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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 13:12:06 +00:00

Refactored clipmap generation, further refactored other files to better use c++

This commit is contained in:
LJW-Dev
2025-10-27 19:07:21 +08:00
parent 9d4c32b6b4
commit fc88b9af80
11 changed files with 338 additions and 421 deletions

View File

@@ -62,7 +62,7 @@ namespace BSP
// These values are hardcoded ingame and will break the map if they are changed
namespace BSPGameConstants
{
constexpr int MAX_COLLISION_VERTS = UINT16_MAX;
constexpr unsigned int MAX_COLLISION_VERTS = UINT16_MAX;
enum BSPDefaultLights
{

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@@ -20,7 +20,7 @@ namespace BSP
objectList.emplace_back(std::move(object));
}
BSPObject* BSPLeaf::getObject(int index)
BSPObject* BSPLeaf::getObject(size_t index)
{
return objectList.at(index).get();
}

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@@ -35,7 +35,7 @@ namespace BSP
std::vector<std::shared_ptr<BSPObject>> objectList;
void addObject(std::shared_ptr<BSPObject> object);
BSPObject* getObject(int index);
BSPObject* getObject(size_t index);
size_t getObjectCount();
};

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@@ -193,7 +193,8 @@ namespace BSP
{
std::unique_ptr<BSPData> createBSPData(std::string& mapName, ISearchPath& searchPath)
{
std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset("map_gfx.fbx");
std::string gfxFbxFileName = "map_gfx.fbx";
std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset(gfxFbxFileName);
auto gfxFile = searchPath.Open(gfxFbxPath);
if (!gfxFile.IsOpen())
{
@@ -222,7 +223,8 @@ namespace BSP
}
ufbx_scene* colScene;
std::string colFbxPath = BSPUtil::getFileNameForBSPAsset("map_col.fbx");
std::string colFbxFileName = "map_col.fbx";
std::string colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
auto colFile = searchPath.Open(colFbxPath);
if (!colFile.IsOpen())
{

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@@ -5,12 +5,12 @@
#include "BSPUtil.h"
std::string BSPUtil::getFileNameForBSPAsset(std::string assetName)
std::string BSPUtil::getFileNameForBSPAsset(std::string& assetName)
{
return std::format("BSP/{}", assetName);
}
vec3_t BSPUtil::convertToBO2Coords(vec3_t coordinate)
vec3_t BSPUtil::convertToBO2Coords(vec3_t& coordinate)
{
vec3_t result;
result.x = coordinate.x;
@@ -19,7 +19,7 @@ vec3_t BSPUtil::convertToBO2Coords(vec3_t coordinate)
return result;
}
vec3_t BSPUtil::convertFromBO2Coords(vec3_t coordinate)
vec3_t BSPUtil::convertFromBO2Coords(vec3_t& coordinate)
{
vec3_t result;
result.x = coordinate.x;
@@ -28,54 +28,63 @@ vec3_t BSPUtil::convertFromBO2Coords(vec3_t coordinate)
return result;
}
void BSPUtil::updateAABB(vec3_t* newAABBMins, vec3_t* newAABBMaxs, vec3_t* AABBMins, vec3_t* AABBMaxs)
void BSPUtil::updateAABB(vec3_t& newAABBMins, vec3_t& newAABBMaxs, vec3_t& AABBMins, vec3_t& AABBMaxs)
{
if (AABBMins->x > newAABBMins->x)
AABBMins->x = newAABBMins->x;
if (AABBMins.x > newAABBMins.x)
AABBMins.x = newAABBMins.x;
if (newAABBMaxs->x > AABBMaxs->x)
AABBMaxs->x = newAABBMaxs->x;
if (newAABBMaxs.x > AABBMaxs.x)
AABBMaxs.x = newAABBMaxs.x;
if (AABBMins->y > newAABBMins->y)
AABBMins->y = newAABBMins->y;
if (AABBMins.y > newAABBMins.y)
AABBMins.y = newAABBMins.y;
if (newAABBMaxs->y > AABBMaxs->y)
AABBMaxs->y = newAABBMaxs->y;
if (newAABBMaxs.y > AABBMaxs.y)
AABBMaxs.y = newAABBMaxs.y;
if (AABBMins->z > newAABBMins->z)
AABBMins->z = newAABBMins->z;
if (AABBMins.z > newAABBMins.z)
AABBMins.z = newAABBMins.z;
if (newAABBMaxs->z > AABBMaxs->z)
AABBMaxs->z = newAABBMaxs->z;
if (newAABBMaxs.z > AABBMaxs.z)
AABBMaxs.z = newAABBMaxs.z;
}
void BSPUtil::updateAABBWithpoint(vec3_t* point, vec3_t* AABBMins, vec3_t* AABBMaxs)
void BSPUtil::updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs)
{
if (AABBMins->x > point->x)
AABBMins->x = point->x;
if (AABBMins.x > point.x)
AABBMins.x = point.x;
if (point->x > AABBMaxs->x)
AABBMaxs->x = point->x;
if (point.x > AABBMaxs.x)
AABBMaxs.x = point.x;
if (AABBMins->y > point->y)
AABBMins->y = point->y;
if (AABBMins.y > point.y)
AABBMins.y = point.y;
if (point->y > AABBMaxs->y)
AABBMaxs->y = point->y;
if (point.y > AABBMaxs.y)
AABBMaxs.y = point.y;
if (AABBMins->z > point->z)
AABBMins->z = point->z;
if (AABBMins.z > point.z)
AABBMins.z = point.z;
if (point->z > AABBMaxs->z)
AABBMaxs->z = point->z;
if (point.z > AABBMaxs.z)
AABBMaxs.z = point.z;
}
vec3_t BSPUtil::calcMiddleOfBounds(vec3_t* mins, vec3_t* maxs)
vec3_t BSPUtil::calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs)
{
vec3_t result;
result.x = (mins->x + maxs->x) * 0.5f;
result.y = (mins->y + maxs->y) * 0.5f;
result.z = (mins->z + maxs->z) * 0.5f;
result.x = (mins.x + maxs.x) * 0.5f;
result.y = (mins.y + maxs.y) * 0.5f;
result.z = (mins.z + maxs.z) * 0.5f;
return result;
}
vec3_t BSPUtil::calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs)
{
vec3_t result;
result.x = (maxs.x - mins.x) * 0.5f;
result.y = (maxs.y - mins.y) * 0.5f;
result.z = (maxs.z - mins.z) * 0.5f;
return result;
}
@@ -84,7 +93,7 @@ int BSPUtil::allignBy128(int size)
return ((size + 127) & 0xFFFFFF80);
}
float BSPUtil::distBetweenPoints(vec3_t p1, vec3_t p2)
float BSPUtil::distBetweenPoints(vec3_t& p1, vec3_t& p2)
{
float x = p2.x - p1.x;
float y = p2.y - p1.y;
@@ -130,7 +139,7 @@ void BSPUtil::matrixTranspose3x3(const vec3_t* in, vec3_t* out)
out[2].z = in[2].z;
}
vec3_t BSPUtil::convertStringToVec3(std::string str)
vec3_t BSPUtil::convertStringToVec3(std::string& str)
{
std::string v1Str = str;
@@ -153,7 +162,7 @@ vec3_t BSPUtil::convertStringToVec3(std::string str)
return result;
}
std::string BSPUtil::convertVec3ToString(vec3_t vec)
std::string BSPUtil::convertVec3ToString(vec3_t& vec)
{
std::string result = std::format("{} {} {}", vec.x, vec.y, vec.z);
return result;

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@@ -6,16 +6,17 @@
class BSPUtil
{
public:
static std::string getFileNameForBSPAsset(std::string assetName);
static vec3_t convertToBO2Coords(vec3_t OGL_coordinate);
static vec3_t convertFromBO2Coords(vec3_t bo2_coordinate);
static void updateAABB(vec3_t* newAABBMins, vec3_t* newAABBMaxs, vec3_t* AABBMins, vec3_t* AABBMaxs);
static void updateAABBWithpoint(vec3_t* point, vec3_t* AABBMins, vec3_t* AABBMaxs);
static vec3_t calcMiddleOfBounds(vec3_t* mins, vec3_t* maxs);
static std::string getFileNameForBSPAsset(std::string& assetName);
static vec3_t convertToBO2Coords(vec3_t& OGL_coordinate);
static vec3_t convertFromBO2Coords(vec3_t& bo2_coordinate);
static void updateAABB(vec3_t& newAABBMins, vec3_t& newAABBMaxs, vec3_t& AABBMins, vec3_t& AABBMaxs);
static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
static int allignBy128(int size);
static float distBetweenPoints(vec3_t p1, vec3_t p2);
static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
static void convertAnglesToAxis(vec3_t* angles, vec3_t* axis);
static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);
static vec3_t convertStringToVec3(std::string str);
static std::string convertVec3ToString(vec3_t vec);
static vec3_t convertStringToVec3(std::string& str);
static std::string convertVec3ToString(vec3_t& vec);
};

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@@ -1,12 +1,6 @@
#include "ClipMapLinker.h"
#include "../BSPUtil.h"
namespace
{
}
namespace BSP
{
ClipMapLinker::ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
@@ -122,7 +116,7 @@ namespace BSP
// The game allocates 32 empty ropes
clipMap->max_ropes = 32; // max 300
clipMap->ropes = m_memory.Alloc <rope_t> (clipMap->max_ropes);
clipMap->ropes = m_memory.Alloc<rope_t>(clipMap->max_ropes);
}
void ClipMapLinker::loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp)
@@ -214,374 +208,334 @@ namespace BSP
*/
}
void aabbCalcOriginAndHalfSize(vec3_t* mins, vec3_t* maxs, vec3_t* out_origin, vec3_t* out_halfSize)
{
// Origin is the midpoint: (min + max) / 2
vec3_t temp;
temp.x = mins->x + maxs->x;
temp.y = mins->y + maxs->y;
temp.z = mins->z + maxs->z;
out_origin->x = temp.x * 0.5f;
out_origin->y = temp.y * 0.5f;
out_origin->z = temp.z * 0.5f;
// Half-size is half the difference: (max - min) / 2
temp.x = maxs->x - mins->x;
temp.y = maxs->y - mins->y;
temp.z = maxs->z - mins->z;
out_halfSize->x = temp.x * 0.5f;
out_halfSize->y = temp.y * 0.5f;
out_halfSize->z = temp.z * 0.5f;
}
void traverseBSPTreeForCounts(BSPTree* node, size_t* numPlanes, size_t* numNodes, size_t* numLeafs, size_t* numAABBTrees, size_t* maxObjsPerLeaf)
{
if (node->isLeaf)
{
(*numLeafs)++;
// there won't be an AABB tree when objectList is empty
if (node->leaf->getObjectCount() > 0)
{
*numAABBTrees += node->leaf->getObjectCount() + 1;
if (node->leaf->getObjectCount() > *maxObjsPerLeaf)
*maxObjsPerLeaf = node->leaf->getObjectCount();
}
}
else
{
(*numPlanes)++;
(*numNodes)++;
traverseBSPTreeForCounts(node->node->front.get(), numPlanes, numNodes, numLeafs, numAABBTrees, maxObjsPerLeaf);
traverseBSPTreeForCounts(node->node->back.get(), numPlanes, numNodes, numLeafs, numAABBTrees, maxObjsPerLeaf);
}
}
vec3_t normalX = { 1.0f, 0.0f, 0.0f };
vec3_t normalY = { 0.0f, 1.0f, 0.0f };
vec3_t normalZ = { 0.0f, 0.0f, 1.0f };
int currPlaneCount = 0;
int currNodeCount = 0;
int currLeafCount = 0;
int currAABBCount = 0;
int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap)
int ClipMapLinker::addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap)
{
assert(node->isLeaf);
int objectCount = node->leaf->getObjectCount();
int firstAABBIndex = currAABBCount;
currAABBCount += objectCount + 1;
size_t objectCount = node->leaf->getObjectCount();
size_t parentAABBIndex = AABBTreeVec.size();
// calculate root AABB node mins and maxs
// cannot convert mins and maxs coord to BO2 directly as this will result in incorrect mins and maxs
// so we have to recompute every min and max, not hard just tedious
int firstPartitionIndex = node->leaf->getObject(0)->partitionIndex;
auto firstPartition = &clipMap->partitions[firstPartitionIndex];
uint16_t* firstTri = clipMap->triIndices[firstPartition->firstTri];
vec3_t* firstVert = &clipMap->verts[firstTri[0]];
vec3_t aabbMins;
vec3_t aabbMaxs;
aabbMins.x = firstVert->x;
aabbMins.y = firstVert->y;
aabbMins.z = firstVert->z;
aabbMaxs.x = firstVert->x;
aabbMaxs.y = firstVert->y;
aabbMaxs.z = firstVert->z;
for (int i = 0; i < objectCount; i++)
assert(objectCount > 0);
// add the parent AABB node
vec3_t parentMins;
vec3_t parentMaxs;
for (size_t objectIdx = 0; objectIdx < objectCount; objectIdx++)
{
int currPartitionIndex = node->leaf->getObject(i)->partitionIndex;
auto currPartition = &clipMap->partitions[currPartitionIndex];
for (int k = 0; k < currPartition->triCount; k++)
int partitionIndex = node->leaf->getObject(objectIdx)->partitionIndex;
CollisionPartition* partition = &clipMap->partitions[partitionIndex];
for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
{
uint16_t* tri = clipMap->triIndices[currPartition->firstTri + k];
for (int l = 0; l < 3; l++)
uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
vec3_t vert = clipMap->verts[uind];
// initalise the parent AABB with the first vertex
if (objectIdx == 0 && uindIdx == 0)
{
uint16_t vertIndex = tri[l];
vec3_t vertCoord = clipMap->verts[vertIndex];
BSPUtil::updateAABBWithpoint(&vertCoord, &aabbMins, &aabbMaxs);
parentMins = vert;
parentMaxs = vert;
}
BSPUtil::updateAABBWithPoint(vert, parentMins, parentMaxs);
}
}
CollisionAabbTree* rootAABB = &clipMap->aabbTrees[firstAABBIndex];
aabbCalcOriginAndHalfSize(&aabbMins, &aabbMaxs, &rootAABB->origin, &rootAABB->halfSize);
rootAABB->materialIndex = 0;
rootAABB->childCount = objectCount;
rootAABB->u.firstChildIndex = firstAABBIndex + 1;
// populate child AABB nodes
for (int i = 0; i < objectCount; i++)
CollisionAabbTree parentAABB;
parentAABB.origin = BSPUtil::calcMiddleOfAABB(parentMins, parentMaxs);
parentAABB.halfSize = BSPUtil::calcHalfSizeOfAABB(parentMins, parentMaxs);
parentAABB.materialIndex = 0; // always use the first material
parentAABB.childCount = static_cast<uint16_t>(objectCount);
parentAABB.u.firstChildIndex = static_cast<int>(parentAABBIndex + 1);
AABBTreeVec.emplace_back(parentAABB);
// add child AABB nodes
for (size_t objectIdx = 0; objectIdx < objectCount; objectIdx++)
{
CollisionAabbTree* currAabbTree = &clipMap->aabbTrees[rootAABB->u.firstChildIndex + i];
int currPartitionIndex = node->leaf->getObject(i)->partitionIndex;
currAabbTree->materialIndex = 0;
currAabbTree->childCount = 0;
currAabbTree->u.partitionIndex = currPartitionIndex;
// calculate partition origin and half size
CollisionPartition* aabbPartition = &clipMap->partitions[currPartitionIndex];
uint16_t firstUind = clipMap->info.uinds[aabbPartition->fuind];
vec3_t* firstVertex = &clipMap->verts[firstUind];
vec3_t mins;
vec3_t maxs;
mins.x = firstVertex->x;
mins.y = firstVertex->y;
mins.z = firstVertex->z;
maxs.x = firstVertex->x;
maxs.y = firstVertex->y;
maxs.z = firstVertex->z;
for (int i = 1; i < aabbPartition->nuinds; i++)
int partitionIndex = node->leaf->getObject(objectIdx)->partitionIndex;
CollisionPartition* partition = &clipMap->partitions[partitionIndex];
vec3_t childMins;
vec3_t childMaxs;
for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
{
uint16_t currUind = clipMap->info.uinds[aabbPartition->fuind + i];
vec3_t* currVertex = &clipMap->verts[currUind];
uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
vec3_t vert = clipMap->verts[uind];
BSPUtil::updateAABBWithpoint(currVertex, &mins, &maxs);
// initalise the child AABB with the first vertex
if (uindIdx == 0)
{
childMins = vert;
childMaxs = vert;
}
BSPUtil::updateAABBWithPoint(vert, childMins, childMaxs);
}
aabbCalcOriginAndHalfSize(&mins, &maxs, &currAabbTree->origin, &currAabbTree->halfSize);
CollisionAabbTree childAABBTree;
childAABBTree.materialIndex = 0; // always use the first material
childAABBTree.childCount = 0;
childAABBTree.u.partitionIndex = partitionIndex;
childAABBTree.origin = BSPUtil::calcMiddleOfAABB(childMins, childMaxs);
childAABBTree.halfSize = BSPUtil::calcHalfSizeOfAABB(childMins, childMaxs);
AABBTreeVec.emplace_back(childAABBTree);
}
return firstAABBIndex;
return static_cast<int>(parentAABBIndex);
}
// returns the index corresponding to the BSPTree* node parsed
int16_t populateBSPTree_r(clipMap_t* clipMap, BSPTree* node)
{
if (node->isLeaf)
{
int currLeafIndex = currLeafCount;
currLeafCount++;
cLeaf_s* currLeaf = &clipMap->leafs[currLeafIndex];
constexpr vec3_t normalX = { 1.0f, 0.0f, 0.0f };
constexpr vec3_t normalY = { 0.0f, 1.0f, 0.0f };
constexpr vec3_t normalZ = { 0.0f, 0.0f, 1.0f };
currLeaf->cluster = 0;
currLeaf->brushContents = 0; // no brushes used so contents is 0
currLeaf->terrainContents = BSPEditableConstants::LEAF_TERRAIN_CONTENTS; // clipMap->cmodels[0].leaf.terrainContents takes prescedence
// returns the index of the node/leaf parsed by the function
// Nodes are indexed by their index in the node array
// Leafs are indexed by (-1 - <leaf index>)
// See https://developer.valvesoftware.com/wiki/BSP_(Source)
int16_t ClipMapLinker::loadBSPNode(clipMap_t* clipMap, BSPTree* tree)
{
if (tree->isLeaf)
{
cLeaf_s leaf;
leaf.cluster = 0; // always use cluster 0
leaf.brushContents = 0; // no brushes used so contents is 0
leaf.terrainContents = BSPEditableConstants::LEAF_TERRAIN_CONTENTS;
// unused when leafBrushNode == 0
currLeaf->mins.x = 0.0f;
currLeaf->mins.y = 0.0f;
currLeaf->mins.z = 0.0f;
currLeaf->maxs.x = 0.0f;
currLeaf->maxs.y = 0.0f;
currLeaf->maxs.z = 0.0f;
currLeaf->leafBrushNode = 0;
leaf.mins.x = 0.0f;
leaf.mins.y = 0.0f;
leaf.mins.z = 0.0f;
leaf.maxs.x = 0.0f;
leaf.maxs.y = 0.0f;
leaf.maxs.z = 0.0f;
leaf.leafBrushNode = 0;
if (node->leaf->getObjectCount() > 0)
if (tree->leaf->getObjectCount() > 0)
{
currLeaf->firstCollAabbIndex = addAABBTreeFromLeaf(node, clipMap);
currLeaf->collAabbCount = 1;
leaf.firstCollAabbIndex = addAABBTreeFromLeaf(tree, clipMap);
leaf.collAabbCount = 1; // 1 as it is the parent of all object AABBs
}
else
{
currLeaf->firstCollAabbIndex = 0;
currLeaf->collAabbCount = 0;
leaf.firstCollAabbIndex = 0;
leaf.collAabbCount = 0;
}
return -1 - currLeafIndex;
uint16_t leafIndex = static_cast<uint16_t>(leafVec.size());
leafVec.emplace_back(leaf);
return -1 - leafIndex;
}
else
{
cplane_s* currPlane = &clipMap->info.planes[currPlaneCount];
currPlaneCount++;
cplane_s plane;
if (node->node->axis == AXIS_X)
if (tree->node->axis == AXIS_X)
{
// X is unchanged when going from OGL x -> BO2 x
currPlane->normal = normalX;
// converting OGL -> BO2 X coords doesn't change the x coords at all, so
// the dist stays the same
currPlane->dist = (float)node->node->distance;
plane.normal = normalX;
plane.dist = tree->node->distance;
}
else
{
// converting OGL -> BO2 Z coords negates the z coords and sets it to the y coord.
// convert the z normal to the y normal, but don't negate it. Negative normals don't do
// what is expected when the game uses them
assert(node->node->axis == AXIS_Z);
currPlane->normal = normalY;
// converting OGL -> BO2 Z coords negates the z coords and sets it to the y coord.
// just negate it here as it is just the distance from the orgin along the axis
currPlane->dist = (float)(-node->node->distance);
// converting Z coords to BO2 negates the z coords and sets it to the y coord.
assert(tree->node->axis == AXIS_Z);
plane.normal = normalY;
plane.dist = -tree->node->distance;
}
bool foundType = false;
if (currPlane->normal.x == 1.0f)
{
assert(!foundType);
foundType = true;
currPlane->type = 0;
}
else if (currPlane->normal.y == 1.0f)
{
assert(!foundType);
foundType = true;
currPlane->type = 1;
}
else if (currPlane->normal.z == 1.0f)
{
assert(!foundType);
foundType = true;
currPlane->type = 2;
}
if (plane.normal.x == 1.0f)
plane.type = 0;
else if (plane.normal.y == 1.0f)
plane.type = 1;
else
assert(foundType);
currPlane->signbits = 0;
if (currPlane->normal.x < 0.0f)
currPlane->signbits |= 1;
if (currPlane->normal.y < 0.0f)
currPlane->signbits |= 2;
if (currPlane->normal.z < 0.0f)
currPlane->signbits |= 4;
currPlane->pad[0] = 0;
currPlane->pad[1] = 0;
int currNodeIndex = currNodeCount;
currNodeCount++;
cNode_t* currNode = &clipMap->nodes[currNodeIndex];
currNode->plane = currPlane;
// Reason for the front and back flip (due to the hacky nature of making the mins and maxs work (see createClipMap)):
// after converting between OGL and BO2 coords and when and updating the normal from Z -> Y,
// the normal vector flips and objects behind the plane are now in front, and vise versa
// so the back node now represents the front, and the front node represents the back.
// Do the OGL -> Bo2 coord change on paper and it will make sense
if (currPlane->type == 1)
{
currNode->children[1] = populateBSPTree_r(clipMap, node->node->front.get());
currNode->children[0] = populateBSPTree_r(clipMap, node->node->back.get());
assert(plane.normal.z == 1.0f);
plane.type = 2;
}
plane.signbits = 0;
if (plane.normal.x < 0.0f)
plane.signbits |= 1;
if (plane.normal.y < 0.0f)
plane.signbits |= 2;
if (plane.normal.z < 0.0f)
plane.signbits |= 4;
plane.pad[0] = 0;
plane.pad[1] = 0;
planeVec.emplace_back(plane);
// The recursion of adding the children means the node needs to be added before the chilren are loaded
size_t nodeIndex = nodeVec.size();
nodeVec.emplace_back();
cNode_t node;
node.plane = nullptr; // initalised after the BSP tree has been loaded
if (plane.type == 1)
{
// Due to the plane normal going from Z to Y, objects behind the plane are now in front and objects in front are now behind
node.children[1] = loadBSPNode(clipMap, tree->node->front.get());
node.children[0] = loadBSPNode(clipMap, tree->node->back.get());
}
else
{
currNode->children[0] = populateBSPTree_r(clipMap, node->node->front.get());
currNode->children[1] = populateBSPTree_r(clipMap, node->node->back.get());
node.children[0] = loadBSPNode(clipMap, tree->node->front.get());
node.children[1] = loadBSPNode(clipMap, tree->node->back.get());
}
return currNodeIndex;
nodeVec.at(nodeIndex) = node;
return static_cast<uint16_t>(nodeIndex);
}
}
void ClipMapLinker::populateBSPTree(clipMap_t* clipMap, BSPTree* tree)
void ClipMapLinker::loadBSPTree(clipMap_t* clipMap, BSPData* bsp)
{
size_t numPlanes = 0;
size_t numNodes = 0;
size_t numLeafs = 0;
size_t numAABBTrees = 0;
size_t maxObjsPerLeaf = 0;
// HACK:
// the BSP tree creation does not work when BO2's coordinate system is used for mins and maxs.
// Workaround is to convert every BO2 coordinate before it is added into the BSP tree.
traverseBSPTreeForCounts(tree, &numPlanes, &numNodes, &numLeafs, &numAABBTrees, &maxObjsPerLeaf);
printf("Max Objects per leaf: %i\n", maxObjsPerLeaf);
clipMap->info.planeCount = numPlanes;
clipMap->info.planes = m_memory.Alloc<cplane_s>(clipMap->info.planeCount);
clipMap->numNodes = numNodes;
clipMap->nodes = m_memory.Alloc<cNode_t>(clipMap->numNodes);
// aabb trees: each leaf will have their own AABB tree of the objects within it, and the root aabb node will be the parent of every other aabb node.
// therefore, each aabb tree will be of size (numObjects + 1) as the tree needs a root aabb node to reference it's children.
clipMap->aabbTreeCount = numAABBTrees;
clipMap->aabbTrees = m_memory.Alloc<CollisionAabbTree>(clipMap->aabbTreeCount);
currPlaneCount = 0;
currNodeCount = 0;
currAABBCount = 0;
// first leaf is always empty
clipMap->numLeafs = numLeafs + 1;
clipMap->leafs = m_memory.Alloc<cLeaf_s>(clipMap->numLeafs);
memset(&clipMap->leafs[0], 0, sizeof(cLeaf_s));
currLeafCount = 1;
populateBSPTree_r(clipMap, tree);
assert(clipMap->info.planeCount == currPlaneCount);
assert(clipMap->numNodes == currNodeCount);
assert(clipMap->numLeafs == currLeafCount);
assert(clipMap->aabbTreeCount == currAABBCount);
}
bool ClipMapLinker::createPartitions(clipMap_t* clipMap, BSPData* bsp)
{
int collisionVertexCount = bsp->colWorld.vertices.size();
std::vector<vec3_t> collisionVertVec;
for (int i = 0; i < collisionVertexCount; i++)
vec3_t worldMins;
vec3_t worldMaxs;
for (unsigned int vertIdx = 0; vertIdx < clipMap->vertCount; vertIdx++)
{
collisionVertVec.push_back(BSPUtil::convertToBO2Coords(bsp->colWorld.vertices[i].pos));
//collisionVertVec.push_back(bsp->colWorld.vertices[i].pos);
vec3_t vertex = BSPUtil::convertFromBO2Coords(clipMap->verts[vertIdx]);
// initalise AABB with the first vertex
if (vertIdx == 0)
{
worldMins = vertex;
worldMaxs = vertex;
}
BSPUtil::updateAABBWithPoint(vertex, worldMins, worldMaxs);
}
clipMap->vertCount = collisionVertexCount;
clipMap->verts = m_memory.Alloc<vec3_t>(collisionVertexCount);
memcpy(clipMap->verts, &collisionVertVec[0], sizeof(vec3_t) * collisionVertexCount);
std::unique_ptr<BSPTree> tree = std::make_unique<BSPTree>(worldMins.x, worldMins.y, worldMins.z, worldMaxs.x, worldMaxs.y, worldMaxs.z, 0);
assert(!tree->isLeaf);
for (int partitionIdx = 0; partitionIdx < clipMap->partitionCount; partitionIdx++)
{
vec3_t partitionMins;
vec3_t partitionMaxs;
CollisionPartition* partition = &clipMap->partitions[partitionIdx];
for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
{
uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
vec3_t vert = BSPUtil::convertFromBO2Coords(clipMap->verts[uind]);
// initalise the AABB with the first vertex
if (uindIdx == 0)
{
partitionMins = vert;
partitionMaxs = vert;
}
BSPUtil::updateAABBWithPoint(vert, partitionMins, partitionMaxs);
}
std::shared_ptr<BSPObject> currObject = std::make_shared<BSPObject>(partitionMins.x, partitionMins.y, partitionMins.z, partitionMaxs.x, partitionMaxs.y, partitionMaxs.z, partitionIdx);
tree->addObjectToTree(std::move(currObject));
}
// load planes, nodes, leafs, and AABB trees
loadBSPNode(clipMap, tree.get());
clipMap->info.planeCount = static_cast<int>(planeVec.size());
clipMap->info.planes = m_memory.Alloc<cplane_s>(planeVec.size());
memcpy(clipMap->info.planes, planeVec.data(), sizeof(cplane_s) * planeVec.size());
clipMap->numNodes = static_cast<unsigned int>(nodeVec.size());
clipMap->nodes = m_memory.Alloc<cNode_t>(nodeVec.size());
memcpy(clipMap->nodes, nodeVec.data(), sizeof(cNode_t) * nodeVec.size());
clipMap->numLeafs = static_cast<unsigned int>(leafVec.size());
clipMap->leafs = m_memory.Alloc<cLeaf_s>(leafVec.size());
memcpy(clipMap->leafs, leafVec.data(), sizeof(cLeaf_s) * leafVec.size());
clipMap->aabbTreeCount = static_cast<unsigned int>(AABBTreeVec.size());
clipMap->aabbTrees = m_memory.Alloc<CollisionAabbTree>(AABBTreeVec.size());
memcpy(clipMap->aabbTrees, AABBTreeVec.data(), sizeof(CollisionAabbTree) * AABBTreeVec.size());
// The plane of each node have the same index
for (size_t nodeIdx = 0; nodeIdx < nodeVec.size(); nodeIdx++)
clipMap->nodes[nodeIdx].plane = &clipMap->info.planes[nodeIdx];
}
bool ClipMapLinker::loadPartitions(clipMap_t* clipMap, BSPData* bsp)
{
// due to tris using uint16_t as the type for indexing the vert array,
// any vertex count over the uint16_t max means the vertices above it can't be indexed
if (collisionVertexCount > BSPGameConstants::MAX_COLLISION_VERTS)
// any vertex count over the uint16_t max means the vertices above the uint16_t max can't be indexed
if (static_cast<unsigned int>(bsp->colWorld.vertices.size()) > BSPGameConstants::MAX_COLLISION_VERTS)
{
printf("ERROR: collision vertex count %i exceeds the maximum number: %i!\n", collisionVertexCount, BSPGameConstants::MAX_COLLISION_VERTS);
printf("ERROR: collision vertex count %i exceeds the maximum number: %i!\n", clipMap->vertCount, BSPGameConstants::MAX_COLLISION_VERTS);
return false;
}
clipMap->vertCount = static_cast<unsigned int>(bsp->colWorld.vertices.size());
clipMap->verts = m_memory.Alloc<vec3_t>(clipMap->vertCount);
for (unsigned int vertIdx = 0; vertIdx < clipMap->vertCount; vertIdx++)
clipMap->verts[vertIdx] = BSPUtil::convertToBO2Coords(bsp->colWorld.vertices[vertIdx].pos);
// The clipmap index buffer has a unique index for each vertex in the world, compared to the gfxworld's
// index buffer having a unique index for each vertex on a surface. This code converts gfxworld indices to clipmap indices.
std::vector<uint16_t> triIndexVec;
for (size_t i = 0; i < bsp->colWorld.surfaces.size(); i++)
for (BSPSurface& surface : bsp->colWorld.surfaces)
{
BSPSurface* currSurface = &bsp->colWorld.surfaces[i];
int triCount = currSurface->triCount;
for (int k = 0; k < triCount * 3; k += 3)
int indexOfFirstIndex = surface.indexOfFirstIndex;
int indexOfFirstVertex = surface.indexOfFirstVertex;
for (int indexIdx = 0; indexIdx < surface.triCount * 3; indexIdx += 3)
{
int firstIndex_Index = currSurface->indexOfFirstIndex;
int firstVertexIndex = currSurface->indexOfFirstVertex;
// gfx index bufer starts at 0 for each new mesh, while the clipmap index buffer indexes the entire
// clipmap verts buffer, so this code updates the indexes to follow that.
int triIndex0 = bsp->colWorld.indices[firstIndex_Index + (k + 0)] + firstVertexIndex;
int triIndex1 = bsp->colWorld.indices[firstIndex_Index + (k + 1)] + firstVertexIndex;
int triIndex2 = bsp->colWorld.indices[firstIndex_Index + (k + 2)] + firstVertexIndex;
int firstTriIndex = indexOfFirstIndex + indexIdx;
int triIndex0 = bsp->colWorld.indices[firstTriIndex + 0] + indexOfFirstVertex;
int triIndex1 = bsp->colWorld.indices[firstTriIndex + 1] + indexOfFirstVertex;
int triIndex2 = bsp->colWorld.indices[firstTriIndex + 2] + indexOfFirstVertex;
// triangle index ordering is opposite to blenders, so its converted here
triIndexVec.push_back(triIndex2);
triIndexVec.push_back(triIndex1);
triIndexVec.push_back(triIndex0);
triIndexVec.emplace_back(triIndex2);
triIndexVec.emplace_back(triIndex1);
triIndexVec.emplace_back(triIndex0);
}
}
assert(triIndexVec.size() % 3 == 0);
// the reinterpret_cast is used as triIndices is just a pointer to an array of indicies,
// and static_cast can't safely do the conversion
clipMap->triCount = triIndexVec.size() / 3;
// the reinterpret_cast is used as triIndices is just a pointer to an array of indicies, and static_cast can't safely do the conversion
clipMap->triCount = static_cast<int>(triIndexVec.size() / 3);
clipMap->triIndices = reinterpret_cast<uint16_t(*)[3]>(m_memory.Alloc<uint16_t>(triIndexVec.size()));
memcpy(clipMap->triIndices, &triIndexVec[0], sizeof(uint16_t) * triIndexVec.size());
// partitions are made for each triangle, not one for each surface.
// one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason).
// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
// partitions are "containers" for vertices. BSP tree leafs contain a list of these partitions to determine the collision within a leaf.
std::vector<CollisionPartition> partitionVec;
for (size_t i = 0; i < bsp->colWorld.surfaces.size(); i++)
std::vector<uint16_t> uniqueIndicesVec;
for (BSPSurface& surface : bsp->colWorld.surfaces)
{
int triCount = bsp->colWorld.surfaces[i].triCount;
int firstTriIndex = bsp->colWorld.surfaces[i].indexOfFirstIndex / 3;
for (int k = 0; k < triCount; k++)
// partitions are made for each triangle, not one for each surface.
// one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason).
// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
int indexOfFirstTri = surface.indexOfFirstIndex / 3;
int indexOfFirstVertex = surface.indexOfFirstVertex;
for (int triIdx = 0; triIdx < surface.triCount; triIdx++)
{
CollisionPartition newPartition;
newPartition.nuinds = 0; // initialised later
newPartition.fuind = 0; // initialised later
newPartition.triCount = 1;
newPartition.firstTri = firstTriIndex;
firstTriIndex += 1;
CollisionPartition partition;
partition.triCount = 1;
partition.firstTri = indexOfFirstTri + triIdx;
partitionVec.push_back(newPartition);
partition.nuinds = 3;
partition.fuind = static_cast<int>(uniqueIndicesVec.size());
// All tri indices are unique since there is only one tri per partition
uint16_t* tri = clipMap->triIndices[partition.firstTri];
uniqueIndicesVec.emplace_back(tri[0]);
uniqueIndicesVec.emplace_back(tri[1]);
uniqueIndicesVec.emplace_back(tri[2]);
partitionVec.emplace_back(partition);
}
}
clipMap->partitionCount = partitionVec.size();
clipMap->partitionCount = static_cast<int>(partitionVec.size());
clipMap->partitions = m_memory.Alloc<CollisionPartition>(clipMap->partitionCount);
memcpy(clipMap->partitions, &partitionVec[0], sizeof(CollisionPartition) * clipMap->partitionCount);
memcpy(clipMap->partitions, partitionVec.data(), sizeof(CollisionPartition) * partitionVec.size());
clipMap->info.nuinds = static_cast<int>(uniqueIndicesVec.size());
clipMap->info.uinds = m_memory.Alloc<uint16_t>(uniqueIndicesVec.size());
memcpy(clipMap->info.uinds, uniqueIndicesVec.data(), sizeof(uint16_t) * uniqueIndicesVec.size());
return true;
/*
// Proper unique index creation code kept for future use
int totalUindCount = 0;
std::vector<uint16_t> uindVec;
for (int i = 0; i < clipMap->partitionCount; i++)
@@ -606,7 +560,7 @@ namespace BSP
}
if (isVertexIndexUnique)
uniqueVertVec.push_back(vertIndex);
uniqueVertVec.emplace_back(vertIndex);
}
}
@@ -618,11 +572,10 @@ namespace BSP
clipMap->info.nuinds = totalUindCount;
clipMap->info.uinds = m_memory.Alloc<uint16_t>(totalUindCount);
memcpy(clipMap->info.uinds, &uindVec[0], sizeof(uint16_t) * totalUindCount);
return true;
*/
}
bool ClipMapLinker::loadBrushCollision(clipMap_t* clipMap, BSPData* bsp)
bool ClipMapLinker::loadWorldCollision(clipMap_t* clipMap, BSPData* bsp)
{
// No support for brushes, only tris right now
clipMap->info.numBrushSides = 0;
@@ -638,70 +591,11 @@ namespace BSP
clipMap->info.brushBounds = nullptr;
clipMap->info.brushContents = nullptr;
// clipmap BSP creation must go last as it depends on unids, tris and verts already being populated
// HACK:
// the BSP tree creation does not work when BO2's coordinate system is used for mins and maxs.
// Workaround is to convert every BO2 coordinate to OGL's before it is added into the BSP tree,
// and then convert them back when it is being parsed into the clipmap. Requires some hacky
// logic, check populateBSPTree_r and addAABBTreeFromLeaf
if (!createPartitions(clipMap, bsp))
// load verts, tris, uinds and partitions
if (!loadPartitions(clipMap, bsp))
return false;
vec3_t* firstVert = &clipMap->verts[0];
vec3_t clipMins;
vec3_t clipMaxs;
clipMins.x = firstVert->x;
clipMins.y = firstVert->y;
clipMins.z = firstVert->z;
clipMaxs.x = firstVert->x;
clipMaxs.y = firstVert->y;
clipMaxs.z = firstVert->z;
clipMins = BSPUtil::convertFromBO2Coords(clipMins);
clipMaxs = BSPUtil::convertFromBO2Coords(clipMaxs);
for (unsigned int i = 1; i < clipMap->vertCount; i++)
{
vec3_t vertCoord = BSPUtil::convertFromBO2Coords(clipMap->verts[i]);
BSPUtil::updateAABBWithpoint(&vertCoord, &clipMins, &clipMaxs);
}
BSPTree* tree = new BSPTree(clipMins.x, clipMins.y, clipMins.z, clipMaxs.x, clipMaxs.y, clipMaxs.z, 0);
assert(!tree->isLeaf);
for (int i = 0; i < clipMap->partitionCount; i++)
{
auto currPartition = &clipMap->partitions[i];
uint16_t* firstTri = clipMap->triIndices[currPartition->firstTri];
vec3_t* firstVert = &clipMap->verts[firstTri[0]];
vec3_t mins;
vec3_t maxs;
mins.x = firstVert->x;
mins.y = firstVert->y;
mins.z = firstVert->z;
maxs.x = firstVert->x;
maxs.y = firstVert->y;
maxs.z = firstVert->z;
mins = BSPUtil::convertFromBO2Coords(mins);
maxs = BSPUtil::convertFromBO2Coords(maxs);
for (int k = 0; k < currPartition->triCount; k++)
{
uint16_t* tri = clipMap->triIndices[currPartition->firstTri + k];
for (int l = 0; l < 3; l++)
{
uint16_t vertIndex = tri[l];
vec3_t vertCoord = BSPUtil::convertFromBO2Coords(clipMap->verts[vertIndex]);
BSPUtil::updateAABBWithpoint(&vertCoord, &mins, &maxs);
}
}
std::shared_ptr<BSPObject> currObject = std::make_shared<BSPObject>(mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z, i);
tree->addObjectToTree(std::move(currObject));
}
populateBSPTree(clipMap, tree);
loadBSPTree(clipMap, bsp);
return true;
}
@@ -746,7 +640,7 @@ namespace BSP
clipMap->triEdgeIsWalkable = new char[walkableEdgeSize];
memset(clipMap->triEdgeIsWalkable, 1, walkableEdgeSize * sizeof(char));
if (!loadBrushCollision(clipMap, bsp))
if (!loadWorldCollision(clipMap, bsp))
return AssetCreationResult::Failure();
m_context.AddAsset<AssetClipMapPvs>(clipMap->name, clipMap);

View File

@@ -26,8 +26,16 @@ namespace BSP
void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
void loadXModelCollision(clipMap_t* clipMap);
bool loadBrushCollision(clipMap_t* clipMap, BSPData* bsp);
std::vector<cplane_s> planeVec;
std::vector<cNode_t> nodeVec;
std::vector<cLeaf_s> leafVec;
std::vector<CollisionAabbTree> AABBTreeVec;
int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
void populateBSPTree(clipMap_t* clipMap, BSPTree* tree);
bool createPartitions(clipMap_t* clipMap, BSPData* bsp);
bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
};
}

View File

@@ -130,7 +130,7 @@ namespace BSP
for (int k = 0; k < currSurface->tris.triCount * 3; k++)
{
uint16_t vertIndex = gfxWorld->draw.indices[currSurface->tris.baseIndex + k];
BSPUtil::updateAABBWithpoint(&firstVert[vertIndex].xyz, &currSurface->bounds[0], &currSurface->bounds[1]);
BSPUtil::updateAABBWithPoint(firstVert[vertIndex].xyz, currSurface->bounds[0], currSurface->bounds[1]);
}
// unused values
@@ -547,7 +547,7 @@ namespace BSP
for (int i = 0; i < gfxWorld->surfaceCount; i++)
{
BSPUtil::updateAABB(&gfxWorld->dpvs.surfaces[i].bounds[0], &gfxWorld->dpvs.surfaces[i].bounds[1], &gfxWorld->mins, &gfxWorld->maxs);
BSPUtil::updateAABB(gfxWorld->dpvs.surfaces[i].bounds[0], gfxWorld->dpvs.surfaces[i].bounds[1], gfxWorld->mins, gfxWorld->maxs);
}
}

View File

@@ -79,7 +79,8 @@ namespace BSP
try
{
json entJs;
std::string entityFilePath = BSPUtil::getFileNameForBSPAsset("entities.json");
std::string entityFileName = "entities.json";
std::string entityFilePath = BSPUtil::getFileNameForBSPAsset(entityFileName);
const auto entFile = m_search_path.Open(entityFilePath);
if (!entFile.IsOpen())
{
@@ -95,7 +96,8 @@ namespace BSP
return AssetCreationResult::Failure();
json spawnJs;
std::string spawnFilePath = BSPUtil::getFileNameForBSPAsset("spawns.json");
std::string spawnFileName = "spawns.json";
std::string spawnFilePath = BSPUtil::getFileNameForBSPAsset(spawnFileName);
const auto spawnFile = m_search_path.Open(spawnFilePath);
if (!spawnFile.IsOpen())
{

View File

@@ -21,7 +21,8 @@ namespace
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
// custom maps must have a map_gfx file
auto mapGfxFile = m_search_path.Open(BSPUtil::getFileNameForBSPAsset("map_gfx.fbx"));
std::string mapGfxFileName = "map_gfx.fbx";
auto mapGfxFile = m_search_path.Open(BSPUtil::getFileNameForBSPAsset(mapGfxFileName));
if (!mapGfxFile.IsOpen())
return AssetCreationResult::NoAction();