You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
181 lines
5.4 KiB
181 lines
5.4 KiB
4 years ago
|
/*==LICENSE==*
|
||
|
|
||
|
CyanWorlds.com Engine - MMOG client, server and tools
|
||
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
||
|
|
||
|
This program 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 3 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, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
Additional permissions under GNU GPL version 3 section 7
|
||
|
|
||
|
If you modify this Program, or any covered work, by linking or
|
||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||
|
(or a modified version of those libraries),
|
||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||
|
licensors of this Program grant you additional
|
||
|
permission to convey the resulting work. Corresponding Source for a
|
||
|
non-source form of such a combination shall include the source code for
|
||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||
|
work.
|
||
|
|
||
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||
|
or by snail mail at:
|
||
|
Cyan Worlds, Inc.
|
||
|
14617 N Newport Hwy
|
||
|
Mead, WA 99021
|
||
|
|
||
|
*==LICENSE==*/
|
||
|
|
||
|
#ifndef plOccTree_inc
|
||
|
#define plOccTree_inc
|
||
|
|
||
|
#include "hsTemplates.h"
|
||
|
#include "hsGeometry3.h"
|
||
|
|
||
|
class plBoundsHierarchy;
|
||
|
|
||
|
class plOccPlane
|
||
|
{
|
||
|
public:
|
||
|
hsVector3 fNormal;
|
||
|
hsScalar fDist;
|
||
|
|
||
|
};
|
||
|
|
||
|
class plOccPoly
|
||
|
{
|
||
|
public:
|
||
|
enum {
|
||
|
kEdgeClipped = 0x1
|
||
|
};
|
||
|
|
||
|
plOccPlane fPlane;
|
||
|
|
||
|
hsTArray<hsPoint3> fVerts;
|
||
|
hsTArray<UInt8> fEdgeFlags; // flag[i] => edge(fVerts[i], fVerts[(i+1)%n])
|
||
|
};
|
||
|
|
||
|
class plOccNode
|
||
|
{
|
||
|
protected:
|
||
|
enum {
|
||
|
kNone = 0x0,
|
||
|
kIsLeaf = 0x1
|
||
|
};
|
||
|
enum {
|
||
|
kAllIn = 0x0,
|
||
|
kAllOut = 0x1,
|
||
|
kSplit = 0x2
|
||
|
};
|
||
|
|
||
|
UInt32 fFlags;
|
||
|
|
||
|
plOccPlane fPolyPlane; // Plane of the poly we came from
|
||
|
plOccPlane fViewPlane; // Plane perp to view dir.
|
||
|
// For an interior node, ViewPlane is for the nearest (to view) point
|
||
|
// on the poly. A bound closer than that will not be occluded by this
|
||
|
// node or any nodes deeper in the tree.
|
||
|
// For a leaf it's the farthest point on the poly. A bound inside this
|
||
|
// plane OR the PolyPlane is occluded.
|
||
|
|
||
|
plOccNode* fInChild;
|
||
|
|
||
|
plOccNode* fOutChild;
|
||
|
};
|
||
|
|
||
|
class plOccTree
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
enum {
|
||
|
kNone = 0x0,
|
||
|
kNeedsBuild = 0x1
|
||
|
};
|
||
|
|
||
|
UInt8 fFlags;
|
||
|
|
||
|
// Temp pools for building our trees each frame.
|
||
|
hsTArray<plOccPoly> fPolyPool;
|
||
|
hsTArray<plOccPoly> fBasePolys;
|
||
|
|
||
|
// The BSP used to add our polys front to back. This BSP is constant.
|
||
|
plOccNode* fBSP;
|
||
|
|
||
|
// This current frame's view pos and occluder tree.
|
||
|
plOccNode* fRoot;
|
||
|
hsPoint3 fViewPos;
|
||
|
|
||
|
|
||
|
plOccNode* IAddPolyRecur(plOccNode* n, plOccPoly* poly);
|
||
|
|
||
|
void ITrimPoly(plOccPlane& plane, plOccPoly* polyIn, plOccPoly*& polyIn, plOccPoly*& polyOut);
|
||
|
|
||
|
plOccNode* IBuildOccTree();
|
||
|
|
||
|
public:
|
||
|
|
||
|
plOccTree() : fFlags(kNone), fBSP(nil), fRoot(nil) {}
|
||
|
~plOccTree() {}
|
||
|
|
||
|
// We'll take in the view position (for sorting and building).
|
||
|
// The view direction isn't necessary, but may be useful for
|
||
|
// selecting a subset of occluders (like don't bother with ones parallel to the view dir).
|
||
|
// What we really want is to pass in the viewport walls, or all the clip planes to initialize
|
||
|
// the occtree, then occluders out of view are automatically pruned, and the single test
|
||
|
// does the full view/portal/occluder test.
|
||
|
void SetView(const hsPoint3& pos, const hsVector3& dir);
|
||
|
|
||
|
|
||
|
// The algorithm is:
|
||
|
// if bnd is totally inside this node's plane
|
||
|
// recur bnd on inside child/leaf
|
||
|
// else if bnd is totaly outside this node's plane
|
||
|
// recur bnd on outside child
|
||
|
// else
|
||
|
// recur bnd's children on this node
|
||
|
//
|
||
|
// There's two ways to output the visibility info
|
||
|
// 1) Set a visible/invisible bit for each of the bnd leaves
|
||
|
// 2) output a list of visible bnds.
|
||
|
// The second is preferable, since leaves determined invisible by interior
|
||
|
// node tests never get traversed. But if the rendering pipeline has needs
|
||
|
// to traverse the drawable data in some other order (for depth or material
|
||
|
// sorting for example), then the list of visible bnds needs to be translated
|
||
|
// into the first option anyway.
|
||
|
//
|
||
|
// Notes on the vague algorithm:
|
||
|
// When recurring on the inside child, hitting a leaf checks against the source
|
||
|
// occluder poly, with the usual inside=hidden, outside=visible, split recurs
|
||
|
// the bnd's children on this leaf.
|
||
|
// Hitting a nil outside child == visible
|
||
|
// It's a double recursion, recurring first on the bnd hierarchy, and second on the occluder tree.
|
||
|
// Recursion stops when:
|
||
|
// 1) A bnd is totally in or totally out of a leaf of the occluder tree
|
||
|
// 2) A bnd is a leaf of the bnd hierarchy.
|
||
|
//
|
||
|
void TestHeirarchy(plBoundsHierarchy* bnd);
|
||
|
|
||
|
virtual void Read(hsStream* s, hsResMgr* mgr);
|
||
|
virtual void Write(hsStream* s, hsResMgr* mgr);
|
||
|
|
||
|
// Export only
|
||
|
void AddPoly(plOccPoly* poly);
|
||
|
void BuildBSP();
|
||
|
};
|
||
|
|
||
|
#endif // plOccTree_inc
|