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1 /*
2 ===========================================================================
3
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 
6
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  
8
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.
23
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25
26 ===========================================================================
27 */
28
29 #include "../../../idlib/precompiled.h"
30 #pragma hdrstop
31
32 #include "AASFile.h"
33 #include "AASFile_local.h"
34
35
36 //===============================================================
37 //
38 //      optimize file
39 //
40 //===============================================================
41
42 /*
43 ================
44 idAASFileLocal::Optimize
45 ================
46 */
47 void idAASFileLocal::Optimize( void ) {
48         int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge;
49         aasArea_t *area;
50         aasFace_t *face;
51         aasEdge_t *edge;
52         idReachability *reach;
53         idList<int> vertexRemap;
54         idList<int> edgeRemap;
55         idList<int> faceRemap;
56         idList<aasVertex_t> newVertices;
57         idList<aasEdge_t> newEdges;
58         idList<aasIndex_t> newEdgeIndex;
59         idList<aasFace_t> newFaces;
60         idList<aasIndex_t> newFaceIndex;
61
62         vertexRemap.AssureSize( vertices.Num(), -1 );
63         edgeRemap.AssureSize( edges.Num(), 0 );
64         faceRemap.AssureSize( faces.Num(), 0 );
65
66         newVertices.Resize( vertices.Num() );
67         newEdges.Resize( edges.Num() );
68         newEdges.SetNum( 1, false );
69         newEdgeIndex.Resize( edgeIndex.Num() );
70         newFaces.Resize( faces.Num() );
71         newFaces.SetNum( 1, false );
72         newFaceIndex.Resize( faceIndex.Num() );
73
74         for ( i = 0; i < areas.Num(); i++ ) {
75                 area = &areas[i];
76
77                 areaFirstFace = newFaceIndex.Num();
78                 for ( j = 0; j < area->numFaces; j++ ) {
79                         faceNum = faceIndex[area->firstFace + j];
80                         face = &faces[ abs(faceNum) ];
81
82                         // store face
83                         if ( !faceRemap[ abs(faceNum) ] ) {
84                                 faceRemap[ abs(faceNum) ] = newFaces.Num();
85                                 newFaces.Append( *face );
86
87                                 // don't store edges for faces we don't care about
88                                 if ( !( face->flags & ( FACE_FLOOR|FACE_LADDER ) ) ) {
89
90                                         newFaces[ newFaces.Num()-1 ].firstEdge = 0;
91                                         newFaces[ newFaces.Num()-1 ].numEdges = 0;
92
93                                 } else {
94
95                                         // store edges
96                                         faceFirstEdge = newEdgeIndex.Num();
97                                         for ( k = 0; k < face->numEdges; k++ ) {
98                                                 edgeNum = edgeIndex[ face->firstEdge + k ];
99                                                 edge = &edges[ abs(edgeNum) ];
100
101                                                 if ( !edgeRemap[ abs(edgeNum) ] ) {
102                                                         if ( edgeNum < 0 ) {
103                                                                 edgeRemap[ abs(edgeNum) ] = -newEdges.Num();
104                                                         }
105                                                         else {
106                                                                 edgeRemap[ abs(edgeNum) ] = newEdges.Num();
107                                                         }
108
109                                                         // remap vertices if not yet remapped
110                                                         if ( vertexRemap[ edge->vertexNum[0] ] == -1 ) {
111                                                                 vertexRemap[ edge->vertexNum[0] ] = newVertices.Num();
112                                                                 newVertices.Append( vertices[ edge->vertexNum[0] ] );
113                                                         }
114                                                         if ( vertexRemap[ edge->vertexNum[1] ] == -1 ) {
115                                                                 vertexRemap[ edge->vertexNum[1] ] = newVertices.Num();
116                                                                 newVertices.Append( vertices[ edge->vertexNum[1] ] );
117                                                         }
118
119                                                         newEdges.Append( *edge );
120                                                         newEdges[ newEdges.Num()-1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
121                                                         newEdges[ newEdges.Num()-1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
122                                                 }
123
124                                                 newEdgeIndex.Append( edgeRemap[ abs(edgeNum) ] );
125                                         }
126
127                                         newFaces[ newFaces.Num()-1 ].firstEdge = faceFirstEdge;
128                                         newFaces[ newFaces.Num()-1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
129                                 }
130                         }
131
132                         if ( faceNum < 0 ) {
133                                 newFaceIndex.Append( -faceRemap[ abs(faceNum) ] );
134                         } else {
135                                 newFaceIndex.Append( faceRemap[ abs(faceNum) ] );
136                         }
137                 }
138
139                 area->firstFace = areaFirstFace;
140                 area->numFaces = newFaceIndex.Num() - areaFirstFace;
141
142                 // remap the reachability edges
143                 for ( reach = area->reach; reach; reach = reach->next ) {
144                         reach->edgeNum = abs( edgeRemap[reach->edgeNum] );
145                 }
146         }
147
148         // store new list
149         vertices = newVertices;
150         edges = newEdges;
151         edgeIndex = newEdgeIndex;
152         faces = newFaces;
153         faceIndex = newFaceIndex;
154 }