1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: bottac@ee.ethz.ch |
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13 | |
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14 | Inspired by: |
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15 | Rendering Q3 Maps by Morgan McGuire http://graphics.cs.brown.edu/games/quake/quake3.html |
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16 | Unofficial Quake 3 Map Specs by Kekoa Proudfoot http://graphics.stanford.edu/~kekoa/q3/ |
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17 | |
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18 | Collision detection adapted from: |
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19 | Quake 3 Collision Detection by Nathan Ostgard http://www.devmaster.net/articles/quake3collision/ |
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20 | */ |
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21 | |
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22 | |
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23 | #include "vector.h" |
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24 | #include "bsp_file.h" |
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25 | #include "bsp_manager.h" |
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26 | #include "bsp_tree_leaf.h" |
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27 | #include "p_node.h" |
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28 | #include "state.h" |
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29 | #include "debug.h" |
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30 | #include "material.h" |
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31 | #include "camera.h" |
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32 | #include "vertex_array_model.h" |
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33 | #include "world_entities/player.h" |
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34 | #include "world_entities/playable.h" |
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35 | #include "util/loading/resource_manager.h" |
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36 | // STL Containers |
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37 | #include <vector> |
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38 | #include <deque> |
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39 | #include "movie_player.h" |
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40 | |
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41 | #include "cd_engine.h" |
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42 | |
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43 | #include "world_entity.h" |
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44 | |
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45 | #include "util/loading/load_param.h" |
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46 | #include "util/loading/factory.h" |
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47 | |
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48 | |
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49 | |
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50 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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51 | |
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52 | BspManager::BspManager() |
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53 | { |
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54 | /*// open a BSP file |
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55 | this->bspFile = new BspFile(); |
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56 | this->bspFile->scale = 0.4f; |
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57 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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58 | this->bspFile->build_tree(); |
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59 | this->root = this->bspFile->get_root(); |
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60 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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61 | */ |
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62 | |
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63 | } |
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64 | |
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65 | |
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66 | /* |
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67 | BspManager::BspManager(const TiXmlElement* root) |
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68 | { |
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69 | |
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70 | |
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71 | if( root != NULL) |
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72 | this->loadParams(root); |
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73 | |
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74 | CDEngine::getInstance()->setBSPModel(this); |
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75 | } */ |
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76 | |
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77 | void BspManager::load(const char* fileName, float scale) |
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78 | { |
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79 | //this->setClassID(CL_BSP_MODEL, "BspManager"); |
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80 | // open a BSP file |
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81 | this->bspFile = new BspFile(); |
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82 | this->bspFile->scale = scale; |
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83 | this->bspFile->read(ResourceManager::getFullName(fileName).c_str()); |
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84 | this->bspFile->build_tree(); |
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85 | this->root = this->bspFile->get_root(); |
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86 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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87 | |
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88 | CDEngine::getInstance()->setBSPModel(this); |
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89 | |
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90 | } |
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91 | /* |
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92 | BspManager::BspManager(const char* fileName, float scale) |
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93 | { |
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94 | // open a BSP file |
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95 | this->bspFile = new BspFile(); |
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96 | this->bspFile->scale = scale; |
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97 | this->bspFile->read(fileName); |
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98 | this->bspFile->build_tree(); |
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99 | this->root = this->bspFile->get_root(); |
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100 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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101 | |
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102 | CDEngine::getInstance()->setBSPModel(this); |
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103 | } |
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104 | */ |
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105 | |
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106 | const void BspManager::tick(float time) |
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107 | { |
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108 | |
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109 | } |
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110 | const void BspManager::draw() |
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111 | { |
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112 | |
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113 | /* |
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114 | this->drawDebugCube(&this->out); |
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115 | this->out1 = this->out; |
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116 | this->out2 = this->out; |
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117 | if(this->collPlane != NULL) { |
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118 | this->out1.x += this->collPlane->x*5.0; |
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119 | this->out1.y += this->collPlane->y*5.0; |
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120 | this->out1.z += this->collPlane->z*5.0; |
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121 | |
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122 | this->out2.x += this->collPlane->x*10.0; |
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123 | this->out2.y += this->collPlane->y*10.0; |
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124 | this->out2.z += this->collPlane->z*10.0; |
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125 | } |
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126 | this->drawDebugCube(&this->out1); |
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127 | this->drawDebugCube(&this->out2); |
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128 | |
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129 | */ |
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130 | |
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131 | |
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132 | // Draw Debug Terrain |
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133 | /* |
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134 | this->bspFile->Materials[0]->select(); |
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135 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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136 | { |
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137 | this->bspFile->VertexArrayModels[i]->draw(); |
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138 | |
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139 | } |
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140 | */ |
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141 | |
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142 | |
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143 | |
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144 | // erase alreadyVisible |
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145 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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146 | float tmp = 0; |
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147 | //this->opal.clear(); |
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148 | //this->trasparent.clear(); |
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149 | // Find all visible faces... |
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150 | |
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151 | this->cam = State::getCamera()->getAbsCoor() ; |
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152 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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153 | |
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154 | |
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155 | |
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156 | |
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157 | |
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158 | this->viewDir= State::getCamera()->getAbsDirX(); |
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159 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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160 | |
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161 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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162 | int viscluster = -1; |
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163 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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164 | |
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165 | |
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166 | |
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167 | |
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168 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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169 | |
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170 | |
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171 | this->outputStartsOut = true; |
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172 | this->outputAllSolid = false; |
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173 | this->outputFraction = 1.0f; |
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174 | this->checkCollision(State::getPlayer()->getPlayable()); |
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175 | |
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176 | |
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177 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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178 | { |
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179 | |
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180 | |
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181 | |
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182 | // Iterate through all Leafs |
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183 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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184 | { |
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185 | // cluster = (this->bspFile->leaves)[i].cluster; |
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186 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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187 | if(curLeaf.cluster<0) continue; |
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188 | |
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189 | /** Do Frustum culling and draw 'em all **/ |
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190 | |
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191 | Vector dir = State::getCameraNode()->getAbsDirX(); |
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192 | |
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193 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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194 | //if(dist < 0) dist = -dist; |
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195 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist ; |
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196 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist ; |
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197 | |
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198 | if(dMins < -300.0 && dMaxs < -300.0) { |
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199 | continue; |
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200 | } |
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201 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 2000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 2000) { |
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202 | continue; |
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203 | } |
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204 | |
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205 | |
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206 | // Iterate through all faces |
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207 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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208 | const int g = (j + curLeaf.leafface); |
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209 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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210 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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211 | this->alreadyVisible[f] = true; |
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212 | addFace(f); // "visibleFaces.append(f)" |
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213 | } |
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214 | } |
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215 | |
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216 | |
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217 | |
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218 | |
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219 | } //for |
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220 | } else { |
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221 | |
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222 | |
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223 | unsigned int v; |
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224 | unsigned char visSet; |
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225 | |
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226 | // Iterate through all Leafs |
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227 | |
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228 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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229 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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230 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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231 | int& cluster = curLeaf.cluster; |
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232 | |
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233 | if(cluster < 0) continue; |
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234 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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235 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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236 | |
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237 | // gets bit of visSet |
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238 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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239 | |
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240 | // Frustum culling |
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241 | |
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242 | Vector dir; |
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243 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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244 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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245 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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246 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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247 | //if(dist < 0) dist = -dist; |
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248 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist; |
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249 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist; |
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250 | |
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251 | if(dMins < -50.0 && dMaxs < - 50.0) { |
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252 | continue; |
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253 | } |
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254 | |
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255 | |
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256 | // Iterate through all faces |
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257 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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258 | const int g = (j + curLeaf.leafface); |
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259 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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260 | |
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261 | if (!this->isAlreadyVisible(f) && f>=0) { |
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262 | this->addFace(f); |
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263 | this->alreadyVisible[f] = true; |
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264 | } |
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265 | |
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266 | } |
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267 | |
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268 | }// if |
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269 | |
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270 | }//for |
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271 | |
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272 | }//else |
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273 | |
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274 | while(!this->opal.empty()) { |
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275 | this->draw_face(this->opal.front()); |
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276 | this->opal.pop_front(); |
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277 | } |
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278 | while(!this->trasparent.empty()) { |
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279 | this->draw_face(this->trasparent.back()); |
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280 | this->trasparent.pop_back(); |
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281 | } |
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282 | //glEnable(GL_TEXTURE_2D); |
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283 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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284 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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285 | |
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286 | |
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287 | |
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288 | }//draw |
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289 | |
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290 | |
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291 | |
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292 | void BspManager::draw_face(int curface) |
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293 | { |
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294 | face& curFace = (this->bspFile->faces)[curface]; |
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295 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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296 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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297 | int offset = curFace.vertex; |
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298 | if (curFace.effect != -1) return; |
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299 | // PRINTF(0)("BSP Manager: "); |
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300 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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301 | |
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302 | // if( curFace.texture < 0 ) return; |
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303 | if(curFace.type == 2) { |
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304 | this->draw_patch( &curFace); |
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305 | return; |
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306 | } |
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307 | if(curFace.type != 1) return; |
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308 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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309 | |
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310 | if(this->lastTex != curFace.texture) { |
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311 | if(this->bspFile->Materials[curFace.texture].animated) { |
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312 | glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR); |
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313 | glEnable(GL_BLEND); |
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314 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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315 | this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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316 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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317 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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318 | glBindTexture(GL_TEXTURE_2D, n ); |
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319 | glDisable(GL_BLEND); |
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320 | } else { |
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321 | this->bspFile->Materials[curFace.texture].mat->select(); |
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322 | this->lastTex = curFace.texture; |
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323 | } |
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324 | } |
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325 | |
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326 | if(curFace.lm_index < 0) { |
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327 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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328 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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329 | glEnable(GL_TEXTURE_2D); |
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330 | } else { |
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331 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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332 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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333 | glEnable(GL_TEXTURE_2D); |
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334 | } |
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335 | |
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336 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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337 | |
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338 | // glColor4f(3.0,3.0,3.0,1.0); |
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339 | glEnableClientState(GL_VERTEX_ARRAY ); |
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340 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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341 | glEnableClientState(GL_NORMAL_ARRAY ); |
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342 | // glEnableClientState(GL_COLOR_ARRAY); |
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343 | |
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344 | |
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345 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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346 | |
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347 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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348 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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349 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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350 | |
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351 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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352 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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353 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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354 | |
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355 | |
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356 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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357 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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358 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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359 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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360 | |
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361 | glDisableClientState(GL_TEXTURE0_ARB); |
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362 | glDisableClientState(GL_TEXTURE1_ARB); |
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363 | glDisableClientState(GL_VERTEX_ARRAY ); |
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364 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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365 | glDisableClientState(GL_NORMAL_ARRAY ); |
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366 | // glDisableClientState(GL_COLOR_ARRAY); |
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367 | |
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368 | } |
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369 | |
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370 | |
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371 | void BspManager::draw_debug_face(int curface) |
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372 | { |
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373 | face& curFace = (this->bspFile->faces)[curface]; |
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374 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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375 | int stride = 44; // sizeof(Vertex) |
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376 | int offset = curFace.vertex; |
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377 | |
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378 | // PRINTF(0)("BSP Manager: "); |
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379 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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380 | |
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381 | // if( curFace.texture < 0 ) return; |
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382 | if(curFace.type == 2) { |
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383 | this->draw_patch( &curFace); |
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384 | return; |
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385 | } |
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386 | if(curFace.type == 3) return; |
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387 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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388 | |
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389 | this->bspFile->Materials[2].mat->select(); |
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390 | this->lastTex = 2; |
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391 | |
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392 | glEnableClientState(GL_VERTEX_ARRAY ); |
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393 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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394 | glEnableClientState(GL_NORMAL_ARRAY ); |
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395 | //glEnableClientState(GL_COLOR_ARRAY); |
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396 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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397 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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398 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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399 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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400 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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401 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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402 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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403 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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404 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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405 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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406 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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407 | |
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408 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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409 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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410 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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411 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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412 | |
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413 | } |
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414 | |
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415 | void BspManager::draw_patch(face* Face) |
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416 | { |
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417 | if(this->lastTex != Face->texture) { |
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418 | this->bspFile->Materials[Face->texture].mat->select(); |
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419 | this->lastTex = Face->texture; |
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420 | } |
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421 | if (Face->effect != -1) return; |
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422 | |
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423 | |
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424 | if(Face->lm_index < 0) { |
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425 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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426 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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427 | glEnable(GL_TEXTURE_2D); |
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428 | } else { |
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429 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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430 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
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431 | glEnable(GL_TEXTURE_2D); |
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432 | } |
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433 | //glColor4f(3.0,3.0,3.0,1.0); |
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434 | |
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435 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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436 | glEnable( GL_AUTO_NORMAL); |
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437 | glEnableClientState(GL_VERTEX_ARRAY ); |
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438 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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439 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
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440 | //glFrontFace(GL_CW); |
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441 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
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442 | |
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443 | |
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444 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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445 | |
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446 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
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447 | |
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448 | |
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449 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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450 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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451 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
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452 | |
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453 | |
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454 | |
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455 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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456 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
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457 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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458 | |
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459 | |
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460 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
---|
461 | |
---|
462 | |
---|
463 | |
---|
464 | |
---|
465 | for(int row=6; row>=0; --row) { |
---|
466 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
---|
467 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
---|
468 | } |
---|
469 | |
---|
470 | //glFrontFace(GL_CCW); |
---|
471 | } |
---|
472 | glDisableClientState(GL_TEXTURE0_ARB); |
---|
473 | glDisableClientState(GL_TEXTURE1_ARB); |
---|
474 | glDisable(GL_AUTO_NORMAL); |
---|
475 | glDisableClientState(GL_VERTEX_ARRAY ); |
---|
476 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
---|
477 | |
---|
478 | |
---|
479 | } |
---|
480 | |
---|
481 | bool BspManager::isAlreadyVisible(int Face) |
---|
482 | { |
---|
483 | return this->alreadyVisible[Face]; |
---|
484 | } |
---|
485 | |
---|
486 | |
---|
487 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
---|
488 | { |
---|
489 | float dist = 0; |
---|
490 | while(!(node->isLeaf)) { |
---|
491 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
492 | if(dist >= 0.0f) { |
---|
493 | node = node->left; |
---|
494 | } else { |
---|
495 | node = node->right; |
---|
496 | } |
---|
497 | } |
---|
498 | return node; |
---|
499 | } |
---|
500 | |
---|
501 | void BspManager::checkBrushRay(brush* curBrush) |
---|
502 | { |
---|
503 | float EPSILON = 0.000001; |
---|
504 | float startDistance; |
---|
505 | float endDistance; |
---|
506 | |
---|
507 | float startFraction = -1.0f; |
---|
508 | float endFraction = 1.0f; |
---|
509 | bool startsOut = false; |
---|
510 | bool endsOut = false; |
---|
511 | |
---|
512 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
513 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
514 | |
---|
515 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
516 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
517 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
518 | |
---|
519 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
520 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
521 | |
---|
522 | if (startDistance > 0) |
---|
523 | startsOut = true; |
---|
524 | if (endDistance > 0) |
---|
525 | endsOut = true; |
---|
526 | |
---|
527 | // make sure the trace isn't completely on one side of the brush |
---|
528 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
529 | return; |
---|
530 | } |
---|
531 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
532 | continue; |
---|
533 | } |
---|
534 | |
---|
535 | // MMM... BEEFY |
---|
536 | if (startDistance > endDistance) { // line is entering into the brush |
---|
537 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
538 | if (fraction > startFraction) |
---|
539 | startFraction = fraction; |
---|
540 | // don't store plane |
---|
541 | // this->collPlane = &curPlane; |
---|
542 | |
---|
543 | } else { // line is leaving the brush |
---|
544 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
545 | if (fraction < endFraction) |
---|
546 | endFraction = fraction; |
---|
547 | // don't store plane |
---|
548 | //this->collPlane = & curPlane; |
---|
549 | |
---|
550 | } |
---|
551 | |
---|
552 | } |
---|
553 | if (startsOut == false) { |
---|
554 | this->outputStartsOut = false; |
---|
555 | if (endsOut == false) |
---|
556 | this->outputAllSolid = true; |
---|
557 | return; |
---|
558 | } |
---|
559 | |
---|
560 | if (startFraction < endFraction) { |
---|
561 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
562 | if (startFraction < 0) |
---|
563 | startFraction = 0; |
---|
564 | this->outputFraction = startFraction; |
---|
565 | } |
---|
566 | } |
---|
567 | |
---|
568 | } |
---|
569 | |
---|
570 | void BspManager::checkBrushRayN(brush* curBrush) |
---|
571 | { |
---|
572 | float EPSILON = 0.000001; |
---|
573 | float startDistance; |
---|
574 | float endDistance; |
---|
575 | |
---|
576 | float startFraction = -1.0f; |
---|
577 | float endFraction = 1.0f; |
---|
578 | bool startsOut = false; |
---|
579 | bool endsOut = false; |
---|
580 | |
---|
581 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
582 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
583 | |
---|
584 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
585 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
586 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
587 | |
---|
588 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
589 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
590 | |
---|
591 | if (startDistance > 0) |
---|
592 | startsOut = true; |
---|
593 | if (endDistance > 0) |
---|
594 | endsOut = true; |
---|
595 | |
---|
596 | // make sure the trace isn't completely on one side of the brush |
---|
597 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
598 | return; |
---|
599 | } |
---|
600 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
601 | continue; |
---|
602 | } |
---|
603 | |
---|
604 | // MMM... BEEFY |
---|
605 | if (startDistance > endDistance) { // line is entering into the brush |
---|
606 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
607 | if (fraction > startFraction) |
---|
608 | startFraction = fraction; |
---|
609 | // store plane |
---|
610 | this->collPlane = &curPlane; |
---|
611 | |
---|
612 | } else { // line is leaving the brush |
---|
613 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
614 | if (fraction < endFraction) |
---|
615 | endFraction = fraction; |
---|
616 | // store plane |
---|
617 | this->collPlane = & curPlane; |
---|
618 | |
---|
619 | } |
---|
620 | |
---|
621 | } |
---|
622 | if (startsOut == false) { |
---|
623 | this->outputStartsOut = false; |
---|
624 | if (endsOut == false) |
---|
625 | this->outputAllSolid = true; |
---|
626 | return; |
---|
627 | } |
---|
628 | |
---|
629 | if (startFraction < endFraction) { |
---|
630 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
631 | if (startFraction < 0) |
---|
632 | startFraction = 0; |
---|
633 | this->outputFraction = startFraction; |
---|
634 | } |
---|
635 | } |
---|
636 | |
---|
637 | } |
---|
638 | |
---|
639 | |
---|
640 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
641 | { |
---|
642 | |
---|
643 | |
---|
644 | float EPSILON = 0.000001; |
---|
645 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
646 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
647 | |
---|
648 | |
---|
649 | if(node->isLeaf) { |
---|
650 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
651 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
652 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
653 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
654 | if (curBrush.n_brushsides > 0 && |
---|
655 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
656 | // CheckBrush( brush ); |
---|
657 | this->checkBrushRay(&curBrush); |
---|
658 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
659 | } |
---|
660 | return; |
---|
661 | } |
---|
662 | |
---|
663 | |
---|
664 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
665 | { // both points are in front of the plane |
---|
666 | // so check the front child |
---|
667 | this->checkCollisionRay(node->left,0,0,start,end); |
---|
668 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
669 | { // both points are behind the plane |
---|
670 | // so check the back child |
---|
671 | this->checkCollisionRay(node->right,0,0,start,end); |
---|
672 | } else // C |
---|
673 | { // the line spans the splitting plane |
---|
674 | int side; |
---|
675 | float fraction1, fraction2, middleFraction; |
---|
676 | Vector middle; |
---|
677 | |
---|
678 | // STEP 1: split the segment into two |
---|
679 | if (startDistance < endDistance) { |
---|
680 | side = 1; // back |
---|
681 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
682 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
683 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
684 | } else if (endDistance < startDistance) { |
---|
685 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
686 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
687 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
688 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
689 | } else { |
---|
690 | side = 0; // front |
---|
691 | fraction1 = 1.0f; |
---|
692 | fraction2 = 0.0f; |
---|
693 | } |
---|
694 | |
---|
695 | // STEP 2: make sure the numbers are valid |
---|
696 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
697 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
698 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
699 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
700 | |
---|
701 | // STEP 3: calculate the middle point for the first side |
---|
702 | middleFraction = startFraction + |
---|
703 | (endFraction - startFraction) * fraction1; |
---|
704 | |
---|
705 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
706 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
707 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
708 | |
---|
709 | // STEP 4: check the first side |
---|
710 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
711 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
---|
712 | |
---|
713 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
---|
714 | start, &middle ); |
---|
715 | |
---|
716 | // STEP 5: calculate the middle point for the second side |
---|
717 | middleFraction = startFraction + |
---|
718 | (endFraction - startFraction) * fraction2; |
---|
719 | |
---|
720 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
721 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
722 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
723 | |
---|
724 | // STEP 6: check the second side |
---|
725 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
---|
726 | |
---|
727 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
---|
728 | |
---|
729 | |
---|
730 | } |
---|
731 | |
---|
732 | } |
---|
733 | |
---|
734 | |
---|
735 | |
---|
736 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
737 | { |
---|
738 | |
---|
739 | |
---|
740 | float EPSILON = 0.000001; |
---|
741 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
742 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
743 | |
---|
744 | |
---|
745 | if(node->isLeaf) { |
---|
746 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
747 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
748 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
749 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
750 | if (curBrush.n_brushsides > 0 && |
---|
751 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
752 | // CheckBrush( brush ); |
---|
753 | this->checkBrushRayN(&curBrush); |
---|
754 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
755 | } |
---|
756 | return; |
---|
757 | } |
---|
758 | |
---|
759 | |
---|
760 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
761 | { // both points are in front of the plane |
---|
762 | // so check the front child |
---|
763 | this->checkCollisionRayN(node->left,0,0,start,end); |
---|
764 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
765 | { // both points are behind the plane |
---|
766 | // so check the back child |
---|
767 | this->checkCollisionRayN(node->right,0,0,start,end); |
---|
768 | } else // C |
---|
769 | { // the line spans the splitting plane |
---|
770 | int side; |
---|
771 | float fraction1, fraction2, middleFraction; |
---|
772 | Vector middle; |
---|
773 | |
---|
774 | // STEP 1: split the segment into two |
---|
775 | if (startDistance < endDistance) { |
---|
776 | side = 1; // back |
---|
777 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
778 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
779 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
780 | } else if (endDistance < startDistance) { |
---|
781 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
782 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
783 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
784 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
785 | } else { |
---|
786 | side = 0; // front |
---|
787 | fraction1 = 1.0f; |
---|
788 | fraction2 = 0.0f; |
---|
789 | } |
---|
790 | |
---|
791 | // STEP 2: make sure the numbers are valid |
---|
792 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
793 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
794 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
795 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
796 | |
---|
797 | // STEP 3: calculate the middle point for the first side |
---|
798 | middleFraction = startFraction + |
---|
799 | (endFraction - startFraction) * fraction1; |
---|
800 | |
---|
801 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
802 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
803 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
804 | |
---|
805 | // STEP 4: check the first side |
---|
806 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
807 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
---|
808 | |
---|
809 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
---|
810 | start, &middle ); |
---|
811 | |
---|
812 | // STEP 5: calculate the middle point for the second side |
---|
813 | middleFraction = startFraction + |
---|
814 | (endFraction - startFraction) * fraction2; |
---|
815 | |
---|
816 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
817 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
818 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
819 | |
---|
820 | // STEP 6: check the second side |
---|
821 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
---|
822 | |
---|
823 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
---|
824 | |
---|
825 | |
---|
826 | } |
---|
827 | |
---|
828 | } |
---|
829 | void BspManager::checkCollisionBox(void) |
---|
830 | { |
---|
831 | |
---|
832 | }; |
---|
833 | |
---|
834 | void BspManager::TraceBox( Vector& inputStart, Vector& inputEnd, |
---|
835 | Vector& inputMins, Vector& inputMaxs ) |
---|
836 | { |
---|
837 | if (inputMins.x == 0 && inputMins.y == 0 && inputMins.z == 0 && |
---|
838 | inputMaxs.x == 0 && inputMaxs.y == 0 && inputMaxs.z == 0) |
---|
839 | { // the user called TraceBox, but this is actually a ray |
---|
840 | //!> FIXME TraceRay( inputStart, inputEnd ); |
---|
841 | } |
---|
842 | else |
---|
843 | { // setup for a box |
---|
844 | //traceType = TT_BOX; |
---|
845 | this->traceMins = inputMins; |
---|
846 | this->traceMaxs = inputMaxs; |
---|
847 | this->traceExtents.x = -traceMins.x > traceMaxs.x ? |
---|
848 | -traceMins.x : traceMaxs.x; |
---|
849 | this->traceExtents.y = -traceMins.y > traceMaxs.y ? |
---|
850 | -traceMins.y : traceMaxs.y; |
---|
851 | this->traceExtents.z = -traceMins.z > traceMaxs.z ? |
---|
852 | -traceMins.z : traceMaxs.z; |
---|
853 | //!> FIXME Trace( inputStart, inputEnd ); |
---|
854 | } |
---|
855 | } |
---|
856 | |
---|
857 | void BspManager::checkCollision(WorldEntity* worldEntity) |
---|
858 | { |
---|
859 | |
---|
860 | |
---|
861 | Vector position = worldEntity->getAbsCoor(); |
---|
862 | |
---|
863 | |
---|
864 | Vector forwardDir = worldEntity->getAbsDirX(); |
---|
865 | forwardDir.x =8.0*forwardDir.x; |
---|
866 | forwardDir.y =8.0*forwardDir.y; |
---|
867 | forwardDir.z =8.0*forwardDir.z; |
---|
868 | |
---|
869 | Vector upDir = worldEntity->getAbsDirY(); |
---|
870 | Vector dest = position; |
---|
871 | dest.x += forwardDir.x; |
---|
872 | dest.y += forwardDir.y; |
---|
873 | dest.z += forwardDir.z; |
---|
874 | Vector out = dest; |
---|
875 | |
---|
876 | |
---|
877 | |
---|
878 | |
---|
879 | |
---|
880 | |
---|
881 | |
---|
882 | |
---|
883 | |
---|
884 | if(!worldEntity->isA(CL_PLAYABLE)) { |
---|
885 | |
---|
886 | |
---|
887 | |
---|
888 | } |
---|
889 | else { |
---|
890 | |
---|
891 | bool collision = false; |
---|
892 | Vector position1 = position + Vector(0.0,0.1,0.0); |
---|
893 | Vector position2 = position + Vector(0.0,0.2,0.0); |
---|
894 | Vector dest1 = position1 + forwardDir; |
---|
895 | Vector dest2 = position2 + forwardDir; |
---|
896 | dest = position - Vector(0.0, 20.0,0.0); |
---|
897 | Vector out1; |
---|
898 | Vector out2; |
---|
899 | |
---|
900 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
---|
901 | if(this->outputFraction == 1.0f) out1 = dest; |
---|
902 | else { |
---|
903 | collision = true; |
---|
904 | out1.x = position1.x + (dest1.x -position1.x) * this->outputFraction; |
---|
905 | out1.y = position1.y + (dest1.y -position1.y) * this->outputFraction; |
---|
906 | out1.z = position1.z + (dest1.z - position1.z) * this->outputFraction; |
---|
907 | |
---|
908 | } |
---|
909 | |
---|
910 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
---|
911 | if(this->outputFraction == 1.0f) out2= dest; |
---|
912 | else { |
---|
913 | collision = true; |
---|
914 | out2.x = position2.x + (dest2.x -position2.x) * this->outputFraction; |
---|
915 | out2.y = position2.y + (dest2.y -position2.y) * this->outputFraction; |
---|
916 | out2.z = position2.z + (dest2.z - position2.z) * this->outputFraction; |
---|
917 | |
---|
918 | } |
---|
919 | |
---|
920 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
---|
921 | if(this->outputFraction == 1.0f) out = dest; |
---|
922 | else { |
---|
923 | collision = true; |
---|
924 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
---|
925 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
---|
926 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
---|
927 | |
---|
928 | Vector out3 = out + Vector(3*this->collPlane->x,3*this->collPlane->y,3*this->collPlane->z); |
---|
929 | this->out = out; |
---|
930 | this->out1 = out1; |
---|
931 | this->out2 = out2; |
---|
932 | //this->drawDebugCube(&out1); |
---|
933 | //this->drawDebugCube(&out2); |
---|
934 | |
---|
935 | //this->drawDebugCube(&out3); |
---|
936 | |
---|
937 | } |
---|
938 | |
---|
939 | // Return the normal here: Normal's stored in this->collPlane; |
---|
940 | |
---|
941 | if(collision) worldEntity->collidesWithGround(out,out1,out2); |
---|
942 | // registerCollision(WorldEntity* entity, Vector(this->collPlane.x, ), Vector position); |
---|
943 | |
---|
944 | } |
---|
945 | |
---|
946 | } |
---|
947 | |
---|
948 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
---|
949 | { |
---|
950 | Vector next = this->cam; |
---|
951 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
---|
952 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
---|
953 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
---|
954 | |
---|
955 | float dist = 0; |
---|
956 | if(!(node->isLeaf)) { |
---|
957 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
958 | if(dist > 4.0f) { |
---|
959 | checkCollision(node->left,cam); |
---|
960 | return; |
---|
961 | } |
---|
962 | if(dist < -4.0f) { |
---|
963 | checkCollision(node->right,cam); |
---|
964 | return; |
---|
965 | } |
---|
966 | if(dist<=4.0f && dist >= -4.0f) { |
---|
967 | checkCollision(node->left,cam); |
---|
968 | checkCollision(node->right,cam); |
---|
969 | return; |
---|
970 | } |
---|
971 | return; |
---|
972 | } else { |
---|
973 | |
---|
974 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
---|
975 | |
---|
976 | if (camLeaf.cluster < 0) { |
---|
977 | this->drawDebugCube(&this->cam); |
---|
978 | this->drawDebugCube(&next); |
---|
979 | // State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
---|
980 | //State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
---|
981 | } |
---|
982 | |
---|
983 | |
---|
984 | /* |
---|
985 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
---|
986 | { |
---|
987 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
---|
988 | if(curBrush.n_brushsides < 0) return; |
---|
989 | for(int j = 0; j < curBrush.n_brushsides; j++) |
---|
990 | { |
---|
991 | float dist = -0.1; |
---|
992 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
---|
993 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
---|
994 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
---|
995 | |
---|
996 | if(dist < -0.01f) dist = -1.0f *dist; |
---|
997 | if(dist < 1.0f){ |
---|
998 | this->drawDebugCube(&this->cam); |
---|
999 | return; |
---|
1000 | } |
---|
1001 | } |
---|
1002 | |
---|
1003 | } */ |
---|
1004 | |
---|
1005 | } |
---|
1006 | return; |
---|
1007 | } |
---|
1008 | |
---|
1009 | void BspManager::drawDebugCube(Vector* cam) |
---|
1010 | { |
---|
1011 | glBegin(GL_QUADS); |
---|
1012 | |
---|
1013 | // Bottom Face. Red, 75% opaque, magnified texture |
---|
1014 | |
---|
1015 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
---|
1016 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
---|
1017 | |
---|
1018 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
1019 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
1020 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
---|
1021 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
---|
1022 | |
---|
1023 | |
---|
1024 | // Top face; offset. White, 50% opaque. |
---|
1025 | |
---|
1026 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
---|
1027 | |
---|
1028 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1029 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1030 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
1031 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1032 | |
---|
1033 | |
---|
1034 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
---|
1035 | |
---|
1036 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
---|
1037 | |
---|
1038 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
---|
1039 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
---|
1040 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
---|
1041 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
---|
1042 | |
---|
1043 | |
---|
1044 | // Right face. Blue; 25% opaque |
---|
1045 | |
---|
1046 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
---|
1047 | |
---|
1048 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
---|
1049 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1050 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
---|
1051 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1052 | |
---|
1053 | |
---|
1054 | // Front face; offset. Multi-colored, 50% opaque. |
---|
1055 | |
---|
1056 | glNormal3f( 0.0f, 0.0f, 1.0f); |
---|
1057 | |
---|
1058 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
---|
1059 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1060 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
---|
1061 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1062 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
---|
1063 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
1064 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
---|
1065 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1066 | |
---|
1067 | |
---|
1068 | // Left Face; offset. Yellow, varying levels of opaque. |
---|
1069 | |
---|
1070 | glNormal3f(-1.0f, 0.0f, 0.0f); |
---|
1071 | |
---|
1072 | glColor4f(0.9,0.9,0.2,0.0); |
---|
1073 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
---|
1074 | glColor4f(0.9,0.9,0.2,0.66); |
---|
1075 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
---|
1076 | glColor4f(0.9,0.9,0.2,1.0); |
---|
1077 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1078 | glColor4f(0.9,0.9,0.2,0.33); |
---|
1079 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1080 | |
---|
1081 | glEnd(); |
---|
1082 | } |
---|
1083 | |
---|
1084 | void BspManager::addFace(int f) |
---|
1085 | { |
---|
1086 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
---|
1087 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
---|
1088 | else this->opal.push_back(f); |
---|
1089 | } |
---|