/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

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.

===========================================================================
*/

#pragma hdrstop
#include "precompiled.h"


#include "AASFile.h"
#include "AASFile_local.h"


//===============================================================
//
//	optimize file
//
//===============================================================

/*
================
idAASFileLocal::Optimize
================
*/
void idAASFileLocal::Optimize()
{
	int i, j, k, faceNum, edgeNum, areaFirstFace, faceFirstEdge;
	aasArea_t* area;
	aasFace_t* face;
	aasEdge_t* edge;
	idReachability* reach;
	idList<int> vertexRemap;
	idList<int> edgeRemap;
	idList<int> faceRemap;
	idList<aasVertex_t> newVertices;
	idList<aasEdge_t> newEdges;
	idList<aasIndex_t> newEdgeIndex;
	idList<aasFace_t> newFaces;
	idList<aasIndex_t> newFaceIndex;
	
	vertexRemap.AssureSize( vertices.Num(), -1 );
	edgeRemap.AssureSize( edges.Num(), 0 );
	faceRemap.AssureSize( faces.Num(), 0 );
	
	newVertices.Resize( vertices.Num() );
	newEdges.Resize( edges.Num() );
	newEdges.SetNum( 1 );
	newEdgeIndex.Resize( edgeIndex.Num() );
	newFaces.Resize( faces.Num() );
	newFaces.SetNum( 1 );
	newFaceIndex.Resize( faceIndex.Num() );
	
	for( i = 0; i < areas.Num(); i++ )
	{
		area = &areas[i];
		
		areaFirstFace = newFaceIndex.Num();
		for( j = 0; j < area->numFaces; j++ )
		{
			faceNum = faceIndex[area->firstFace + j];
			face = &faces[ abs( faceNum ) ];
			
			// store face
			if( !faceRemap[ abs( faceNum ) ] )
			{
				faceRemap[ abs( faceNum ) ] = newFaces.Num();
				newFaces.Append( *face );
				
				// don't store edges for faces we don't care about
				if( !( face->flags & ( FACE_FLOOR | FACE_LADDER ) ) )
				{
				
					newFaces[ newFaces.Num() - 1 ].firstEdge = 0;
					newFaces[ newFaces.Num() - 1 ].numEdges = 0;
					
				}
				else
				{
				
					// store edges
					faceFirstEdge = newEdgeIndex.Num();
					for( k = 0; k < face->numEdges; k++ )
					{
						edgeNum = edgeIndex[ face->firstEdge + k ];
						edge = &edges[ abs( edgeNum ) ];
						
						if( !edgeRemap[ abs( edgeNum ) ] )
						{
							if( edgeNum < 0 )
							{
								edgeRemap[ abs( edgeNum ) ] = -newEdges.Num();
							}
							else
							{
								edgeRemap[ abs( edgeNum ) ] = newEdges.Num();
							}
							
							// remap vertices if not yet remapped
							if( vertexRemap[ edge->vertexNum[0] ] == -1 )
							{
								vertexRemap[ edge->vertexNum[0] ] = newVertices.Num();
								newVertices.Append( vertices[ edge->vertexNum[0] ] );
							}
							if( vertexRemap[ edge->vertexNum[1] ] == -1 )
							{
								vertexRemap[ edge->vertexNum[1] ] = newVertices.Num();
								newVertices.Append( vertices[ edge->vertexNum[1] ] );
							}
							
							newEdges.Append( *edge );
							newEdges[ newEdges.Num() - 1 ].vertexNum[0] = vertexRemap[ edge->vertexNum[0] ];
							newEdges[ newEdges.Num() - 1 ].vertexNum[1] = vertexRemap[ edge->vertexNum[1] ];
						}
						
						newEdgeIndex.Append( edgeRemap[ abs( edgeNum ) ] );
					}
					
					newFaces[ newFaces.Num() - 1 ].firstEdge = faceFirstEdge;
					newFaces[ newFaces.Num() - 1 ].numEdges = newEdgeIndex.Num() - faceFirstEdge;
				}
			}
			
			if( faceNum < 0 )
			{
				newFaceIndex.Append( -faceRemap[ abs( faceNum ) ] );
			}
			else
			{
				newFaceIndex.Append( faceRemap[ abs( faceNum ) ] );
			}
		}
		
		area->firstFace = areaFirstFace;
		area->numFaces = newFaceIndex.Num() - areaFirstFace;
		
		// remap the reachability edges
		for( reach = area->reach; reach; reach = reach->next )
		{
			reach->edgeNum = abs( edgeRemap[reach->edgeNum] );
		}
	}
	
	// store new list
	vertices = newVertices;
	edges = newEdges;
	edgeIndex = newEdgeIndex;
	faces = newFaces;
	faceIndex = newFaceIndex;
}
