllocFace();
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f->merged = NULL;
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f->split[0] = f->split[1] = NULL;
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f->w = CopyWinding( winding );
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f->originalface = originalSide;
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//
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// save material info
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//
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f->texinfo = originalSide->texinfo;
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f->dispinfo = -1;
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// save plane info
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f->planenum = originalSide->planenum;
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f->contents = originalSide->contents;
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return f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Chop away sides that are inside other brushes.
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// Brushes have already been chopped up so that they do not overlap,
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// they merely touch.
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// Input : *list - list of brushes
|
||
|
// Output : face_t * - list of visible faces (some marked bad/split)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// assumes brushes were chopped!
|
||
|
|
||
|
|
||
|
side_t *FindOriginalSide( mapbrush_t *mb, side_t *pBspSide )
|
||
|
{
|
||
|
side_t *bestside = NULL;
|
||
|
float bestdot = 0;
|
||
|
|
||
|
plane_t *p1 = g_MainMap->mapplanes + pBspSide->planenum;
|
||
|
|
||
|
for (int i=0 ; i<mb->numsides ; i++)
|
||
|
{
|
||
|
side_t *side = &mb->original_sides[i];
|
||
|
if (side->bevel)
|
||
|
continue;
|
||
|
if (side->texinfo == TEXINFO_NODE)
|
||
|
continue; // non-visible
|
||
|
if ((side->planenum&~1) == (pBspSide->planenum&~1))
|
||
|
{ // exact match
|
||
|
return mb->original_sides + i;
|
||
|
}
|
||
|
// see how close the match is
|
||
|
plane_t *p2 = &g_MainMap->mapplanes[side->planenum&~1];
|
||
|
float dot = DotProduct (p1->normal, p2->normal);
|
||
|
if (dot > bestdot)
|
||
|
{
|
||
|
bestdot = dot;
|
||
|
bestside = side;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bestside )
|
||
|
{
|
||
|
Error( "Bad detail brush side\n" );
|
||
|
}
|
||
|
return bestside;
|
||
|
}
|
||
|
|
||
|
// Get a list of brushes from pBrushList that could cut faces on the source brush
|
||
|
int GetListOfCutBrushes( CUtlVector<bspbrush_t *> &out, bspbrush_t *pSourceBrush, bspbrush_t *pBrushList )
|
||
|
{
|
||
|
mapbrush_t *mb = pSourceBrush->original;
|
||
|
for ( bspbrush_t *walk = pBrushList; walk; walk = walk->next )
|
||
|
{
|
||
|
if ( walk == pSourceBrush )
|
||
|
continue;
|
||
|
|
||
|
// only clip to transparent brushes if the original brush is transparent
|
||
|
if ( walk->original->contents & TRANSPARENT_CONTENTS )
|
||
|
{
|
||
|
if ( !(mb->contents & TRANSPARENT_CONTENTS) )
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// don't clip to clip brushes, etc.
|
||
|
if ( !(walk->original->contents & ALL_VISIBLE_CONTENTS) )
|
||
|
continue;
|
||
|
|
||
|
// brushes overlap, test faces
|
||
|
if ( !BrushBoxOverlap( pSourceBrush, walk ) )
|
||
|
continue;
|
||
|
|
||
|
out.AddToTail( walk );
|
||
|
}
|
||
|
return out.Count();
|
||
|
}
|
||
|
|
||
|
// Count the number of real (unsplit) faces in the list
|
||
|
static int CountFaceList( face_t *f )
|
||
|
{
|
||
|
int count = 0;
|
||
|
for ( ; f; f = f->next )
|
||
|
{
|
||
|
if ( f->split[0] )
|
||
|
continue;
|
||
|
count++;
|
||
|
}
|
||
|
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
// Clips f to a list of potential cutting brushes
|
||
|
// If f clips into new faces, returns the list of new faces in pOutputList
|
||
|
static void ClipFaceToBrushList( face_t *f, const CUtlVector<bspbrush_t *> &cutBrushes, face_t **pOutputList )
|
||
|
{
|
||
|
*pOutputList = NULL;
|
||
|
|
||
|
if ( f->split[0] )
|
||
|
return;
|
||
|
|
||
|
face_t *pClipList = CopyFace( f );
|
||
|
pClipList->next = NULL;
|
||
|
bool clipped = false;
|
||
|
for ( int i = 0; i < cutBrushes.Count(); i++ )
|
||
|
{
|
||
|
bspbrush_t *cut = cutBrushes[i];
|
||
|
for ( face_t *pCutFace = pClipList; pCutFace; pCutFace = pCutFace->next )
|
||
|
{
|
||
|
face_t *pClip = NULL;
|
||
|
// already split, no need to clip
|
||
|
if ( pCutFace->split[0] )
|
||
|
continue;
|
||
|
|
||
|
if ( ClipFaceToBrush( pCutFace, cut, &pClip ) )
|
||
|
{
|
||
|
clipped = true;
|
||
|
// mark face bad, the brush clipped it away
|
||
|
pCutFace->split[0] = pCutFace;
|
||
|
}
|
||
|
else if ( pClip )
|
||
|
{
|
||
|
clipped = true;
|
||
|
// mark this face as split
|
||
|
pCutFace->split[0] = pCutFace;
|
||
|
|
||
|
// insert face fragments at head of list (UNDONE: reverses order, do we care?)
|
||
|
while ( pClip )
|
||
|
{
|
||
|
face_t *next = pClip->next;
|
||
|
pClip->next = pClipList;
|
||
|
pClipList = pClip;
|
||
|
pClip = next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( clipped )
|
||
|
{
|
||
|
*pOutputList = pClipList;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// didn't do any clipping, go ahead and free the copy of the face here.
|
||
|
FreeFaceList( pClipList );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Compute a list of faces that are visible on the detail brush sides
|
||
|
face_t *ComputeVisibleBrushSides( bspbrush_t *list )
|
||
|
{
|
||
|
face_t *pTotalFaces = NULL;
|
||
|
CUtlVector<bspbrush_t *> cutBrushes;
|
||
|
|
||
|
// Go through the whole brush list
|
||
|
for ( bspbrush_t *pbrush = list; pbrush; pbrush = pbrush->next )
|
||
|
{
|
||
|
face_t *pFaces = NULL;
|
||
|
mapbrush_t *mb = pbrush->original;
|
||
|
|
||
|
if ( !(mb->contents & ALL_VISIBLE_CONTENTS) )
|
||
|
continue;
|
||
|
|
||
|
// Make a face for each brush side, then clip it by the other
|
||
|
// details to see if any fragments are visible
|
||
|
for ( int i = 0; i < pbrush->numsides; i++ )
|
||
|
{
|
||
|
winding_t *winding = pbrush->sides[i].winding;
|
||
|
if ( !winding )
|
||
|
continue;
|
||
|
|
||
|
if (! (pbrush->sides[i].contents & ALL_VISIBLE_CONTENTS) )
|
||
|
continue;
|
||
|
|
||
|
side_t *side = FindOriginalSide( mb, pbrush->sides + i );
|
||
|
face_t *f = MakeBrushFace( side, winding );
|
||
|
|
||
|
// link to head of face list
|
||
|
f->next = pFaces;
|
||
|
pFaces = f;
|
||
|
}
|
||
|
|
||
|
// Make a list of brushes that can cut the face list for this brush
|
||
|
cutBrushes.RemoveAll();
|
||
|
if ( GetListOfCutBrushes( cutBrushes, pbrush, list ) )
|
||
|
{
|
||
|
// now cut each face to find visible fragments
|
||
|
for ( face_t *f = pFaces; f; f = f->next )
|
||
|
{
|
||
|
// this will be a new list of faces that this face cuts into
|
||
|
face_t *pClip = NULL;
|
||
|
ClipFaceToBrushList( f, cutBrushes, &pClip );
|
||
|
if ( pClip )
|
||
|
{
|
||
|
int outCount = CountFaceList(pClip);
|
||
|
// it cut into more faces (or it was completely cut away)
|
||
|
if ( outCount <= 1 )
|
||
|
{
|
||
|
// was removed or cut down, mark as split
|
||
|
f->split[0] = f;
|
||
|
// insert face fragments at head of list (UNDONE: reverses order, do we care?)
|
||
|
while ( pClip )
|
||
|
{
|
||
|
face_t *next = pClip->next;
|
||
|
pClip->next = pFaces;
|
||
|
pFaces = pClip;
|
||
|
pClip = next;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// it cut into more than one visible fragment
|
||
|
// Don't fragment details
|
||
|
// UNDONE: Build 2d convex hull of this list and swap face winding
|
||
|
// with that polygon? That would fix the remaining issues.
|
||
|
FreeFaceList( pClip );
|
||
|
pClip = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// move visible fragments to global face list
|
||
|
while ( pFaces )
|
||
|
{
|
||
|
face_t *next = pFaces->next;
|
||
|
if ( pFaces->split[0] )
|
||
|
{
|
||
|
FreeFace( pFaces );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pFaces->next = pTotalFaces;
|
||
|
pTotalFaces = pFaces;
|
||
|
}
|
||
|
pFaces = next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pTotalFaces;
|
||
|
}
|