using System.Numerics; using KeepersCompound.LGS.Database.Chunks; namespace KeepersCompound.Lightmapper; public class PotentiallyVisibleSet { private struct Edge { public int Destination; public Poly Poly; public override string ToString() { return $"[] _portalGraph; private readonly List _edges; private readonly Dictionary> _visibilitySet; private const float Epsilon = 0.1f; // TODO: // - This is a conservative algorithm based on Matt's Ramblings Quake PVS video // - Build portal graph (or just use WR directly) // - A cell can always see it's self and any immediate neighbours // - The third depth cell is also visible unless the portal to it is coplanar with the second cells portal (do I need to think about this?) // - For all further cells: // - Generate separating planes between the source cell portal and the previously passed (clipped) portal // - Clip the target portal to the new cell using the separating planes // - If anything is left of the clipped portal, we can see, otherwise we discard that cell // - The full process is a recursive depth first search public PotentiallyVisibleSet(WorldRep.Cell[] cells) { _edges = []; _visibilitySet = new Dictionary>(); _portalGraph = new List[cells.Length]; for (var i = 0; i < cells.Length; i++) { _portalGraph[i] = []; var cell = cells[i]; // If a cell is "blocks vision" flagged, we can never see out of it // We can see into it though, so we still want the edges coming in if ((cell.Flags & 8) != 0) { continue; } // We have to cycle through *all* polys rather than just portals to calculate the correct poly vertex offsets var indicesOffset = 0; var portalStartIdx = cell.PolyCount - cell.PortalPolyCount; for (var j = 0; j < cell.PolyCount; j++) { var poly = cell.Polys[j]; if (j < portalStartIdx) { indicesOffset += poly.VertexCount; continue; } var other = poly.Destination; // Checking if there's already an edge is super slow. It's much faster to just add a new edge, even with // the duplicated poly var vs = new Vector3[poly.VertexCount]; for (var vIdx = 0; vIdx < poly.VertexCount; vIdx++) { vs[vIdx] = cell.Vertices[cell.Indices[indicesOffset + vIdx]]; } var edge = new Edge { Destination = other, Poly = new Poly(vs, cell.Planes[poly.PlaneId]), }; _edges.Add(edge); _portalGraph[i].Add(_edges.Count - 1); indicesOffset += poly.VertexCount; } } } public int[] GetVisible(int cellIdx) { if (_visibilitySet.TryGetValue(cellIdx, out var value)) { return [..value]; } var visibleCells = ComputeVisibility(cellIdx); _visibilitySet.Add(cellIdx, visibleCells); return [..visibleCells]; } private HashSet ComputeVisibility(int cellIdx) { if (cellIdx >= _portalGraph.Length) { return []; } // A cell can always see itself, so we'll add that now var visible = new HashSet(); visible.Add(cellIdx); // Additionally a cell can always see it's direct neighbours (obviously) foreach (var edgeIndex in _portalGraph[cellIdx]) { var edge = _edges[edgeIndex]; var neighbourIdx = edge.Destination; visible.Add(neighbourIdx); // Neighbours of our direct neighbour are always visible, unless they're coplanar foreach (var innerEdgeIndex in _portalGraph[neighbourIdx]) { var innerEdge = _edges[innerEdgeIndex]; if (innerEdge.Destination == cellIdx || edge.Poly.IsCoplanar(innerEdge.Poly)) { continue; } ExplorePortalRecursive(visible, edge.Poly, new Poly(innerEdge.Poly), neighbourIdx, innerEdge.Destination, 0); } } return visible; } private void ExplorePortalRecursive( HashSet visible, Poly sourcePoly, Poly previousPoly, int previousCellIdx, int currentCellIdx, int depth) { // TODO: Might need to lose this if (depth > 1024) { return; } visible.Add(currentCellIdx); // Only one edge out of the cell means we'd be going back on ourselves if (_portalGraph[currentCellIdx].Count <= 1) { return; } // TODO: If all neighbours are already in `visible` skip exploring? var separators = new List(); GetSeparatingPlanes(separators, sourcePoly, previousPoly, false); GetSeparatingPlanes(separators, previousPoly, sourcePoly, true); // The case for this occuring is... interesting ( idk ) if (separators.Count == 0) { return; } // Clip all new polys and recurse foreach (var edgeIndex in _portalGraph[currentCellIdx]) { var edge = _edges[edgeIndex]; if (edge.Destination == previousCellIdx || previousPoly.IsCoplanar(edge.Poly) || sourcePoly.IsCoplanar(edge.Poly)) { continue; } var poly = new Poly(edge.Poly); foreach (var separator in separators) { poly = ClipPolygonByPlane(poly, separator); } if (poly.Vertices.Length == 0) { continue; } ExplorePortalRecursive(visible, sourcePoly, poly, currentCellIdx, edge.Destination, depth + 1); } } // TODO: We're getting multiple separating planes that are the same, let's not somehow? private static void GetSeparatingPlanes(List separators, Poly p0, Poly p1, bool flip) { for (var i = 0; i < p0.Vertices.Length; i++) { // brute force all combinations // there's probably some analytical way to choose the "correct" v2 but I couldn't find anything online var v0 = p0.Vertices[i]; var v1 = p0.Vertices[(i + 1) % p0.Vertices.Length]; for (var j = 0; j < p1.Vertices.Length; j++) { var v2 = p1.Vertices[j]; var normal = Vector3.Cross(v1 - v0, v2 - v0); if (normal.LengthSquared() < Epsilon) { // colinear (or near colinear) points will produce an invalid plane continue; } normal = Vector3.Normalize(normal); var d = -Vector3.Dot(v2, normal); // Depending on how the edges were built, the resulting plane might be facing the wrong way var distanceToSource = MathUtils.DistanceFromPlane(p0.Plane, v2); if (distanceToSource > Epsilon) { normal = -normal; d = -d; } var plane = new Plane(normal, d); if (MathUtils.IsCoplanar(plane, flip ? p0.Plane : p1.Plane)) { continue; } // All points should be in front of the plane (except for the point used to create it) var invalid = false; var count = 0; for (var k = 0; k < p1.Vertices.Length; k++) { if (k == j) { continue; } var dist = MathUtils.DistanceFromPlane(plane, p1.Vertices[k]); if (dist > Epsilon) { count++; } else if (dist < -Epsilon) { invalid = true; break; } } if (invalid || count == 0) { continue; } if (flip) { plane.Normal = -normal; plane.D = -d; } separators.Add(plane); } } } private enum Side { Front, On, Back } // TODO: is this reference type poly going to fuck me? // TODO: Should this and Poly be in MathUtils? private static Poly ClipPolygonByPlane(Poly poly, Plane plane) { var vertexCount = poly.Vertices.Length; if (vertexCount == 0) { return poly; } // Firstly we want to tally up what side of the plane each point of the poly is on // This is used both to early out if nothing/everything is clipped, and to aid the clipping var distances = new float[vertexCount]; var sides = new Side[vertexCount]; var counts = new int[3]; for (var i = 0; i < vertexCount; i++) { var distance = MathUtils.DistanceFromPlane(plane, poly.Vertices[i]); distances[i] = distance; sides[i] = distance switch { > Epsilon => Side.Front, <-Epsilon => Side.Back, _ => Side.On, }; counts[(int)sides[i]]++; } // Everything is within the half-space, so we don't need to clip anything if (counts[(int)Side.Back] == 0 && counts[(int)Side.On] != vertexCount) { return poly; } // Everything is outside the half-space, so we clip everything if (counts[(int)Side.Front] == 0) { poly.Vertices = []; return poly; } var vertices = new List(); for (var i = 0; i < vertexCount; i++) { var i1 = (i + 1) % vertexCount; var v0 = poly.Vertices[i]; var v1 = poly.Vertices[i1]; var side = sides[i]; var nextSide = sides[i1]; // Vertices that are inside/on the half-space don't get clipped if (sides[i] != Side.Back) { vertices.Add(v0); } // We only need to do any clipping if we've swapped from front-to-back or vice versa // If either the current or next side is On then that's where we would have clipped to // anyway so we also don't need to do anything if (side == Side.On || nextSide == Side.On || side == nextSide) { continue; } // This is how far along the vector v0 -> v1 the front/back crossover occurs var frac = distances[i] / (distances[i] - distances[i1]); var splitVertex = v0 + frac * (v1 - v0); vertices.Add(splitVertex); } poly.Vertices = [..vertices]; return poly; } }