Serious-Engine/Sources/Engine/Templates/BSP_internal.h
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

210 lines
7.8 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#ifndef SE_INCL_BSP_INTERNAL_H
#define SE_INCL_BSP_INTERNAL_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
extern FLOAT mth_fCSGEpsilon;
/*
* Type used to identify BSP-node locations
*/
enum BSPNodeLocation {
BNL_ILLEGAL=0, // for illegal value
BNL_INSIDE, // inside leaf node
BNL_OUTSIDE, // outside leaf node
BNL_BRANCH, // branch node, unspecified location
};
/*
* Template class for BSP vertex
*/
template<class Type, int iDimensions>
class BSPVertex : public Vector<Type, iDimensions> {
public:
/* Default constructor. */
inline BSPVertex(void) {};
/* Assignment operator with coordinates only. */
inline BSPVertex<Type, iDimensions> &operator=(const Vector<Type, iDimensions> &vCoordinates);
};
/*
* Template class for BSP vertex container
*/
template<class Type, int iDimensions>
class BSPVertexContainer {
public:
INDEX bvc_iMaxAxis; // index of largest axis of direction
Type bvc_tMaxAxisSign; // sign of largest axis of direction
CStaticStackArray<BSPVertex<Type, iDimensions> > bvc_aVertices; // array of vertices
public:
Vector<Type, iDimensions> bvc_vDirection; // direction of the split line
/* Default constructor. */
BSPVertexContainer(void);
/* Initialize for a direction. */
void Initialize(const Vector<Type, iDimensions> &vDirection);
/* Uninitialize. */
void Uninitialize(void);
/* Check if this container is in an unusable state (polygon coplanar with the splitter).*/
inline BOOL IsPlannar(void) { return bvc_iMaxAxis==0; };
/* Add a new vertex. */
inline void AddVertex(const Vector<Type, iDimensions> &vPoint);
/* Sort vertices in this container along the largest axis of container direction. */
void Sort(void);
/* Elliminate paired vertices. */
void ElliminatePairedVertices(void);
/* Create edges from vertices in one container -- must be sorted before. */
void CreateEdges(CDynamicArray<BSPEdge<Type, iDimensions> > &abedAll, ULONG ulEdgeTag);
};
/*
* Template class for BSP edge
*/
template<class Type, int iDimensions>
class BSPEdge {
public:
Vector<Type, iDimensions> bed_vVertex0; // edge vertices
Vector<Type, iDimensions> bed_vVertex1;
ULONG bed_ulEdgeTag; // tags for BSPs with tagged edges/planes
/* Default constructor. */
inline BSPEdge(void) {};
/* Constructor with two vectors. */
inline BSPEdge(const Vector<Type, iDimensions> &vVertex0, const Vector<Type, iDimensions> &vVertex1, ULONG ulTag)
: bed_vVertex0(vVertex0), bed_vVertex1(vVertex1), bed_ulEdgeTag(ulTag) {}
/* Clear the object. */
inline void Clear(void) {};
// remove all edges marked for removal
static void RemoveMarkedBSPEdges(CDynamicArray<BSPEdge<Type, iDimensions> > &abed);
// optimize a polygon made out of BSP edges using tag information
static void OptimizeBSPEdges(CDynamicArray<BSPEdge<Type, iDimensions> > &abed);
};
/*
* Template class for polygons used in creating BSP-trees
*/
template<class Type, int iDimensions>
class BSPPolygon : public Plane<Type, iDimensions> {
public:
CDynamicArray<BSPEdge<Type, iDimensions> > bpo_abedPolygonEdges; // array of edges in the polygon
ULONG bpo_ulPlaneTag; // tags for BSPs with tagged planes (-1 for no tag)
/* Add an edge to the polygon. */
inline void AddEdge(const Vector<Type, iDimensions> &vPoint0, const Vector<Type, iDimensions> &vPoint1, ULONG ulTag);
/* Default constructor. */
inline BSPPolygon(void) : bpo_ulPlaneTag(-1) {};
/* Constructor with array of edges and plane. */
inline BSPPolygon(
Plane<Type, iDimensions> &plPlane, CDynamicArray<BSPEdge<Type, iDimensions> > abedPolygonEdges, ULONG ulPlaneTag)
: Plane<Type, iDimensions>(plPlane)
, bpo_abedPolygonEdges(abedPolygonEdges)
, bpo_ulPlaneTag(ulPlaneTag)
{};
/* Clear the object. */
inline void Clear(void) {bpo_abedPolygonEdges.Clear();};
};
template<class Type, int iDimensions>
class BSPLine {
public:
Type bl_tMin;
Type bl_tMax;
};
/*
* Template class for BSP-tree node of arbitrary dimensions and arbitrary type of members
*/
template<class Type, int iDimensions>
class BSPNode : public Plane<Type, iDimensions> { // split plane
public:
enum BSPNodeLocation bn_bnlLocation; // location of bsp node
BSPNode<Type, iDimensions> *bn_pbnFront; // pointer to child node in front of split plane
BSPNode<Type, iDimensions> *bn_pbnBack; // pointer to child node behind split plane
ULONG bn_ulPlaneTag; // tags for BSPs with tagged planes (-1 for no tag)
public:
/* Defualt constructor (for arrays only). */
inline BSPNode(void) {};
/* Constructor for a leaf node. */
inline BSPNode(enum BSPNodeLocation bnl);
/* Constructor for a branch node. */
inline BSPNode(const Plane<Type, iDimensions> &plSplitPlane, ULONG ulPlaneTag,
BSPNode<Type, iDimensions> &bnFront, BSPNode<Type, iDimensions> &bnBack);
/* Constructor for cloning a bsp (sub)tree. */
BSPNode(BSPNode<Type, iDimensions> &bnRoot);
/* Recursive destructor. */
void DeleteBSPNodeRecursively(void);
// find minimum/maximum parameters of points on a line that are inside - recursive
void FindLineMinMax(BSPLine<Type, iDimensions> &bl,
const Vector<Type, iDimensions> &v0,
const Vector<Type, iDimensions> &v1,
Type t0, Type t1);
/* Test if a sphere is inside, outside, or intersecting. (Just a trivial rejection test) */
FLOAT TestSphere(const Vector<Type, iDimensions> &vSphereCenter, Type tSphereRadius) const;
/* Test if a box is inside, outside, or intersecting. (Just a trivial rejection test) */
FLOAT TestBox(const OBBox<Type> &box) const;
};
/*
* Template class that performs polygon cuts using BSP-tree
*/
template<class Type, int iDimensions>
class BSPCutter {
public:
/* Split an edge with a plane. */
static inline void SplitEdge(const Vector<Type, iDimensions> &vPoint0, const Vector<Type, iDimensions> &vPoint1, ULONG ulEdgeTag,
const Plane<Type, iDimensions> &plSplitPlane,
BSPPolygon<Type, iDimensions> &abedFront, BSPPolygon<Type, iDimensions> &abedBack,
BSPVertexContainer<Type, iDimensions> &bvcFront, BSPVertexContainer<Type, iDimensions> &bvcBack);
/* Cut a polygon with a BSP tree. */
void CutPolygon(BSPPolygon<Type, iDimensions> &bpoPolygon, BSPNode<Type, iDimensions> &bn);
public:
CDynamicArray<BSPEdge<Type, iDimensions> > bc_abedInside; // edges of inside part of polygon
CDynamicArray<BSPEdge<Type, iDimensions> > bc_abedOutside; // edges of outside part of polygon
CDynamicArray<BSPEdge<Type, iDimensions> > bc_abedBorderInside; // edges of border part of polygon facing inwards
CDynamicArray<BSPEdge<Type, iDimensions> > bc_abedBorderOutside;// edges of border part of polygon facing outwards
/* Split a polygon with a plane. */
static inline BOOL SplitPolygon(BSPPolygon<Type, iDimensions> &bpoPolygon, const Plane<Type, iDimensions> &plPlane, ULONG ulPlaneTag,
BSPPolygon<Type, iDimensions> &bpoFront, BSPPolygon<Type, iDimensions> &bpoBack);
/* Constructor for splitting a polygon with a BSP tree. */
BSPCutter(BSPPolygon<Type, iDimensions> &bpoPolygon, BSPNode<Type, iDimensions> &bnRoot);
/* Destructor. */
~BSPCutter(void);
};
#endif /* include-once check. */