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3215 lines
106 KiB
3215 lines
106 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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// @TODO: The features and implementation of these class classes require overly |
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// broad mutexing. Needs to be addressed. (toml 3-20-06) |
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// |
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//===========================================================================// |
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#include "mathlib/vector.h" |
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#include "utlhash.h" |
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#include "utllinkedlist.h" |
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#include "utllinkedlist.h" |
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#include "ispatialpartitioninternal.h" |
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#include "bsptreedata.h" |
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#include "worldsize.h" |
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#include "cmodel.h" |
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#include "sys_dll.h" |
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#include "collisionutils.h" |
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#include "debugoverlay.h" |
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#include "tier0/vprof.h" |
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#include "tier1/utlbuffer.h" |
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#include "filesystem_engine.h" |
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#include "filesystem.h" |
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#include "tier1/convar.h" |
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#include "tier1/memstack.h" |
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#include "enginethreads.h" |
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#include "datacache/imdlcache.h" |
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#include "tier2/renderutils.h" |
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#include "bitvec.h" |
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#include "host.h" |
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#include "tier1/mempool.h" |
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#ifdef _PS3 |
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#include "tls_ps3.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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class CVoxelTree; |
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class CIntersectSweptBox; |
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#define SPHASH_LEVEL_SKIP 2 |
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#define SPHASH_VOXEL_SIZE 256 // must power of 2 |
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#define SPHASH_VOXEL_SHIFT 8 // shift for voxel size |
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#define SPHASH_VOXEL_LARGE 65536.0f |
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#define SPHASH_HANDLELIST_BLOCK 256 |
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#define SPHASH_LEAFLIST_BLOCK 512 |
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#define SPHASH_ENTITYLIST_BLOCK 256 |
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#define SPHASH_BUCKET_COUNT 512 |
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#define SPHASH_EPS 0.03125f |
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enum PartitionTrees_t |
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{ |
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CLIENT_TREE, |
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SERVER_TREE, |
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NUM_TREES, |
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}; |
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class CPartitionVisitor; |
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#if defined( _X360 ) |
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#pragma bitfield_order( push, lsb_to_msb ) |
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#elif defined( _PS3 ) |
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#pragma ms_struct on |
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#pragma reverse_bitfields on |
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#endif |
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union Voxel_t |
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{ |
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struct |
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{ |
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unsigned int x:11; |
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unsigned int y:11; |
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unsigned int z:10; |
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} bitsVoxel; |
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unsigned int uiVoxel; |
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}; |
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#if defined( _X360 ) |
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#pragma bitfield_order( pop ) |
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#elif defined( _PS3 ) |
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#pragma ms_struct off |
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#pragma reverse_bitfields off |
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#endif |
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enum EntityInfoFlags_t |
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{ |
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ENTITY_HIDDEN = ( 1 << 0 ), |
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IN_CLIENT_TREE = ( 1 << 1 ), |
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IN_SERVER_TREE = ( 1 << 2 ), |
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}; |
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struct EntityInfo_t |
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{ |
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Vector m_vecMin; // Min/Max of entity |
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Voxel_t m_voxelMin; |
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Vector m_vecMax; |
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Voxel_t m_voxelMax; |
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IHandleEntity * m_pHandleEntity; // Entity handle. |
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unsigned short m_fList; // Which lists is it in? |
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uint8 m_flags; |
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char m_nLevel[NUM_TREES]; // Which level voxel tree is it in? |
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unsigned short m_nVisitBit[NUM_TREES]; |
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intp m_iLeafList[NUM_TREES]; // Index into the leaf pool - leaf list for entity (m_aLeafList). |
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}; |
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struct LeafListData_t |
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{ |
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UtlHashFixedHandle_t m_hVoxel; // Voxel handle the entity is in. |
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intp m_iEntity; // Entity list index for voxel |
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}; |
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typedef CUtlFixedLinkedList<LeafListData_t> CLeafList; |
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typedef CVarBitVec CPartitionVisits; |
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//----------------------------------------------------------------------------- |
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// Used when rendering the various levels of the voxel hash |
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//----------------------------------------------------------------------------- |
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static Color s_pVoxelColor[9] = |
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{ |
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Color( 255, 0, 0, 255 ), |
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Color( 0, 255, 0, 255 ), |
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Color( 0, 0, 255, 255 ), |
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Color( 255, 0, 255, 255 ), |
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Color( 255, 255, 0, 255 ), |
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Color( 0, 255, 255, 255 ), |
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Color( 255, 255, 255, 255 ), |
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Color( 192, 192, 0, 255 ), |
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Color( 128, 128, 128, 255 ), |
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}; |
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// bounds of the spatial partition |
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static Vector s_PartitionMin( MIN_COORD_FLOAT, MIN_COORD_FLOAT, MIN_COORD_FLOAT ); |
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static Vector s_PartitionMax( MAX_COORD_FLOAT, MAX_COORD_FLOAT, MAX_COORD_FLOAT ); |
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//----------------------------------------------------------------------------- |
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// Divide voxel coordinates by 2 |
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//----------------------------------------------------------------------------- |
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inline Voxel_t ConvertToNextLevel( Voxel_t v ) |
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{ |
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// Just need to divide by 2 and eliminate the low bits of y and z that shifted |
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// into the x and y fields |
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Voxel_t res; |
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res.uiVoxel = ( ( v.uiVoxel >> SPHASH_LEVEL_SKIP ) & 0xFFCFF9FF ); |
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return res; |
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} |
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class CSpatialEntry |
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{ |
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public: |
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SpatialPartitionHandle_t m_handle; |
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uint16 m_nListMask; |
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}; |
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//----------------------------------------------------------------------------- |
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// A single voxel hash |
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//----------------------------------------------------------------------------- |
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class CVoxelHash |
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{ |
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public: |
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// Constructor, destructor |
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CVoxelHash() = default; |
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~CVoxelHash(); |
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// Call this to clear out the spatial partition and to re-initialize it given a particular world size (ISpatialPartitionInternal) |
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void Init( CVoxelTree *pPartition, const Vector& worldmin, const Vector& worldmax, int nLevel ); |
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void Shutdown(); |
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// Gets all entities in a particular volume... |
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// returns false if the enumerator broke early |
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bool EnumerateElementsInBox( SpatialPartitionListMask_t listMask, Voxel_t vmin, Voxel_t vmax, const Vector& mins, const Vector& maxs, IPartitionEnumerator* pIterator ); |
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bool EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, const Ray_t& ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator* pIterator ); |
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bool EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, Voxel_t v, const Vector& pt, IPartitionEnumerator* pIterator ); |
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// Inserts/Removes a handle from the tree. |
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void InsertIntoTree( SpatialPartitionHandle_t hPartition, Voxel_t voxelMin, Voxel_t voxelMax ); |
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void RemoveFromTree( SpatialPartitionHandle_t hPartition ); |
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void UpdateListMask( SpatialPartitionHandle_t hPartition ); |
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// Debug! |
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void RenderAllObjectsInTree( float flTime ); |
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void RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ); |
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void RenderVoxel( Voxel_t voxel, float flTime ); |
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void RenderObjectInVoxel( SpatialPartitionHandle_t hPartition, CPartitionVisitor *pVisitor, float flTime ); |
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void RenderObjectsInVoxel( Voxel_t voxel, CPartitionVisitor *pVisitor, bool bRenderVoxel, float flTime ); |
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// Computes the voxel count in 1 dimension at a particular level of the tree |
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static int ComputeVoxelCountAtLevel( int nLevel ); |
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// Gets the voxel size for this hash |
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int VoxelSize( ) const; |
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inline float VoxelSizeF( ) const { return m_flVoxelSize; } |
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int EntityCount(); |
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// Rendering methods |
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void RenderGrid(); |
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// Converts point into voxel index |
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inline Voxel_t VoxelIndexFromPoint( const Vector &vecWorldPoint ); |
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inline void VoxelIndexFromPoint( const Vector &vecWorldPoint, int pPoint[3] ); |
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#if defined(_X360) || defined(_PS3) |
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inline Voxel_t VoxelIndexFromPoint( const fltx4 &vecWorldPoint ); |
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inline void VoxelIndexFromPoint( const fltx4 &vecWorldPoint, int pPoint[3] ); |
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#endif |
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// Setup ray for iteration |
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void LeafListRaySetup( const Ray_t &ray, const Vector &vecEnd, const Vector &vecInvDelta, Voxel_t voxel, int *pStep, float *pMax, float *pDelta ); |
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void LeafListExtrudedRaySetup( const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecMin, const Vector &vecMax, int iVoxelMin[3], int iVoxelMax[3], int *pStep, float *pMin, float *pMax, float *pDelta ); |
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// Main enumeration method |
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template <class T> bool EnumerateElementsInVoxel( Voxel_t voxel, const T &intersectTest, SpatialPartitionListMask_t listMask, IPartitionEnumerator* pIterator ); |
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// Enumeration method when only 1 voxel is ever visited |
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template <class T> bool EnumerateElementsInSingleVoxel( Voxel_t voxel, const T &intersectTest, SpatialPartitionListMask_t listMask, IPartitionEnumerator* pIterator ); |
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bool EnumerateElementsAlongRay_ExtrudedRaySlice( SpatialPartitionListMask_t listMask, IPartitionEnumerator *pIterator, const CIntersectSweptBox &intersectSweptBox, int voxelMin[3], int voxelMax[3], int iAxis, int *pStep ); |
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private: |
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bool EnumerateElementsAlongRay_Ray( SpatialPartitionListMask_t listMask, const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator* pIterator ); |
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bool EnumerateElementsAlongRay_ExtrudedRay( SpatialPartitionListMask_t listMask, const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator* pIterator ); |
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inline void PackVoxel( int iX, int iY, int iZ, Voxel_t &voxel ); |
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typedef CUtlHashFixed<intp, SPHASH_BUCKET_COUNT, CUtlHashFixedGenericHash<SPHASH_BUCKET_COUNT> > CHashTable; |
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Vector m_vecVoxelOrigin; // Voxel space (hash) origin. |
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CHashTable m_aVoxelHash; // Voxel tree (hash) - data = entity list head handle (m_aEntityList) |
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int m_nVoxelDelta[3]; // Voxel world - width(Dx), height(Dy), depth(Dz) |
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CUtlFixedLinkedList<CSpatialEntry> m_aEntityList; // Pool - Linked list(multilist) of entities per leaf. |
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CVoxelTree *m_pTree; |
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int m_nLevel; |
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float m_flVoxelSize; |
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uint m_nLevelShift; |
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}; |
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class CSpatialPartition; |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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class CVoxelTree |
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{ |
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public: |
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// constructor, destructor |
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CVoxelTree(); |
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virtual ~CVoxelTree(); |
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// Inherited from ISpatialPartition |
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virtual void Init( CSpatialPartition *pOwner, int iTree, const Vector& worldmin, const Vector& worldmax ); |
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virtual void ElementMoved( SpatialPartitionHandle_t handle, const Vector& mins, const Vector& maxs ); |
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virtual void EnumerateElementsInBox( SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsInSphere( SpatialPartitionListMask_t listMask, const Vector& origin, float radius, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, const Ray_t& ray, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, const Vector& pt, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void RenderAllObjectsInTree( float flTime ); |
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virtual void RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ); |
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virtual void ReportStats( const char *pFileName ); |
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virtual void DrawDebugOverlays(); |
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EntityInfo_t &EntityInfo( SpatialPartitionHandle_t hPartition ); |
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CLeafList &LeafList(); |
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int GetTreeId() const; |
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CPartitionVisits *BeginVisit(); |
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CPartitionVisits *GetVisits(); |
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void EndVisit( CPartitionVisits * ); |
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// Shut down the allocated memory |
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void Shutdown( void ); |
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// Insert into the appropriate tree |
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void InsertIntoTree( SpatialPartitionHandle_t hPartition, const Vector& mins, const Vector& maxs, bool bReinsert ); |
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// Remove from appropriate tree |
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void RemoveFromTree( SpatialPartitionHandle_t hPartition ); |
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void UpdateListMask( SpatialPartitionHandle_t hPartition ); |
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void LockForWrite() { m_lock.LockForWrite(); } |
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void UnlockWrite() { m_lock.UnlockWrite(); } |
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void LockForRead() { m_lock.LockForRead(); } |
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void UnlockRead() { m_lock.UnlockRead(); } |
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// Ray casting |
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bool EnumerateElementsAlongRay_Ray( SpatialPartitionListMask_t listMask, const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ); |
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bool EnumerateElementsAlongRay_ExtrudedRay( SpatialPartitionListMask_t listMask, |
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const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ); |
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bool EnumerateRayStartVoxels( SpatialPartitionListMask_t listMask, IPartitionEnumerator *pIterator, CIntersectSweptBox &intersectSweptBox, int voxelBounds[4][2][3] ); |
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// Purpose: |
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void ComputeSweptRayBounds( const Ray_t &ray, const Vector &vecStartMin, const Vector &vecStartMax, Vector *pVecMin, Vector *pVecMax ); |
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private: |
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int m_nLevelCount; |
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CVoxelHash* m_pVoxelHash; |
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CLeafList m_aLeafList; // Pool - Linked list(multilist) of leaves per entity. |
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int m_TreeId; |
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CPartitionVisits * m_pVisits[MAX_THREADS_SUPPORTED]; |
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CSpatialPartition * m_pOwner; |
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CUtlVector<unsigned short> m_AvailableVisitBits; |
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unsigned short m_nNextVisitBit; |
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CTSPool<CPartitionVisits> m_FreeVisits; |
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CThreadSpinRWLock m_lock; |
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}; |
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//----------------------------------------------------------------------------- |
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// The spatial partition |
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//----------------------------------------------------------------------------- |
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class CSpatialPartition : public ISpatialPartitionInternal |
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{ |
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public: |
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CSpatialPartition(); |
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~CSpatialPartition(); |
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enum |
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{ |
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MAX_QUERY_CALLBACK = 3 |
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}; |
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// Inherited from ISpatialPartition |
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virtual void Init( const Vector& worldmin, const Vector& worldmax ); |
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void Shutdown( void ); |
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virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity ); |
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virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity, SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ); |
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virtual void DestroyHandle( SpatialPartitionHandle_t handle ); |
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virtual void Insert( SpatialPartitionListMask_t listMask, SpatialPartitionHandle_t handle ); |
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virtual void Remove( SpatialPartitionListMask_t listMask, SpatialPartitionHandle_t handle ); |
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virtual void RemoveAndInsert( SpatialPartitionListMask_t removeMask, SpatialPartitionListMask_t insertMask, SpatialPartitionHandle_t handle ); |
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virtual void Remove( SpatialPartitionHandle_t handle ); |
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virtual SpatialTempHandle_t HideElement( SpatialPartitionHandle_t handle ); |
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virtual void UnhideElement( SpatialPartitionHandle_t handle, SpatialTempHandle_t tempHandle ); |
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virtual void InstallQueryCallback( IPartitionQueryCallback *pCallback ); |
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virtual void InstallQueryCallback_V1( IPartitionQueryCallback *pCallback ) { Error("Use InstallQueryCallback instead of InstallQueryCallback_V1\n"); } |
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virtual void RemoveQueryCallback( IPartitionQueryCallback *pCallback ); |
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virtual void SuppressLists( SpatialPartitionListMask_t nListMask, bool bSuppress ); |
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virtual SpatialPartitionListMask_t GetSuppressedLists( void ); |
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virtual void RenderLeafsForRayTraceStart( float flTime ) { } |
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virtual void RenderLeafsForRayTraceEnd( void ) { } |
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virtual void RenderLeafsForHullTraceStart( float flTime ) { } |
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virtual void RenderLeafsForHullTraceEnd( void ) { } |
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virtual void RenderLeafsForBoxStart( float flTime ) { } |
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virtual void RenderLeafsForBoxEnd( void ) { } |
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virtual void RenderLeafsForSphereStart( float flTime ) { } |
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virtual void RenderLeafsForSphereEnd( void ) { } |
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virtual void RenderObjectsInBox( const Vector &vecMin, const Vector &vecMax, float flTime ); |
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virtual void RenderObjectsInSphere( const Vector &vecCenter, float flRadius, float flTime ); |
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virtual void RenderObjectsAlongRay( const Ray_t& ray, float flTime ); |
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virtual void ElementMoved( SpatialPartitionHandle_t handle, const Vector& mins, const Vector& maxs ); |
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virtual void EnumerateElementsInBox( SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsInSphere( SpatialPartitionListMask_t listMask, const Vector& origin, float radius, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, const Ray_t& ray, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, const Vector& pt, bool coarseTest, IPartitionEnumerator* pIterator ); |
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virtual void RenderAllObjectsInTree( float flTime ); |
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virtual void RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ); |
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virtual void ReportStats( const char *pFileName ); |
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virtual void DrawDebugOverlays(); |
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// Gets entity info (for enumerations). |
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EntityInfo_t &EntityInfo( SpatialPartitionHandle_t hPartition ); |
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virtual void InsertIntoTree( SpatialPartitionHandle_t hPartition, const Vector& mins, const Vector& maxs ); |
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virtual void RemoveFromTree( SpatialPartitionHandle_t hPartition ); |
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CVoxelTree * VoxelTree( SpatialPartitionListMask_t listMask ); |
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CVoxelTree * VoxelTreeForHandle( SpatialPartitionHandle_t handle ); |
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protected: |
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void UpdateListMask( SpatialPartitionHandle_t hPartition, uint16 nListMask ); |
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// Invokes the pre-query callbacks. |
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void InvokeQueryCallbacks( SpatialPartitionListMask_t listMask, bool = false ); |
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typedef CUtlLinkedList<EntityInfo_t, SpatialPartitionHandle_t, false, SpatialPartitionHandle_t, CUtlMemoryStack<UtlLinkedListElem_t< EntityInfo_t, SpatialPartitionHandle_t >, SpatialPartitionHandle_t, 0xffff, 1024> > CHandleList; |
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private: |
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CHandleList m_aHandles; // Stores all unique elements (1 per entity in tree). |
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CThreadFastMutex m_HandlesMutex; |
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CVoxelTree m_VoxelTrees[NUM_TREES]; |
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IPartitionQueryCallback *m_pQueryCallback[MAX_QUERY_CALLBACK]; // Query callbacks. |
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int m_nQueryCallbackCount; // Number of query callbacks. |
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// Debug! |
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SpatialPartitionListMask_t m_nSuppressedListMask; |
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}; |
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//----------------------------------------------------------------------------- |
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// Spatial partition inline methods |
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//----------------------------------------------------------------------------- |
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// Gets entity info (for enumerations). |
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inline EntityInfo_t &CSpatialPartition::EntityInfo( SpatialPartitionHandle_t hPartition ) |
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{ |
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return m_aHandles[hPartition]; |
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} |
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inline EntityInfo_t &CVoxelTree::EntityInfo( SpatialPartitionHandle_t hPartition ) |
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{ |
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return m_pOwner->EntityInfo( hPartition ); |
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} |
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inline CLeafList &CVoxelTree::LeafList() |
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{ |
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return m_aLeafList; |
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} |
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inline int CVoxelTree::GetTreeId() const |
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{ |
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return m_TreeId; |
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} |
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inline CPartitionVisits *CVoxelTree::GetVisits() |
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{ |
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int nThread = g_nThreadID; |
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return m_pVisits[nThread]; |
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} |
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inline CPartitionVisits *CVoxelTree::BeginVisit() |
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{ |
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int nThread = g_nThreadID; |
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CPartitionVisits *pPrev = m_pVisits[nThread]; |
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CPartitionVisits *pVisits = m_FreeVisits.GetObject(); |
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if ( pVisits->GetNumBits() < m_nNextVisitBit ) |
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{ |
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pVisits->Resize( m_nNextVisitBit, true ); |
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} |
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else |
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{ |
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pVisits->ClearAll(); |
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} |
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m_pVisits[g_nThreadID] = pVisits; |
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return pPrev; |
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} |
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inline void CVoxelTree::EndVisit( CPartitionVisits *pPrev ) |
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{ |
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int nThread = g_nThreadID; |
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m_FreeVisits.PutObject( m_pVisits[nThread] ); |
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m_pVisits[nThread] = pPrev; |
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} |
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inline CVoxelTree *CSpatialPartition::VoxelTree( SpatialPartitionListMask_t listMask ) |
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{ |
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int iTree = ( ( listMask & PARTITION_ALL_CLIENT_EDICTS ) == 0 ) ? SERVER_TREE : CLIENT_TREE; |
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return &m_VoxelTrees[iTree]; |
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} |
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inline CVoxelTree *CSpatialPartition::VoxelTreeForHandle( SpatialPartitionHandle_t handle ) |
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{ |
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return VoxelTree( m_aHandles[handle].m_fList ); |
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} |
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//----------------------------------------------------------------------------- |
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// Constructor, destructor |
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//----------------------------------------------------------------------------- |
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CVoxelHash::~CVoxelHash() |
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{ |
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Shutdown(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Create a voxel index from a world point - is the hash key. |
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// Input: vecWorldPoint - world point to get voxel index for |
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// Output: voxel index |
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//----------------------------------------------------------------------------- |
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inline void CVoxelHash::PackVoxel( int iX, int iY, int iZ, Voxel_t &voxel ) |
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{ |
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Assert( ( iX >= -( 1 << 10 ) ) && ( iX <= ( 1 << 10 ) ) ); |
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Assert( ( iY >= -( 1 << 10 ) ) && ( iY <= ( 1 << 10 ) ) ); |
|
Assert( ( iZ >= -( 1 << 9 ) ) && ( iZ <= ( 1 << 9 ) ) ); |
|
voxel.bitsVoxel.x = iX; |
|
voxel.bitsVoxel.y = iY; |
|
voxel.bitsVoxel.z = iZ; |
|
} |
|
|
|
|
|
#if defined(_X360) || defined(_PS3) |
|
|
|
// NOTE: This isn't supportable on SSE but it isn't necessary either |
|
inline double FloatConvertToIntegerFormat( double flVal ) |
|
{ |
|
#if defined( _PS3 ) |
|
return __builtin_fctiwz( flVal ); |
|
#else |
|
return __fctiwz( flVal ); |
|
#endif |
|
} |
|
|
|
inline fltx4 ConvertToSignedIntegerSIMD( fltx4 fl4Data ) |
|
{ |
|
#if defined(_X360) |
|
return __vctsxs( fl4Data, 0 ); // NOTE: 0 is power of 2 to scale by |
|
#else |
|
return (fltx4)vec_cts( fl4Data, 0 ); |
|
#endif |
|
} |
|
|
|
inline fltx4 ShiftRightSIMD( const fltx4 &fl4Data, const fltx4 &fl4Shift ) |
|
{ |
|
#if defined(_X360) |
|
return __vsrw( fl4Data, fl4Shift ); |
|
#else |
|
return (fltx4)vec_sr( (u32x4)fl4Data, (u32x4)fl4Shift ); |
|
#endif |
|
} |
|
|
|
union doublecnv_t |
|
{ |
|
double m_flConverted; |
|
int32 m_nConverted[2]; |
|
}; |
|
|
|
// SIMD Versions - need more code changes to fully support this but there are enough benefits to use it on some of the code |
|
inline void CVoxelHash::VoxelIndexFromPoint( const fltx4 &fl4WorldPoint, int pPoint[3] ) |
|
{ |
|
fltx4 fl4Shift = (fltx4)ReplicateIX4( m_nLevelShift ); |
|
fltx4 fl4VoxelOrigin = LoadUnaligned3SIMD( m_vecVoxelOrigin.Base() ); |
|
fltx4 fl4LocalOrigin = SubSIMD( fl4WorldPoint, fl4VoxelOrigin ); |
|
fltx4 fl4OriginInt = ConvertToSignedIntegerSIMD( fl4LocalOrigin ); |
|
fl4OriginInt = ShiftRightSIMD( fl4OriginInt, fl4Shift ); |
|
StoreUnaligned3SIMD( (float *)pPoint, fl4OriginInt ); |
|
} |
|
|
|
inline void CVoxelHash::VoxelIndexFromPoint( const Vector &vecWorldPoint, int pPoint[3] ) |
|
{ |
|
return VoxelIndexFromPoint( LoadUnaligned3SIMD( vecWorldPoint.Base() ), pPoint ); |
|
} |
|
|
|
|
|
inline Voxel_t CVoxelHash::VoxelIndexFromPoint( const Vector &vecWorldPoint ) |
|
{ |
|
Voxel_t voxel; |
|
|
|
// This code manually schedules the float->int conversion to avoid LHS on PPC |
|
// First we convert the float to int format within a float register |
|
// then we write it back to memory |
|
volatile union doublecnv_t cnvX, cnvY, cnvZ; |
|
cnvX.m_flConverted = FloatConvertToIntegerFormat( vecWorldPoint.x - m_vecVoxelOrigin.x ); |
|
cnvY.m_flConverted = FloatConvertToIntegerFormat( vecWorldPoint.y - m_vecVoxelOrigin.y ); |
|
cnvZ.m_flConverted = FloatConvertToIntegerFormat( vecWorldPoint.z - m_vecVoxelOrigin.z ); |
|
// now we load that value back into an integer register. This will LHS if there aren't enough |
|
// cycles between the stores and the loads but this will allow the compiler to reorder the operations |
|
// and when the conversions are implicit they don't get reordered (load instruction immediately follows the store) |
|
int nX = cnvX.m_nConverted[1]; |
|
int nY = cnvY.m_nConverted[1]; |
|
int nZ = cnvZ.m_nConverted[1]; |
|
voxel.bitsVoxel.x = nX >> m_nLevelShift; |
|
voxel.bitsVoxel.y = nY >> m_nLevelShift; |
|
voxel.bitsVoxel.z = nZ >> m_nLevelShift; |
|
|
|
return voxel; |
|
} |
|
|
|
inline Voxel_t CVoxelHash::VoxelIndexFromPoint( const fltx4 &fl4WorldPoint ) |
|
{ |
|
Voxel_t voxel; |
|
|
|
fltx4 fl4Shift = (fltx4)ReplicateIX4( m_nLevelShift ); |
|
fltx4 fl4VoxelOrigin = LoadUnaligned3SIMD( m_vecVoxelOrigin.Base() ); |
|
fltx4 fl4LocalOrigin = SubSIMD( fl4WorldPoint, fl4VoxelOrigin ); |
|
fltx4 fl4OriginInt = ConvertToSignedIntegerSIMD( fl4LocalOrigin ); |
|
fl4OriginInt = ShiftRightSIMD( fl4OriginInt, fl4Shift ); |
|
|
|
// UNDONE: Can probably pack these with shift, permute, or |
|
int32 ALIGN16 tmp[4]; |
|
StoreAlignedIntSIMD( tmp, fl4OriginInt ); |
|
voxel.bitsVoxel.x = tmp[0]; |
|
voxel.bitsVoxel.y = tmp[1]; |
|
voxel.bitsVoxel.z = tmp[2]; |
|
|
|
return voxel; |
|
} |
|
|
|
#else |
|
|
|
inline void CVoxelHash::VoxelIndexFromPoint( const Vector &vecWorldPoint, int pPoint[3] ) |
|
{ |
|
pPoint[0] = static_cast<int>( vecWorldPoint.x - m_vecVoxelOrigin.x ) >> m_nLevelShift; |
|
pPoint[1] = static_cast<int>( vecWorldPoint.y - m_vecVoxelOrigin.y ) >> m_nLevelShift; |
|
pPoint[2] = static_cast<int>( vecWorldPoint.z - m_vecVoxelOrigin.z ) >> m_nLevelShift; |
|
} |
|
|
|
|
|
inline Voxel_t CVoxelHash::VoxelIndexFromPoint( const Vector &vecWorldPoint ) |
|
{ |
|
Voxel_t voxel; |
|
|
|
voxel.bitsVoxel.x = static_cast<int>( vecWorldPoint.x - m_vecVoxelOrigin.x ) >> m_nLevelShift; |
|
voxel.bitsVoxel.y = static_cast<int>( vecWorldPoint.y - m_vecVoxelOrigin.y ) >> m_nLevelShift; |
|
voxel.bitsVoxel.z = static_cast<int>( vecWorldPoint.z - m_vecVoxelOrigin.z ) >> m_nLevelShift; |
|
|
|
return voxel; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Computes the voxel count at a particular level of the tree |
|
//----------------------------------------------------------------------------- |
|
int CVoxelHash::ComputeVoxelCountAtLevel( int nLevel ) |
|
{ |
|
int nVoxelCount = COORD_EXTENT >> SPHASH_VOXEL_SHIFT; |
|
nVoxelCount >>= ( SPHASH_LEVEL_SKIP * nLevel ); |
|
return ( nVoxelCount > 0 ) ? nVoxelCount : 1; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets the voxel size for this hash |
|
//----------------------------------------------------------------------------- |
|
inline int CVoxelHash::VoxelSize( ) const |
|
{ |
|
return SPHASH_VOXEL_SIZE << ( SPHASH_LEVEL_SKIP * m_nLevel ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input: worldmin - |
|
// worldmax - |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::Init( CVoxelTree *pPartition, const Vector &worldmin, const Vector &worldmax, int nLevel ) |
|
{ |
|
m_pTree = pPartition; |
|
m_nLevel = nLevel; |
|
m_flVoxelSize = VoxelSize(); |
|
m_nLevelShift = ( SPHASH_VOXEL_SHIFT + SPHASH_LEVEL_SKIP * nLevel ); |
|
|
|
// Setup the hash. |
|
MEM_ALLOC_CREDIT(); |
|
|
|
int nVoxelCount = ComputeVoxelCountAtLevel( nLevel ); |
|
m_vecVoxelOrigin.Init( MIN_COORD_FLOAT, MIN_COORD_FLOAT, MIN_COORD_FLOAT ); |
|
int nHashBucketCount = SPHASH_BUCKET_COUNT >> nLevel; |
|
if ( nHashBucketCount < 16 ) |
|
{ |
|
nHashBucketCount = 16; |
|
} |
|
m_nVoxelDelta[0] = nVoxelCount; |
|
m_nVoxelDelta[1] = nVoxelCount; |
|
m_nVoxelDelta[2] = nVoxelCount; |
|
Assert( ( m_nVoxelDelta[0] >= 0 ) && ( m_nVoxelDelta[0] <= ( 1 << 10 ) ) ); |
|
Assert( ( m_nVoxelDelta[1] >= 0 ) && ( m_nVoxelDelta[1] <= ( 1 << 10 ) ) ); |
|
Assert( ( m_nVoxelDelta[2] >= 0 ) && ( m_nVoxelDelta[2] <= ( 1 << 9 ) ) ); |
|
|
|
m_aVoxelHash.RemoveAll(); |
|
|
|
// Setup the entity list pool. |
|
int nGrowSize = SPHASH_ENTITYLIST_BLOCK >> nLevel; |
|
if ( nGrowSize < 16 ) |
|
{ |
|
nGrowSize = 16; |
|
} |
|
m_aEntityList.Purge(); |
|
m_aEntityList.SetGrowSize( nGrowSize ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Shutdown |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::Shutdown( void ) |
|
{ |
|
m_aEntityList.Purge(); |
|
m_aVoxelHash.Purge(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Insert the object into the voxel hash. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::InsertIntoTree( SpatialPartitionHandle_t hPartition, Voxel_t voxelMin, Voxel_t voxelMax ) |
|
{ |
|
EntityInfo_t &info = m_pTree->EntityInfo( hPartition ); |
|
CLeafList &leafList = m_pTree->LeafList(); |
|
int treeId = m_pTree->GetTreeId(); |
|
|
|
uint16 nListMask = m_pTree->EntityInfo( hPartition ).m_fList; |
|
|
|
// Set the voxel level |
|
info.m_nLevel[m_pTree->GetTreeId()] = m_nLevel; |
|
|
|
Assert( (m_nLevel == 4) || |
|
(voxelMax.bitsVoxel.x - voxelMin.bitsVoxel.x <= 1) && |
|
(voxelMax.bitsVoxel.y - voxelMin.bitsVoxel.y <= 1) && |
|
(voxelMax.bitsVoxel.z - voxelMin.bitsVoxel.z <= 1) ); |
|
|
|
// Add the object to all the voxels it intersects. |
|
Voxel_t voxel; |
|
unsigned int iX, iY, iZ; |
|
for ( iX = voxelMin.bitsVoxel.x; iX <= voxelMax.bitsVoxel.x; ++iX ) |
|
{ |
|
voxel.bitsVoxel.x = iX; |
|
for ( iY = voxelMin.bitsVoxel.y; iY <= voxelMax.bitsVoxel.y; ++iY ) |
|
{ |
|
voxel.bitsVoxel.y = iY; |
|
for ( iZ = voxelMin.bitsVoxel.z; iZ <= voxelMax.bitsVoxel.z; ++iZ ) |
|
{ |
|
voxel.bitsVoxel.z = iZ; |
|
|
|
#if 0 |
|
// Debug! |
|
RenderVoxel( voxel ); |
|
#endif |
|
|
|
// Entity list. |
|
intp iEntity = m_aEntityList.Alloc( true ); |
|
m_aEntityList[iEntity].m_handle = hPartition; |
|
m_aEntityList[iEntity].m_nListMask = nListMask; |
|
|
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( voxel.uiVoxel ); |
|
if ( hHash == m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
// Add voxel(leaf) to hash. |
|
hHash = m_aVoxelHash.FastInsert( voxel.uiVoxel, iEntity ); |
|
} |
|
else |
|
{ |
|
intp iHead = m_aVoxelHash.Element( hHash ); |
|
m_aEntityList.LinkBefore( iHead, iEntity ); |
|
m_aVoxelHash[hHash] = iEntity; |
|
} |
|
|
|
// Leaf list. |
|
intp iLeafList = leafList.Alloc( true ); |
|
leafList[iLeafList].m_hVoxel = hHash; |
|
leafList[iLeafList].m_iEntity = iEntity; |
|
|
|
if ( info.m_iLeafList[treeId] == leafList.InvalidIndex() ) |
|
{ |
|
info.m_iLeafList[treeId] = iLeafList; |
|
} |
|
else |
|
{ |
|
intp iHead = info.m_iLeafList[treeId]; |
|
leafList.LinkBefore( iHead, iLeafList ); |
|
info.m_iLeafList[treeId] = iLeafList; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Removes the object into the voxel hash. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RemoveFromTree( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
EntityInfo_t &data = m_pTree->EntityInfo( hPartition ); |
|
CLeafList &leafList = m_pTree->LeafList(); |
|
int treeId = m_pTree->GetTreeId(); |
|
|
|
intp iLeaf = data.m_iLeafList[treeId]; |
|
intp iNext; |
|
while ( iLeaf != leafList.InvalidIndex() ) |
|
{ |
|
// Get the next voxel - if any. |
|
iNext = leafList.Next( iLeaf ); |
|
|
|
UtlHashFixedHandle_t hHash = leafList[iLeaf].m_hVoxel; |
|
if ( hHash == m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
iLeaf = iNext; |
|
continue; |
|
} |
|
|
|
// Get the head of the entity list for the voxel. |
|
intp iEntity = leafList[iLeaf].m_iEntity; |
|
intp iEntityHead = m_aVoxelHash[hHash]; |
|
|
|
if ( iEntityHead == iEntity ) |
|
{ |
|
intp iEntityNext = m_aEntityList.Next( iEntityHead ); |
|
if ( iEntityNext == m_aEntityList.InvalidIndex() ) |
|
{ |
|
m_aVoxelHash.Remove( hHash ); |
|
} |
|
else |
|
{ |
|
m_aVoxelHash[hHash] = iEntityNext; |
|
} |
|
} |
|
|
|
// Remove the entity from the entity list for the voxel. |
|
m_aEntityList.Remove( iEntity ); |
|
|
|
// Remove from the leaf list. |
|
leafList.Remove( iLeaf ); |
|
iLeaf = iNext; |
|
} |
|
|
|
data.m_iLeafList[treeId] = leafList.InvalidIndex(); |
|
} |
|
|
|
void CVoxelHash::UpdateListMask( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
EntityInfo_t &data = m_pTree->EntityInfo( hPartition ); |
|
uint16 nListMask = data.m_fList; |
|
|
|
Voxel_t vmin = data.m_voxelMin; |
|
Voxel_t vmax = data.m_voxelMax; |
|
|
|
// single voxel |
|
if ( vmin.uiVoxel == vmax.uiVoxel ) |
|
{ |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( vmin.uiVoxel ); |
|
if ( hHash != m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
for ( intp i = m_aVoxelHash.Element( hHash ); i != m_aEntityList.InvalidIndex(); i = m_aEntityList.Next(i) ) |
|
{ |
|
SpatialPartitionHandle_t handle = m_aEntityList[i].m_handle; |
|
if ( handle != hPartition ) |
|
continue; |
|
|
|
m_aEntityList[i].m_nListMask = nListMask; |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// spans voxels |
|
Voxel_t vdelta; |
|
vdelta.uiVoxel = vmax.uiVoxel - vmin.uiVoxel; |
|
int cx = vdelta.bitsVoxel.x; |
|
int cy = vdelta.bitsVoxel.y; |
|
int cz = vdelta.bitsVoxel.z; |
|
Voxel_t voxel; |
|
voxel.bitsVoxel.x = vmin.bitsVoxel.x; |
|
for ( int iX = 0; iX <= cx; ++iX, ++voxel.bitsVoxel.x ) |
|
{ |
|
voxel.bitsVoxel.y = vmin.bitsVoxel.y; |
|
for ( int iY = 0; iY <= cy; ++iY, ++voxel.bitsVoxel.y ) |
|
{ |
|
voxel.bitsVoxel.z = vmin.bitsVoxel.z; |
|
for ( int iZ = 0; iZ <= cz; ++iZ, ++voxel.bitsVoxel.z ) |
|
{ |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( voxel.uiVoxel ); |
|
if ( hHash != m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
for ( intp i = m_aVoxelHash.Element( hHash ); i != m_aEntityList.InvalidIndex(); i = m_aEntityList.Next(i) ) |
|
{ |
|
if ( m_aEntityList[i].m_handle != hPartition ) |
|
continue; |
|
|
|
m_aEntityList[i].m_nListMask = nListMask; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
inline void ClampStartPoint( Ray_t &ray, const Vector &vecEnd ) |
|
{ |
|
float flDistStart, flT; |
|
for ( int iAxis = 0; iAxis < 3; ++iAxis ) |
|
{ |
|
if ( fabs(ray.m_Delta[iAxis]) < 1e-10 ) |
|
continue; |
|
|
|
if ( ray.m_Delta[iAxis] > 0.0f ) |
|
{ |
|
if ( ray.m_Start[iAxis] < MIN_COORD_FLOAT ) |
|
{ |
|
// Add some bloat inward. |
|
flDistStart = ( MIN_COORD_FLOAT + 5.0f ) - ray.m_Start[iAxis]; |
|
flT = flDistStart / ray.m_Delta[iAxis]; |
|
VectorMA( ray.m_Start, flT, ray.m_Delta, ray.m_Start ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( ray.m_Start[iAxis] > MAX_COORD_FLOAT ) |
|
{ |
|
// Add some bloat inward. |
|
flDistStart = ray.m_Start[iAxis] - ( MAX_COORD_FLOAT - 5.0f ); |
|
flT = flDistStart / -ray.m_Delta[iAxis]; |
|
VectorMA( ray.m_Start, flT, ray.m_Delta, ray.m_Start ); |
|
} |
|
} |
|
} |
|
|
|
VectorSubtract( vecEnd, ray.m_Start, ray.m_Delta ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
inline void ClampEndPoint( Ray_t &ray, Vector &vecEnd ) |
|
{ |
|
float flDistStart, flT; |
|
for ( int iAxis = 0; iAxis < 3; ++iAxis ) |
|
{ |
|
if ( fabs(ray.m_Delta[iAxis]) < 1e-10 ) |
|
continue; |
|
|
|
if ( ray.m_Delta[iAxis] < 0.0f ) |
|
{ |
|
if ( vecEnd[iAxis] < MIN_COORD_FLOAT ) |
|
{ |
|
// Add some bloat inward. |
|
flDistStart = ray.m_Start[iAxis] - ( MIN_COORD_FLOAT + 5.0f ); |
|
flT = flDistStart / -ray.m_Delta[iAxis]; |
|
VectorMA( ray.m_Start, flT, ray.m_Delta, vecEnd ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( vecEnd[iAxis] > MAX_COORD_FLOAT ) |
|
{ |
|
// Add some bloat inward. |
|
flDistStart = ray.m_Start[iAxis] - ( -MAX_COORD_FLOAT + 5.0f ); |
|
flT = flDistStart / ray.m_Delta[iAxis]; |
|
VectorMA( ray.m_Start, flT, ray.m_Delta, vecEnd ); |
|
} |
|
} |
|
} |
|
|
|
VectorSubtract( vecEnd, ray.m_Start, ray.m_Delta ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Intersection classes |
|
//----------------------------------------------------------------------------- |
|
class CPartitionVisitor |
|
{ |
|
public: |
|
CPartitionVisitor( CVoxelTree *pPartition ) |
|
{ |
|
m_pVisits = pPartition->GetVisits(); |
|
m_iTree = pPartition->GetTreeId(); |
|
} |
|
|
|
~CPartitionVisitor() |
|
{ |
|
} |
|
|
|
bool Visit( SpatialPartitionHandle_t hPartition, EntityInfo_t &hInfo ) const |
|
{ |
|
int nVisitBit = hInfo.m_nVisitBit[m_iTree]; |
|
if ( m_pVisits->IsBitSet( nVisitBit ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
m_pVisits->Set( nVisitBit ); |
|
return true; |
|
} |
|
|
|
private: |
|
CPartitionVisits *m_pVisits; |
|
int m_iTree; |
|
}; |
|
|
|
|
|
class CIntersectPoint : public CPartitionVisitor |
|
{ |
|
public: |
|
CIntersectPoint( CVoxelTree *pPartition, const Vector &pt ) : CPartitionVisitor( pPartition ) |
|
{ |
|
m_f4Point = LoadUnaligned3SIMD( pt.Base() ); |
|
} |
|
|
|
bool Intersects( const float *pMins, const float *pMaxs ) const |
|
{ |
|
// Ray intersection test |
|
Assert( pMins[0] <= pMaxs[0] ); |
|
Assert( pMins[1] <= pMaxs[1] ); |
|
Assert( pMins[2] <= pMaxs[2] ); |
|
|
|
return IsPointInBox( m_f4Point, LoadUnaligned3SIMD( pMins ), LoadUnaligned3SIMD(pMaxs) ); |
|
} |
|
|
|
private: |
|
fltx4 m_f4Point; |
|
}; |
|
|
|
|
|
class CIntersectBox : public CPartitionVisitor |
|
{ |
|
public: |
|
CIntersectBox( CVoxelTree *pPartition, const Vector &vecMins, const Vector &vecMaxs ) : CPartitionVisitor( pPartition ), m_vecMins( vecMins ), m_vecMaxs( vecMaxs ) |
|
{ |
|
} |
|
|
|
bool Intersects( const float *pMins, const float *pMaxs ) const |
|
{ |
|
// Box intersection test |
|
Assert( pMins[0] <= pMaxs[0] ); |
|
Assert( pMins[1] <= pMaxs[1] ); |
|
Assert( pMins[2] <= pMaxs[2] ); |
|
|
|
return ( pMins[0] <= m_vecMaxs.x ) && ( pMaxs[0] >= m_vecMins.x ) && |
|
( pMins[1] <= m_vecMaxs.y ) && ( pMaxs[1] >= m_vecMins.y ) && |
|
( pMins[2] <= m_vecMaxs.z ) && ( pMaxs[2] >= m_vecMins.z ); |
|
} |
|
|
|
private: |
|
const Vector &m_vecMins; |
|
const Vector &m_vecMaxs; |
|
}; |
|
|
|
class CIntersectRay : public CPartitionVisitor |
|
{ |
|
public: |
|
CIntersectRay( CVoxelTree *pPartition, const Ray_t &ray, const Vector &vecInvDelta ) : CPartitionVisitor( pPartition ) |
|
{ |
|
m_f4Start = LoadUnaligned3SIMD( ray.m_Start.Base() ); |
|
m_f4Delta = LoadUnaligned3SIMD( ray.m_Delta.Base() ); |
|
m_f4InvDelta = LoadUnaligned3SIMD( vecInvDelta.Base() ); |
|
} |
|
|
|
bool Intersects( const float *pMins, const float *pMaxs ) const |
|
{ |
|
// Ray intersection test |
|
Assert( pMins[0] <= pMaxs[0] ); |
|
Assert( pMins[1] <= pMaxs[1] ); |
|
Assert( pMins[2] <= pMaxs[2] ); |
|
|
|
fltx4 f4Mins = LoadUnaligned3SIMD( pMins ); |
|
fltx4 f4Maxs = LoadUnaligned3SIMD( pMaxs ); |
|
return IsBoxIntersectingRay( f4Mins, f4Maxs, m_f4Start, m_f4Delta, m_f4InvDelta ); |
|
} |
|
|
|
private: |
|
fltx4 m_f4Start; |
|
fltx4 m_f4Delta; |
|
fltx4 m_f4InvDelta; |
|
}; |
|
|
|
|
|
class CIntersectSweptBox : public CPartitionVisitor |
|
{ |
|
public: |
|
CIntersectSweptBox( CVoxelTree *pPartition, const Ray_t &ray, const Vector &vecInvDelta ) : CPartitionVisitor( pPartition ) |
|
{ |
|
m_f4Start = LoadUnaligned3SIMD( ray.m_Start.Base() ); |
|
m_f4Delta = LoadUnaligned3SIMD( ray.m_Delta.Base() ); |
|
m_f4InvDelta = LoadUnaligned3SIMD( vecInvDelta.Base() ); |
|
m_f4Extents = LoadUnaligned3SIMD( ray.m_Extents.Base() ); |
|
} |
|
|
|
bool Intersects( const float *pMins, const float *pMaxs ) const |
|
{ |
|
// Swept box intersection test |
|
Assert( pMins[0] <= pMaxs[0] ); |
|
Assert( pMins[1] <= pMaxs[1] ); |
|
Assert( pMins[2] <= pMaxs[2] ); |
|
|
|
fltx4 f4Mins = LoadUnaligned3SIMD( pMins ); |
|
fltx4 f4Maxs = LoadUnaligned3SIMD( pMaxs ); |
|
|
|
// Does the ray intersect the box? |
|
return IsBoxIntersectingRay( SubSIMD(f4Mins, m_f4Extents), AddSIMD(f4Maxs, m_f4Extents), m_f4Start, m_f4Delta, m_f4InvDelta ); |
|
} |
|
|
|
private: |
|
fltx4 m_f4Start; |
|
fltx4 m_f4Delta; |
|
fltx4 m_f4InvDelta; |
|
fltx4 m_f4Extents; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
template <class T> |
|
bool CVoxelHash::EnumerateElementsInVoxel( Voxel_t voxel, const T &intersectTest, SpatialPartitionListMask_t listMask, IPartitionEnumerator* pIterator ) |
|
{ |
|
// If the voxel doesn't exist, nothing to iterate over |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( voxel.uiVoxel ); |
|
if ( hHash == m_aVoxelHash.InvalidHandle() ) |
|
return true; |
|
|
|
for ( intp i = m_aVoxelHash.Element( hHash ); i != m_aEntityList.InvalidIndex(); i = m_aEntityList.Next(i) ) |
|
{ |
|
SpatialPartitionHandle_t handle = m_aEntityList[i].m_handle; |
|
SpatialPartitionListMask_t nListMask = m_aEntityList[i].m_nListMask; |
|
if ( handle == PARTITION_INVALID_HANDLE ) |
|
continue; |
|
|
|
// Keep going if this dude isn't in the list |
|
if ( !( listMask & nListMask ) ) |
|
continue; |
|
|
|
EntityInfo_t &hInfo = m_pTree->EntityInfo( handle ); |
|
Assert( hInfo.m_fList == nListMask ); |
|
|
|
if ( hInfo.m_flags & ENTITY_HIDDEN ) |
|
continue; |
|
|
|
// Has this handle already been visited? |
|
if ( !intersectTest.Visit( handle, hInfo ) ) |
|
continue; |
|
|
|
// Intersection test |
|
if ( !intersectTest.Intersects( hInfo.m_vecMin.Base(), hInfo.m_vecMax.Base() ) ) |
|
continue; |
|
|
|
// Okay, this one is good... |
|
if ( pIterator->EnumElement( hInfo.m_pHandleEntity ) == ITERATION_STOP ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Enumeration method when only 1 voxel is ever visited |
|
//----------------------------------------------------------------------------- |
|
template <class T> |
|
bool CVoxelHash::EnumerateElementsInSingleVoxel( Voxel_t voxel, const T &intersectTest, |
|
SpatialPartitionListMask_t listMask, IPartitionEnumerator* pIterator ) |
|
{ |
|
// NOTE: We don't have to do the enum id checking, nor do we have to up the |
|
// nesting level, since this only visits 1 voxel. |
|
intp iEntityList; |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( voxel.uiVoxel ); |
|
if ( hHash != m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
iEntityList = m_aVoxelHash.Element( hHash ); |
|
while ( iEntityList != m_aEntityList.InvalidIndex() ) |
|
{ |
|
SpatialPartitionHandle_t handle = m_aEntityList[iEntityList].m_handle; |
|
SpatialPartitionListMask_t nListMask = m_aEntityList[iEntityList].m_nListMask; |
|
iEntityList = m_aEntityList.Next( iEntityList ); |
|
if ( handle == PARTITION_INVALID_HANDLE ) |
|
continue; |
|
|
|
// Keep going if this dude isn't in the list |
|
if ( !( listMask & nListMask ) ) |
|
continue; |
|
|
|
EntityInfo_t &hInfo = m_pTree->EntityInfo( handle ); |
|
if ( hInfo.m_flags & ENTITY_HIDDEN ) |
|
continue; |
|
|
|
// Keep going if there's no collision |
|
if ( !intersectTest.Intersects( hInfo.m_vecMin.Base(), hInfo.m_vecMax.Base() ) ) |
|
continue; |
|
|
|
// Okay, this one is good... |
|
if ( pIterator->EnumElement( hInfo.m_pHandleEntity ) == ITERATION_STOP ) |
|
return false; |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsInBox( SpatialPartitionListMask_t listMask, |
|
Voxel_t vmin, Voxel_t vmax, const Vector& mins, const Vector& maxs, IPartitionEnumerator* pIterator ) |
|
{ |
|
VPROF( "BoxTest/SphereTest" ); |
|
|
|
Assert( mins.x <= maxs.x ); |
|
Assert( mins.y <= maxs.y ); |
|
Assert( mins.z <= maxs.z ); |
|
|
|
// Create the intersection object |
|
bool bSingleVoxel = ( vmin.uiVoxel == vmax.uiVoxel ); |
|
CIntersectBox rect( m_pTree, mins, maxs ); |
|
|
|
// In the same voxel |
|
if ( bSingleVoxel ) |
|
return EnumerateElementsInSingleVoxel( vmin, rect, listMask, pIterator ); |
|
|
|
// Iterate over all voxels |
|
Voxel_t vdelta; |
|
vdelta.uiVoxel = vmax.uiVoxel - vmin.uiVoxel; |
|
int cx = vdelta.bitsVoxel.x; |
|
int cy = vdelta.bitsVoxel.y; |
|
int cz = vdelta.bitsVoxel.z; |
|
|
|
// Hijack what can feel like infinite iteration over voxels |
|
#if defined( _GAMECONSOLE ) && defined( _DEBUG ) |
|
if ( uint64( cx ) * uint64( cy ) * uint64( cz ) > 10000ull ) |
|
{ |
|
Assert( !"CVoxelHash::EnumerateElementsInBox: box too large" ); |
|
return true; |
|
} |
|
#endif |
|
|
|
Voxel_t voxel; |
|
voxel.bitsVoxel.x = vmin.bitsVoxel.x; |
|
for ( int iX = 0; iX <= cx; ++iX, ++voxel.bitsVoxel.x ) |
|
{ |
|
voxel.bitsVoxel.y = vmin.bitsVoxel.y; |
|
for ( int iY = 0; iY <= cy; ++iY, ++voxel.bitsVoxel.y ) |
|
{ |
|
voxel.bitsVoxel.z = vmin.bitsVoxel.z; |
|
for ( int iZ = 0; iZ <= cz; ++iZ, ++voxel.bitsVoxel.z ) |
|
{ |
|
if ( !EnumerateElementsInVoxel( voxel, rect, listMask, pIterator ) ) |
|
return false; |
|
} |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ) |
|
{ |
|
Assert( ray.m_IsSwept ); |
|
|
|
// Two different methods |
|
if ( ray.m_IsRay ) |
|
return EnumerateElementsAlongRay_Ray( listMask, ray, vecInvDelta, vecEnd, pIterator ); |
|
return EnumerateElementsAlongRay_ExtrudedRay( listMask, ray, vecInvDelta, vecEnd, pIterator ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsAlongRay_Ray( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ) |
|
{ |
|
#ifdef _DEBUG |
|
// For drawing debug objects. |
|
static int nRenderRayEnumId = 4; |
|
#endif |
|
|
|
// Find the voxel start + end |
|
Voxel_t voxelStart = VoxelIndexFromPoint( ray.m_Start ); |
|
Voxel_t voxelEnd = VoxelIndexFromPoint( vecEnd ); |
|
|
|
bool bSingleVoxel = ( voxelStart.uiVoxel == voxelEnd.uiVoxel ); |
|
CIntersectRay intersectRay( m_pTree, ray, vecInvDelta ); |
|
|
|
// Optimization: Look for single voxel rays |
|
if ( bSingleVoxel ) |
|
return EnumerateElementsInSingleVoxel( voxelStart, intersectRay, listMask, pIterator ); |
|
|
|
Voxel_t voxelCurrent; |
|
voxelCurrent.uiVoxel = voxelStart.uiVoxel; |
|
|
|
// Setup. |
|
int nStep[3]; |
|
float tMax[3]; |
|
float tDelta[3]; |
|
LeafListRaySetup( ray, vecEnd, vecInvDelta, voxelStart, nStep, tMax, tDelta ); |
|
|
|
// Walk the voxels and visit all elements in each voxel |
|
while ( 1 ) |
|
{ |
|
if ( !EnumerateElementsInVoxel( voxelCurrent, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
|
|
if ( tMax[0] >= 1.0f && tMax[1] >= 1.0f && tMax[2] >= 1.0f ) |
|
break; |
|
|
|
if ( tMax[0] < tMax[1] ) |
|
{ |
|
if ( tMax[0] < tMax[2] ) |
|
{ |
|
voxelCurrent.bitsVoxel.x += nStep[0]; |
|
tMax[0] += tDelta[0]; |
|
} |
|
else |
|
{ |
|
voxelCurrent.bitsVoxel.z += nStep[2]; |
|
tMax[2] += tDelta[2]; |
|
} |
|
} |
|
else |
|
{ |
|
if ( tMax[1] < tMax[2] ) |
|
{ |
|
voxelCurrent.bitsVoxel.y += nStep[1]; |
|
tMax[1] += tDelta[1]; |
|
} |
|
else |
|
{ |
|
voxelCurrent.bitsVoxel.z += nStep[2]; |
|
tMax[2] += tDelta[2]; |
|
} |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::LeafListRaySetup( const Ray_t &ray, const Vector &vecEnd, |
|
const Vector &vecInvDelta, Voxel_t voxel, int *pStep, float *pMax, float *pDelta ) |
|
{ |
|
int iVoxel[3]; |
|
iVoxel[0] = voxel.bitsVoxel.x; |
|
iVoxel[1] = voxel.bitsVoxel.y; |
|
iVoxel[2] = voxel.bitsVoxel.z; |
|
|
|
// Setup. |
|
float flDist, flDistStart, flDistEnd, flRecipDist; |
|
Vector vecVoxelStart, vecVoxelEnd; |
|
VectorSubtract( ray.m_Start, m_vecVoxelOrigin, vecVoxelStart ); |
|
VectorSubtract( vecEnd, m_vecVoxelOrigin, vecVoxelEnd ); |
|
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis ) |
|
{ |
|
if ( vecVoxelStart[iAxis] == vecVoxelEnd[iAxis] ) |
|
{ |
|
pStep[iAxis] = 0; |
|
pMax[iAxis] = SPHASH_VOXEL_LARGE; |
|
pDelta[iAxis] = SPHASH_VOXEL_LARGE; |
|
continue; |
|
} |
|
|
|
if ( ray.m_Delta[iAxis] < 0.0f ) |
|
{ |
|
pStep[iAxis] = -1; |
|
flDist = ( iVoxel[iAxis] ) * VoxelSize(); |
|
flDistStart = vecVoxelStart[iAxis] - flDist; |
|
flDistEnd = vecVoxelEnd[iAxis] - flDist; |
|
flRecipDist = -vecInvDelta[iAxis]; |
|
} |
|
else |
|
{ |
|
pStep[iAxis] = 1; |
|
flDist = ( iVoxel[iAxis] + 1 ) * -VoxelSize(); |
|
flDistStart = -vecVoxelStart[iAxis] - flDist; |
|
flDistEnd = -vecVoxelEnd[iAxis] - flDist; |
|
flRecipDist = vecInvDelta[iAxis]; |
|
} |
|
|
|
if ( ( flDistStart > 0.0f ) && ( flDistEnd > 0.0f ) ) |
|
{ |
|
pMax[iAxis] = SPHASH_VOXEL_LARGE; |
|
pDelta[iAxis] = SPHASH_VOXEL_LARGE; |
|
} |
|
else |
|
{ |
|
pMax[iAxis] = flDistStart * flRecipDist; |
|
pDelta[iAxis] = VoxelSize() * flRecipDist; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the min index of 3 numbers |
|
//----------------------------------------------------------------------------- |
|
inline int MinIndex( float v1, float v2, float v3 ) |
|
{ |
|
if ( v1 < v2 ) |
|
return ( v1 < v3 ) ? 0 : 2; |
|
return ( v2 < v3 ) ? 1 : 2; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsAlongRay_ExtrudedRay( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ) |
|
{ |
|
// Check the starting position, then proceed with the sweep. |
|
Vector vecMin, vecMax; |
|
VectorSubtract( ray.m_Start, ray.m_Extents, vecMin ); |
|
VectorAdd( ray.m_Start, ray.m_Extents, vecMax ); |
|
|
|
// Visit each voxel in the box and enumerate its elements. |
|
int voxelMin[3], voxelMax[3]; |
|
VoxelIndexFromPoint( vecMin, voxelMin ); |
|
VoxelIndexFromPoint( vecMax, voxelMax ); |
|
|
|
CIntersectSweptBox intersectSweptBox( m_pTree, ray, vecInvDelta ); |
|
|
|
// Iterate over all voxels that intersect the box around the starting ray point |
|
Voxel_t voxel; |
|
int iX, iY, iZ; |
|
for ( iX = voxelMin[0]; iX <= voxelMax[0]; ++iX ) |
|
{ |
|
voxel.bitsVoxel.x = iX; |
|
for ( iY = voxelMin[1]; iY <= voxelMax[1]; ++iY ) |
|
{ |
|
voxel.bitsVoxel.y = iY; |
|
for ( iZ = voxelMin[2]; iZ <= voxelMax[2]; ++iZ ) |
|
{ |
|
voxel.bitsVoxel.z = iZ; |
|
if ( !EnumerateElementsInVoxel( voxel, intersectSweptBox, listMask, pIterator ) ) |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
// Early out: Check to see if the range of voxels at the endpoint |
|
// is the same as the range at the start point. If so, we're done. |
|
Vector vecEndMin, vecEndMax; |
|
VectorSubtract( vecEnd, ray.m_Extents, vecEndMin ); |
|
VectorAdd( vecEnd, ray.m_Extents, vecEndMax ); |
|
|
|
int endVoxelMin[3], endVoxelMax[3]; |
|
VoxelIndexFromPoint( vecEndMin, endVoxelMin ); |
|
VoxelIndexFromPoint( vecEndMax, endVoxelMax ); |
|
if ( (endVoxelMin[0] >= voxelMin[0]) && (endVoxelMin[1] >= voxelMin[1]) && (endVoxelMin[2] >= voxelMin[2]) && |
|
(endVoxelMax[0] <= voxelMax[0]) && (endVoxelMax[1] <= voxelMax[1]) && (endVoxelMax[2] <= voxelMax[2]) ) |
|
return true; |
|
|
|
// Setup. |
|
int nStep[3]; |
|
float tMax[3]; // amount of change in t along ray until we hit the next new voxel |
|
float tMin[3]; // amount of change in t along ray until we leave the last voxel |
|
float tDelta[3]; |
|
LeafListExtrudedRaySetup( ray, vecInvDelta, vecMin, vecMax, voxelMin, voxelMax, nStep, tMin, tMax, tDelta ); |
|
|
|
// Walk the voxels and create the leaf list. |
|
int iAxis, iMinAxis; |
|
while ( tMax[0] < 1.0f || tMax[1] < 1.0f || tMax[2] < 1.0f ) |
|
{ |
|
iAxis = MinIndex( tMax[0], tMax[1], tMax[2] ); |
|
iMinAxis = MinIndex( tMin[0], tMin[1], tMin[2] ); |
|
|
|
if ( tMin[iMinAxis] < tMax[iAxis] ) |
|
{ |
|
tMin[iMinAxis] += tDelta[iMinAxis]; |
|
if ( nStep[iMinAxis] > 0 ) |
|
{ |
|
voxelMin[iMinAxis] += nStep[iMinAxis]; |
|
} |
|
else |
|
{ |
|
voxelMax[iMinAxis] += nStep[iMinAxis]; |
|
} |
|
} |
|
else |
|
{ |
|
tMax[iAxis] += tDelta[iAxis]; |
|
if ( nStep[iAxis] > 0 ) |
|
{ |
|
voxelMax[iAxis] += nStep[iAxis]; |
|
} |
|
else |
|
{ |
|
voxelMin[iAxis] += nStep[iAxis]; |
|
} |
|
|
|
if ( !EnumerateElementsAlongRay_ExtrudedRaySlice( listMask, pIterator, intersectSweptBox, voxelMin, voxelMax, iAxis, nStep ) ) |
|
return false; |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::LeafListExtrudedRaySetup( const Ray_t &ray, const Vector &vecInvDelta, |
|
const Vector &vecMin, const Vector &vecMax, |
|
int iVoxelMin[3], int iVoxelMax[3], |
|
int *pStep, float *pMin, float *pMax, float *pDelta ) |
|
{ |
|
float flDist, flDistStart, flRecipDist, flDistMinStart; |
|
|
|
Vector vecVoxelMin, vecVoxelMax; |
|
VectorSubtract( vecMin, m_vecVoxelOrigin, vecVoxelMin ); |
|
VectorSubtract( vecMax, m_vecVoxelOrigin, vecVoxelMax ); |
|
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis ) |
|
{ |
|
if ( ray.m_Delta[iAxis] == 0.0f ) |
|
{ |
|
pMax[iAxis] = SPHASH_VOXEL_LARGE; |
|
pMin[iAxis] = SPHASH_VOXEL_LARGE; |
|
pDelta[iAxis] = SPHASH_VOXEL_LARGE; |
|
continue; |
|
} |
|
|
|
if ( ray.m_Delta[iAxis] < 0.0f ) |
|
{ |
|
pStep[iAxis] = -1; |
|
flDistStart = vecVoxelMin[iAxis] - ( ( iVoxelMin[iAxis] ) * VoxelSize() ); |
|
flDistMinStart = vecVoxelMax[iAxis] - ( ( iVoxelMax[iAxis] ) * VoxelSize() ); |
|
flDist = -ray.m_Delta[iAxis]; |
|
flRecipDist = -vecInvDelta[iAxis]; |
|
} |
|
else |
|
{ |
|
pStep[iAxis] = 1; |
|
flDistStart = -vecVoxelMax[iAxis] - ( ( iVoxelMax[iAxis] + 1 ) * -VoxelSize() ); |
|
flDistMinStart = -vecVoxelMin[iAxis] - ( ( iVoxelMin[iAxis] + 1 ) * -VoxelSize() ); |
|
flDist = ray.m_Delta[iAxis]; |
|
flRecipDist = vecInvDelta[iAxis]; |
|
} |
|
|
|
if ( flDistStart > flDist ) |
|
{ |
|
pMax[iAxis] = SPHASH_VOXEL_LARGE; |
|
pDelta[iAxis] = SPHASH_VOXEL_LARGE; |
|
} |
|
else |
|
{ |
|
pMax[iAxis] = flDistStart * flRecipDist; |
|
pDelta[iAxis] = VoxelSize() * flRecipDist; |
|
} |
|
|
|
if ( flDistMinStart > flDist ) |
|
{ |
|
pMin[iAxis] = SPHASH_VOXEL_LARGE; |
|
} |
|
else |
|
{ |
|
pMin[iAxis] = flDistMinStart * flRecipDist; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsAlongRay_ExtrudedRaySlice( SpatialPartitionListMask_t listMask, |
|
IPartitionEnumerator *pIterator, const CIntersectSweptBox &intersectSweptBox, |
|
int voxelMin[3], int voxelMax[3], int iAxis, int *pStep ) |
|
{ |
|
int mins[3] = { voxelMin[0], voxelMin[1], voxelMin[2] }; |
|
int maxs[3] = { voxelMax[0], voxelMax[1], voxelMax[2] }; |
|
if ( pStep[iAxis] < 0.0f ) |
|
{ |
|
maxs[iAxis] = mins[iAxis]; |
|
} |
|
else |
|
{ |
|
mins[iAxis] = maxs[iAxis]; |
|
} |
|
|
|
// Create leaf cache. |
|
Voxel_t voxel; |
|
int iX, iY, iZ; |
|
for ( iX = mins[0]; iX <= maxs[0]; ++iX ) |
|
{ |
|
voxel.bitsVoxel.x = iX; |
|
for ( iY = mins[1]; iY <= maxs[1]; ++iY ) |
|
{ |
|
voxel.bitsVoxel.y = iY; |
|
for ( iZ = mins[2]; iZ <= maxs[2]; ++iZ ) |
|
{ |
|
voxel.bitsVoxel.z = iZ; |
|
if ( !EnumerateElementsInVoxel( voxel, intersectSweptBox, listMask, pIterator ) ) |
|
return false; |
|
} |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelHash::EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, |
|
Voxel_t v, const Vector& pt, IPartitionEnumerator* pIterator ) |
|
{ |
|
// NOTE: We don't have to do the enum id checking, nor do we have to up the |
|
// nesting level, since this only visits 1 voxel. |
|
intp iEntityList; |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( v.uiVoxel ); |
|
if ( hHash != m_aVoxelHash.InvalidHandle() ) |
|
{ |
|
iEntityList = m_aVoxelHash.Element( hHash ); |
|
while ( iEntityList != m_aEntityList.InvalidIndex() ) |
|
{ |
|
SpatialPartitionHandle_t handle = m_aEntityList[iEntityList].m_handle; |
|
SpatialPartitionListMask_t nListMask = m_aEntityList[iEntityList].m_nListMask; |
|
iEntityList = m_aEntityList.Next( iEntityList ); |
|
if ( handle == PARTITION_INVALID_HANDLE ) |
|
continue; |
|
|
|
// Keep going if this dude isn't in the list |
|
if ( !( listMask & nListMask ) ) |
|
continue; |
|
|
|
EntityInfo_t &hInfo = m_pTree->EntityInfo( handle ); |
|
if ( hInfo.m_flags & ENTITY_HIDDEN ) |
|
continue; |
|
|
|
// Keep going if there's no collision |
|
if ( !IsPointInBox( pt, hInfo.m_vecMin, hInfo.m_vecMax ) ) |
|
continue; |
|
|
|
// Okay, this one is good... |
|
if ( pIterator->EnumElement( hInfo.m_pHandleEntity ) == ITERATION_STOP ) |
|
return false; |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug! Render a voxel - blue. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderVoxel( Voxel_t voxel, float flTime ) |
|
{ |
|
#ifndef DEDICATED |
|
Vector vecMin, vecMax; |
|
vecMin.x = ( voxel.bitsVoxel.x * VoxelSize() ) + m_vecVoxelOrigin.x; |
|
vecMin.y = ( voxel.bitsVoxel.y * VoxelSize() ) + m_vecVoxelOrigin.y; |
|
vecMin.z = ( voxel.bitsVoxel.z * VoxelSize() ) + m_vecVoxelOrigin.z; |
|
|
|
vecMax.x = ( ( voxel.bitsVoxel.x + 1 ) * VoxelSize() ) + m_vecVoxelOrigin.x; |
|
vecMax.y = ( ( voxel.bitsVoxel.y + 1 ) * VoxelSize() ) + m_vecVoxelOrigin.y; |
|
vecMax.z = ( ( voxel.bitsVoxel.z + 1 ) * VoxelSize() ) + m_vecVoxelOrigin.z; |
|
|
|
CDebugOverlay::AddBoxOverlay( vec3_origin, vecMin, vecMax, vec3_angle, s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 30, flTime ); |
|
|
|
// Add outline. |
|
Vector vecPoints[8]; |
|
vecPoints[0].Init( vecMin.x, vecMin.y, vecMin.z ); |
|
vecPoints[1].Init( vecMin.x, vecMax.y, vecMin.z ); |
|
vecPoints[2].Init( vecMax.x, vecMax.y, vecMin.z ); |
|
vecPoints[3].Init( vecMax.x, vecMin.y, vecMin.z ); |
|
vecPoints[4].Init( vecMin.x, vecMin.y, vecMax.z ); |
|
vecPoints[5].Init( vecMin.x, vecMax.y, vecMax.z ); |
|
vecPoints[6].Init( vecMax.x, vecMax.y, vecMax.z ); |
|
vecPoints[7].Init( vecMax.x, vecMin.y, vecMax.z ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[0], vecPoints[1], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[1], vecPoints[2], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[2], vecPoints[3], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[3], vecPoints[0], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[4], vecPoints[5], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[5], vecPoints[6], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[6], vecPoints[7], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[7], vecPoints[4], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[0], vecPoints[4], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[3], vecPoints[7], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[1], vecPoints[5], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[2], vecPoints[6], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug! Render an object in a voxel - green. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderObjectInVoxel( SpatialPartitionHandle_t hPartition, CPartitionVisitor *pVisitor, float flTime ) |
|
{ |
|
#ifndef DEDICATED |
|
// Add outline. |
|
if ( hPartition == PARTITION_INVALID_HANDLE ) |
|
return; |
|
|
|
EntityInfo_t &info = m_pTree->EntityInfo( hPartition ); |
|
if ( !pVisitor->Visit( hPartition, info ) ) |
|
{ |
|
return; |
|
} |
|
|
|
CDebugOverlay::AddBoxOverlay( vec3_origin, info.m_vecMin, info.m_vecMax, vec3_angle, s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 75, flTime ); |
|
|
|
// Add outline. |
|
Vector vecMin, vecMax; |
|
vecMin = info.m_vecMin; |
|
vecMax = info.m_vecMax; |
|
|
|
Vector vecPoints[8]; |
|
vecPoints[0].Init( vecMin.x, vecMin.y, vecMin.z ); |
|
vecPoints[1].Init( vecMin.x, vecMax.y, vecMin.z ); |
|
vecPoints[2].Init( vecMax.x, vecMax.y, vecMin.z ); |
|
vecPoints[3].Init( vecMax.x, vecMin.y, vecMin.z ); |
|
vecPoints[4].Init( vecMin.x, vecMin.y, vecMax.z ); |
|
vecPoints[5].Init( vecMin.x, vecMax.y, vecMax.z ); |
|
vecPoints[6].Init( vecMax.x, vecMax.y, vecMax.z ); |
|
vecPoints[7].Init( vecMax.x, vecMin.y, vecMax.z ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[0], vecPoints[1], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[1], vecPoints[2], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[2], vecPoints[3], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[3], vecPoints[0], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[4], vecPoints[5], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[5], vecPoints[6], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[6], vecPoints[7], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[7], vecPoints[4], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
|
|
CDebugOverlay::AddLineOverlay( vecPoints[0], vecPoints[4], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[3], vecPoints[7], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[1], vecPoints[5], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
CDebugOverlay::AddLineOverlay( vecPoints[2], vecPoints[6], s_pVoxelColor[m_nLevel][0], s_pVoxelColor[m_nLevel][1], s_pVoxelColor[m_nLevel][2], 255, true, flTime ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug! Render the objects in a voxel (optionally, render the voxel!). |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderObjectsInVoxel( Voxel_t voxel, CPartitionVisitor *pVisitor, bool bRenderVoxel, float flTime ) |
|
{ |
|
UtlHashFixedHandle_t hHash = m_aVoxelHash.Find( voxel.uiVoxel ); |
|
if ( hHash == m_aVoxelHash.InvalidHandle() ) |
|
return; |
|
|
|
intp iEntityList = m_aVoxelHash.Element( hHash ); |
|
while ( iEntityList != m_aEntityList.InvalidIndex() ) |
|
{ |
|
SpatialPartitionHandle_t hPartition = m_aEntityList[iEntityList].m_handle; |
|
RenderObjectInVoxel( hPartition, pVisitor, flTime ); |
|
iEntityList = m_aEntityList.Next( iEntityList ); |
|
} |
|
|
|
if ( bRenderVoxel ) |
|
{ |
|
RenderVoxel( voxel, flTime ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns number of entities in the hash |
|
//----------------------------------------------------------------------------- |
|
int CVoxelHash::EntityCount() |
|
{ |
|
int nCount = 0; |
|
int nBucketCount = SPHASH_BUCKET_COUNT; |
|
for ( int iBucket = 0; iBucket < nBucketCount; ++iBucket ) |
|
{ |
|
if ( m_aVoxelHash.m_aBuckets[iBucket].Count() == 0 ) |
|
continue; |
|
|
|
UtlPtrLinkedListIndex_t hHash = m_aVoxelHash.m_aBuckets[iBucket].Head(); |
|
|
|
while ( hHash != m_aVoxelHash.m_aBuckets[iBucket].InvalidIndex() ) |
|
{ |
|
intp iEntity = m_aVoxelHash.m_aBuckets[iBucket][hHash].m_Data; |
|
while ( iEntity!= m_aEntityList.InvalidIndex() ) |
|
{ |
|
++nCount; |
|
iEntity = m_aEntityList.Next( iEntity ); |
|
} |
|
|
|
hHash = m_aVoxelHash.m_aBuckets[iBucket].Next( hHash ); |
|
} |
|
} |
|
return nCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Rendering methods |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderGrid() |
|
{ |
|
#ifndef DEDICATED |
|
Vector vecStart, vecEnd; |
|
for ( int i = 0; i < m_nVoxelDelta[0]; ++i ) |
|
{ |
|
vecStart.x = vecEnd.x = i * VoxelSize() + m_vecVoxelOrigin.x; |
|
for ( int j = 0; j < m_nVoxelDelta[1]; ++j ) |
|
{ |
|
vecStart.y = vecEnd.y = j * VoxelSize() + m_vecVoxelOrigin.y; |
|
vecStart.z = m_vecVoxelOrigin.z; |
|
vecEnd.z = m_nVoxelDelta[2] * VoxelSize() + m_vecVoxelOrigin.z; |
|
|
|
RenderLine( vecStart, vecEnd, s_pVoxelColor[m_nLevel], true ); |
|
} |
|
} |
|
|
|
for ( int i = 0; i < m_nVoxelDelta[0]; ++i ) |
|
{ |
|
vecStart.x = vecEnd.x = i * VoxelSize() + m_vecVoxelOrigin.x; |
|
for ( int j = 0; j < m_nVoxelDelta[2]; ++j ) |
|
{ |
|
vecStart.z = vecEnd.z = j * VoxelSize() + m_vecVoxelOrigin.z; |
|
vecStart.y = m_vecVoxelOrigin.y; |
|
vecEnd.y = m_nVoxelDelta[2] * VoxelSize() + m_vecVoxelOrigin.y; |
|
|
|
RenderLine( vecStart, vecEnd, s_pVoxelColor[m_nLevel], true ); |
|
} |
|
} |
|
|
|
for ( int i = 0; i < m_nVoxelDelta[1]; ++i ) |
|
{ |
|
vecStart.y = vecEnd.y = i * VoxelSize() + m_vecVoxelOrigin.y; |
|
for ( int j = 0; j < m_nVoxelDelta[2]; ++j ) |
|
{ |
|
vecStart.z = vecEnd.z = j * VoxelSize() + m_vecVoxelOrigin.z; |
|
vecStart.x = m_vecVoxelOrigin.z; |
|
vecEnd.x = m_nVoxelDelta[2] * VoxelSize() + m_vecVoxelOrigin.x; |
|
|
|
RenderLine( vecStart, vecEnd, s_pVoxelColor[m_nLevel], true ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug! Render boxes around objects in tree. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderAllObjectsInTree( float flTime ) |
|
{ |
|
int nBucketCount = SPHASH_BUCKET_COUNT; |
|
|
|
CPartitionVisits *pPrevVisits = m_pTree->BeginVisit(); |
|
CPartitionVisitor visitor( m_pTree ); |
|
|
|
for ( int iBucket = 0; iBucket < nBucketCount; ++iBucket ) |
|
{ |
|
if ( m_aVoxelHash.m_aBuckets[iBucket].Count() == 0 ) |
|
continue; |
|
|
|
UtlPtrLinkedListIndex_t hHash = m_aVoxelHash.m_aBuckets[iBucket].Head(); |
|
|
|
while ( hHash != m_aVoxelHash.m_aBuckets[iBucket].InvalidIndex() ) |
|
{ |
|
intp iEntity = m_aVoxelHash.m_aBuckets[iBucket][hHash].m_Data; |
|
while ( iEntity!= m_aEntityList.InvalidIndex() ) |
|
{ |
|
SpatialPartitionHandle_t hPartition = m_aEntityList[iEntity].m_handle; |
|
RenderObjectInVoxel( hPartition, &visitor, flTime ); |
|
iEntity = m_aEntityList.Next( iEntity ); |
|
} |
|
|
|
hHash = m_aVoxelHash.m_aBuckets[iBucket].Next( hHash ); |
|
} |
|
} |
|
|
|
m_pTree->EndVisit( pPrevVisits ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelHash::RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ) |
|
{ |
|
// Visit each voxel in the box and enumerate its elements. |
|
Voxel_t voxelMin, voxelMax; |
|
voxelMin = VoxelIndexFromPoint( vecPlayerMin ); |
|
voxelMax = VoxelIndexFromPoint( vecPlayerMax ); |
|
|
|
CPartitionVisits *pPrevVisits = m_pTree->BeginVisit(); |
|
|
|
// Create leaf cache. |
|
Voxel_t voxel; |
|
unsigned int iX, iY, iZ; |
|
CPartitionVisitor visitor( m_pTree ); |
|
for ( iX = voxelMin.bitsVoxel.x; iX <= voxelMax.bitsVoxel.x; ++iX ) |
|
{ |
|
for ( iY = voxelMin.bitsVoxel.y; iY <= voxelMax.bitsVoxel.y; ++iY ) |
|
{ |
|
for ( iZ = voxelMin.bitsVoxel.z; iZ <= voxelMax.bitsVoxel.z; ++iZ ) |
|
{ |
|
voxel.bitsVoxel.x = iX; |
|
voxel.bitsVoxel.y = iY; |
|
voxel.bitsVoxel.z = iZ; |
|
RenderObjectsInVoxel( voxel, &visitor, false, flTime ); |
|
} |
|
} |
|
} |
|
|
|
m_pTree->EndVisit( pPrevVisits ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Constructor |
|
//----------------------------------------------------------------------------- |
|
|
|
CVoxelTree::CVoxelTree() : m_pVoxelHash( NULL ), m_pOwner( NULL ), m_nNextVisitBit( 0 ) |
|
{ |
|
// Compute max number of levels |
|
m_nLevelCount = 0; |
|
while ( CVoxelHash::ComputeVoxelCountAtLevel( m_nLevelCount ) > 2 ) |
|
{ |
|
++m_nLevelCount; |
|
} |
|
++m_nLevelCount; // Account for the level where count = 2; |
|
|
|
// Various optimizations I've made require 4 levels |
|
Assert( m_nLevelCount == 4 ); |
|
|
|
m_pVoxelHash = new CVoxelHash[m_nLevelCount]; |
|
|
|
m_AvailableVisitBits.EnsureCapacity( 2048 ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
CVoxelTree::~CVoxelTree() |
|
{ |
|
delete[] m_pVoxelHash; |
|
} |
|
|
|
|
|
void ClampVector( Vector &out, const Vector &mins, const Vector &maxs ) |
|
{ |
|
for ( int i = 0; i < 3; i++ ) |
|
{ |
|
out[i] = clamp(out[i], mins[i], maxs[i]); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input: worldmin - |
|
// worldmax - |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::Init( CSpatialPartition *pOwner, int iTree, const Vector &worldmin, const Vector &worldmax ) |
|
{ |
|
m_pOwner = pOwner; |
|
m_TreeId = iTree; |
|
|
|
// Reset the enumeration id. |
|
memset( m_pVisits, 0, sizeof( m_pVisits ) ); |
|
|
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
m_pVoxelHash[i].Init( this, worldmin, worldmax, i ); |
|
} |
|
|
|
// Setup the leaf list pool. |
|
m_aLeafList.Purge(); |
|
m_aLeafList.SetGrowSize( SPHASH_LEAFLIST_BLOCK ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::Shutdown( void ) |
|
{ |
|
m_aLeafList.Purge(); |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
m_pVoxelHash[i].Shutdown(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Insert into the appropriate tree |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::InsertIntoTree( SpatialPartitionHandle_t hPartition, const Vector& mins, const Vector& maxs, bool bReinsert ) |
|
{ |
|
Assert( hPartition != PARTITION_INVALID_HANDLE ); |
|
|
|
EntityInfo_t &info = EntityInfo( hPartition ); |
|
|
|
// Bloat by an eps before inserting the object into the tree. |
|
Vector vecMin( mins.x - SPHASH_EPS, mins.y - SPHASH_EPS, mins.z - SPHASH_EPS ); |
|
Vector vecMax( maxs.x + SPHASH_EPS, maxs.y + SPHASH_EPS, maxs.z + SPHASH_EPS ); |
|
|
|
ClampVector(vecMin, s_PartitionMin, s_PartitionMax); |
|
ClampVector(vecMax, s_PartitionMin, s_PartitionMax); |
|
Vector vecSize; |
|
VectorSubtract( vecMax, vecMin, vecSize ); |
|
|
|
int nLevel; |
|
for ( nLevel = 0; nLevel < m_nLevelCount - 1; ++nLevel ) |
|
{ |
|
float flVoxelSize = m_pVoxelHash[nLevel].VoxelSizeF(); |
|
if ( (flVoxelSize > vecSize.x) && (flVoxelSize > vecSize.y) && (flVoxelSize > vecSize.z) ) |
|
break; |
|
} |
|
|
|
// Add the object to the tree. |
|
Voxel_t voxelMin, voxelMax; |
|
voxelMin = m_pVoxelHash[nLevel].VoxelIndexFromPoint( vecMin ); |
|
voxelMax = m_pVoxelHash[nLevel].VoxelIndexFromPoint( vecMax ); |
|
|
|
bool bDoInsert = true; |
|
if ( bReinsert ) |
|
{ |
|
// on reinsert we need to either remove/insert or not do anything |
|
// if the entity spans the same bounding box of voxels no remove/insert is necessary |
|
if ( info.m_voxelMin.uiVoxel == voxelMin.uiVoxel && info.m_voxelMax.uiVoxel == voxelMax.uiVoxel ) |
|
{ |
|
bDoInsert = false; |
|
} |
|
else |
|
{ |
|
// Remove entity from voxel hash. |
|
RemoveFromTree( hPartition ); |
|
} |
|
} |
|
// Set/update the entity bounding box. |
|
info.m_vecMin = vecMin; |
|
info.m_vecMax = vecMax; |
|
|
|
if ( bDoInsert ) |
|
{ |
|
bool bWasReading = ( m_pVisits[g_nThreadID] != NULL ); |
|
if ( bWasReading ) |
|
{ |
|
// If we're recursing in this thread, need to release our read lock to allow ourselves to write |
|
UnlockRead(); |
|
} |
|
m_lock.LockForWrite(); |
|
|
|
// if these have changed we need to insert |
|
info.m_voxelMin = voxelMin; |
|
info.m_voxelMax = voxelMax; |
|
if ( m_AvailableVisitBits.Count() ) |
|
{ |
|
info.m_nVisitBit[m_TreeId] = m_AvailableVisitBits.Tail(); |
|
m_AvailableVisitBits.Remove( m_AvailableVisitBits.Count() - 1 ); |
|
} |
|
else |
|
{ |
|
info.m_nVisitBit[m_TreeId] = m_nNextVisitBit++; |
|
} |
|
m_pVoxelHash[nLevel].InsertIntoTree( hPartition, voxelMin, voxelMax ); |
|
m_lock.UnlockWrite(); |
|
if ( bWasReading ) |
|
{ |
|
LockForRead(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Remove from appropriate tree |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::RemoveFromTree( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
Assert( hPartition != PARTITION_INVALID_HANDLE ); |
|
EntityInfo_t &info = EntityInfo( hPartition ); |
|
int nLevel = info.m_nLevel[GetTreeId()]; |
|
if ( nLevel >= 0 ) |
|
{ |
|
bool bWasReading = ( m_pVisits[g_nThreadID] != NULL ); |
|
if ( bWasReading ) |
|
{ |
|
// If we're recursing in this thread, need to release our read lock to allow ourselves to write |
|
UnlockRead(); |
|
} |
|
|
|
m_lock.LockForWrite(); |
|
m_pVoxelHash[nLevel].RemoveFromTree( hPartition ); |
|
m_AvailableVisitBits.AddToTail( info.m_nVisitBit[m_TreeId] ); |
|
info.m_nVisitBit[m_TreeId] = (unsigned short)-1; |
|
m_lock.UnlockWrite(); |
|
|
|
if ( bWasReading ) |
|
{ |
|
LockForRead(); |
|
} |
|
} |
|
} |
|
|
|
void CVoxelTree::UpdateListMask( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
EntityInfo_t &info = EntityInfo( hPartition ); |
|
int nLevel = info.m_nLevel[GetTreeId()]; |
|
if ( nLevel >= 0 ) |
|
{ |
|
m_lock.LockForRead(); |
|
m_pVoxelHash[nLevel].UpdateListMask( hPartition ); |
|
m_lock.UnlockRead(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Called when an element moves |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::ElementMoved( SpatialPartitionHandle_t hPartition, const Vector& mins, const Vector& maxs ) |
|
{ |
|
if ( hPartition != PARTITION_INVALID_HANDLE ) |
|
{ |
|
// If it doesn't already exist in the tree - add it. |
|
EntityInfo_t &info = EntityInfo( hPartition ); |
|
if ( info.m_iLeafList[GetTreeId()] == CLeafList::InvalidIndex() ) |
|
{ |
|
InsertIntoTree( hPartition, mins, maxs, false ); |
|
return; |
|
} |
|
|
|
// Re-insert entity into voxel hash. |
|
InsertIntoTree( hPartition, mins, maxs, true ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::EnumerateElementsInBox( SpatialPartitionListMask_t listMask, |
|
const Vector& vecMins, const Vector& vecMaxs, |
|
bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
VPROF( "BoxTest/SphereTest" ); |
|
|
|
// If this assertion fails, you're using a list at a point where the spatial partition elements aren't set up! |
|
// Assert( ( listMask & m_nSuppressedListMask ) == 0 ); |
|
|
|
// Early-out. |
|
if ( listMask == 0 ) |
|
return; |
|
|
|
// Clamp bounds to extant space |
|
Vector mins, maxs; |
|
VectorMax( vecMins, s_PartitionMin, mins ); |
|
VectorMin( mins, s_PartitionMax, mins ); |
|
|
|
VectorMax( vecMaxs, s_PartitionMin, maxs ); |
|
VectorMin( maxs, s_PartitionMax, maxs ); |
|
|
|
// Callbacks. |
|
CPartitionVisits *pPrevVisits = BeginVisit(); |
|
|
|
m_lock.LockForRead(); |
|
Voxel_t vs = m_pVoxelHash[0].VoxelIndexFromPoint( mins ); |
|
Voxel_t ve = m_pVoxelHash[0].VoxelIndexFromPoint( maxs ); |
|
if ( !m_pVoxelHash[0].EnumerateElementsInBox( listMask, vs, ve, mins, maxs, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
EndVisit( pPrevVisits ); |
|
return; |
|
} |
|
|
|
vs = ConvertToNextLevel( vs ); |
|
ve = ConvertToNextLevel( ve ); |
|
if ( !m_pVoxelHash[1].EnumerateElementsInBox( listMask, vs, ve, mins, maxs, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
EndVisit( pPrevVisits ); |
|
return; |
|
} |
|
|
|
vs = ConvertToNextLevel( vs ); |
|
ve = ConvertToNextLevel( ve ); |
|
if ( !m_pVoxelHash[2].EnumerateElementsInBox( listMask, vs, ve, mins, maxs, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
EndVisit( pPrevVisits ); |
|
return; |
|
} |
|
|
|
vs = ConvertToNextLevel( vs ); |
|
ve = ConvertToNextLevel( ve ); |
|
m_pVoxelHash[3].EnumerateElementsInBox( listMask, vs, ve, mins, maxs, pIterator ); |
|
|
|
m_lock.UnlockRead(); |
|
EndVisit( pPrevVisits ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::EnumerateElementsInSphere( SpatialPartitionListMask_t listMask, |
|
const Vector& origin, float radius, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
// Otherwise they might as well just walk the entire ent list!!! |
|
Assert( radius <= MAX_COORD_FLOAT ); |
|
|
|
// If the box test is fast enough - forget about the sphere test? |
|
Vector vecMin( origin.x - radius, origin.y - radius, origin.z - radius ); |
|
Vector vecMax( origin.x + radius, origin.y + radius, origin.z + radius ); |
|
return EnumerateElementsInBox( listMask, vecMin, vecMax, coarseTest, pIterator ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelTree::EnumerateElementsAlongRay_Ray( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ) |
|
{ |
|
// Find the voxel start + end |
|
Voxel_t voxelStart = m_pVoxelHash[0].VoxelIndexFromPoint( ray.m_Start ); |
|
Voxel_t voxelEnd = m_pVoxelHash[0].VoxelIndexFromPoint( vecEnd ); |
|
|
|
bool bSingleVoxel = ( voxelStart.uiVoxel == voxelEnd.uiVoxel ); |
|
CIntersectRay intersectRay( this, ray, vecInvDelta ); |
|
|
|
// Optimization: Look for single voxel rays |
|
if ( bSingleVoxel ) |
|
{ |
|
if ( !m_pVoxelHash[0].EnumerateElementsInSingleVoxel( voxelStart, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
voxelStart = ConvertToNextLevel( voxelStart ); |
|
if ( !m_pVoxelHash[1].EnumerateElementsInSingleVoxel( voxelStart, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
voxelStart = ConvertToNextLevel( voxelStart ); |
|
if ( !m_pVoxelHash[2].EnumerateElementsInSingleVoxel( voxelStart, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
voxelStart = ConvertToNextLevel( voxelStart ); |
|
return m_pVoxelHash[3].EnumerateElementsInSingleVoxel( voxelStart, intersectRay, listMask, pIterator ); |
|
} |
|
|
|
Voxel_t voxelCurrent; |
|
voxelCurrent.uiVoxel = voxelStart.uiVoxel; |
|
|
|
// Setup. |
|
int nStep[3]; |
|
float tMax[3]; |
|
float tDelta[3]; |
|
m_pVoxelHash[0].LeafListRaySetup( ray, vecEnd, vecInvDelta, voxelStart, nStep, tMax, tDelta ); |
|
|
|
// Walk the voxels and visit all elements in each voxel |
|
|
|
// Deal with all levels |
|
Voxel_t ov1, ov2, ov3; |
|
ov1.uiVoxel = ov2.uiVoxel = ov3.uiVoxel = 0xFFFFFFFF; |
|
|
|
Voxel_t v1 = ConvertToNextLevel( voxelCurrent ); |
|
Voxel_t v2 = ConvertToNextLevel( v1 ); |
|
Voxel_t v3 = ConvertToNextLevel( v2 ); |
|
|
|
while ( 1 ) |
|
{ |
|
if ( !m_pVoxelHash[0].EnumerateElementsInVoxel( voxelCurrent, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
|
|
if ( v1.uiVoxel != ov1.uiVoxel ) |
|
{ |
|
if ( !m_pVoxelHash[1].EnumerateElementsInVoxel( v1, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
} |
|
if ( v2.uiVoxel != ov2.uiVoxel ) |
|
{ |
|
if ( !m_pVoxelHash[2].EnumerateElementsInVoxel( v2, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
} |
|
if ( v3.uiVoxel != ov3.uiVoxel ) |
|
{ |
|
if ( !m_pVoxelHash[3].EnumerateElementsInVoxel( v3, intersectRay, listMask, pIterator ) ) |
|
return false; |
|
} |
|
|
|
if ( tMax[0] >= 1.0f && tMax[1] >= 1.0f && tMax[2] >= 1.0f ) |
|
break; |
|
|
|
if ( tMax[0] < tMax[1] ) |
|
{ |
|
if ( tMax[0] < tMax[2] ) |
|
{ |
|
voxelCurrent.bitsVoxel.x += nStep[0]; |
|
tMax[0] += tDelta[0]; |
|
} |
|
else |
|
{ |
|
voxelCurrent.bitsVoxel.z += nStep[2]; |
|
tMax[2] += tDelta[2]; |
|
} |
|
} |
|
else |
|
{ |
|
if ( tMax[1] < tMax[2] ) |
|
{ |
|
voxelCurrent.bitsVoxel.y += nStep[1]; |
|
tMax[1] += tDelta[1]; |
|
} |
|
else |
|
{ |
|
voxelCurrent.bitsVoxel.z += nStep[2]; |
|
tMax[2] += tDelta[2]; |
|
} |
|
} |
|
|
|
ov1 = v1; ov2 = v2; ov3 = v3; |
|
v1 = ConvertToNextLevel( voxelCurrent ); |
|
v2 = ConvertToNextLevel( v1 ); |
|
v3 = ConvertToNextLevel( v2 ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::ComputeSweptRayBounds( const Ray_t &ray, const Vector &vecStartMin, const Vector &vecStartMax, Vector *pVecMin, Vector *pVecMax ) |
|
{ |
|
if ( ray.m_Delta.x < 0 ) |
|
{ |
|
pVecMin->x = vecStartMin.x + ray.m_Delta.x; |
|
pVecMax->x = vecStartMax.x; |
|
} |
|
else |
|
{ |
|
pVecMin->x = vecStartMin.x; |
|
pVecMax->x = vecStartMax.x + ray.m_Delta.x; |
|
} |
|
|
|
if ( ray.m_Delta.y < 0 ) |
|
{ |
|
pVecMin->y = vecStartMin.y + ray.m_Delta.y; |
|
pVecMax->y = vecStartMax.y; |
|
} |
|
else |
|
{ |
|
pVecMin->y = vecStartMin.y; |
|
pVecMax->y = vecStartMax.y + ray.m_Delta.y; |
|
} |
|
|
|
if ( ray.m_Delta.z < 0 ) |
|
{ |
|
pVecMin->z = vecStartMin.z + ray.m_Delta.z; |
|
pVecMax->z = vecStartMax.z; |
|
} |
|
else |
|
{ |
|
pVecMin->z = vecStartMin.z; |
|
pVecMax->z = vecStartMax.z + ray.m_Delta.z; |
|
} |
|
} |
|
|
|
bool CVoxelTree::EnumerateRayStartVoxels( SpatialPartitionListMask_t listMask, IPartitionEnumerator *pIterator, CIntersectSweptBox &intersectSweptBox, int voxelBounds[4][2][3] ) |
|
{ |
|
// Iterate over all voxels that intersect the box around the starting ray point |
|
int nMinX = voxelBounds[0][0][0]; |
|
int nMinY = voxelBounds[0][0][1]; |
|
int nMinZ = voxelBounds[0][0][2]; |
|
|
|
int nMaxX = voxelBounds[0][1][0]; |
|
int nMaxY = voxelBounds[0][1][1]; |
|
int nMaxZ = voxelBounds[0][1][2]; |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
if ( i != 0 ) |
|
{ |
|
nMinX >>= SPHASH_LEVEL_SKIP; |
|
nMinY >>= SPHASH_LEVEL_SKIP; |
|
nMinZ >>= SPHASH_LEVEL_SKIP; |
|
nMaxX >>= SPHASH_LEVEL_SKIP; |
|
nMaxY >>= SPHASH_LEVEL_SKIP; |
|
nMaxZ >>= SPHASH_LEVEL_SKIP; |
|
|
|
voxelBounds[i][0][0] = nMinX; |
|
voxelBounds[i][0][1] = nMinY; |
|
voxelBounds[i][0][2] = nMinZ; |
|
|
|
voxelBounds[i][1][0] = nMaxX; |
|
voxelBounds[i][1][1] = nMaxY; |
|
voxelBounds[i][1][2] = nMaxZ; |
|
} |
|
|
|
Voxel_t voxel; |
|
int iX, iY, iZ; |
|
for ( iX = nMinX; iX <= nMaxX; ++iX ) |
|
{ |
|
voxel.bitsVoxel.x = iX; |
|
for ( iY = nMinY; iY <= nMaxY; ++iY ) |
|
{ |
|
voxel.bitsVoxel.y = iY; |
|
for ( iZ = nMinZ; iZ <= nMaxZ; ++iZ ) |
|
{ |
|
voxel.bitsVoxel.z = iZ; |
|
if ( !m_pVoxelHash[i].EnumerateElementsInVoxel( voxel, intersectSweptBox, listMask, pIterator ) ) |
|
return false; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CVoxelTree::EnumerateElementsAlongRay_ExtrudedRay( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, const Vector &vecInvDelta, const Vector &vecEnd, IPartitionEnumerator *pIterator ) |
|
{ |
|
// Check the starting position, then proceed with the sweep. |
|
Vector vecMin, vecMax; |
|
VectorSubtract( ray.m_Start, ray.m_Extents, vecMin ); |
|
VectorAdd( ray.m_Start, ray.m_Extents, vecMax ); |
|
|
|
// Visit each voxel in the box and enumerate its elements. |
|
// Indexed as voxelBounds[level][min/max][x/y/z] |
|
int voxelBounds[4][2][3]; |
|
m_pVoxelHash[0].VoxelIndexFromPoint( vecMin, voxelBounds[0][0] ); |
|
m_pVoxelHash[0].VoxelIndexFromPoint( vecMax, voxelBounds[0][1] ); |
|
|
|
CIntersectSweptBox intersectSweptBox( this, ray, vecInvDelta ); |
|
|
|
if ( !EnumerateRayStartVoxels( listMask, pIterator, intersectSweptBox, voxelBounds ) ) |
|
return false; |
|
|
|
// Early out: Check to see if the range of voxels at the endpoint |
|
// is the same as the range at the start point. If so, we're done. |
|
#if defined(_X360) || defined(_PS3) |
|
fltx4 fl4RayEnd = LoadUnaligned3SIMD(vecEnd.Base()); |
|
fltx4 fl4Extents = LoadAlignedSIMD(ray.m_Extents.Base()); |
|
fltx4 vecEndMin = SubSIMD( fl4RayEnd, fl4Extents ); |
|
fltx4 vecEndMax = AddSIMD( fl4RayEnd, fl4Extents ); |
|
#else |
|
Vector vecEndMin, vecEndMax; |
|
VectorSubtract( vecEnd, ray.m_Extents, vecEndMin ); |
|
VectorAdd( vecEnd, ray.m_Extents, vecEndMax ); |
|
#endif |
|
|
|
int endVoxelMin[3], endVoxelMax[3]; |
|
m_pVoxelHash[0].VoxelIndexFromPoint( vecEndMin, endVoxelMin ); |
|
m_pVoxelHash[0].VoxelIndexFromPoint( vecEndMax, endVoxelMax ); |
|
if ( (endVoxelMin[0] >= voxelBounds[0][0][0]) && (endVoxelMin[1] >= voxelBounds[0][0][1]) && (endVoxelMin[2] >= voxelBounds[0][0][2]) && |
|
(endVoxelMax[0] <= voxelBounds[0][1][0]) && (endVoxelMax[1] <= voxelBounds[0][1][1]) && (endVoxelMax[2] <= voxelBounds[0][1][2]) ) |
|
return true; |
|
|
|
// Setup. |
|
int nStep[3] = {0, 0, 0}; |
|
float tMax[3] = {0.f, 0.f, 0.f}; // amount of change in t along ray until we hit the next new voxel |
|
float tMin[3] = {0.f, 0.f, 0.f}; // amount of change in t along ray until we leave the last voxel |
|
float tDelta[3] = {0.f, 0.f, 0.f}; |
|
m_pVoxelHash[0].LeafListExtrudedRaySetup( ray, vecInvDelta, vecMin, vecMax, voxelBounds[0][0], voxelBounds[0][1], nStep, tMin, tMax, tDelta ); |
|
|
|
int nLastVoxel1[3]; |
|
int nLastVoxel2[3]; |
|
int nLastVoxel3[3]; |
|
for ( int i = 0; i < 3; ++i ) |
|
{ |
|
int nIndex = ( nStep[i] > 0 ) ? 1 : 0; |
|
nLastVoxel1[i] = voxelBounds[1][nIndex][i]; |
|
nLastVoxel2[i] = voxelBounds[2][nIndex][i]; |
|
nLastVoxel3[i] = voxelBounds[3][nIndex][i]; |
|
} |
|
|
|
// Walk the voxels and create the leaf list. |
|
int iAxis, iMinAxis; |
|
while ( tMax[0] < 1.0f || tMax[1] < 1.0f || tMax[2] < 1.0f ) |
|
{ |
|
iAxis = MinIndex( tMax[0], tMax[1], tMax[2] ); |
|
iMinAxis = MinIndex( tMin[0], tMin[1], tMin[2] ); |
|
|
|
if ( tMin[iMinAxis] < tMax[iAxis] ) |
|
{ |
|
tMin[iMinAxis] += tDelta[iMinAxis]; |
|
int nIndex = ( nStep[iMinAxis] > 0 ) ? 0 : 1; |
|
voxelBounds[0][nIndex][iMinAxis] += nStep[iMinAxis]; |
|
voxelBounds[1][nIndex][iMinAxis] = voxelBounds[0][nIndex][iMinAxis] >> SPHASH_LEVEL_SKIP; |
|
voxelBounds[2][nIndex][iMinAxis] = voxelBounds[0][nIndex][iMinAxis] >> (2 * SPHASH_LEVEL_SKIP); |
|
voxelBounds[3][nIndex][iMinAxis] = voxelBounds[0][nIndex][iMinAxis] >> (3 * SPHASH_LEVEL_SKIP); |
|
} |
|
else |
|
{ |
|
tMax[iAxis] += tDelta[iAxis]; |
|
int nIndex = ( nStep[iAxis] > 0 ) ? 1 : 0; |
|
voxelBounds[0][nIndex][iAxis] += nStep[iAxis]; |
|
voxelBounds[1][nIndex][iAxis] = voxelBounds[0][nIndex][iAxis] >> SPHASH_LEVEL_SKIP; |
|
voxelBounds[2][nIndex][iAxis] = voxelBounds[0][nIndex][iAxis] >> (2 * SPHASH_LEVEL_SKIP); |
|
voxelBounds[3][nIndex][iAxis] = voxelBounds[0][nIndex][iAxis] >> (3 * SPHASH_LEVEL_SKIP); |
|
|
|
if ( !m_pVoxelHash[0].EnumerateElementsAlongRay_ExtrudedRaySlice( listMask, pIterator, intersectSweptBox, voxelBounds[0][0], voxelBounds[0][1], iAxis, nStep ) ) |
|
return false; |
|
|
|
if ( nLastVoxel1[iAxis] != voxelBounds[1][nIndex][iAxis] ) |
|
{ |
|
nLastVoxel1[iAxis] = voxelBounds[1][nIndex][iAxis]; |
|
if ( !m_pVoxelHash[1].EnumerateElementsAlongRay_ExtrudedRaySlice( listMask, pIterator, intersectSweptBox, voxelBounds[1][0], voxelBounds[1][1], iAxis, nStep ) ) |
|
return false; |
|
} |
|
|
|
if ( nLastVoxel2[iAxis] != voxelBounds[2][nIndex][iAxis] ) |
|
{ |
|
nLastVoxel2[iAxis] = voxelBounds[2][nIndex][iAxis]; |
|
if ( !m_pVoxelHash[2].EnumerateElementsAlongRay_ExtrudedRaySlice( listMask, pIterator, intersectSweptBox, voxelBounds[2][0], voxelBounds[2][1], iAxis, nStep ) ) |
|
return false; |
|
} |
|
|
|
if ( nLastVoxel3[iAxis] != voxelBounds[3][nIndex][iAxis] ) |
|
{ |
|
nLastVoxel3[iAxis] = voxelBounds[3][nIndex][iAxis]; |
|
if ( !m_pVoxelHash[3].EnumerateElementsAlongRay_ExtrudedRaySlice( listMask, pIterator, intersectSweptBox, voxelBounds[3][0], voxelBounds[3][1], iAxis, nStep ) ) |
|
return false; |
|
} |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
#ifndef _PS3 |
|
#define THINK_TRACE_COUNTER_COMPILE_FUNCTIONS_ENGINE |
|
#include "engine/thinktracecounter.h" |
|
#endif |
|
|
|
#ifdef THINK_TRACE_COUNTER_COMPILED |
|
ConVar think_trace_limit( "think_trace_limit", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once." ); |
|
CTHREADLOCALINT g_DebugTracesRemainingBeforeTrap(0); |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, |
|
const Ray_t &ray, bool coarseTest, IPartitionEnumerator *pIterator ) |
|
{ |
|
VPROF("EnumerateElementsAlongRay"); |
|
#ifdef THINK_TRACE_COUNTER_COMPILED |
|
if ( DEBUG_THINK_TRACE_COUNTER_ALLOWED() && think_trace_limit.GetInt() != 0 && g_DebugTracesRemainingBeforeTrap > 0 ) |
|
{ |
|
if ( --g_DebugTracesRemainingBeforeTrap <= 0 ) |
|
{ |
|
if ( Plat_IsInDebugSession() ) |
|
{ |
|
|
|
DebuggerBreakIfDebugging(); |
|
if ( think_trace_limit.GetInt() < 0 ) |
|
{ |
|
g_DebugTracesRemainingBeforeTrap = -think_trace_limit.GetInt(); |
|
} |
|
} |
|
else |
|
{ |
|
AssertMsg1( false, "Performed %d traces in a single think function!\n", think_trace_limit.GetInt() ); |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
if ( !ray.m_IsSwept ) |
|
{ |
|
Vector vecMin, vecMax; |
|
VectorSubtract( ray.m_Start, ray.m_Extents, vecMin ); |
|
VectorAdd( ray.m_Start, ray.m_Extents, vecMax ); |
|
return EnumerateElementsInBox( listMask, vecMin, vecMax, coarseTest, pIterator ); |
|
} |
|
|
|
// If this assertion fails, you're using a list at a point where the spatial partition elements aren't set up! |
|
// Assert( ( listMask & m_nSuppressedListMask ) == 0 ); |
|
|
|
// Early-out. |
|
if ( listMask == 0 ) |
|
return; |
|
|
|
// Calculate the end of the ray |
|
Vector vecEnd; |
|
Vector vecInvDelta; |
|
Ray_t clippedRay = ray; |
|
VectorAdd( clippedRay.m_Start, clippedRay.m_Delta, vecEnd ); |
|
|
|
bool bStartIn = IsPointInBox( ray.m_Start, s_PartitionMin, s_PartitionMax ); |
|
bool bEndIn = IsPointInBox( vecEnd, s_PartitionMin, s_PartitionMax ); |
|
if ( !bStartIn && !bEndIn ) |
|
return; |
|
|
|
// Callbacks. |
|
if ( !bStartIn ) |
|
{ |
|
ClampStartPoint( clippedRay, vecEnd ); |
|
} |
|
else if ( !bEndIn ) |
|
{ |
|
ClampEndPoint( clippedRay, vecEnd ); |
|
} |
|
|
|
vecInvDelta[0] = ( clippedRay.m_Delta[0] != 0.0f ) ? 1.0f / clippedRay.m_Delta[0] : FLT_MAX; |
|
vecInvDelta[1] = ( clippedRay.m_Delta[1] != 0.0f ) ? 1.0f / clippedRay.m_Delta[1] : FLT_MAX; |
|
vecInvDelta[2] = ( clippedRay.m_Delta[2] != 0.0f ) ? 1.0f / clippedRay.m_Delta[2] : FLT_MAX; |
|
|
|
CPartitionVisits *pPrevVisits = BeginVisit(); |
|
|
|
m_lock.LockForRead(); |
|
if ( ray.m_IsRay ) |
|
{ |
|
EnumerateElementsAlongRay_Ray( listMask, clippedRay, vecInvDelta, vecEnd, pIterator ); |
|
} |
|
else |
|
{ |
|
EnumerateElementsAlongRay_ExtrudedRay( listMask, clippedRay, vecInvDelta, vecEnd, pIterator ); |
|
} |
|
|
|
m_lock.UnlockRead(); |
|
EndVisit( pPrevVisits ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, |
|
const Vector& pt, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
// If this assertion fails, you're using a list at a point where the spatial partition elements aren't set up! |
|
// Assert( ( listMask & m_nSuppressedListMask ) == 0 ); |
|
|
|
// Early-out. |
|
if ( listMask == 0 ) |
|
return; |
|
|
|
m_lock.LockForRead(); |
|
// Callbacks. |
|
Voxel_t v = m_pVoxelHash[0].VoxelIndexFromPoint( pt ); |
|
if ( !m_pVoxelHash[0].EnumerateElementsAtPoint( listMask, v, pt, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
return; |
|
} |
|
|
|
v = ConvertToNextLevel( v ); |
|
if ( !m_pVoxelHash[1].EnumerateElementsAtPoint( listMask, v, pt, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
return; |
|
} |
|
|
|
v = ConvertToNextLevel( v ); |
|
if ( !m_pVoxelHash[2].EnumerateElementsAtPoint( listMask, v, pt, pIterator ) ) |
|
{ |
|
m_lock.UnlockRead(); |
|
return; |
|
} |
|
|
|
v = ConvertToNextLevel( v ); |
|
m_pVoxelHash[3].EnumerateElementsAtPoint( listMask, v, pt, pIterator ); |
|
m_lock.UnlockRead(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug! Render boxes around objects in tree. |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::RenderAllObjectsInTree( float flTime ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
m_lock.LockForRead(); |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
m_pVoxelHash[i].RenderAllObjectsInTree( flTime ); |
|
} |
|
m_lock.UnlockRead(); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
m_lock.LockForRead(); |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
m_pVoxelHash[i].RenderObjectsInPlayerLeafs( vecPlayerMin, vecPlayerMax, flTime ); |
|
} |
|
m_lock.UnlockRead(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Expose CSpatialPartition to the game + client DLL. |
|
//----------------------------------------------------------------------------- |
|
static CSpatialPartition g_SpatialPartition; |
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CSpatialPartition, ISpatialPartition, INTERFACEVERSION_SPATIALPARTITION, g_SpatialPartition ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Expose ISpatialPartitionInternal to the engine. |
|
//----------------------------------------------------------------------------- |
|
ISpatialPartitionInternal *SpatialPartition() |
|
{ |
|
return &g_SpatialPartition; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Constructor |
|
//----------------------------------------------------------------------------- |
|
CSpatialPartition::CSpatialPartition() |
|
{ |
|
m_nQueryCallbackCount = 0; |
|
} |
|
|
|
|
|
CSpatialPartition::~CSpatialPartition() |
|
{ |
|
Shutdown(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input: worldmin - |
|
// worldmax - |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::Init( const Vector &worldmin, const Vector &worldmax ) |
|
{ |
|
// Clear the handle list and ensure some new memory. |
|
MEM_ALLOC_CREDIT(); |
|
m_aHandles.Purge(); |
|
m_aHandles.EnsureCapacity( SPHASH_HANDLELIST_BLOCK ); |
|
|
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].Init( this, i, worldmin, worldmax ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::Shutdown( void ) |
|
{ |
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].Shutdown(); |
|
} |
|
m_aHandles.Purge(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Add a callback to the query callback list. Functions get called |
|
// right before a query occurs. |
|
// Input: pCallback - pointer to the callback function to add |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::InstallQueryCallback( IPartitionQueryCallback *pCallback ) |
|
{ |
|
// Verify data. |
|
Assert( pCallback && m_nQueryCallbackCount < MAX_QUERY_CALLBACK ); |
|
if ( !pCallback || ( m_nQueryCallbackCount >= MAX_QUERY_CALLBACK ) ) |
|
return; |
|
|
|
m_pQueryCallback[m_nQueryCallbackCount] = pCallback; |
|
++m_nQueryCallbackCount; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Remove a callback from the query callback list. |
|
// Input: pCallback - pointer to the callback function to remove |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RemoveQueryCallback( IPartitionQueryCallback *pCallback ) |
|
{ |
|
// Verify data. |
|
if ( !pCallback ) |
|
return; |
|
|
|
for ( int iQuery = m_nQueryCallbackCount; --iQuery >= 0; ) |
|
{ |
|
if ( m_pQueryCallback[iQuery] == pCallback ) |
|
{ |
|
--m_nQueryCallbackCount; |
|
m_pQueryCallback[iQuery] = m_pQueryCallback[m_nQueryCallbackCount]; |
|
return; |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Invokes the pre-query callbacks. |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::InvokeQueryCallbacks( SpatialPartitionListMask_t listMask, bool bDone ) |
|
{ |
|
for ( int iQuery = 0; iQuery < m_nQueryCallbackCount; ++iQuery ) |
|
{ |
|
if ( !bDone ) |
|
{ |
|
m_pQueryCallback[iQuery]->OnPreQuery( listMask ); |
|
} |
|
else |
|
{ |
|
m_pQueryCallback[iQuery]->OnPostQuery( listMask ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Create spatial partition object handle. |
|
// Input: pHandleEntity - entity handle of the object to create a spatial partition handle for |
|
//----------------------------------------------------------------------------- |
|
SpatialPartitionHandle_t CSpatialPartition::CreateHandle( IHandleEntity *pHandleEntity ) |
|
{ |
|
m_HandlesMutex.Lock(); |
|
SpatialPartitionHandle_t hPartition = m_aHandles.AddToTail(); |
|
m_HandlesMutex.Unlock(); |
|
m_aHandles[hPartition].m_pHandleEntity = pHandleEntity; |
|
m_aHandles[hPartition].m_vecMin.Init( FLT_MAX, FLT_MAX, FLT_MAX ); |
|
m_aHandles[hPartition].m_vecMax.Init( FLT_MIN, FLT_MIN, FLT_MIN ); |
|
m_aHandles[hPartition].m_fList = 0; |
|
m_aHandles[hPartition].m_flags = 0; |
|
|
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_aHandles[hPartition].m_nVisitBit[i] = 0xffff; |
|
m_aHandles[hPartition].m_nLevel[i] = (uint8)-1; |
|
m_aHandles[hPartition].m_iLeafList[i] = CLeafList::InvalidIndex(); |
|
} |
|
|
|
return hPartition; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Destroy spatial partition object handle. |
|
// Input: handle - handle of the spatial partition object handle to destroy |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::DestroyHandle( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
if ( hPartition != PARTITION_INVALID_HANDLE ) |
|
{ |
|
RemoveFromTree( hPartition ); |
|
m_HandlesMutex.Lock(); |
|
// memset( &m_aHandles[hPartition], 0xcd, sizeof(EntityInfo_t) ); |
|
m_aHandles.Remove( hPartition ); |
|
m_HandlesMutex.Unlock(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Create spatial partition object handle and insert it into the tree. |
|
// Input: pHandleEntity - entity handle of the object to create a spatial partition handle for |
|
// listMask - |
|
// mins - |
|
// maxs - |
|
//----------------------------------------------------------------------------- |
|
SpatialPartitionHandle_t CSpatialPartition::CreateHandle( IHandleEntity *pHandleEntity, |
|
SpatialPartitionListMask_t listMask, |
|
const Vector &mins, const Vector &maxs ) |
|
{ |
|
// CDebugOverlay::AddBoxOverlay( vec3_origin, mins, maxs, vec3_angle, 0, 255, 0, 75, 3600 ); |
|
|
|
SpatialPartitionHandle_t hPartition = CreateHandle( pHandleEntity ); |
|
Insert( listMask, hPartition ); |
|
InsertIntoTree( hPartition, mins, maxs ); |
|
|
|
return hPartition; |
|
} |
|
|
|
|
|
void CSpatialPartition::UpdateListMask( SpatialPartitionHandle_t hPartition, uint16 nListMask ) |
|
{ |
|
EntityInfo_t &entityInfo = EntityInfo( hPartition ); |
|
if ( entityInfo.m_fList != nListMask ) |
|
{ |
|
entityInfo.m_fList = nListMask; |
|
|
|
if ( entityInfo.m_flags & IN_CLIENT_TREE ) |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].UpdateListMask( hPartition ); |
|
} |
|
|
|
if ( entityInfo.m_flags & IN_SERVER_TREE ) |
|
{ |
|
m_VoxelTrees[SERVER_TREE].UpdateListMask( hPartition ); |
|
} |
|
} |
|
} |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Insert object handle into group(s). |
|
// Input: listId - list(s) to insert the object handle into |
|
// handle - object handle to be inserted into list |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::Insert( SpatialPartitionListMask_t listId, SpatialPartitionHandle_t handle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
Assert( listId <= USHRT_MAX ); |
|
UpdateListMask( handle, m_aHandles[handle].m_fList | listId ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Remove object handle from group(s). |
|
// Input: listId - list(s) to remove the object handle from |
|
// handle - object handle to be removed from list |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::Remove( SpatialPartitionListMask_t listId, SpatialPartitionHandle_t handle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
Assert( listId <= USHRT_MAX ); |
|
UpdateListMask( handle, m_aHandles[handle].m_fList & ~listId ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RemoveAndInsert( SpatialPartitionListMask_t removeMask, SpatialPartitionListMask_t insertMask, |
|
SpatialPartitionHandle_t handle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
Assert( removeMask <= USHRT_MAX ); |
|
Assert( insertMask <= USHRT_MAX ); |
|
uint16 nOriginalListMask = m_aHandles[handle].m_fList; |
|
uint16 nListMask = (nOriginalListMask & ~removeMask) | insertMask; |
|
UpdateListMask( handle, nListMask ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Remove object handle from all groups. |
|
// Input: handle - object handle to be removed from all lists |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::Remove( SpatialPartitionHandle_t handle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
UpdateListMask( handle, 0 ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Fast way to re-add (set) a group that was removed (and saved) via the |
|
// HideElement call. |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::UnhideElement( SpatialPartitionHandle_t handle, SpatialTempHandle_t tempHandle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
|
|
m_HandlesMutex.Lock(); |
|
m_aHandles[handle].m_flags &= ~ENTITY_HIDDEN; |
|
m_HandlesMutex.Unlock(); |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Remove handle quickly saving the old list data, to be restored later |
|
// via the UnhideElement call. |
|
//----------------------------------------------------------------------------- |
|
SpatialTempHandle_t CSpatialPartition::HideElement( SpatialPartitionHandle_t handle ) |
|
{ |
|
Assert( m_aHandles.IsValidIndex( handle ) ); |
|
m_HandlesMutex.Lock(); |
|
m_aHandles[handle].m_flags |= ENTITY_HIDDEN; |
|
m_HandlesMutex.Unlock(); |
|
|
|
return 1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: (Debugging) Suppress queries on particular lists. |
|
// Input: nListMask - lists to suppress/unsuppress |
|
// bSuppress - (true/false) suppress/unsuppress |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::SuppressLists( SpatialPartitionListMask_t nListMask, bool bSuppress ) |
|
{ |
|
if ( bSuppress ) |
|
{ |
|
m_nSuppressedListMask |= nListMask; |
|
} |
|
else |
|
{ |
|
m_nSuppressedListMask &= ~nListMask; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: (Debugging) Get the suppression list. |
|
// Output: spatial partition suppression list |
|
//----------------------------------------------------------------------------- |
|
SpatialPartitionListMask_t CSpatialPartition::GetSuppressedLists( void ) |
|
{ |
|
return m_nSuppressedListMask; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::ElementMoved( SpatialPartitionHandle_t handle, const Vector& mins, const Vector& maxs ) |
|
{ |
|
EntityInfo_t &entityInfo = EntityInfo( handle ); |
|
SpatialPartitionListMask_t listMask = entityInfo.m_fList; |
|
|
|
|
|
if ( CLIENT_TREE != SERVER_TREE ) |
|
{ |
|
if ( listMask & PARTITION_ALL_CLIENT_EDICTS ) |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].ElementMoved( handle, mins, maxs ); |
|
entityInfo.m_flags |= IN_CLIENT_TREE; |
|
} |
|
|
|
if ( listMask & ~PARTITION_ALL_CLIENT_EDICTS ) |
|
{ |
|
m_VoxelTrees[SERVER_TREE].ElementMoved( handle, mins, maxs ); |
|
entityInfo.m_flags |= IN_SERVER_TREE; |
|
} |
|
} |
|
else |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].ElementMoved( handle, mins, maxs ); |
|
entityInfo.m_flags |= IN_CLIENT_TREE; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::EnumerateElementsInBox( SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
CVoxelTree *pTree = VoxelTree( listMask ); |
|
InvokeQueryCallbacks( listMask ); |
|
pTree->EnumerateElementsInBox( listMask, mins, maxs, coarseTest, pIterator ); |
|
InvokeQueryCallbacks( listMask, true ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::EnumerateElementsInSphere( SpatialPartitionListMask_t listMask, const Vector& origin, float radius, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
CVoxelTree *pTree = VoxelTree( listMask ); |
|
InvokeQueryCallbacks( listMask ); |
|
pTree->EnumerateElementsInSphere( listMask, origin, radius, coarseTest, pIterator ); |
|
InvokeQueryCallbacks( listMask, true ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::EnumerateElementsAlongRay( SpatialPartitionListMask_t listMask, const Ray_t& ray, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
CVoxelTree *pTree = VoxelTree( listMask ); |
|
InvokeQueryCallbacks( listMask ); |
|
pTree->EnumerateElementsAlongRay( listMask, ray, coarseTest, pIterator ); |
|
InvokeQueryCallbacks( listMask, true ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::EnumerateElementsAtPoint( SpatialPartitionListMask_t listMask, const Vector& pt, bool coarseTest, IPartitionEnumerator* pIterator ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); |
|
CVoxelTree *pTree = VoxelTree( listMask ); |
|
InvokeQueryCallbacks( listMask ); |
|
pTree->EnumerateElementsAtPoint( listMask, pt, coarseTest, pIterator ); |
|
InvokeQueryCallbacks( listMask, true ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::InsertIntoTree( SpatialPartitionHandle_t hPartition, const Vector& mins, const Vector& maxs ) |
|
{ |
|
EntityInfo_t &entityInfo = EntityInfo( hPartition ); |
|
SpatialPartitionListMask_t listMask = entityInfo.m_fList; |
|
|
|
if ( CLIENT_TREE != SERVER_TREE ) |
|
{ |
|
if ( ( listMask & PARTITION_ALL_CLIENT_EDICTS ) && !( entityInfo.m_flags & IN_CLIENT_TREE ) ) |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].InsertIntoTree( hPartition, mins, maxs, false ); |
|
entityInfo.m_flags |= IN_CLIENT_TREE; |
|
} |
|
|
|
if ( ( listMask & ~PARTITION_ALL_CLIENT_EDICTS ) && !( entityInfo.m_flags & IN_SERVER_TREE ) ) |
|
{ |
|
m_VoxelTrees[SERVER_TREE].InsertIntoTree( hPartition, mins, maxs, false ); |
|
entityInfo.m_flags |= IN_SERVER_TREE; |
|
} |
|
} |
|
else if ( !( entityInfo.m_flags & IN_CLIENT_TREE ) ) |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].InsertIntoTree( hPartition, mins, maxs, false ); |
|
entityInfo.m_flags |= IN_CLIENT_TREE; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RemoveFromTree( SpatialPartitionHandle_t hPartition ) |
|
{ |
|
EntityInfo_t &entityInfo = EntityInfo( hPartition ); |
|
|
|
if ( entityInfo.m_flags & IN_CLIENT_TREE ) |
|
{ |
|
m_VoxelTrees[CLIENT_TREE].RemoveFromTree( hPartition ); |
|
entityInfo.m_flags &= ~IN_CLIENT_TREE; |
|
} |
|
|
|
if ( entityInfo.m_flags & IN_SERVER_TREE ) |
|
{ |
|
m_VoxelTrees[SERVER_TREE].RemoveFromTree( hPartition ); |
|
entityInfo.m_flags &= ~IN_SERVER_TREE; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RenderObjectsInBox( const Vector &vecMin, const Vector &vecMax, float flTime ) |
|
{ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RenderObjectsInSphere( const Vector &vecCenter, float flRadius, float flTime ) |
|
{ |
|
} |
|
|
|
|
|
void CSpatialPartition::RenderObjectsAlongRay( const Ray_t& ray, float flTime ) |
|
{ |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Report stats |
|
//----------------------------------------------------------------------------- |
|
void CSpatialPartition::RenderAllObjectsInTree( float flTime ) |
|
{ |
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].RenderAllObjectsInTree( flTime ); |
|
} |
|
} |
|
|
|
void CSpatialPartition::RenderObjectsInPlayerLeafs( const Vector &vecPlayerMin, const Vector &vecPlayerMax, float flTime ) |
|
{ |
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].RenderObjectsInPlayerLeafs( vecPlayerMin, vecPlayerMax, flTime ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Report stats |
|
//----------------------------------------------------------------------------- |
|
void CVoxelTree::ReportStats( const char *pFileName ) |
|
{ |
|
Msg( "Histogram : Entities per level\n" ); |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
Msg( "\t%d - %d\n", i, m_pVoxelHash[i].EntityCount() ); |
|
} |
|
} |
|
|
|
void CSpatialPartition::ReportStats( const char *pFileName ) |
|
{ |
|
Msg( "Handle Count %d (%d bytes)\n", m_aHandles.Count(), m_aHandles.Count() * ( sizeof(EntityInfo_t) + 2 * sizeof(SpatialPartitionHandle_t) ) ); |
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].ReportStats( pFileName ); |
|
} |
|
} |
|
|
|
static ConVar r_partition_level( "r_partition_level", "-1", FCVAR_CHEAT, "Displays a particular level of the spatial partition system. Use -1 to disable it." ); |
|
|
|
void CVoxelTree::DrawDebugOverlays() |
|
{ |
|
int nLevel = r_partition_level.GetInt(); |
|
if ( nLevel < 0 ) |
|
return; |
|
|
|
m_lock.LockForRead(); |
|
for ( int i = 0; i < m_nLevelCount; ++i ) |
|
{ |
|
if ( ( nLevel >= 0 ) && ( nLevel != i ) ) |
|
continue; |
|
|
|
m_pVoxelHash[i].RenderGrid(); |
|
m_pVoxelHash[i].RenderAllObjectsInTree( 0.01f ); |
|
} |
|
m_lock.UnlockRead(); |
|
} |
|
|
|
void CSpatialPartition::DrawDebugOverlays() |
|
{ |
|
for ( int i = 0; i < NUM_TREES; i++ ) |
|
{ |
|
m_VoxelTrees[i].DrawDebugOverlays(); |
|
} |
|
} |
|
|
|
//============================================================================= |
|
ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) |
|
{ |
|
CSpatialPartition *pResult = new CSpatialPartition; |
|
pResult->Init( worldmin, worldmax ); |
|
return pResult; |
|
} |
|
|
|
void DestroySpatialPartition( ISpatialPartition *pPartition ) |
|
{ |
|
Assert( pPartition != (ISpatialPartition*)&g_SpatialPartition ); |
|
delete pPartition; |
|
}
|
|
|