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#include <cstdlib> |
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#include <vector> |
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using namespace std; |
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#include "opengl.h" |
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#include "oct.h" |
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#include "view.h" |
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#include "entity.h" |
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octant world(0, sector (SOFFS_MIN, SOFFS_MIN, SOFFS_MIN), MAXEXTENT); |
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octant::octant (octant *parent, const sector &orig, uoffs extent) |
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: parent(parent), orig(orig), extent(extent) |
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{ |
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for (fill = 8; fill--; ) |
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sub[fill] = 0; |
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} |
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octant::~octant () |
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{ |
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for (fill = 8; fill--; ) |
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delete sub[fill]; |
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} |
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static bool overlap (const sector &o1, uoffs ea, const sector &a, const sector &b) |
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{ |
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ea /= 2; |
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sector center_1 = o1 + ea; |
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sector size_2 = b - a; |
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sector center_2 = a + size_2 / 2; |
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return abs (center_1 - center_2) <= ea + size_2; |
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} |
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void octant::add (entity *e) |
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{ |
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const sector &a = e->a; |
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const sector &b = e->b; |
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if (overlap (orig, extent, a, b)) |
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{ |
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uoffs extent2 = extent / 2; |
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uoffs size = max (abs (b - a)); |
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if (size >= extent2 / 2) |
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{ |
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push_back (e); |
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e->o.push_back (this); |
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return; |
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} |
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|
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for (int i = 8; i--; ) |
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{ |
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sector s = orig; |
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s.offset (i, extent2); |
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if (overlap (s, extent2, a, b)) |
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{ |
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if (!sub[i]) |
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{ |
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sub[i] = new octant (this, s, extent2); |
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fill++; |
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} |
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sub[i]->add (e); |
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} |
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} |
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} |
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} |
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|
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void octant::remove (entity *e) |
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{ |
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} |
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void octant::detect_visibility (view &ctx) |
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{ |
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visibility_state &vs = ctx.vismap[this]; |
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if (vs.generation + 1 != ctx.generation) |
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vs.visibility = visibility_state::UNKNOWN; |
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vs.generation = ctx.generation; |
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GLfloat extent2 = 0.5F * (GLfloat)extent; |
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point center = point (orig + (extent >> 1) - ctx.orig); |
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if (extent & 1) center = center + 0.5F; |
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GLfloat rad = ctx.diagfact * extent2; |
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if (orig <= ctx.orig && ctx.orig <= orig + extent) |
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vs.visibility = visibility_state::PARTIAL; |
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else |
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{ |
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if (ctx.frustum.t.distance (center) < -rad) return; |
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if (ctx.frustum.b.distance (center) < -rad) return; |
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if (ctx.frustum.l.distance (center) < -rad) return; |
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if (ctx.frustum.r.distance (center) < -rad) return; |
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if (ctx.frustum.n.distance (center) < -rad) return; |
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GLfloat fd = ctx.frustum.f.distance (center); |
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if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) |
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return; |
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} |
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|
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if (vs.visibility == visibility_state::OCCLUDED |
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|| vs.visibility == visibility_state::UNKNOWN) |
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{ |
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ctx.farlist.push_back (this); |
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return; |
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} |
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#if 0 |
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if (vs.visibility == visibility_state::UNKNOWN) |
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vs.visibility = visibility_state::FULL; |
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#endif |
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GLfloat z = ctx.z_near + ctx.frustum.n.distance (center) + rad; |
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//printf ("z %f, perspfact %f, z*p %f\n", z, ctx.perspfact, ctx.perspfact / z); |
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if (vs.visibility == visibility_state::FULL) |
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ctx.nc_far = max (ctx.nc_far, z); |
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if (size () |
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&& (vs.visibility == visibility_state::PARTIAL |
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|| vs.visibility == visibility_state::FULL)) |
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{ |
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ctx.nz_far = max (ctx.nz_far, z); |
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ctx.vislist.push_back (this); |
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} |
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// node to start with |
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unsigned char si = ctx.d.x < 0 ? 1 : 0 |
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| ctx.d.y < 0 ? 2 : 0 |
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| ctx.d.z < 0 ? 4 : 0; |
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// bit-toggle to find next child for front-to-back order |
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static unsigned char toggle[8+1] |
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= { 0, 0^1, 1^2, 2^4, 4^3, 3^5, 5^6, 6^7, 0 }; |
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unsigned char *next = toggle; |
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do |
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{ |
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si ^= *next++; |
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if (sub[si]) |
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sub[si]->detect_visibility (ctx); |
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} |
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while (*next); |
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} |
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void octant::display (view &ctx) |
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{ |
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#if 0 |
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sector s = orig - ctx.orig; |
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glBegin (GL_LINES); |
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vec3 clr(0, 0.8, 0); |
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glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, (const GLfloat*)&clr); |
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for (int i = 8; i--; ) |
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for (int ji = 3; ji--; ) |
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{ |
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int j = i | (1 << ji); |
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if (i < j) |
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{ |
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glVertex3i (s.x + !!(i & 1) * extent, |
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s.y + !!(i & 2) * extent, |
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s.z + !!(i & 4) * extent); |
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glVertex3i (s.x + !!(j & 1) * extent, |
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s.y + !!(j & 2) * extent, |
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s.z + !!(j & 4) * extent); |
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} |
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} |
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glEnd (); |
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#endif |
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for (iterator i = end (); i != begin (); ) |
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{ |
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entity *e = *--i; |
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sector diff = (e->a + e->b) / 2 - ctx.orig; |
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GLfloat z = norm (vec3 ((e->a + e->b) / 2 - ctx.orig)); |
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ctx.pixfact = ctx.perspfact / z; |
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e->display (ctx); |
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} |
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} |
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void octant::draw_bbox (view &ctx) |
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{ |
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sector s = orig - ctx.orig; |
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|
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gl::draw_bbox (ctx, s, s + extent); |
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} |
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void octant::event (occ_query &ev) |
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{ |
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visibility_state &vs = ev.v.vismap[this]; |
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vs.last = timer.now; |
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vs.visibility = ev.r <= 0 |
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? visibility_state::OCCLUDED |
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: visibility_state::FULL; |
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} |
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