本文整理汇总了C++中idBounds类的典型用法代码示例。如果您正苦于以下问题:C++ idBounds类的具体用法?C++ idBounds怎么用?C++ idBounds使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了idBounds类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
/*
================
idPhysics_StaticMulti::GetBounds
================
*/
const idBounds &idPhysics_StaticMulti::GetBounds( int id ) const {
int i;
static idBounds bounds;
if ( id >= 0 && id < clipModels.Num() ) {
if ( clipModels[id] ) {
return clipModels[id]->GetBounds();
}
}
if ( id == -1 ) {
bounds.Clear();
for ( i = 0; i < clipModels.Num(); i++ ) {
if ( clipModels[i] ) {
bounds.AddBounds( clipModels[i]->GetAbsBounds() );
}
}
for ( i = 0; i < clipModels.Num(); i++ ) {
if ( clipModels[i] ) {
bounds[0] -= clipModels[i]->GetOrigin();
bounds[1] -= clipModels[i]->GetOrigin();
break;
}
}
return bounds;
}
return bounds_zero;
}
示例2:
/*
====================
idMD5Mesh::CalculateBounds
====================
*/
void idMD5Mesh::CalculateBounds( const idJointMat * entJoints, idBounds & bounds ) const {
__m128 minX = vector_float_posInfinity;
__m128 minY = vector_float_posInfinity;
__m128 minZ = vector_float_posInfinity;
__m128 maxX = vector_float_negInfinity;
__m128 maxY = vector_float_negInfinity;
__m128 maxZ = vector_float_negInfinity;
for ( int i = 0; i < numMeshJoints; i++ ) {
const idJointMat & joint = entJoints[meshJoints[i]];
__m128 x = _mm_load_ps( joint.ToFloatPtr() + 0 * 4 );
__m128 y = _mm_load_ps( joint.ToFloatPtr() + 1 * 4 );
__m128 z = _mm_load_ps( joint.ToFloatPtr() + 2 * 4 );
minX = _mm_min_ps( minX, x );
minY = _mm_min_ps( minY, y );
minZ = _mm_min_ps( minZ, z );
maxX = _mm_max_ps( maxX, x );
maxY = _mm_max_ps( maxY, y );
maxZ = _mm_max_ps( maxZ, z );
}
__m128 expand = _mm_splat_ps( _mm_load_ss( & maxJointVertDist ), 0 );
minX = _mm_sub_ps( minX, expand );
minY = _mm_sub_ps( minY, expand );
minZ = _mm_sub_ps( minZ, expand );
maxX = _mm_add_ps( maxX, expand );
maxY = _mm_add_ps( maxY, expand );
maxZ = _mm_add_ps( maxZ, expand );
_mm_store_ss( bounds.ToFloatPtr() + 0, _mm_splat_ps( minX, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 1, _mm_splat_ps( minY, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 2, _mm_splat_ps( minZ, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 3, _mm_splat_ps( maxX, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 4, _mm_splat_ps( maxY, 3 ) );
_mm_store_ss( bounds.ToFloatPtr() + 5, _mm_splat_ps( maxZ, 3 ) );
}
示例3: BoundsReachableAreaNum_r
/*
============
idAASFileLocal::BoundsReachableAreaNum_r
============
*/
int idAASFileLocal::BoundsReachableAreaNum_r( int nodeNum, const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const {
int res;
const aasNode_t *node;
while( nodeNum ) {
if ( nodeNum < 0 ) {
if ( ( areas[-nodeNum].flags & areaFlags ) && ( ( areas[-nodeNum].travelFlags & excludeTravelFlags ) == 0 ) ) {
return -nodeNum;
}
return 0;
}
node = &nodes[nodeNum];
res = bounds.PlaneSide( planeList[node->planeNum] );
if ( res == PLANESIDE_BACK ) {
nodeNum = node->children[1];
}
else if ( res == PLANESIDE_FRONT ) {
nodeNum = node->children[0];
}
else {
nodeNum = BoundsReachableAreaNum_r( node->children[1], bounds, areaFlags, excludeTravelFlags );
if ( nodeNum ) {
return nodeNum;
}
nodeNum = node->children[0];
}
}
return 0;
}
示例4:
/*
====================
idMD5Anim::GetBounds
====================
*/
void idMD5Anim::GetBounds( idBounds &bnds, int time, int cyclecount ) const {
frameBlend_t frame;
idVec3 offset;
ConvertTimeToFrame( time, cyclecount, frame );
bnds = bounds[ frame.frame1 ];
bnds.AddBounds( bounds[ frame.frame2 ] );
// origin position
offset = baseFrame[ 0 ].t;
if ( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) {
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
}
}
bnds[ 0 ] -= offset;
bnds[ 1 ] -= offset;
}
示例5: SetupTetrahedron
/*
====================
idSurface_Polytope::SetupTetrahedron
====================
*/
void idSurface_Polytope::SetupTetrahedron( const idBounds &bounds ) {
idVec3 center, scale;
float c1, c2, c3;
c1 = 0.4714045207f;
c2 = 0.8164965809f;
c3 = -0.3333333333f;
center = bounds.GetCenter();
scale = bounds[1] - center;
verts.SetNum( 4 );
verts[0].xyz = center + idVec3( 0.0f, 0.0f, scale.z );
verts[1].xyz = center + idVec3( 2.0f * c1 * scale.x, 0.0f, c3 * scale.z );
verts[2].xyz = center + idVec3( -c1 * scale.x, c2 * scale.y, c3 * scale.z );
verts[3].xyz = center + idVec3( -c1 * scale.x, -c2 * scale.y, c3 * scale.z );
indexes.SetNum( 4*3 );
indexes[0*3+0] = 0;
indexes[0*3+1] = 1;
indexes[0*3+2] = 2;
indexes[1*3+0] = 0;
indexes[1*3+1] = 2;
indexes[1*3+2] = 3;
indexes[2*3+0] = 0;
indexes[2*3+1] = 3;
indexes[2*3+2] = 1;
indexes[3*3+0] = 1;
indexes[3*3+1] = 3;
indexes[3*3+2] = 2;
GenerateEdgeIndexes();
}
示例6: SetupHexahedron
/*
====================
idSurface_Polytope::SetupHexahedron
====================
*/
void idSurface_Polytope::SetupHexahedron(const idBounds &bounds)
{
idVec3 center, scale;
center = bounds.GetCenter();
scale = bounds[1] - center;
verts.SetNum(8);
verts[0].xyz = center + idVec3(-scale.x, -scale.y, -scale.z);
verts[1].xyz = center + idVec3(scale.x, -scale.y, -scale.z);
verts[2].xyz = center + idVec3(scale.x, scale.y, -scale.z);
verts[3].xyz = center + idVec3(-scale.x, scale.y, -scale.z);
verts[4].xyz = center + idVec3(-scale.x, -scale.y, scale.z);
verts[5].xyz = center + idVec3(scale.x, -scale.y, scale.z);
verts[6].xyz = center + idVec3(scale.x, scale.y, scale.z);
verts[7].xyz = center + idVec3(-scale.x, scale.y, scale.z);
indexes.SetNum(12*3);
indexes[ 0*3+0] = 0;
indexes[ 0*3+1] = 3;
indexes[ 0*3+2] = 2;
indexes[ 1*3+0] = 0;
indexes[ 1*3+1] = 2;
indexes[ 1*3+2] = 1;
indexes[ 2*3+0] = 0;
indexes[ 2*3+1] = 1;
indexes[ 2*3+2] = 5;
indexes[ 3*3+0] = 0;
indexes[ 3*3+1] = 5;
indexes[ 3*3+2] = 4;
indexes[ 4*3+0] = 0;
indexes[ 4*3+1] = 4;
indexes[ 4*3+2] = 7;
indexes[ 5*3+0] = 0;
indexes[ 5*3+1] = 7;
indexes[ 5*3+2] = 3;
indexes[ 6*3+0] = 6;
indexes[ 6*3+1] = 5;
indexes[ 6*3+2] = 1;
indexes[ 7*3+0] = 6;
indexes[ 7*3+1] = 1;
indexes[ 7*3+2] = 2;
indexes[ 8*3+0] = 6;
indexes[ 8*3+1] = 2;
indexes[ 8*3+2] = 3;
indexes[ 9*3+0] = 6;
indexes[ 9*3+1] = 3;
indexes[ 9*3+2] = 7;
indexes[10*3+0] = 6;
indexes[10*3+1] = 7;
indexes[10*3+2] = 4;
indexes[11*3+0] = 6;
indexes[11*3+1] = 4;
indexes[11*3+2] = 5;
GenerateEdgeIndexes();
}
示例7: SetupOctahedron
/*
====================
idSurface_Polytope::SetupOctahedron
====================
*/
void idSurface_Polytope::SetupOctahedron(const idBounds &bounds)
{
idVec3 center, scale;
center = bounds.GetCenter();
scale = bounds[1] - center;
verts.SetNum(6);
verts[0].xyz = center + idVec3(scale.x, 0.0f, 0.0f);
verts[1].xyz = center + idVec3(-scale.x, 0.0f, 0.0f);
verts[2].xyz = center + idVec3(0.0f, scale.y, 0.0f);
verts[3].xyz = center + idVec3(0.0f, -scale.y, 0.0f);
verts[4].xyz = center + idVec3(0.0f, 0.0f, scale.z);
verts[5].xyz = center + idVec3(0.0f, 0.0f, -scale.z);
indexes.SetNum(8*3);
indexes[0*3+0] = 4;
indexes[0*3+1] = 0;
indexes[0*3+2] = 2;
indexes[1*3+0] = 4;
indexes[1*3+1] = 2;
indexes[1*3+2] = 1;
indexes[2*3+0] = 4;
indexes[2*3+1] = 1;
indexes[2*3+2] = 3;
indexes[3*3+0] = 4;
indexes[3*3+1] = 3;
indexes[3*3+2] = 0;
indexes[4*3+0] = 5;
indexes[4*3+1] = 2;
indexes[4*3+2] = 0;
indexes[5*3+0] = 5;
indexes[5*3+1] = 1;
indexes[5*3+2] = 2;
indexes[6*3+0] = 5;
indexes[6*3+1] = 3;
indexes[6*3+2] = 1;
indexes[7*3+0] = 5;
indexes[7*3+1] = 0;
indexes[7*3+2] = 3;
GenerateEdgeIndexes();
}
示例8: draw
/*
=========================
R_PreciseCullSurface
Check the surface for visibility on a per-triangle basis
for cases when it is going to be VERY expensive to draw (subviews)
If not culled, also returns the bounding box of the surface in
Normalized Device Coordinates, so it can be used to crop the scissor rect.
OPTIMIZE: we could also take exact portal passing into consideration
=========================
*/
bool R_PreciseCullSurface( const drawSurf_t *drawSurf, idBounds &ndcBounds ) {
const srfTriangles_t *tri;
int numTriangles;
idPlane clip, eye;
int i, j;
unsigned int pointOr;
unsigned int pointAnd;
idVec3 localView;
idFixedWinding w;
tri = drawSurf->geo;
pointOr = 0;
pointAnd = (unsigned int)~0;
// get an exact bounds of the triangles for scissor cropping
ndcBounds.Clear();
for ( i = 0; i < tri->numVerts; i++ ) {
int j;
unsigned int pointFlags;
R_TransformModelToClip( tri->verts[i].xyz, drawSurf->space->modelViewMatrix,
tr.viewDef->projectionMatrix, eye, clip );
pointFlags = 0;
for ( j = 0; j < 3; j++ ) {
if ( clip[j] >= clip[3] ) {
pointFlags |= (1 << (j*2));
} else if ( clip[j] <= -clip[3] ) {
pointFlags |= ( 1 << (j*2+1));
}
}
pointAnd &= pointFlags;
pointOr |= pointFlags;
}
// trivially reject
if ( pointAnd ) {
return true;
}
// backface and frustum cull
numTriangles = tri->numIndexes / 3;
R_GlobalPointToLocal( drawSurf->space->modelMatrix, tr.viewDef->renderView.vieworg, localView );
for ( i = 0; i < tri->numIndexes; i += 3 ) {
idVec3 dir, normal;
float dot;
idVec3 d1, d2;
const idVec3 &v1 = tri->verts[tri->indexes[i]].xyz;
const idVec3 &v2 = tri->verts[tri->indexes[i+1]].xyz;
const idVec3 &v3 = tri->verts[tri->indexes[i+2]].xyz;
// this is a hack, because R_GlobalPointToLocal doesn't work with the non-normalized
// axis that we get from the gui view transform. It doesn't hurt anything, because
// we know that all gui generated surfaces are front facing
if ( tr.guiRecursionLevel == 0 ) {
// we don't care that it isn't normalized,
// all we want is the sign
d1 = v2 - v1;
d2 = v3 - v1;
normal = d2.Cross( d1 );
dir = v1 - localView;
dot = normal * dir;
if ( dot >= 0.0f ) {
return true;
}
}
// now find the exact screen bounds of the clipped triangle
w.SetNumPoints( 3 );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v1, w[0].ToVec3() );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v2, w[1].ToVec3() );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v3, w[2].ToVec3() );
w[0].s = w[0].t = w[1].s = w[1].t = w[2].s = w[2].t = 0.0f;
for ( j = 0; j < 4; j++ ) {
if ( !w.ClipInPlace( -tr.viewDef->frustum[j], 0.1f ) ) {
break;
}
}
//.........这里部分代码省略.........
示例9: draw
/*
=========================
R_PreciseCullSurface
Check the surface for visibility on a per-triangle basis
for cases when it is going to be VERY expensive to draw (subviews)
If not culled, also returns the bounding box of the surface in
Normalized Device Coordinates, so it can be used to crop the scissor rect.
OPTIMIZE: we could also take exact portal passing into consideration
=========================
*/
bool R_PreciseCullSurface( const drawSurf_t* drawSurf, idBounds& ndcBounds )
{
const srfTriangles_t* tri = drawSurf->frontEndGeo;
unsigned int pointOr = 0;
unsigned int pointAnd = ( unsigned int )~0;
// get an exact bounds of the triangles for scissor cropping
ndcBounds.Clear();
const idJointMat* joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
for( int i = 0; i < tri->numVerts; i++ )
{
const idVec3 vXYZ = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[i], joints );
idPlane eye, clip;
R_TransformModelToClip( vXYZ, drawSurf->space->modelViewMatrix, tr.viewDef->projectionMatrix, eye, clip );
unsigned int pointFlags = 0;
for( int j = 0; j < 3; j++ )
{
if( clip[j] >= clip[3] )
{
pointFlags |= ( 1 << ( j * 2 + 0 ) );
}
else if( clip[j] <= -clip[3] ) // FIXME: the D3D near clip plane is at zero instead of -1
{
pointFlags |= ( 1 << ( j * 2 + 1 ) );
}
}
pointAnd &= pointFlags;
pointOr |= pointFlags;
}
// trivially reject
if( pointAnd != 0 )
{
return true;
}
// backface and frustum cull
idVec3 localViewOrigin;
R_GlobalPointToLocal( drawSurf->space->modelMatrix, tr.viewDef->renderView.vieworg, localViewOrigin );
for( int i = 0; i < tri->numIndexes; i += 3 )
{
const idVec3 v1 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 0 ] ], joints );
const idVec3 v2 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 1 ] ], joints );
const idVec3 v3 = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[ tri->indexes[ i + 2 ] ], joints );
// this is a hack, because R_GlobalPointToLocal doesn't work with the non-normalized
// axis that we get from the gui view transform. It doesn't hurt anything, because
// we know that all gui generated surfaces are front facing
if( tr.guiRecursionLevel == 0 )
{
// we don't care that it isn't normalized,
// all we want is the sign
const idVec3 d1 = v2 - v1;
const idVec3 d2 = v3 - v1;
const idVec3 normal = d2.Cross( d1 );
const idVec3 dir = v1 - localViewOrigin;
const float dot = normal * dir;
if( dot >= 0.0f )
{
return true;
}
}
// now find the exact screen bounds of the clipped triangle
idFixedWinding w;
w.SetNumPoints( 3 );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v1, w[0].ToVec3() );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v2, w[1].ToVec3() );
R_LocalPointToGlobal( drawSurf->space->modelMatrix, v3, w[2].ToVec3() );
w[0].s = w[0].t = w[1].s = w[1].t = w[2].s = w[2].t = 0.0f;
for( int j = 0; j < 4; j++ )
{
if( !w.ClipInPlace( -tr.viewDef->frustums[FRUSTUM_PRIMARY][j], 0.1f ) )
{
break;
}
}
//.........这里部分代码省略.........
示例10: GetObstacles
/*
============
GetObstacles
============
*/
int GetObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ignore, int areaNum, const idVec3 &startPos, const idVec3 &seekPos, obstacle_t *obstacles, int maxObstacles, idBounds &clipBounds ) {
int i, j, numListedClipModels, numObstacles, numVerts, clipMask, blockingObstacle, blockingEdgeNum;
int wallEdges[MAX_AAS_WALL_EDGES], numWallEdges, verts[2], lastVerts[2], nextVerts[2];
float stepHeight, headHeight, blockingScale, min, max;
idVec3 seekDelta, silVerts[32], start, end, nextStart, nextEnd;
idVec2 expBounds[2], edgeDir, edgeNormal, nextEdgeDir, nextEdgeNormal, lastEdgeNormal;
idVec2 obDelta;
idPhysics *obPhys;
idBox box;
idEntity *obEnt;
idClipModel *clipModel;
idClipModel *clipModelList[ MAX_GENTITIES ];
numObstacles = 0;
seekDelta = seekPos - startPos;
expBounds[0] = physics->GetBounds()[0].ToVec2() - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
expBounds[1] = physics->GetBounds()[1].ToVec2() + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
physics->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), stepHeight, headHeight );
stepHeight += aas->GetSettings()->maxStepHeight;
// clip bounds for the obstacle search space
clipBounds[0] = clipBounds[1] = startPos;
clipBounds.AddPoint( seekPos );
clipBounds.ExpandSelf( MAX_OBSTACLE_RADIUS );
clipMask = physics->GetClipMask();
// find all obstacles touching the clip bounds
numListedClipModels = gameLocal.clip.ClipModelsTouchingBounds( clipBounds, clipMask, clipModelList, MAX_GENTITIES );
for ( i = 0; i < numListedClipModels && numObstacles < MAX_OBSTACLES; i++ ) {
clipModel = clipModelList[i];
obEnt = clipModel->GetEntity();
if ( !clipModel->IsTraceModel() ) {
continue;
}
if ( obEnt->IsType( idActor::Type ) ) {
obPhys = obEnt->GetPhysics();
// ignore myself, my enemy, and dead bodies
if ( ( obPhys == physics ) || ( obEnt == ignore ) || ( obEnt->health <= 0 ) ) {
continue;
}
// if the actor is moving
idVec3 v1 = obPhys->GetLinearVelocity();
if ( v1.LengthSqr() > Square( 10.0f ) ) {
idVec3 v2 = physics->GetLinearVelocity();
if ( v2.LengthSqr() > Square( 10.0f ) ) {
// if moving in about the same direction
if ( v1 * v2 > 0.0f ) {
continue;
}
}
}
} else if ( obEnt->IsType( idMoveable::Type ) ) {
// moveables are considered obstacles
} else {
// ignore everything else
continue;
}
// check if we can step over the object
clipModel->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), min, max );
if ( max < stepHeight || min > headHeight ) {
// can step over this one
continue;
}
// project a box containing the obstacle onto the floor plane
box = idBox( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
numVerts = box.GetParallelProjectionSilhouetteVerts( physics->GetGravityNormal(), silVerts );
// create a 2D winding for the obstacle;
obstacle_t &obstacle = obstacles[numObstacles++];
obstacle.winding.Clear();
for ( j = 0; j < numVerts; j++ ) {
obstacle.winding.AddPoint( silVerts[j].ToVec2() );
}
if ( ai_showObstacleAvoidance.GetBool() ) {
for ( j = 0; j < numVerts; j++ ) {
silVerts[j].z = startPos.z;
}
for ( j = 0; j < numVerts; j++ ) {
gameRenderWorld->DebugArrow( colorWhite, silVerts[j], silVerts[(j+1)%numVerts], 4 );
}
}
// expand the 2D winding for collision with a 2D box
obstacle.winding.ExpandForAxialBox( expBounds );
obstacle.winding.GetBounds( obstacle.bounds );
obstacle.entity = obEnt;
}
//.........这里部分代码省略.........
示例11: bounds
/*
============
idFrustum::ProjectionBounds
============
*/
bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const
{
int i, p1, p2, pointCull[8], culled, outside;
float scale1, scale2;
idFrustum localFrustum;
idVec3 points[8], localOrigin;
idMat3 localAxis, localScaled;
idBounds bounds( -box.GetExtents(), box.GetExtents() );
// if the frustum origin is inside the bounds
if( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) )
{
// bounds that cover the whole frustum
float boxMin, boxMax, base;
base = origin * axis[0];
box.AxisProjection( axis[0], boxMin, boxMax );
projectionBounds[0].x = boxMin - base;
projectionBounds[1].x = boxMax - base;
projectionBounds[0].y = projectionBounds[0].z = -1.0f;
projectionBounds[1].y = projectionBounds[1].z = 1.0f;
return true;
}
projectionBounds.Clear();
// transform the bounds into the space of this frustum
localOrigin = ( box.GetCenter() - origin ) * axis.Transpose();
localAxis = box.GetAxis() * axis.Transpose();
BoxToPoints( localOrigin, box.GetExtents(), localAxis, points );
// test outer four edges of the bounds
culled = -1;
outside = 0;
for( i = 0; i < 4; i++ )
{
p1 = i;
p2 = 4 + i;
AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
culled &= pointCull[p1] & pointCull[p2];
outside |= pointCull[p1] | pointCull[p2];
}
// if the bounds are completely outside this frustum
if( culled )
{
return false;
}
// if the bounds are completely inside this frustum
if( !outside )
{
return true;
}
// test the remaining edges of the bounds
for( i = 0; i < 4; i++ )
{
p1 = i;
p2 = ( i + 1 ) & 3;
AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
}
for( i = 0; i < 4; i++ )
{
p1 = 4 + i;
p2 = 4 + ( ( i + 1 ) & 3 );
AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
}
// if the bounds extend beyond two or more boundaries of this frustum
if( outside != 1 && outside != 2 && outside != 4 && outside != 8 )
{
localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose();
localScaled = axis * box.GetAxis().Transpose();
localScaled[0] *= dFar;
localScaled[1] *= dLeft;
localScaled[2] *= dUp;
// test the outer edges of this frustum for intersection with the bounds
if( ( outside & 2 ) && ( outside & 8 ) )
{
BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 );
if( scale1 <= scale2 && scale1 >= 0.0f )
{
projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) );
projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) );
}
}
if( ( outside & 2 ) && ( outside & 4 ) )
{
BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 );
//.........这里部分代码省略.........
示例12: GetAreaFirstReachability
/*
============
idAASLocal::TestIfBarrierIsolatesReachability
============
*/
bool idAASLocal::TestIfBarrierIsolatesReachability
(
idReachability* p_reachability,
int areaIndex,
idBounds barrierBounds
) const
{
/*
* Test params
*/
if ( p_reachability == NULL)
{
return false;
}
// Test the paths from the reachability to all other reachabilities leaving
// the area. If a reachability has no path to another reachability that does not
// intersect the barrier, then return true. Also if there are no other reachbilities
// return true. Otherwise return false;
// Iterate the other reachabilities
bool b_hadPath = false;
bool b_foundClearPath = false;
idReachability* p_reach2 = GetAreaFirstReachability(areaIndex);
while (p_reach2 != NULL)
{
if (p_reach2 != p_reachability)
{
b_hadPath = true;
// Test if path between the reachabilities is blocked by the barrier bounds
if (barrierBounds.LineIntersection (p_reachability->start, p_reach2->start))
{
// Blocked
return true;
}
/*
// Its not blocked
b_foundClearPath = true;
}
*/
} // Not same reachability
// Is it blocked?
if (b_foundClearPath)
{
// End iteration early if we already found a clear path
p_reach2 = NULL;
}
else
{
p_reach2 = p_reach2->next;
}
} // Next other reachability on same area
return false;
/*
// Return result of test
if ( (b_hadPath) && (!b_foundClearPath) )
{
// Its isolated by the bounds given
return true;
}
else
{
// Its not isolated by the bounds given
return false;
}
*/
}
示例13: GetWallEdges
/*
============
idAASLocal::GetWallEdges
============
*/
int idAASLocal::GetWallEdges( int areaNum, const idBounds &bounds, int travelFlags, int *edges, int maxEdges ) const {
int i, j, k, l, face1Num, face2Num, edge1Num, edge2Num, numEdges, absEdge1Num;
int *areaQueue, curArea, queueStart, queueEnd;
byte *areasVisited;
const aasArea_t *area;
const aasFace_t *face1, *face2;
idReachability *reach;
if( !file ) {
return 0;
}
numEdges = 0;
areasVisited = ( byte * ) _alloca16( file->GetNumAreas() );
memset( areasVisited, 0, file->GetNumAreas() * sizeof( byte ) );
areaQueue = ( int * ) _alloca16( file->GetNumAreas() * sizeof( int ) );
queueStart = -1;
queueEnd = 0;
areaQueue[0] = areaNum;
areasVisited[areaNum] = true;
for( curArea = areaNum; queueStart < queueEnd; curArea = areaQueue[++queueStart] ) {
area = &file->GetArea( curArea );
for( i = 0; i < area->numFaces; i++ ) {
face1Num = file->GetFaceIndex( area->firstFace + i );
face1 = &file->GetFace( abs( face1Num ) );
if( !( face1->flags & FACE_FLOOR ) ) {
continue;
}
for( j = 0; j < face1->numEdges; j++ ) {
edge1Num = file->GetEdgeIndex( face1->firstEdge + j );
absEdge1Num = abs( edge1Num );
// test if the edge is shared by another floor face of this area
for( k = 0; k < area->numFaces; k++ ) {
if( k == i ) {
continue;
}
face2Num = file->GetFaceIndex( area->firstFace + k );
face2 = &file->GetFace( abs( face2Num ) );
if( !( face2->flags & FACE_FLOOR ) ) {
continue;
}
for( l = 0; l < face2->numEdges; l++ ) {
edge2Num = abs( file->GetEdgeIndex( face2->firstEdge + l ) );
if( edge2Num == absEdge1Num ) {
break;
}
}
if( l < face2->numEdges ) {
break;
}
}
if( k < area->numFaces ) {
continue;
}
// test if the edge is used by a reachability
for( reach = area->reach; reach; reach = reach->next ) {
if( reach->travelType & travelFlags ) {
if( reach->edgeNum == absEdge1Num ) {
break;
}
}
}
if( reach ) {
continue;
}
// test if the edge is already in the list
for( k = 0; k < numEdges; k++ ) {
if( edge1Num == edges[k] ) {
break;
}
}
if( k < numEdges ) {
continue;
}
// add the edge to the list
edges[numEdges++] = edge1Num;
if( numEdges >= maxEdges ) {
return numEdges;
}
}
}
// add new areas to the queue
for( reach = area->reach; reach; reach = reach->next ) {
if( reach->travelType & travelFlags ) {
// if the area the reachability leads to hasn't been visited yet and the area bounds touch the search bounds
if( !areasVisited[reach->toAreaNum] && bounds.IntersectsBounds( file->GetArea( reach->toAreaNum ).bounds ) ) {
areaQueue[queueEnd++] = reach->toAreaNum;
areasVisited[reach->toAreaNum] = true;
}
}
}
}
return numEdges;
}
示例14: HashTriangles
/*
=================
HashTriangles
Removes triangles that are degenerated or flipped backwards
=================
*/
void HashTriangles(optimizeGroup_t *groupList)
{
mapTri_t *a;
int vert;
int i;
optimizeGroup_t *group;
// clear the hash tables
memset(hashVerts, 0, sizeof(hashVerts));
numHashVerts = 0;
numTotalVerts = 0;
// bound all the triangles to determine the bucket size
hashBounds.Clear();
for (group = groupList ; group ; group = group->nextGroup) {
for (a = group->triList ; a ; a = a->next) {
hashBounds.AddPoint(a->v[0].xyz);
hashBounds.AddPoint(a->v[1].xyz);
hashBounds.AddPoint(a->v[2].xyz);
}
}
// spread the bounds so it will never have a zero size
for (i = 0 ; i < 3 ; i++) {
hashBounds[0][i] = floor(hashBounds[0][i] - 1);
hashBounds[1][i] = ceil(hashBounds[1][i] + 1);
hashIntMins[i] = hashBounds[0][i] * SNAP_FRACTIONS;
hashScale[i] = (hashBounds[1][i] - hashBounds[0][i]) / HASH_BINS;
hashIntScale[i] = hashScale[i] * SNAP_FRACTIONS;
if (hashIntScale[i] < 1) {
hashIntScale[i] = 1;
}
}
// add all the points to the hash buckets
for (group = groupList ; group ; group = group->nextGroup) {
// don't create tjunctions against discrete surfaces (blood decals, etc)
if (group->material != NULL && group->material->IsDiscrete()) {
continue;
}
for (a = group->triList ; a ; a = a->next) {
for (vert = 0 ; vert < 3 ; vert++) {
a->hashVert[vert] = GetHashVert(a->v[vert].xyz);
}
}
}
}
示例15: AddOriginalEdges
/*
=================
AddOriginalEdges
=================
*/
static void AddOriginalEdges( optimizeGroup_t *opt ) {
mapTri_t *tri;
optVertex_t *v[3];
int numTris;
if ( dmapGlobals.verbose ) {
common->Printf( "----\n" );
common->Printf( "%6i original tris\n", CountTriList( opt->triList ) );
}
optBounds.Clear();
// allocate space for max possible edges
numTris = CountTriList( opt->triList );
originalEdges = (originalEdges_t *)Mem_Alloc( numTris * 3 * sizeof( *originalEdges ), TAG_DMAP );
numOriginalEdges = 0;
// add all unique triangle edges
numOptVerts = 0;
numOptEdges = 0;
for ( tri = opt->triList ; tri ; tri = tri->next ) {
v[0] = tri->optVert[0] = FindOptVertex( &tri->v[0], opt );
v[1] = tri->optVert[1] = FindOptVertex( &tri->v[1], opt );
v[2] = tri->optVert[2] = FindOptVertex( &tri->v[2], opt );
AddOriginalTriangle( v );
}
}