raze/source/core/updatesector.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2022 Christoph Oelckers
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
//
// updatesector utilities. Reimplementations of EDuke32's checks with
// proper C++ classes. (Original Build updatesector is insufficient and broken)
// checker functions for updatesector's template parameter.
inline int inside0(double x, double y, double z, const sectortype* sect)
{
return inside(x, y, sect);
}
inline int insideZ(double x, double y, double z, const sectortype* sect)
{
double cz, fz;
getzsofslopeptr(sect, x, y, &cz, &fz);
return (z >= cz && z <= fz && inside(x, y, sect) != 0);
}
template<class Inside>
void DoUpdateSector(double x, double y, double z, int* sectnum, double maxDistance, Inside checker)
{
double maxDistSq = maxDistance * maxDistance;
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if (validSectorIndex(*sectnum))
{
if (checker(x, y, z, &sector[*sectnum]))
return;
BFSSearch search(sector.Size(), *sectnum);
int iter = 0;
for (unsigned secnum; (secnum = search.GetNext()) != BFSSearch::EOL;)
{
auto lsect = &sector[secnum];
if (checker(x, y, z, lsect))
{
*sectnum = secnum;
return;
}
for (auto& wal : wallsofsector(lsect))
{
if (wal.twoSided() && !search.Check(wal.nextsector) && (iter == 0 || SquareDistToSector(x, y, wal.nextSector()) <= maxDistSq))
search.Add(wal.nextsector);
}
iter++;
}
}
for (int i = (int)sector.Size() - 1; i >= 0; i--)
if (checker(x, y, z, &sector[i]))
{
*sectnum = i;
return;
}
*sectnum = -1;
}
constexpr int MAXUPDATESECTORDIST = 96;
inline void updatesector(const DVector3& pos, sectortype** const sectp)
{
int sectno = *sectp ? sector.IndexOf(*sectp) : -1;
DoUpdateSector(pos.X, pos.Y, pos.Z, &sectno, MAXUPDATESECTORDIST, inside0);
*sectp = sectno == -1 ? nullptr : &sector[sectno];
}
inline void updatesector(const DVector2& pos, sectortype** const sectp)
{
int sectno = *sectp ? sector.IndexOf(*sectp) : -1;
DoUpdateSector(pos.X, pos.Y, 0, &sectno, MAXUPDATESECTORDIST, inside0);
*sectp = sectno == -1 ? nullptr : &sector[sectno];
}
inline void updatesectorz(const DVector3& pos, sectortype** const sectp)
{
int sectno = *sectp ? sector.IndexOf(*sectp) : -1;
DoUpdateSector(pos.X, pos.Y, pos.Z, &sectno, MAXUPDATESECTORDIST, insideZ);
*sectp = sectno == -1 ? nullptr : &sector[sectno];
}
inline void updatesectorneighbor(const DVector3& pos, sectortype** const sect, double maxDistance = MAXUPDATESECTORDIST)
{
int sectno = *sect? sector.IndexOf(*sect) : -1;
DoUpdateSector(pos.X, pos.Y, 0, &sectno, maxDistance, inside0);
*sect = sectno < 0? nullptr : &sector[sectno];
}
[[deprecated]]
inline void updatesector(int x_, int y_, int* sectnum)
{
double x = x_ * inttoworld;
double y = y_ * inttoworld;
DoUpdateSector(x, y, 0, sectnum, MAXUPDATESECTORDIST, inside0);
}
// clipmove uses this. It's really just two loops nearly identical to DoUpdateSector with different checking conditions.
inline void clipupdatesector(const DVector2& pos, int* const sectnum, double walldist, BitArray& sectormap)
{
assert(*sectnum >= 0);
sectortype* sect = &sector[*sectnum];
if (inside(pos.X, pos.Y, sect))
return;
double sdist = SquareDistToSector(pos.X, pos.Y, sect);
double wd = (walldist + 8);
wd *= wd;
if (sdist > wd)
{
wd = 2048 * 2048;
}
{
BFSSearch search(sector.Size(), *sectnum);
for (unsigned secnum; (secnum = search.GetNext()) != BFSSearch::EOL;)
{
if (inside(pos.X, pos.Y, &sector[secnum]))
{
*sectnum = secnum;
return;
}
for (auto& wal : wallsofsector(secnum))
{
if (wal.twoSided() && sectormap[wal.nextsector])
search.Add(wal.nextsector);
}
}
}
{
BFSSearch search(sector.Size(), *sectnum);
for (unsigned secnum; (secnum = search.GetNext()) != BFSSearch::EOL;)
{
if (inside(pos.X, pos.Y, &sector[secnum]))
{
*sectnum = secnum;
return;
}
for (auto& wal : wallsofsector(secnum))
{
if (wal.twoSided() && SquareDistToWall(pos.X, pos.Y, &wal) < wd)
search.Add(wal.nextsector);
}
}
}
*sectnum = -1;
}