/
walledge.cpp
823 lines (686 loc) · 24.4 KB
/
walledge.cpp
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/** @file walledge.cpp Wall Edge Geometry.
*
* @authors Copyright © 2011-2015 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 "de_base.h"
#include "render/walledge.h"
#include "BspLeaf"
#include "ConvexSubspace"
#include "Sector"
#include "world/lineowner.h"
#include "world/p_players.h"
#include "world/maputil.h"
#include "world/surface.h"
#include "client/clientsubsector.h"
#include "render/rend_main.h" /// devRendSkyMode @todo remove me
#include "Face"
#include <QtAlgorithms>
using namespace de;
using namespace world;
/**
* Determines whether normal smoothing should be performed for the given pair of
* map surfaces (which are assumed to share an edge).
*
* Yes if the angle between the two surfaces is less than 45 degrees.
* @todo Should be user customizable with a Material property. -ds
*
* @param sufA The "left" map surface which shares an edge with @a sufB.
* @param sufB The "right" map surface which shares an edge with @a sufA.
* @param angleDiff Angle difference (i.e., normal delta) between the two surfaces.
*/
static bool shouldSmoothNormals(Surface &sufA, Surface &sufB, binangle_t angleDiff)
{
DENG2_UNUSED2(sufA, sufB);
return INRANGE_OF(angleDiff, BANG_180, BANG_45);
}
WallEdge::Event::Event()
: IHPlane::IIntercept(0)
, _owner(nullptr)
{}
WallEdge::Event::Event(WallEdge &owner, ddouble distance)
: WorldEdge::Event()
, IHPlane::IIntercept(distance)
, _owner(&owner)
{}
WallEdge::Event &WallEdge::Event::operator = (Event const &other)
{
_owner = other._owner;
_distance = other._distance;
return *this;
}
bool WallEdge::Event::operator < (Event const &other) const
{
return distance() < other.distance();
}
ddouble WallEdge::Event::distance() const
{
return IHPlane::IIntercept::distance();
}
Vector3d WallEdge::Event::origin() const
{
return _owner->pOrigin() + _owner->pDirection() * distance();
}
static bool eventSorter(WorldEdge::Event const &a, WorldEdge::Event const &b)
{
return a < b;
}
static inline coord_t lineSideOffset(LineSideSegment &seg, dint edge)
{
return seg.lineSideOffset() + (edge? seg.length() : 0);
}
QQueue<WallEdge::Impl *> WallEdge::recycledImpls;
struct WallEdge::Impl : public IHPlane
{
WallEdge *self = nullptr;
WallSpec spec;
dint edge = 0;
HEdge *wallHEdge = nullptr;
/// The half-plane which partitions the surface coordinate space.
Partition hplane;
Vector3d pOrigin;
Vector3d pDirection;
coord_t lo = 0, hi = 0;
/// Events for the special termination points are allocated with "this".
Event bottom;
Event top;
/// All events along the partition line.
Events events;
bool needSortEvents = false;
Vector2f materialOrigin;
Vector3f normal;
bool needUpdateNormal = true;
Impl() {}
void deinit()
{
self = nullptr;
edge = 0;
wallHEdge = nullptr;
lo = hi = 0;
events.clear();
needSortEvents = false;
needUpdateNormal = true;
}
void init(WallEdge *i, WallSpec const &wallSpec, HEdge &hedge, dint edge)
{
self = i;
spec = wallSpec;
this->edge = edge;
wallHEdge = &hedge;
bottom = Event(*self, 0);
top = Event(*self, 1);
// Determine the map space Z coordinates of the wall section.
LineSideSegment &seg = lineSideSegment();
Line const &line = seg.line();
bool const unpegBottom = (line.flags() & DDLF_DONTPEGBOTTOM) != 0;
bool const unpegTop = (line.flags() & DDLF_DONTPEGTOP) != 0;
ConvexSubspace const &space = (line.definesPolyobj() ? line.polyobj().bspLeaf().subspace()
: wallHEdge->face().mapElementAs<world::ConvexSubspace>());
auto const &subsec = space.subsector().as<world::ClientSubsector>();
if (seg.lineSide().considerOneSided()
|| // Mapping errors may result in a line segment missing a back face.
(!line.definesPolyobj() && !wallHEdge->twin().hasFace()))
{
if (spec.section == LineSide::Middle)
{
lo = subsec.visFloor().heightSmoothed();
hi = subsec.visCeiling().heightSmoothed();
}
else
{
lo = hi = subsec.visFloor().heightSmoothed();
}
materialOrigin = seg.lineSide().middle().originSmoothed();
if (unpegBottom)
{
materialOrigin.y -= hi - lo;
}
}
else
{
// Two sided.
auto const &backSubsec =
line.definesPolyobj() ? subsec
: wallHEdge->twin().face().mapElementAs<world::ConvexSubspace>()
.subsector().as<world::ClientSubsector>();
Plane const *ffloor = &subsec.visFloor();
Plane const *fceil = &subsec.visCeiling();
Plane const *bfloor = &backSubsec.visFloor();
Plane const *bceil = &backSubsec.visCeiling();
switch (spec.section)
{
case LineSide::Top:
// Self-referencing lines only ever get a middle.
if (!line.isSelfReferencing())
{
// Can't go over front ceiling (would induce geometry flaws).
if (bceil->heightSmoothed() < ffloor->heightSmoothed())
lo = ffloor->heightSmoothed();
else
lo = bceil->heightSmoothed();
hi = fceil->heightSmoothed();
if (spec.flags.testFlag(WallSpec::SkyClip)
&& fceil->surface().hasSkyMaskedMaterial()
&& bceil->surface().hasSkyMaskedMaterial())
{
hi = lo;
}
materialOrigin = seg.lineSide().middle().originSmoothed();
if (!unpegTop)
{
// Align with normal middle texture.
materialOrigin.y -= fceil->heightSmoothed() - bceil->heightSmoothed();
}
}
break;
case LineSide::Bottom:
// Self-referencing lines only ever get a middle.
if (!line.isSelfReferencing())
{
bool const raiseToBackFloor =
( fceil->surface().hasSkyMaskedMaterial()
&& bceil->surface().hasSkyMaskedMaterial()
&& fceil ->heightSmoothed() < bceil->heightSmoothed()
&& bfloor->heightSmoothed() > fceil->heightSmoothed());
coord_t t = bfloor->heightSmoothed();
lo = ffloor->heightSmoothed();
// Can't go over the back ceiling, would induce polygon flaws.
if (bfloor->heightSmoothed() > bceil->heightSmoothed())
t = bceil->heightSmoothed();
// Can't go over front ceiling, would induce polygon flaws.
// In the special case of a sky masked upper we must extend the bottom
// section up to the height of the back floor.
if (t > fceil->heightSmoothed() && !raiseToBackFloor)
t = fceil->heightSmoothed();
hi = t;
if (spec.flags.testFlag(WallSpec::SkyClip)
&& ffloor->surface().hasSkyMaskedMaterial()
&& bfloor->surface().hasSkyMaskedMaterial())
{
lo = hi;
}
materialOrigin = seg.lineSide().bottom().originSmoothed();
if (bfloor->heightSmoothed() > fceil->heightSmoothed())
{
materialOrigin.y -= (raiseToBackFloor? t : fceil->heightSmoothed())
- bfloor->heightSmoothed();
}
if (unpegBottom)
{
// Align with normal middle texture.
materialOrigin.y += (raiseToBackFloor? t : fceil->heightSmoothed())
- bfloor->heightSmoothed();
}
}
break;
case LineSide::Middle: {
LineSide const &lineSide = seg.lineSide();
Surface const &middle = lineSide.middle();
if (!line.isSelfReferencing() && ffloor == &subsec.sector().floor())
{
lo = de::max(bfloor->heightSmoothed(), ffloor->heightSmoothed());
}
else
{
// Use the unmapped heights for positioning purposes.
lo = lineSide.sector().floor().heightSmoothed();
}
if (!line.isSelfReferencing() && fceil == &subsec.sector().ceiling())
{
hi = de::min(bceil->heightSmoothed(), fceil->heightSmoothed());
}
else
{
// Use the unmapped heights for positioning purposes.
hi = lineSide.back().sector().ceiling().heightSmoothed();
}
materialOrigin = Vector2f(middle.originSmoothed().x, 0);
// Perform clipping.
if (middle.hasMaterial()
&& !seg.lineSide().isFlagged(SDF_MIDDLE_STRETCH))
{
coord_t openBottom, openTop;
if (!line.isSelfReferencing())
{
openBottom = lo;
openTop = hi;
}
else
{
openBottom = ffloor->heightSmoothed();
openTop = fceil->heightSmoothed();
}
if (openTop > openBottom)
{
if (unpegBottom)
{
lo += middle.originSmoothed().y;
hi = lo + middle.material().height();
}
else
{
hi += middle.originSmoothed().y;
lo = hi - middle.material().height();
}
if (hi > openTop)
{
materialOrigin.y = hi - openTop;
}
// Clip it?
bool const clipBottom = !(!(devRendSkyMode || P_IsInVoid(viewPlayer)) && ffloor->surface().hasSkyMaskedMaterial() && bfloor->surface().hasSkyMaskedMaterial());
bool const clipTop = !(!(devRendSkyMode || P_IsInVoid(viewPlayer)) && fceil->surface().hasSkyMaskedMaterial() && bceil->surface().hasSkyMaskedMaterial());
if (clipTop || clipBottom)
{
if (clipBottom && lo < openBottom)
lo = openBottom;
if (clipTop && hi > openTop)
hi = openTop;
}
if (!clipTop)
{
materialOrigin.y = 0;
}
}
}
break; }
}
}
materialOrigin += Vector2f(::lineSideOffset(seg, edge), 0);
pOrigin = Vector3d(self->origin(), lo);
pDirection = Vector3d(0, 0, hi - lo);
}
inline LineSideSegment &lineSideSegment()
{
return wallHEdge->mapElementAs<LineSideSegment>();
}
void verifyValid() const
{
if(!self->isValid())
{
/// @throw InvalidError Invalid range geometry was specified.
throw InvalidError("WallEdge::verifyValid", "Range geometry is not valid (top < bottom)");
}
}
EventIndex toEventIndex(ddouble distance)
{
//DENG_ASSERT(events != 0);
for(EventIndex i = 0; i < events.count(); ++i)
{
if(de::fequal(events.at(i).distance(), distance))
return i;
}
return InvalidIndex;
}
inline bool haveEvent(ddouble distance)
{
return toEventIndex(distance) != InvalidIndex;
}
Event &createEvent(ddouble distance)
{
return *intercept(distance);
}
// Implements IHPlane
void configure(Partition const &newPartition)
{
hplane = newPartition;
}
// Implements IHPlane
Partition const &partition() const
{
return hplane;
}
// Implements IHPlane
Event *intercept(ddouble distance)
{
//DENG2_ASSERT(events);
events.append(Event(*self, distance));
// We'll need to resort the events.
needSortEvents = true;
return &events.last();
}
// Implements IHPlane
void sortAndMergeIntercepts()
{
//DENG2_ASSERT(events);
// Any work to do?
if(!needSortEvents) return;
qSort(events.begin(), events.end(), eventSorter);
needSortEvents = false;
}
// Implements IHPlane
void clearIntercepts()
{
events.clear();
#if 0
if(events)
{
/*while(!events->isEmpty())
{
Event *event = events->takeLast();
if(!(event == &bottom || event == &top))
delete event;
}*/
delete events; events = nullptr;
}
#endif
// An empty event list is logically sorted.
needSortEvents = false;
}
// Implements IHPlane
Event const &at(EventIndex index) const
{
if(index >= 0 && index < interceptCount())
{
return events.at(index);
}
/// @throw UnknownInterceptError The specified intercept index is not valid.
throw UnknownInterceptError("WallEdge::at", String("Index '%1' does not map to a known intercept (count: %2)")
.arg(index).arg(interceptCount()));
}
// Implements IHPlane
dint interceptCount() const
{
//DENG2_ASSERT(events);
return events.count();
}
#ifdef DENG2_DEBUG
void printIntercepts() const
{
//DENG2_ASSERT(events);
EventIndex index = 0;
foreach(Event const &icpt, events)
{
LOGDEV_MAP_MSG(" %u: >%1.2f ") << (index++) << icpt.distance();
}
}
#endif
/**
* Ensure all intercepts do not exceed the specified closed range.
*/
void assertInterceptsInRange(ddouble low, ddouble hi) const
{
#ifdef DENG2_DEBUG
//DENG2_ASSERT(events);
foreach(Event const &icpt, events)
{
DENG2_ASSERT(icpt.distance() >= low && icpt.distance() <= hi);
}
#else
DENG2_UNUSED2(low, hi);
#endif
}
inline ddouble distanceTo(coord_t worldHeight) const
{
return (worldHeight - lo) / (hi - lo);
}
void addNeighborIntercepts(ddouble bottom, ddouble top)
{
ClockDirection const direction = edge ? Clockwise : Anticlockwise;
HEdge const *hedge = wallHEdge;
while ((hedge = &SubsectorCirculator::findBackNeighbor(*hedge, direction)) != wallHEdge)
{
// Stop if there is no space on the back side.
if (!hedge->hasFace() || !hedge->hasMapElement())
break;
auto const &backSpace = hedge->face().mapElementAs<ConvexSubspace>();
auto const &subsec = backSpace.subsector().as<world::ClientSubsector>();
if (subsec.hasWorldVolume())
{
for (dint i = 0; i < subsec.visPlaneCount(); ++i)
{
Plane const &plane = subsec.visPlane(i);
if (plane.heightSmoothed() > bottom && plane.heightSmoothed() < top)
{
ddouble distance = distanceTo(plane.heightSmoothed());
if (!haveEvent(distance))
{
createEvent(distance);
// Have we reached the div limit?
if (interceptCount() == WALLEDGE_MAX_INTERCEPTS)
return;
}
}
// Clip a range bound to this height?
if (plane.isSectorFloor() && plane.heightSmoothed() > bottom)
bottom = plane.heightSmoothed();
else if (plane.isSectorCeiling() && plane.heightSmoothed() < top)
top = plane.heightSmoothed();
// All clipped away?
if (bottom >= top)
return;
}
}
else
{
// A neighbor with zero volume -- the potential division is at the height
// of the back ceiling. This is because elsewhere we automatically fix the
// case of a floor above a ceiling by lowering the floor.
ddouble z = subsec.visCeiling().heightSmoothed();
if(z > bottom && z < top)
{
ddouble distance = distanceTo(z);
if(!haveEvent(distance))
{
createEvent(distance);
return; // All clipped away.
}
}
}
}
}
/**
* Determines whether the wall edge should be intercepted with neighboring
* planes from other subsectors.
*/
bool shouldInterceptNeighbors()
{
if(spec.flags & WallSpec::NoEdgeDivisions)
return false;
if(de::fequal(hi, lo))
return false;
// Subsector-internal edges won't be intercepted. This is because such an
// edge only ever produces middle wall sections, which, do not support
// divisions in any case (they become vissprites).
if(Subsector::isInternalEdge(wallHEdge))
return false;
return true;
}
void prepareEvents()
{
DENG2_ASSERT(self->isValid());
DENG2_ASSERT(events.isEmpty());
//clearIntercepts();
//events = new Events;
//events.reserve(2 + 2);
needSortEvents = false;
// The first event is the bottom termination event.
events.append(bottom);
// The last event is the top termination event.
events.append(top);
// Add intecepts for neighbor planes?
if(shouldInterceptNeighbors())
{
configure(Partition(Vector2d(0, hi - lo)));
// Add intercepts (the "divisions") in ascending distance order.
addNeighborIntercepts(lo, hi);
// Sorting may be required. This shouldn't take too long...
// There seldom are more than two or three intercepts.
sortAndMergeIntercepts();
}
// Sanity check.
assertInterceptsInRange(0, 1);
}
/**
* Find the neighbor surface for the edge which we will use to calculate the
* "blend" properties (e.g., smoothed edge normal).
*
* @todo: Use the half-edge rings instead of LineOwners.
*/
Surface *findBlendNeighbor(binangle_t &diff)
{
diff = 0;
// Are we not blending?
if(spec.flags.testFlag(WallSpec::NoEdgeNormalSmoothing))
return nullptr;
LineSide const &lineSide = lineSideSegment().lineSide();
// Polyobj lines have no owner rings.
if(lineSide.line().definesPolyobj())
return nullptr;
ClockDirection const direction = (edge? Anticlockwise : Clockwise);
LineOwner const &farVertOwner = *lineSide.line().vertexOwner(lineSide.sideId() ^ edge);
Line *neighbor;
if(R_SideBackClosed(lineSide))
{
neighbor = R_FindSolidLineNeighbor(lineSide.line(), farVertOwner, direction,
lineSide.sectorPtr(), &diff);
}
else
{
neighbor = R_FindLineNeighbor(lineSide.line(), farVertOwner, direction,
lineSide.sectorPtr(), &diff);
}
// No suitable line neighbor?
if(!neighbor) return nullptr;
// Choose the correct side of the neighbor (determined by which vertex is shared).
LineSide *otherSide;
if(&neighbor->vertex(edge ^ 1) == &lineSide.vertex(edge))
otherSide = &neighbor->front();
else
otherSide = &neighbor->back();
// We can only blend if the neighbor has a surface.
if(!otherSide->hasSections()) return nullptr;
/// @todo Do not assume the neighbor is the middle section of @var otherSide.
return &otherSide->middle();
}
/**
* Determine the (possibly smoothed) edge normal.
* @todo Cache the smoothed normal value somewhere...
*/
void updateNormal()
{
needUpdateNormal = false;
LineSide &lineSide = lineSideSegment().lineSide();
Surface &surface = lineSide.surface(spec.section);
binangle_t angleDiff;
Surface *blendSurface = findBlendNeighbor(angleDiff);
if(blendSurface && shouldSmoothNormals(surface, *blendSurface, angleDiff))
{
// Average normals.
normal = Vector3f(surface.normal() + blendSurface->normal()) / 2;
}
else
{
normal = surface.normal();
}
}
};
WallEdge::WallEdge(WallSpec const &spec, HEdge &hedge, int edge)
: WorldEdge((edge? hedge.twin() : hedge).origin())
, d(getRecycledImpl())
{
d->init(this, spec, hedge, edge);
}
WallEdge::~WallEdge()
{
recycleImpl(d);
}
Vector3d const &WallEdge::pOrigin() const
{
return d->pOrigin;
}
Vector3d const &WallEdge::pDirection() const
{
return d->pDirection;
}
Vector2f WallEdge::materialOrigin() const
{
return d->materialOrigin;
}
Vector3f WallEdge::normal() const
{
if(d->needUpdateNormal)
{
d->updateNormal();
}
return d->normal;
}
WallSpec const &WallEdge::spec() const
{
return d->spec;
}
LineSideSegment &WallEdge::lineSideSegment() const
{
return d->lineSideSegment();
}
coord_t WallEdge::lineSideOffset() const
{
return ::lineSideOffset(d->lineSideSegment(), d->edge);
}
dint WallEdge::divisionCount() const
{
if(!isValid()) return 0;
if(d->events.isEmpty())
{
d->prepareEvents();
}
return d->interceptCount() - 2;
}
WallEdge::EventIndex WallEdge::firstDivision() const
{
return divisionCount()? 1 : InvalidIndex;
}
WallEdge::EventIndex WallEdge::lastDivision() const
{
return divisionCount()? (d->interceptCount() - 2) : InvalidIndex;
}
WallEdge::Events const &WallEdge::events() const
{
d->verifyValid();
if(d->events.isEmpty())
{
d->prepareEvents();
}
return d->events;
}
WallEdge::Event const &WallEdge::at(EventIndex index) const
{
return events().at(index);
}
bool WallEdge::isValid() const
{
return d->hi > d->lo;
}
WallEdge::Event const &WallEdge::first() const
{
return d->bottom;
}
WallEdge::Event const &WallEdge::last() const
{
return d->top;
}
WallEdge::Impl *WallEdge::getRecycledImpl() // static
{
if (recycledImpls.isEmpty())
{
return new Impl;
}
return recycledImpls.dequeue();
}
void WallEdge::recycleImpl(Impl *d) // static
{
d->deinit();
recycledImpls.enqueue(d);
}