mirror of
https://github.com/ZDoom/zdbsp.git
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1346 lines
29 KiB
C++
1346 lines
29 KiB
C++
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// An adaptation of the Quake vis utility.
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#include <string.h>
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#include <stdio.h>
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#include "zdbsp.h"
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#include "nodebuild.h"
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#include "rejectbuilder.h"
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#include "templates.h"
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enum { SIDE_FRONT, SIDE_BACK, SIDE_ON };
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/*
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each portal will have a list of all possible to see from first portal
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if (!thread->portalmightsee[portalnum])
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portal mightsee
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for p2 = all other portals in leaf
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get sperating planes
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for all portals that might be seen by p2
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mark as unseen if not present in seperating plane
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flood fill a new mightsee
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save as passagemightsee
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void CalcMightSee (leaf_t *leaf,
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*/
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int FRejectBuilder::CountBits (BYTE *bits, int numbits)
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{
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int i;
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int c;
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c = 0;
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for (i=0 ; i<numbits ; i++)
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if (bits[i>>3] & (1<<(i&7)) )
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c++;
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return c;
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}
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int c_fullskip;
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int c_portalskip, c_leafskip;
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int c_vistest, c_mighttest;
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int c_chop, c_nochop;
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int active;
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void FRejectBuilder::CheckStack (FLeaf *leaf, FThreadData *thread)
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{
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PStack *p, *p2;
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for (p = thread->pstack_head.next; p != NULL; p = p->next)
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{
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// _printf ("=");
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if (p->leaf == leaf)
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throw exception("CheckStack: leaf recursion");
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for (p2 = thread->pstack_head.next; p2 != p; p2 = p2->next)
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if (p2->leaf == p->leaf)
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throw exception("CheckStack: late leaf recursion");
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}
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// _printf ("\n");
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}
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FRejectBuilder::FWinding *FRejectBuilder::AllocStackWinding (PStack *stack) const
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{
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for (int i = 0; i < 3; i++)
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{
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if (stack->freewindings[i])
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{
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stack->freewindings[i] = false;
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return &stack->windings[i];
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}
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}
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throw exception("AllocStackWinding: failed");
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}
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void FRejectBuilder::FreeStackWinding (FWinding *w, PStack *stack) const
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{
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int i;
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i = w - stack->windings;
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if (i < 0 || i > 2)
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return; // not from local
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if (stack->freewindings[i])
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throw exception("FreeStackWinding: already free");
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stack->freewindings[i] = true;
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}
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/*
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==============
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VisChopWinding
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==============
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*/
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FRejectBuilder::FWinding *FRejectBuilder::VisChopWinding (FWinding *in, PStack *stack, FLine *split)
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{
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int side1, side2;
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FPoint mid;
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FWinding *neww;
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// determine sides for each point
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side1 = PointOnSide (in->points[0], *split);
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side2 = PointOnSide (in->points[1], *split);
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if (side1 <= 0 && side2 <= 0)
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{ // completely on front side
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return in;
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}
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if (side1 >= 0 && side2 >= 0)
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{ // completely on back side
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FreeStackWinding (in, stack);
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return NULL;
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}
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neww = AllocStackWinding (stack);
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// generate a split point
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double v2x = (double)in->points[0].x;
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double v2y = (double)in->points[0].y;
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double v2dx = (double)in->points[1].x - v2x;
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double v2dy = (double)in->points[1].y - v2y;
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double v1dx = (double)split->dx;
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double v1dy = (double)split->dy;
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double den = v1dy*v2dx - v1dx*v2dy;
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if (den == 0.0)
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{ // parallel
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return in;
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}
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double v1x = (double)split->x;
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double v1y = (double)split->y;
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double num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
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double frac = num / den;
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mid.x = in->points[0].x + fixed_t(v2dx * frac);
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mid.y = in->points[0].y + fixed_t(v2dy * frac);
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if (side1 <= 0)
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{
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neww->points[0] = in->points[0];
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neww->points[1] = mid;
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}
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else
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{
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neww->points[0] = mid;
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neww->points[1] = in->points[1];
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}
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// free the original winding
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FreeStackWinding (in, stack);
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return neww;
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}
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/*
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==============
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ClipToSeperators
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Source, pass, and target are an ordering of portals.
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Generates seperating planes canidates by taking two points from source and one
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point from pass, and clips target by them.
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If target is totally clipped away, that portal can not be seen through.
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Normal clip keeps target on the same side as pass, which is correct if the
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order goes source, pass, target. If the order goes pass, source, target then
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flipclip should be set.
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==============
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*/
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FRejectBuilder::FWinding *FRejectBuilder::ClipToSeperators
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(FWinding *source, FWinding *pass, FWinding *target, bool flipclip, PStack *stack)
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{
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int i, j;
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FLine line;
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int d;
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bool fliptest;
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// check all combinations
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for (i = 0; i < 2; i++)
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{
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// find a vertex of pass that makes a line that puts all of the
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// vertexes of pass on the front side and all of the vertexes of
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// source on the back side
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for (j = 0; j < 2; j++)
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{
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line.x = source->points[i].x;
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line.y = source->points[i].y;
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line.dx = pass->points[j].x - line.x;
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line.dy = pass->points[j].y - line.y;
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//
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// find out which side of the generated seperating line has the
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// source portal
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//
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fliptest = false;
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d = PointOnSide (source->points[!i], line);
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if (d > 0)
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{ // source is on the back side, so we want all
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// pass and target on the front side
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fliptest = false;
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}
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else if (d < 0)
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{ // source in on the front side, so we want all
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// pass and target on the back side
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fliptest = true;
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}
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else
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{ // colinear with source portal
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continue;
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}
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//
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// flip the line if the source portal is backwards
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//
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if (fliptest)
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{
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line.Flip ();
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}
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//
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// if all of the pass portal points are now on the front side,
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// this is the seperating line
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//
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d = PointOnSide (pass->points[!j], line);
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if (d >= 0)
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{ // == 0: colinear with seperating plane
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// > 0: points on back side; not a seperating plane
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continue;
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}
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//
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// flip the line if we want the back side
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//
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if (flipclip)
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{
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line.Flip ();
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}
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#ifdef SEPERATORCACHE
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stack->seperators[flipclip][stack->numseperators[flipclip]] = line;
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if (++stack->numseperators[flipclip] >= MAX_SEPERATORS)
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throw exception("MAX_SEPERATORS");
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#endif
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//
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// clip target by the seperating plane
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//
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target = VisChopWinding (target, stack, &line);
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if (!target)
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{ // target is not visible
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return NULL;
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}
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break; // optimization by Antony Suter
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}
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}
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return target;
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}
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/*
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==================
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RecursiveLeafFlow
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Flood fill through the leafs
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If src_portal is NULL, this is the originating leaf
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==================
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*/
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void FRejectBuilder::RecursiveLeafFlow (int leafnum, FThreadData *thread, PStack *prevstack)
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{
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PStack stack;
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VPortal *p;
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FLine backline;
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FLeaf *leaf;
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int i, j;
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long *test, *might, *prevmight, *vis, more;
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int pnum;
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thread->c_chains++;
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leaf = &leafs[leafnum];
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// CheckStack (leaf, thread);
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prevstack->next = &stack;
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stack.next = NULL;
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stack.leaf = leaf;
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stack.portal = NULL;
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stack.depth = prevstack->depth + 1;
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#ifdef SEPERATORCACHE
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stack.numseperators[0] = 0;
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stack.numseperators[1] = 0;
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#endif
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might = (long *)stack.mightsee;
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vis = (long *)thread->base->portalvis;
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// check all portals for flowing into other leafs
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for (i = 0; i < leaf->numportals; i++)
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{
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p = leaf->portals[i];
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if (p->removed)
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continue;
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pnum = p - portals;
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/* MrE: portal trace debug code
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{
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int portaltrace[] = {13, 16, 17, 37};
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pstack_t *s;
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s = &thread->pstack_head;
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for (j = 0; s->next && j < sizeof(portaltrace)/sizeof(int) - 1; j++, s = s->next)
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{
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if (s->portal->num != portaltrace[j])
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break;
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}
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if (j >= sizeof(portaltrace)/sizeof(int) - 1)
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{
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if (p->num == portaltrace[j])
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n = 0; //traced through all the portals
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}
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}
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*/
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if ( ! (prevstack->mightsee[pnum >> 3] & (1<<(pnum&7)) ) )
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{
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continue; // can't possibly see it
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}
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// if the portal can't see anything we haven't already seen, skip it
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if (p->status == STAT_Done)
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{
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test = (long *)p->portalvis;
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}
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else
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{
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test = (long *)p->portalflood;
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}
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more = 0;
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prevmight = (long *)prevstack->mightsee;
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for (j = 0; j < portallongs; j++)
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{
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might[j] = prevmight[j] & test[j];
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more |= (might[j] & ~vis[j]);
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}
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if (!more &&
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(thread->base->portalvis[pnum>>3] & (1<<(pnum&7))) )
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{ // can't see anything new
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continue;
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}
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// get line of portal and point into the neighbor leaf
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backline = stack.portalline = p->line;
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backline.Flip ();
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// c_portalcheck++;
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stack.portal = p;
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stack.next = NULL;
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stack.freewindings[0] = true;
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stack.freewindings[1] = true;
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stack.freewindings[2] = true;
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stack.pass = VisChopWinding (&p->winding, &stack, &thread->pstack_head.portalline);
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if (!stack.pass)
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{
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continue;
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}
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stack.source = VisChopWinding (prevstack->source, &stack, &backline);
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if (!stack.source)
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{
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continue;
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}
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if (!prevstack->pass)
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{ // the second leaf can only be blocked if coplanar
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// mark the portal as visible
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thread->base->portalvis[pnum>>3] |= (1<<(pnum&7));
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RecursiveLeafFlow (p->leaf, thread, &stack);
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continue;
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}
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#ifdef SEPERATORCACHE
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if (stack.numseperators[0])
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{
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for (n = 0; n < stack.numseperators[0]; n++)
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{
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stack.pass = VisChopWinding (stack.pass, &stack, &stack.seperators[0][n]);
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if (!stack.pass)
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break; // target is not visible
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}
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if (n < stack.numseperators[0])
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continue;
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}
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else
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{
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stack.pass = ClipToSeperators (prevstack->source, prevstack->pass, stack.pass, false, &stack);
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}
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#else
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stack.pass = ClipToSeperators (stack.source, prevstack->pass, stack.pass, false, &stack);
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#endif
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if (!stack.pass)
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continue;
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#ifdef SEPERATORCACHE
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if (stack.numseperators[1])
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{
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for (n = 0; n < stack.numseperators[1]; n++)
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{
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stack.pass = VisChopWinding (stack.pass, &stack, &stack.seperators[1][n]);
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if (!stack.pass)
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break; // target is not visible
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}
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}
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else
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{
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stack.pass = ClipToSeperators (prevstack->pass, prevstack->source, stack.pass, true, &stack);
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}
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#else
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stack.pass = ClipToSeperators (prevstack->pass, stack.source, stack.pass, true, &stack);
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#endif
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if (!stack.pass)
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continue;
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// mark the portal as visible
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thread->base->portalvis[pnum>>3] |= (1<<(pnum&7));
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// flow through it for real
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RecursiveLeafFlow (p->leaf, thread, &stack);
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//
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stack.next = NULL;
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}
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}
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/*
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||
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===============
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||
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PortalFlow
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||
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generates the portalvis bit vector
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===============
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||
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*/
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||
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void FRejectBuilder::PortalFlow (int portalnum)
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{
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||
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FThreadData data;
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int i;
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VPortal *p;
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||
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int c_might, c_can;
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#ifdef MREDEBUG
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printf("\r%6d", portalnum);
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#endif
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||
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||
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p = sorted_portals[portalnum];
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||
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if (p->removed)
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||
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{
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p->status = STAT_Done;
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return;
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||
|
}
|
||
|
|
||
|
if (p->nummightsee == 0)
|
||
|
{
|
||
|
p->status = STAT_Done;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p->status = STAT_Working;
|
||
|
|
||
|
c_might = p->nummightsee;//CountBits (p->portalflood, numportals);
|
||
|
|
||
|
memset (&data, 0, sizeof(data));
|
||
|
data.base = p;
|
||
|
|
||
|
data.pstack_head.portal = p;
|
||
|
data.pstack_head.source = &p->winding;
|
||
|
data.pstack_head.portalline = p->line;
|
||
|
data.pstack_head.depth = 0;
|
||
|
for (i = 0; i < portallongs; i++)
|
||
|
{
|
||
|
((long *)data.pstack_head.mightsee)[i] = ((long *)p->portalflood)[i];
|
||
|
}
|
||
|
|
||
|
RecursiveLeafFlow (p->leaf, &data, &data.pstack_head);
|
||
|
|
||
|
p->status = STAT_Done;
|
||
|
|
||
|
c_can = CountBits (p->portalvis, numportals);
|
||
|
|
||
|
//printf ("portal:%4i mightsee:%4i cansee:%4i (%i chains)\n",
|
||
|
// (int)(p - portals), c_might, c_can, data.c_chains);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
RecursivePassageFlow
|
||
|
==================
|
||
|
*/
|
||
|
void FRejectBuilder::RecursivePassageFlow (VPortal *portal, FThreadData *thread, PStack *prevstack)
|
||
|
{
|
||
|
PStack stack;
|
||
|
VPortal *p;
|
||
|
FLeaf *leaf;
|
||
|
FPassage *passage, *nextpassage;
|
||
|
int i, j;
|
||
|
long *might, *vis, *prevmight, *cansee, *portalvis, more;
|
||
|
int pnum;
|
||
|
|
||
|
// thread->c_chains++;
|
||
|
|
||
|
leaf = &leafs[portal->leaf];
|
||
|
// CheckStack (leaf, thread);
|
||
|
|
||
|
prevstack->next = &stack;
|
||
|
|
||
|
stack.next = NULL;
|
||
|
// stack.leaf = leaf;
|
||
|
// stack.portal = NULL;
|
||
|
stack.depth = prevstack->depth + 1;
|
||
|
|
||
|
vis = (long *)thread->base->portalvis;
|
||
|
|
||
|
passage = portal->passages;
|
||
|
nextpassage = passage;
|
||
|
// check all portals for flowing into other leafs
|
||
|
for (i = 0; i < leaf->numportals; i++, passage = nextpassage)
|
||
|
{
|
||
|
p = leaf->portals[i];
|
||
|
if (p->removed)
|
||
|
continue;
|
||
|
nextpassage = passage->next;
|
||
|
pnum = p - portals;
|
||
|
|
||
|
if ( ! (prevstack->mightsee[pnum >> 3] & (1<<(pnum&7)) ) )
|
||
|
continue; // can't possibly see it
|
||
|
|
||
|
prevmight = (long *)prevstack->mightsee;
|
||
|
cansee = (long *)passage->cansee;
|
||
|
might = (long *)stack.mightsee;
|
||
|
memcpy(might, prevmight, portalbytes);
|
||
|
portalvis = (p->status == STAT_Done) ? (long *)p->portalvis : (long *)p->portalflood;
|
||
|
more = 0;
|
||
|
for (j = 0; j < portallongs; j++)
|
||
|
{
|
||
|
if (*might)
|
||
|
{
|
||
|
*might &= *cansee++ & *portalvis++;
|
||
|
more |= (*might & ~vis[j]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cansee++;
|
||
|
portalvis++;
|
||
|
}
|
||
|
might++;
|
||
|
}
|
||
|
|
||
|
if (!more &&
|
||
|
(thread->base->portalvis[pnum>>3] & (1<<(pnum&7))) )
|
||
|
{ // can't see anything new
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// stack.portal = p;
|
||
|
// mark the portal as visible
|
||
|
thread->base->portalvis[pnum>>3] |= (1<<(pnum&7));
|
||
|
// flow through it for real
|
||
|
RecursivePassageFlow(p, thread, &stack);
|
||
|
//
|
||
|
stack.next = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
PassageFlow
|
||
|
===============
|
||
|
*/
|
||
|
void FRejectBuilder::PassageFlow (int portalnum)
|
||
|
{
|
||
|
FThreadData data;
|
||
|
int i;
|
||
|
VPortal *p;
|
||
|
// int c_might, c_can;
|
||
|
|
||
|
#ifdef MREDEBUG
|
||
|
printf("\r%6d", portalnum);
|
||
|
#endif
|
||
|
|
||
|
p = sorted_portals[portalnum];
|
||
|
|
||
|
if (p->removed)
|
||
|
{
|
||
|
p->status = STAT_Done;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p->status = STAT_Working;
|
||
|
|
||
|
// c_might = CountBits (p->portalflood, numportals);
|
||
|
|
||
|
memset (&data, 0, sizeof(data));
|
||
|
data.base = p;
|
||
|
|
||
|
data.pstack_head.portal = p;
|
||
|
data.pstack_head.source = &p->winding;
|
||
|
data.pstack_head.portalline = p->line;
|
||
|
data.pstack_head.depth = 0;
|
||
|
for (i = 0; i < portallongs; i++)
|
||
|
{
|
||
|
((long *)data.pstack_head.mightsee)[i] = ((long *)p->portalflood)[i];
|
||
|
}
|
||
|
|
||
|
RecursivePassageFlow (p, &data, &data.pstack_head);
|
||
|
|
||
|
p->status = STAT_Done;
|
||
|
|
||
|
/*
|
||
|
c_can = CountBits (p->portalvis, numportals);
|
||
|
|
||
|
qprintf ("portal:%4i mightsee:%4i cansee:%4i (%i chains)\n",
|
||
|
(int)(p - portals), c_might, c_can, data.c_chains);
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
RecursivePassagePortalFlow
|
||
|
==================
|
||
|
*/
|
||
|
void FRejectBuilder::RecursivePassagePortalFlow (VPortal *portal, FThreadData *thread, PStack *prevstack)
|
||
|
{
|
||
|
PStack stack;
|
||
|
VPortal *p;
|
||
|
FLeaf *leaf;
|
||
|
FLine backline;
|
||
|
FPassage *passage, *nextpassage;
|
||
|
int i, j;
|
||
|
long *might, *vis, *prevmight, *cansee, *portalvis, more;
|
||
|
int pnum;
|
||
|
|
||
|
// thread->c_chains++;
|
||
|
|
||
|
leaf = &leafs[portal->leaf];
|
||
|
// CheckStack (leaf, thread);
|
||
|
|
||
|
prevstack->next = &stack;
|
||
|
|
||
|
stack.next = NULL;
|
||
|
stack.leaf = leaf;
|
||
|
stack.portal = NULL;
|
||
|
stack.depth = prevstack->depth + 1;
|
||
|
|
||
|
#ifdef SEPERATORCACHE
|
||
|
stack.numseperators[0] = 0;
|
||
|
stack.numseperators[1] = 0;
|
||
|
#endif
|
||
|
|
||
|
vis = (long *)thread->base->portalvis;
|
||
|
|
||
|
passage = portal->passages;
|
||
|
nextpassage = passage;
|
||
|
// check all portals for flowing into other leafs
|
||
|
for (i = 0; i < leaf->numportals; i++, passage = nextpassage)
|
||
|
{
|
||
|
p = leaf->portals[i];
|
||
|
if (p->removed)
|
||
|
continue;
|
||
|
nextpassage = passage->next;
|
||
|
pnum = p - portals;
|
||
|
|
||
|
if ( ! (prevstack->mightsee[pnum >> 3] & (1<<(pnum&7)) ) )
|
||
|
continue; // can't possibly see it
|
||
|
|
||
|
prevmight = (long *)prevstack->mightsee;
|
||
|
cansee = (long *)passage->cansee;
|
||
|
might = (long *)stack.mightsee;
|
||
|
memcpy(might, prevmight, portalbytes);
|
||
|
portalvis = (p->status == STAT_Done) ? (long *) p->portalvis : (long *) p->portalflood;
|
||
|
more = 0;
|
||
|
for (j = 0; j < portallongs; j++)
|
||
|
{
|
||
|
if (*might)
|
||
|
{
|
||
|
*might &= *cansee++ & *portalvis++;
|
||
|
more |= (*might & ~vis[j]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cansee++;
|
||
|
portalvis++;
|
||
|
}
|
||
|
might++;
|
||
|
}
|
||
|
|
||
|
if (!more &&
|
||
|
(thread->base->portalvis[pnum>>3] & (1<<(pnum&7))) )
|
||
|
{ // can't see anything new
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// get line of portal, point front into the neighbor leaf
|
||
|
backline = stack.portalline = p->line;
|
||
|
backline.Flip ();
|
||
|
|
||
|
// c_portalcheck++;
|
||
|
|
||
|
stack.portal = p;
|
||
|
stack.next = NULL;
|
||
|
stack.freewindings[0] = true;
|
||
|
stack.freewindings[1] = true;
|
||
|
stack.freewindings[2] = true;
|
||
|
|
||
|
stack.pass = VisChopWinding (&p->winding, &stack, &thread->pstack_head.portalline);
|
||
|
if (!stack.pass)
|
||
|
continue;
|
||
|
|
||
|
stack.source = VisChopWinding (prevstack->source, &stack, &backline);
|
||
|
if (!stack.source)
|
||
|
continue;
|
||
|
|
||
|
if (!prevstack->pass)
|
||
|
{ // the second leaf can only be blocked if colinear
|
||
|
|
||
|
// mark the portal as visible
|
||
|
thread->base->portalvis[pnum>>3] |= (1<<(pnum&7));
|
||
|
|
||
|
RecursivePassagePortalFlow (p, thread, &stack);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
#ifdef SEPERATORCACHE
|
||
|
if (stack.numseperators[0])
|
||
|
{
|
||
|
for (n = 0; n < stack.numseperators[0]; n++)
|
||
|
{
|
||
|
stack.pass = VisChopWinding (stack.pass, &stack, &stack.seperators[0][n]);
|
||
|
if (!stack.pass)
|
||
|
break; // target is not visible
|
||
|
}
|
||
|
if (n < stack.numseperators[0])
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
stack.pass = ClipToSeperators (prevstack->source, prevstack->pass, stack.pass, false, &stack);
|
||
|
}
|
||
|
#else
|
||
|
stack.pass = ClipToSeperators (stack.source, prevstack->pass, stack.pass, false, &stack);
|
||
|
#endif
|
||
|
if (!stack.pass)
|
||
|
continue;
|
||
|
|
||
|
#ifdef SEPERATORCACHE
|
||
|
if (stack.numseperators[1])
|
||
|
{
|
||
|
for (n = 0; n < stack.numseperators[1]; n++)
|
||
|
{
|
||
|
stack.pass = VisChopWinding (stack.pass, &stack, &stack.seperators[1][n]);
|
||
|
if (!stack.pass)
|
||
|
break; // target is not visible
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
stack.pass = ClipToSeperators (prevstack->pass, prevstack->source, stack.pass, true, &stack);
|
||
|
}
|
||
|
#else
|
||
|
stack.pass = ClipToSeperators (prevstack->pass, stack.source, stack.pass, true, &stack);
|
||
|
#endif
|
||
|
if (!stack.pass)
|
||
|
continue;
|
||
|
|
||
|
// mark the portal as visible
|
||
|
thread->base->portalvis[pnum>>3] |= (1<<(pnum&7));
|
||
|
// flow through it for real
|
||
|
RecursivePassagePortalFlow(p, thread, &stack);
|
||
|
//
|
||
|
stack.next = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
PassagePortalFlow
|
||
|
===============
|
||
|
*/
|
||
|
void FRejectBuilder::PassagePortalFlow (int portalnum)
|
||
|
{
|
||
|
FThreadData data;
|
||
|
int i;
|
||
|
VPortal *p;
|
||
|
// int c_might, c_can;
|
||
|
|
||
|
#ifdef MREDEBUG
|
||
|
printf("\r%6d", portalnum);
|
||
|
#endif
|
||
|
|
||
|
p = sorted_portals[portalnum];
|
||
|
|
||
|
if (p->removed)
|
||
|
{
|
||
|
p->status = STAT_Done;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
p->status = STAT_Working;
|
||
|
|
||
|
// c_might = CountBits (p->portalflood, numportals);
|
||
|
|
||
|
memset (&data, 0, sizeof(data));
|
||
|
data.base = p;
|
||
|
|
||
|
data.pstack_head.portal = p;
|
||
|
data.pstack_head.source = &p->winding;
|
||
|
data.pstack_head.portalline = p->line;
|
||
|
data.pstack_head.depth = 0;
|
||
|
for (i = 0; i < portallongs; i++)
|
||
|
{
|
||
|
((long *)data.pstack_head.mightsee)[i] = ((long *)p->portalflood)[i];
|
||
|
}
|
||
|
|
||
|
RecursivePassagePortalFlow (p, &data, &data.pstack_head);
|
||
|
|
||
|
p->status = STAT_Done;
|
||
|
|
||
|
/*
|
||
|
c_can = CountBits (p->portalvis, numportals);
|
||
|
|
||
|
qprintf ("portal:%4i mightsee:%4i cansee:%4i (%i chains)\n",
|
||
|
(int)(p - portals), c_might, c_can, data.c_chains);
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
FRejectBuilder::FWinding *FRejectBuilder::PassageChopWinding (FWinding *in, FWinding *out, FLine *split)
|
||
|
{
|
||
|
int side1, side2;
|
||
|
FPoint mid;
|
||
|
FWinding *neww;
|
||
|
|
||
|
// determine sides for each point
|
||
|
side1 = PointOnSide (in->points[0], *split);
|
||
|
side2 = PointOnSide (in->points[1], *split);
|
||
|
|
||
|
if (side1 <= 0 && side2 <= 0)
|
||
|
{ // completely on front side
|
||
|
return in;
|
||
|
}
|
||
|
|
||
|
if (side1 >= 0 && side2 >= 0)
|
||
|
{ // completely on back side
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
neww = out;
|
||
|
|
||
|
// generate a split point
|
||
|
double v2x = (double)in->points[0].x;
|
||
|
double v2y = (double)in->points[0].y;
|
||
|
double v2dx = (double)in->points[1].x - v2x;
|
||
|
double v2dy = (double)in->points[1].y - v2y;
|
||
|
double v1dx = (double)split->dx;
|
||
|
double v1dy = (double)split->dy;
|
||
|
|
||
|
double den = v1dy*v2dx - v1dx*v2dy;
|
||
|
|
||
|
if (den == 0.0)
|
||
|
{ // parallel
|
||
|
return in;
|
||
|
}
|
||
|
|
||
|
double v1x = (double)split->x;
|
||
|
double v1y = (double)split->y;
|
||
|
|
||
|
double num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
|
||
|
double frac = num / den;
|
||
|
|
||
|
mid.x = in->points[0].x + fixed_t(v2dx * frac);
|
||
|
mid.y = in->points[0].y + fixed_t(v2dy * frac);
|
||
|
|
||
|
if (side1 <= 0)
|
||
|
{
|
||
|
neww->points[0] = in->points[0];
|
||
|
neww->points[1] = mid;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
neww->points[0] = mid;
|
||
|
neww->points[1] = in->points[1];
|
||
|
}
|
||
|
|
||
|
return neww;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
AddSeperators
|
||
|
===============
|
||
|
*/
|
||
|
int FRejectBuilder::AddSeperators (FWinding *source, FWinding *pass, bool flipclip,
|
||
|
FLine *seperators, int maxseperators)
|
||
|
{
|
||
|
int i, j;
|
||
|
FLine line;
|
||
|
int d;
|
||
|
int numseperators;
|
||
|
bool fliptest;
|
||
|
|
||
|
numseperators = 0;
|
||
|
// check all combinations
|
||
|
for (i = 0; i < 2; i++)
|
||
|
{
|
||
|
// find a vertex of pass that makes a plane that puts all of the
|
||
|
// vertexes of pass on the front side and all of the vertexes of
|
||
|
// source on the back side
|
||
|
for (j = 0; j < 2; j++)
|
||
|
{
|
||
|
line.x = source->points[i].x;
|
||
|
line.y = source->points[i].y;
|
||
|
line.dx = pass->points[j].x - line.x;
|
||
|
line.dy = pass->points[j].y - line.y;
|
||
|
|
||
|
//
|
||
|
// find out which side of the generated seperating plane has the
|
||
|
// source portal
|
||
|
//
|
||
|
fliptest = false;
|
||
|
d = PointOnSide (source->points[!i], line);
|
||
|
if (d > 0)
|
||
|
{ // source is on the back side, so we want all
|
||
|
// pass and target on the front side
|
||
|
fliptest = false;
|
||
|
}
|
||
|
else if (d < 0)
|
||
|
{ // source in on the front side, so we want all
|
||
|
// pass and target on the back side
|
||
|
fliptest = true;
|
||
|
}
|
||
|
else
|
||
|
{ // colinear with source portal
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// flip the line if the source portal is backwards
|
||
|
//
|
||
|
if (fliptest)
|
||
|
{
|
||
|
line.Flip ();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if all of the pass portal points are now on the positive side,
|
||
|
// this is the seperating plane
|
||
|
//
|
||
|
d = PointOnSide (pass->points[!j], line);
|
||
|
if (d >= 0)
|
||
|
{ // == 0: colinear with seperating plane
|
||
|
// > 0: points on back side; not a seperating plane
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// flip the line if we want the back side
|
||
|
//
|
||
|
if (flipclip)
|
||
|
{
|
||
|
line.Flip ();
|
||
|
}
|
||
|
|
||
|
if (numseperators >= maxseperators)
|
||
|
throw exception("max seperators");
|
||
|
seperators[numseperators] = line;
|
||
|
numseperators++;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return numseperators;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CreatePassages
|
||
|
|
||
|
MrE: create passages from one portal to all the portals in the leaf the portal leads to
|
||
|
every passage has a cansee bit string with all the portals that can be
|
||
|
seen through the passage
|
||
|
===============
|
||
|
*/
|
||
|
void FRejectBuilder::CreatePassages (int portalnum)
|
||
|
{
|
||
|
int i, j, k, numseperators, numsee;
|
||
|
VPortal *portal, *p, *target;
|
||
|
FLeaf *leaf;
|
||
|
FPassage *passage, *lastpassage;
|
||
|
FLine seperators[MAX_SEPERATORS*2];
|
||
|
FWinding in, out, *res;
|
||
|
|
||
|
#ifdef MREDEBUG
|
||
|
printf("\r%6d", portalnum);
|
||
|
#endif
|
||
|
|
||
|
portal = sorted_portals[portalnum];
|
||
|
|
||
|
if (portal->removed)
|
||
|
{
|
||
|
portal->status = STAT_Done;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
lastpassage = NULL;
|
||
|
leaf = &leafs[portal->leaf];
|
||
|
for (i = 0; i < leaf->numportals; i++)
|
||
|
{
|
||
|
target = leaf->portals[i];
|
||
|
if (target->removed)
|
||
|
continue;
|
||
|
|
||
|
passage = (FPassage *) malloc(sizeof(FPassage) + portalbytes);
|
||
|
memset(passage, 0, sizeof(FPassage) + portalbytes);
|
||
|
numseperators = AddSeperators(&portal->winding, &target->winding, false, seperators, MAX_SEPERATORS*2);
|
||
|
numseperators += AddSeperators(&target->winding, &portal->winding, true, &seperators[numseperators], MAX_SEPERATORS*2-numseperators);
|
||
|
|
||
|
passage->next = NULL;
|
||
|
if (lastpassage)
|
||
|
lastpassage->next = passage;
|
||
|
else
|
||
|
portal->passages = passage;
|
||
|
lastpassage = passage;
|
||
|
|
||
|
numsee = 0;
|
||
|
//create the passage->cansee
|
||
|
for (j = 0; j < numportals; j++)
|
||
|
{
|
||
|
p = &portals[j];
|
||
|
if (p->removed)
|
||
|
continue;
|
||
|
if ( ! (target->portalflood[j >> 3] & (1<<(j&7)) ) )
|
||
|
continue;
|
||
|
if ( ! (portal->portalflood[j >> 3] & (1<<(j&7)) ) )
|
||
|
continue;
|
||
|
for (k = 0; k < numseperators; k++)
|
||
|
{
|
||
|
//check if completely on the back of the seperator line
|
||
|
if (PointOnSide (p->line, seperators[k]) > 0)
|
||
|
{
|
||
|
FPoint pt2 = p->line;
|
||
|
pt2.x += p->line.dx;
|
||
|
pt2.y += p->line.dy;
|
||
|
if (PointOnSide (pt2, seperators[k]) > 0)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (k < numseperators)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
memcpy(&in, &p->winding, sizeof(FWinding));
|
||
|
for (k = 0; k < numseperators; k++)
|
||
|
{
|
||
|
res = PassageChopWinding(&in, &out, &seperators[k]);
|
||
|
if (res == &out)
|
||
|
memcpy(&in, &out, sizeof(FWinding));
|
||
|
if (res == NULL)
|
||
|
break;
|
||
|
}
|
||
|
if (k < numseperators)
|
||
|
continue;
|
||
|
passage->cansee[j >> 3] |= (1<<(j&7));
|
||
|
numsee++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void FRejectBuilder::PassageMemory ()
|
||
|
{
|
||
|
int i, j, totalmem, totalportals;
|
||
|
VPortal *portal, *target;
|
||
|
FLeaf *leaf;
|
||
|
|
||
|
totalmem = 0;
|
||
|
totalportals = 0;
|
||
|
for (i = 0; i < numportals; i++)
|
||
|
{
|
||
|
portal = sorted_portals[i];
|
||
|
if (portal->removed)
|
||
|
continue;
|
||
|
leaf = &leafs[portal->leaf];
|
||
|
for (j = 0; j < leaf->numportals; j++)
|
||
|
{
|
||
|
target = leaf->portals[j];
|
||
|
if (target->removed)
|
||
|
continue;
|
||
|
totalmem += sizeof(FPassage) + portalbytes;
|
||
|
totalportals++;
|
||
|
}
|
||
|
}
|
||
|
printf("\n%7i average number of passages per leaf\n", totalportals / numportals);
|
||
|
printf("%7i MB required passage memory\n", totalmem >> 10 >> 10);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
This is a rough first-order aproximation that is used to trivially reject some
|
||
|
of the final calculations.
|
||
|
|
||
|
|
||
|
Calculates portalfront and portalflood bit vectors
|
||
|
|
||
|
thinking about:
|
||
|
|
||
|
typedef struct passage_s
|
||
|
{
|
||
|
struct passage_s *next;
|
||
|
struct portal_s *to;
|
||
|
struct sep_s *seperators;
|
||
|
byte *mightsee;
|
||
|
} passage_t;
|
||
|
|
||
|
typedef struct portal_s
|
||
|
{
|
||
|
struct passage_s *passages;
|
||
|
int leaf; // leaf portal faces into
|
||
|
} portal_s;
|
||
|
|
||
|
leaf = portal->leaf
|
||
|
clear
|
||
|
for all portals
|
||
|
|
||
|
|
||
|
calc portal visibility
|
||
|
clear bit vector
|
||
|
for all passages
|
||
|
passage visibility
|
||
|
|
||
|
|
||
|
for a portal to be visible to a passage, it must be on the front of
|
||
|
all seperating planes, and both portals must be behind the new portal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
int c_flood, c_vis;
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SimpleFlood
|
||
|
|
||
|
==================
|
||
|
*/
|
||
|
void FRejectBuilder::SimpleFlood (VPortal *srcportal, int leafnum)
|
||
|
{
|
||
|
int i;
|
||
|
FLeaf *leaf;
|
||
|
VPortal *p;
|
||
|
int pnum;
|
||
|
|
||
|
leaf = &leafs[leafnum];
|
||
|
|
||
|
for (i = 0; i < leaf->numportals; i++)
|
||
|
{
|
||
|
p = leaf->portals[i];
|
||
|
if (p->removed)
|
||
|
continue;
|
||
|
pnum = p - portals;
|
||
|
if ((srcportal->portalfront[pnum>>3] & (1<<(pnum&7))) &&
|
||
|
!(srcportal->portalflood[pnum>>3] & (1<<(pnum&7))) )
|
||
|
{
|
||
|
srcportal->portalflood[pnum>>3] |= (1<<(pnum&7));
|
||
|
SimpleFlood (srcportal, p->leaf);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
BasePortalVis
|
||
|
==============
|
||
|
*/
|
||
|
void FRejectBuilder::BasePortalVis (int portalnum)
|
||
|
{
|
||
|
int j, p1, p2;
|
||
|
VPortal *tp, *p;
|
||
|
|
||
|
p = portals+portalnum;
|
||
|
|
||
|
if (p->removed)
|
||
|
return;
|
||
|
|
||
|
p->portalfront = new BYTE[portalbytes];
|
||
|
memset (p->portalfront, 0, portalbytes);
|
||
|
|
||
|
p->portalflood = new BYTE[portalbytes];
|
||
|
memset (p->portalflood, 0, portalbytes);
|
||
|
|
||
|
p->portalvis = new BYTE[portalbytes];
|
||
|
memset (p->portalvis, 0, portalbytes);
|
||
|
|
||
|
for (j = 0, tp = portals; j < numportals; j++, tp++)
|
||
|
{
|
||
|
if (j == portalnum)
|
||
|
continue;
|
||
|
if (tp->removed)
|
||
|
continue;
|
||
|
|
||
|
//p->portalfront[j>>3] |= (1<<(j&7));
|
||
|
//continue;
|
||
|
|
||
|
// The target portal must be in front of this one
|
||
|
if ((p1 = PointOnSide (tp->winding.points[0], p->line)) > 0 ||
|
||
|
(p2 = PointOnSide (tp->winding.points[1], p->line)) > 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Portals must not be colinear
|
||
|
if ((p1 | p2) == 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// This portal must be behind the target portal
|
||
|
if (PointOnSide (p->winding.points[0], tp->line) < 0 ||
|
||
|
PointOnSide (p->winding.points[1], tp->line) < 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
p->portalfront[j>>3] |= (1<<(j&7));
|
||
|
}
|
||
|
|
||
|
SimpleFlood (p, p->leaf);
|
||
|
|
||
|
p->nummightsee = CountBits (p->portalflood, numportals);
|
||
|
// _printf ("portal %i: %i mightsee\n", portalnum, p->nummightsee);
|
||
|
c_flood += p->nummightsee;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
This is a second order aproximation
|
||
|
|
||
|
Calculates portalvis bit vector
|
||
|
|
||
|
WAAAAAAY too slow.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
RecursiveLeafBitFlow
|
||
|
|
||
|
==================
|
||
|
*/
|
||
|
void FRejectBuilder::RecursiveLeafBitFlow (int leafnum, BYTE *mightsee, BYTE *cansee)
|
||
|
{
|
||
|
VPortal *p;
|
||
|
FLeaf *leaf;
|
||
|
int i, j;
|
||
|
long more;
|
||
|
int pnum;
|
||
|
BYTE newmight[MAX_PORTALS/8];
|
||
|
|
||
|
leaf = &leafs[leafnum];
|
||
|
|
||
|
// check all portals for flowing into other leafs
|
||
|
for (i = 0; i < leaf->numportals; i++)
|
||
|
{
|
||
|
p = leaf->portals[i];
|
||
|
if (p->removed)
|
||
|
continue;
|
||
|
pnum = p - portals;
|
||
|
|
||
|
// if some previous portal can't see it, skip
|
||
|
if (! (mightsee[pnum>>3] & (1<<(pnum&7)) ) )
|
||
|
continue;
|
||
|
|
||
|
// if this portal can see some portals we mightsee, recurse
|
||
|
more = 0;
|
||
|
for (j = 0; j < portallongs; j++)
|
||
|
{
|
||
|
((long *)newmight)[j] = ((long *)mightsee)[j] & ((long *)p->portalflood)[j];
|
||
|
more |= ((long *)newmight)[j] & ~((long *)cansee)[j];
|
||
|
}
|
||
|
|
||
|
if (!more)
|
||
|
continue; // can't see anything new
|
||
|
|
||
|
cansee[pnum>>3] |= (1<<(pnum&7));
|
||
|
|
||
|
RecursiveLeafBitFlow (p->leaf, newmight, cansee);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
BetterPortalVis
|
||
|
==============
|
||
|
*/
|
||
|
void FRejectBuilder::BetterPortalVis (int portalnum)
|
||
|
{
|
||
|
VPortal *p;
|
||
|
|
||
|
p = portals+portalnum;
|
||
|
|
||
|
if (p->removed)
|
||
|
return;
|
||
|
|
||
|
RecursiveLeafBitFlow (p->leaf, p->portalflood, p->portalvis);
|
||
|
|
||
|
// build leaf vis information
|
||
|
p->nummightsee = CountBits (p->portalvis, numportals);
|
||
|
c_vis += p->nummightsee;
|
||
|
}
|
||
|
|
||
|
|