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ec9c20423d
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e48393b856
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@ -1,4 +1,3 @@
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using System.Collections;
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using System.Numerics;
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using System.Numerics;
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using KeepersCompound.LGS.Database.Chunks;
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using KeepersCompound.LGS.Database.Chunks;
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@ -13,9 +12,9 @@ public class PotentiallyVisibleSet
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public readonly List<int> EdgeIndices = edgeIndices;
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public readonly List<int> EdgeIndices = edgeIndices;
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}
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}
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private readonly struct Edge(int mightSeeLength, int destination, Poly poly)
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private readonly struct Edge(int destination, Poly poly)
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{
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{
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public readonly BitArray MightSee = new(mightSeeLength);
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public readonly HashSet<int> MightSee = [];
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public readonly int Destination = destination;
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public readonly int Destination = destination;
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public readonly Poly Poly = poly;
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public readonly Poly Poly = poly;
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@ -27,8 +26,6 @@ public class PotentiallyVisibleSet
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private struct Poly
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private struct Poly
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{
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{
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public readonly Vector3 Center;
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public readonly float Radius;
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public List<Vector3> Vertices;
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public List<Vector3> Vertices;
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public readonly Plane Plane;
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public readonly Plane Plane;
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@ -36,25 +33,6 @@ public class PotentiallyVisibleSet
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{
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{
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Vertices = vertices;
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Vertices = vertices;
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Plane = plane;
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Plane = plane;
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// Center is just taken to be the "average" of the vertices
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Center = Vector3.Zero;
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foreach (var v in vertices)
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{
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Center += v;
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}
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Center /= vertices.Count;
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// Radius is the max vertex distance from the center
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// We're actually calculating radius squared to begin with because it's faster :)
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Radius = 0;
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foreach (var v in vertices)
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{
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Radius = float.Max(Radius, (v - Center).LengthSquared());
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}
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Radius = MathF.Sqrt(Radius);
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}
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}
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public Poly(Poly other)
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public Poly(Poly other)
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@ -100,12 +78,6 @@ public class PotentiallyVisibleSet
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_graph = new Node[cells.Length];
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_graph = new Node[cells.Length];
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_edges = [];
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_edges = [];
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var portalCount = 0;
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foreach (var cell in cells)
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{
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portalCount += cell.PortalPolyCount;
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}
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for (var i = 0; i < cells.Length; i++)
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for (var i = 0; i < cells.Length; i++)
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{
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{
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var cell = cells[i];
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var cell = cells[i];
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@ -139,7 +111,7 @@ public class PotentiallyVisibleSet
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vs.Add(cell.Vertices[cell.Indices[indicesOffset + vIdx]]);
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vs.Add(cell.Vertices[cell.Indices[indicesOffset + vIdx]]);
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}
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}
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var edge = new Edge(portalCount, poly.Destination, new Poly(vs, cell.Planes[poly.PlaneId]));
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var edge = new Edge(poly.Destination, new Poly(vs, cell.Planes[poly.PlaneId]));
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edgeIndices.Add(_edges.Count);
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edgeIndices.Add(_edges.Count);
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_edges.Add(edge);
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_edges.Add(edge);
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indicesOffset += poly.VertexCount;
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indicesOffset += poly.VertexCount;
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@ -176,32 +148,22 @@ public class PotentiallyVisibleSet
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while (unexploredCells.Count > 0)
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while (unexploredCells.Count > 0)
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{
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{
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var cellIdx = unexploredCells.Pop();
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var cellIdx = unexploredCells.Pop();
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if (source.MightSee[cellIdx])
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if (!source.MightSee.Add(cellIdx))
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{
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{
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continue; // target is already explored
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continue; // target is already explored
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}
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}
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source.MightSee[cellIdx] = true;
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// Target must be partly behind source, source must be partly in front of target, and source and target cannot face each other
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// Target must be partly behind source, source must be partly in front of target, and source and target cannot face each other
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foreach (var targetEdgeIdx in _graph[cellIdx].EdgeIndices)
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foreach (var targetEdgeIdx in _graph[cellIdx].EdgeIndices)
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{
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{
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var target = _edges[targetEdgeIdx];
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var target = _edges[targetEdgeIdx];
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var targetPlane = target.Poly.Plane;
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var targetPlane = target.Poly.Plane;
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// If we're already visited the target, target is fully behind source, or source is fully behind target
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// then we can quickly discard this portal
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if (source.MightSee[target.Destination] ||
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MathUtils.DistanceFromNormalizedPlane(sourcePlane, target.Poly.Center) > target.Poly.Radius ||
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MathUtils.DistanceFromNormalizedPlane(targetPlane, source.Poly.Center) < -source.Poly.Radius)
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{
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continue;
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}
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var validTarget = false;
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var validTarget = false;
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foreach (var v in target.Poly.Vertices)
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foreach (var v in target.Poly.Vertices)
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{
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{
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if (MathUtils.DistanceFromNormalizedPlane(sourcePlane, v) < -MathUtils.Epsilon)
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if (MathUtils.DistanceFromPlane(sourcePlane, v) < -MathUtils.Epsilon)
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{
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{
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validTarget = true;
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validTarget = true;
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break;
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break;
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@ -216,7 +178,7 @@ public class PotentiallyVisibleSet
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validTarget = false;
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validTarget = false;
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foreach (var v in source.Poly.Vertices)
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foreach (var v in source.Poly.Vertices)
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{
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{
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if (MathUtils.DistanceFromNormalizedPlane(targetPlane, v) > MathUtils.Epsilon)
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if (MathUtils.DistanceFromPlane(targetPlane, v) > MathUtils.Epsilon)
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{
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{
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validTarget = true;
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validTarget = true;
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break;
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break;
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@ -250,12 +212,9 @@ public class PotentiallyVisibleSet
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foreach (var edgeIdx in _graph[cellIdx].EdgeIndices)
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foreach (var edgeIdx in _graph[cellIdx].EdgeIndices)
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{
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{
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var edge = _edges[edgeIdx];
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var edge = _edges[edgeIdx];
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for (var i = 0; i < edge.MightSee.Length; i++)
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foreach (var mightSee in edge.MightSee)
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{
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{
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if (edge.MightSee[i])
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visible.Add(mightSee);
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{
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visible.Add(i);
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}
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}
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}
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}
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}
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@ -93,11 +93,6 @@ public static class MathUtils
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return (Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
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return (Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
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}
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}
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public static float DistanceFromNormalizedPlane(Plane plane, Vector3 point)
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{
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return Vector3.Dot(plane.Normal, point) + plane.D;
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}
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public static bool IsCoplanar(Plane p0, Plane p1)
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public static bool IsCoplanar(Plane p0, Plane p1)
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{
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{
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var m = p0.D / p1.D;
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var m = p0.D / p1.D;
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