dxx-rebirth/similar/main/gameseg.cpp
2020-12-26 21:17:29 +00:00

1937 lines
63 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Functions moved from segment.c to make editor separable from game.
*
*/
#include <algorithm>
#include <cassert>
#include <stdlib.h>
#include <stdio.h>
#include <string.h> // for memset()
#include "u_mem.h"
#include "inferno.h"
#include "game.h"
#include "dxxerror.h"
#include "console.h"
#include "vecmat.h"
#include "gameseg.h"
#include "gameseq.h"
#include "wall.h"
#include "fuelcen.h"
#include "textures.h"
#include "fvi.h"
#include "object.h"
#include "byteutil.h"
#include "lighting.h"
#include "mission.h"
#if DXX_USE_EDITOR
#include "editor/editor.h"
#endif
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "d_range.h"
#include "cast_range_result.h"
using std::min;
namespace {
/* The array can be of any type that can hold values in the range
* [0, AMBIENT_SEGMENT_DEPTH].
*/
struct segment_lava_depth_array : std::array<uint8_t, MAX_SEGMENTS> {};
struct segment_water_depth_array : std::array<uint8_t, MAX_SEGMENTS> {};
class abs_vertex_lists_predicate
{
const std::array<vertnum_t, MAX_VERTICES_PER_SEGMENT> &m_vp;
const std::array<unsigned, 4> &m_sv;
public:
abs_vertex_lists_predicate(const shared_segment &seg, const uint_fast32_t sidenum) :
m_vp(seg.verts), m_sv(Side_to_verts_int[sidenum])
{
}
vertnum_t operator()(const uint_fast32_t vv) const
{
return m_vp[m_sv[vv]];
}
};
class all_vertnum_lists_predicate : public abs_vertex_lists_predicate
{
public:
using abs_vertex_lists_predicate::abs_vertex_lists_predicate;
vertex_vertnum_pair operator()(const uint_fast32_t vv) const
{
return {this->abs_vertex_lists_predicate::operator()(vv), static_cast<unsigned>(vv)};
}
};
struct verts_for_normal
{
std::array<vertnum_t, 4> vsorted;
bool negate_flag;
};
constexpr vm_distance fcd_abort_cache_value{F1_0 * 1000};
constexpr vm_distance fcd_abort_return_value{-1};
}
namespace dcx {
namespace {
// How far a point can be from a plane, and still be "in" the plane
#define PLANE_DIST_TOLERANCE 250
static uint_fast32_t find_connect_child(const vcsegidx_t base_seg, const std::array<segnum_t, MAX_SIDES_PER_SEGMENT> &children)
{
const auto &&b = begin(children);
return std::distance(b, std::find(b, end(children), base_seg));
}
static void compute_center_point_on_side(fvcvertptr &vcvertptr, vms_vector &r, const std::array<vertnum_t, MAX_VERTICES_PER_SEGMENT> &verts, const unsigned side)
{
vms_vector vp;
vm_vec_zero(vp);
range_for (auto &v, Side_to_verts[side])
vm_vec_add2(vp, vcvertptr(verts[v]));
vm_vec_copy_scale(r, vp, F1_0 / 4);
}
static void compute_segment_center(fvcvertptr &vcvertptr, vms_vector &r, const std::array<vertnum_t, MAX_VERTICES_PER_SEGMENT> &verts)
{
vms_vector vp;
vm_vec_zero(vp);
range_for (auto &v, verts)
vm_vec_add2(vp, vcvertptr(v));
vm_vec_copy_scale(r, vp, F1_0 / 8);
}
}
// ------------------------------------------------------------------------------------------
// Compute the center point of a side of a segment.
// The center point is defined to be the average of the 4 points defining the side.
void compute_center_point_on_side(fvcvertptr &vcvertptr, vms_vector &vp, const shared_segment &sp, const unsigned side)
{
compute_center_point_on_side(vcvertptr, vp, sp.verts, side);
}
// ------------------------------------------------------------------------------------------
// Compute segment center.
// The center point is defined to be the average of the 8 points defining the segment.
void compute_segment_center(fvcvertptr &vcvertptr, vms_vector &vp, const shared_segment &sp)
{
compute_segment_center(vcvertptr, vp, sp.verts);
}
// -----------------------------------------------------------------------------
// Given two segments, return the side index in the connecting segment which connects to the base segment
// Optimized by MK on 4/21/94 because it is a 2% load.
uint_fast32_t find_connect_side(const vcsegidx_t base_seg, const shared_segment &con_seg)
{
return find_connect_child(base_seg, con_seg.children);
}
// -----------------------------------------------------------------------------------
// Given a side, return the number of faces
bool get_side_is_quad(const shared_side &sidep)
{
switch (sidep.get_type())
{
case side_type::quad:
return true;
case side_type::tri_02:
case side_type::tri_13:
return false;
default:
throw shared_side::illegal_type(sidep);
}
}
namespace {
// Fill in array with four absolute point numbers for a given side
static void get_side_verts(side_vertnum_list_t &vertlist, const std::array<vertnum_t, MAX_VERTICES_PER_SEGMENT> &vp, const unsigned sidenum)
{
auto &sv = Side_to_verts[sidenum];
for (unsigned i = 4; i--;)
vertlist[i] = vp[sv[i]];
}
}
void get_side_verts(side_vertnum_list_t &vertlist, const shared_segment &segp, const unsigned sidenum)
{
get_side_verts(vertlist, segp.verts, sidenum);
}
}
namespace dsx {
namespace {
__attribute_cold
__noreturn
static void create_vertex_list_from_invalid_side(const shared_segment &segp, const shared_side &sidep)
{
throw shared_side::illegal_type(segp, sidep);
}
template <typename T, typename V>
static uint_fast32_t create_vertex_lists_from_values(T &va, const shared_segment &segp, const shared_side &sidep, const V &&f0, const V &&f1, const V &&f2, const V &&f3)
{
const auto type = sidep.get_type();
if (type == side_type::tri_13)
{
va[0] = va[5] = f3;
va[1] = f0;
va[2] = va[3] = f1;
va[4] = f2;
return 2;
}
va[0] = f0;
va[1] = f1;
va[2] = f2;
switch (type)
{
case side_type::quad:
va[3] = f3;
/* Unused, but required to prevent bogus
* -Wmaybe-uninitialized in check_segment_connections
*/
va[4] = va[5] = {};
DXX_MAKE_MEM_UNDEFINED(&va[4], 2 * sizeof(va[4]));
return 1;
case side_type::tri_02:
va[3] = f2;
va[4] = f3;
va[5] = f0;
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
return 2;
default:
create_vertex_list_from_invalid_side(segp, sidep);
}
}
template <typename T, typename F>
static inline uint_fast32_t create_vertex_lists_by_predicate(T &va, const shared_segment &segp, const shared_side &sidep, const F &&f)
{
return create_vertex_lists_from_values(va, segp, sidep, f(0), f(1), f(2), f(3));
}
}
#if DXX_USE_EDITOR
// -----------------------------------------------------------------------------------
// Create all vertex lists (1 or 2) for faces on a side.
// Sets:
// num_faces number of lists
// vertices vertices in all (1 or 2) faces
// If there is one face, it has 4 vertices.
// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
// face #1 is stored in vertices 3,4,5.
// Note: these are not absolute vertex numbers, but are relative to the segment
// Note: for triagulated sides, the middle vertex of each trianle is the one NOT
// adjacent on the diagonal edge
uint_fast32_t create_all_vertex_lists(vertex_array_list_t &vertices, const shared_segment &segp, const shared_side &sidep, const uint_fast32_t sidenum)
{
assert(sidenum < Side_to_verts_int.size());
auto &sv = Side_to_verts_int[sidenum];
return create_vertex_lists_by_predicate(vertices, segp, sidep, [&sv](const uint_fast32_t vv) {
return sv[vv];
});
}
#endif
// -----------------------------------------------------------------------------------
// Like create all vertex lists, but returns the vertnums (relative to
// the side) for each of the faces that make up the side.
// If there is one face, it has 4 vertices.
// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
// face #1 is stored in vertices 3,4,5.
void create_all_vertnum_lists(vertex_vertnum_array_list &vertnums, const shared_segment &segp, const shared_side &sidep, const uint_fast32_t sidenum)
{
create_vertex_lists_by_predicate(vertnums, segp, sidep, all_vertnum_lists_predicate(segp, sidenum));
}
// -----
// like create_all_vertex_lists(), but generate absolute point numbers
uint_fast32_t create_abs_vertex_lists(vertnum_array_list_t &vertices, const shared_segment &segp, const shared_side &sidep, const uint_fast32_t sidenum)
{
return create_vertex_lists_by_predicate(vertices, segp, sidep, abs_vertex_lists_predicate(segp, sidenum));
}
//returns 3 different bitmasks with info telling if this sphere is in
//this segment. See segmasks structure for info on fields
segmasks get_seg_masks(fvcvertptr &vcvertptr, const vms_vector &checkp, const shared_segment &seg, const fix rad)
{
int sn,facebit,sidebit;
segmasks masks{};
//check point against each side of segment. return bitmask
for (sn=0,facebit=sidebit=1;sn<6;sn++,sidebit<<=1) {
auto &s = seg.sides[sn];
// Get number of faces on this side, and at vertex_list, store vertices.
// If one face, then vertex_list indicates a quadrilateral.
// If two faces, then 0,1,2 define one triangle, 3,4,5 define the second.
const auto v = create_abs_vertex_lists(seg, s, sn);
const auto &num_faces = v.first;
const auto &vertex_list = v.second;
//ok...this is important. If a side has 2 faces, we need to know if
//those faces form a concave or convex side. If the side pokes out,
//then a point is on the back of the side if it is behind BOTH faces,
//but if the side pokes in, a point is on the back if behind EITHER face.
if (num_faces==2) {
int side_count,center_count;
const auto vertnum = min(vertex_list[0],vertex_list[2]);
const auto &&mvert = vcvertptr(vertnum);
auto a = vertex_list[4] < vertex_list[1]
? std::make_pair(vertex_list[4], &s.normals[0])
: std::make_pair(vertex_list[1], &s.normals[1]);
const auto mdist = vm_dist_to_plane(vcvertptr(a.first), *a.second, mvert);
side_count = center_count = 0;
for (int fn=0;fn<2;fn++,facebit<<=1) {
const auto dist = vm_dist_to_plane(checkp, s.normals[fn], mvert);
if (dist-rad < -PLANE_DIST_TOLERANCE) {
if (dist < -PLANE_DIST_TOLERANCE) //in front of face
center_count++;
masks.facemask |= facebit;
side_count++;
}
}
if (!(mdist > PLANE_DIST_TOLERANCE)) { //must be behind both faces
if (side_count==2)
masks.sidemask |= sidebit;
if (center_count==2)
masks.centermask |= sidebit;
}
else { //must be behind at least one face
if (side_count)
masks.sidemask |= sidebit;
if (center_count)
masks.centermask |= sidebit;
}
}
else { //only one face on this side
//use lowest point number
auto b = begin(vertex_list);
const auto vertnum = *std::min_element(b, std::next(b, 4));
const auto &&mvert = vcvertptr(vertnum);
const auto dist = vm_dist_to_plane(checkp, s.normals[0], mvert);
if (dist-rad < -PLANE_DIST_TOLERANCE) {
if (dist < -PLANE_DIST_TOLERANCE)
masks.centermask |= sidebit;
masks.facemask |= facebit;
masks.sidemask |= sidebit;
}
facebit <<= 2;
}
}
return masks;
}
namespace {
//this was converted from get_seg_masks()...it fills in an array of 6
//elements for the distace behind each side, or zero if not behind
//only gets centermask, and assumes zero rad
static uint8_t get_side_dists(fvcvertptr &vcvertptr, const vms_vector &checkp, const shared_segment &segnum, std::array<fix, 6> &side_dists)
{
int sn,facebit,sidebit;
ubyte mask;
auto &sides = segnum.sides;
//check point against each side of segment. return bitmask
mask = 0;
side_dists = {};
for (sn=0,facebit=sidebit=1;sn<6;sn++,sidebit<<=1) {
auto &s = sides[sn];
// Get number of faces on this side, and at vertex_list, store vertices.
// If one face, then vertex_list indicates a quadrilateral.
// If two faces, then 0,1,2 define one triangle, 3,4,5 define the second.
const auto v = create_abs_vertex_lists(segnum, s, sn);
const auto &num_faces = v.first;
const auto &vertex_list = v.second;
//ok...this is important. If a side has 2 faces, we need to know if
//those faces form a concave or convex side. If the side pokes out,
//then a point is on the back of the side if it is behind BOTH faces,
//but if the side pokes in, a point is on the back if behind EITHER face.
if (num_faces==2) {
int center_count;
const auto vertnum = min(vertex_list[0],vertex_list[2]);
auto &mvert = *vcvertptr(vertnum);
auto a = vertex_list[4] < vertex_list[1]
? std::make_pair(vertex_list[4], &s.normals[0])
: std::make_pair(vertex_list[1], &s.normals[1]);
const auto mdist = vm_dist_to_plane(vcvertptr(a.first), *a.second, mvert);
center_count = 0;
for (int fn=0;fn<2;fn++,facebit<<=1) {
const auto dist = vm_dist_to_plane(checkp, s.normals[fn], mvert);
if (dist < -PLANE_DIST_TOLERANCE) { //in front of face
center_count++;
side_dists[sn] += dist;
}
}
if (!(mdist > PLANE_DIST_TOLERANCE)) { //must be behind both faces
if (center_count==2) {
mask |= sidebit;
side_dists[sn] /= 2; //get average
}
}
else { //must be behind at least one face
if (center_count) {
mask |= sidebit;
if (center_count==2)
side_dists[sn] /= 2; //get average
}
}
}
else { //only one face on this side
//use lowest point number
auto b = begin(vertex_list);
auto vertnum = *std::min_element(b, std::next(b, 4));
const auto dist = vm_dist_to_plane(checkp, s.normals[0], vcvertptr(vertnum));
if (dist < -PLANE_DIST_TOLERANCE) {
mask |= sidebit;
side_dists[sn] = dist;
}
facebit <<= 2;
}
}
return mask;
}
#ifndef NDEBUG
//returns true if errors detected
static int check_norms(const shared_segment &segp, const unsigned sidenum, const unsigned facenum, const shared_segment &csegp, const unsigned csidenum, const unsigned cfacenum)
{
const auto &n0 = segp.sides[sidenum].normals[facenum];
const auto &n1 = csegp.sides[csidenum].normals[cfacenum];
if (n0.x != -n1.x || n0.y != -n1.y || n0.z != -n1.z)
return 1;
else
return 0;
}
static void invert_shared_side_triangle_type(shared_side &s)
{
const auto t = s.get_type();
side_type nt;
switch (t)
{
case side_type::tri_02:
nt = side_type::tri_13;
break;
case side_type::tri_13:
nt = side_type::tri_02;
break;
default:
return;
}
s.set_type(nt);
}
#endif
}
//heavy-duty error checking
int check_segment_connections(void)
{
int errors=0;
range_for (const auto &&seg, vmsegptridx)
{
range_for (const int sidenum, xrange(6u)) {
#ifndef NDEBUG
const auto v = create_abs_vertex_lists(seg, sidenum);
const auto &num_faces = v.first;
const auto &vertex_list = v.second;
#endif
const auto csegnum = seg->shared_segment::children[sidenum];
if (!IS_CHILD(csegnum))
continue;
{
auto cseg = vcsegptr(csegnum);
auto csidenum = find_connect_side(seg,cseg);
if (csidenum == side_none)
{
shared_segment &rseg = *seg;
const shared_segment &rcseg = *cseg;
const unsigned segi = seg.get_unchecked_index();
LevelError("Segment #%u side %u has asymmetric link to segment %u. Coercing to segment_none; Segments[%u].children={%hu, %hu, %hu, %hu, %hu, %hu}, Segments[%u].children={%hu, %hu, %hu, %hu, %hu, %hu}.", segi, sidenum, csegnum, segi, rseg.children[0], rseg.children[1], rseg.children[2], rseg.children[3], rseg.children[4], rseg.children[5], csegnum, rcseg.children[0], rcseg.children[1], rcseg.children[2], rcseg.children[3], rcseg.children[4], rcseg.children[5]);
rseg.children[sidenum] = segment_none;
errors = 1;
continue;
}
#ifndef NDEBUG
const auto cv = create_abs_vertex_lists(cseg, csidenum);
const auto &con_num_faces = cv.first;
const auto &con_vertex_list = cv.second;
if (con_num_faces != num_faces) {
LevelError("Segment #%u side %u: wrong faces: con_num_faces=%" PRIuFAST32 " num_faces=%" PRIuFAST32 ".", seg.get_unchecked_index(), sidenum, con_num_faces, num_faces);
errors = 1;
}
else
if (num_faces == 1) {
int t;
for (t=0;t<4 && con_vertex_list[t]!=vertex_list[0];t++);
if (t==4 ||
vertex_list[0] != con_vertex_list[t] ||
vertex_list[1] != con_vertex_list[(t+3)%4] ||
vertex_list[2] != con_vertex_list[(t+2)%4] ||
vertex_list[3] != con_vertex_list[(t+1)%4]) {
LevelError("Segment #%u side %u: bad vertices.", seg.get_unchecked_index(), sidenum);
errors = 1;
}
else
errors |= check_norms(seg,sidenum,0,cseg,csidenum,0);
}
else {
if (vertex_list[1] == con_vertex_list[1]) {
if (vertex_list[4] != con_vertex_list[4] ||
vertex_list[0] != con_vertex_list[2] ||
vertex_list[2] != con_vertex_list[0] ||
vertex_list[3] != con_vertex_list[5] ||
vertex_list[5] != con_vertex_list[3]) {
auto &cside = vmsegptr(csegnum)->shared_segment::sides[csidenum];
invert_shared_side_triangle_type(cside);
} else {
errors |= check_norms(seg,sidenum,0,cseg,csidenum,0);
errors |= check_norms(seg,sidenum,1,cseg,csidenum,1);
}
} else {
if (vertex_list[1] != con_vertex_list[4] ||
vertex_list[4] != con_vertex_list[1] ||
vertex_list[0] != con_vertex_list[5] ||
vertex_list[5] != con_vertex_list[0] ||
vertex_list[2] != con_vertex_list[3] ||
vertex_list[3] != con_vertex_list[2]) {
auto &cside = vmsegptr(csegnum)->shared_segment::sides[csidenum];
invert_shared_side_triangle_type(cside);
} else {
errors |= check_norms(seg,sidenum,0,cseg,csidenum,1);
errors |= check_norms(seg,sidenum,1,cseg,csidenum,0);
}
}
}
#endif
}
}
}
return errors;
}
// Used to become a constant based on editor, but I wanted to be able to set
// this for omega blob find_point_seg calls.
// Would be better to pass a paremeter to the routine...--MK, 01/17/96
#if defined(DXX_BUILD_DESCENT_II) || DXX_USE_EDITOR
int Doing_lighting_hack_flag=0;
#else
#define Doing_lighting_hack_flag 0
#endif
namespace {
// figure out what seg the given point is in, tracing through segments
// returns segment number, or -1 if can't find segment
static icsegptridx_t trace_segs(const d_level_shared_segment_state &LevelSharedSegmentState, const vms_vector &p0, const vcsegptridx_t oldsegnum, const unsigned recursion_count, visited_segment_bitarray_t &visited)
{
int centermask;
std::array<fix, 6> side_dists;
fix biggest_val;
int sidenum, bit, biggest_side;
if (recursion_count >= LevelSharedSegmentState.Num_segments) {
con_puts(CON_DEBUG, "trace_segs: Segment not found");
return segment_none;
}
if (auto &&vs = visited[oldsegnum])
return segment_none;
else
vs = true;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
centermask = get_side_dists(Vertices.vcptr, p0, oldsegnum, side_dists); //check old segment
if (centermask == 0) // we are in the old segment
return oldsegnum; //..say so
for (;;) {
auto &children = oldsegnum->shared_segment::children;
biggest_side = -1;
biggest_val = 0;
for (sidenum = 0, bit = 1; sidenum < 6; sidenum++, bit <<= 1)
{
if ((centermask & bit) && IS_CHILD(children[sidenum])
&& side_dists[sidenum] < biggest_val) {
biggest_val = side_dists[sidenum];
biggest_side = sidenum;
}
}
if (biggest_side == -1)
break;
side_dists[biggest_side] = 0;
// trace into adjacent segment:
const auto &&check = trace_segs(LevelSharedSegmentState, p0, oldsegnum.absolute_sibling(children[biggest_side]), recursion_count + 1, visited);
if (check != segment_none) //we've found a segment
return check;
}
return segment_none; //we haven't found a segment
}
}
imsegptridx_t find_point_seg(const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &, const vms_vector &p, const imsegptridx_t segnum)
{
return segnum.rebind_policy(find_point_seg(LevelSharedSegmentState, p, segnum));
}
//Tries to find a segment for a point, in the following way:
// 1. Check the given segment
// 2. Recursively trace through attached segments
// 3. Check all the segments
//Returns segnum if found, or -1
icsegptridx_t find_point_seg(const d_level_shared_segment_state &LevelSharedSegmentState, const vms_vector &p, const icsegptridx_t segnum)
{
//allow segnum==-1, meaning we have no idea what segment point is in
if (segnum != segment_none) {
visited_segment_bitarray_t visited;
const auto &&newseg = trace_segs(LevelSharedSegmentState, p, segnum, 0, visited);
if (newseg != segment_none) //we found a segment!
return newseg;
}
//couldn't find via attached segs, so search all segs
// MK: 10/15/94
// This Doing_lighting_hack_flag thing added by mk because the hundreds of scrolling messages were
// slowing down lighting, and in about 98% of cases, it would just return -1 anyway.
// Matt: This really should be fixed, though. We're probably screwing up our lighting in a few places.
if (!Doing_lighting_hack_flag) {
auto &Segments = LevelSharedSegmentState.get_segments();
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
range_for (const auto &&segp, Segments.vmptridx)
{
if (get_seg_masks(Vertices.vcptr, p, segp, 0).centermask == 0)
return segp;
}
}
return segment_none;
}
//--repair-- // ------------------------------------------------------------------------------
//--repair-- void clsd_repair_center(int segnum)
//--repair-- {
//--repair-- int sidenum;
//--repair--
//--repair-- // --- Set repair center bit for all repair center segments.
//--repair-- if (Segments[segnum].special == SEGMENT_IS_REPAIRCEN) {
//--repair-- Lsegments[segnum].special_type |= SS_REPAIR_CENTER;
//--repair-- Lsegments[segnum].special_segment = segnum;
//--repair-- }
//--repair--
//--repair-- // --- Set repair center bit for all segments adjacent to a repair center.
//--repair-- for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
//--repair-- int s = Segments[segnum].children[sidenum];
//--repair--
//--repair-- if ( (s != -1) && (Segments[s].special==SEGMENT_IS_REPAIRCEN) ) {
//--repair-- Lsegments[segnum].special_type |= SS_REPAIR_CENTER;
//--repair-- Lsegments[segnum].special_segment = s;
//--repair-- }
//--repair-- }
//--repair-- }
//--repair-- // ------------------------------------------------------------------------------
//--repair-- // --- Set destination points for all Materialization centers.
//--repair-- void clsd_materialization_center(int segnum)
//--repair-- {
//--repair-- if (Segments[segnum].special == SEGMENT_IS_ROBOTMAKER) {
//--repair--
//--repair-- }
//--repair-- }
//--repair--
//--repair-- int Lsegment_highest_segment_index, Lsegment_highest_vertex_index;
//--repair--
//--repair-- // ------------------------------------------------------------------------------
//--repair-- // Create data specific to mine which doesn't get written to disk.
//--repair-- // Highest_segment_index and Highest_object_index must be valid.
//--repair-- // 07/21: set repair center bit
//--repair-- void create_local_segment_data(void)
//--repair-- {
//--repair-- int segnum;
//--repair--
//--repair-- // --- Initialize all Lsegments.
//--repair-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
//--repair-- Lsegments[segnum].special_type = 0;
//--repair-- Lsegments[segnum].special_segment = -1;
//--repair-- }
//--repair--
//--repair-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
//--repair--
//--repair-- clsd_repair_center(segnum);
//--repair-- clsd_materialization_center(segnum);
//--repair--
//--repair-- }
//--repair--
//--repair-- // Set check variables.
//--repair-- // In main game loop, make sure these are valid, else Lsegments is not valid.
//--repair-- Lsegment_highest_segment_index = Highest_segment_index;
//--repair-- Lsegment_highest_vertex_index = Highest_vertex_index;
//--repair-- }
//--repair--
//--repair-- // ------------------------------------------------------------------------------------------
//--repair-- // Sort of makes sure create_local_segment_data has been called for the currently executing mine.
//--repair-- // It is not failsafe, as you will see if you look at the code.
//--repair-- // Returns 1 if Lsegments appears valid, 0 if not.
//--repair-- int check_lsegments_validity(void)
//--repair-- {
//--repair-- return ((Lsegment_highest_segment_index == Highest_segment_index) && (Lsegment_highest_vertex_index == Highest_vertex_index));
//--repair-- }
}
#define MAX_LOC_POINT_SEGS 64
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
static inline void add_to_fcd_cache(int seg0, int seg1, int depth, vm_distance dist)
{
(void)(seg0||seg1||depth||dist);
}
#elif defined(DXX_BUILD_DESCENT_II)
#define MIN_CACHE_FCD_DIST (F1_0*80) // Must be this far apart for cache lookup to succeed. Recognizes small changes in distance matter at small distances.
#define MAX_FCD_CACHE 8
namespace {
struct fcd_data {
segnum_t seg0, seg1;
int csd;
vm_distance dist;
};
}
int Fcd_index = 0;
static std::array<fcd_data, MAX_FCD_CACHE> Fcd_cache;
fix64 Last_fcd_flush_time;
// ----------------------------------------------------------------------------------------------------------
void flush_fcd_cache(void)
{
Fcd_index = 0;
range_for (auto &i, Fcd_cache)
i.seg0 = segment_none;
}
namespace {
// ----------------------------------------------------------------------------------------------------------
static void add_to_fcd_cache(int seg0, int seg1, int depth, vm_distance dist)
{
if (dist > MIN_CACHE_FCD_DIST) {
Fcd_cache[Fcd_index].seg0 = seg0;
Fcd_cache[Fcd_index].seg1 = seg1;
Fcd_cache[Fcd_index].csd = depth;
Fcd_cache[Fcd_index].dist = dist;
Fcd_index++;
if (Fcd_index >= MAX_FCD_CACHE)
Fcd_index = 0;
} else {
// If it's in the cache, remove it.
range_for (auto &i, Fcd_cache)
if (i.seg0 == seg0)
if (i.seg1 == seg1) {
Fcd_cache[Fcd_index].seg0 = segment_none;
break;
}
}
}
}
#endif
// ----------------------------------------------------------------------------------------------------------
// Determine whether seg0 and seg1 are reachable in a way that allows sound to pass.
// Search up to a maximum depth of max_depth.
// Return the distance.
vm_distance find_connected_distance(const vms_vector &p0, const vcsegptridx_t seg0, const vms_vector &p1, const vcsegptridx_t seg1, int max_depth, WALL_IS_DOORWAY_mask_t wid_flag)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
segnum_t cur_seg;
int qtail = 0, qhead = 0;
seg_seg seg_queue[MAX_SEGMENTS];
short depth[MAX_SEGMENTS];
int cur_depth;
int num_points;
point_seg point_segs[MAX_LOC_POINT_SEGS];
// If > this, will overrun point_segs buffer
#ifdef WINDOWS
if (max_depth == -1) max_depth = 200;
#endif
if (max_depth > MAX_LOC_POINT_SEGS-2) {
max_depth = MAX_LOC_POINT_SEGS-2;
}
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
if (seg0 == seg1) {
return vm_vec_dist_quick(p0, p1);
} else {
auto conn_side = find_connect_side(seg0, seg1);
if (conn_side != side_none)
{
#if defined(DXX_BUILD_DESCENT_II)
if (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, seg1, conn_side) & wid_flag)
#endif
{
return vm_vec_dist_quick(p0, p1);
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
// Periodically flush cache.
if ((GameTime64 - Last_fcd_flush_time > F1_0*2) || (GameTime64 < Last_fcd_flush_time)) {
flush_fcd_cache();
Last_fcd_flush_time = GameTime64;
}
else
// Can't quickly get distance, so see if in Fcd_cache.
range_for (auto &i, Fcd_cache)
if (i.seg0 == seg0 && i.seg1 == seg1)
{
return i.dist;
}
#endif
num_points = 0;
visited_segment_bitarray_t visited;
memset(depth, 0, sizeof(depth[0]) * (Highest_segment_index+1));
cur_seg = seg0;
visited[cur_seg] = true;
cur_depth = 0;
while (cur_seg != seg1) {
const cscusegment segp = *vmsegptr(cur_seg);
for (int sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
int snum = sidenum;
const auto this_seg = segp.s.children[snum];
if (!IS_CHILD(this_seg))
continue;
if (!wid_flag.value || (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, snum) & wid_flag))
{
if (!visited[this_seg]) {
seg_queue[qtail].start = cur_seg;
seg_queue[qtail].end = this_seg;
visited[this_seg] = true;
depth[qtail++] = cur_depth+1;
if (max_depth != -1) {
if (depth[qtail-1] == max_depth) {
constexpr auto Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, fcd_abort_cache_value);
return fcd_abort_return_value;
}
} else if (this_seg == seg1) {
goto fcd_done1;
}
}
}
} // for (sidenum...
if (qhead >= qtail) {
constexpr auto Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, fcd_abort_cache_value);
return fcd_abort_return_value;
}
cur_seg = seg_queue[qhead].end;
cur_depth = depth[qhead];
qhead++;
fcd_done1: ;
} // while (cur_seg ...
// Set qtail to the segment which ends at the goal.
while (seg_queue[--qtail].end != seg1)
if (qtail < 0) {
constexpr auto Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, fcd_abort_cache_value);
return fcd_abort_return_value;
}
auto &vcvertptr = Vertices.vcptr;
while (qtail >= 0) {
segnum_t parent_seg, this_seg;
this_seg = seg_queue[qtail].end;
parent_seg = seg_queue[qtail].start;
point_segs[num_points].segnum = this_seg;
compute_segment_center(vcvertptr, point_segs[num_points].point, vcsegptr(this_seg));
num_points++;
if (parent_seg == seg0)
break;
while (seg_queue[--qtail].end != parent_seg)
Assert(qtail >= 0);
}
point_segs[num_points].segnum = seg0;
compute_segment_center(vcvertptr, point_segs[num_points].point,seg0);
num_points++;
if (num_points == 1) {
return vm_vec_dist_quick(p0, p1);
}
auto dist = vm_vec_dist_quick(p1, point_segs[1].point);
dist += vm_vec_dist_quick(p0, point_segs[num_points-2].point);
for (int i=1; i<num_points-2; i++) {
dist += vm_vec_dist_quick(point_segs[i].point, point_segs[i+1].point);
}
add_to_fcd_cache(seg0, seg1, num_points, dist);
return dist;
}
}
namespace dcx {
namespace {
static sbyte convert_to_byte(fix f)
{
const uint8_t MATRIX_MAX = 0x7f; // This is based on MATRIX_PRECISION, 9 => 0x7f
if (f >= 0x00010000)
return MATRIX_MAX;
else if (f <= -0x00010000)
return -MATRIX_MAX;
else
return f >> MATRIX_PRECISION;
}
}
}
#define VEL_PRECISION 12
namespace dsx {
// Create a shortpos struct from an object.
// Extract the matrix into byte values.
// Create a position relative to vertex 0 with 1/256 normal "fix" precision.
// Stuff segment in a short.
void create_shortpos_native(const d_level_shared_segment_state &LevelSharedSegmentState, shortpos &spp, const object_base &objp)
{
auto &vcsegptr = LevelSharedSegmentState.get_segments().vcptr;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
spp.bytemat[0] = convert_to_byte(objp.orient.rvec.x);
spp.bytemat[1] = convert_to_byte(objp.orient.uvec.x);
spp.bytemat[2] = convert_to_byte(objp.orient.fvec.x);
spp.bytemat[3] = convert_to_byte(objp.orient.rvec.y);
spp.bytemat[4] = convert_to_byte(objp.orient.uvec.y);
spp.bytemat[5] = convert_to_byte(objp.orient.fvec.y);
spp.bytemat[6] = convert_to_byte(objp.orient.rvec.z);
spp.bytemat[7] = convert_to_byte(objp.orient.uvec.z);
spp.bytemat[8] = convert_to_byte(objp.orient.fvec.z);
spp.segment = objp.segnum;
const shared_segment &segp = *vcsegptr(objp.segnum);
auto &vert = *vcvertptr(segp.verts[0]);
spp.xo = (objp.pos.x - vert.x) >> RELPOS_PRECISION;
spp.yo = (objp.pos.y - vert.y) >> RELPOS_PRECISION;
spp.zo = (objp.pos.z - vert.z) >> RELPOS_PRECISION;
spp.velx = (objp.mtype.phys_info.velocity.x) >> VEL_PRECISION;
spp.vely = (objp.mtype.phys_info.velocity.y) >> VEL_PRECISION;
spp.velz = (objp.mtype.phys_info.velocity.z) >> VEL_PRECISION;
}
void create_shortpos_little(const d_level_shared_segment_state &LevelSharedSegmentState, shortpos &spp, const object_base &objp)
{
create_shortpos_native(LevelSharedSegmentState, spp, objp);
// swap the short values for the big-endian machines.
if constexpr (words_bigendian)
{
spp.xo = INTEL_SHORT(spp.xo);
spp.yo = INTEL_SHORT(spp.yo);
spp.zo = INTEL_SHORT(spp.zo);
spp.segment = INTEL_SHORT(spp.segment);
spp.velx = INTEL_SHORT(spp.velx);
spp.vely = INTEL_SHORT(spp.vely);
spp.velz = INTEL_SHORT(spp.velz);
}
}
void extract_shortpos_little(const vmobjptridx_t objp, const shortpos *spp)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptr = Objects.vmptr;
auto sp = spp->bytemat.data();
objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
const segnum_t segnum = INTEL_SHORT(spp->segment);
Assert(segnum <= Highest_segment_index);
const auto &&segp = vmsegptridx(segnum);
auto &vcvertptr = Vertices.vcptr;
auto &vp = *vcvertptr(segp->verts[0]);
objp->pos.x = (INTEL_SHORT(spp->xo) << RELPOS_PRECISION) + vp.x;
objp->pos.y = (INTEL_SHORT(spp->yo) << RELPOS_PRECISION) + vp.y;
objp->pos.z = (INTEL_SHORT(spp->zo) << RELPOS_PRECISION) + vp.z;
objp->mtype.phys_info.velocity.x = (INTEL_SHORT(spp->velx) << VEL_PRECISION);
objp->mtype.phys_info.velocity.y = (INTEL_SHORT(spp->vely) << VEL_PRECISION);
objp->mtype.phys_info.velocity.z = (INTEL_SHORT(spp->velz) << VEL_PRECISION);
obj_relink(vmobjptr, vmsegptr, objp, segp);
}
// create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
void create_quaternionpos(quaternionpos &qpp, const object_base &objp)
{
vms_quaternion_from_matrix(qpp.orient, objp.orient);
qpp.pos = objp.pos;
qpp.segment = objp.segnum;
qpp.vel = objp.mtype.phys_info.velocity;
qpp.rotvel = objp.mtype.phys_info.rotvel;
}
void extract_quaternionpos(const vmobjptridx_t objp, quaternionpos &qpp)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
vms_matrix_from_quaternion(objp->orient, qpp.orient);
objp->pos = qpp.pos;
objp->mtype.phys_info.velocity = qpp.vel;
objp->mtype.phys_info.rotvel = qpp.rotvel;
const auto segnum = qpp.segment;
Assert(segnum <= Highest_segment_index);
obj_relink(vmobjptr, vmsegptr, objp, vmsegptridx(segnum));
}
// -----------------------------------------------------------------------------
// Segment validation functions.
// Moved from editor to game so we can compute surface normals at load time.
// -------------------------------------------------------------------------------
namespace {
// ------------------------------------------------------------------------------------------
// Extract a vector from a segment. The vector goes from the start face to the end face.
// The point on each face is the average of the four points forming the face.
static void extract_vector_from_segment(fvcvertptr &vcvertptr, const shared_segment &sp, vms_vector &vp, const uint_fast32_t istart, const uint_fast32_t iend)
{
vp = {};
auto &start = Side_to_verts[istart];
auto &end = Side_to_verts[iend];
auto &verts = sp.verts;
range_for (const uint_fast32_t i, xrange(4u))
{
vm_vec_sub2(vp, vcvertptr(verts[start[i]]));
vm_vec_add2(vp, vcvertptr(verts[end[i]]));
}
vm_vec_scale(vp,F1_0/4);
}
}
//create a matrix that describes the orientation of the given segment
void extract_orient_from_segment(fvcvertptr &vcvertptr, vms_matrix &m, const shared_segment &seg)
{
vms_vector fvec,uvec;
extract_vector_from_segment(vcvertptr, seg, fvec, WFRONT, WBACK);
extract_vector_from_segment(vcvertptr, seg, uvec, WBOTTOM, WTOP);
//vector to matrix does normalizations and orthogonalizations
vm_vector_2_matrix(m, fvec, &uvec, nullptr);
}
#if !DXX_USE_EDITOR
namespace {
#endif
// ------------------------------------------------------------------------------------------
// Extract the forward vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the front face of the segment
// to the center of the back face of the segment.
void extract_forward_vector_from_segment(fvcvertptr &vcvertptr, const shared_segment &sp, vms_vector &vp)
{
extract_vector_from_segment(vcvertptr, sp, vp, WFRONT, WBACK);
}
// ------------------------------------------------------------------------------------------
// Extract the right vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the left face of the segment
// to the center of the right face of the segment.
void extract_right_vector_from_segment(fvcvertptr &vcvertptr, const shared_segment &sp, vms_vector &vp)
{
extract_vector_from_segment(vcvertptr, sp, vp, WLEFT, WRIGHT);
}
// ------------------------------------------------------------------------------------------
// Extract the up vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the bottom face of the segment
// to the center of the top face of the segment.
void extract_up_vector_from_segment(fvcvertptr &vcvertptr, const shared_segment &sp, vms_vector &vp)
{
extract_vector_from_segment(vcvertptr, sp, vp, WBOTTOM, WTOP);
}
#if !DXX_USE_EDITOR
}
#endif
namespace {
// ----
// A side is determined to be degenerate if the cross products of 3 consecutive points does not point outward.
__attribute_warn_unused_result
static unsigned check_for_degenerate_side(fvcvertptr &vcvertptr, const shared_segment &sp, const unsigned sidenum)
{
auto &vp = Side_to_verts[sidenum];
vms_vector vec1, vec2;
fix dot;
int degeneracy_flag = 0;
const auto segc = compute_segment_center(vcvertptr, sp);
const auto &&sidec = compute_center_point_on_side(vcvertptr, sp, sidenum);
const auto vec_to_center = vm_vec_sub(segc, sidec);
//vm_vec_sub(&vec1, &Vertices[sp->verts[vp[1]]], &Vertices[sp->verts[vp[0]]]);
//vm_vec_sub(&vec2, &Vertices[sp->verts[vp[2]]], &Vertices[sp->verts[vp[1]]]);
//vm_vec_normalize(&vec1);
//vm_vec_normalize(&vec2);
const auto vp1 = vp[1];
const auto vp2 = vp[2];
auto &vert1 = *vcvertptr(sp.verts[vp1]);
auto &vert2 = *vcvertptr(sp.verts[vp2]);
vm_vec_normalized_dir(vec1, vert1, vcvertptr(sp.verts[vp[0]]));
vm_vec_normalized_dir(vec2, vert2, vert1);
const auto cross0 = vm_vec_cross(vec1, vec2);
dot = vm_vec_dot(vec_to_center, cross0);
if (dot <= 0)
degeneracy_flag |= 1;
//vm_vec_sub(&vec1, &Vertices[sp->verts[vp[2]]], &Vertices[sp->verts[vp[1]]]);
//vm_vec_sub(&vec2, &Vertices[sp->verts[vp[3]]], &Vertices[sp->verts[vp[2]]]);
//vm_vec_normalize(&vec1);
//vm_vec_normalize(&vec2);
vm_vec_normalized_dir(vec1, vert2, vert1);
vm_vec_normalized_dir(vec2, vcvertptr(sp.verts[vp[3]]), vert2);
const auto cross1 = vm_vec_cross(vec1, vec2);
dot = vm_vec_dot(vec_to_center, cross1);
if (dot <= 0)
degeneracy_flag |= 1;
return degeneracy_flag;
}
// ----
// See if a segment has gotten turned inside out, or something.
// If so, set global Degenerate_segment_found and return 1, else return 0.
static unsigned check_for_degenerate_segment(fvcvertptr &vcvertptr, const shared_segment &sp)
{
vms_vector fvec, rvec, uvec;
fix dot;
int degeneracy_flag = 0; // degeneracy flag for current segment
extract_forward_vector_from_segment(vcvertptr, sp, fvec);
extract_right_vector_from_segment(vcvertptr, sp, rvec);
extract_up_vector_from_segment(vcvertptr, sp, uvec);
vm_vec_normalize(fvec);
vm_vec_normalize(rvec);
vm_vec_normalize(uvec);
const auto cross = vm_vec_cross(fvec, rvec);
dot = vm_vec_dot(cross, uvec);
if (dot > 0)
degeneracy_flag = 0;
else {
degeneracy_flag = 1;
}
// Now, see if degenerate because of any side.
range_for (const uint_fast32_t i, xrange(MAX_SIDES_PER_SEGMENT))
degeneracy_flag |= check_for_degenerate_side(vcvertptr, sp, i);
#if DXX_USE_EDITOR
Degenerate_segment_found |= degeneracy_flag;
#endif
return degeneracy_flag;
}
static void add_side_as_quad(shared_side &sidep, const vms_vector &normal)
{
sidep.set_type(side_type::quad);
sidep.normals[0] = normal;
sidep.normals[1] = normal;
// If there is a connection here, we only formed the faces for the purpose of determining segment boundaries,
// so don't generate polys, else they will get rendered.
// if (sp->children[sidenum] != -1)
// sidep->render_flag = 0;
// else
// sidep->render_flag = 1;
}
}
}
namespace dcx {
namespace {
// -------------------------------------------------------------------------------
// Return v0, v1, v2 = 3 vertices with smallest numbers. If *negate_flag set, then negate normal after computation.
// Note, you cannot just compute the normal by treating the points in the opposite direction as this introduces
// small differences between normals which should merely be opposites of each other.
static void get_verts_for_normal(verts_for_normal &r, const vertnum_t va, const vertnum_t vb, const vertnum_t vc, const vertnum_t vd)
{
auto &v = r.vsorted;
std::array<unsigned, 4> w;
// w is a list that shows how things got scrambled so we know if our normal is pointing backwards
range_for (const unsigned i, xrange(4u))
w[i] = i;
v[0] = va;
v[1] = vb;
v[2] = vc;
v[3] = vd;
range_for (const unsigned i, xrange(1u, 4u))
range_for (const unsigned j, xrange(i))
if (v[j] > v[i]) {
using std::swap;
swap(v[j], v[i]);
swap(w[j], w[i]);
}
if (!((v[0] < v[1]) && (v[1] < v[2]) && (v[2] < v[3])))
LevelError("Level contains malformed geometry.");
// Now, if for any w[i] & w[i+1]: w[i+1] = (w[i]+3)%4, then must swap
r.negate_flag = ((w[0] + 3) % 4) == w[1] || ((w[1] + 3) % 4) == w[2];
}
static void assign_side_normal(fvcvertptr &vcvertptr, vms_vector &n, const vertnum_t v0, const vertnum_t v1, const vertnum_t v2)
{
verts_for_normal vfn;
get_verts_for_normal(vfn, v0, v1, v2, vertnum_t{UINT32_MAX});
const auto &vsorted = vfn.vsorted;
const auto &negate_flag = vfn.negate_flag;
vm_vec_normal(n, vcvertptr(vsorted[0]), vcvertptr(vsorted[1]), vcvertptr(vsorted[2]));
if (negate_flag)
vm_vec_negate(n);
}
}
}
namespace dsx {
namespace {
// -------------------------------------------------------------------------------
static void add_side_as_2_triangles(fvcvertptr &vcvertptr, shared_segment &sp, const unsigned sidenum)
{
auto &vs = Side_to_verts[sidenum];
fix dot;
const auto sidep = &sp.sides[sidenum];
// Choose how to triangulate.
// If a wall, then
// Always triangulate so segment is convex.
// Use Matt's formula: Na . AD > 0, where ABCD are vertices on side, a is face formed by A,B,C, Na is normal from face a.
// If not a wall, then triangulate so whatever is on the other side is triangulated the same (ie, between the same absoluate vertices)
if (!IS_CHILD(sp.children[sidenum]))
{
auto &verts = sp.verts;
auto &vvs0 = *vcvertptr(verts[vs[0]]);
auto &vvs1 = *vcvertptr(verts[vs[1]]);
auto &vvs2 = *vcvertptr(verts[vs[2]]);
auto &vvs3 = *vcvertptr(verts[vs[3]]);
const auto &&norm = vm_vec_normal(vvs0, vvs1, vvs2);
const auto &&vec_13 = vm_vec_sub(vvs3, vvs1); // vector from vertex 1 to vertex 3
dot = vm_vec_dot(norm, vec_13);
const vertex *n0v3, *n1v1;
// Now, signifiy whether to triangulate from 0:2 or 1:3
sidep->set_type(dot >= 0 ? (n0v3 = &vvs2, n1v1 = &vvs0, side_type::tri_02) : (n0v3 = &vvs3, n1v1 = &vvs1, side_type::tri_13));
// Now, based on triangulation type, set the normals.
vm_vec_normal(sidep->normals[0], vvs0, vvs1, *n0v3);
vm_vec_normal(sidep->normals[1], *n1v1, vvs2, vvs3);
} else {
std::array<vertnum_t, 4> v;
range_for (const unsigned i, xrange(4u))
v[i] = sp.verts[vs[i]];
verts_for_normal vfn;
get_verts_for_normal(vfn, v[0], v[1], v[2], v[3]);
auto &vsorted = vfn.vsorted;
vertnum_t s0v2, s1v0;
if ((vsorted[0] == v[0]) || (vsorted[0] == v[2])) {
sidep->set_type(side_type::tri_02);
// Now, get vertices for normal for each triangle based on triangulation type.
s0v2 = v[2];
s1v0 = v[0];
} else {
sidep->set_type(side_type::tri_13);
// Now, get vertices for normal for each triangle based on triangulation type.
s0v2 = v[3];
s1v0 = v[1];
}
assign_side_normal(vcvertptr, sidep->normals[0], v[0], v[1], s0v2);
assign_side_normal(vcvertptr, sidep->normals[1], s1v0, v[2], v[3]);
}
}
}
}
namespace dcx {
namespace {
static int sign(fix v)
{
if (v > PLANE_DIST_TOLERANCE)
return 1;
else if (v < -(PLANE_DIST_TOLERANCE+1)) //neg & pos round differently
return -1;
else
return 0;
}
}
}
namespace dsx {
#if !DXX_USE_EDITOR
namespace {
#endif
// -------------------------------------------------------------------------------
void create_walls_on_side(fvcvertptr &vcvertptr, shared_segment &sp, const unsigned sidenum)
{
auto &vs = Side_to_verts[sidenum];
const auto v0 = sp.verts[vs[0]];
const auto v1 = sp.verts[vs[1]];
const auto v2 = sp.verts[vs[2]];
const auto v3 = sp.verts[vs[3]];
verts_for_normal vfn;
get_verts_for_normal(vfn, v0, v1, v2, v3);
auto &vm1 = vfn.vsorted[1];
auto &vm2 = vfn.vsorted[2];
auto &vm3 = vfn.vsorted[3];
auto &negate_flag = vfn.negate_flag;
auto &vvm0 = *vcvertptr(vfn.vsorted[0]);
auto &&vn = vm_vec_normal(vvm0, vcvertptr(vm1), vcvertptr(vm2));
const fix dist_to_plane = abs(vm_dist_to_plane(vcvertptr(vm3), vn, vvm0));
if (negate_flag)
vm_vec_negate(vn);
auto &s = sp.sides[sidenum];
if (dist_to_plane > PLANE_DIST_TOLERANCE)
{
add_side_as_2_triangles(vcvertptr, sp, sidenum);
//this code checks to see if we really should be triangulated, and
//de-triangulates if we shouldn't be.
int s0,s1;
const auto v = create_abs_vertex_lists(sp, s, sidenum);
const auto &vertex_list = v.second;
Assert(v.first == 2);
auto &vvn = *vcvertptr(min(vertex_list[0],vertex_list[2]));
const fix dist0 = vm_dist_to_plane(vcvertptr(vertex_list[1]), s.normals[1], vvn);
const fix dist1 = vm_dist_to_plane(vcvertptr(vertex_list[4]), s.normals[0], vvn);
s0 = sign(dist0);
s1 = sign(dist1);
if (!(s0 == 0 || s1 == 0 || s0 != s1))
return;
//detriangulate!
}
add_side_as_quad(s, vn);
}
// -------------------------------------------------------------------------------
// Make a just-modified segment side valid.
void validate_segment_side(fvcvertptr &vcvertptr, const vmsegptridx_t sp, const unsigned sidenum)
{
auto &sside = sp->shared_segment::sides[sidenum];
auto &uside = sp->unique_segment::sides[sidenum];
create_walls_on_side(vcvertptr, sp, sidenum);
/*
* If the texture was wrong, then fix it and log a diagnostic. For
* builtin missions, log the diagnostic at level CON_VERBOSE, since
* retail levels trigger this during normal play. For external
* missions, log the diagnostic at level CON_URGENT. External
* levels might be fixable by contacting the author, but the retail
* levels can only be fixed by using a Rebirth level patch file (not
* supported yet). When fixing the texture, change it to 0 for
* walls and 1 for non-walls. This should make walls transparent
* for their primary texture; transparent non-walls usually generate
* ugly visual artifacts, so choose a non-zero texture for them.
*
* Known affected retail levels (incomplete list):
Descent 2: Counterstrike
sha256: f1abf516512739c97b43e2e93611a2398fc9f8bc7a014095ebc2b6b2fd21b703 descent2.hog
Levels 1-3: clean
Level #4
segment #170 side #4 has invalid tmap 910 (NumTextures=910)
segment #171 side #5 has invalid tmap 910 (NumTextures=910)
segment #184 side #2 has invalid tmap 910 (NumTextures=910)
segment #188 side #5 has invalid tmap 910 (NumTextures=910)
Level #5
segment #141 side #4 has invalid tmap 910 (NumTextures=910)
Level #6
segment #128 side #4 has invalid tmap 910 (NumTextures=910)
Level #7
segment #26 side #5 has invalid tmap 910 (NumTextures=910)
segment #28 side #5 has invalid tmap 910 (NumTextures=910)
segment #60 side #5 has invalid tmap 910 (NumTextures=910)
segment #63 side #5 has invalid tmap 910 (NumTextures=910)
segment #161 side #4 has invalid tmap 910 (NumTextures=910)
segment #305 side #4 has invalid tmap 910 (NumTextures=910)
segment #427 side #4 has invalid tmap 910 (NumTextures=910)
segment #533 side #5 has invalid tmap 910 (NumTextures=910)
segment #536 side #4 has invalid tmap 910 (NumTextures=910)
segment #647 side #4 has invalid tmap 910 (NumTextures=910)
segment #648 side #5 has invalid tmap 910 (NumTextures=910)
Level #8
segment #0 side #4 has invalid tmap 910 (NumTextures=910)
segment #92 side #0 has invalid tmap 910 (NumTextures=910)
segment #92 side #5 has invalid tmap 910 (NumTextures=910)
segment #94 side #1 has invalid tmap 910 (NumTextures=910)
segment #94 side #2 has invalid tmap 910 (NumTextures=910)
segment #95 side #0 has invalid tmap 910 (NumTextures=910)
segment #95 side #1 has invalid tmap 910 (NumTextures=910)
segment #97 side #5 has invalid tmap 910 (NumTextures=910)
segment #98 side #3 has invalid tmap 910 (NumTextures=910)
segment #100 side #1 has invalid tmap 910 (NumTextures=910)
segment #102 side #1 has invalid tmap 910 (NumTextures=910)
segment #104 side #3 has invalid tmap 910 (NumTextures=910)
Levels 9-end: unchecked
*/
const auto old_tmap_num = uside.tmap_num;
if (const auto old_tmap_idx = get_texture_index(old_tmap_num); old_tmap_idx >= NumTextures)
uside.tmap_num = build_texture1_value((
LevelErrorV(PLAYING_BUILTIN_MISSION ? CON_VERBOSE : CON_URGENT, "segment #%hu side #%i has invalid tmap %u (NumTextures=%u).", static_cast<segnum_t>(sp), sidenum, old_tmap_idx, NumTextures),
(sside.wall_num == wall_none)
));
// Set render_flag.
// If side doesn't have a child, then render wall. If it does have a child, but there is a temporary
// wall there, then do render wall.
// if (sp->children[sidenum] == -1)
// sp->sides[sidenum].render_flag = 1;
// else if (sp->sides[sidenum].wall_num != -1)
// sp->sides[sidenum].render_flag = 1;
// else
// sp->sides[sidenum].render_flag = 0;
}
// -------------------------------------------------------------------------------
// Make a just-modified segment valid.
// check all sides to see how many faces they each should have (0,1,2)
// create new vector normals
void validate_segment(fvcvertptr &vcvertptr, const vmsegptridx_t sp)
{
check_for_degenerate_segment(vcvertptr, sp);
for (int side = 0; side < MAX_SIDES_PER_SEGMENT; side++)
validate_segment_side(vcvertptr, sp, side);
}
#if !DXX_USE_EDITOR
}
#endif
// -------------------------------------------------------------------------------
// Validate all segments.
// Highest_segment_index must be set.
// For all used segments (number <= Highest_segment_index), segnum field must be != -1.
void validate_segment_all(d_level_shared_segment_state &LevelSharedSegmentState)
{
auto &Segments = LevelSharedSegmentState.get_segments();
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
range_for (const auto &&segp, Segments.vmptridx)
{
#if DXX_USE_EDITOR
if (segp->shared_segment::segnum != segment_none)
#endif
validate_segment(Vertices.vcptr, segp);
}
#if DXX_USE_EDITOR
range_for (shared_segment &s, partial_range(Segments, Highest_segment_index + 1, Segments.size()))
s.segnum = segment_none;
#endif
}
// ------------------------------------------------------------------------------------------------------
// Picks a random point in a segment like so:
// From center, go up to 50% of way towards any of the 8 vertices.
void pick_random_point_in_seg(fvcvertptr &vcvertptr, vms_vector &new_pos, const shared_segment &sp)
{
compute_segment_center(vcvertptr, new_pos, sp);
const unsigned vnum = (d_rand() * MAX_VERTICES_PER_SEGMENT) >> 15;
auto &&vec2 = vm_vec_sub(vcvertptr(sp.verts[vnum]), new_pos);
vm_vec_scale(vec2, d_rand()); // d_rand() always in 0..1/2
vm_vec_add2(new_pos, vec2);
}
// ----------------------------------------------------------------------------------------------------------
// Set the segment depth of all segments from start_seg in *segbuf.
// Returns maximum depth value.
unsigned set_segment_depths(vcsegidx_t start_seg, const std::array<uint8_t, MAX_SEGMENTS> *const limit, segment_depth_array_t &depth)
{
std::array<segnum_t, MAX_SEGMENTS> queue;
int head, tail;
head = 0;
tail = 0;
visited_segment_bitarray_t visited;
queue[tail++] = start_seg;
visited[start_seg] = true;
depth[start_seg] = 1;
unsigned parent_depth;
do {
const auto curseg = queue[head++];
auto &children = vcsegptr(curseg)->shared_segment::children;
parent_depth = depth[curseg];
for (const auto childnum : children)
{
if (childnum != segment_none && childnum != segment_exit)
if (!limit || (*limit)[childnum])
{
auto &&v = visited[childnum];
if (!v)
{
v = true;
depth[childnum] = min(static_cast<unsigned>(std::numeric_limits<segment_depth_array_t::value_type>::max()), parent_depth + 1);
queue[tail++] = childnum;
}
}
}
} while (head < tail);
return parent_depth+1;
}
#if defined(DXX_BUILD_DESCENT_II)
//these constants should match the ones in seguvs
#define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
#define Magical_light_constant (F1_0*16)
namespace {
// ------------------------------------------------------------------------------------------
//cast static light from a segment to nearby segments
static void apply_light_to_segment(visited_segment_bitarray_t &visited, const vmsegptridx_t segp, const vms_vector &segment_center, const fix light_intensity, const unsigned recursion_depth)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
fix dist_to_rseg;
if (auto &&visited_ref = visited[segp])
{
}
else
{
visited_ref = true;
auto &vcvertptr = Vertices.vcptr;
const auto r_segment_center = compute_segment_center(vcvertptr, segp);
dist_to_rseg = vm_vec_dist_quick(r_segment_center, segment_center);
if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
fix light_at_point;
if (dist_to_rseg > F1_0)
light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
else
light_at_point = Magical_light_constant;
if (light_at_point >= 0) {
light_at_point = fixmul(light_at_point, light_intensity);
#if 0 // don't see the point, static_light can be greater than F1_0
if (light_at_point >= F1_0)
light_at_point = F1_0-1;
if (light_at_point <= -F1_0)
light_at_point = -(F1_0-1);
#endif
unique_segment &useg = segp;
auto &static_light = useg.static_light;
static_light += light_at_point;
if (static_light < 0) // if it went negative, saturate
static_light = 0;
} // end if (light_at_point...
} // end if (dist_to_rseg...
}
if (recursion_depth < 2)
{
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
range_for (const int sidenum, xrange(6u)) {
if (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum) & WALL_IS_DOORWAY_FLAG::rendpast)
apply_light_to_segment(visited, segp.absolute_sibling(segp->children[sidenum]), segment_center, light_intensity, recursion_depth+1);
}
}
}
//update the static_light field in a segment, which is used for object lighting
//this code is copied from the editor routine calim_process_all_lights()
static void change_segment_light(const vmsegptridx_t segp, const unsigned sidenum, const unsigned dir)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
if (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum) & WALL_IS_DOORWAY_FLAG::render)
{
auto &sidep = segp->unique_segment::sides[sidenum];
const auto light_intensity = TmapInfo[get_texture_index(sidep.tmap_num)].lighting + TmapInfo[get_texture_index(sidep.tmap_num2)].lighting;
if (light_intensity) {
auto &vcvertptr = Vertices.vcptr;
const auto segment_center = compute_segment_center(vcvertptr, segp);
visited_segment_bitarray_t visited;
apply_light_to_segment(visited, segp, segment_center, light_intensity * dir, 0);
}
}
//this is a horrible hack to get around the horrible hack used to
//smooth lighting values when an object moves between segments
old_viewer = NULL;
}
// ------------------------------------------------------------------------------------------
// dir = +1 -> add light
// dir = -1 -> subtract light
// dir = 17 -> add 17x light
// dir = 0 -> you are dumb
static void change_light(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const vmsegptridx_t segnum, const uint8_t sidenum, const int dir)
{
const fix ds = dir * DL_SCALE;
auto &Dl_indices = LevelSharedDestructibleLightState.Dl_indices;
const auto &&pr = cast_range_result<const dl_index &>(Dl_indices.vcptr);
const auto &&er = std::equal_range(pr.begin(), pr.end(), dl_index{segnum, sidenum, 0, 0});
auto &Delta_lights = LevelSharedDestructibleLightState.Delta_lights;
range_for (auto &i, partial_range_t<const dl_index *>(er.first.base().base(), er.second.base().base()))
{
const uint_fast32_t idx = i.index;
range_for (auto &j, partial_const_range(Delta_lights, idx, idx + i.count))
{
assert(j.sidenum < MAX_SIDES_PER_SEGMENT);
const auto &&segp = vmsegptr(j.segnum);
auto &uvls = segp->unique_segment::sides[j.sidenum].uvls;
range_for (const int k, xrange(4u)) {
auto &l = uvls[k].l;
const fix dl = ds * j.vert_light[k];
if ((l += dl) < 0)
l = 0;
}
}
}
//recompute static light for segment
change_segment_light(segnum,sidenum,dir);
}
}
// Subtract light cast by a light source from all surfaces to which it applies light.
// This is precomputed data, stored at static light application time in the editor (the slow lighting function).
// returns 1 if lights actually subtracted, else 0
int subtract_light(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const vmsegptridx_t segnum, const sidenum_fast_t sidenum)
{
unique_segment &useg = segnum;
auto &light_subtracted = useg.light_subtracted;
const auto mask = 1u << sidenum;
if (light_subtracted & mask)
return 0;
light_subtracted |= mask;
change_light(LevelSharedDestructibleLightState, segnum, sidenum, -1);
return 1;
}
// Add light cast by a light source from all surfaces to which it applies light.
// This is precomputed data, stored at static light application time in the editor (the slow lighting function).
// You probably only want to call this after light has been subtracted.
// returns 1 if lights actually added, else 0
int add_light(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const vmsegptridx_t segnum, sidenum_fast_t sidenum)
{
const auto mask = 1u << sidenum;
unique_segment &useg = segnum;
auto &light_subtracted = useg.light_subtracted;
if (!(light_subtracted & mask))
return 0;
light_subtracted &= ~mask;
change_light(LevelSharedDestructibleLightState, segnum, sidenum, 1);
return 1;
}
// Parse the Light_subtracted array, turning on or off all lights.
void apply_all_changed_light(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, fvmsegptridx &vmsegptridx)
{
range_for (const auto &&segp, vmsegptridx)
{
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
{
unique_segment &useg = segp;
if (useg.light_subtracted & (1 << j))
change_light(LevelSharedDestructibleLightState, segp, j, -1);
}
}
}
// Should call this whenever a new mine gets loaded.
// More specifically, should call this whenever something global happens
// to change the status of static light in the mine.
void clear_light_subtracted(void)
{
for (unique_segment &useg : vmsegptr)
useg.light_subtracted = 0;
}
#define AMBIENT_SEGMENT_DEPTH 5
namespace {
static void ambient_mark_bfs(const vmsegptridx_t segp, segment_lava_depth_array *segdepth_lava, segment_water_depth_array *segdepth_water, const unsigned depth, const uint_fast8_t s2f_bit)
{
segp->s2_flags |= s2f_bit;
if (segdepth_lava)
{
auto &d = (*segdepth_lava)[segp];
if (d < depth)
d = depth;
else
segdepth_lava = nullptr;
}
if (segdepth_water)
{
auto &d = (*segdepth_water)[segp];
if (d < depth)
d = depth;
else
segdepth_water = nullptr;
}
if (!segdepth_lava && !segdepth_water)
return;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
for (unsigned i = 0; i < MAX_SIDES_PER_SEGMENT; ++i)
{
const auto child = segp->children[i];
/*
* No explicit check for IS_CHILD. If !IS_CHILD, then
* WALL_IS_DOORWAY never sets WID_RENDPAST_FLAG.
*/
if (!(WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, i) & WALL_IS_DOORWAY_FLAG::rendpast))
continue;
ambient_mark_bfs(segp.absolute_sibling(child), segdepth_lava, segdepth_water, depth - 1, s2f_bit);
}
}
}
// -----------------------------------------------------------------------------
// Indicate all segments which are within audible range of falling water or lava,
// and so should hear ambient gurgles.
void set_ambient_sound_flags()
{
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
range_for (const auto &&segp, vmsegptr)
segp->s2_flags = 0;
// Now, all segments containing ambient lava or water sound makers are flagged.
// Additionally flag all segments which are within range of them.
// Mark all segments which are sources of the sound.
segment_lava_depth_array segdepth_lava{};
segment_water_depth_array segdepth_water{};
range_for (const auto &&segp, vmsegptridx)
{
for (unsigned j = 0; j < MAX_SIDES_PER_SEGMENT; ++j)
{
const auto &sside = segp->shared_segment::sides[j];
const auto &uside = segp->unique_segment::sides[j];
if (IS_CHILD(segp->children[j]) && sside.wall_num == wall_none)
/* If this side is open and there is no wall defined,
* then the texture is never visible to the player.
* This happens normally in some level editors if the
* texture is not cleared when the child segment is
* added. Skip this side.
*/
continue;
const auto texture_flags = TmapInfo[get_texture_index(uside.tmap_num)].flags | TmapInfo[get_texture_index(uside.tmap_num2)].flags;
/* These variables do not need to be named, but naming them
* is the easiest way to establish sequence points, so that
* `sound_flag` is passed to `ambient_mark_bfs` only after
* both ternary expressions have finished.
*/
uint8_t sound_flag = 0;
const auto pl = (texture_flags & TMI_VOLATILE) ? (sound_flag |= S2F_AMBIENT_LAVA, &segdepth_lava) : nullptr;
const auto pw = (texture_flags & TMI_WATER) ? (sound_flag |= S2F_AMBIENT_WATER, &segdepth_water) : nullptr;
if (sound_flag)
ambient_mark_bfs(segp, pl, pw, AMBIENT_SEGMENT_DEPTH, sound_flag);
}
}
}
#endif
}