/
cledgeloop.cpp
302 lines (262 loc) · 10.6 KB
/
cledgeloop.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
/** @file cledgeloop.cpp Client-side world map subsector boundary loop.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2016 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. 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 St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#include "client/cledgeloop.h"
#include "world/maputil.h"
#include "world/surface.h"
#include "world/convexsubspace.h"
#include "misc/face.h"
#include <doomsday/world/Material>
#include <doomsday/world/Materials>
#include <de/Log>
using namespace de;
namespace world {
DENG2_PIMPL(ClEdgeLoop)
{
ClientSubsector &owner;
HEdge *firstHEdge = nullptr;
dint loopId = 0;
Impl(Public *i, ClientSubsector &owner)
: Base(i)
, owner(owner)
{}
/**
* Look at the neighboring surfaces and pick the best choice of
* material used on those surfaces to be applied to "this" surface.
*
* Material on back neighbor plane has priority. Non-animated materials are preferred.
* Sky-masked materials are ignored.
*/
Material *chooseFixMaterial(HEdge &hedge, dint section) const
{
Material *choice1 = nullptr, *choice2 = nullptr;
if (self().hasBackSubsector())
{
ClientSubsector &backSubsec = self().backSubsector();
// Our first choice is the back subsector material in the back subsector.
switch (section)
{
case LineSide::Bottom:
if (owner.visFloor().height() < backSubsec.visFloor().height())
{
choice1 = backSubsec.visFloor().surface().materialPtr();
}
break;
case LineSide::Top:
if (owner.visCeiling().height() > backSubsec.visCeiling().height())
{
choice1 = backSubsec.visCeiling().surface().materialPtr();
}
break;
default: break;
}
// In the special case of sky mask on the back plane, our best
// choice is always this material.
if (choice1 && choice1->isSkyMasked())
{
return choice1;
}
}
else
{
Sector *frontSec = &owner.sector();
LineSide &side = hedge.mapElementAs<LineSideSegment>().lineSide();
// Our first choice is a material on an adjacent wall section.
// Try the left neighbor first.
Line *other = R_FindLineNeighbor(side.line(), *side.line().vertexOwner(side.sideId()),
Clockwise, frontSec);
if (!other)
{
// Try the right neighbor.
other = R_FindLineNeighbor(side.line(), *side.line().vertexOwner(side.sideId()^1),
Anticlockwise, frontSec);
}
if (other)
{
if (!other->back().hasSector())
{
// Our choice is clear - the middle material.
choice1 = other->front().middle().materialPtr();
}
else
{
// Compare the relative heights to decide.
LineSide &otherSide = other->side(&other->front().sector() == frontSec ? Line::Front : Line::Back);
Sector &otherSec = other->side(&other->front().sector() == frontSec ? Line::Back : Line::Front).sector();
if (otherSec.ceiling().height() <= frontSec->floor().height())
choice1 = otherSide.top().materialPtr();
else if (otherSec.floor().height() >= frontSec->ceiling().height())
choice1 = otherSide.bottom().materialPtr();
else if (otherSec.ceiling().height() < frontSec->ceiling().height())
choice1 = otherSide.top().materialPtr();
else if (otherSec.floor().height() > frontSec->floor().height())
choice1 = otherSide.bottom().materialPtr();
// else we'll settle for a plane material.
}
}
}
// Our second choice is a material from this sector.
choice2 = owner.visPlane(section == LineSide::Bottom ? Sector::Floor : Sector::Ceiling)
.surface().materialPtr();
// Prefer a non-animated, non-masked material.
if (choice1 && !choice1->hasAnimatedTextureLayers() && !choice1->isSkyMasked())
return choice1;
if (choice2 && !choice2->hasAnimatedTextureLayers() && !choice2->isSkyMasked())
return choice2;
// Prefer a non-masked material.
if (choice1 && !choice1->isSkyMasked())
return choice1;
if (choice2 && !choice2->isSkyMasked())
return choice2;
// At this point we'll accept anything if it means avoiding HOM.
if (choice1) return choice1;
if (choice2) return choice2;
// We'll assign the special "missing" material...
return &Materials::get().material(de::Uri("System", Path("missing")));
}
void fixMissingMaterial(HEdge &hedge, dint section) const
{
// Sides without sections need no fixing.
LineSide &side = hedge.mapElementAs<LineSideSegment>().lineSide();
if (!side.hasSections()) return;
// ...nor those of self-referencing lines.
if (side.line().isSelfReferencing()) return;
// ...nor those of "one-way window" lines.
if (!side.back().hasSections() && side.back().hasSector()) return;
// A material must actually be missing to qualify for fixing.
Surface &surface = side.surface(section);
if (!surface.hasMaterial() || surface.hasFixMaterial())
{
Material *oldMaterial = surface.materialPtr();
// Look for and apply a suitable replacement (if found).
surface.setMaterial(chooseFixMaterial(hedge, section), true/* is missing fix */);
if (surface.materialPtr() != oldMaterial)
{
// We'll need to recalculate reverb.
/// @todo Use an observer based mechanism in ClientSubsector -ds
owner.markReverbDirty();
owner.markVisPlanesDirty();
}
}
}
};
ClEdgeLoop::ClEdgeLoop(ClientSubsector &owner, HEdge &first, dint loopId)
: d(new Impl(this, owner))
{
d->firstHEdge = &first;
d->loopId = loopId;
}
ClientSubsector &ClEdgeLoop::owner() const
{
return d->owner;
}
String ClEdgeLoop::description() const
{
auto desc = String( _E(l) "Loop: " _E(.)_E(i) "%1" _E(.)
" " _E(l) "Half-edge: " _E(.)_E(i) "%2" _E(.))
.arg(ClientSubsector::edgeLoopIdAsText(loopId()).upperFirstChar())
.arg(String("[0x%1]").arg(de::dintptr(d->firstHEdge), 0, 16));
DENG2_DEBUG_ONLY(
desc.prepend(String(_E(b) "ClEdgeLoop " _E(.) "[0x%1]\n").arg(de::dintptr(this), 0, 16));
)
return desc;
}
dint ClEdgeLoop::loopId() const
{
return d->loopId;
}
bool ClEdgeLoop::isInner() const
{
return d->loopId == ClientSubsector::InnerLoop;
}
bool ClEdgeLoop::isOuter() const
{
return d->loopId == ClientSubsector::OuterLoop;
}
HEdge &ClEdgeLoop::first() const
{
DENG2_ASSERT(d->firstHEdge);
return *d->firstHEdge;
}
bool ClEdgeLoop::isSelfReferencing() const
{
DENG2_ASSERT(d->firstHEdge);
return d->firstHEdge->mapElementAs<LineSideSegment>().line().isSelfReferencing();
}
bool ClEdgeLoop::hasBackSubsector() const
{
DENG2_ASSERT(d->firstHEdge);
return d->firstHEdge->hasTwin()
&& d->firstHEdge->twin().hasFace()
&& d->firstHEdge->twin().face().mapElementAs<ConvexSubspace>().hasSubsector();
}
ClientSubsector &ClEdgeLoop::backSubsector() const
{
DENG2_ASSERT(d->firstHEdge);
return d->firstHEdge->twin().face().mapElementAs<ConvexSubspace>().subsector().as<ClientSubsector>();
}
void ClEdgeLoop::fixSurfacesMissingMaterials()
{
DENG2_ASSERT(d->firstHEdge);
SubsectorCirculator it(d->firstHEdge);
do
{
if (it->hasMapElement()) // BSP errors may fool the circulator wrt interior edges -ds
{
LineSide &lineSide = it->mapElementAs<LineSideSegment>().lineSide();
if (lineSide.hasSections()) // Not a "one-way window" -ds
{
if (hasBackSubsector())
{
auto const &backSubsec = backSubsector().as<ClientSubsector>();
// Potential bottom section fix?
if (!d->owner.hasSkyFloor() && !backSubsec.hasSkyFloor())
{
if (d->owner.visFloor().height() < backSubsec.visFloor().height())
{
d->fixMissingMaterial(*it, LineSide::Bottom);
}
else if (lineSide.bottom().hasFixMaterial())
{
lineSide.bottom().setMaterial(nullptr);
}
}
// Potential top section fix?
if (!d->owner.hasSkyCeiling() && !backSubsec.hasSkyCeiling())
{
if (d->owner.visCeiling().height() > backSubsec.visCeiling().height())
{
d->fixMissingMaterial(*it, LineSide::Top);
}
else if (lineSide.top().hasFixMaterial())
{
lineSide.top().setMaterial(nullptr);
}
}
}
// Potential middle section fix?
else if (!lineSide.back().hasSector())
{
d->fixMissingMaterial(*it, LineSide::Middle);
}
}
}
} while (&it.next() != d->firstHEdge);
}
} // namespace world