/* -------------------------------------------------------------------------------

Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant 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.

GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define FACEBSP_C



/* dependencies */
#include "q3map2.h"



int			c_faceLeafs;


/*
================
AllocBspFace
================
*/
face_t	*AllocBspFace( void ) {
	face_t	*f;

	f = safe_malloc(sizeof(*f));
	memset( f, 0, sizeof(*f) );

	return f;
}



/*
================
FreeBspFace
================
*/
void	FreeBspFace( face_t *f ) {
	if ( f->w ) {
		FreeWinding( f->w );
	}
	free( f );
}



/*
SelectSplitPlaneNum()
finds the best split plane for this node
*/

static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags )
{
	face_t		*split;
	face_t		*check;
	face_t		*bestSplit;
	int			splits, facing, front, back;
	int			side;
	plane_t		*plane;
	int			value, bestValue;
	int			i;
	vec3_t		normal;
	float		dist;
	int			planenum;
	
	
	/* ydnar: set some defaults */
	*splitPlaneNum = -1; /* leaf */
	*compileFlags = 0;
	
	/* ydnar 2002-06-24: changed this to split on z-axis as well */
	/* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */
	
	/* if it is crossing a block boundary, force a split */
	for( i = 0; i < 3; i++ )
	{
		if( blockSize[ i ] <= 0 )
			continue;
		dist = blockSize[ i ] * (floor( node->mins[ i ] / blockSize[ i ] ) + 1);
		if( node->maxs[ i ] > dist )
		{
			VectorClear( normal );
			normal[ i ] = 1;
			planenum = FindFloatPlane( normal, dist, 0, NULL );
			*splitPlaneNum = planenum;
			return;
		}
	}
	
	/* pick one of the face planes */
	bestValue = -99999;
	bestSplit = list;
	
	for( split = list; split; split = split->next )
		split->checked = qfalse;
	
	for( split = list; split; split = split->next )
	{
		if ( split->checked )
			continue;
		
		plane = &mapplanes[ split->planenum ];
		splits = 0;
		facing = 0;
		front = 0;
		back = 0;
		for ( check = list ; check ; check = check->next ) {
			if ( check->planenum == split->planenum ) {
				facing++;
				check->checked = qtrue;	// won't need to test this plane again
				continue;
			}
			side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
			if ( side == SIDE_CROSS ) {
				splits++;
			} else if ( side == SIDE_FRONT ) {
				front++;
			} else if ( side == SIDE_BACK ) {
				back++;
			}
		}
		value =  5*facing - 5*splits; // - abs(front-back);
		if ( plane->type < 3 ) {
			value+=5;		// axial is better
		}
		value += split->priority;		// prioritize hints higher

		if ( value > bestValue ) {
			bestValue = value;
			bestSplit = split;
		}
	}
	
	/* nothing, we have a leaf */
	if( bestValue == -99999 )
		return;
	
	/* set best split data */
	*splitPlaneNum = bestSplit->planenum;
	*compileFlags = bestSplit->compileFlags;
}



/*
CountFaceList()
counts bsp faces in the linked list
*/

int	CountFaceList( face_t *list )
{
	int		c;
	

	c = 0;
	for( list; list != NULL; list = list->next )
		c++;
	return c;
}



/*
BuildFaceTree_r()
recursively builds the bsp, splitting on face planes
*/

void BuildFaceTree_r( node_t *node, face_t *list )
{
	face_t		*split;
	face_t		*next;
	int			side;
	plane_t		*plane;
	face_t		*newFace;
	face_t		*childLists[2];
	winding_t	*frontWinding, *backWinding;
	int			i;
	int			splitPlaneNum, compileFlags;
	
	
	/* count faces left */
	i = CountFaceList( list );
	
	/* select the best split plane */
	SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags );
	
	/* if we don't have any more faces, this is a node */
	if ( splitPlaneNum == -1 )
	{
		node->planenum = PLANENUM_LEAF;
		c_faceLeafs++;
		return;
	}
	
	/* partition the list */
	node->planenum = splitPlaneNum;
	node->compileFlags = compileFlags;
	plane = &mapplanes[ splitPlaneNum ];
	childLists[0] = NULL;
	childLists[1] = NULL;
	for( split = list; split; split = next )
	{
		/* set next */
		next = split->next;
		
		/* don't split by identical plane */
		if( split->planenum == node->planenum )
		{
			FreeBspFace( split );
			continue;
		}
		
		/* determine which side the face falls on */
		side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
		
		/* switch on side */
		if( side == SIDE_CROSS )
		{
			ClipWindingEpsilon( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
				&frontWinding, &backWinding );
			if( frontWinding ) {
				newFace = AllocBspFace();
				newFace->w = frontWinding;
				newFace->next = childLists[0];
				newFace->planenum = split->planenum;
				newFace->priority = split->priority;
				newFace->compileFlags = split->compileFlags;
				childLists[0] = newFace;
			}
			if( backWinding ) {
				newFace = AllocBspFace();
				newFace->w = backWinding;
				newFace->next = childLists[1];
				newFace->planenum = split->planenum;
				newFace->priority = split->priority;
				newFace->compileFlags = split->compileFlags;
				childLists[1] = newFace;
			}
			FreeBspFace( split );
		} else if ( side == SIDE_FRONT ) {
			split->next = childLists[0];
			childLists[0] = split;
		} else if ( side == SIDE_BACK ) {
			split->next = childLists[1];
			childLists[1] = split;
		}
	}


	// recursively process children
	for ( i = 0 ; i < 2 ; i++ ) {
		node->children[i] = AllocNode();
		node->children[i]->parent = node;
		VectorCopy( node->mins, node->children[i]->mins );
		VectorCopy( node->maxs, node->children[i]->maxs );
	}

	for ( i = 0 ; i < 3 ; i++ ) {
		if ( plane->normal[i] == 1 ) {
			node->children[0]->mins[i] = plane->dist;
			node->children[1]->maxs[i] = plane->dist;
			break;
		}
	}

	for ( i = 0 ; i < 2 ; i++ ) {
		BuildFaceTree_r ( node->children[i], childLists[i]);
	}
}


/*
================
FaceBSP

List will be freed before returning
================
*/
tree_t *FaceBSP( face_t *list ) {
	tree_t		*tree;
	face_t	*face;
	int			i;
	int			count;

	Sys_FPrintf (SYS_VRB, "--- FaceBSP ---\n" );

	tree = AllocTree ();

	count = 0;
	for( face = list; face != NULL; face = face->next )
	{
		count++;
		for( i = 0; i < face->w->numpoints; i++ )
		{
			AddPointToBounds( face->w->p[ i ], tree->mins, tree->maxs );
		}
	}
	Sys_FPrintf( SYS_VRB, "%9d faces\n", count );

	tree->headnode = AllocNode();
	VectorCopy( tree->mins, tree->headnode->mins );
	VectorCopy( tree->maxs, tree->headnode->maxs );
	c_faceLeafs = 0;

	BuildFaceTree_r ( tree->headnode, list );

	Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs );

	return tree;
}



/*
MakeStructuralBSPFaceList()
get structural brush faces
*/

face_t *MakeStructuralBSPFaceList( brush_t *list )
{
	brush_t		*b;
	int			i;
	side_t		*s;
	winding_t	*w;
	face_t		*f, *flist;
	
	
	flist = NULL;
	for( b = list; b != NULL; b = b->next )
	{
		if( b->detail )
			continue;
		
		for( i = 0; i < b->numsides; i++ )
		{
			/* get side and winding */
			s = &b->sides[ i ];
			w = s->winding;
			if( w == NULL )
				continue;
			
			/* ydnar: skip certain faces */
			if( s->compileFlags & C_SKIP )
				continue;
			
			/* allocate a face */
			f = AllocBspFace();
			f->w = CopyWinding( w );
			f->planenum = s->planenum & ~1;
			f->compileFlags = s->compileFlags;	/* ydnar */
			
			/* ydnar: set priority */
			f->priority = 0;
			if( f->compileFlags & C_HINT )
				f->priority += HINT_PRIORITY;
			if( f->compileFlags & C_ANTIPORTAL )
				f->priority += ANTIPORTAL_PRIORITY;
			if( f->compileFlags & C_AREAPORTAL )
				f->priority += AREAPORTAL_PRIORITY;
			
			/* get next face */
			f->next = flist;
			flist = f;
		}
	}
	
	return flist;
}



/*
MakeVisibleBSPFaceList()
get visible brush faces
*/

face_t *MakeVisibleBSPFaceList( brush_t *list )
{
	brush_t		*b;
	int			i;
	side_t		*s;
	winding_t	*w;
	face_t		*f, *flist;
	
	
	flist = NULL;
	for( b = list; b != NULL; b = b->next )
	{
		if( b->detail )
			continue;
		
		for( i = 0; i < b->numsides; i++ )
		{
			/* get side and winding */
			s = &b->sides[ i ];
			w = s->visibleHull;
			if( w == NULL )
				continue;
			
			/* ydnar: skip certain faces */
			if( s->compileFlags & C_SKIP )
				continue;
			
			/* allocate a face */
			f = AllocBspFace();
			f->w = CopyWinding( w );
			f->planenum = s->planenum & ~1;
			f->compileFlags = s->compileFlags;	/* ydnar */
			
			/* ydnar: set priority */
			f->priority = 0;
			if( f->compileFlags & C_HINT )
				f->priority += HINT_PRIORITY;
			if( f->compileFlags & C_ANTIPORTAL )
				f->priority += ANTIPORTAL_PRIORITY;
			if( f->compileFlags & C_AREAPORTAL )
				f->priority += AREAPORTAL_PRIORITY;
			
			/* get next face */
			f->next = flist;
			flist = f;
		}
	}
	
	return flist;
}

