Files
UnrealEngine/Engine/Source/Developer/BSPUtils/Private/BSPOps.cpp
2025-05-18 13:04:45 +08:00

1448 lines
43 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BSPOps.h"
#include "EngineDefines.h"
#include "Model.h"
#include "MaterialDomain.h"
#include "Materials/Material.h"
#include "Engine/BrushBuilder.h"
#include "Editor/EditorEngine.h"
#include "Components/BrushComponent.h"
#include "GameFramework/Volume.h"
DEFINE_LOG_CATEGORY_STATIC(LogBSPOps, Log, All);
/** Errors encountered in Csg operation. */
int32 FBSPOps::GErrors = 0;
bool FBSPOps::GFastRebuild = false;
FBspPointsGrid* FBspPointsGrid::GBspPoints = nullptr;
FBspPointsGrid* FBspPointsGrid::GBspVectors = nullptr;
static void TagReferencedNodes( UModel *Model, int32 *NodeRef, int32 *PolyRef, int32 iNode )
{
FBspNode &Node = Model->Nodes[iNode];
NodeRef[iNode ] = 0;
PolyRef[Node.iSurf] = 0;
if( Node.iFront != INDEX_NONE ) TagReferencedNodes(Model,NodeRef,PolyRef,Node.iFront);
if( Node.iBack != INDEX_NONE ) TagReferencedNodes(Model,NodeRef,PolyRef,Node.iBack );
if( Node.iPlane != INDEX_NONE ) TagReferencedNodes(Model,NodeRef,PolyRef,Node.iPlane);
}
//
// Update a bounding volume by expanding it to enclose a list of polys.
//
static void UpdateBoundWithPolys( FBox& Bound, FPoly** PolyList, int32 nPolys )
{
for( int32 i=0; i<nPolys; i++ )
for( int32 j=0; j<PolyList[i]->Vertices.Num(); j++ )
Bound += (FVector)PolyList[i]->Vertices[j];
}
//
// Update a convolution hull with a list of polys.
//
static void UpdateConvolutionWithPolys( UModel *Model, int32 iNode, FPoly **PolyList, int32 nPolys )
{
FBox Box(ForceInit);
FBspNode &Node = Model->Nodes[iNode];
Node.iCollisionBound = Model->LeafHulls.Num();
for( int32 i=0; i<nPolys; i++ )
{
if( PolyList[i]->iBrushPoly != INDEX_NONE )
{
int32 j;
for( j=0; j<i; j++ )
if( PolyList[j]->iBrushPoly == PolyList[i]->iBrushPoly )
break;
if( j >= i )
Model->LeafHulls.Add(PolyList[i]->iBrushPoly);
}
for( int32 j=0; j<PolyList[i]->Vertices.Num(); j++ )
Box += (FVector)PolyList[i]->Vertices[j];
}
Model->LeafHulls.Add(INDEX_NONE);
// Add bounds.
Model->LeafHulls.Add( *(int32*)&Box.Min.X );
Model->LeafHulls.Add( *(int32*)&Box.Min.Y );
Model->LeafHulls.Add( *(int32*)&Box.Min.Z );
Model->LeafHulls.Add( *(int32*)&Box.Max.X );
Model->LeafHulls.Add( *(int32*)&Box.Max.Y );
Model->LeafHulls.Add( *(int32*)&Box.Max.Z );
}
//
// Cut a partitioning poly by a list of polys, and add the resulting inside pieces to the
// front list and back list.
//
static void SplitPartitioner
(
UModel* Model,
FPoly** PolyList,
FPoly** FrontList,
FPoly** BackList,
int32 n,
int32 nPolys,
int32& nFront,
int32& nBack,
FPoly InfiniteEdPoly,
TArray<FPoly*>& AllocatedFPolys
)
{
FPoly FrontPoly,BackPoly;
while( n < nPolys )
{
FPoly* Poly = PolyList[n];
switch( InfiniteEdPoly.SplitWithPlane(Poly->Vertices[0],Poly->Normal,&FrontPoly,&BackPoly,0) )
{
case SP_Coplanar:
// May occasionally happen.
// UE_LOG(LogBSPOps, Log, TEXT("FilterBound: Got inficoplanar") );
break;
case SP_Front:
// Shouldn't happen if hull is correct.
// UE_LOG(LogBSPOps, Log, TEXT("FilterBound: Got infifront") );
return;
case SP_Split:
InfiniteEdPoly = BackPoly;
break;
case SP_Back:
break;
}
n++;
}
FPoly* New = new FPoly;
*New = InfiniteEdPoly;
New->Reverse();
New->iBrushPoly |= 0x40000000;
FrontList[nFront++] = New;
AllocatedFPolys.Add( New );
New = new FPoly;
*New = InfiniteEdPoly;
BackList[nBack++] = New;
AllocatedFPolys.Add( New );
}
//
// Build an FPoly representing an "infinite" plane (which exceeds the maximum
// dimensions of the world in all directions) for a particular Bsp node.
//
FPoly FBSPOps::BuildInfiniteFPoly( UModel* Model, int32 iNode )
{
FBspNode &Node = Model->Nodes [iNode ];
FBspSurf &Poly = Model->Surfs [Node.iSurf ];
FVector Base = FVector(Poly.Plane * Poly.Plane.W);
FVector Normal = (FVector)Poly.Plane;
FVector Axis1,Axis2;
// Find two non-problematic axis vectors.
Normal.FindBestAxisVectors( Axis1, Axis2 );
// Set up the FPoly.
FPoly EdPoly;
EdPoly.Init();
EdPoly.Normal = (FVector3f)Normal;
EdPoly.Base = (FVector3f)Base;
EdPoly.Vertices.Emplace(Base + Axis1*UE_OLD_WORLD_MAX + Axis2*UE_OLD_WORLD_MAX);
EdPoly.Vertices.Emplace(Base - Axis1*UE_OLD_WORLD_MAX + Axis2*UE_OLD_WORLD_MAX);
EdPoly.Vertices.Emplace(Base - Axis1*UE_OLD_WORLD_MAX - Axis2*UE_OLD_WORLD_MAX);
EdPoly.Vertices.Emplace(Base + Axis1*UE_OLD_WORLD_MAX - Axis2*UE_OLD_WORLD_MAX);
return EdPoly;
}
//
// Recursively filter a set of polys defining a convex hull down the Bsp,
// splitting it into two halves at each node and adding in the appropriate
// face polys at splits.
//
static void FilterBound
(
UModel* Model,
FBox* ParentBound,
int32 iNode,
FPoly** PolyList,
int32 nPolys,
int32 Outside
)
{
FMemMark Mark(FMemStack::Get());
FBspNode& Node = Model->Nodes [iNode];
FBspSurf& Surf = Model->Surfs [Node.iSurf];
FVector3f Base = Surf.Plane * Surf.Plane.W;
FVector3f& Normal = Model->Vectors[Surf.vNormal];
FBox Bound(ForceInit);
Bound.Min.X = Bound.Min.Y = Bound.Min.Z = +UE_OLD_WORLD_MAX; // LWC_TODO: Should be HALF_WORLD_MAX
Bound.Max.X = Bound.Max.Y = Bound.Max.Z = -UE_OLD_WORLD_MAX;
// Split bound into front half and back half.
FPoly** FrontList = new(FMemStack::Get(),nPolys*2+16)FPoly*; int32 nFront=0;
FPoly** BackList = new(FMemStack::Get(),nPolys*2+16)FPoly*; int32 nBack=0;
// Keeping track of allocated FPoly structures to delete later on.
TArray<FPoly*> AllocatedFPolys;
FPoly* FrontPoly = new FPoly;
FPoly* BackPoly = new FPoly;
// Keep track of allocations.
AllocatedFPolys.Add( FrontPoly );
AllocatedFPolys.Add( BackPoly );
for( int32 i=0; i<nPolys; i++ )
{
FPoly *Poly = PolyList[i];
switch( Poly->SplitWithPlane( Base, Normal, FrontPoly, BackPoly, 0 ) )
{
case SP_Coplanar:
// UE_LOG(LogBSPOps, Log, TEXT("FilterBound: Got coplanar") );
FrontList[nFront++] = Poly;
BackList[nBack++] = Poly;
break;
case SP_Front:
FrontList[nFront++] = Poly;
break;
case SP_Back:
BackList[nBack++] = Poly;
break;
case SP_Split:
FrontList[nFront++] = FrontPoly;
BackList [nBack++] = BackPoly;
FrontPoly = new FPoly;
BackPoly = new FPoly;
// Keep track of allocations.
AllocatedFPolys.Add( FrontPoly );
AllocatedFPolys.Add( BackPoly );
break;
default:
UE_LOG(LogBSPOps, Fatal, TEXT("FZoneFilter::FilterToLeaf: Unknown split code") );
}
}
if( nFront && nBack )
{
// Add partitioner plane to front and back.
FPoly InfiniteEdPoly = FBSPOps::BuildInfiniteFPoly( Model, iNode );
InfiniteEdPoly.iBrushPoly = iNode;
SplitPartitioner(Model,PolyList,FrontList,BackList,0,nPolys,nFront,nBack,InfiniteEdPoly,AllocatedFPolys);
}
else
{
// if( !nFront ) UE_LOG(LogBSPOps, Log, TEXT("FilterBound: Empty fronthull") );
// if( !nBack ) UE_LOG(LogBSPOps, Log, TEXT("FilterBound: Empty backhull") );
}
// Recursively update all our childrens' bounding volumes.
if( nFront > 0 )
{
if( Node.iFront != INDEX_NONE )
FilterBound( Model, &Bound, Node.iFront, FrontList, nFront, Outside || Node.IsCsg() );
else if( Outside || Node.IsCsg() )
UpdateBoundWithPolys( Bound, FrontList, nFront );
else
UpdateConvolutionWithPolys( Model, iNode, FrontList, nFront );
}
if( nBack > 0 )
{
if( Node.iBack != INDEX_NONE)
FilterBound( Model, &Bound,Node.iBack, BackList, nBack, Outside && !Node.IsCsg() );
else if( Outside && !Node.IsCsg() )
UpdateBoundWithPolys( Bound, BackList, nBack );
else
UpdateConvolutionWithPolys( Model, iNode, BackList, nBack );
}
// Update parent bound to enclose this bound.
if( ParentBound )
*ParentBound += Bound;
// Delete FPolys allocated above. We cannot use FMemStack::Get() for FPoly as the array data FPoly contains will be allocated in regular memory.
for( int32 i=0; i<AllocatedFPolys.Num(); i++ )
{
FPoly* AllocatedFPoly = AllocatedFPolys[i];
delete AllocatedFPoly;
}
Mark.Pop();
}
/*-----------------------------------------------------------------------------
Bsp Splitting.
-----------------------------------------------------------------------------*/
//
// Find the best splitting polygon within a pool of polygons, and return its
// index (into the PolyList array).
//
static FPoly *FindBestSplit
(
int32 NumPolys,
FPoly** PolyList,
FBSPOps::EBspOptimization Opt,
int32 Balance,
int32 InPortalBias
)
{
check(NumPolys>0);
// No need to test if only one poly.
if( NumPolys==1 )
return PolyList[0];
FPoly *Poly, *Best=NULL;
float Score, BestScore;
int32 i, Index, j, Inc;
int32 Splits, Front, Back, Coplanar, AllSemiSolids;
//PortalBias -- added by Legend on 4/12/2000
float PortalBias = InPortalBias / 100.0f;
Balance &= 0xFF; // keep only the low byte to recover "Balance"
//UE_LOG(LogBSPOps, Log, TEXT("Balance=%d PortalBias=%f"), Balance, PortalBias );
if (Opt==FBSPOps::BSP_Optimal) Inc = 1; // Test lots of nodes.
else if (Opt==FBSPOps::BSP_Good) Inc = FMath::Max(1,NumPolys/20); // Test 20 nodes.
else /* BSP_Lame */ Inc = FMath::Max(1,NumPolys/4); // Test 4 nodes.
// See if there are any non-semisolid polygons here.
for( i=0; i<NumPolys; i++ )
if( !(PolyList[i]->PolyFlags & PF_AddLast) )
break;
AllSemiSolids = (i>=NumPolys);
// Search through all polygons in the pool and find:
// A. The number of splits each poly would make.
// B. The number of front and back nodes the polygon would create.
// C. Number of coplanars.
BestScore = 0;
for( i=0; i<NumPolys; i+=Inc )
{
Splits = Front = Back = Coplanar = 0;
Index = i-1;
do
{
Index++;
Poly = PolyList[Index];
} while( Index<(i+Inc) && Index<NumPolys
&& ( (Poly->PolyFlags & PF_AddLast) && !(Poly->PolyFlags & PF_Portal) )
&& !AllSemiSolids );
if( Index>=i+Inc || Index>=NumPolys )
continue;
for( j=0; j<NumPolys; j+=Inc ) if( j != Index )
{
FPoly *OtherPoly = PolyList[j];
switch( OtherPoly->SplitWithPlaneFast( FPlane( (FVector)Poly->Vertices[0], (FVector)Poly->Normal), NULL, NULL ) )
{
case SP_Coplanar:
Coplanar++;
break;
case SP_Front:
Front++;
break;
case SP_Back:
Back++;
break;
case SP_Split:
// Disfavor splitting polys that are zone portals.
if( !(OtherPoly->PolyFlags & PF_Portal) )
Splits++;
else
Splits += 16;
break;
}
}
// added by Legend 1/31/1999
// Score optimization: minimize cuts vs. balance tree (as specified in BSP Rebuilder dialog)
Score = static_cast<float>(( 100.0 - float(Balance) ) * Splits + float(Balance) * FMath::Abs( Front - Back ));
if( Poly->PolyFlags & PF_Portal )
{
// PortalBias -- added by Legend on 4/12/2000
//
// PortalBias enables level designers to control the effect of Portals on the BSP.
// This effect can range from 0.0 (ignore portals), to 1.0 (portals cut everything).
//
// In builds prior to this (since the 221 build dating back to 1/31/1999) the bias
// has been 1.0 causing the portals to cut the BSP in ways that will potentially
// degrade level performance, and increase the BSP complexity.
//
// By setting the bias to a value between 0.3 and 0.7 the positive effects of
// the portals are preserved without giving them unreasonable priority in the BSP.
//
// Portals should be weighted high enough in the BSP to separate major parts of the
// level from each other (pushing entire rooms down the branches of the BSP), but
// should not be so high that portals cut through adjacent geometry in a way that
// increases complexity of the room being (typically, accidentally) cut.
//
Score -= static_cast<float>(( 100.0 - float(Balance) ) * Splits * PortalBias); // ignore PortalBias of the split polys -- bias toward portal selection for cutting planes!
}
//UE_LOG(LogBSPOps, Log, " %4d: Score = %f (Front = %4d, Back = %4d, Splits = %4d, Flags = %08X)", Index, Score, Front, Back, Splits, Poly->PolyFlags ); //LEC
if( Score<BestScore || !Best )
{
Best = Poly;
BestScore = Score;
}
}
check(Best);
return Best;
}
//
// Pick a splitter poly then split a pool of polygons into front and back polygons and
// recurse.
//
// iParent = Parent Bsp node, or INDEX_NONE if this is the root node.
// IsFront = 1 if this is the front node of iParent, 0 of back (undefined if iParent==INDEX_NONE)
//
void FBSPOps::SplitPolyList
(
UModel *Model,
int32 iParent,
ENodePlace NodePlace,
int32 NumPolys,
FPoly **PolyList,
EBspOptimization Opt,
int32 Balance,
int32 PortalBias,
int32 RebuildSimplePolys
)
{
FMemMark Mark(FMemStack::Get());
// Keeping track of allocated FPoly structures to delete later on.
TArray<FPoly*> AllocatedFPolys;
// To account for big EdPolys split up.
int32 NumPolysToAlloc = NumPolys + 8 + NumPolys/4;
int32 NumFront=0; FPoly **FrontList = new(FMemStack::Get(),NumPolysToAlloc)FPoly*;
int32 NumBack =0; FPoly **BackList = new(FMemStack::Get(),NumPolysToAlloc)FPoly*;
FPoly *SplitPoly = FindBestSplit( NumPolys, PolyList, Opt, Balance, PortalBias );
// Add the splitter poly to the Bsp with either a new BspSurf or an existing one.
if( RebuildSimplePolys )
{
SplitPoly->iLinkSurf = Model->Surfs.Num();
}
int32 iOurNode = bspAddNode(Model,iParent,NodePlace,0,SplitPoly);
int32 iPlaneNode = iOurNode;
// Now divide all polygons in the pool into (A) polygons that are
// in front of Poly, and (B) polygons that are in back of Poly.
// Coplanar polys are inserted immediately, before recursing.
// If any polygons are split by Poly, we ignrore the original poly,
// split it into two polys, and add two new polys to the pool.
FPoly *FrontEdPoly = new FPoly;
FPoly *BackEdPoly = new FPoly;
// Keep track of allocations.
AllocatedFPolys.Add( FrontEdPoly );
AllocatedFPolys.Add( BackEdPoly );
for( int32 i=0; i<NumPolys; i++ )
{
FPoly *EdPoly = PolyList[i];
if( EdPoly == SplitPoly )
{
continue;
}
switch( EdPoly->SplitWithPlane( SplitPoly->Vertices[0], SplitPoly->Normal, FrontEdPoly, BackEdPoly, 0 ) )
{
case SP_Coplanar:
if( RebuildSimplePolys )
{
EdPoly->iLinkSurf = Model->Surfs.Num()-1;
}
iPlaneNode = bspAddNode( Model, iPlaneNode, NODE_Plane, 0, EdPoly );
break;
case SP_Front:
FrontList[NumFront++] = PolyList[i];
break;
case SP_Back:
BackList[NumBack++] = PolyList[i];
break;
case SP_Split:
// Create front & back nodes.
FrontList[NumFront++] = FrontEdPoly;
BackList [NumBack ++] = BackEdPoly;
FrontEdPoly = new FPoly;
BackEdPoly = new FPoly;
// Keep track of allocations.
AllocatedFPolys.Add( FrontEdPoly );
AllocatedFPolys.Add( BackEdPoly );
break;
}
}
// Recursively split the front and back pools.
if( NumFront > 0 ) SplitPolyList( Model, iOurNode, NODE_Front, NumFront, FrontList, Opt, Balance, PortalBias, RebuildSimplePolys );
if( NumBack > 0 ) SplitPolyList( Model, iOurNode, NODE_Back, NumBack, BackList, Opt, Balance, PortalBias, RebuildSimplePolys );
// Delete FPolys allocated above. We cannot use FMemStack::Get() for FPoly as the array data FPoly contains will be allocated in regular memory.
for( int32 i=0; i<AllocatedFPolys.Num(); i++ )
{
FPoly* AllocatedFPoly = AllocatedFPolys[i];
delete AllocatedFPoly;
}
Mark.Pop();
}
/** Prepare a moving brush. */
void FBSPOps::csgPrepMovingBrush( ABrush* Actor )
{
check(Actor);
// UE_LOG(LogBSPOps, Log, TEXT("Preparing brush %s"), *Actor->GetName() ); // moved here so that we can easily debug when an actor has lost parts of its brush
check(Actor->GetBrushComponent());
check(Actor->Brush);
check(Actor->Brush->RootOutside);
RebuildBrush(Actor->Brush);
// Make sure simplified collision is up to date.
Actor->GetBrushComponent()->BuildSimpleBrushCollision();
Actor->RebuildNavigationData();
}
/**
* Duplicates the specified brush and makes it into a CSG-able level brush.
* @return The new brush, or NULL if the original was empty.
*/
void FBSPOps::csgCopyBrush( ABrush* Dest, ABrush* Src, uint32 PolyFlags, EObjectFlags ResFlags, bool bNeedsPrep, bool bCopyPosRotScale, bool bAllowEmpty )
{
check(Src);
check(Src->GetBrushComponent());
check(Src->Brush);
// Handle empty brush.
if( !bAllowEmpty && !Src->Brush->Polys->Element.Num() )
{
Dest->Brush = NULL;
Dest->GetBrushComponent()->Brush = NULL;
return;
}
// Duplicate the brush and its polys.
Dest->PolyFlags = PolyFlags;
Dest->Brush = NewObject<UModel>(Dest, NAME_None, ResFlags);
Dest->Brush->Initialize(nullptr, Src->Brush->RootOutside);
Dest->Brush->Polys = NewObject<UPolys>(Dest->Brush, NAME_None, ResFlags);
Dest->Brush->Polys->Element = Src->Brush->Polys->Element;
Dest->GetBrushComponent()->Brush = Dest->Brush;
if(Src->BrushBuilder != nullptr)
{
Dest->BrushBuilder = DuplicateObject<UBrushBuilder>(Src->BrushBuilder, Dest);
}
// Update poly textures.
for( int32 i=0; i<Dest->Brush->Polys->Element.Num(); i++ )
{
Dest->Brush->Polys->Element[i].iBrushPoly = INDEX_NONE;
}
// Copy positioning, and build bounding box.
if(bCopyPosRotScale)
{
Dest->CopyPosRotScaleFrom( Src );
}
// If it's a moving brush, prep it.
if( bNeedsPrep )
{
csgPrepMovingBrush( Dest );
}
}
/**
* Adds a brush to the list of CSG brushes in the level, using a CSG operation.
*
* @return A newly-created copy of the brush.
*/
ABrush* FBSPOps::csgAddOperation( ABrush* Actor, uint32 PolyFlags, EBrushType BrushType)
{
check(Actor);
check(Actor->GetBrushComponent());
check(Actor->Brush);
check(Actor->Brush->Polys);
check(Actor->GetWorld());
// Can't do this if brush has no polys.
if( !Actor->Brush->Polys->Element.Num() )
return NULL;
// Spawn a new actor for the brush.
ABrush* Result = Actor->GetWorld()->SpawnBrush();
Result->SetNotForClientOrServer();
// Duplicate the brush.
csgCopyBrush
(
Result,
Actor,
PolyFlags,
RF_Transactional,
0,
true
);
check(Result->Brush);
// Assign the default material to the brush's polys.
for( int32 i=0; i<Result->Brush->Polys->Element.Num(); i++ )
{
FPoly& CurrentPoly = Result->Brush->Polys->Element[i];
if ( !CurrentPoly.Material )
{
CurrentPoly.Material = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
// Set add-info.
Result->BrushType = BrushType;
Result->ReregisterAllComponents();
return Result;
}
/** Add a new point to the model (preventing duplicates) and return its index. */
static int32 AddThing( TArray<FVector3f>& Vectors, const FVector3f& V, float Thresh, int32 Check )
{
if( Check )
{
// See if this is very close to an existing point/vector.
for( int32 i=0; i<Vectors.Num(); i++ )
{
const FVector3f &TableVect = Vectors[i];
float Temp=(V.X - TableVect.X);
if( (Temp > -Thresh) && (Temp < Thresh) )
{
Temp=(V.Y - TableVect.Y);
if( (Temp > -Thresh) && (Temp < Thresh) )
{
Temp=(V.Z - TableVect.Z);
if( (Temp > -Thresh) && (Temp < Thresh) )
{
// Found nearly-matching vector.
return i;
}
}
}
}
}
return Vectors.Add( V );
}
/** Add a new vector to the model, merging near-duplicates, and return its index. */
int32 FBSPOps::bspAddVector( UModel* Model, const FVector* V, bool Exact )
{
const float Thresh = Exact ? THRESH_NORMALS_ARE_SAME : THRESH_VECTORS_ARE_NEAR;
if (FBspPointsGrid::GBspVectors)
{
// If a points grid has been built for quick vector lookup, use that instead of doing a linear search
const int32 NextIndex = Model->Vectors.Num();
const int32 ReturnedIndex = FBspPointsGrid::GBspVectors->FindOrAddPoint(*V, NextIndex, Thresh);
if (ReturnedIndex == NextIndex)
{
Model->Vectors.Add((FVector3f)*V);
}
return ReturnedIndex;
}
return AddThing
(
Model->Vectors,
(FVector3f)*V,
Exact ? THRESH_NORMALS_ARE_SAME : THRESH_VECTORS_ARE_NEAR,
1
);
}
/** Add a new point to the model, merging near-duplicates, and return its index. */
int32 FBSPOps::bspAddPoint( UModel* Model, const FVector* V, bool Exact )
{
const float Thresh = Exact ? THRESH_POINTS_ARE_SAME : THRESH_POINTS_ARE_NEAR;
if (FBspPointsGrid::GBspPoints)
{
// If a points grid has been built for quick point lookup, use that instead of doing a linear search
const int32 NextIndex = Model->Points.Num();
// Always look for points with a low threshold; a generous threshold can result in 'leaks' in the BSP and unwanted polys being generated
const int32 ReturnedIndex = FBspPointsGrid::GBspPoints->FindOrAddPoint(*V, NextIndex, THRESH_POINTS_ARE_SAME);
if (ReturnedIndex == NextIndex)
{
Model->Points.Add((FVector3f)*V);
}
return ReturnedIndex;
}
// Try to find a match quickly from the Bsp. This finds all potential matches
// except for any dissociated from nodes/surfaces during a rebuild.
FVector3f Temp;
int32 pVertex;
float NearestDist = Model->FindNearestVertex((FVector3f)*V,Temp,Thresh,pVertex);
if( (NearestDist >= 0.0) && (NearestDist <= Thresh) )
{
// Found an existing point.
return pVertex;
}
else
{
// No match found; add it slowly to find duplicates.
return AddThing(Model->Points, (FVector3f)*V, Thresh, !GFastRebuild);
}
}
/**
* Builds Bsp from the editor polygon set (EdPolys) of a model.
*
* Opt = Bsp optimization, BSP_Lame (fast), BSP_Good (medium), BSP_Optimal (slow)
* Balance = 0-100, 0=only worry about minimizing splits, 100=only balance tree.
*/
void FBSPOps::bspBuild( UModel* Model, enum EBspOptimization Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys, int32 iNode )
{
int32 OriginalPolys = Model->Polys->Element.Num();
// Empty the model's tables.
if( RebuildSimplePolys==1 )
{
// Empty everything but polys.
Model->EmptyModel( 1, 0 );
}
else if( RebuildSimplePolys==0 )
{
// Empty node vertices.
for( int32 i=0; i<Model->Nodes.Num(); i++ )
Model->Nodes[i].NumVertices = 0;
// Refresh the Bsp.
bspRefresh(Model,1);
// Empty nodes.
Model->EmptyModel( 0, 0 );
}
if( Model->Polys->Element.Num() )
{
// Allocate polygon pool.
FMemMark Mark(FMemStack::Get());
FPoly** PolyList = new( FMemStack::Get(), Model->Polys->Element.Num() )FPoly*;
// Add all FPolys to active list.
for( int32 i=0; i<Model->Polys->Element.Num(); i++ )
if( Model->Polys->Element[i].Vertices.Num() )
PolyList[i] = &Model->Polys->Element[i];
// Now split the entire Bsp by splitting the list of all polygons.
SplitPolyList
(
Model,
INDEX_NONE,
NODE_Root,
Model->Polys->Element.Num(),
PolyList,
Opt,
Balance,
PortalBias,
RebuildSimplePolys
);
// Now build the bounding boxes for all nodes.
if( RebuildSimplePolys==0 )
{
// Remove unreferenced things.
bspRefresh( Model, 1 );
// Rebuild all bounding boxes.
bspBuildBounds( Model );
}
Mark.Pop();
}
// UE_LOG(LogBSPOps, Log, TEXT("bspBuild built %i convex polys into %i nodes"), OriginalPolys, Model->Nodes.Num() );
}
/**
* If the Bsp's point and vector tables are nearly full, reorder them and delete unused ones.
*/
void FBSPOps::bspRefresh( UModel* Model, bool NoRemapSurfs )
{
FMemStack& MemStack = FMemStack::Get();
FMemMark Mark(MemStack);
int32 NumNodes = Model->Nodes.Num();
int32 NumSurfs = Model->Surfs.Num();
int32 NumVectors = Model->Vectors.Num();
int32 NumPoints = Model->Points.Num();
// Remove unreferenced Bsp surfs.
int32* PolyRef;
if( NoRemapSurfs )
{
PolyRef = NewZeroed<int32>(MemStack, NumSurfs);
}
else
{
PolyRef = NewOned<int32>(MemStack, NumSurfs);
}
int32* NodeRef = NewOned<int32>(MemStack, NumNodes);
if( NumNodes > 0 )
{
TagReferencedNodes( Model, NodeRef, PolyRef, 0 );
}
// Remap Bsp surfs.
{
int32 n=0;
for( int32 i=0; i<NumSurfs; i++ )
{
if( PolyRef[i]!=INDEX_NONE )
{
Model->Surfs[n] = Model->Surfs[i];
PolyRef[i]=n++;
}
}
//UE_LOG(LogBSPOps, Log, TEXT("Polys: %i -> %i"), NumSurfs, n );
Model->Surfs.RemoveAt( n, NumSurfs-n );
NumSurfs = n;
}
// Remap Bsp nodes.
{
int32 n=0;
for( int32 i=0; i<NumNodes; i++ )
{
if( NodeRef[i]!=INDEX_NONE )
{
Model->Nodes[n] = Model->Nodes[i];
NodeRef[i]=n++;
}
}
//UE_LOG(LogBSPOps, Log, TEXT("Nodes: %i -> %i"), NumNodes, n );
Model->Nodes.RemoveAt( n, NumNodes-n );
NumNodes = n;
}
// Update Bsp nodes.
for( int32 i=0; i<NumNodes; i++ )
{
FBspNode *Node = &Model->Nodes[i];
Node->iSurf = PolyRef[Node->iSurf];
if (Node->iFront != INDEX_NONE) Node->iFront = NodeRef[Node->iFront];
if (Node->iBack != INDEX_NONE) Node->iBack = NodeRef[Node->iBack];
if (Node->iPlane != INDEX_NONE) Node->iPlane = NodeRef[Node->iPlane];
}
// Remove unreferenced points and vectors.
int32* VectorRef = NewOned<int32>(MemStack, NumVectors);
int32* PointRef = NewOned<int32>(MemStack, NumPoints);
// Check Bsp surfs.
TArray<int32*> VertexRef;
for( int32 i=0; i<NumSurfs; i++ )
{
FBspSurf *Surf = &Model->Surfs[i];
VectorRef [Surf->vNormal ] = 0;
VectorRef [Surf->vTextureU ] = 0;
VectorRef [Surf->vTextureV ] = 0;
PointRef [Surf->pBase ] = 0;
}
// Check Bsp nodes.
for( int32 i=0; i<NumNodes; i++ )
{
// Tag all points used by nodes.
FBspNode* Node = &Model->Nodes[i];
FVert* VertPool = &Model->Verts[Node->iVertPool];
for( int B=0; B<Node->NumVertices; B++ )
{
PointRef[VertPool->pVertex] = 0;
VertPool++;
}
}
// Remap points.
{
int32 n=0;
for( int32 i=0; i<NumPoints; i++ ) if( PointRef[i]!=INDEX_NONE )
{
Model->Points[n] = Model->Points[i];
PointRef[i] = n++;
}
//UE_LOG(LogBSPOps, Log, TEXT("Points: %i -> %i"), NumPoints, n );
Model->Points.RemoveAt( n, NumPoints-n );
NumPoints = n;
}
// Remap vectors.
{
int32 n=0;
for (int32 i=0; i<NumVectors; i++) if (VectorRef[i]!=INDEX_NONE)
{
Model->Vectors[n] = Model->Vectors[i];
VectorRef[i] = n++;
}
//UE_LOG(LogBSPOps, Log, TEXT("Vectors: %i -> %i"), NumVectors, n );
Model->Vectors.RemoveAt( n, NumVectors-n );
NumVectors = n;
}
// Update Bsp surfs.
for( int32 i=0; i<NumSurfs; i++ )
{
FBspSurf *Surf = &Model->Surfs[i];
Surf->vNormal = VectorRef [Surf->vNormal ];
Surf->vTextureU = VectorRef [Surf->vTextureU];
Surf->vTextureV = VectorRef [Surf->vTextureV];
Surf->pBase = PointRef [Surf->pBase ];
}
// Update Bsp nodes.
for( int32 i=0; i<NumNodes; i++ )
{
FBspNode* Node = &Model->Nodes[i];
FVert* VertPool = &Model->Verts[Node->iVertPool];
for( int B=0; B<Node->NumVertices; B++ )
{
VertPool->pVertex = PointRef [VertPool->pVertex];
VertPool++;
}
}
// Shrink the objects.
Model->ShrinkModel();
Mark.Pop();
}
// Build bounding volumes for all Bsp nodes. The bounding volume of the node
// completely encloses the "outside" space occupied by the nodes. Note that
// this is not the same as representing the bounding volume of all of the
// polygons within the node.
//
// We start with a practically-infinite cube and filter it down the Bsp,
// whittling it away until all of its convex volume fragments land in leaves.
void FBSPOps::bspBuildBounds( UModel* Model )
{
if( Model->Nodes.Num()==0 )
return;
FPoly Polys[6], *PolyList[6];
for( int32 i=0; i<6; i++ )
{
PolyList[i] = &Polys[i];
PolyList[i]->Init();
PolyList[i]->iBrushPoly = INDEX_NONE;
}
Polys[0].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX,HALF_WORLD_MAX);
Polys[0].Vertices.Emplace( HALF_WORLD_MAX,-HALF_WORLD_MAX,HALF_WORLD_MAX);
Polys[0].Vertices.Emplace( HALF_WORLD_MAX, HALF_WORLD_MAX,HALF_WORLD_MAX);
Polys[0].Vertices.Emplace(-HALF_WORLD_MAX, HALF_WORLD_MAX,HALF_WORLD_MAX);
Polys[0].Normal =FVector3f( 0.000000, 0.000000, 1.000000 );
Polys[0].Base =Polys[0].Vertices[0];
Polys[1].Vertices.Emplace(-HALF_WORLD_MAX, HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[1].Vertices.Emplace( HALF_WORLD_MAX, HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[1].Vertices.Emplace( HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[1].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[1].Normal =FVector3f( 0.000000, 0.000000, -1.000000 );
Polys[1].Base =Polys[1].Vertices[0];
Polys[2].Vertices.Emplace(-HALF_WORLD_MAX,HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[2].Vertices.Emplace(-HALF_WORLD_MAX,HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[2].Vertices.Emplace( HALF_WORLD_MAX,HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[2].Vertices.Emplace( HALF_WORLD_MAX,HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[2].Normal =FVector3f( 0.000000, 1.000000, 0.000000 );
Polys[2].Base =Polys[2].Vertices[0];
Polys[3].Vertices.Emplace( HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[3].Vertices.Emplace( HALF_WORLD_MAX,-HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[3].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[3].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[3].Normal =FVector3f( 0.000000, -1.000000, 0.000000 );
Polys[3].Base =Polys[3].Vertices[0];
Polys[4].Vertices.Emplace(HALF_WORLD_MAX, HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[4].Vertices.Emplace(HALF_WORLD_MAX, HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[4].Vertices.Emplace(HALF_WORLD_MAX,-HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[4].Vertices.Emplace(HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[4].Normal =FVector3f( 1.000000, 0.000000, 0.000000 );
Polys[4].Base =Polys[4].Vertices[0];
Polys[5].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[5].Vertices.Emplace(-HALF_WORLD_MAX,-HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[5].Vertices.Emplace(-HALF_WORLD_MAX, HALF_WORLD_MAX, HALF_WORLD_MAX);
Polys[5].Vertices.Emplace(-HALF_WORLD_MAX, HALF_WORLD_MAX,-HALF_WORLD_MAX);
Polys[5].Normal =FVector3f(-1.000000, 0.000000, 0.000000 );
Polys[5].Base =Polys[5].Vertices[0];
// Empty hulls.
Model->LeafHulls.Empty();
for( int32 i=0; i<Model->Nodes.Num(); i++ )
Model->Nodes[i].iCollisionBound = INDEX_NONE;
FilterBound( Model, NULL, 0, PolyList, 6, Model->RootOutside );
// UE_LOG(LogBSPOps, Log, TEXT("bspBuildBounds: Generated %i hulls"), Model->LeafHulls.Num() );
}
/**
* Validate a brush, and set iLinks on all EdPolys to index of the
* first identical EdPoly in the list, or its index if it's the first.
* Not transactional.
*/
void FBSPOps::bspValidateBrush( UModel* Brush, bool ForceValidate, bool DoStatusUpdate )
{
check(Brush != nullptr);
Brush->Modify(false);
if( ForceValidate || !Brush->Linked )
{
Brush->Linked = 1;
for( int32 i=0; i<Brush->Polys->Element.Num(); i++ )
{
Brush->Polys->Element[i].iLink = i;
}
int32 n=0;
for( int32 i=0; i<Brush->Polys->Element.Num(); i++ )
{
FPoly* EdPoly = &Brush->Polys->Element[i];
if( EdPoly->iLink==i )
{
for( int32 j=i+1; j<Brush->Polys->Element.Num(); j++ )
{
FPoly* OtherPoly = &Brush->Polys->Element[j];
if
( OtherPoly->iLink == j
&& OtherPoly->Material == EdPoly->Material
&& OtherPoly->TextureU == EdPoly->TextureU
&& OtherPoly->TextureV == EdPoly->TextureV
&& OtherPoly->PolyFlags == EdPoly->PolyFlags
&& (OtherPoly->Normal | EdPoly->Normal)>0.9999 )
{
float Dist = FVector3f::PointPlaneDist( OtherPoly->Vertices[0], EdPoly->Vertices[0], EdPoly->Normal );
if( Dist>-0.001 && Dist<0.001 )
{
OtherPoly->iLink = i;
n++;
}
}
}
}
}
// UE_LOG(LogBSPOps, Log, TEXT("BspValidateBrush linked %i of %i polys"), n, Brush->Polys->Element.Num() );
}
// Build bounds.
Brush->BuildBound();
}
void FBSPOps::bspUnlinkPolys( UModel* Brush )
{
Brush->Modify(false);
Brush->Linked = 1;
for( int32 i=0; i<Brush->Polys->Element.Num(); i++ )
{
Brush->Polys->Element[i].iLink = i;
}
}
// Add an editor polygon to the Bsp, and also stick a reference to it
// in the editor polygon's BspNodes list. If the editor polygon has more sides
// than the Bsp will allow, split it up into several sub-polygons.
//
// Returns: Index to newly-created node of Bsp. If several nodes were created because
// of split polys, returns the parent (highest one up in the Bsp).
int32 FBSPOps::bspAddNode( UModel* Model, int32 iParent, ENodePlace NodePlace, uint32 NodeFlags, FPoly* EdPoly )
{
if( NodePlace == NODE_Plane )
{
// Make sure coplanars are added at the end of the coplanar list so that
// we don't insert NF_IsNew nodes with non NF_IsNew coplanar children.
while( Model->Nodes[iParent].iPlane != INDEX_NONE )
{
iParent = Model->Nodes[iParent].iPlane;
}
}
FBspSurf* Surf = NULL;
if( EdPoly->iLinkSurf == Model->Surfs.Num() )
{
int32 NewIndex = Model->Surfs.AddZeroed();
Surf = &Model->Surfs[NewIndex];
// This node has a new polygon being added by bspBrushCSG; must set its properties here.
FVector Base = (FVector)EdPoly->Base;
FVector Normal = (FVector)EdPoly->Normal;
FVector TextureU = (FVector)EdPoly->TextureU;
FVector TextureV = (FVector)EdPoly->TextureV;
Surf->pBase = bspAddPoint (Model,&Base,1);
Surf->vNormal = bspAddVector (Model,&Normal,1);
Surf->vTextureU = bspAddVector (Model,&TextureU,0);
Surf->vTextureV = bspAddVector (Model,&TextureV,0);
Surf->Material = EdPoly->Material;
Surf->Actor = NULL;
Surf->PolyFlags = EdPoly->PolyFlags & ~PF_NoAddToBSP;
Surf->LightMapScale= EdPoly->LightMapScale;
// Find the LightmassPrimitiveSettings in the UModel...
int32 FoundLightmassIndex = INDEX_NONE;
if (Model->LightmassSettings.Find(EdPoly->LightmassSettings, FoundLightmassIndex) == false)
{
FoundLightmassIndex = Model->LightmassSettings.Add(EdPoly->LightmassSettings);
}
Surf->iLightmassIndex = FoundLightmassIndex;
Surf->Actor = EdPoly->Actor;
Surf->iBrushPoly = EdPoly->iBrushPoly;
if (EdPoly->Actor)
{
Surf->bHiddenEdTemporary = EdPoly->Actor->IsTemporarilyHiddenInEditor();
Surf->bHiddenEdLevel = EdPoly->Actor->bHiddenEdLevel;
Surf->bHiddenEdLayer = EdPoly->Actor->bHiddenEdLayer;
}
Surf->Plane = FPlane4f(EdPoly->Vertices[0],EdPoly->Normal);
}
else
{
check(EdPoly->iLinkSurf!=INDEX_NONE);
check(EdPoly->iLinkSurf<Model->Surfs.Num());
Surf = &Model->Surfs[EdPoly->iLinkSurf];
}
// Set NodeFlags.
if( Surf->PolyFlags & PF_NotSolid ) NodeFlags |= NF_NotCsg;
if( Surf->PolyFlags & (PF_Invisible|PF_Portal) ) NodeFlags |= NF_NotVisBlocking;
if( EdPoly->Vertices.Num() > FBspNode::MAX_NODE_VERTICES )
{
// Split up into two coplanar sub-polygons (one with MAX_NODE_VERTICES vertices and
// one with all the remaining vertices) and recursively add them.
// EdPoly1 is just the first MAX_NODE_VERTICES from EdPoly.
FMemMark Mark(FMemStack::Get());
FPoly *EdPoly1 = new FPoly;
*EdPoly1 = *EdPoly;
EdPoly1->Vertices.RemoveAt(FBspNode::MAX_NODE_VERTICES,EdPoly->Vertices.Num() - FBspNode::MAX_NODE_VERTICES);
// EdPoly2 is the first vertex from EdPoly, and the last EdPoly->Vertices.Num() - MAX_NODE_VERTICES + 1.
FPoly *EdPoly2 = new FPoly;
*EdPoly2 = *EdPoly;
EdPoly2->Vertices.RemoveAt(1,FBspNode::MAX_NODE_VERTICES - 2);
int32 iNode = bspAddNode( Model, iParent, NodePlace, NodeFlags, EdPoly1 ); // Add this poly first.
bspAddNode( Model, iNode, NODE_Plane, NodeFlags, EdPoly2 ); // Then add other (may be bigger).
delete EdPoly1;
delete EdPoly2;
Mark.Pop();
return iNode; // Return coplanar "parent" node (not coplanar child)
}
else
{
// Add node.
int32 iNode = Model->Nodes.AddZeroed();
FBspNode& Node = Model->Nodes[iNode];
// Tell transaction tracking system that parent is about to be modified.
FBspNode* Parent=NULL;
if( NodePlace!=NODE_Root )
Parent = &Model->Nodes[iParent];
// Set node properties.
Node.iSurf = EdPoly->iLinkSurf;
Node.NodeFlags = static_cast<uint8>(NodeFlags);
Node.iCollisionBound = INDEX_NONE;
Node.Plane = FPlane4f( EdPoly->Vertices[0], EdPoly->Normal );
Node.iVertPool = Model->Verts.AddUninitialized(EdPoly->Vertices.Num());
Node.iFront = INDEX_NONE;
Node.iBack = INDEX_NONE;
Node.iPlane = INDEX_NONE;
if( NodePlace==NODE_Root )
{
Node.iLeaf[0] = INDEX_NONE;
Node.iLeaf[1] = INDEX_NONE;
Node.iZone[0] = 0;
Node.iZone[1] = 0;
}
else if( NodePlace==NODE_Front || NodePlace==NODE_Back )
{
int32 ZoneFront=NodePlace==NODE_Front;
Node.iLeaf[0] = Parent->iLeaf[ZoneFront];
Node.iLeaf[1] = Parent->iLeaf[ZoneFront];
Node.iZone[0] = Parent->iZone[ZoneFront];
Node.iZone[1] = Parent->iZone[ZoneFront];
}
else
{
int32 IsFlipped = (Node.Plane|Parent->Plane)<0.0;
Node.iLeaf[0] = Parent->iLeaf[IsFlipped ];
Node.iLeaf[1] = Parent->iLeaf[1-IsFlipped];
Node.iZone[0] = Parent->iZone[IsFlipped ];
Node.iZone[1] = Parent->iZone[1-IsFlipped];
}
// Link parent to this node.
if (NodePlace == NODE_Front)
{
Parent->iFront = iNode;
}
else if (NodePlace == NODE_Back)
{
Parent->iBack = iNode;
}
else if (NodePlace == NODE_Plane)
{
Parent->iPlane = iNode;
}
// Add all points to point table, merging nearly-overlapping polygon points
// with other points in the poly to prevent criscrossing vertices from
// being generated.
// Must maintain Node->NumVertices on the fly so that bspAddPoint is always
// called with the Bsp in a clean state.
Node.NumVertices = 0;
FVert* VertPool = &Model->Verts[ Node.iVertPool ];
for( uint8 i=0; i<EdPoly->Vertices.Num(); i++ )
{
FVector Vertex = (FVector)EdPoly->Vertices[i];
int32 pVertex = bspAddPoint(Model,&Vertex,0);
if( Node.NumVertices==0 || VertPool[Node.NumVertices-1].pVertex!=pVertex )
{
VertPool[Node.NumVertices].iSide = INDEX_NONE;
VertPool[Node.NumVertices].pVertex = pVertex;
Node.NumVertices++;
}
}
if( Node.NumVertices>=2 && VertPool[0].pVertex==VertPool[Node.NumVertices-1].pVertex )
{
Node.NumVertices--;
}
if( Node.NumVertices < 3 )
{
GErrors++;
// UE_LOG(LogBSPOps, Warning, TEXT("bspAddNode: Infinitesimal polygon %i (%i)"), Node.NumVertices, EdPoly->Vertices.Num() );
Node.NumVertices = 0;
}
return iNode;
}
}
/**
* Rebuild some brush internals
*/
void FBSPOps::RebuildBrush(UModel* Brush)
{
Brush->Modify(false);
Brush->EmptyModel(1, 0);
// Build bounding box.
Brush->BuildBound();
// Build BSP for the brush.
bspBuild(Brush, BSP_Good, 15, 70, 1, 0);
bspRefresh(Brush, 1);
bspBuildBounds(Brush);
}
/**
* Rotates the specified brush's vertices.
*/
void FBSPOps::RotateBrushVerts(ABrush* Brush, const FRotator& Rotation, bool bClearComponents)
{
if(Brush->GetBrushComponent()->Brush && Brush->GetBrushComponent()->Brush->Polys)
{
for( int32 poly = 0 ; poly < Brush->GetBrushComponent()->Brush->Polys->Element.Num() ; poly++ )
{
FPoly* Poly = &(Brush->GetBrushComponent()->Brush->Polys->Element[poly]);
// Rotate the vertices.
const FRotationMatrix RotMatrix( Rotation );
for( int32 vertex = 0 ; vertex < Poly->Vertices.Num() ; vertex++ )
{
Poly->Vertices[vertex] = FVector3f(Brush->GetPivotOffset() + (FVector)RotMatrix.TransformVector((FVector)Poly->Vertices[vertex] - Brush->GetPivotOffset()));
}
Poly->Base = FVector3f(Brush->GetPivotOffset() + (FVector)RotMatrix.TransformVector(FVector(Poly->Base) - Brush->GetPivotOffset()));
// Rotate the texture vectors.
Poly->TextureU = FVector4f(RotMatrix.TransformVector( (FVector)Poly->TextureU ));
Poly->TextureV = FVector4f(RotMatrix.TransformVector( (FVector)Poly->TextureV ));
// Recalc the normal for the poly.
Poly->Normal = FVector3f::ZeroVector;
Poly->Finalize(Brush,0);
}
Brush->GetBrushComponent()->Brush->BuildBound();
if( !Brush->IsStaticBrush() )
{
csgPrepMovingBrush( Brush );
}
if ( bClearComponents )
{
Brush->ReregisterAllComponents();
}
}
}
void FBSPOps::HandleVolumeShapeChanged(AVolume& Volume)
{
// The default physics volume doesn't have an associated UModel, so we need to handle that case gracefully.
if(Volume.Brush)
{
FBSPOps::csgPrepMovingBrush( &Volume );
}
}
void FBspPointsGrid::Clear(int32 InitialSize)
{
GridMap.Empty(InitialSize);
}
// Given a grid index in one axis, a real position on the grid and a threshold radius,
// return either:
// - the additional grid index it can overlap in that axis, or
// - the original grid index if there is no overlap.
static FORCEINLINE int32 GetAdjacentIndexIfOverlapping(int32 GridIndex, float GridPos, float GridThreshold)
{
if (GridPos - GridIndex < GridThreshold)
{
return GridIndex - 1;
}
else if (1.0f - (GridPos - GridIndex) < GridThreshold)
{
return GridIndex + 1;
}
else
{
return GridIndex;
}
}
int32 FBspPointsGrid::FindOrAddPoint(const FVector& Point, int32 Index, float PointThreshold)
{
// Offset applied to the grid coordinates so aligned vertices (the normal case) don't overlap several grid items (taking into account the threshold)
const float GridOffset = 0.12345f;
const float AdjustedPointX = static_cast<float>(Point.X - GridOffset);
const float AdjustedPointY = static_cast<float>(Point.Y - GridOffset);
const float AdjustedPointZ = static_cast<float>(Point.Z - GridOffset);
const float GridX = AdjustedPointX * OneOverGranularity;
const float GridY = AdjustedPointY * OneOverGranularity;
const float GridZ = AdjustedPointZ * OneOverGranularity;
// Get the grid indices corresponding to the point coordinates
const int32 GridIndexX = FMath::FloorToInt(GridX);
const int32 GridIndexY = FMath::FloorToInt(GridY);
const int32 GridIndexZ = FMath::FloorToInt(GridZ);
// Find grid item in map
FBspPointsGridItem& GridItem = GridMap.FindOrAdd(FBspPointsKey(GridIndexX, GridIndexY, GridIndexZ));
// Iterate through grid item points and return a point if it's close to the threshold
const float PointThresholdSquared = PointThreshold * PointThreshold;
for (const FBspIndexedPoint& IndexedPoint : GridItem.IndexedPoints)
{
if (FVector::DistSquared(IndexedPoint.Point, Point) <= PointThresholdSquared)
{
return IndexedPoint.Index;
}
}
// Otherwise, the point is new: add it to the grid item.
GridItem.IndexedPoints.Emplace(Point, Index);
// The grid has a maximum threshold of a certain radius. If the point is near the edge of a grid cube, it may overlap into other items.
// Add it to all grid items it can be seen from.
const float GridThreshold = Threshold * OneOverGranularity;
const int32 NeighbourX = GetAdjacentIndexIfOverlapping(GridIndexX, GridX, GridThreshold);
const int32 NeighbourY = GetAdjacentIndexIfOverlapping(GridIndexY, GridY, GridThreshold);
const int32 NeighbourZ = GetAdjacentIndexIfOverlapping(GridIndexZ, GridZ, GridThreshold);
const bool bOverlapsInX = (NeighbourX != GridIndexX);
const bool bOverlapsInY = (NeighbourY != GridIndexY);
const bool bOverlapsInZ = (NeighbourZ != GridIndexZ);
if (bOverlapsInX)
{
GridMap.FindOrAdd(FBspPointsKey(NeighbourX, GridIndexY, GridIndexZ)).IndexedPoints.Emplace(Point, Index);
if (bOverlapsInY)
{
GridMap.FindOrAdd(FBspPointsKey(NeighbourX, NeighbourY, GridIndexZ)).IndexedPoints.Emplace(Point, Index);
if (bOverlapsInZ)
{
GridMap.FindOrAdd(FBspPointsKey(NeighbourX, NeighbourY, NeighbourZ)).IndexedPoints.Emplace(Point, Index);
}
}
else if (bOverlapsInZ)
{
GridMap.FindOrAdd(FBspPointsKey(NeighbourX, GridIndexY, NeighbourZ)).IndexedPoints.Emplace(Point, Index);
}
}
else
{
if (bOverlapsInY)
{
GridMap.FindOrAdd(FBspPointsKey(GridIndexX, NeighbourY, GridIndexZ)).IndexedPoints.Emplace(Point, Index);
if (bOverlapsInZ)
{
GridMap.FindOrAdd(FBspPointsKey(GridIndexX, NeighbourY, NeighbourZ)).IndexedPoints.Emplace(Point, Index);
}
}
else if (bOverlapsInZ)
{
GridMap.FindOrAdd(FBspPointsKey(GridIndexX, GridIndexY, NeighbourZ)).IndexedPoints.Emplace(Point, Index);
}
}
return Index;
}