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https://github.com/id-Software/DOOM-3-BFG.git
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126 lines
5.4 KiB
C++
126 lines
5.4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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/*
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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 64 // 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();
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~idPVS();
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// setup for the current map
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void Init();
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void Shutdown();
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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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bool CheckAreasForPortalSky( const pvsHandle_t handle, const idVec3 &origin );
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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() const;
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void CreatePVSData();
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void DestroyPVSData();
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void CopyPortalPVSToMightSee() const;
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void FloodFrontPortalPVS_r( struct pvsPortal_s *portal, int areaNum ) const;
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void FrontPortalPVS() 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() 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() const;
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void DestroyPassages() const;
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int AreaPVSFromPortalPVS() 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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