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Merge pull request #650 from majesticCoding/miami

COcclusion done, I hope
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aap 2020-07-20 19:56:18 +02:00 committed by GitHub
commit ee2d0ffc14
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8 changed files with 494 additions and 10 deletions

View file

@ -67,6 +67,7 @@ enum Config {
NUMATTRIBZONES = 704, NUMATTRIBZONES = 704,
NUMOCCLUSIONVOLUMES = 350, NUMOCCLUSIONVOLUMES = 350,
NUMACTIVEOCCLUDERS = 48,
PATHNODESIZE = 4500, PATHNODESIZE = 4500,

View file

@ -61,6 +61,7 @@
#include "MemoryCard.h" #include "MemoryCard.h"
#include "SceneEdit.h" #include "SceneEdit.h"
#include "debugmenu.h" #include "debugmenu.h"
#include "Occlusion.h"
GlobalScene Scene; GlobalScene Scene;
@ -948,6 +949,7 @@ Render2dStuff(void)
CGarages::PrintMessages(); CGarages::PrintMessages();
CPad::PrintErrorMessage(); CPad::PrintErrorMessage();
CFont::DrawFonts(); CFont::DrawFonts();
COcclusion::Render();
#ifdef DEBUGMENU #ifdef DEBUGMENU
DebugMenuRender(); DebugMenuRender();

View file

@ -31,6 +31,7 @@
#include "Ped.h" #include "Ped.h"
#include "Dummy.h" #include "Dummy.h"
#include "WindModifiers.h" #include "WindModifiers.h"
#include "Occlusion.h"
//--MIAMI: file almost done (see TODO) //--MIAMI: file almost done (see TODO)
@ -1157,3 +1158,37 @@ bool IsEntityPointerValid(CEntity* pEntity)
} }
return false; return false;
} }
bool CEntity::IsEntityOccluded(void) {
return false;
CVector coors;
float width, height;
if (!COcclusion::NumActiveOccluders || !CalcScreenCoors(GetBoundCentre(), &coors, &width, &height))
return false;
float area = Max(width, height) * GetBoundRadius() * 0.9f;
for (int i = 0; i < COcclusion::NumActiveOccluders; i++) {
if (coors.z - (GetBoundRadius() * 0.85f) > COcclusion::aActiveOccluders[i].radius) {
if (COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area)) {
return true;
}
if (COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) {
CVector min = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.min;
CVector max = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.max;
if (CalcScreenCoors(min, &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(max.x, max.y, min.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(max.x, min.y, max.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(min.x, max.y, max.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
return true;
}
}
}
return false;
}

View file

@ -156,8 +156,7 @@ public:
bool GetIsOnScreenComplex(void); bool GetIsOnScreenComplex(void);
bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); } bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); } bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
// TODO(MIAMI): bool IsEntityOccluded(void);
bool IsEntityOccluded(void) { return false; }
int16 GetModelIndex(void) const { return m_modelIndex; } int16 GetModelIndex(void) const { return m_modelIndex; }
void UpdateRwFrame(void); void UpdateRwFrame(void);
void SetupBigBuilding(void); void SetupBigBuilding(void);

View file

@ -1,13 +1,34 @@
#include "common.h" #include "common.h"
#include "Occlusion.h" #include "Occlusion.h"
#include "Game.h"
#include "Camera.h"
#include "Vector.h"
#include "Draw.h"
#include "Timer.h"
#include "RwHelper.h"
int32 COcclusion::NumOccludersOnMap; int32 COcclusion::NumOccludersOnMap;
int16 COcclusion::FarAwayList; int16 COcclusion::FarAwayList;
int16 COcclusion::NearbyList; int16 COcclusion::NearbyList;
int16 COcclusion::ListWalkThroughFA; int16 COcclusion::ListWalkThroughFA;
int16 COcclusion::PreviousListWalkThroughFA; int16 COcclusion::PreviousListWalkThroughFA;
int16 COcclusion::NumActiveOccluders;
COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES]; COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES];
CActiveOccluder COcclusion::aActiveOccluders[NUMACTIVEOCCLUDERS];
CVector gCenterOnScreen;
float gMinYInOccluder;
float gMinXInOccluder;
float gMaxYInOccluder;
float gMaxXInOccluder;
bool gOccluderCoorsValid[8];
CVector gOccluderCoorsOnScreen[8];
CVector gOccluderCoors[8];
bool bDisplayOccDebugStuff = false;
void void
COcclusion::Init(void) COcclusion::Init(void)
@ -17,6 +38,7 @@ COcclusion::Init(void)
NearbyList = -1; NearbyList = -1;
ListWalkThroughFA = -1; ListWalkThroughFA = -1;
PreviousListWalkThroughFA = -1; PreviousListWalkThroughFA = -1;
bDisplayOccDebugStuff = false;
} }
void void
@ -38,7 +60,405 @@ COcclusion::AddOne(float x, float y, float z, float width, float length, float h
FarAwayList = NumOccludersOnMap++; FarAwayList = NumOccludersOnMap++;
} }
bool
COccluder::NearCamera() {
return (TheCamera.GetPosition() - CVector(x, y, z)).Magnitude() - (Max(width, length) / 2.0f) < 250.0f;
}
bool
DoesInfiniteLineCrossFiniteLine(float p1X, float p1Y, float p2X, float p2Y, float lineX, float lineY, float lineDX, float lineDY)
{
float side1 = (p1X - lineX) * lineDX - (p1Y - lineY) * lineDY;
float side2 = (p2X - lineX) * lineDX - (p2Y - lineY) * lineDY;
return side1 * side2 < 0.0f; // if points lie on opposite sides of the infinte line, the line between them crosses it
}
bool DoesInfiniteLineTouchScreen(float p1X, float p1Y, float p2X, float p2Y) {
if (p1X > 0.0f && p1Y > 0.0f && SCREEN_WIDTH > p1X && SCREEN_HEIGHT > p1Y)
return true;
return (DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, p1X, p1Y, p2X, p2Y) ||
DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, 0.0f, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
DoesInfiniteLineCrossFiniteLine(SCREEN_WIDTH, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
DoesInfiniteLineCrossFiniteLine(0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y));
}
bool IsPointInsideLine(float lineX, float lineY, float lineDX, float lineDY, float pX, float pY, float area = 0.0f) {
return (pX - lineX) * lineDY - (pY - lineY) * lineDX >= area;
}
bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh) {
*out = TheCamera.m_viewMatrix * in;
if (out->z <= 1.0f) return false;
float recip = 1.0f / out->z;
out->x *= SCREEN_WIDTH * recip;
out->y *= SCREEN_HEIGHT * recip;
float fovScale = DefaultFOV / CDraw::GetFOV();
*outw = fovScale * recip * SCREEN_WIDTH;
*outh = fovScale * recip * SCREEN_HEIGHT;
return true;
}
bool CalcScreenCoors(CVector const &in, CVector *out) {
*out = TheCamera.m_viewMatrix * in;
if (out->z <= 1.0f) return false;
float recip = 1.0f / out->z;
out->x *= SCREEN_WIDTH * recip;
out->y *= SCREEN_HEIGHT * recip;
return true;
}
bool
COccluder::ProcessLineSegment(int corner1, int corner2, CActiveOccluder *occl) {
if (!gOccluderCoorsValid[corner1] && !gOccluderCoorsValid[corner2])
return false;
float x1, y1, x2, y2;
CVector origin3d, direction3d;
if (!gOccluderCoorsValid[corner1]) {
float clipDist1 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner1]).z - 1.1f);
float clipDist2 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner2]).z - 1.1f);
float ratio = clipDist2 / (clipDist1 + clipDist2);
CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1];
if (!CalcScreenCoors(clippedCoors, &origin3d, &x1, &y1))
return true;
}
else {
origin3d = gOccluderCoorsOnScreen[corner1];
}
if (!gOccluderCoorsValid[corner2]) {
float clipDist1 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner1]).z - 1.1f);
float clipDist2 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner2]).z - 1.1f);
float ratio = clipDist1 / (clipDist1 + clipDist2);
CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1];
if (!CalcScreenCoors(clippedCoors, &direction3d, &x2, &y2))
return true;
}
else {
direction3d = gOccluderCoorsOnScreen[corner2];
}
gMinXInOccluder = Min(Min(gMinXInOccluder, origin3d.x), direction3d.x);
gMaxXInOccluder = Max(Max(gMaxXInOccluder, origin3d.x), direction3d.x);
gMinYInOccluder = Min(Min(gMinYInOccluder, origin3d.y), direction3d.y);
gMaxYInOccluder = Max(Max(gMaxYInOccluder, origin3d.y), direction3d.y);
CVector2D origin = (CVector2D)origin3d;
CVector2D direction = (CVector2D)direction3d - origin;
if (!IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, gCenterOnScreen.x, gCenterOnScreen.y, 0.0f)) {
origin += direction;
direction *= -1.0f;
}
float magnitude = direction.Magnitude();
occl->lines[occl->linesCount].origin = origin;
occl->lines[occl->linesCount].direction = direction / magnitude;
occl->lines[occl->linesCount].length = magnitude;
if (!DoesInfiniteLineTouchScreen(origin.x, origin.y, direction.x, direction.y))
return !IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f, 0.0f);
occl->linesCount++;
return false;
}
bool
COccluder::ProcessOneOccluder(CActiveOccluder *occl) {
float outX, outY;
occl->linesCount = 0;
CVector pos(x, y, z);
if (!CalcScreenCoors(pos, &gCenterOnScreen, &outX, &outY) || gCenterOnScreen.z < -150.0f || gCenterOnScreen.z > 300.0f) {
return false;
}
occl->radius = Max(width, length) * 0.35f + gCenterOnScreen.z;
CVector vec[3];
vec[0].x = width / 2.0f * Sin(angle / 63556.0f*TWOPI);
vec[0].y = -width / 2.0f * Cos(angle / 63556.0f*TWOPI);
vec[0].z = 0.0f;
vec[1].x = length / 2.0f * Cos(angle / 63556.0f*TWOPI);
vec[1].y = length / 2.0f * Sin(angle / 63556.0f*TWOPI);
vec[1].z = 0.0f;
vec[2].x = 0.0f;
vec[2].y = 0.0f;
vec[2].z = height / 2.0f;
bool aChecks[6]; int counter = -1;
for (int i = 0; i < 3; i++) {
aChecks[++counter] = DotProduct((pos + vec[i] - TheCamera.GetPosition()), vec[i]) < 0.0f;
aChecks[++counter] = DotProduct((pos - vec[i] - TheCamera.GetPosition()), -vec[i]) < 0.0f;
}
//calculating vertices of a box
gOccluderCoors[0] = pos + vec[0] + vec[1] + vec[2];
gOccluderCoors[1] = pos - vec[0] + vec[1] + vec[2];
gOccluderCoors[2] = pos + vec[0] - vec[1] + vec[2];
gOccluderCoors[3] = pos - vec[0] - vec[1] + vec[2];
gOccluderCoors[4] = pos + vec[0] + vec[1] - vec[2];
gOccluderCoors[5] = pos - vec[0] + vec[1] - vec[2];
gOccluderCoors[6] = pos + vec[0] - vec[1] - vec[2];
gOccluderCoors[7] = pos - vec[0] - vec[1] - vec[2];
for(int i = 0; i < 8; i++)
gOccluderCoorsValid[i] = CalcScreenCoors(gOccluderCoors[i], &gOccluderCoorsOnScreen[i], &outX, &outY);
gMinYInOccluder = 999999.875f;
gMinXInOccluder = 999999.875f;
gMaxYInOccluder = -999999.875f;
gMaxXInOccluder = -999999.875f;
if (aChecks[2] != aChecks[0] && ProcessLineSegment(0, 4, occl))
return false;
if (aChecks[3] != aChecks[0] && ProcessLineSegment(2, 6, occl))
return false;
if (aChecks[4] != aChecks[0] && ProcessLineSegment(0, 2, occl))
return false;
if (aChecks[5] != aChecks[0] && ProcessLineSegment(4, 6, occl))
return false;
if (aChecks[2] != aChecks[1] && ProcessLineSegment(1, 5, occl))
return false;
if (aChecks[3] != aChecks[1] && ProcessLineSegment(3, 7, occl))
return false;
if (aChecks[4] != aChecks[1] && ProcessLineSegment(1, 3, occl))
return false;
if (aChecks[5] != aChecks[1] && ProcessLineSegment(5, 7, occl))
return false;
if (aChecks[4] != aChecks[2] && ProcessLineSegment(0, 1, occl))
return false;
if (aChecks[3] != aChecks[4] && ProcessLineSegment(2, 3, occl))
return false;
if (aChecks[5] != aChecks[3] && ProcessLineSegment(6, 7, occl))
return false;
if (aChecks[2] != aChecks[5] && ProcessLineSegment(4, 5, occl))
return false;
if (gMaxXInOccluder - gMinXInOccluder < SCREEN_WIDTH * 0.1f ||
gMaxYInOccluder - gMinYInOccluder < SCREEN_HEIGHT * 0.07f)
return false;
return true;
}
bool
COcclusion::OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2) {
for (int i = 0; i < occl1->linesCount; i++) {
for (int j = 0; j < occl2->linesCount; j++) {
if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x,
occl2->lines[j].direction.y, occl1->lines[i].origin.x, occl1->lines[i].origin.y, 0.0f))
return false;
if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x,
occl2->lines[j].direction.y, (occl1->lines[i].origin.x + occl1->lines[i].direction.x * occl1->lines[i].length),
(occl1->lines[i].origin.y + occl1->lines[i].direction.y * occl1->lines[i].length), 0.0f))
return false;
}
}
return true;
}
void void
COcclusion::ProcessBeforeRendering(void) COcclusion::ProcessBeforeRendering(void)
{ {
NumActiveOccluders = 0;
if (CGame::currArea != AREA_MAIN_MAP)
return;
if (ListWalkThroughFA == -1) {
PreviousListWalkThroughFA = -1;
ListWalkThroughFA = FarAwayList;
}
int i;
for (i = 0; i < 16 && ListWalkThroughFA != -1; i++) {
if (aOccluders[ListWalkThroughFA].NearCamera()) {
int prevListWalkThroughFA = ListWalkThroughFA;
if (PreviousListWalkThroughFA == -1) {
FarAwayList = aOccluders[ListWalkThroughFA].listIndex;
}
else {
aOccluders[PreviousListWalkThroughFA].listIndex = aOccluders[ListWalkThroughFA].listIndex;
}
int prevNearbyList = NearbyList;
ListWalkThroughFA = aOccluders[ListWalkThroughFA].listIndex;
NearbyList = prevListWalkThroughFA;
aOccluders[prevListWalkThroughFA].listIndex = prevNearbyList;
}
else {
PreviousListWalkThroughFA = ListWalkThroughFA;
ListWalkThroughFA = aOccluders[ListWalkThroughFA].listIndex;
}
}
int prevNearbyList = -1;
int tmpNearbyList = NearbyList;
int indexTmpNearbyList, storeTmpNearbyList, prevFarAwayList;
while (tmpNearbyList != -1)
{
if (NumActiveOccluders < NUMACTIVEOCCLUDERS && aOccluders[tmpNearbyList].ProcessOneOccluder(&aActiveOccluders[NumActiveOccluders]))
++NumActiveOccluders;
indexTmpNearbyList = tmpNearbyList;
if (aOccluders[indexTmpNearbyList].NearCamera())
{
prevNearbyList = tmpNearbyList;
tmpNearbyList = aOccluders[indexTmpNearbyList].listIndex;
}
else
{
storeTmpNearbyList = tmpNearbyList;
if (prevNearbyList == -1) {
NearbyList = aOccluders[indexTmpNearbyList].listIndex;
}
else {
aOccluders[prevNearbyList].listIndex = aOccluders[indexTmpNearbyList].listIndex;
}
tmpNearbyList = aOccluders[indexTmpNearbyList].listIndex;
prevFarAwayList = FarAwayList;
FarAwayList = storeTmpNearbyList;
aOccluders[storeTmpNearbyList].listIndex = prevFarAwayList;
}
}
//printf("NumActiveOccluders = %d\n", NumActiveOccluders);
for (i = 0; i < NumActiveOccluders; i++) {
for (int j = 0; j < NumActiveOccluders; j++) {
if (i != j || aActiveOccluders[j].radius < aActiveOccluders[i].radius) {
if (OccluderHidesBehind(&aActiveOccluders[i], &aActiveOccluders[j])) {
for (int k = i; k < NumActiveOccluders - 1; k++) {
for (int l = 0; l < aActiveOccluders[k].linesCount; l++)
aActiveOccluders[k].lines[l] = aActiveOccluders[k + 1].lines[l];
aActiveOccluders[k].linesCount = aActiveOccluders[k + 1].linesCount;
aActiveOccluders[k].radius = aActiveOccluders[k + 1].radius;
}
}
}
}
}
}
bool CActiveOccluder::IsPointWithinOcclusionArea(float pX, float pY, float area) {
for (int i = 0; i < linesCount; i++) {
if (!IsPointInsideLine(lines[i].origin.x, lines[i].origin.y, lines[i].direction.x, lines[i].direction.y, pX, pY, area))
return false;
}
return true;
}
bool COcclusion::IsAABoxOccluded(CVector pos, float width, float length, float height) {
return false;
CVector coors;
float outW, outH;
if (!NumActiveOccluders || !CalcScreenCoors(pos, &coors, &outW, &outH))
return false;
float side = CVector(width, length, height).Magnitude() / 4.0f;
float area = Max(outW, outH) * side;
CVector minCorner, maxCorner;
minCorner.x = pos.x - width / 2.0f;
minCorner.y = pos.y - length / 2.0f;
minCorner.z = pos.z - height / 2.0f;
maxCorner.x = pos.x + width / 2.0f;
maxCorner.y = pos.y + length / 2.0f;
maxCorner.z = pos.z + height / 2.0f;
for (int i = 0; i < NumActiveOccluders; i++) {
if (coors.z - (side * 0.85f) > aActiveOccluders[i].radius) {
if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area))
return true;
if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) {
if (CalcScreenCoors(minCorner, &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(maxCorner.x, maxCorner.y, minCorner.z), &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(maxCorner.x, minCorner.y, maxCorner.z), &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(minCorner.x, maxCorner.y, maxCorner.z), &coors, &outW, &outH) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
return true;
}
}
}
return false;
}
bool COcclusion::IsPositionOccluded(CVector pos, float side) {
return false;
CVector coors;
float width, height;
if (!NumActiveOccluders || !CalcScreenCoors(pos, &coors, &width, &height))
return false;
float area = Max(width, height) * side;
for (int i = 0; i < NumActiveOccluders; i++) {
if (coors.z - (side * 0.85f) > aActiveOccluders[i].radius)
if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area))
return true;
}
return false;
}
void COcclusion::Render() {
if (!bDisplayOccDebugStuff || !(CTimer::GetTimeInMilliseconds() & 0x200))
return;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, FALSE);
for (int i = 0; i < NumActiveOccluders; i++) {
for (int j = 0; j < aActiveOccluders[i].linesCount; j++) {
RwIm2DVertex vertexbufferT[2];
RwIm2DVertexSetScreenX(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.x);
RwIm2DVertexSetScreenY(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.y);
RwIm2DVertexSetScreenX(&vertexbufferT[1],
aActiveOccluders[i].lines[j].origin.x + aActiveOccluders[i].lines[j].direction.x * aActiveOccluders[i].lines[j].length);
RwIm2DVertexSetScreenY(&vertexbufferT[1],
aActiveOccluders[i].lines[j].origin.y + aActiveOccluders[i].lines[j].direction.y * aActiveOccluders[i].lines[j].length);
RwIm2DVertexSetIntRGBA(&vertexbufferT[0], 255, 255, 0, 255);
RwIm2DVertexSetIntRGBA(&vertexbufferT[1], 255, 255, 0, 255);
RwIm2DRenderLine(vertexbufferT, 2, 0, 1);
}
}
DefinedState();
} }

View file

@ -1,5 +1,21 @@
#pragma once #pragma once
struct ActiveOccluderLine {
CVector2D origin;
CVector2D direction;
float length;
};
class CActiveOccluder {
public:
ActiveOccluderLine lines[6];
int32 linesCount;
float radius;
bool IsPointWithinOcclusionArea(float x, float y, float area);
};
class COccluder class COccluder
{ {
public: public:
@ -7,6 +23,10 @@ public:
int16 x, y, z; int16 x, y, z;
uint16 angle; uint16 angle;
int16 listIndex; int16 listIndex;
bool NearCamera();
bool ProcessOneOccluder(CActiveOccluder *occl);
bool ProcessLineSegment(int corner1, int corner2, CActiveOccluder* occl);
}; };
class COcclusion class COcclusion
@ -17,13 +37,19 @@ public:
static int16 NearbyList; static int16 NearbyList;
static int16 ListWalkThroughFA; static int16 ListWalkThroughFA;
static int16 PreviousListWalkThroughFA; static int16 PreviousListWalkThroughFA;
static int16 NumActiveOccluders;
static COccluder aOccluders[NUMOCCLUSIONVOLUMES]; static COccluder aOccluders[NUMOCCLUSIONVOLUMES];
static CActiveOccluder aActiveOccluders[NUMACTIVEOCCLUDERS];
static void Init(void); static void Init(void);
static void AddOne(float x, float y, float z, float width, float length, float height, float angle); static void AddOne(float x, float y, float z, float width, float length, float height, float angle);
static void ProcessBeforeRendering(void); static void ProcessBeforeRendering(void);
static bool OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2);
//TODO: static bool IsAABoxOccluded(CVector pos, float width, float length, float height);
static bool IsAABoxOccluded(CVector pos, float, float, float) { return false; } static bool IsPositionOccluded(CVector pos, float side);
static void Render();
}; };
bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh);
bool CalcScreenCoors(CVector const &in, CVector *out);

View file

@ -16,6 +16,7 @@
#include "VisibilityPlugins.h" #include "VisibilityPlugins.h"
#include "World.h" #include "World.h"
#include "Zones.h" #include "Zones.h"
#include "Occlusion.h"
uint8 CTheCarGenerators::ProcessCounter; uint8 CTheCarGenerators::ProcessCounter;
uint32 CTheCarGenerators::NumOfCarGenerators; uint32 CTheCarGenerators::NumOfCarGenerators;
@ -151,7 +152,7 @@ void CCarGenerator::Process()
{ {
if (m_nVehicleHandle == -1 && if (m_nVehicleHandle == -1 &&
(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) && (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer()) m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayers())
DoInternalProcessing(); DoInternalProcessing();
if (m_nVehicleHandle == -1) if (m_nVehicleHandle == -1)
return; return;
@ -203,14 +204,14 @@ bool CCarGenerator::CheckForBlockage(int32 mi)
return false; return false;
} }
bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer() bool CCarGenerator::CheckIfWithinRangeOfAnyPlayers()
{ {
CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos; CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
float distance = direction.Magnitude(); float distance = direction.Magnitude();
float farclip = 110.0f * TheCamera.GenerationDistMultiplier; float farclip = 110.0f * TheCamera.GenerationDistMultiplier;
float nearclip = farclip - 20.0f; float nearclip = farclip - 20.0f;
bool canBeRemoved = (m_nModelIndex > 0 && CModelInfo::IsBoatModel(m_nModelIndex) && 165.0f * TheCamera.GenerationDistMultiplier > distance && bool canBeRemoved = (m_nModelIndex > 0 && CModelInfo::IsBoatModel(m_nModelIndex) && 165.0f * TheCamera.GenerationDistMultiplier > distance &&
TheCamera.IsSphereVisible(m_vecPos, 0.0f)); // TODO(MIAMI) COcclision::IsPositionOccluded(m_vecPos, 0.0f) TheCamera.IsSphereVisible(m_vecPos, 0.0f) && COcclusion::IsPositionOccluded(m_vecPos, 0.0f));
if (distance >= farclip || canBeRemoved){ if (distance >= farclip || canBeRemoved){
if (m_bIsBlocking) if (m_bIsBlocking)
m_bIsBlocking = false; m_bIsBlocking = false;

View file

@ -30,7 +30,7 @@ public:
void Process(); void Process();
void Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay); void Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
bool CheckForBlockage(int32 mi); bool CheckForBlockage(int32 mi);
bool CheckIfWithinRangeOfAnyPlayer(); bool CheckIfWithinRangeOfAnyPlayers();
void SetUsesRemaining(uint16 uses) { m_nUsesRemaining = uses; } void SetUsesRemaining(uint16 uses) { m_nUsesRemaining = uses; }
}; };