quake4-sdk/source/mpgame/Pvs.h

105 lines
4.1 KiB
C++

#ifndef __GAME_PVS_H__
#define __GAME_PVS_H__
/*
===================================================================================
PVS
Note: mirrors and other special view portals are not taken into account
===================================================================================
*/
typedef struct pvsHandle_s {
int i; // index to current pvs
unsigned int h; // handle for current pvs
} pvsHandle_t;
typedef struct pvsCurrent_s {
pvsHandle_t handle; // current pvs handle
byte * pvs; // current pvs bit string
} pvsCurrent_t;
// must be a power of 2
// base was 8, MP now stores client PVS from frame to frame ( MAX_CLIENTS )
#define MAX_CURRENT_PVS 64
typedef enum {
PVS_NORMAL = 0, // PVS through portals taking portal states into account
PVS_ALL_PORTALS_OPEN = 1, // PVS through portals assuming all portals are open
PVS_CONNECTED_AREAS = 2 // PVS considering all topologically connected areas visible
} pvsType_t;
class idPVS {
public:
idPVS( void );
~idPVS( void );
// setup for the current map
void Init( void );
void Shutdown( void );
// get the area(s) the source is in
int GetPVSArea( const idVec3 &point ) const; // returns the area number
int GetPVSAreas( const idBounds &bounds, int *areas, int maxAreas ) const; // returns number of areas
// setup current PVS for the source
pvsHandle_t SetupCurrentPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const int sourceArea, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t SetupCurrentPVS( const int *sourceAreas, const int numSourceAreas, const pvsType_t type = PVS_NORMAL ) const;
pvsHandle_t MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const;
void FreeCurrentPVS( pvsHandle_t handle ) const;
// returns true if the target is within the current PVS
bool InCurrentPVS( const pvsHandle_t handle, const idVec3 &target ) const;
bool InCurrentPVS( const pvsHandle_t handle, const idBounds &target ) const;
bool InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const;
bool InCurrentPVS( const pvsHandle_t handle, const int *targetAreas, int numTargetAreas ) const;
// draw all portals that are within the PVS of the source
void DrawPVS( const idVec3 &source, const pvsType_t type = PVS_NORMAL ) const;
void DrawPVS( const idBounds &source, const pvsType_t type = PVS_NORMAL ) const;
// visualize the PVS the handle points to
void DrawCurrentPVS( const pvsHandle_t handle, const idVec3 &source ) const;
#if ASYNC_WRITE_PVS
void WritePVS( const pvsHandle_t handle, idBitMsg &msg );
void ReadPVS( const pvsHandle_t handle, const idBitMsg &msg );
#endif
private:
int numAreas;
int numPortals;
bool * connectedAreas;
int * areaQueue;
byte * areaPVS;
// current PVS for a specific source possibly taking portal states (open/closed) into account
mutable pvsCurrent_t currentPVS[MAX_CURRENT_PVS];
// used to create PVS
int portalVisBytes;
int portalVisLongs;
int areaVisBytes;
int areaVisLongs;
struct pvsPortal_s *pvsPortals;
struct pvsArea_s * pvsAreas;
private:
int GetPortalCount( void ) const;
void CreatePVSData( void );
void DestroyPVSData( void );
void CopyPortalPVSToMightSee( void ) const;
void FloodFrontPortalPVS_r( struct pvsPortal_s *portal, int areaNum ) const;
void FrontPortalPVS( void ) const;
struct pvsStack_s * FloodPassagePVS_r( struct pvsPortal_s *source, const struct pvsPortal_s *portal, struct pvsStack_s *prevStack ) const;
void PassagePVS( void ) const;
void AddPassageBoundaries( const idWinding &source, const idWinding &pass, bool flipClip, idPlane *bounds, int &numBounds, int maxBounds ) const;
void CreatePassages( void ) const;
void DestroyPassages( void ) const;
int AreaPVSFromPortalPVS( void ) const;
void GetConnectedAreas( int srcArea, bool *connectedAreas ) const;
pvsHandle_t AllocCurrentPVS( unsigned int h ) const;
};
#endif /* !__GAME_PVS_H__ */