699 lines
18 KiB
C++
699 lines
18 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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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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**
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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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**
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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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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/staticaabtreecull.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/19/02 5:38p $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "staticaabtreecull.h"
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#include "staticphys.h"
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#include "wwphystrig.h"
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#include "ww3d.h"
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#include "wwphysids.h"
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#include "camera.h"
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#include "shader.h"
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#include "vertmaterial.h"
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#include "vistable.h"
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#include "visrasterizer.h"
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#include "chunkio.h"
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#include "visrendercontext.h"
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#include "colmathfrustum.h"
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#include "colmathplane.h"
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#include "colmathaabox.h"
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#include "wwmemlog.h"
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#define LOG_HIERARCHICAL_CULLING 0
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#define VIS_SAMPLE_DISTANCE 20.0f
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/*
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** Static variables
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*/
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static int _HierarchicalCellsRejected = 0;
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/*
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** Chunk Id's used by the static-aabtree code to save itself into a file
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*/
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enum
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{
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STATICAABTREE_CHUNK_VERSION = 0x00000001, // OBSOLETE version wrapper, contains 32bit version #
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STATICAABTREE_CHUNK_AABTREE_CLASS_DATA = 0x00000104, // wraps the AABTreeCullSystemClass's save data
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};
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/*
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** StaticAABTreeCullClass is a derived AABTree which assumes it contains StaticPhysClasses
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** these two functions encapsulate some typecasting which happens in a lot
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** of places...
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*/
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inline StaticPhysClass * get_first_object(AABTreeNodeClass * node)
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{
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return (StaticPhysClass *)(node->Object);
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}
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inline StaticPhysClass * get_next_object(StaticPhysClass * tile)
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{
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return (StaticPhysClass *)(((AABTreeLinkClass *)tile->Get_Cull_Link())->NextObject);
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}
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/*
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** Implementation of StaticAABTreeCullClass
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*/
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StaticAABTreeCullClass::StaticAABTreeCullClass(PhysicsSceneClass * pscene) :
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PhysAABTreeCullClass(pscene)
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{
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}
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StaticAABTreeCullClass::~StaticAABTreeCullClass(void)
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{
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}
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void StaticAABTreeCullClass::Add_Object(PhysClass * obj, int cull_node_id /*= -1*/)
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{
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WWASSERT(Scene != NULL);
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WWASSERT(obj->As_StaticPhysClass() != NULL);
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PhysAABTreeCullClass::Add_Object(obj, cull_node_id);
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// (gth) not resetting vis when adding a static object
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// Scene->Reset_Vis();
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}
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void StaticAABTreeCullClass::Remove_Object(PhysClass * obj)
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{
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WWASSERT(Scene != NULL);
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WWASSERT(obj->As_StaticPhysClass() != NULL);
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PhysAABTreeCullClass::Remove_Object(obj);
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// (gth) not resetting vis when removing a static object
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// Scene->Reset_Vis();
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}
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void StaticAABTreeCullClass::Update_Culling(CullableClass * obj)
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{
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WWASSERT(Scene != NULL);
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PhysAABTreeCullClass::Update_Culling(obj);
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// (gth) not resetting vis when moving a static object
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// Scene->Reset_Vis();
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}
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void StaticAABTreeCullClass::Collect_Visible_Objects
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(
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const FrustumClass & frustum,
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VisTableClass * pvs,
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RefPhysListClass & visobjlist,
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RefPhysListClass & wsmeshlist
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)
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{
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WWASSERT(RootNode != NULL);
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if (pvs != NULL) {
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/*
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** If we got a pvs then we call the custom hierarchical visible object
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** collection function.
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*/
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VisObjCollectContextClass context(frustum,*pvs,visobjlist,wsmeshlist);
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if (Scene->Is_Vis_Inverted() || !Is_Hierarchical_Vis_Culling_Enabled()) {
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Collect_Visible_Objects_No_HVis_Recursive(RootNode,context);
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} else {
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_HierarchicalCellsRejected = 0;
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Collect_Visible_Objects_Recursive(RootNode,context);
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#if LOG_HIERARCHICAL_CULLING
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if (_HierarchicalCellsRejected > 0) {
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WWDEBUG_SAY(("HCells Rejected: %d\n",_HierarchicalCellsRejected));
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}
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#endif
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}
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} else {
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/*
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** Otherwise, just call the built-in frustum collection function and
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** link the objects into the given lists
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*/
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Reset_Collection();
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Collect_Objects(frustum);
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/*
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** Loop over each object, adding it into the list
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*/
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StaticPhysClass * obj;
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for ( obj = (StaticPhysClass *)Get_First_Collected_Object();
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obj != NULL;
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obj = (StaticPhysClass *)Get_Next_Collected_Object(obj))
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{
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if (obj->Is_World_Space_Mesh()) {
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wsmeshlist.Add(obj);
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} else {
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visobjlist.Add(obj);
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}
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}
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}
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}
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void StaticAABTreeCullClass::Collect_Visible_Objects_Recursive
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(
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AABTreeNodeClass * node,
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VisObjCollectContextClass & context
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)
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{
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/*
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** If this node is not visible, stop.
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*/
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if (context.PVS.Get_Bit(node->UserData) == 0) {
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#if LOG_HIERARCHICAL_CULLING
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_HierarchicalCellsRejected++;
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#endif
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NODE_REJECTED();
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return;
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}
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/*
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** Cull the bounding volume of this node against the frustum.
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** If it is culled, stop descending the tree.
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*/
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CollisionMath::OverlapType overlap;
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overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
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if (overlap == CollisionMath::OUTSIDE) {
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NODE_REJECTED();
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return;
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}
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NODE_ACCEPTED();
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/*
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** Test any objects in this node
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*/
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if (node->Object) {
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StaticPhysClass * obj = get_first_object(node);
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while (obj) {
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if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
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(CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
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{
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if (obj->Is_World_Space_Mesh()) {
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context.WSMeshList.Add(obj);
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} else {
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context.VisObjList.Add(obj);
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}
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}
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obj = get_next_object(obj);
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}
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}
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/*
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** Recurse into the children
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*/
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if (node->Back) {
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Collect_Visible_Objects_Recursive(node->Back,context);
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}
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if (node->Front) {
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Collect_Visible_Objects_Recursive(node->Front,context);
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}
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}
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void StaticAABTreeCullClass::Collect_Visible_Objects_No_HVis_Recursive
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(
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AABTreeNodeClass * node,
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VisObjCollectContextClass & context
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)
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{
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/*
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** Cull the bounding volume of this node against the frustum.
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** If it is culled, stop descending the tree.
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*/
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CollisionMath::OverlapType overlap;
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overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
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if (overlap == CollisionMath::OUTSIDE) {
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NODE_REJECTED();
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return;
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}
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NODE_ACCEPTED();
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/*
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** Test any objects in this node
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*/
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if (node->Object) {
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StaticPhysClass * obj = get_first_object(node);
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while (obj) {
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if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
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(CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
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{
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if (obj->Is_World_Space_Mesh()) {
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context.WSMeshList.Add(obj);
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} else {
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context.VisObjList.Add(obj);
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}
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}
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obj = get_next_object(obj);
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}
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}
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/*
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** Recurse into the children
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*/
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if (node->Back) {
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Collect_Visible_Objects_No_HVis_Recursive(node->Back,context);
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}
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if (node->Front) {
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Collect_Visible_Objects_No_HVis_Recursive(node->Front,context);
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}
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}
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void StaticAABTreeCullClass::Assign_Vis_IDs(void)
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{
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/*
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** Allocate sector and object ID's for the objects in the leaf nodes.
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*/
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int nodecount = Partition_Node_Count();
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for (int i=0; i<nodecount; i++) {
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AABTreeNodeClass * node = IndexedNodes[i];
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/*
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** assign a vis-object-id to each node in the tree (for hierarchical visibility!)
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*/
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node->UserData = Scene->Allocate_Vis_Object_ID();
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/*
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** assign vis-object-id's to all objects in this node.
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** assign vis-sector-id's to any object that contains vis meshes.
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*/
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StaticPhysClass * obj = get_first_object(node);
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while(obj) {
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obj->Set_Vis_Object_ID(Scene->Allocate_Vis_Object_ID());
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if (obj->Is_Vis_Sector()) {
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obj->Set_Vis_Sector_ID(Scene->Allocate_Vis_Sector_ID());
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}
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obj = get_next_object(obj);
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}
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}
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}
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void StaticAABTreeCullClass::Evaluate_Occluder_Visibility
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(
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VisRenderContextClass & context,
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VisSampleClass & sample
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)
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{
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context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
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context.VisRasterizer->Clear();
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Render_Occluders(RootNode,context);
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context.Scan_Frame_Buffer(&sample);
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}
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void StaticAABTreeCullClass::Evaluate_Non_Occluder_Visibility
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(
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VisRenderContextClass & context,
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VisSampleClass & sample
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)
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{
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/*
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** Tell the rasterizer to not write into its Z-buffer and to always exit early
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*/
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context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
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/*
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** Collect the non-occluder render objects
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*/
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RefPhysListClass non_occluders;
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Collect_Non_Occluders(RootNode,context,non_occluders);
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if (context.Is_Vis_Quick_And_Dirty()) {
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RefPhysListIterator it(&non_occluders);
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for (it.First(); !it.Is_Done(); it.Next()) {
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StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
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WWASSERT(obj != NULL);
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context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
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}
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} else {
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RefPhysListIterator it(&non_occluders);
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for (it.First(); !it.Is_Done(); it.Next()) {
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StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
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WWASSERT(obj != NULL);
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/*
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** If the camera is inside the bounding box of this non-occluder; mark it visible
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*/
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if (obj->Get_Bounding_Box().Contains(context.Camera.Get_Position())) {
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context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
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}
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/*
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** Check this object if its bounding box is in view and we don't already
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** think it can be seen.
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*/
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if ( !context.Camera.Cull_Box(obj->Get_Bounding_Box()) &&
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(context.VisTable.Get_Bit(obj->Get_Vis_Object_ID()) == 0) )
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{
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context.VisRasterizer->Reset_Pixel_Counter();
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context.Set_Vis_ID(obj->Get_Vis_Object_ID()); // set up the vis id
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obj->Vis_Render(context); // render the model
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if (context.VisRasterizer->Get_Pixel_Counter() > 0) { // if any pixels passed, the obj is visible!
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context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
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#if 0
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/*
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** DEBUGGING!!! If _test_vis_id is visible, display the vis buffer!
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** If you want to use this, disable the early exit above:
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** (context.VisTable.Get_Bit(obj->Get_Vis_Object_ID() == 0)
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*/
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static int _test_vis_id = -1;
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if ((_test_vis_id != -1) && (obj->Get_Vis_Object_ID() == _test_vis_id)) {
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context.Set_Vis_ID(0x00FFFFFF); // set up a highly visible vis id
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context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
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obj->Vis_Render(context);
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PhysicsSceneClass::Get_Instance()->On_Vis_Occluders_Rendered(context,sample);
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context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
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}
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#endif
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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 StaticAABTreeCullClass::Render_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context)
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{
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if (context.Camera.Cull_Box(node->Box)) {
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return;
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}
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if (node->Object) {
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StaticPhysClass * obj = get_first_object(node);
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while(obj) {
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if (obj->Is_Occluder()) {
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context.Set_Vis_ID(obj->Get_Vis_Object_ID());
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obj->Vis_Render(context);
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}
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obj = get_next_object(obj);
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}
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}
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if (node->Back) {
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Render_Occluders(node->Back,context);
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}
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if (node->Front) {
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Render_Occluders(node->Front,context);
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}
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}
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void StaticAABTreeCullClass::Collect_Non_Occluders
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(
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AABTreeNodeClass * node,
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VisRenderContextClass & context,
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RefPhysListClass & non_occluder_list
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)
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{
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if (context.Camera.Cull_Box(node->Box)) {
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return;
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}
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if (node->Object) {
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StaticPhysClass * obj = get_first_object(node);
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while(obj) {
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if (!obj->Is_Occluder()) {
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non_occluder_list.Add(obj);
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}
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obj = get_next_object(obj);
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}
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}
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if (node->Back) {
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Collect_Non_Occluders(node->Back,context,non_occluder_list);
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}
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if (node->Front) {
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Collect_Non_Occluders(node->Front,context,non_occluder_list);
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}
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}
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StaticPhysClass * StaticAABTreeCullClass::Find_Vis_Tile(const Vector3 & sample_point)
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{
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Vector3 p0 = sample_point;
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Vector3 p1 = p0;
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p1.Z -= VIS_SAMPLE_DISTANCE;
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//
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// Cast a fat box down
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//
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CastResultStruct box_result;
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AABoxClass box(p0,Vector3(0.05f,0.05f,0.0f));
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PhysAABoxCollisionTestClass boxtest(box,p1-p0,&box_result,0,COLLISION_TYPE_VIS);
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boxtest.CheckDynamicObjs = false;
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Cast_AABox(boxtest);
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//
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// Cast a ray down
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//
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CastResultStruct ray_result;
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LineSegClass ray(p0,p1);
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PhysRayCollisionTestClass raytest(ray,&ray_result,0,COLLISION_TYPE_VIS);
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raytest.CheckDynamicObjs = false;
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Cast_Ray(raytest);
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//
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// Use the ray result, unless the fat box result was a lot closer to
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// the camera point (this is the case where the ray went through a crack or something. (ug)
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//
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float box_dist = -(box_result.Fraction * (p1.Z - p0.Z));
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float ray_dist = -(ray_result.Fraction * (p1.Z - p0.Z));
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if ((ray_dist > 3.5f) && (box_dist < ray_dist - 1.0f) && (box_result.Fraction < 1.0f)) {
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// return pointer to the tile that the box hit
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WWASSERT(boxtest.CollidedPhysObj);
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WWASSERT(boxtest.CollidedPhysObj->As_StaticPhysClass() != NULL);
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return (StaticPhysClass *)boxtest.CollidedPhysObj;
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} else if (ray_result.Fraction < 1.0f) {
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// return pointer to the tile that the ray hit
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WWASSERT(raytest.CollidedPhysObj);
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WWASSERT(raytest.CollidedPhysObj->As_StaticPhysClass() != NULL);
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return (StaticPhysClass *)raytest.CollidedPhysObj;
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} else {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
}
|
|
|
|
int StaticAABTreeCullClass::Get_Vis_Sector_ID(const Vector3 & sample_point)
|
|
{
|
|
StaticPhysClass * tile = Find_Vis_Tile(sample_point);
|
|
if (tile == NULL) {
|
|
return -1;
|
|
}
|
|
return tile->Get_Vis_Sector_ID();
|
|
}
|
|
|
|
void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility(VisTableClass * pvs)
|
|
{
|
|
Propogate_Hierarchical_Visibility_Recursive(RootNode,pvs);
|
|
}
|
|
|
|
void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility_Recursive
|
|
(
|
|
AABTreeNodeClass * node,
|
|
VisTableClass * pvs
|
|
)
|
|
{
|
|
/*
|
|
** Recurse to the bottom of the tree first
|
|
*/
|
|
if (node->Front != NULL) {
|
|
Propogate_Hierarchical_Visibility_Recursive(node->Front,pvs);
|
|
}
|
|
|
|
if (node->Back != NULL) {
|
|
Propogate_Hierarchical_Visibility_Recursive(node->Back,pvs);
|
|
}
|
|
|
|
/*
|
|
** We can only turn on the visibility of this node if any of its children
|
|
** are visible. Turning off the visibility is not allowed because we may
|
|
** be sharing our vis-object-id with another node due to vis-compression.
|
|
*/
|
|
bool child_visible = Is_Child_Visible(node,pvs);
|
|
if (child_visible) {
|
|
pvs->Set_Bit(node->UserData,true);
|
|
}
|
|
}
|
|
|
|
|
|
bool StaticAABTreeCullClass::Is_Child_Visible
|
|
(
|
|
AABTreeNodeClass * node,
|
|
VisTableClass * pvs
|
|
)
|
|
{
|
|
/*
|
|
** If this is a leaf node, we check for visibility of any contained objects
|
|
** Otherwise we check if either of the child nodes are visible
|
|
*/
|
|
if ((node->Front != NULL) && (pvs->Get_Bit(node->Front->UserData) != 0)) {
|
|
return true;
|
|
}
|
|
|
|
if ((node->Back != NULL) && (pvs->Get_Bit(node->Back->UserData) != 0)) {
|
|
return true;
|
|
}
|
|
|
|
StaticPhysClass * obj = get_first_object(node);
|
|
while(obj) {
|
|
if (pvs->Get_Bit(obj->Get_Vis_Object_ID()) != 0) {
|
|
return true;
|
|
}
|
|
obj = get_next_object(obj);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void StaticAABTreeCullClass::Merge_Vis_Object_IDs(uint32 id0,uint32 id1)
|
|
{
|
|
/*
|
|
** Each node and each staticphys object has a vis object id.
|
|
** Whenever we encounter one of these with id1, set it to id0.
|
|
** Whenever we encounter one with id > id1, subtract one from it.
|
|
*/
|
|
for (int i=0; i<NodeCount; i++) {
|
|
|
|
AABTreeNodeClass * node = IndexedNodes[i];
|
|
if (node->UserData == id1) {
|
|
node->UserData = id0;
|
|
} else if (node->UserData > id1) {
|
|
node->UserData--;
|
|
}
|
|
|
|
StaticPhysClass * obj = get_first_object(node);
|
|
while (obj) {
|
|
uint32 obj_id = obj->Get_Vis_Object_ID();
|
|
if (obj_id != 0xFFFFFFFF) {
|
|
if (obj_id == id1) {
|
|
obj_id = id0;
|
|
} else if (obj_id > id1) {
|
|
obj_id--;
|
|
}
|
|
|
|
obj->Set_Vis_Object_ID(obj_id);
|
|
}
|
|
obj = get_next_object(obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
void StaticAABTreeCullClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
|
|
{
|
|
/*
|
|
** Each staticphys object may have a vis sector id.
|
|
** Whenever we encounter one of these with id1, set it to id0.
|
|
** Whenever we encounter one with id > id1, subtract one from it.
|
|
*/
|
|
for (int i=0; i<NodeCount; i++) {
|
|
|
|
AABTreeNodeClass * node = IndexedNodes[i];
|
|
|
|
StaticPhysClass * obj = get_first_object(node);
|
|
while (obj) {
|
|
|
|
uint32 sector_id = obj->Get_Vis_Sector_ID();
|
|
if (sector_id != 0xFFFFFFFF) {
|
|
if (sector_id == id1) {
|
|
sector_id = id0;
|
|
} else if (sector_id > id1) {
|
|
sector_id--;
|
|
}
|
|
|
|
obj->Set_Vis_Sector_ID(sector_id);
|
|
}
|
|
obj = get_next_object(obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void StaticAABTreeCullClass::Load_Static_Data(ChunkLoadClass & cload)
|
|
{
|
|
WWMEMLOG(MEM_CULLINGDATA);
|
|
while(cload.Open_Chunk())
|
|
{
|
|
switch(cload.Cur_Chunk_ID())
|
|
{
|
|
|
|
case STATICAABTREE_CHUNK_AABTREE_CLASS_DATA:
|
|
{
|
|
TypedAABTreeCullSystemClass<PhysClass>::Load(cload);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
WWDEBUG_SAY(("Unhandled chunk type: %d in StaticAABTreeCullClass::Load\r\n",cload.Cur_Chunk_ID()));
|
|
break;
|
|
}
|
|
|
|
cload.Close_Chunk();
|
|
}
|
|
}
|
|
|
|
void StaticAABTreeCullClass::Save_Static_Data(ChunkSaveClass & csave)
|
|
{
|
|
csave.Begin_Chunk(STATICAABTREE_CHUNK_AABTREE_CLASS_DATA);
|
|
TypedAABTreeCullSystemClass<PhysClass>::Save(csave);
|
|
csave.End_Chunk();
|
|
}
|
|
|