Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// The BSP tree leaf data system
//
//=============================================================================//
#include "basetypes.h"
#include "bsptreedata.h"
#include "utllinkedlist.h"
#include "utlvector.h"
#include "tier0/dbg.h"
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// The BSP tree leaf data system
//-----------------------------------------------------------------------------
class CBSPTreeData : public IBSPTreeData, public ISpatialLeafEnumerator
{
public:
// constructor, destructor
CBSPTreeData();
virtual ~CBSPTreeData();
// Methods of IBSPTreeData
void Init( ISpatialQuery* pBSPTree );
void Shutdown();
BSPTreeDataHandle_t Insert( int userId, Vector const& mins, Vector const& maxs );
void Remove( BSPTreeDataHandle_t handle );
void ElementMoved( BSPTreeDataHandle_t handle, Vector const& mins, Vector const& maxs );
// Enumerate elements in a particular leaf
bool EnumerateElementsInLeaf( int leaf, IBSPTreeDataEnumerator* pEnum, int context );
// For convenience, enumerates the leaves along a ray, box, etc.
bool EnumerateLeavesAtPoint( Vector const& pt, ISpatialLeafEnumerator* pEnum, int context );
bool EnumerateLeavesInBox( Vector const& mins, Vector const& maxs, ISpatialLeafEnumerator* pEnum, int context );
bool EnumerateLeavesInSphere( Vector const& center, float radius, ISpatialLeafEnumerator* pEnum, int context );
bool EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, int context );
// methods of IBSPLeafEnumerator
bool EnumerateLeaf( int leaf, int context );
// Is the element in any leaves at all?
bool IsElementInTree( BSPTreeDataHandle_t handle ) const;
private:
// Creates a new handle
BSPTreeDataHandle_t NewHandle( int userId );
// Adds a handle to the list of handles
void AddHandleToLeaf( int leaf, BSPTreeDataHandle_t handle );
// insert, remove handles from leaves
void InsertIntoTree( BSPTreeDataHandle_t handle, Vector const& mins, Vector const& maxs );
void RemoveFromTree( BSPTreeDataHandle_t handle );
// Returns the number of elements in a leaf
int CountElementsInLeaf( int leaf );
private:
// All the information associated with a particular handle
struct HandleInfo_t
{
int m_UserId; // Client-defined id
unsigned short m_LeafList; // What leafs is it in?
};
// The leaf contains an index into a list of elements
struct Leaf_t
{
unsigned short m_FirstElement;
};
// The handle knows about the leaves it lies in
struct HandleInLeaf_t
{
int m_Leaf; // what leaf is the handle in?
unsigned short m_LeafElementIndex; // what's the m_LeafElements index of the entry?
};
// Stores data associated with each leaf.
CUtlVector< Leaf_t > m_Leaf;
// Stores all unique handles
CUtlLinkedList< HandleInfo_t, unsigned short > m_Handles;
// Maintains the list of all handles in a particular leaf
CUtlLinkedList< BSPTreeDataHandle_t, unsigned short, true > m_LeafElements;
// Maintains the list of all leaves a particular handle spans
CUtlLinkedList< HandleInLeaf_t, unsigned short, true > m_HandleLeafList;
// Interface to BSP tree
ISpatialQuery* m_pBSPTree;
};
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
IBSPTreeData* CreateBSPTreeData()
{
return new CBSPTreeData;
}
void DestroyBSPTreeData( IBSPTreeData* pTreeData )
{
if (pTreeData)
delete pTreeData;
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CBSPTreeData::CBSPTreeData()
{
}
CBSPTreeData::~CBSPTreeData()
{
}
//-----------------------------------------------------------------------------
// Level init, shutdown
//-----------------------------------------------------------------------------
void CBSPTreeData::Init( ISpatialQuery* pBSPTree )
{
Assert( pBSPTree );
m_pBSPTree = pBSPTree;
m_Handles.EnsureCapacity( 1024 );
m_LeafElements.EnsureCapacity( 1024 );
m_HandleLeafList.EnsureCapacity( 1024 );
// Add all the leaves we'll need
int leafCount = m_pBSPTree->LeafCount();
m_Leaf.EnsureCapacity( leafCount );
Leaf_t newLeaf;
newLeaf.m_FirstElement = m_LeafElements.InvalidIndex();
while ( --leafCount >= 0 )
{
m_Leaf.AddToTail( newLeaf );
}
}
void CBSPTreeData::Shutdown()
{
m_Handles.Purge();
m_LeafElements.Purge();
m_HandleLeafList.Purge();
m_Leaf.Purge();
}
//-----------------------------------------------------------------------------
// Creates a new handle
//-----------------------------------------------------------------------------
BSPTreeDataHandle_t CBSPTreeData::NewHandle( int userId )
{
BSPTreeDataHandle_t handle = m_Handles.AddToTail();
m_Handles[handle].m_UserId = userId;
m_Handles[handle].m_LeafList = m_HandleLeafList.InvalidIndex();
return handle;
}
//-----------------------------------------------------------------------------
// Add/remove handle
//-----------------------------------------------------------------------------
BSPTreeDataHandle_t CBSPTreeData::Insert( int userId, Vector const& mins, Vector const& maxs )
{
BSPTreeDataHandle_t handle = NewHandle( userId );
InsertIntoTree( handle, mins, maxs );
return handle;
}
void CBSPTreeData::Remove( BSPTreeDataHandle_t handle )
{
if (!m_Handles.IsValidIndex(handle))
return;
RemoveFromTree( handle );
m_Handles.Free( handle );
}
//-----------------------------------------------------------------------------
// Adds a handle to a leaf
//-----------------------------------------------------------------------------
void CBSPTreeData::AddHandleToLeaf( int leaf, BSPTreeDataHandle_t handle )
{
// Got to a leaf baby! Add the handle to the leaf's list of elements
unsigned short leafElement = m_LeafElements.Alloc( true );
if (m_Leaf[leaf].m_FirstElement != m_LeafElements.InvalidIndex() )
m_LeafElements.LinkBefore( m_Leaf[leaf].m_FirstElement, leafElement );
m_Leaf[leaf].m_FirstElement = leafElement;
m_LeafElements[leafElement] = handle;
// Insert the leaf into the handles's list of leaves
unsigned short handleElement = m_HandleLeafList.Alloc( true );
if (m_Handles[handle].m_LeafList != m_HandleLeafList.InvalidIndex() )
m_HandleLeafList.LinkBefore( m_Handles[handle].m_LeafList, handleElement );
m_Handles[handle].m_LeafList = handleElement;
m_HandleLeafList[handleElement].m_Leaf = leaf;
m_HandleLeafList[handleElement].m_LeafElementIndex = leafElement;
}
//-----------------------------------------------------------------------------
// Inserts an element into the tree
//-----------------------------------------------------------------------------
bool CBSPTreeData::EnumerateLeaf( int leaf, int context )
{
BSPTreeDataHandle_t handle = (BSPTreeDataHandle_t)context;
AddHandleToLeaf( leaf, handle );
return true;
}
void CBSPTreeData::InsertIntoTree( BSPTreeDataHandle_t handle, Vector const& mins, Vector const& maxs )
{
m_pBSPTree->EnumerateLeavesInBox( mins, maxs, this, handle );
}
//-----------------------------------------------------------------------------
// Removes an element from the tree
//-----------------------------------------------------------------------------
void CBSPTreeData::RemoveFromTree( BSPTreeDataHandle_t handle )
{
// Iterate over the list of all leaves the handle is in
unsigned short i = m_Handles[handle].m_LeafList;
while (i != m_HandleLeafList.InvalidIndex())
{
int leaf = m_HandleLeafList[i].m_Leaf;
unsigned short leafElement = m_HandleLeafList[i].m_LeafElementIndex;
// Unhook the handle from the leaf handle list
if (leafElement == m_Leaf[leaf].m_FirstElement)
m_Leaf[leaf].m_FirstElement = m_LeafElements.Next(leafElement);
m_LeafElements.Free(leafElement);
unsigned short prevNode = i;
i = m_HandleLeafList.Next(i);
m_HandleLeafList.Free(prevNode);
}
m_Handles[handle].m_LeafList = m_HandleLeafList.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Call this when the element moves
//-----------------------------------------------------------------------------
void CBSPTreeData::ElementMoved( BSPTreeDataHandle_t handle, Vector const& mins, Vector const& maxs )
{
if (handle != TREEDATA_INVALID_HANDLE)
{
RemoveFromTree( handle );
InsertIntoTree( handle, mins, maxs );
}
}
//-----------------------------------------------------------------------------
// Is the element in any leaves at all?
//-----------------------------------------------------------------------------
bool CBSPTreeData::IsElementInTree( BSPTreeDataHandle_t handle ) const
{
return m_Handles[handle].m_LeafList != m_HandleLeafList.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Enumerate elements in a particular leaf
//-----------------------------------------------------------------------------
int CBSPTreeData::CountElementsInLeaf( int leaf )
{
int i;
int nCount = 0;
for( i = m_Leaf[leaf].m_FirstElement; i != m_LeafElements.InvalidIndex(); i = m_LeafElements.Next(i) )
{
++nCount;
}
return nCount;
}
//-----------------------------------------------------------------------------
// Enumerate elements in a particular leaf
//-----------------------------------------------------------------------------
bool CBSPTreeData::EnumerateElementsInLeaf( int leaf, IBSPTreeDataEnumerator* pEnum, int context )
{
#ifdef DBGFLAG_ASSERT
// The enumeration method better damn well not change this list...
int nCount = CountElementsInLeaf(leaf);
#endif
unsigned short idx = m_Leaf[leaf].m_FirstElement;
while (idx != m_LeafElements.InvalidIndex())
{
BSPTreeDataHandle_t handle = m_LeafElements[idx];
if (!pEnum->EnumerateElement( m_Handles[handle].m_UserId, context ))
{
Assert( CountElementsInLeaf(leaf) == nCount );
return false;
}
idx = m_LeafElements.Next(idx);
}
Assert( CountElementsInLeaf(leaf) == nCount );
return true;
}
//-----------------------------------------------------------------------------
// For convenience, enumerates the leaves along a ray, box, etc.
//-----------------------------------------------------------------------------
bool CBSPTreeData::EnumerateLeavesAtPoint( Vector const& pt, ISpatialLeafEnumerator* pEnum, int context )
{
return m_pBSPTree->EnumerateLeavesAtPoint( pt, pEnum, context );
}
bool CBSPTreeData::EnumerateLeavesInBox( Vector const& mins, Vector const& maxs, ISpatialLeafEnumerator* pEnum, int context )
{
return m_pBSPTree->EnumerateLeavesInBox( mins, maxs, pEnum, context );
}
bool CBSPTreeData::EnumerateLeavesInSphere( Vector const& center, float radius, ISpatialLeafEnumerator* pEnum, int context )
{
return m_pBSPTree->EnumerateLeavesInSphere( center, radius, pEnum, context );
}
bool CBSPTreeData::EnumerateLeavesAlongRay( Ray_t const& ray, ISpatialLeafEnumerator* pEnum, int context )
{
return m_pBSPTree->EnumerateLeavesAlongRay( ray, pEnum, context );
}