DOOM-3-BFG

DOOM 3 BFG Edition
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AASFile_optimize.cpp (5070B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #pragma hdrstop
     30 #include "../idlib/precompiled.h"
     31 
     32 
     33 #include "AASFile.h"
     34 #include "AASFile_local.h"
     35 
     36 
     37 //===============================================================
     38 //
     39 //	optimize file
     40 //
     41 //===============================================================
     42 
     43 /*
     44 ================
     45 idAASFileLocal::Optimize
     46 ================
     47 */
     48 void idAASFileLocal::Optimize() {
     49 	int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge;
     50 	aasArea_t *area;
     51 	aasFace_t *face;
     52 	aasEdge_t *edge;
     53 	idReachability *reach;
     54 	idList<int> vertexRemap;
     55 	idList<int> edgeRemap;
     56 	idList<int> faceRemap;
     57 	idList<aasVertex_t> newVertices;
     58 	idList<aasEdge_t> newEdges;
     59 	idList<aasIndex_t> newEdgeIndex;
     60 	idList<aasFace_t> newFaces;
     61 	idList<aasIndex_t> newFaceIndex;
     62 
     63 	vertexRemap.AssureSize( vertices.Num(), -1 );
     64 	edgeRemap.AssureSize( edges.Num(), 0 );
     65 	faceRemap.AssureSize( faces.Num(), 0 );
     66 
     67 	newVertices.Resize( vertices.Num() );
     68 	newEdges.Resize( edges.Num() );
     69 	newEdges.SetNum( 1 );
     70 	newEdgeIndex.Resize( edgeIndex.Num() );
     71 	newFaces.Resize( faces.Num() );
     72 	newFaces.SetNum( 1 );
     73 	newFaceIndex.Resize( faceIndex.Num() );
     74 
     75 	for ( i = 0; i < areas.Num(); i++ ) {
     76 		area = &areas[i];
     77 
     78 		areaFirstFace = newFaceIndex.Num();
     79 		for ( j = 0; j < area->numFaces; j++ ) {
     80 			faceNum = faceIndex[area->firstFace + j];
     81 			face = &faces[ abs(faceNum) ];
     82 
     83 			// store face
     84 			if ( !faceRemap[ abs(faceNum) ] ) {
     85 				faceRemap[ abs(faceNum) ] = newFaces.Num();
     86 				newFaces.Append( *face );
     87 
     88 				// don't store edges for faces we don't care about
     89 				if ( !( face->flags & ( FACE_FLOOR|FACE_LADDER ) ) ) {
     90 
     91 					newFaces[ newFaces.Num()-1 ].firstEdge = 0;
     92 					newFaces[ newFaces.Num()-1 ].numEdges = 0;
     93 
     94 				} else {
     95 
     96 					// store edges
     97 					faceFirstEdge = newEdgeIndex.Num();
     98 					for ( k = 0; k < face->numEdges; k++ ) {
     99 						edgeNum = edgeIndex[ face->firstEdge + k ];
    100 						edge = &edges[ abs(edgeNum) ];
    101 
    102 						if ( !edgeRemap[ abs(edgeNum) ] ) {
    103 							if ( edgeNum < 0 ) {
    104 								edgeRemap[ abs(edgeNum) ] = -newEdges.Num();
    105 							}
    106 							else {
    107 								edgeRemap[ abs(edgeNum) ] = newEdges.Num();
    108 							}
    109 
    110 							// remap vertices if not yet remapped
    111 							if ( vertexRemap[ edge->vertexNum[0] ] == -1 ) {
    112 								vertexRemap[ edge->vertexNum[0] ] = newVertices.Num();
    113 								newVertices.Append( vertices[ edge->vertexNum[0] ] );
    114 							}
    115 							if ( vertexRemap[ edge->vertexNum[1] ] == -1 ) {
    116 								vertexRemap[ edge->vertexNum[1] ] = newVertices.Num();
    117 								newVertices.Append( vertices[ edge->vertexNum[1] ] );
    118 							}
    119 
    120 							newEdges.Append( *edge );
    121 							newEdges[ newEdges.Num()-1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
    122 							newEdges[ newEdges.Num()-1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
    123 						}
    124 
    125 						newEdgeIndex.Append( edgeRemap[ abs(edgeNum) ] );
    126 					}
    127 
    128 					newFaces[ newFaces.Num()-1 ].firstEdge = faceFirstEdge;
    129 					newFaces[ newFaces.Num()-1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
    130 				}
    131 			}
    132 
    133 			if ( faceNum < 0 ) {
    134 				newFaceIndex.Append( -faceRemap[ abs(faceNum) ] );
    135 			} else {
    136 				newFaceIndex.Append( faceRemap[ abs(faceNum) ] );
    137 			}
    138 		}
    139 
    140 		area->firstFace = areaFirstFace;
    141 		area->numFaces = newFaceIndex.Num() - areaFirstFace;
    142 
    143 		// remap the reachability edges
    144 		for ( reach = area->reach; reach; reach = reach->next ) {
    145 			reach->edgeNum = abs( edgeRemap[reach->edgeNum] );
    146 		}
    147 	}
    148 
    149 	// store new list
    150 	vertices = newVertices;
    151 	edges = newEdges;
    152 	edgeIndex = newEdgeIndex;
    153 	faces = newFaces;
    154 	faceIndex = newFaceIndex;
    155 }