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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
133 lines
5.6 KiB
C++
133 lines
5.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_PVS_H__
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#define __GAME_PVS_H__
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#include "idlib/geometry/Winding.h"
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#include "idlib/math/Vector.h"
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#include "idlib/bv/Bounds.h"
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/*
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===================================================================================
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PVS
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Note: mirrors and other special view portals are not taken into account
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===================================================================================
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*/
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typedef struct pvsHandle_s {
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int i; // index to current pvs
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unsigned int h; // handle for current pvs
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} pvsHandle_t;
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typedef struct pvsCurrent_s {
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pvsHandle_t handle; // current pvs handle
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byte * pvs; // current pvs bit string
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} pvsCurrent_t;
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#define MAX_CURRENT_PVS 8 // must be a power of 2
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typedef enum {
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PVS_NORMAL = 0, // PVS through portals taking portal states into account
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PVS_ALL_PORTALS_OPEN = 1, // PVS through portals assuming all portals are open
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PVS_CONNECTED_AREAS = 2 // PVS considering all topologically connected areas visible
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} pvsType_t;
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class idPVS {
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public:
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idPVS( void );
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~idPVS( void );
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// setup for the current map
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void Init( void );
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void Shutdown( void );
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// get the area(s) the source is in
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int GetPVSArea( const idVec3 &point ) const; // returns the area number
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int GetPVSAreas( const idBounds &bounds, int *areas, int maxAreas ) const; // returns number of areas
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// setup current PVS for the source
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pvsHandle_t SetupCurrentPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
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pvsHandle_t SetupCurrentPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
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pvsHandle_t SetupCurrentPVS( const int sourceArea, const pvsType_t type = PVS_NORMAL ) const;
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pvsHandle_t SetupCurrentPVS( const int *sourceAreas, const int numSourceAreas, const pvsType_t type = PVS_NORMAL ) const;
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pvsHandle_t MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const;
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void FreeCurrentPVS( pvsHandle_t handle ) const;
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// returns true if the target is within the current PVS
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bool InCurrentPVS( const pvsHandle_t handle, const idVec3 &target ) const;
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bool InCurrentPVS( const pvsHandle_t handle, const idBounds &target ) const;
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bool InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const;
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bool InCurrentPVS( const pvsHandle_t handle, const int *targetAreas, int numTargetAreas ) const;
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// draw all portals that are within the PVS of the source
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void DrawPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
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void DrawPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
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// visualize the PVS the handle points to
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void DrawCurrentPVS( const pvsHandle_t handle, const idVec3 &source ) const;
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#if ASYNC_WRITE_PVS
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void WritePVS( const pvsHandle_t handle, idBitMsg &msg );
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void ReadPVS( const pvsHandle_t handle, const idBitMsg &msg );
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#endif
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private:
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int numAreas;
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int numPortals;
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bool * connectedAreas;
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int * areaQueue;
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byte * areaPVS;
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// current PVS for a specific source possibly taking portal states (open/closed) into account
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mutable pvsCurrent_t currentPVS[MAX_CURRENT_PVS];
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// used to create PVS
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int portalVisBytes;
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int portalVisLongs;
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int areaVisBytes;
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int areaVisLongs;
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struct pvsPortal_s *pvsPortals;
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struct pvsArea_s * pvsAreas;
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private:
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int GetPortalCount( void ) const;
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void CreatePVSData( void );
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void DestroyPVSData( void );
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void CopyPortalPVSToMightSee( void ) const;
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void FloodFrontPortalPVS_r( struct pvsPortal_s *portal, int areaNum ) const;
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void FrontPortalPVS( void ) const;
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struct pvsStack_s * FloodPassagePVS_r( struct pvsPortal_s *source, const struct pvsPortal_s *portal, struct pvsStack_s *prevStack ) const;
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void PassagePVS( void ) const;
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void AddPassageBoundaries( const idWinding &source, const idWinding &pass, bool flipClip, idPlane *bounds, int &numBounds, int maxBounds ) const;
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void CreatePassages( void ) const;
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void DestroyPassages( void ) const;
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int AreaPVSFromPortalPVS( void ) const;
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void GetConnectedAreas( int srcArea, bool *connectedAreas ) const;
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pvsHandle_t AllocCurrentPVS( unsigned int h ) const;
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};
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#endif /* !__GAME_PVS_H__ */
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