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/*==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