?? bspblock.cpp
字號:
#include "ray.h"
#include "globals.h"
#include "rayfile.h"
#include "bspmove.h"
#include "blockbsp.h"
#include "maxmins.h"
typedef struct BSP_BLOCK {
long base_x, base_y, size_x, size_y;
USHORT x_block_count, y_block_count;
PLONG * blocks;
} bsp_block;
BOOL block_bsp_loaded=FALSE;
bsp_block block_bsp;
/*
Generate_BSP_Block
Calculates the block_bsp data structure, used to speed up sprite calculations
Notes: Requires that a world is loaded to run
*/
void Generate_BSP_Block()
{
// Tell rest of program we do now have a bsp block
block_bsp_loaded = TRUE;
long min_x, min_y, max_x, max_y, range_x, range_y;
Get_Map_Max_Mins(min_x, min_y, max_x, max_y);
// Get block range
range_x=max_x-min_x;
range_y=max_y-min_y;
// Save info on block table
block_bsp.base_x=min_x;
block_bsp.base_y=min_y;
block_bsp.size_x=range_x;
block_bsp.size_y=range_y;
block_bsp.x_block_count=range_x >> BLOCK_BSP_SHIFT;
block_bsp.y_block_count=range_y >> BLOCK_BSP_SHIFT;
// loop through blocks in block table, saving smallest node in each block
short cur_block_x, cur_block_y, x1, x2, y1, y2;
PLONG cur_run;
block_bsp.blocks=(PLONG *)NewPtr(sizeof(PLONG) * block_bsp.x_block_count);
for (cur_block_x=0; cur_block_x<block_bsp.x_block_count; cur_block_x++) {
x1=block_bsp.base_x+(cur_block_x<<BLOCK_BSP_SHIFT);
x2=x1+BLOCK_BSP_SIZE;
block_bsp.blocks[cur_block_x]=(PLONG)NewPtr(sizeof(LONG) * block_bsp.y_block_count);
cur_run=block_bsp.blocks[cur_block_x];
for (cur_block_y=0; cur_block_y< block_bsp.y_block_count; cur_block_y++) {
y1=block_bsp.base_y+(cur_block_y<<BLOCK_BSP_SHIFT);
y2=y1+BLOCK_BSP_SIZE;
cur_run[cur_block_y]=Box_Smallest_Node(x1,x2,y1,y2);
} /* endfor */
} /* endfor */
}
void Clear_BSP_Block()
{
if (!block_bsp_loaded) {
return;
} /* endif */
for (short cur_block_x=0; cur_block_x< block_bsp.x_block_count; cur_block_x++) {
DelPtr( block_bsp.blocks[cur_block_x]);
} /* endfor */
DelPtr( block_bsp.blocks);
block_bsp_loaded=FALSE;
}
BOOL Block_BSP_Is_Loaded() {
return block_bsp_loaded;
}
long Block_BSP_X_Start() {
return block_bsp.base_x;
}
long Block_BSP_Y_Start() {
return block_bsp.base_y;
}
USHORT Block_BSP_Max_X() {
return block_bsp.x_block_count;
}
USHORT Block_BSP_Max_Y() {
return block_bsp.y_block_count;
}
long Get_Block_Node(USHORT block_x, USHORT block_y)
{
PLONG cur_run=block_bsp.blocks[block_x];
return cur_run[block_y];
}
long Get_Closest_Node(long x, long y) {
long starting_node_index;
if (Block_BSP_Is_Loaded()) {
long block_bsp_x, block_bsp_y;
block_bsp_x=((x>>SHIFT) - Block_BSP_X_Start()) >> BLOCK_BSP_SHIFT;
block_bsp_y=((y>>SHIFT) - Block_BSP_Y_Start()) >> BLOCK_BSP_SHIFT;
// Is the sprite in a block for which we have a starting index?
if ( (block_bsp_x>=0) && (block_bsp_x<Block_BSP_Max_X())
&& (block_bsp_y>=0) && (block_bsp_y<Block_BSP_Max_Y()) )
starting_node_index=Get_Block_Node(block_bsp_x, block_bsp_y);
else starting_node_index=bsp_start_node;
} else starting_node_index=bsp_start_node;
return starting_node_index;
}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -