UltimateZoneBuilder/Source/Core/VisualModes/VisualBlockMap.cs
biwa 4b86f5458f - Increased max view distance from 9000 to 64000 map units. Step size increased from 200 to 500 map units
@ Improved performance of VisualBlockMap.GetFrustumRange so that high view distances is actually usable. This does not do anything to the rendering speed, so that's still slow
2019-10-19 16:52:02 +02:00

458 lines
12 KiB
C#
Executable file

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using System.Diagnostics;
using System.Linq;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public sealed class VisualBlockMap
{
#region ================== Constants
public const int BLOCK_SIZE_SHIFT = 7;
public const int BLOCK_SIZE = 1 << BLOCK_SIZE_SHIFT;
public const float BLOCK_RADIUS = BLOCK_SIZE * Angle2D.SQRT2;
#endregion
#region ================== Variables
// Blocks
private Dictionary<ulong, VisualBlockEntry> blockmap;
// State
private bool isdisposed;
#endregion
#region ================== Properties
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal VisualBlockMap()
{
// Initialize
blockmap = new Dictionary<ulong,VisualBlockEntry>();
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
blockmap = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This returns the block coordinates
public Point GetBlockCoordinates(Vector2D v)
{
return new Point((int)v.x >> BLOCK_SIZE_SHIFT,
(int)v.y >> BLOCK_SIZE_SHIFT);
}
// This returns the block center in world coordinates
public Vector2D GetBlockCenter(Point p)
{
return new Vector2D((p.X << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1),
(p.Y << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1));
}
// This returns the key for a block at the given coordinates
// TODO: Could we just use the Point struct as key?
private static ulong GetBlockKey(Point p)
{
return unchecked( ((ulong)(uint)p.X << 32) + (uint)p.Y );
}
// This returns the block with the given coordinates
// Creates the block if it doesn't exist yet
public VisualBlockEntry GetBlock(Point p)
{
ulong k = GetBlockKey(p);
VisualBlockEntry vbe;
if (blockmap.TryGetValue(k, out vbe))
return vbe;
else
return (blockmap[k] = new VisualBlockEntry());
}
// This clears the blockmap
public void Clear()
{
blockmap = new Dictionary<ulong,VisualBlockEntry>();
}
// This returns a range of blocks in a square
public List<VisualBlockEntry> GetSquareRange(RectangleF rect)
{
// Calculate block coordinates
Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
// Go through the range to make a list
int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y);
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
for(int x = lt.X; x <= rb.X; x++)
{
for(int y = lt.Y; y <= rb.Y; y++)
{
entries.Add(GetBlock(new Point(x, y)));
}
}
// Return list
return entries;
}
// This returns a range of blocks in a frustum
public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum)
{
// Make square range from frustum circle
// This will be the range in which we will test blocks
Point lb = GetBlockCoordinates(frustum.Center - frustum.Radius);
Point rt = GetBlockCoordinates(frustum.Center + frustum.Radius);
Vector2D maplb = new Vector2D();
Vector2D maprt = new Vector2D();
Vertex firstvertex = General.Map.Map.Vertices.OfType<Vertex>().FirstOrDefault();
if (firstvertex != null)
maplb = maprt = firstvertex.Position;
// Get maximum dimensions of the map. First vertices...
foreach (Vertex v in General.Map.Map.Vertices)
{
if (v.Position.x < maplb.x) maplb.x = v.Position.x;
if (v.Position.y < maplb.y) maplb.y = v.Position.y;
if (v.Position.x > maprt.x) maprt.x = v.Position.x;
if (v.Position.y > maprt.y) maprt.y = v.Position.y;
}
// ... then things
foreach (Thing t in General.Map.Map.Things)
{
if (t.Position.x < maplb.x) maplb.x = t.Position.x;
if (t.Position.y < maplb.y) maplb.y = t.Position.y;
if (t.Position.x > maprt.x) maprt.x = t.Position.x;
if (t.Position.y > maprt.y) maprt.y = t.Position.y;
}
Point mlb = GetBlockCoordinates(maplb);
Point mrt = GetBlockCoordinates(maprt);
// Make sure that the checked region does not exceed the dimensions where something is to be displayed
if (lb.X < mlb.X) lb.X = mlb.X;
if (lb.Y < mlb.Y) lb.Y = mlb.Y;
if (rt.X > mrt.X) rt.X = mrt.X;
if (rt.Y > mrt.Y) rt.Y = mrt.Y;
// Constants we need
float blockfrustumdistance2 = (frustum.Radius * frustum.Radius) + (BLOCK_RADIUS * BLOCK_RADIUS);
// Go through the range to make a list
int entriescount = (rt.X - lb.X) * (rt.Y - lb.Y);
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
for (int x = lb.X; x <= rt.X; x++)
{
for(int y = lb.Y; y <= rt.Y; y++)
{
// First check if the block circle is intersecting the frustum circle
Point block = new Point(x, y);
Vector2D blockcenter = GetBlockCenter(block);
if(Vector2D.DistanceSq(frustum.Center, blockcenter) < blockfrustumdistance2)
{
// Add the block if the block circle is inside the frustum
if (frustum.IntersectCircle(blockcenter, BLOCK_RADIUS)) entries.Add(GetBlock(block));
}
}
}
// Return list
return entries;
}
// This returns all blocks along the given line
public List<VisualBlockEntry> GetLineBlocks(Vector2D v1, Vector2D v2)
{
// Estimate number of blocks we will go through and create list
int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / BLOCK_SIZE;
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
// Find start and end block
Point pos = GetBlockCoordinates(v1);
Point end = GetBlockCoordinates(v2);
// Add this block
entries.Add(GetBlock(pos));
// Moving outside the block?
if(pos != end)
{
// Calculate current block edges
float cl = pos.X * BLOCK_SIZE;
float cr = (pos.X + 1) * BLOCK_SIZE;
float ct = pos.Y * BLOCK_SIZE;
float cb = (pos.Y + 1) * BLOCK_SIZE;
// Line directions
int dirx = Math.Sign(v2.x - v1.x);
int diry = Math.Sign(v2.y - v1.y);
// Calculate offset and delta movement over x
float posx, deltax;
if(dirx >= 0)
{
posx = (cr - v1.x) / (v2.x - v1.x);
deltax = BLOCK_SIZE / (v2.x - v1.x);
}
else
{
// Calculate offset and delta movement over x
posx = (v1.x - cl) / (v1.x - v2.x);
deltax = BLOCK_SIZE / (v1.x - v2.x);
}
// Calculate offset and delta movement over y
float posy, deltay;
if(diry >= 0)
{
posy = (cb - v1.y) / (v2.y - v1.y);
deltay = BLOCK_SIZE / (v2.y - v1.y);
}
else
{
posy = (v1.y - ct) / (v1.y - v2.y);
deltay = BLOCK_SIZE / (v1.y - v2.y);
}
// Continue while not reached the end
while(pos != end)
{
// Check in which direction to move
if(posx < posy)
{
// Move horizontally
posx += deltax;
if(pos.X != end.X) pos.X += dirx;
}
else
{
// Move vertically
posy += deltay;
if(pos.Y != end.Y) pos.Y += diry;
}
// Add lines to this block
entries.Add(GetBlock(pos));
}
}
// Return list
return entries;
}
// This puts a thing in the blockmap
public void AddThingsSet(ICollection<Thing> things)
{
foreach(Thing t in things) AddThing(t);
}
// This puts a thing in the blockmap
public void AddThing(Thing t)
{
//mxd
Point p1 = GetBlockCoordinates(new Vector2D(t.Position.x - t.RenderSize, t.Position.y - t.RenderSize));
Point p2 = GetBlockCoordinates(new Vector2D(t.Position.x + t.RenderSize, t.Position.y + t.RenderSize));
for(int x = p1.X; x <= p2.X; x++)
{
for(int y = p1.Y; y <= p2.Y; y++)
{
VisualBlockEntry block = GetBlock(new Point(x, y));
block.Things.Add(t);
}
}
}
// This puts a secotr in the blockmap
public void AddSectorsSet(ICollection<Sector> sectors)
{
foreach(Sector s in sectors) AddSector(s);
}
// This puts a sector in the blockmap
public void AddSector(Sector s)
{
Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top));
Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom));
for(int x = p1.X; x <= p2.X; x++)
{
for(int y = p1.Y; y <= p2.Y; y++)
{
VisualBlockEntry block = GetBlock(new Point(x, y));
block.Sectors.Add(s);
}
}
}
// This puts a whole set of linedefs in the blocks they cross
public void AddLinedefsSet(ICollection<Linedef> lines)
{
foreach(Linedef l in lines) AddLinedef(l);
}
// This puts a single linedef in all blocks it crosses
public void AddLinedef(Linedef line)
{
// Get coordinates
Vector2D v1 = line.Start.Position;
Vector2D v2 = line.End.Position;
// Find start and end block
Point pos = GetBlockCoordinates(v1);
Point end = GetBlockCoordinates(v2);
// Horizontal straight line?
if(pos.Y == end.Y)
{
// Simple loop
int dirx = Math.Sign(v2.x - v1.x);
for(int x = pos.X; x != end.X; x += dirx)
{
GetBlock(new Point(x, pos.Y)).Lines.Add(line);
}
GetBlock(end).Lines.Add(line);
}
// Vertical straight line?
else if(pos.X == end.X)
{
// Simple loop
int diry = Math.Sign(v2.y - v1.y);
for(int y = pos.Y; y != end.Y; y += diry)
{
GetBlock(new Point(pos.X, y)).Lines.Add(line);
}
GetBlock(end).Lines.Add(line);
}
else
{
// Add lines to this block
GetBlock(pos).Lines.Add(line);
// Moving outside the block?
if(pos != end)
{
// Calculate current block edges
float cl = pos.X * BLOCK_SIZE;
float cr = (pos.X + 1) * BLOCK_SIZE;
float ct = pos.Y * BLOCK_SIZE;
float cb = (pos.Y + 1) * BLOCK_SIZE;
// Line directions
int dirx = Math.Sign(v2.x - v1.x);
int diry = Math.Sign(v2.y - v1.y);
// Calculate offset and delta movement over x
float posx, deltax;
if(dirx == 0)
{
posx = float.MaxValue;
deltax = float.MaxValue;
}
else if(dirx > 0)
{
posx = (cr - v1.x) / (v2.x - v1.x);
deltax = BLOCK_SIZE / (v2.x - v1.x);
}
else
{
// Calculate offset and delta movement over x
posx = (v1.x - cl) / (v1.x - v2.x);
deltax = BLOCK_SIZE / (v1.x - v2.x);
}
// Calculate offset and delta movement over y
float posy, deltay;
if(diry == 0)
{
posy = float.MaxValue;
deltay = float.MaxValue;
}
else if(diry > 0)
{
posy = (cb - v1.y) / (v2.y - v1.y);
deltay = BLOCK_SIZE / (v2.y - v1.y);
}
else
{
posy = (v1.y - ct) / (v1.y - v2.y);
deltay = BLOCK_SIZE / (v1.y - v2.y);
}
// Continue while not reached the end
while(pos != end)
{
// Check in which direction to move
if(posx < posy)
{
// Move horizontally
posx += deltax;
if(pos.X != end.X) pos.X += dirx;
}
else
{
// Move vertically
posy += deltay;
if(pos.Y != end.Y) pos.Y += diry;
}
// Add lines to this block
GetBlock(pos).Lines.Add(line);
}
}
}
}
#endregion
}
}