/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "Engine/StdH.h" #include #include #include /* * CSG operation table action. */ enum CSGAction { CSGA_WallA1, // wall of sector A1 CSGA_WallA1_2, // wall of sector A1 second part CSGA_PortalA1A2, // portal between A1 and A2 CSGA_PortalA1A2_2, // portal between A1 and A2 second part CSGA_PortalA1B1B1A1, // two portals: A1-B1 and B1-A1 CSGA_WallB1, // wall of sector B1 CSGA_PortalB1B2, // portal between B1 and B2 CSGA_Remove, // this polygon is removed CSGA_Proceed, // this polygon proceeds with testing }; /* * CSG operation table. */ struct CSGOperationTable { enum CSGAction cot_WallA1InsideB1, cot_WallA1OutsideB, cot_WallA1OnB1BorderInside, cot_WallA1OnB1BorderOutside; enum CSGAction cot_PortalA1A2InsideB1, cot_PortalA1A2OutsideB, cot_PortalA1A2OnB1BorderInside, cot_PortalA1A2OnB1BorderOutside; }; /* NOTE: In following tables, the operations for object B have A and B sectors reversed. That is because tables are always interpreted as being for object A, therefore when using it for B, sector B means 'sector of other object' that is in fact sector A and vice versa. For readable tables see "CSG.doc". */ /* * CSG operation tables for 'add rooms'. */ static struct CSGOperationTable csgotAddRoomsA = { CSGA_PortalA1B1B1A1, CSGA_WallA1, CSGA_WallA1, CSGA_PortalA1B1B1A1, CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_PortalA1A2, }; static struct CSGOperationTable csgotAddRoomsB = { CSGA_Remove, CSGA_WallA1, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove, }; /* * CSG operation tables for 'add material'. */ static struct CSGOperationTable csgotAddMaterialA = { CSGA_WallA1, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; static struct CSGOperationTable csgotAddMaterialB = { CSGA_WallB1, CSGA_Remove, CSGA_WallB1, CSGA_Proceed, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; static struct CSGOperationTable csgotAddMaterialReverseA = { CSGA_WallA1, CSGA_Remove, CSGA_WallA1, CSGA_Remove, CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; static struct CSGOperationTable csgotAddMaterialReverseB = { CSGA_WallB1, CSGA_Remove, CSGA_Remove, CSGA_Proceed, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; /* * CSG operation tables for 'split sectors'. */ static struct CSGOperationTable csgotSplitSectorsA = { CSGA_WallB1, CSGA_WallA1, CSGA_WallB1, CSGA_WallA1, CSGA_PortalB1B2, CSGA_PortalA1A2, CSGA_PortalB1B2, CSGA_PortalA1A2, }; static struct CSGOperationTable csgotSplitSectorsB = { CSGA_PortalA1B1B1A1, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; /* * CSG operation tables for 'join sectors'. */ static struct CSGOperationTable csgotJoinSectorsA = { CSGA_Remove, CSGA_WallA1, CSGA_WallA1, CSGA_Remove, CSGA_Remove, CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_Remove, }; static struct CSGOperationTable csgotJoinSectorsB = { CSGA_Remove, CSGA_WallB1, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_PortalB1B2, CSGA_Remove, CSGA_Remove, }; /* * CSG operation tables for 'split polygons'. */ static struct CSGOperationTable csgotSplitPolygonsA = { CSGA_WallA1_2, CSGA_WallA1, CSGA_WallA1_2, CSGA_WallA1, CSGA_PortalA1A2_2, CSGA_PortalA1A2, CSGA_PortalA1A2_2, CSGA_PortalA1A2, }; static struct CSGOperationTable csgotSplitPolygonsB = { CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove, }; /* * Create a new polygon that will be a piece of some split polygon. */ static inline CObjectPolygon *CreatePieceOfPolygon( CObjectSector *poscSector, const CObjectPolygon &opoOriginal, BOOL bReversePlane) { // create new polygon CObjectPolygon *popoPiece = poscSector->osc_aopoPolygons.New(1); // if the plane should be reversed if (bReversePlane) { // create a new reversed plane CObjectPlane *poplNew = poscSector->osc_aoplPlanes.New(1); *poplNew = -*opoOriginal.opo_Plane; popoPiece->opo_Plane = poplNew; // otherwise } else { // create a new plane (not reversed) CObjectPlane *poplNew = poscSector->osc_aoplPlanes.New(1); *poplNew = *opoOriginal.opo_Plane; popoPiece->opo_Plane = poplNew; } // create a new material CObjectMaterial *pomtNew = poscSector->osc_aomtMaterials.New(1); *pomtNew = *opoOriginal.opo_Material; popoPiece->opo_Material = pomtNew; // copy other attributes popoPiece->opo_colorColor = opoOriginal.opo_colorColor; memcpy(popoPiece->opo_amdMappings, opoOriginal.opo_amdMappings, sizeof(opoOriginal.opo_amdMappings)); popoPiece->opo_ulFlags = opoOriginal.opo_ulFlags; memcpy(popoPiece->opo_ubUserData, opoOriginal.opo_ubUserData, OPO_MAXUSERDATA); return popoPiece; } /* * A machine for doing CSG operations on an CObject3D object. */ class CObjectCSG { public: // pointers to sectors and polygons that is currently operating on CObjectSector *oc_poscSectorA; CObjectSector *oc_poscSectorB; CObjectPolygon *oc_popoA; CObjectPolygon *oc_popoWallA1; CObjectPolygon *oc_popoWallA1_2; CObjectPolygon *oc_popoPortalA1A2; CObjectPolygon *oc_popoPortalA1A2_2; CObjectPolygon *oc_popoPortalA1B1; CObjectPolygon *oc_popoWallB1; CObjectPolygon *oc_popoPortalB1A1; CObjectPolygon *oc_popoPortalB1B2; inline CObjectPolygon *GetWallA1(void); inline CObjectPolygon *GetWallA1_2(void); inline CObjectPolygon *GetPortalA1A2(void); inline CObjectPolygon *GetPortalA1A2_2(void); inline CObjectPolygon *GetPortalA1B1(void); inline CObjectPolygon *GetWallB1(void); inline CObjectPolygon *GetPortalB1A1(void); inline CObjectPolygon *GetPortalB1B2(void); BOOL oc_bCSGIngoringEnabled; BOOL oc_bSkipObjectB; // array for holding edges that proceed with testing CDynamicArray oc_abedProceeding; CObjectCSG(void): oc_bCSGIngoringEnabled(FALSE), oc_bSkipObjectB(FALSE){ } /* Add an entire array of BSP edges to some polygon according to action code. */ inline void AddEdgeArrayAccordingToAction( CDynamicArray &abed, enum CSGAction csga); /* Fill array of bsp edges from array of polygon edges. */ void PolygonEdgesToBSPEdges( CDynamicArray &aope, CDynamicArray &abed ); public: /* Perform CSG splitting of sectors in one operand using other operand. */ void DoCSGSplitting( CObject3D &obResult, CObject3D &obA, INDEX iSectorOffsetA, struct CSGOperationTable *pcsgotA, CObject3D &obB, INDEX iSectorOffsetB); /* Perform CSG operation -- destroys both operands! */ void DoCSGOperation( CObject3D &obResult, CObject3D &obA, CObject3D &obB, struct CSGOperationTable *pcsgotA, struct CSGOperationTable *pcsgotB); }; CObjectPolygon *CObjectCSG::GetWallA1(void) { if (oc_popoWallA1==NULL) { oc_popoWallA1 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE); oc_popoWallA1->opo_ulFlags &= ~OPOF_PORTAL; } return oc_popoWallA1; } CObjectPolygon *CObjectCSG::GetWallA1_2(void) { if (oc_popoWallA1_2==NULL) { oc_popoWallA1_2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE); oc_popoWallA1_2->opo_ulFlags &= ~OPOF_PORTAL; } return oc_popoWallA1_2; } CObjectPolygon *CObjectCSG::GetPortalA1A2(void) { if (oc_popoPortalA1A2==NULL) { oc_popoPortalA1A2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE); oc_popoPortalA1A2->opo_ulFlags |= OPOF_PORTAL; } return oc_popoPortalA1A2; } CObjectPolygon *CObjectCSG::GetPortalA1A2_2(void) { if (oc_popoPortalA1A2_2==NULL) { oc_popoPortalA1A2_2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE); oc_popoPortalA1A2_2->opo_ulFlags |= OPOF_PORTAL; } return oc_popoPortalA1A2_2; } CObjectPolygon *CObjectCSG::GetPortalA1B1(void) { if (oc_popoPortalA1B1==NULL) { oc_popoPortalA1B1 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE); oc_popoPortalA1B1->opo_ulFlags |= OPOF_PORTAL; } return oc_popoPortalA1B1; } CObjectPolygon *CObjectCSG::GetWallB1(void) { if (oc_popoWallB1==NULL) { oc_popoWallB1 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, FALSE); oc_popoWallB1->opo_ulFlags &= ~OPOF_PORTAL; } return oc_popoWallB1; } CObjectPolygon *CObjectCSG::GetPortalB1A1(void) { if (oc_popoPortalB1A1==NULL) { oc_popoPortalB1A1 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, TRUE); // this one is reversed ! oc_popoPortalB1A1->opo_ulFlags |= OPOF_PORTAL; } return oc_popoPortalB1A1; } CObjectPolygon *CObjectCSG::GetPortalB1B2(void) { if (oc_popoPortalB1B2==NULL) { oc_popoPortalB1B2 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, FALSE); oc_popoPortalB1B2->opo_ulFlags |= OPOF_PORTAL; } return oc_popoPortalB1B2; } /* * Fill array of bsp edges from array of polygon edges. */ void CObjectCSG::PolygonEdgesToBSPEdges( CDynamicArray &aope, CDynamicArray &abed ) { aope.Lock(); abed.Lock(); // get number of edges in the polygon INDEX ctEdges = aope.Count(); // create that much edges in array of bsp edges abed.New(ctEdges); // for each edge in polygon for(INDEX iEdge=0; iEdgeoed_Vertex1, *ope.ope_Edge->oed_Vertex0, (size_t)ope.ope_Edge); // if it is not reversed } else{ // add bsp edge with normal vertices abed[iEdge] = DOUBLEbspedge3D(*ope.ope_Edge->oed_Vertex0, *ope.ope_Edge->oed_Vertex1, (size_t)ope.ope_Edge); } } aope.Unlock(); abed.Unlock(); } /* * Add an entire array of BSP edges to some polygon according to action code. */ inline void CObjectCSG::AddEdgeArrayAccordingToAction( CDynamicArray &abed, enum CSGAction csga) { // if there are no edges to process INDEX ctEdges = abed.Count(); if (ctEdges==0) { // do nothing return; } // if the action is Remove if (csga==CSGA_Remove) { // do nothing return; } // if the action is Proceed if (csga==CSGA_Proceed) { // add entire array to array of proceeding edges oc_abedProceeding.MoveArray(abed); return; } // check the action code and find sector(s) and polygon(s) to add edges to CObjectPolygon *popoNormal = NULL; CObjectSector *poscNormal = NULL; CObjectPolygon *popoReverse = NULL; CObjectSector *poscReverse = NULL; switch (csga) { case CSGA_WallA1: poscNormal = oc_poscSectorA; popoNormal = GetWallA1(); break; case CSGA_WallA1_2: poscNormal = oc_poscSectorA; popoNormal = GetWallA1_2(); break; case CSGA_PortalA1A2_2: poscNormal = oc_poscSectorA; popoNormal = GetPortalA1A2_2(); break; case CSGA_PortalA1A2: poscNormal = oc_poscSectorA; popoNormal = GetPortalA1A2(); break; case CSGA_PortalA1B1B1A1: poscNormal = oc_poscSectorA; popoNormal = GetPortalA1B1(); poscReverse = oc_poscSectorB; popoReverse = GetPortalB1A1(); break; case CSGA_WallB1: poscNormal = oc_poscSectorB; popoNormal = GetWallB1(); break; case CSGA_PortalB1B2: poscNormal = oc_poscSectorB; popoNormal = GetPortalB1B2(); break; default: ASSERTALWAYS("Unknown CSG action code"); } // create needed number of vertices, edges and polygon edges CObjectVertex *aovxNormal = NULL; CObjectEdge *aoedNormal = NULL; CObjectPolygonEdge *aopeNormal = NULL; CObjectVertex *aovxReverse = NULL; CObjectEdge *aoedReverse = NULL; CObjectPolygonEdge *aopeReverse = NULL; aovxNormal = poscNormal->osc_aovxVertices.New(2*ctEdges); aoedNormal = poscNormal->osc_aoedEdges.New(ctEdges); aopeNormal = popoNormal->opo_PolygonEdges.New(ctEdges); if (poscReverse!=NULL) { aovxReverse = poscReverse->osc_aovxVertices.New(2*ctEdges); aoedReverse = poscReverse->osc_aoedEdges.New(ctEdges); aopeReverse = popoReverse->opo_PolygonEdges.New(ctEdges); } abed.Lock(); // add all edges to normal polygon {for(INDEX iEdge=0; iEdgeosc_Index]; // copy sector properties from operand A to result oc_poscSectorA->osc_colColor = itoscA->osc_colColor; oc_poscSectorA->osc_colAmbient = itoscA->osc_colAmbient; oc_poscSectorA->osc_ulFlags[0] = itoscA->osc_ulFlags[0]; oc_poscSectorA->osc_ulFlags[1] = itoscA->osc_ulFlags[1]; oc_poscSectorA->osc_ulFlags[2] = itoscA->osc_ulFlags[2]; oc_poscSectorA->osc_strName = itoscA->osc_strName; // for each of polygons in that sector {FOREACHINDYNAMICARRAY(itoscA->osc_aopoPolygons, CObjectPolygon, itopoA) { oc_popoA = itopoA; // prepare appropriate actions for it enum CSGAction csgaInside, csgaOutside, csgaBorderInside, csgaBorderOutside, csgaSkip; if (itopoA->opo_ulFlags & OPOF_PORTAL) { csgaInside = pcsgotA->cot_PortalA1A2InsideB1; csgaOutside = pcsgotA->cot_PortalA1A2OutsideB; csgaBorderInside = pcsgotA->cot_PortalA1A2OnB1BorderInside; csgaBorderOutside = pcsgotA->cot_PortalA1A2OnB1BorderOutside; csgaSkip = CSGA_PortalA1A2; } else { csgaInside = pcsgotA->cot_WallA1InsideB1; csgaOutside = pcsgotA->cot_WallA1OutsideB; csgaBorderInside = pcsgotA->cot_WallA1OnB1BorderInside; csgaBorderOutside = pcsgotA->cot_WallA1OnB1BorderOutside; csgaSkip = CSGA_WallA1; } // create temporary array for holding remaining edges CDynamicArray abedRemaining; // fill the array with edges from the polygon PolygonEdgesToBSPEdges(itopoA->opo_PolygonEdges, abedRemaining); // create wall A1 polygon oc_popoWallA1 = NULL; oc_popoWallA1_2 = NULL; // create portal A1-A2 polygon oc_popoPortalA1A2 = NULL; oc_popoPortalA1A2_2 = NULL; // if the polygon should be skipped if (oc_bCSGIngoringEnabled && (itopoA->opo_ulFlags&OPOF_IGNOREDBYCSG)) { // add entire polygon according to _skip_ action AddEdgeArrayAccordingToAction(abedRemaining, csgaSkip); // skip splitting continue; } // for each sector in B {FOREACHINDYNAMICARRAY(obB.ob_aoscSectors, CObjectSector, itoscB) { // clear array of proceeding edges oc_abedProceeding.Clear(); // make sector references in result oc_poscSectorB = &obResult.ob_aoscSectors[iSectorOffsetB+itoscB->osc_Index]; // copy sector properties from operand B to result oc_poscSectorB->osc_colColor = itoscB->osc_colColor; oc_poscSectorB->osc_colAmbient = itoscB->osc_colAmbient; oc_poscSectorB->osc_ulFlags[0] = itoscB->osc_ulFlags[0]; oc_poscSectorB->osc_ulFlags[1] = itoscB->osc_ulFlags[1]; oc_poscSectorB->osc_ulFlags[2] = itoscB->osc_ulFlags[2]; oc_poscSectorB->osc_strName = itoscB->osc_strName; // create portal A1-B1 polygon oc_popoPortalA1B1 = NULL; // create portal B1-A1 polygon oc_popoPortalB1A1 = NULL; // create wall B1 polygon oc_popoWallB1 = NULL; // create portal B1-B2 polygon oc_popoPortalB1B2 = NULL; // create a bsp polygon from first temporary array DOUBLEbsppolygon3D bpoA(*itopoA->opo_Plane, abedRemaining, (size_t)itopoA->opo_Plane); // create a BSP cutter for B's sector BSP and A's polygon DOUBLEbspcutter3D bcCutter(bpoA, *itoscB->osc_BSPTree.bt_pbnRoot); // optimize all parts of the polygon DOUBLEbspedge3D::OptimizeBSPEdges(bcCutter.bc_abedInside); DOUBLEbspedge3D::OptimizeBSPEdges(bcCutter.bc_abedBorderInside); DOUBLEbspedge3D::OptimizeBSPEdges(bcCutter.bc_abedBorderOutside); DOUBLEbspedge3D::OptimizeBSPEdges(bcCutter.bc_abedOutside); // add all parts that are inside according to _inside_ action AddEdgeArrayAccordingToAction(bcCutter.bc_abedInside, csgaInside); // add all parts that are on border inside according to _on_border_inside_ action AddEdgeArrayAccordingToAction(bcCutter.bc_abedBorderInside, csgaBorderInside); // add all parts that are on border outside according to _on_border_outside_ action AddEdgeArrayAccordingToAction(bcCutter.bc_abedBorderOutside, csgaBorderOutside); // clear the temporary array abedRemaining.Clear(); // move all parts that are outside or proceeding to the temporary array abedRemaining.MoveArray(bcCutter.bc_abedOutside); abedRemaining.MoveArray(oc_abedProceeding); }} // add all parts that are still remaining according to _outside_ action AddEdgeArrayAccordingToAction(abedRemaining, csgaOutside); }} }} obResult.ob_aoscSectors.Unlock(); } /* * Perform CSG operation -- destroys both operands! */ void CObjectCSG::DoCSGOperation( CObject3D &obResult, CObject3D &obA, CObject3D &obB, struct CSGOperationTable *pcsgotA, struct CSGOperationTable *pcsgotB) { // remove current contents obResult.Clear(); // create indices in operand sectors obA.CreateSectorIndices(); obB.CreateSectorIndices(); // create sector BSP trees in both operands obA.CreateSectorBSPs(); obB.CreateSectorBSPs(); // get number of sectors in operands INDEX ctSectorsA = obA.ob_aoscSectors.Count(); INDEX ctSectorsB = obB.ob_aoscSectors.Count(); // create as much sectors in result as there is in both operands obResult.ob_aoscSectors.New(ctSectorsA+ctSectorsB); // do splitting of first operand using the second operand BSPs and first table DoCSGSplitting(obResult, obA, 0, pcsgotA, obB, ctSectorsA); // do splitting of second operand using the first operand BSPs and second table if (!oc_bSkipObjectB) { DoCSGSplitting(obResult, obB, ctSectorsA, pcsgotB, obA, 0); } } /* *** CSG operations -- they all destroy both operands! *** */ /* * Add rooms. */ void CObject3D::CSGAddRooms(CObject3D &obA, CObject3D &obB) { // do CSG with 'add rooms' tables CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotAddRoomsA, &csgotAddRoomsB); } /* * Add material from object B to object A. (B should have only one * open sector and no closed sectors) */ void CObject3D::CSGAddMaterial(CObject3D &obA, CObject3D &obB) { // do CSG with 'add material' tables CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotAddMaterialA, &csgotAddMaterialB); } void CObject3D::CSGAddMaterialReverse(CObject3D &obA, CObject3D &obB) { // do CSG with 'add material' tables, but with reverse priorities CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotAddMaterialReverseA, &csgotAddMaterialReverseB); } /* * Remove material of object B from object A. (B should have only one * open sector and no closed sectors) */ void CObject3D::CSGRemoveMaterial(CObject3D &obA, CObject3D &obB) { // reverse the object B obB.Inverse(); // do CSG with 'add rooms' tables, but with reversed priorities CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotAddRoomsB, &csgotAddRoomsA); } /* * Split sectors of object A using object B. (B should have only one * closed sector and no open sectors) */ void CObject3D::CSGSplitSectors(CObject3D &obA, CObject3D &obB) { // do CSG with 'split sectors' tables CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotSplitSectorsA, &csgotSplitSectorsB); } /* Join sectors of object A with sectors of object B. (both A and B should have only one sector) */ void CObject3D::CSGJoinSectors(CObject3D &obA, CObject3D &obB) { // do CSG with 'join sectors' tables CObjectCSG oc; oc.DoCSGOperation(*this, obA, obB, &csgotJoinSectorsA, &csgotJoinSectorsB); } /* Split polygons of object A with sectors of object B. (both A and B should have only one sector) */ void CObject3D::CSGSplitPolygons(CObject3D &obA, CObject3D &obB) { // do CSG with 'split polygons' tables CObjectCSG oc; oc.oc_bCSGIngoringEnabled = TRUE; oc.oc_bSkipObjectB = TRUE; oc.DoCSGOperation(*this, obA, obB, &csgotSplitPolygonsA, &csgotSplitPolygonsB); }