mirror of
https://github.com/ZDoom/Raze.git
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aa54d3af10
LZMA update plus several ZScript improvements.
83 lines
2.8 KiB
C++
83 lines
2.8 KiB
C++
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#pragma once
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#include "tarray.h"
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#include "vectors.h"
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namespace hwrenderer
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{
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// Node in a binary AABB tree
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struct AABBTreeNode
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{
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AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int line_index) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(-1), right_node(-1), line_index(line_index) { }
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AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int left, int right) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(left), right_node(right), line_index(-1) { }
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// Axis aligned bounding box for the node
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float aabb_left, aabb_top;
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float aabb_right, aabb_bottom;
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// Child node indices
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int left_node;
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int right_node;
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// AABBTreeLine index if it is a leaf node. Index is -1 if it is not.
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int line_index;
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// Padding to keep 16-byte length (this structure is uploaded to the GPU)
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int padding;
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};
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// Line segment for leaf nodes in an AABB tree
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struct AABBTreeLine
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{
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float x, y;
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float dx, dy;
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};
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class LevelAABBTree
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{
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protected:
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// Nodes in the AABB tree. Last node is the root node.
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TArray<AABBTreeNode> nodes;
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// Line segments for the leaf nodes in the tree.
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TArray<AABBTreeLine> treelines;
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int dynamicStartNode = 0;
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int dynamicStartLine = 0;
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public:
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// Shoot a ray from ray_start to ray_end and return the closest hit as a fractional value between 0 and 1. Returns 1 if no line was hit.
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double RayTest(const DVector3 &ray_start, const DVector3 &ray_end);
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const void *Nodes() const { return nodes.Data(); }
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const void *Lines() const { return treelines.Data(); }
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size_t NodesSize() const { return nodes.Size() * sizeof(AABBTreeNode); }
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size_t LinesSize() const { return treelines.Size() * sizeof(AABBTreeLine); }
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unsigned int NodesCount() const { return nodes.Size(); }
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const void *DynamicNodes() const { return nodes.Data() + dynamicStartNode; }
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const void *DynamicLines() const { return treelines.Data() + dynamicStartLine; }
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size_t DynamicNodesSize() const { return (nodes.Size() - dynamicStartNode) * sizeof(AABBTreeNode); }
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size_t DynamicLinesSize() const { return (treelines.Size() - dynamicStartLine) * sizeof(AABBTreeLine); }
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size_t DynamicNodesOffset() const { return dynamicStartNode * sizeof(AABBTreeNode); }
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size_t DynamicLinesOffset() const { return dynamicStartLine * sizeof(AABBTreeLine); }
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virtual bool Update() = 0;
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virtual ~LevelAABBTree() = default;
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protected:
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TArray<int> FindNodePath(unsigned int line, unsigned int node);
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// Test if a ray overlaps an AABB node or not
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bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const AABBTreeNode &node);
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// Intersection test between a ray and a line segment
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double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2);
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};
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} // namespace
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