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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plOccTree_inc
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#define plOccTree_inc
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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class plBoundsHierarchy;
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class plOccPlane
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{
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public:
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hsVector3 fNormal;
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hsScalar fDist;
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};
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class plOccPoly
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{
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public:
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enum {
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kEdgeClipped = 0x1
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};
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plOccPlane fPlane;
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hsTArray<hsPoint3> fVerts;
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hsTArray<uint8_t> fEdgeFlags; // flag[i] => edge(fVerts[i], fVerts[(i+1)%n])
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};
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class plOccNode
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{
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protected:
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enum {
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kNone = 0x0,
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kIsLeaf = 0x1
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};
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enum {
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kAllIn = 0x0,
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kAllOut = 0x1,
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kSplit = 0x2
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};
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uint32_t fFlags;
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plOccPlane fPolyPlane; // Plane of the poly we came from
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plOccPlane fViewPlane; // Plane perp to view dir.
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// For an interior node, ViewPlane is for the nearest (to view) point
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// on the poly. A bound closer than that will not be occluded by this
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// node or any nodes deeper in the tree.
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// For a leaf it's the farthest point on the poly. A bound inside this
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// plane OR the PolyPlane is occluded.
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plOccNode* fInChild;
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plOccNode* fOutChild;
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};
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class plOccTree
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{
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protected:
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enum {
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kNone = 0x0,
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kNeedsBuild = 0x1
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};
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uint8_t fFlags;
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// Temp pools for building our trees each frame.
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hsTArray<plOccPoly> fPolyPool;
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hsTArray<plOccPoly> fBasePolys;
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// The BSP used to add our polys front to back. This BSP is constant.
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plOccNode* fBSP;
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// This current frame's view pos and occluder tree.
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plOccNode* fRoot;
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hsPoint3 fViewPos;
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plOccNode* IAddPolyRecur(plOccNode* n, plOccPoly* poly);
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void ITrimPoly(plOccPlane& plane, plOccPoly* polyIn, plOccPoly*& polyIn, plOccPoly*& polyOut);
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plOccNode* IBuildOccTree();
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public:
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plOccTree() : fFlags(kNone), fBSP(nil), fRoot(nil) {}
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~plOccTree() {}
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// We'll take in the view position (for sorting and building).
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// The view direction isn't necessary, but may be useful for
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// selecting a subset of occluders (like don't bother with ones parallel to the view dir).
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// What we really want is to pass in the viewport walls, or all the clip planes to initialize
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// the occtree, then occluders out of view are automatically pruned, and the single test
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// does the full view/portal/occluder test.
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void SetView(const hsPoint3& pos, const hsVector3& dir);
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// The algorithm is:
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// if bnd is totally inside this node's plane
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// recur bnd on inside child/leaf
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// else if bnd is totaly outside this node's plane
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// recur bnd on outside child
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// else
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// recur bnd's children on this node
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//
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// There's two ways to output the visibility info
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// 1) Set a visible/invisible bit for each of the bnd leaves
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// 2) output a list of visible bnds.
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// The second is preferable, since leaves determined invisible by interior
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// node tests never get traversed. But if the rendering pipeline has needs
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// to traverse the drawable data in some other order (for depth or material
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// sorting for example), then the list of visible bnds needs to be translated
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// into the first option anyway.
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//
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// Notes on the vague algorithm:
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// When recurring on the inside child, hitting a leaf checks against the source
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// occluder poly, with the usual inside=hidden, outside=visible, split recurs
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// the bnd's children on this leaf.
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// Hitting a nil outside child == visible
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// It's a double recursion, recurring first on the bnd hierarchy, and second on the occluder tree.
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// Recursion stops when:
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// 1) A bnd is totally in or totally out of a leaf of the occluder tree
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// 2) A bnd is a leaf of the bnd hierarchy.
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//
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void TestHeirarchy(plBoundsHierarchy* bnd);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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// Export only
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void AddPoly(plOccPoly* poly);
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void BuildBSP();
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};
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#endif // plOccTree_inc
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