mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
1625 lines
34 KiB
C++
1625 lines
34 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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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#define MAX_BOUNDS_AREAS 16
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typedef struct pvsPassage_s
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{
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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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{
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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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{
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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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{
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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()
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{
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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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{
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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()
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{
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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() const
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{
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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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{
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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()
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{
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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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{
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return;
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}
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pvsPortals = new( TAG_PVS ) pvsPortal_t[numPortals];
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pvsAreas = new( TAG_PVS ) 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( TAG_PVS ) pvsPortal_t*[numPortals];
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for( i = 0; i < numAreas; i++ )
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{
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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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{
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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( TAG_PVS ) byte[portalVisBytes];
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memset( p->vis, 0, portalVisBytes );
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p->mightSee = new( TAG_PVS ) 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()
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{
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int i;
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if( !pvsAreas )
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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() const
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{
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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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{
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p1 = &pvsPortals[i];
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for( j = 0; j < numAreas; j++ )
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{
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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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{
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continue;
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}
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for( p = 0; p < area->numPortals; p++ )
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{
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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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{
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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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{
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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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{
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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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{
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// more accurate check
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for( k = 0; k < p2->w->GetNumPoints(); k++ )
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{
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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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{
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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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{
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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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{
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// more accurate check
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for( k = 0; k < p1->w->GetNumPoints(); k++ )
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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portalVis = reinterpret_cast<long*>( p->vis );
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for( j = 0; j < portalVisLongs; j++ )
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{
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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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{
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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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{
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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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{
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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() const
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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if( k == i || k == l )
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{
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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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{
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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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{
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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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{
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continue; // planar with source portal
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|
}
|
|
|
|
// flip the normal if the source portal is backwards
|
|
if( flipTest )
|
|
{
|
|
normal = -normal;
|
|
dist = -dist;
|
|
}
|
|
|
|
// if all of the pass portal points are now on the positive side,
|
|
// this is the seperating plane
|
|
front = false;
|
|
for( k = 0; k < pass.GetNumPoints(); k++ )
|
|
{
|
|
if( k == j )
|
|
{
|
|
continue;
|
|
}
|
|
d = pass[k].ToVec3() * normal - dist;
|
|
if( d < -ON_EPSILON )
|
|
{
|
|
break;
|
|
}
|
|
else if( d > ON_EPSILON )
|
|
{
|
|
front = true;
|
|
}
|
|
}
|
|
if( k < pass.GetNumPoints() )
|
|
{
|
|
continue; // points on negative side, not a seperating plane
|
|
}
|
|
if( !front )
|
|
{
|
|
continue; // planar with seperating plane
|
|
}
|
|
|
|
// 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() 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( TAG_PVS ) 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( TAG_PVS ) 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() 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() 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() 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()
|
|
{
|
|
int totalVisibleAreas;
|
|
|
|
Shutdown();
|
|
|
|
numAreas = gameRenderWorld->NumAreas();
|
|
if( numAreas <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
connectedAreas = new( TAG_PVS ) bool[numAreas];
|
|
areaQueue = new( TAG_PVS ) int[numAreas];
|
|
|
|
areaVisBytes = ( ( ( numAreas + 31 )&~31 ) >> 3 );
|
|
areaVisLongs = areaVisBytes / sizeof( long );
|
|
|
|
areaPVS = new( TAG_PVS ) 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( TAG_PVS ) 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()
|
|
{
|
|
if( connectedAreas )
|
|
{
|
|
delete connectedAreas;
|
|
connectedAreas = NULL;
|
|
}
|
|
if( areaQueue )
|
|
{
|
|
delete areaQueue;
|
|
areaQueue = NULL;
|
|
}
|
|
if( areaPVS )
|
|
{
|
|
delete areaPVS;
|
|
areaPVS = NULL;
|
|
}
|
|
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 = { 0 };
|
|
|
|
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" );
|
|
return 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" );
|
|
return;
|
|
}
|
|
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.Warning( "idPVS::InCurrentPVS: invalid handle" );
|
|
return false;
|
|
}
|
|
|
|
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.Warning( "idPVS::InCurrentPVS: invalid handle" );
|
|
return false;
|
|
}
|
|
|
|
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.Warning( "idPVS::InCurrentPVS: invalid handle" );
|
|
return false;
|
|
}
|
|
|
|
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.Warning( "idPVS::InCurrentPVS: invalid handle" );
|
|
return false;
|
|
}
|
|
|
|
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" );
|
|
return;
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPVS::CheckAreasForPortalSky
|
|
================
|
|
*/
|
|
bool idPVS::CheckAreasForPortalSky( const pvsHandle_t handle, const idVec3& origin )
|
|
{
|
|
int j, sourceArea;
|
|
|
|
if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
sourceArea = gameRenderWorld->PointInArea( origin );
|
|
|
|
if( sourceArea == -1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for( j = 0; j < numAreas; j++ )
|
|
{
|
|
|
|
if( !( currentPVS[handle.i].pvs[j >> 3] & ( 1 << ( j & 7 ) ) ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( gameRenderWorld->CheckAreaForPortalSky( j ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|