mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
675 lines
22 KiB
C++
675 lines
22 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Object3D.h>
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#include <Engine/Templates/BSP_internal.h>
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#include <Engine/Templates/DynamicArray.cpp>
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/*
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* CSG operation table action.
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*/
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enum CSGAction {
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CSGA_WallA1, // wall of sector A1
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CSGA_WallA1_2, // wall of sector A1 second part
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CSGA_PortalA1A2, // portal between A1 and A2
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CSGA_PortalA1A2_2, // portal between A1 and A2 second part
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CSGA_PortalA1B1B1A1, // two portals: A1-B1 and B1-A1
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CSGA_WallB1, // wall of sector B1
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CSGA_PortalB1B2, // portal between B1 and B2
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CSGA_Remove, // this polygon is removed
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CSGA_Proceed, // this polygon proceeds with testing
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};
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/*
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* CSG operation table.
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*/
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struct CSGOperationTable {
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enum CSGAction cot_WallA1InsideB1, cot_WallA1OutsideB, cot_WallA1OnB1BorderInside, cot_WallA1OnB1BorderOutside;
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enum CSGAction cot_PortalA1A2InsideB1, cot_PortalA1A2OutsideB, cot_PortalA1A2OnB1BorderInside, cot_PortalA1A2OnB1BorderOutside;
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};
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/*
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NOTE: In following tables, the operations for object B have A and B sectors reversed.
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That is because tables are always interpreted as being for object A, therefore
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when using it for B, sector B means 'sector of other object' that is in fact sector A
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and vice versa.
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For readable tables see "CSG.doc".
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*/
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/*
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* CSG operation tables for 'add rooms'.
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*/
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static struct CSGOperationTable csgotAddRoomsA = {
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CSGA_PortalA1B1B1A1, CSGA_WallA1, CSGA_WallA1, CSGA_PortalA1B1B1A1,
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CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_PortalA1A2,
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};
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static struct CSGOperationTable csgotAddRoomsB = {
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CSGA_Remove, CSGA_WallA1, CSGA_Remove, CSGA_Remove,
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CSGA_Remove, CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove,
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};
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/*
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* CSG operation tables for 'add material'.
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*/
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static struct CSGOperationTable csgotAddMaterialA = {
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CSGA_WallA1, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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static struct CSGOperationTable csgotAddMaterialB = {
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CSGA_WallB1, CSGA_Remove, CSGA_WallB1, CSGA_Proceed,
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CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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static struct CSGOperationTable csgotAddMaterialReverseA = {
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CSGA_WallA1, CSGA_Remove, CSGA_WallA1, CSGA_Remove,
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CSGA_PortalA1A2, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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static struct CSGOperationTable csgotAddMaterialReverseB = {
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CSGA_WallB1, CSGA_Remove, CSGA_Remove, CSGA_Proceed,
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CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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/*
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* CSG operation tables for 'split sectors'.
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*/
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static struct CSGOperationTable csgotSplitSectorsA = {
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CSGA_WallB1, CSGA_WallA1, CSGA_WallB1, CSGA_WallA1,
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CSGA_PortalB1B2, CSGA_PortalA1A2, CSGA_PortalB1B2, CSGA_PortalA1A2,
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};
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static struct CSGOperationTable csgotSplitSectorsB = {
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CSGA_PortalA1B1B1A1, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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/*
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* CSG operation tables for 'join sectors'.
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*/
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static struct CSGOperationTable csgotJoinSectorsA = {
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CSGA_Remove, CSGA_WallA1, CSGA_WallA1, CSGA_Remove,
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CSGA_Remove, CSGA_PortalA1A2, CSGA_PortalA1A2, CSGA_Remove,
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};
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static struct CSGOperationTable csgotJoinSectorsB = {
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CSGA_Remove, CSGA_WallB1, CSGA_Remove, CSGA_Remove,
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CSGA_Remove, CSGA_PortalB1B2, CSGA_Remove, CSGA_Remove,
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};
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/*
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* CSG operation tables for 'split polygons'.
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*/
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static struct CSGOperationTable csgotSplitPolygonsA = {
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CSGA_WallA1_2, CSGA_WallA1, CSGA_WallA1_2, CSGA_WallA1,
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CSGA_PortalA1A2_2, CSGA_PortalA1A2, CSGA_PortalA1A2_2, CSGA_PortalA1A2,
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};
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static struct CSGOperationTable csgotSplitPolygonsB = {
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CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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CSGA_Remove, CSGA_Remove, CSGA_Remove, CSGA_Remove,
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};
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/*
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* Create a new polygon that will be a piece of some split polygon.
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*/
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static inline CObjectPolygon *CreatePieceOfPolygon(
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CObjectSector *poscSector,
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const CObjectPolygon &opoOriginal,
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BOOL bReversePlane)
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{
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// create new polygon
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CObjectPolygon *popoPiece = poscSector->osc_aopoPolygons.New(1);
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// if the plane should be reversed
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if (bReversePlane) {
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// create a new reversed plane
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CObjectPlane *poplNew = poscSector->osc_aoplPlanes.New(1);
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*poplNew = -*opoOriginal.opo_Plane;
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popoPiece->opo_Plane = poplNew;
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// otherwise
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} else {
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// create a new plane (not reversed)
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CObjectPlane *poplNew = poscSector->osc_aoplPlanes.New(1);
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*poplNew = *opoOriginal.opo_Plane;
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popoPiece->opo_Plane = poplNew;
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}
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// create a new material
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CObjectMaterial *pomtNew = poscSector->osc_aomtMaterials.New(1);
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*pomtNew = *opoOriginal.opo_Material;
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popoPiece->opo_Material = pomtNew;
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// copy other attributes
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popoPiece->opo_colorColor = opoOriginal.opo_colorColor;
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memcpy(popoPiece->opo_amdMappings, opoOriginal.opo_amdMappings,
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sizeof(opoOriginal.opo_amdMappings));
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popoPiece->opo_ulFlags = opoOriginal.opo_ulFlags;
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memcpy(popoPiece->opo_ubUserData, opoOriginal.opo_ubUserData, OPO_MAXUSERDATA);
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return popoPiece;
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}
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/*
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* A machine for doing CSG operations on an CObject3D object.
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*/
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class CObjectCSG {
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public:
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// pointers to sectors and polygons that is currently operating on
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CObjectSector *oc_poscSectorA;
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CObjectSector *oc_poscSectorB;
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CObjectPolygon *oc_popoA;
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CObjectPolygon *oc_popoWallA1;
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CObjectPolygon *oc_popoWallA1_2;
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CObjectPolygon *oc_popoPortalA1A2;
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CObjectPolygon *oc_popoPortalA1A2_2;
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CObjectPolygon *oc_popoPortalA1B1;
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CObjectPolygon *oc_popoWallB1;
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CObjectPolygon *oc_popoPortalB1A1;
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CObjectPolygon *oc_popoPortalB1B2;
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inline CObjectPolygon *GetWallA1(void);
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inline CObjectPolygon *GetWallA1_2(void);
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inline CObjectPolygon *GetPortalA1A2(void);
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inline CObjectPolygon *GetPortalA1A2_2(void);
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inline CObjectPolygon *GetPortalA1B1(void);
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inline CObjectPolygon *GetWallB1(void);
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inline CObjectPolygon *GetPortalB1A1(void);
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inline CObjectPolygon *GetPortalB1B2(void);
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BOOL oc_bCSGIngoringEnabled;
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BOOL oc_bSkipObjectB;
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// array for holding edges that proceed with testing
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CDynamicArray<DOUBLEbspedge3D> oc_abedProceeding;
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CObjectCSG(void) {
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oc_bCSGIngoringEnabled = FALSE;
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oc_bSkipObjectB = FALSE;
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}
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/* Add an entire array of BSP edges to some polygon according to action code. */
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inline void AddEdgeArrayAccordingToAction(
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CDynamicArray<DOUBLEbspedge3D> &abed,
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enum CSGAction csga);
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/* Fill array of bsp edges from array of polygon edges. */
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void PolygonEdgesToBSPEdges(
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CDynamicArray<CObjectPolygonEdge> &aope,
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CDynamicArray<DOUBLEbspedge3D> &abed
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);
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public:
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/* Perform CSG splitting of sectors in one operand using other operand. */
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void DoCSGSplitting(
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CObject3D &obResult,
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CObject3D &obA,
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INDEX iSectorOffsetA,
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struct CSGOperationTable *pcsgotA,
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CObject3D &obB,
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INDEX iSectorOffsetB);
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/* Perform CSG operation -- destroys both operands! */
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void DoCSGOperation(
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CObject3D &obResult,
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CObject3D &obA,
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CObject3D &obB,
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struct CSGOperationTable *pcsgotA,
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struct CSGOperationTable *pcsgotB);
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};
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CObjectPolygon *CObjectCSG::GetWallA1(void)
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{
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if (oc_popoWallA1==NULL) {
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oc_popoWallA1 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE);
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oc_popoWallA1->opo_ulFlags &= ~OPOF_PORTAL;
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}
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return oc_popoWallA1;
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}
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CObjectPolygon *CObjectCSG::GetWallA1_2(void)
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{
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if (oc_popoWallA1_2==NULL) {
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oc_popoWallA1_2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE);
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oc_popoWallA1_2->opo_ulFlags &= ~OPOF_PORTAL;
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}
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return oc_popoWallA1_2;
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}
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CObjectPolygon *CObjectCSG::GetPortalA1A2(void)
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{
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if (oc_popoPortalA1A2==NULL) {
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oc_popoPortalA1A2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE);
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oc_popoPortalA1A2->opo_ulFlags |= OPOF_PORTAL;
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}
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return oc_popoPortalA1A2;
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}
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CObjectPolygon *CObjectCSG::GetPortalA1A2_2(void)
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{
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if (oc_popoPortalA1A2_2==NULL) {
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oc_popoPortalA1A2_2 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE);
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oc_popoPortalA1A2_2->opo_ulFlags |= OPOF_PORTAL;
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}
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return oc_popoPortalA1A2_2;
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}
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CObjectPolygon *CObjectCSG::GetPortalA1B1(void)
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{
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if (oc_popoPortalA1B1==NULL) {
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oc_popoPortalA1B1 = CreatePieceOfPolygon(oc_poscSectorA, *oc_popoA, FALSE);
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oc_popoPortalA1B1->opo_ulFlags |= OPOF_PORTAL;
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}
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return oc_popoPortalA1B1;
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}
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CObjectPolygon *CObjectCSG::GetWallB1(void)
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{
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if (oc_popoWallB1==NULL) {
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oc_popoWallB1 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, FALSE);
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oc_popoWallB1->opo_ulFlags &= ~OPOF_PORTAL;
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}
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return oc_popoWallB1;
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}
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CObjectPolygon *CObjectCSG::GetPortalB1A1(void)
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{
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if (oc_popoPortalB1A1==NULL) {
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oc_popoPortalB1A1 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, TRUE); // this one is reversed !
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oc_popoPortalB1A1->opo_ulFlags |= OPOF_PORTAL;
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}
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return oc_popoPortalB1A1;
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}
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CObjectPolygon *CObjectCSG::GetPortalB1B2(void)
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{
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if (oc_popoPortalB1B2==NULL) {
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oc_popoPortalB1B2 = CreatePieceOfPolygon(oc_poscSectorB, *oc_popoA, FALSE);
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oc_popoPortalB1B2->opo_ulFlags |= OPOF_PORTAL;
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}
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return oc_popoPortalB1B2;
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}
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/*
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* Fill array of bsp edges from array of polygon edges.
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*/
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void CObjectCSG::PolygonEdgesToBSPEdges(
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CDynamicArray<CObjectPolygonEdge> &aope,
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CDynamicArray<DOUBLEbspedge3D> &abed
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)
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{
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aope.Lock();
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abed.Lock();
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// get number of edges in the polygon
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INDEX ctEdges = aope.Count();
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// create that much edges in array of bsp edges
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abed.New(ctEdges);
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// for each edge in polygon
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for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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const CObjectPolygonEdge &ope = aope[iEdge];
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// if it is reversed
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if (ope.ope_Backward) {
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// add bsp edge with reverse vertices
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abed[iEdge] = DOUBLEbspedge3D(*ope.ope_Edge->oed_Vertex1,
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*ope.ope_Edge->oed_Vertex0, (ULONG)ope.ope_Edge);
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// if it is not reversed
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} else{
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// add bsp edge with normal vertices
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abed[iEdge] = DOUBLEbspedge3D(*ope.ope_Edge->oed_Vertex0,
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*ope.ope_Edge->oed_Vertex1, (ULONG)ope.ope_Edge);
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}
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}
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aope.Unlock();
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abed.Unlock();
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}
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/*
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* Add an entire array of BSP edges to some polygon according to action code.
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*/
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inline void CObjectCSG::AddEdgeArrayAccordingToAction(
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CDynamicArray<DOUBLEbspedge3D> &abed,
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enum CSGAction csga)
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{
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// if there are no edges to process
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INDEX ctEdges = abed.Count();
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if (ctEdges==0) {
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// do nothing
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return;
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}
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// if the action is Remove
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if (csga==CSGA_Remove) {
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// do nothing
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return;
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}
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// if the action is Proceed
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if (csga==CSGA_Proceed) {
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// add entire array to array of proceeding edges
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oc_abedProceeding.MoveArray(abed);
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return;
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}
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// check the action code and find sector(s) and polygon(s) to add edges to
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CObjectPolygon *popoNormal = NULL;
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CObjectSector *poscNormal = NULL;
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CObjectPolygon *popoReverse = NULL;
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CObjectSector *poscReverse = NULL;
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switch (csga) {
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case CSGA_WallA1:
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poscNormal = oc_poscSectorA;
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popoNormal = GetWallA1();
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break;
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case CSGA_WallA1_2:
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poscNormal = oc_poscSectorA;
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popoNormal = GetWallA1_2();
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break;
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case CSGA_PortalA1A2_2:
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poscNormal = oc_poscSectorA;
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popoNormal = GetPortalA1A2_2();
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break;
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case CSGA_PortalA1A2:
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poscNormal = oc_poscSectorA;
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popoNormal = GetPortalA1A2();
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break;
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case CSGA_PortalA1B1B1A1:
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poscNormal = oc_poscSectorA;
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popoNormal = GetPortalA1B1();
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poscReverse = oc_poscSectorB;
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popoReverse = GetPortalB1A1();
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break;
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case CSGA_WallB1:
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poscNormal = oc_poscSectorB;
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popoNormal = GetWallB1();
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break;
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case CSGA_PortalB1B2:
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poscNormal = oc_poscSectorB;
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popoNormal = GetPortalB1B2();
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break;
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default:
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ASSERTALWAYS("Unknown CSG action code");
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}
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// create needed number of vertices, edges and polygon edges
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CObjectVertex *aovxNormal = NULL;
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CObjectEdge *aoedNormal = NULL;
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CObjectPolygonEdge *aopeNormal = NULL;
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CObjectVertex *aovxReverse = NULL;
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CObjectEdge *aoedReverse = NULL;
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CObjectPolygonEdge *aopeReverse = NULL;
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aovxNormal = poscNormal->osc_aovxVertices.New(2*ctEdges);
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aoedNormal = poscNormal->osc_aoedEdges.New(ctEdges);
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aopeNormal = popoNormal->opo_PolygonEdges.New(ctEdges);
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if (poscReverse!=NULL) {
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aovxReverse = poscReverse->osc_aovxVertices.New(2*ctEdges);
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aoedReverse = poscReverse->osc_aoedEdges.New(ctEdges);
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aopeReverse = popoReverse->opo_PolygonEdges.New(ctEdges);
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}
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abed.Lock();
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// add all edges to normal polygon
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{for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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DOUBLEbspedge3D &bed = abed[iEdge];
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aovxNormal[iEdge*2+0] = bed.bed_vVertex0;
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aovxNormal[iEdge*2+1] = bed.bed_vVertex1;
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aoedNormal[iEdge].oed_Vertex0 = &aovxNormal[iEdge*2+0];
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aoedNormal[iEdge].oed_Vertex1 = &aovxNormal[iEdge*2+1];
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aopeNormal[iEdge].ope_Backward = FALSE;
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aopeNormal[iEdge].ope_Edge = &aoedNormal[iEdge];
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}}
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// if there is reverse polygon
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if (poscReverse!=NULL) {
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// add all edges to reverse polygon
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{for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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DOUBLEbspedge3D &bed = abed[iEdge];
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aovxReverse[iEdge*2+0] = bed.bed_vVertex1;
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aovxReverse[iEdge*2+1] = bed.bed_vVertex0;
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aoedReverse[iEdge].oed_Vertex0 = &aovxReverse[iEdge*2+0];
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aoedReverse[iEdge].oed_Vertex1 = &aovxReverse[iEdge*2+1];
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aopeReverse[iEdge].ope_Backward = FALSE;
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aopeReverse[iEdge].ope_Edge = &aoedReverse[iEdge];
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}}
|
|
}
|
|
abed.Unlock();
|
|
}
|
|
|
|
/*
|
|
* Perform CSG splitting of sectors in one operand using other operand.
|
|
*/
|
|
void CObjectCSG::DoCSGSplitting(
|
|
CObject3D &obResult,
|
|
CObject3D &obA,
|
|
INDEX iSectorOffsetA,
|
|
struct CSGOperationTable *pcsgotA,
|
|
CObject3D &obB,
|
|
INDEX iSectorOffsetB)
|
|
{
|
|
obResult.ob_aoscSectors.Lock();
|
|
// for each sector in A
|
|
{FOREACHINDYNAMICARRAY(obA.ob_aoscSectors, CObjectSector, itoscA) {
|
|
// make sector reference in result
|
|
oc_poscSectorA = &obResult.ob_aoscSectors[iSectorOffsetA+itoscA->osc_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<DOUBLEbspedge3D> 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, (ULONG)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);
|
|
}
|