2016-11-14 13:19:48 +00:00
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/*
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** Potential visible set (PVS) handling
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_cull.h"
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#include "r_poly.h"
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void PolyCull::CullScene(const TriMatrix &worldToClip)
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{
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ClearSolidSegments();
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PvsSectors.clear();
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frustumPlanes = FrustumPlanes(worldToClip);
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// Cull front to back
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if (numnodes == 0)
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{
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PvsSectors.push_back(subsectors);
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MaxCeilingHeight = subsectors->sector->ceilingplane.Zat0();
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MinFloorHeight = subsectors->sector->floorplane.Zat0();
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}
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else
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{
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MaxCeilingHeight = 0.0;
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MinFloorHeight = 0.0;
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CullNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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ClearSolidSegments();
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}
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void PolyCull::CullNode(void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = PointOnSide(ViewPos, bsp);
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// Recursively divide front space (toward the viewer).
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CullNode(bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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if (!CheckBBox(bsp->bbox[side]))
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return;
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node = bsp->children[side];
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}
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// Mark that we need to render this
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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MaxCeilingHeight = MAX(MaxCeilingHeight, sub->sector->ceilingplane.Zat0());
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MinFloorHeight = MIN(MinFloorHeight, sub->sector->floorplane.Zat0());
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PvsSectors.push_back(sub);
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// Update culling info for further bsp clipping
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
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{
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int sx1, sx2;
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if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2))
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{
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MarkSegmentCulled(sx1, sx2);
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}
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}
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}
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}
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void PolyCull::ClearSolidSegments()
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{
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SolidSegments.clear();
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SolidSegments.reserve(SolidCullScale + 2);
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SolidSegments.push_back({ -0x7fff, -SolidCullScale });
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SolidSegments.push_back({ SolidCullScale , 0x7fff });
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}
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bool PolyCull::IsSegmentCulled(int x1, int x2) const
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{
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2016-11-15 14:15:01 +00:00
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x1 = clamp(x1, -0x7ffe, 0x7ffd);
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x2 = clamp(x2, -0x7ffd, 0x7ffe);
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2016-11-14 13:19:48 +00:00
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int next = 0;
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while (SolidSegments[next].X2 <= x2)
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next++;
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return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
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}
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void PolyCull::MarkSegmentCulled(int x1, int x2)
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{
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if (x1 >= x2)
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return;
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2016-11-15 14:15:01 +00:00
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x1 = clamp(x1, -0x7ffe, 0x7ffd);
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x2 = clamp(x2, -0x7ffd, 0x7ffe);
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2016-11-14 13:19:48 +00:00
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int cur = 1;
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while (true)
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{
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if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
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{
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break;
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}
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else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
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{
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// Find last segment
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int merge = cur;
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while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
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merge++;
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// Apply new merged range
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SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
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SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
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// Remove additional segments we merged with
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if (merge > cur)
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SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
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break;
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}
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else if (SolidSegments[cur].X1 > x1) // Insert new segment
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{
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SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
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break;
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}
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cur++;
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}
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}
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int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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}
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bool PolyCull::CheckBBox(float *bspcoord)
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{
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// Start using a quick frustum AABB test:
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AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)ViewPos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)ViewPos.Z + 1000.0f));
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auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
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if (result == IntersectionTest::outside)
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return false;
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// Occlusion test using solid segments:
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int boxx;
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int boxy;
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int boxpos;
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double x1, y1, x2, y2;
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// Find the corners of the box
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// that define the edges from current viewpoint.
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if (ViewPos.X <= bspcoord[BOXLEFT])
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boxx = 0;
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else if (ViewPos.X < bspcoord[BOXRIGHT])
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boxx = 1;
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else
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boxx = 2;
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if (ViewPos.Y >= bspcoord[BOXTOP])
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boxy = 0;
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else if (ViewPos.Y > bspcoord[BOXBOTTOM])
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boxy = 1;
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else
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boxy = 2;
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boxpos = (boxy << 2) + boxx;
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if (boxpos == 5)
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return true;
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static const int checkcoord[12][4] =
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{
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{ 3,0,2,1 },
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{ 3,0,2,0 },
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{ 3,1,2,0 },
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{ 0 },
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{ 2,0,2,1 },
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{ 0,0,0,0 },
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{ 3,1,3,0 },
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{ 0 },
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{ 2,0,3,1 },
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{ 2,1,3,1 },
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{ 2,1,3,0 }
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};
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x1 = bspcoord[checkcoord[boxpos][0]];
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y1 = bspcoord[checkcoord[boxpos][1]];
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x2 = bspcoord[checkcoord[boxpos][2]];
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y2 = bspcoord[checkcoord[boxpos][3]];
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int sx1, sx2;
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if (GetSegmentRangeForLine(x1, y1, x2, y2, sx1, sx2))
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return !IsSegmentCulled(sx1, sx2);
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else
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return true;
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}
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bool PolyCull::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const
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{
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double znear = 5.0;
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// Transform to 2D view space:
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x1 = x1 - ViewPos.X;
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y1 = y1 - ViewPos.Y;
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x2 = x2 - ViewPos.X;
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y2 = y2 - ViewPos.Y;
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double rx1 = x1 * ViewSin - y1 * ViewCos;
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double rx2 = x2 * ViewSin - y2 * ViewCos;
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double ry1 = x1 * ViewCos + y1 * ViewSin;
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double ry2 = x2 * ViewCos + y2 * ViewSin;
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// Cull if line is entirely behind view
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if (ry1 < znear && ry2 < znear) return false;
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// Clip line, if needed
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double t1 = 0.0f, t2 = 1.0f;
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if (ry1 < znear)
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t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
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if (ry2 < znear)
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t2 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
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if (t1 != 0.0 || t2 != 1.0)
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{
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double nx1 = rx1 * (1.0 - t1) + rx2 * t1;
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double ny1 = ry1 * (1.0 - t1) + ry2 * t1;
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double nx2 = rx1 * (1.0 - t2) + rx2 * t2;
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double ny2 = ry1 * (1.0 - t2) + ry2 * t2;
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rx1 = nx1;
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rx2 = nx2;
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ry1 = ny1;
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ry2 = ny2;
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}
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sx1 = (int)floor(clamp(rx1 / ry1 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
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sx2 = (int)floor(clamp(rx2 / ry2 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
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if (sx1 > sx2)
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std::swap(sx1, sx2);
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return sx1 != sx2;
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}
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