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https://github.com/dhewm/dhewm3.git
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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.
1422 lines
34 KiB
C++
1422 lines
34 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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#include "sys/platform.h"
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#include "idlib/Timer.h"
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#include "Game_local.h"
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#include "Pvs.h"
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#define MAX_BOUNDS_AREAS 16
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typedef struct pvsPassage_s {
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byte * canSee; // bit set for all portals that can be seen through this passage
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} pvsPassage_t;
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typedef struct pvsPortal_s {
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int areaNum; // area this portal leads to
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idWinding * w; // winding goes counter clockwise seen from the area this portal is part of
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idBounds bounds; // winding bounds
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idPlane plane; // winding plane, normal points towards the area this portal leads to
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pvsPassage_t * passages; // passages to portals in the area this portal leads to
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bool done; // true if pvs is calculated for this portal
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byte * vis; // PVS for this portal
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byte * mightSee; // used during construction
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} pvsPortal_t;
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typedef struct pvsArea_s {
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int numPortals; // number of portals in this area
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idBounds bounds; // bounds of the whole area
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pvsPortal_t ** portals; // array with pointers to the portals of this area
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} pvsArea_t;
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typedef struct pvsStack_s {
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struct pvsStack_s * next; // next stack entry
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byte * mightSee; // bit set for all portals that might be visible through this passage/portal stack
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} pvsStack_t;
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/*
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================
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idPVS::idPVS
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================
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*/
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idPVS::idPVS( void ) {
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int i;
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numAreas = 0;
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numPortals = 0;
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connectedAreas = NULL;
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areaQueue = NULL;
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areaPVS = NULL;
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for ( i = 0; i < MAX_CURRENT_PVS; i++ ) {
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currentPVS[i].handle.i = -1;
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currentPVS[i].handle.h = 0;
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currentPVS[i].pvs = NULL;
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}
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pvsAreas = NULL;
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pvsPortals = NULL;
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}
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/*
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================
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idPVS::~idPVS
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================
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*/
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idPVS::~idPVS( void ) {
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Shutdown();
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}
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/*
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================
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idPVS::GetPortalCount
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================
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*/
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int idPVS::GetPortalCount( void ) const {
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int i, na, np;
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na = gameRenderWorld->NumAreas();
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np = 0;
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for ( i = 0; i < na; i++ ) {
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np += gameRenderWorld->NumPortalsInArea( i );
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}
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return np;
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}
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/*
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================
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idPVS::CreatePVSData
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================
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*/
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void idPVS::CreatePVSData( void ) {
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int i, j, n, cp;
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exitPortal_t portal;
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pvsArea_t *area;
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pvsPortal_t *p, **portalPtrs;
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if ( !numPortals ) {
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return;
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}
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pvsPortals = new pvsPortal_t[numPortals];
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pvsAreas = new pvsArea_t[numAreas];
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memset( pvsAreas, 0, numAreas * sizeof( *pvsAreas ) );
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cp = 0;
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portalPtrs = new pvsPortal_t*[numPortals];
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for ( i = 0; i < numAreas; i++ ) {
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area = &pvsAreas[i];
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area->bounds.Clear();
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area->portals = portalPtrs + cp;
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n = gameRenderWorld->NumPortalsInArea( i );
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for ( j = 0; j < n; j++ ) {
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portal = gameRenderWorld->GetPortal( i, j );
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p = &pvsPortals[cp++];
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// the winding goes counter clockwise seen from this area
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p->w = portal.w->Copy();
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p->areaNum = portal.areas[1]; // area[1] is always the area the portal leads to
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p->vis = new byte[portalVisBytes];
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memset( p->vis, 0, portalVisBytes );
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p->mightSee = new byte[portalVisBytes];
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memset( p->mightSee, 0, portalVisBytes );
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p->w->GetBounds( p->bounds );
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p->w->GetPlane( p->plane );
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// plane normal points to outside the area
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p->plane = -p->plane;
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// no PVS calculated for this portal yet
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p->done = false;
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area->portals[area->numPortals] = p;
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area->numPortals++;
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area->bounds += p->bounds;
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}
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}
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}
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/*
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================
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idPVS::DestroyPVSData
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================
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*/
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void idPVS::DestroyPVSData( void ) {
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int i;
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if ( !pvsAreas ) {
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return;
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}
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// delete portal pointer array
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delete[] pvsAreas[0].portals;
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// delete all areas
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delete[] pvsAreas;
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pvsAreas = NULL;
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// delete portal data
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for ( i = 0; i < numPortals; i++ ) {
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delete[] pvsPortals[i].vis;
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delete[] pvsPortals[i].mightSee;
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delete pvsPortals[i].w;
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}
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// delete portals
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delete[] pvsPortals;
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pvsPortals = NULL;
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}
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/*
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================
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idPVS::FloodFrontPortalPVS_r
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================
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*/
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void idPVS::FloodFrontPortalPVS_r( pvsPortal_t *portal, int areaNum ) const {
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int i, n;
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pvsArea_t *area;
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pvsPortal_t *p;
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area = &pvsAreas[ areaNum ];
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for ( i = 0; i < area->numPortals; i++ ) {
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p = area->portals[i];
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n = p - pvsPortals;
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// don't flood through if this portal is not at the front
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if ( !( portal->mightSee[ n>>3 ] & (1 << (n&7)) ) ) {
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continue;
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}
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// don't flood through if already visited this portal
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if ( portal->vis[ n>>3 ] & (1 << (n&7)) ) {
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continue;
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}
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// this portal might be visible
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portal->vis[ n>>3 ] |= (1 << (n&7));
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// flood through the portal
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FloodFrontPortalPVS_r( portal, p->areaNum );
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}
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}
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/*
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================
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idPVS::FrontPortalPVS
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================
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*/
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void idPVS::FrontPortalPVS( void ) const {
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int i, j, k, n, p, side1, side2, areaSide;
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pvsPortal_t *p1, *p2;
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pvsArea_t *area;
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for ( i = 0; i < numPortals; i++ ) {
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p1 = &pvsPortals[i];
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for ( j = 0; j < numAreas; j++ ) {
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area = &pvsAreas[j];
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areaSide = side1 = area->bounds.PlaneSide( p1->plane );
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// if the whole area is at the back side of the portal
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if ( areaSide == PLANESIDE_BACK ) {
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continue;
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}
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for ( p = 0; p < area->numPortals; p++ ) {
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p2 = area->portals[p];
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// if we the whole area is not at the front we need to check
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if ( areaSide != PLANESIDE_FRONT ) {
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// if the second portal is completely at the back side of the first portal
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side1 = p2->bounds.PlaneSide( p1->plane );
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if ( side1 == PLANESIDE_BACK ) {
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continue;
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}
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}
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// if the first portal is completely at the front of the second portal
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side2 = p1->bounds.PlaneSide( p2->plane );
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if ( side2 == PLANESIDE_FRONT ) {
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continue;
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}
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// if the second portal is not completely at the front of the first portal
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if ( side1 != PLANESIDE_FRONT ) {
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// more accurate check
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for ( k = 0; k < p2->w->GetNumPoints(); k++ ) {
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// if more than an epsilon at the front side
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if ( p1->plane.Side( (*p2->w)[k].ToVec3(), ON_EPSILON ) == PLANESIDE_FRONT ) {
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break;
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}
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}
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if ( k >= p2->w->GetNumPoints() ) {
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continue; // second portal is at the back of the first portal
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}
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}
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// if the first portal is not completely at the back side of the second portal
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if ( side2 != PLANESIDE_BACK ) {
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// more accurate check
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for ( k = 0; k < p1->w->GetNumPoints(); k++ ) {
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// if more than an epsilon at the back side
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if ( p2->plane.Side( (*p1->w)[k].ToVec3(), ON_EPSILON ) == PLANESIDE_BACK ) {
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break;
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}
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}
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if ( k >= p1->w->GetNumPoints() ) {
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continue; // first portal is at the front of the second portal
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}
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}
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// the portal might be visible at the front
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n = p2 - pvsPortals;
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p1->mightSee[ n >> 3 ] |= 1 << (n&7);
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}
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}
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}
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// flood the front portal pvs for all portals
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for ( i = 0; i < numPortals; i++ ) {
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p1 = &pvsPortals[i];
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FloodFrontPortalPVS_r( p1, p1->areaNum );
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}
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}
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/*
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===============
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idPVS::FloodPassagePVS_r
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===============
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*/
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pvsStack_t *idPVS::FloodPassagePVS_r( pvsPortal_t *source, const pvsPortal_t *portal, pvsStack_t *prevStack ) const {
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int i, j, n, m;
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pvsPortal_t *p;
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pvsArea_t *area;
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pvsStack_t *stack;
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pvsPassage_t *passage;
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long *sourceVis, *passageVis, *portalVis, *mightSee, *prevMightSee, more;
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area = &pvsAreas[portal->areaNum];
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stack = prevStack->next;
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// if no next stack entry allocated
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if ( !stack ) {
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stack = reinterpret_cast<pvsStack_t*>(new byte[sizeof(pvsStack_t) + portalVisBytes]);
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stack->mightSee = (reinterpret_cast<byte *>(stack)) + sizeof(pvsStack_t);
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stack->next = NULL;
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prevStack->next = stack;
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}
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// check all portals for flooding into other areas
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for ( i = 0; i < area->numPortals; i++ ) {
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passage = &portal->passages[i];
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// if this passage is completely empty
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if ( !passage->canSee ) {
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continue;
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}
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p = area->portals[i];
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n = p - pvsPortals;
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// if this portal cannot be seen through our current portal/passage stack
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if ( !( prevStack->mightSee[n >> 3] & (1 << (n & 7)) ) ) {
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continue;
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}
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// mark the portal as visible
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source->vis[n >> 3] |= (1 << (n & 7));
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// get pointers to vis data
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prevMightSee = reinterpret_cast<long *>(prevStack->mightSee);
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passageVis = reinterpret_cast<long *>(passage->canSee);
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sourceVis = reinterpret_cast<long *>(source->vis);
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mightSee = reinterpret_cast<long *>(stack->mightSee);
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more = 0;
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// use the portal PVS if it has been calculated
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if ( p->done ) {
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portalVis = reinterpret_cast<long *>(p->vis);
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for ( j = 0; j < portalVisLongs; j++ ) {
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// get new PVS which is decreased by going through this passage
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m = *prevMightSee++ & *passageVis++ & *portalVis++;
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// check if anything might be visible through this passage that wasn't yet visible
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more |= (m & ~(*sourceVis++));
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// store new PVS
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*mightSee++ = m;
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}
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}
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else {
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// the p->mightSee is implicitely stored in the passageVis
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for ( j = 0; j < portalVisLongs; j++ ) {
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// get new PVS which is decreased by going through this passage
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m = *prevMightSee++ & *passageVis++;
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// check if anything might be visible through this passage that wasn't yet visible
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more |= (m & ~(*sourceVis++));
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// store new PVS
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*mightSee++ = m;
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}
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}
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// if nothing more can be seen
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if ( !more ) {
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continue;
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}
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// go through the portal
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stack->next = FloodPassagePVS_r( source, p, stack );
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}
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return stack;
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}
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/*
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===============
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idPVS::PassagePVS
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===============
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*/
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void idPVS::PassagePVS( void ) const {
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int i;
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pvsPortal_t *source;
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pvsStack_t *stack, *s;
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// create the passages
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CreatePassages();
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// allocate first stack entry
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stack = reinterpret_cast<pvsStack_t*>(new byte[sizeof(pvsStack_t) + portalVisBytes]);
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stack->mightSee = (reinterpret_cast<byte *>(stack)) + sizeof(pvsStack_t);
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stack->next = NULL;
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// calculate portal PVS by flooding through the passages
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for ( i = 0; i < numPortals; i++ ) {
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source = &pvsPortals[i];
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memset( source->vis, 0, portalVisBytes );
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memcpy( stack->mightSee, source->mightSee, portalVisBytes );
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FloodPassagePVS_r( source, source, stack );
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source->done = true;
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}
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// free the allocated stack
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for ( s = stack; s; s = stack ) {
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stack = stack->next;
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delete[] s;
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}
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// destroy the passages
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DestroyPassages();
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}
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/*
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===============
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idPVS::AddPassageBoundaries
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===============
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*/
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void idPVS::AddPassageBoundaries( const idWinding &source, const idWinding &pass, bool flipClip, idPlane *bounds, int &numBounds, int maxBounds ) const {
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int i, j, k, l;
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idVec3 v1, v2, normal;
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float d, dist;
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bool flipTest, front;
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idPlane plane;
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// check all combinations
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for ( i = 0; i < source.GetNumPoints(); i++ ) {
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l = (i + 1) % source.GetNumPoints();
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v1 = source[l].ToVec3() - source[i].ToVec3();
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// find a vertex of pass that makes a plane that puts all of the
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// vertices of pass on the front side and all of the vertices of
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// source on the back side
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for ( j = 0; j < pass.GetNumPoints(); j++ ) {
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v2 = pass[j].ToVec3() - source[i].ToVec3();
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normal = v1.Cross( v2 );
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if ( normal.Normalize() < 0.01f ) {
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continue;
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}
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dist = normal * pass[j].ToVec3();
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//
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// find out which side of the generated seperating plane has the
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// source portal
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//
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flipTest = false;
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for ( k = 0; k < source.GetNumPoints(); k++ ) {
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if ( k == i || k == l ) {
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continue;
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}
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d = source[k].ToVec3() * normal - dist;
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if ( d < -ON_EPSILON ) {
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// source is on the negative side, so we want all
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// pass and target on the positive side
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flipTest = false;
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break;
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}
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else if ( d > ON_EPSILON ) {
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// source is on the positive side, so we want all
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// pass and target on the negative side
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flipTest = true;
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break;
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}
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}
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if ( k == source.GetNumPoints() ) {
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continue; // planar with source portal
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}
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// flip the normal if the source portal is backwards
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if (flipTest) {
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normal = -normal;
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dist = -dist;
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}
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// if all of the pass portal points are now on the positive side,
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// this is the seperating plane
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front = false;
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for ( k = 0; k < pass.GetNumPoints(); k++ ) {
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if ( k == j ) {
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continue;
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}
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d = pass[k].ToVec3() * normal - dist;
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if ( d < -ON_EPSILON ) {
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break;
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}
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else if ( d > ON_EPSILON ) {
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front = true;
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}
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}
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if ( k < pass.GetNumPoints() ) {
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continue; // points on negative side, not a seperating plane
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}
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if ( !front ) {
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continue; // planar with seperating plane
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}
|
|
|
|
// flip the normal if we want the back side
|
|
if ( flipClip ) {
|
|
plane.SetNormal( -normal );
|
|
plane.SetDist( -dist );
|
|
}
|
|
else {
|
|
plane.SetNormal( normal );
|
|
plane.SetDist( dist );
|
|
}
|
|
|
|
// check if the plane is already a passage boundary
|
|
for ( k = 0; k < numBounds; k++ ) {
|
|
if ( plane.Compare( bounds[k], 0.001f, 0.01f ) ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( k < numBounds ) {
|
|
break;
|
|
}
|
|
|
|
if ( numBounds >= maxBounds ) {
|
|
gameLocal.Warning( "max passage boundaries." );
|
|
break;
|
|
}
|
|
bounds[numBounds] = plane;
|
|
numBounds++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::CreatePassages
|
|
================
|
|
*/
|
|
#define MAX_PASSAGE_BOUNDS 128
|
|
|
|
void idPVS::CreatePassages( void ) const {
|
|
int i, j, l, n, numBounds, front, passageMemory, byteNum, bitNum;
|
|
int sides[MAX_PASSAGE_BOUNDS];
|
|
idPlane passageBounds[MAX_PASSAGE_BOUNDS];
|
|
pvsPortal_t *source, *target, *p;
|
|
pvsArea_t *area;
|
|
pvsPassage_t *passage;
|
|
idFixedWinding winding;
|
|
byte canSee, mightSee, bit;
|
|
|
|
passageMemory = 0;
|
|
for ( i = 0; i < numPortals; i++ ) {
|
|
source = &pvsPortals[i];
|
|
area = &pvsAreas[source->areaNum];
|
|
|
|
source->passages = new pvsPassage_t[area->numPortals];
|
|
|
|
for ( j = 0; j < area->numPortals; j++ ) {
|
|
target = area->portals[j];
|
|
n = target - pvsPortals;
|
|
|
|
passage = &source->passages[j];
|
|
|
|
// if the source portal cannot see this portal
|
|
if ( !( source->mightSee[ n>>3 ] & (1 << (n&7)) ) ) {
|
|
// not all portals in the area have to be visible because areas are not necesarily convex
|
|
// also no passage has to be created for the portal which is the opposite of the source
|
|
passage->canSee = NULL;
|
|
continue;
|
|
}
|
|
|
|
passage->canSee = new byte[portalVisBytes];
|
|
passageMemory += portalVisBytes;
|
|
|
|
// boundary plane normals point inwards
|
|
numBounds = 0;
|
|
AddPassageBoundaries( *(source->w), *(target->w), false, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
|
|
AddPassageBoundaries( *(target->w), *(source->w), true, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
|
|
|
|
// get all portals visible through this passage
|
|
for ( byteNum = 0; byteNum < portalVisBytes; byteNum++) {
|
|
|
|
canSee = 0;
|
|
mightSee = source->mightSee[byteNum] & target->mightSee[byteNum];
|
|
|
|
// go through eight portals at a time to speed things up
|
|
for ( bitNum = 0; bitNum < 8; bitNum++ ) {
|
|
|
|
bit = 1 << bitNum;
|
|
|
|
if ( !( mightSee & bit ) ) {
|
|
continue;
|
|
}
|
|
|
|
p = &pvsPortals[(byteNum << 3) + bitNum];
|
|
|
|
if ( p->areaNum == source->areaNum ) {
|
|
continue;
|
|
}
|
|
|
|
for ( front = 0, l = 0; l < numBounds; l++ ) {
|
|
sides[l] = p->bounds.PlaneSide( passageBounds[l] );
|
|
// if completely at the back of the passage bounding plane
|
|
if ( sides[l] == PLANESIDE_BACK ) {
|
|
break;
|
|
}
|
|
// if completely at the front
|
|
if ( sides[l] == PLANESIDE_FRONT ) {
|
|
front++;
|
|
}
|
|
}
|
|
// if completely outside the passage
|
|
if ( l < numBounds ) {
|
|
continue;
|
|
}
|
|
|
|
// if not at the front of all bounding planes and thus not completely inside the passage
|
|
if ( front != numBounds ) {
|
|
|
|
winding = *p->w;
|
|
|
|
for ( l = 0; l < numBounds; l++ ) {
|
|
// only clip if the winding possibly crosses this plane
|
|
if ( sides[l] != PLANESIDE_CROSS ) {
|
|
continue;
|
|
}
|
|
// clip away the part at the back of the bounding plane
|
|
winding.ClipInPlace( passageBounds[l] );
|
|
// if completely clipped away
|
|
if ( !winding.GetNumPoints() ) {
|
|
break;
|
|
}
|
|
}
|
|
// if completely outside the passage
|
|
if ( l < numBounds ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
canSee |= bit;
|
|
}
|
|
|
|
// store results of all eight portals
|
|
passage->canSee[byteNum] = canSee;
|
|
}
|
|
|
|
// can always see the target portal
|
|
passage->canSee[n >> 3] |= (1 << (n&7));
|
|
}
|
|
}
|
|
if ( passageMemory < 1024 ) {
|
|
gameLocal.Printf( "%5d bytes passage memory used to build PVS\n", passageMemory );
|
|
}
|
|
else {
|
|
gameLocal.Printf( "%5d KB passage memory used to build PVS\n", passageMemory>>10 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::DestroyPassages
|
|
================
|
|
*/
|
|
void idPVS::DestroyPassages( void ) const {
|
|
int i, j;
|
|
pvsPortal_t *p;
|
|
pvsArea_t *area;
|
|
|
|
for ( i = 0; i < numPortals; i++ ) {
|
|
p = &pvsPortals[i];
|
|
area = &pvsAreas[p->areaNum];
|
|
for ( j = 0; j < area->numPortals; j++ ) {
|
|
if ( p->passages[j].canSee ) {
|
|
delete[] p->passages[j].canSee;
|
|
}
|
|
}
|
|
delete[] p->passages;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::CopyPortalPVSToMightSee
|
|
================
|
|
*/
|
|
void idPVS::CopyPortalPVSToMightSee( void ) const {
|
|
int i;
|
|
pvsPortal_t *p;
|
|
|
|
for ( i = 0; i < numPortals; i++ ) {
|
|
p = &pvsPortals[i];
|
|
memcpy( p->mightSee, p->vis, portalVisBytes );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::AreaPVSFromPortalPVS
|
|
================
|
|
*/
|
|
int idPVS::AreaPVSFromPortalPVS( void ) const {
|
|
int i, j, k, areaNum, totalVisibleAreas;
|
|
long *p1, *p2;
|
|
byte *pvs, *portalPVS;
|
|
pvsArea_t *area;
|
|
|
|
totalVisibleAreas = 0;
|
|
|
|
if ( !numPortals ) {
|
|
return totalVisibleAreas;
|
|
}
|
|
|
|
memset( areaPVS, 0, numAreas * areaVisBytes );
|
|
|
|
for ( i = 0; i < numAreas; i++ ) {
|
|
area = &pvsAreas[i];
|
|
pvs = areaPVS + i * areaVisBytes;
|
|
|
|
// the area is visible to itself
|
|
pvs[ i >> 3 ] |= 1 << (i & 7);
|
|
|
|
if ( !area->numPortals ) {
|
|
continue;
|
|
}
|
|
|
|
// store the PVS of all portals in this area at the first portal
|
|
for ( j = 1; j < area->numPortals; j++ ) {
|
|
p1 = reinterpret_cast<long *>(area->portals[0]->vis);
|
|
p2 = reinterpret_cast<long *>(area->portals[j]->vis);
|
|
for ( k = 0; k < portalVisLongs; k++ ) {
|
|
*p1++ |= *p2++;
|
|
}
|
|
}
|
|
|
|
// the portals of this area are always visible
|
|
for ( j = 0; j < area->numPortals; j++ ) {
|
|
k = area->portals[j] - pvsPortals;
|
|
area->portals[0]->vis[ k >> 3 ] |= 1 << (k & 7);
|
|
}
|
|
|
|
// set all areas to visible that can be seen from the portals of this area
|
|
portalPVS = area->portals[0]->vis;
|
|
for ( j = 0; j < numPortals; j++ ) {
|
|
// if this portal is visible
|
|
if ( portalPVS[j>>3] & (1 << (j&7)) ) {
|
|
areaNum = pvsPortals[j].areaNum;
|
|
pvs[ areaNum >> 3 ] |= 1 << (areaNum & 7);
|
|
}
|
|
}
|
|
|
|
// count the number of visible areas
|
|
for ( j = 0; j < numAreas; j++ ) {
|
|
if ( pvs[j>>3] & (1 << (j&7)) ) {
|
|
totalVisibleAreas++;
|
|
}
|
|
}
|
|
}
|
|
return totalVisibleAreas;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::Init
|
|
================
|
|
*/
|
|
void idPVS::Init( void ) {
|
|
int totalVisibleAreas;
|
|
|
|
Shutdown();
|
|
|
|
numAreas = gameRenderWorld->NumAreas();
|
|
if ( numAreas <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
connectedAreas = new bool[numAreas];
|
|
areaQueue = new int[numAreas];
|
|
|
|
areaVisBytes = ( ((numAreas+31)&~31) >> 3);
|
|
areaVisLongs = areaVisBytes/sizeof(long);
|
|
|
|
areaPVS = new byte[numAreas * areaVisBytes];
|
|
memset( areaPVS, 0xFF, numAreas * areaVisBytes );
|
|
|
|
numPortals = GetPortalCount();
|
|
|
|
portalVisBytes = ( ((numPortals+31)&~31) >> 3);
|
|
portalVisLongs = portalVisBytes/sizeof(long);
|
|
|
|
for ( int i = 0; i < MAX_CURRENT_PVS; i++ ) {
|
|
currentPVS[i].handle.i = -1;
|
|
currentPVS[i].handle.h = 0;
|
|
currentPVS[i].pvs = new byte[areaVisBytes];
|
|
memset( currentPVS[i].pvs, 0, areaVisBytes );
|
|
}
|
|
|
|
idTimer timer;
|
|
timer.Start();
|
|
|
|
CreatePVSData();
|
|
|
|
FrontPortalPVS();
|
|
|
|
CopyPortalPVSToMightSee();
|
|
|
|
PassagePVS();
|
|
|
|
totalVisibleAreas = AreaPVSFromPortalPVS();
|
|
|
|
DestroyPVSData();
|
|
|
|
timer.Stop();
|
|
|
|
gameLocal.Printf( "%5.0f msec to calculate PVS\n", timer.Milliseconds() );
|
|
gameLocal.Printf( "%5d areas\n", numAreas );
|
|
gameLocal.Printf( "%5d portals\n", numPortals );
|
|
gameLocal.Printf( "%5d areas visible on average\n", totalVisibleAreas / numAreas );
|
|
if ( numAreas * areaVisBytes < 1024 ) {
|
|
gameLocal.Printf( "%5d bytes PVS data\n", numAreas * areaVisBytes );
|
|
}
|
|
else {
|
|
gameLocal.Printf( "%5d KB PVS data\n", (numAreas * areaVisBytes) >> 10 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::Shutdown
|
|
================
|
|
*/
|
|
void idPVS::Shutdown( void ) {
|
|
if ( connectedAreas ) {
|
|
delete connectedAreas;
|
|
connectedAreas = NULL;
|
|
}
|
|
if ( areaQueue ) {
|
|
delete areaQueue;
|
|
areaQueue = NULL;
|
|
}
|
|
if ( areaPVS ) {
|
|
delete areaPVS;
|
|
areaPVS = NULL;
|
|
}
|
|
if ( currentPVS ) {
|
|
for ( int i = 0; i < MAX_CURRENT_PVS; i++ ) {
|
|
delete currentPVS[i].pvs;
|
|
currentPVS[i].pvs = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::GetConnectedAreas
|
|
|
|
assumes the 'areas' array is initialized to false
|
|
================
|
|
*/
|
|
void idPVS::GetConnectedAreas( int srcArea, bool *areas ) const {
|
|
int curArea, nextArea;
|
|
int queueStart, queueEnd;
|
|
int i, n;
|
|
exitPortal_t portal;
|
|
|
|
queueStart = -1;
|
|
queueEnd = 0;
|
|
areas[srcArea] = true;
|
|
|
|
for ( curArea = srcArea; queueStart < queueEnd; curArea = areaQueue[++queueStart] ) {
|
|
|
|
n = gameRenderWorld->NumPortalsInArea( curArea );
|
|
|
|
for ( i = 0; i < n; i++ ) {
|
|
portal = gameRenderWorld->GetPortal( curArea, i );
|
|
|
|
if ( portal.blockingBits & PS_BLOCK_VIEW ) {
|
|
continue;
|
|
}
|
|
|
|
// area[1] is always the area the portal leads to
|
|
nextArea = portal.areas[1];
|
|
|
|
// if already visited this area
|
|
if ( areas[nextArea] ) {
|
|
continue;
|
|
}
|
|
|
|
// add area to queue
|
|
areaQueue[queueEnd++] = nextArea;
|
|
areas[nextArea] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::GetPVSArea
|
|
================
|
|
*/
|
|
int idPVS::GetPVSArea( const idVec3 &point ) const {
|
|
return gameRenderWorld->PointInArea( point );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::GetPVSAreas
|
|
================
|
|
*/
|
|
int idPVS::GetPVSAreas( const idBounds &bounds, int *areas, int maxAreas ) const {
|
|
return gameRenderWorld->BoundsInAreas( bounds, areas, maxAreas );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::SetupCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::SetupCurrentPVS( const idVec3 &source, const pvsType_t type ) const {
|
|
int sourceArea;
|
|
|
|
sourceArea = gameRenderWorld->PointInArea( source );
|
|
|
|
return SetupCurrentPVS( sourceArea, type );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::SetupCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::SetupCurrentPVS( const idBounds &source, const pvsType_t type ) const {
|
|
int numSourceAreas, sourceAreas[MAX_BOUNDS_AREAS];
|
|
|
|
numSourceAreas = gameRenderWorld->BoundsInAreas( source, sourceAreas, MAX_BOUNDS_AREAS );
|
|
|
|
return SetupCurrentPVS( sourceAreas, numSourceAreas, type );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::SetupCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::SetupCurrentPVS( const int sourceArea, const pvsType_t type ) const {
|
|
int i;
|
|
pvsHandle_t handle;
|
|
|
|
handle = AllocCurrentPVS( *reinterpret_cast<const unsigned int *>(&sourceArea) );
|
|
|
|
if ( sourceArea < 0 || sourceArea >= numAreas ) {
|
|
memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
|
|
return handle;
|
|
}
|
|
|
|
if ( type != PVS_CONNECTED_AREAS ) {
|
|
memcpy( currentPVS[handle.i].pvs, areaPVS + sourceArea * areaVisBytes, areaVisBytes );
|
|
} else {
|
|
memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
|
|
}
|
|
|
|
if ( type == PVS_ALL_PORTALS_OPEN ) {
|
|
return handle;
|
|
}
|
|
|
|
memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
|
|
|
|
GetConnectedAreas( sourceArea, connectedAreas );
|
|
|
|
for ( i = 0; i < numAreas; i++ ) {
|
|
if ( !connectedAreas[i] ) {
|
|
currentPVS[handle.i].pvs[i>>3] &= ~(1 << (i&7));
|
|
}
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::SetupCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::SetupCurrentPVS( const int *sourceAreas, const int numSourceAreas, const pvsType_t type ) const {
|
|
int i, j;
|
|
unsigned int h;
|
|
long *vis, *pvs;
|
|
pvsHandle_t handle;
|
|
|
|
h = 0;
|
|
for ( i = 0; i < numSourceAreas; i++ ) {
|
|
h ^= *reinterpret_cast<const unsigned int *>(&sourceAreas[i]);
|
|
}
|
|
handle = AllocCurrentPVS( h );
|
|
|
|
if ( !numSourceAreas || sourceAreas[0] < 0 || sourceAreas[0] >= numAreas) {
|
|
memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
|
|
return handle;
|
|
}
|
|
|
|
if ( type != PVS_CONNECTED_AREAS ) {
|
|
// merge PVS of all areas the source is in
|
|
memcpy( currentPVS[handle.i].pvs, areaPVS + sourceAreas[0] * areaVisBytes, areaVisBytes );
|
|
for ( i = 1; i < numSourceAreas; i++ ) {
|
|
|
|
assert( sourceAreas[i] >= 0 && sourceAreas[i] < numAreas );
|
|
|
|
vis = reinterpret_cast<long*>(areaPVS + sourceAreas[i] * areaVisBytes);
|
|
pvs = reinterpret_cast<long*>(currentPVS[handle.i].pvs);
|
|
for ( j = 0; j < areaVisLongs; j++ ) {
|
|
*pvs++ |= *vis++;
|
|
}
|
|
}
|
|
} else {
|
|
memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
|
|
}
|
|
|
|
if ( type == PVS_ALL_PORTALS_OPEN ) {
|
|
return handle;
|
|
}
|
|
|
|
memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
|
|
|
|
// get all areas connected to any of the source areas
|
|
for ( i = 0; i < numSourceAreas; i++ ) {
|
|
if ( !connectedAreas[sourceAreas[i]] ) {
|
|
GetConnectedAreas( sourceAreas[i], connectedAreas );
|
|
}
|
|
}
|
|
|
|
// remove unconnected areas from the PVS
|
|
for ( i = 0; i < numAreas; i++ ) {
|
|
if ( !connectedAreas[i] ) {
|
|
currentPVS[handle.i].pvs[i>>3] &= ~(1 << (i&7));
|
|
}
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::MergeCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const {
|
|
int i;
|
|
long *pvs1Ptr, *pvs2Ptr, *ptr;
|
|
pvsHandle_t handle;
|
|
|
|
if ( pvs1.i < 0 || pvs1.i >= MAX_CURRENT_PVS || pvs1.h != currentPVS[pvs1.i].handle.h ||
|
|
pvs2.i < 0 || pvs2.i >= MAX_CURRENT_PVS || pvs2.h != currentPVS[pvs2.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::MergeCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
handle = AllocCurrentPVS( pvs1.h ^ pvs2.h );
|
|
|
|
ptr = reinterpret_cast<long*>(currentPVS[handle.i].pvs);
|
|
pvs1Ptr = reinterpret_cast<long*>(currentPVS[pvs1.i].pvs);
|
|
pvs2Ptr = reinterpret_cast<long*>(currentPVS[pvs2.i].pvs);
|
|
|
|
for ( i = 0; i < areaVisLongs; i++ ) {
|
|
*ptr++ = *pvs1Ptr++ | *pvs2Ptr++;
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::AllocCurrentPVS
|
|
================
|
|
*/
|
|
pvsHandle_t idPVS::AllocCurrentPVS( unsigned int h ) const {
|
|
int i;
|
|
pvsHandle_t handle;
|
|
|
|
for ( i = 0; i < MAX_CURRENT_PVS; i++ ) {
|
|
if ( currentPVS[i].handle.i == -1 ) {
|
|
currentPVS[i].handle.i = i;
|
|
currentPVS[i].handle.h = h;
|
|
return currentPVS[i].handle;
|
|
}
|
|
}
|
|
|
|
gameLocal.Error( "idPVS::AllocCurrentPVS: no free PVS left" );
|
|
|
|
handle.i = -1;
|
|
handle.h = 0;
|
|
return handle;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::FreeCurrentPVS
|
|
================
|
|
*/
|
|
void idPVS::FreeCurrentPVS( pvsHandle_t handle ) const {
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::FreeCurrentPVS: invalid handle" );
|
|
}
|
|
currentPVS[handle.i].handle.i = -1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::InCurrentPVS
|
|
================
|
|
*/
|
|
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idVec3 &target ) const {
|
|
int targetArea;
|
|
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
|
|
handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
targetArea = gameRenderWorld->PointInArea( target );
|
|
|
|
if ( targetArea == -1 ) {
|
|
return false;
|
|
}
|
|
|
|
return ( ( currentPVS[handle.i].pvs[targetArea>>3] & (1 << (targetArea&7)) ) != 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::InCurrentPVS
|
|
================
|
|
*/
|
|
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idBounds &target ) const {
|
|
int i, numTargetAreas, targetAreas[MAX_BOUNDS_AREAS];
|
|
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
|
|
handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
numTargetAreas = gameRenderWorld->BoundsInAreas( target, targetAreas, MAX_BOUNDS_AREAS );
|
|
|
|
for ( i = 0; i < numTargetAreas; i++ ) {
|
|
if ( currentPVS[handle.i].pvs[targetAreas[i]>>3] & (1 << (targetAreas[i]&7)) ) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::InCurrentPVS
|
|
================
|
|
*/
|
|
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const {
|
|
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
|
|
handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
if ( targetArea < 0 || targetArea >= numAreas ) {
|
|
return false;
|
|
}
|
|
|
|
return ( ( currentPVS[handle.i].pvs[targetArea>>3] & (1 << (targetArea&7)) ) != 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::InCurrentPVS
|
|
================
|
|
*/
|
|
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int *targetAreas, int numTargetAreas ) const {
|
|
int i;
|
|
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
|
|
handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
for ( i = 0; i < numTargetAreas; i++ ) {
|
|
if ( targetAreas[i] < 0 || targetAreas[i] >= numAreas ) {
|
|
continue;
|
|
}
|
|
if ( currentPVS[handle.i].pvs[targetAreas[i]>>3] & (1 << (targetAreas[i]&7)) ) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::DrawPVS
|
|
================
|
|
*/
|
|
void idPVS::DrawPVS( const idVec3 &source, const pvsType_t type ) const {
|
|
int i, j, k, numPoints, n, sourceArea;
|
|
exitPortal_t portal;
|
|
idPlane plane;
|
|
idVec3 offset;
|
|
idVec4 *color;
|
|
pvsHandle_t handle;
|
|
|
|
sourceArea = gameRenderWorld->PointInArea( source );
|
|
|
|
if ( sourceArea == -1 ) {
|
|
return;
|
|
}
|
|
|
|
handle = SetupCurrentPVS( source, type );
|
|
|
|
for ( j = 0; j < numAreas; j++ ) {
|
|
|
|
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( j == sourceArea ) {
|
|
color = &colorRed;
|
|
}
|
|
else {
|
|
color = &colorCyan;
|
|
}
|
|
|
|
n = gameRenderWorld->NumPortalsInArea( j );
|
|
|
|
// draw all the portals of the area
|
|
for ( i = 0; i < n; i++ ) {
|
|
portal = gameRenderWorld->GetPortal( j, i );
|
|
|
|
numPoints = portal.w->GetNumPoints();
|
|
|
|
portal.w->GetPlane( plane );
|
|
offset = plane.Normal() * 4.0f;
|
|
for ( k = 0; k < numPoints; k++ ) {
|
|
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
|
|
}
|
|
}
|
|
}
|
|
|
|
FreeCurrentPVS( handle );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::DrawPVS
|
|
================
|
|
*/
|
|
void idPVS::DrawPVS( const idBounds &source, const pvsType_t type ) const {
|
|
int i, j, k, numPoints, n, num, areas[MAX_BOUNDS_AREAS];
|
|
exitPortal_t portal;
|
|
idPlane plane;
|
|
idVec3 offset;
|
|
idVec4 *color;
|
|
pvsHandle_t handle;
|
|
|
|
num = gameRenderWorld->BoundsInAreas( source, areas, MAX_BOUNDS_AREAS );
|
|
|
|
if ( !num ) {
|
|
return;
|
|
}
|
|
|
|
handle = SetupCurrentPVS( source, type );
|
|
|
|
for ( j = 0; j < numAreas; j++ ) {
|
|
|
|
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
|
|
continue;
|
|
}
|
|
|
|
for ( i = 0; i < num; i++ ) {
|
|
if ( j == areas[i] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( i < num ) {
|
|
color = &colorRed;
|
|
}
|
|
else {
|
|
color = &colorCyan;
|
|
}
|
|
|
|
n = gameRenderWorld->NumPortalsInArea( j );
|
|
|
|
// draw all the portals of the area
|
|
for ( i = 0; i < n; i++ ) {
|
|
portal = gameRenderWorld->GetPortal( j, i );
|
|
|
|
numPoints = portal.w->GetNumPoints();
|
|
|
|
portal.w->GetPlane( plane );
|
|
offset = plane.Normal() * 4.0f;
|
|
for ( k = 0; k < numPoints; k++ ) {
|
|
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
|
|
}
|
|
}
|
|
}
|
|
|
|
FreeCurrentPVS( handle );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::DrawPVS
|
|
================
|
|
*/
|
|
void idPVS::DrawCurrentPVS( const pvsHandle_t handle, const idVec3 &source ) const {
|
|
int i, j, k, numPoints, n, sourceArea;
|
|
exitPortal_t portal;
|
|
idPlane plane;
|
|
idVec3 offset;
|
|
idVec4 *color;
|
|
|
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
|
|
handle.h != currentPVS[handle.i].handle.h ) {
|
|
gameLocal.Error( "idPVS::DrawCurrentPVS: invalid handle" );
|
|
}
|
|
|
|
sourceArea = gameRenderWorld->PointInArea( source );
|
|
|
|
if ( sourceArea == -1 ) {
|
|
return;
|
|
}
|
|
|
|
for ( j = 0; j < numAreas; j++ ) {
|
|
|
|
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( j == sourceArea ) {
|
|
color = &colorRed;
|
|
}
|
|
else {
|
|
color = &colorCyan;
|
|
}
|
|
|
|
n = gameRenderWorld->NumPortalsInArea( j );
|
|
|
|
// draw all the portals of the area
|
|
for ( i = 0; i < n; i++ ) {
|
|
portal = gameRenderWorld->GetPortal( j, i );
|
|
|
|
numPoints = portal.w->GetNumPoints();
|
|
|
|
portal.w->GetPlane( plane );
|
|
offset = plane.Normal() * 4.0f;
|
|
for ( k = 0; k < numPoints; k++ ) {
|
|
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if ASYNC_WRITE_PVS
|
|
|
|
/*
|
|
===================
|
|
idPVS::WritePVS
|
|
===================
|
|
*/
|
|
void idPVS::WritePVS( const pvsHandle_t handle, idBitMsg &msg ) {
|
|
msg.WriteData( currentPVS[ handle.i ].pvs, areaVisBytes );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPVS::ReadPVS
|
|
===================
|
|
*/
|
|
void idPVS::ReadPVS( const pvsHandle_t handle, const idBitMsg &msg ) {
|
|
byte l_pvs[ 256 ];
|
|
int i;
|
|
|
|
assert( areaVisBytes <= 256 );
|
|
msg.ReadData( l_pvs, areaVisBytes );
|
|
if ( memcmp( l_pvs, currentPVS[ handle.i ].pvs, areaVisBytes ) ) {
|
|
common->Printf( "PVS not matching ( %d areaVisBytes ) - server then client:\n", areaVisBytes );
|
|
for ( i = 0; i < areaVisBytes; i++ ) {
|
|
common->Printf( "%x ", l_pvs[ i ] );
|
|
}
|
|
common->Printf( "\n" );
|
|
for ( i = 0; i < areaVisBytes; i++ ) {
|
|
common->Printf( "%x ", currentPVS[ handle.i ].pvs[ i ] );
|
|
}
|
|
common->Printf( "\n" );
|
|
}
|
|
}
|
|
|
|
#endif
|