Jump to content
  • Advertisement
Sign in to follow this  
Koder4Fun

Testing segment for full occlusion with a bsp-tree [Solved]

This topic is 3530 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have a working portalized solid-bsp compiler (like quake/unreal etc..) and I have implemented standard PVS. Now that my maps are more detailed I have decided to implement a more effective solution for cell-portal decomposition based on this document The problem is filtering of valid/non-valid separators. I need an algo to test if all edges of a separator are fully in solid space. This is my current aproach:
		public bool IsSegmentInSolid(Vector3 p1, Vector3 p2, float epsilon)
		{
			if (m_type == BSPNodeType.SolidLeaf)
				return true;

			if (m_type == BSPNodeType.EmptyLeaf)
				return false;

			float dist1 = m_partition.DotCoordinate(p1);
			float dist2 = m_partition.DotCoordinate(p2);

			if (dist1 >= epsilon && dist2 >= epsilon)
				return m_front.IsSegmentInSolid(p1, p2, epsilon);
			else if (dist1 < -epsilon && dist2 < -epsilon)
				return m_back.IsSegmentInSolid(p1, p2, epsilon);

			if (Math.Abs(dist1) < epsilon && Math.Abs(dist2) < epsilon && Math.Sign(dist1) == Math.Sign(dist2))
				return m_front.IsSegmentInSolid(p1, p2, epsilon) | m_back.IsSegmentInSolid(p1, p2, epsilon);

			Vector3 ip;
			float dot = dist1 / (dist1 - dist2);
			
			if (dot < 0.0f) dot = 0.0f;
			if (dot > 1.0f) dot = 1.0f;

			ip = p1 + dot * (p2 - p1);
			if (dist1 > 0.0f)
				return m_front.IsSegmentInSolid(p1, ip, epsilon) & m_back.IsSegmentInSolid(ip, p2, epsilon);
			else
				return m_back.IsSegmentInSolid(p1, ip, epsilon) & m_front.IsSegmentInSolid(ip, p2, epsilon);
		}



but this code fails. Some non-valid separators are not removed. Can anyone help me, or show me what is wrong in my implementation? Thanks... [Edited by - Koder4Fun on January 21, 2009 11:05:06 AM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!