int ComputeExtremities(TopologicalGraph &G,svector<int> &x, svector<int> &x1,svector<int> &x2,int morg) {tvertex v; tedge e; int n=G.nv(); int m=G.ne(); int maxxval=0; for(e=1;e <=m;e++) if(x[e] > maxxval)maxxval = x[e]; x2.clear(); for (v=1; v <= n;v++) x1[v] = maxxval + 1; int xe; for (e=1;e<=morg;e++) {xe=x[e]; v=G.vin[e.firsttbrin()]; if (x1[v]>xe) x1[v]=xe; if (x2[v]<xe) x2[v]=xe; v=G.vin[e.secondtbrin()]; if (x1[v]>xe) x1[v]=xe; if (x2[v]<xe) x2[v]=xe; } // For isolated vertices for (v=1; v <= n;v++) if(x1[v] == maxxval + 1) {xe = x[G.FirstBrin(v).GetEdge()]; x1[v] = x2[v] = xe; } return maxxval; }
int TopologicalGraph::BFS(svector<int> &comp) {comp.clear(); if(!nv()) return -1; tvertex v,w; tbrin b,b0; int ncc = 0; svector<tvertex> stack(1,nv()); stack.SetName("TG:BFS:stack"); int rank =0; int max_rank = 0; tvertex v0 = 1; while (max_rank < nv()) {while (comp[v0]) v0++; comp[v0] = ++ncc; ++max_rank; stack[rank + 1] = v0; while(rank < max_rank) {v = stack[++rank]; b = b0 = pbrin[v]; if (b0!=0) do {w = vin[-b]; if(!comp[w]) {comp[w] = ncc; stack[++max_rank] = w; } }while((b = cir[b])!= b0); } } return ncc; }
BOOL CreateNode(Fvector& vAt, vertex& N) { // *** Query and cache polygons for ray-casting Fvector PointUp; PointUp.set(vAt); PointUp.y += RCAST_Depth; SnapXZ (PointUp); Fvector PointDown; PointDown.set(vAt); PointDown.y -= RCAST_Depth; SnapXZ (PointDown); Fbox BB; BB.set (PointUp,PointUp); BB.grow(g_params.fPatchSize/2); // box 1 Fbox B2; B2.set (PointDown,PointDown); B2.grow(g_params.fPatchSize/2); // box 2 BB.merge(B2 ); BoxQuery(BB,false ); u32 dwCount = XRC.r_count(); if (dwCount==0) { // Log("chasm1"); return FALSE; // chasm? } // *** Transfer triangles and compute sector R_ASSERT(dwCount<RCAST_MaxTris); static svector<tri,RCAST_MaxTris> tris; tris.clear(); for (u32 i=0; i<dwCount; i++) { tri& D = tris.last(); CDB::RESULT &rp = XRC.r_begin()[i]; CDB::TRI& T = *(Level.get_tris()+rp.id); D.v[0].set (rp.verts[0]); D.v[1].set (rp.verts[1]); D.v[2].set (rp.verts[2]); D.sector = T.sector; D.N.mknormal(D.v[0],D.v[1],D.v[2]); if (D.N.y<=0) continue; tris.inc (); } if (tris.size()==0) { // Log("chasm2"); return FALSE; // chasm? } // *** Perform ray-casts and calculate sector WORD Sector = 0xfffe; // mark as first time static svector<Fvector,RCAST_Total> points; points.clear(); static svector<Fvector,RCAST_Total> normals; normals.clear(); Fvector P,D; D.set(0,-1,0); float coeff = 0.5f*g_params.fPatchSize/float(RCAST_Count); for (int x=-RCAST_Count; x<=RCAST_Count; x++) { P.x = vAt.x + coeff*float(x); for (int z=-RCAST_Count; z<=RCAST_Count; z++) { P.z = vAt.z + coeff*float(z); P.y = vAt.y + 10.f; float tri_min_range = flt_max; int tri_selected = -1; float range,u,v; for (i=0; i<u32(tris.size()); i++) { if (CDB::TestRayTri(P,D,tris[i].v,u,v,range,false)) { if (range<tri_min_range) { tri_min_range = range; tri_selected = i; } } } if (tri_selected>=0) { P.y -= tri_min_range; points.push_back(P); normals.push_back(tris[tri_selected].N); WORD TS = WORD(tris[tri_selected].sector); if (Sector==0xfffe) Sector = TS; else if (Sector!=TS) Sector=InvalidSector; } } } if (points.size()<3) { // Msg ("Failed to create node at [%f,%f,%f].",vAt.x,vAt.y,vAt.z); return FALSE; } if (float(points.size())/float(RCAST_Total) < 0.7f) { // Msg ("Partial chasm at [%f,%f,%f].",vAt.x,vAt.y,vAt.z); return FALSE; } // *** Calc normal Fvector vNorm; vNorm.set(0,0,0); for (u32 n=0; n<normals.size(); n++) vNorm.add(normals[n]); vNorm.div(float(normals.size())); vNorm.normalize(); /* { // second algorithm (Magic) Fvector N,O; N.set(vNorm); O.set(points[0]); Mgc::OrthogonalPlaneFit( points.size(),(Mgc::Vector3*)points.begin(), *((Mgc::Vector3*)&O), *((Mgc::Vector3*)&N) ); if (N.y<0) N.invert(); N.normalize(); vNorm.lerp(vNorm,N,.3f); vNorm.normalize(); } */ // *** Align plane Fvector vOffs; vOffs.set(0,-1000,0); Fplane PL; PL.build(vOffs,vNorm); for (u32 p=0; p<points.size(); p++) { float dist = PL.classify(points[p]); if (dist>0) { vOffs = points[p]; PL.build(vOffs,vNorm); } } // *** Create node and register it N.Sector =Sector; // sector N.Plane.build (vOffs,vNorm); // build plane D.set (0,1,0); N.Plane.intersectRayPoint(PointDown,D,N.Pos); // "project" position // *** Validate results vNorm.set(0,1,0); if (vNorm.dotproduct(N.Plane.n)<_cos(deg2rad(60.f))) return FALSE; float y_old = vAt.y; float y_new = N.Pos.y; if (y_old>y_new) { // down if (y_old-y_new > g_params.fCanDOWN ) return FALSE; } else { // up if (y_new-y_old > g_params.fCanUP ) return FALSE; } // *** Validate plane { Fvector PLP; D.set(0,-1,0); int num_successed_rays = 0; for (int x=-RCAST_Count; x<=RCAST_Count; x++) { P.x = N.Pos.x + coeff*float(x); for (int z=-RCAST_Count; z<=RCAST_Count; z++) { P.z = N.Pos.z + coeff*float(z); P.y = N.Pos.y; N.Plane.intersectRayPoint(P,D,PLP); // "project" position P.y = PLP.y+RCAST_VALID*0.01f; float tri_min_range = flt_max; int tri_selected = -1; float range,u,v; for (i=0; i<float(tris.size()); i++) { if (CDB::TestRayTri(P,D,tris[i].v,u,v,range,false)) { if (range<tri_min_range) { tri_min_range = range; tri_selected = i; } } } if (tri_selected>=0) { if (tri_min_range<RCAST_VALID) num_successed_rays++; } } } float perc = float(num_successed_rays)/float(RCAST_Total); if (perc < 0.5f) { // Msg ("Floating node."); return FALSE; } } // *** Mask check // ??? return TRUE; }
BOOL ValidNode(vertex& N) { // *** Query and cache polygons for ray-casting Fvector PointUp; PointUp.set(N.Pos); PointUp.y += RCAST_Depth/2; Fvector PointDown; PointDown.set(N.Pos); PointDown.y -= RCAST_Depth/2; Fbox BB; BB.set (PointUp,PointUp); BB.grow(g_params.fPatchSize/2); // box 1 Fbox B2; B2.set (PointDown,PointDown); B2.grow(g_params.fPatchSize/2); // box 2 BB.merge(B2 ); BoxQuery(BB,false ); u32 dwCount = XRC.r_count(); if (dwCount==0) { Log("chasm1"); return FALSE; // chasm? } // *** Transfer triangles and compute sector R_ASSERT(dwCount<RCAST_MaxTris); static svector<tri,RCAST_MaxTris> tris; tris.clear(); for (u32 i=0; i<dwCount; i++) { tri& D = tris.last(); CDB::RESULT&rp = XRC.r_begin()[i]; *(Level.get_tris()+XRC.r_begin()[i].id); D.v[0].set (rp.verts[0]); D.v[1].set (rp.verts[1]); D.v[2].set (rp.verts[2]); Fvector N; N.mknormal (D.v[0],D.v[1],D.v[2]); if (N.y<=0) continue; tris.inc (); } if (tris.size()==0) { Log("chasm2"); return FALSE; // chasm? } // *** Perform ray-casts and calculate sector Fvector P,D,PLP; D.set(0,-1,0); float coeff = 0.5f*g_params.fPatchSize/float(RCAST_Count); int num_successed_rays = 0; for (int x=-RCAST_Count; x<=RCAST_Count; x++) { P.x = N.Pos.x + coeff*float(x); for (int z=-RCAST_Count; z<=RCAST_Count; z++) { P.z = N.Pos.z + coeff*float(z); P.y = N.Pos.y; N.Plane.intersectRayPoint(P,D,PLP); // "project" position P.y = PLP.y+RCAST_DepthValid/2; float tri_min_range = flt_max; int tri_selected = -1; float range = 0.f,u,v; for (i=0; i<u32(tris.size()); i++) { if (CDB::TestRayTri(P,D,tris[i].v,u,v,range,false)) { if (range<tri_min_range) { tri_min_range = range; tri_selected = i; } } } if (tri_selected>=0) { if (range<RCAST_DepthValid) num_successed_rays++; } } } if (float(num_successed_rays)/float(RCAST_Total) < 0.5f) { Msg ("Floating node."); return FALSE; } return TRUE; }