[7353] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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[9003] | 3 | |
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[7353] | 4 | Copyright (C) 2006 orx |
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[9003] | 5 | |
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[7353] | 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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[9003] | 10 | |
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[7353] | 11 | ### File Specific: |
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| 12 | main-programmer: bottac@ee.ethz.ch |
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[9003] | 13 | |
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[8081] | 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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[9003] | 17 | |
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[8081] | 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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[7353] | 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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[7385] | 26 | #include "bsp_tree_leaf.h" |
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[7353] | 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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[7579] | 33 | #include "world_entities/player.h" |
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| 34 | #include "world_entities/playable.h" |
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[9869] | 35 | |
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[7385] | 36 | // STL Containers |
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| 37 | #include <vector> |
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| 38 | #include <deque> |
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[7801] | 39 | #include "movie_player.h" |
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[7353] | 40 | |
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[7833] | 41 | #include "world_entity.h" |
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[7353] | 42 | |
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[9869] | 43 | #include "util/loading/resource_manager.h" |
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[8081] | 44 | #include "util/loading/load_param.h" |
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| 45 | #include "util/loading/factory.h" |
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| 46 | |
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[8796] | 47 | #include "aabb.h" |
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[10010] | 48 | #include "cr_engine.h" |
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| 49 | #include "collision_tube.h" |
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[8081] | 50 | |
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[8490] | 51 | |
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[8081] | 52 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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| 53 | |
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[8490] | 54 | BspManager::BspManager(WorldEntity* parent) |
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[7353] | 55 | { |
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[8724] | 56 | |
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[9235] | 57 | this->lastTex = -1; |
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[8490] | 58 | this->parent = parent; |
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[8081] | 59 | /*// open a BSP file |
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[7395] | 60 | this->bspFile = new BspFile(); |
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[8081] | 61 | this->bspFile->scale = 0.4f; |
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[7596] | 62 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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[7395] | 63 | this->bspFile->build_tree(); |
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| 64 | this->root = this->bspFile->get_root(); |
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| 65 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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[8081] | 66 | */ |
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[8490] | 67 | |
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[8081] | 68 | } |
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[7833] | 69 | |
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[8081] | 70 | |
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| 71 | /* |
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| 72 | BspManager::BspManager(const TiXmlElement* root) |
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| 73 | { |
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[9003] | 74 | |
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| 75 | |
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[8081] | 76 | if( root != NULL) |
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| 77 | this->loadParams(root); |
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[9003] | 78 | |
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[7833] | 79 | CDEngine::getInstance()->setBSPModel(this); |
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[8081] | 80 | } */ |
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| 81 | |
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[9003] | 82 | BspManager::~BspManager() |
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[8081] | 83 | { |
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[9003] | 84 | if(this->bspFile) |
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| 85 | delete this->bspFile; |
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| 86 | } |
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| 87 | |
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| 88 | int BspManager::load(const char* fileName, float scale) |
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| 89 | { |
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[8490] | 90 | // open a BSP file |
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[9003] | 91 | |
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| 92 | |
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[8081] | 93 | this->bspFile = new BspFile(); |
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| 94 | this->bspFile->scale = scale; |
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[9869] | 95 | if(this->bspFile->read(Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(fileName).c_str()) == -1) |
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[9003] | 96 | return -1; |
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| 97 | |
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[8081] | 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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[8490] | 102 | this->outputFraction = 1.0f; |
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[9003] | 103 | |
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| 104 | return 0; |
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[7353] | 105 | } |
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[9235] | 106 | |
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| 107 | |
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[8081] | 108 | /* |
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| 109 | BspManager::BspManager(const char* fileName, float scale) |
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| 110 | { |
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| 111 | // open a BSP file |
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| 112 | this->bspFile = new BspFile(); |
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| 113 | this->bspFile->scale = scale; |
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| 114 | this->bspFile->read(fileName); |
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| 115 | this->bspFile->build_tree(); |
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| 116 | this->root = this->bspFile->get_root(); |
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| 117 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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[9003] | 118 | |
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[8081] | 119 | CDEngine::getInstance()->setBSPModel(this); |
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| 120 | } |
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| 121 | */ |
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| 122 | |
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[8490] | 123 | const void BspManager::tick(float time) |
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| 124 | { |
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| 125 | |
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[8796] | 126 | if(!this->bspFile->MovieMaterials.empty()) { |
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| 127 | ::std::vector<MoviePlayer *>::iterator it = this->bspFile->MovieMaterials.begin() ; |
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| 128 | while(it != this->bspFile->MovieMaterials.end()) { |
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| 129 | (*it)->tick(time); |
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| 130 | it++; |
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| 131 | } |
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| 132 | //this->bspFile->MovieMaterials.front()->tick(time ); |
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[8490] | 133 | |
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| 134 | |
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| 135 | } |
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| 136 | |
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| 137 | } |
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[8081] | 138 | const void BspManager::draw() |
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[7353] | 139 | { |
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| 140 | |
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[8081] | 141 | /* |
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[8030] | 142 | this->drawDebugCube(&this->out); |
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| 143 | this->out1 = this->out; |
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| 144 | this->out2 = this->out; |
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[8490] | 145 | if(this->collPlane != NULL) { |
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| 146 | this->out1.x += this->collPlane->x*5.0; |
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| 147 | this->out1.y += this->collPlane->y*5.0; |
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| 148 | this->out1.z += this->collPlane->z*5.0; |
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[8087] | 149 | |
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[8490] | 150 | this->out2.x += this->collPlane->x*10.0; |
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| 151 | this->out2.y += this->collPlane->y*10.0; |
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| 152 | this->out2.z += this->collPlane->z*10.0; |
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[8030] | 153 | } |
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| 154 | this->drawDebugCube(&this->out1); |
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| 155 | this->drawDebugCube(&this->out2); |
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[8490] | 156 | |
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[8087] | 157 | */ |
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[8490] | 158 | |
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| 159 | |
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[7395] | 160 | // Draw Debug Terrain |
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| 161 | /* |
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[8087] | 162 | this->bspFile->Materials[0]->select(); |
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[7395] | 163 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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[8087] | 164 | { |
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| 165 | this->bspFile->VertexArrayModels[i]->draw(); |
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| 166 | |
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| 167 | } |
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[7395] | 168 | */ |
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[7353] | 169 | |
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| 170 | |
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| 171 | |
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[7395] | 172 | // erase alreadyVisible |
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| 173 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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| 174 | float tmp = 0; |
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[7579] | 175 | //this->opal.clear(); |
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| 176 | //this->trasparent.clear(); |
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[7353] | 177 | // Find all visible faces... |
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| 178 | |
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[7395] | 179 | this->cam = State::getCamera()->getAbsCoor() ; |
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[7579] | 180 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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[7353] | 181 | |
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| 182 | |
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| 183 | |
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| 184 | |
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[7833] | 185 | |
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[8490] | 186 | this->viewDir= State::getCamera()->getAbsDirX(); |
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[7395] | 187 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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[7353] | 188 | |
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[7395] | 189 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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| 190 | int viscluster = -1; |
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| 191 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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[7353] | 192 | |
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| 193 | |
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| 194 | |
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[8490] | 195 | |
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[8796] | 196 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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[8490] | 197 | |
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| 198 | |
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[7563] | 199 | this->outputStartsOut = true; |
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| 200 | this->outputAllSolid = false; |
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| 201 | this->outputFraction = 1.0f; |
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[7833] | 202 | |
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[7801] | 203 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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[7395] | 204 | { |
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[7833] | 205 | |
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| 206 | |
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| 207 | |
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[8490] | 208 | // Iterate through all Leafs |
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[7395] | 209 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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[7353] | 210 | { |
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[7395] | 211 | // cluster = (this->bspFile->leaves)[i].cluster; |
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| 212 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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[7563] | 213 | if(curLeaf.cluster<0) continue; |
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[7833] | 214 | |
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[7563] | 215 | /** Do Frustum culling and draw 'em all **/ |
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[7801] | 216 | |
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[8490] | 217 | Vector dir = State::getCameraNode()->getAbsDirX(); |
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| 218 | |
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[7563] | 219 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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| 220 | //if(dist < 0) dist = -dist; |
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[7801] | 221 | 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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| 222 | 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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[7833] | 223 | |
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[8490] | 224 | if(dMins < -300.0 && dMaxs < -300.0) { |
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[8030] | 225 | continue; |
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[7563] | 226 | } |
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[8490] | 227 | 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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[8030] | 228 | continue; |
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[7801] | 229 | } |
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[7833] | 230 | |
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| 231 | |
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[7395] | 232 | // Iterate through all faces |
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| 233 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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[7596] | 234 | const int g = (j + curLeaf.leafface); |
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| 235 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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[7395] | 236 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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| 237 | this->alreadyVisible[f] = true; |
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| 238 | addFace(f); // "visibleFaces.append(f)" |
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| 239 | } |
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| 240 | } |
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[7353] | 241 | |
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| 242 | |
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| 243 | |
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| 244 | |
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[7395] | 245 | } //for |
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[7833] | 246 | } else { |
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[7579] | 247 | |
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[7833] | 248 | |
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[7395] | 249 | unsigned int v; |
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| 250 | unsigned char visSet; |
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[7353] | 251 | |
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[7395] | 252 | // Iterate through all Leafs |
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[7385] | 253 | |
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[7395] | 254 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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| 255 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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| 256 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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[7579] | 257 | int& cluster = curLeaf.cluster; |
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[7563] | 258 | |
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| 259 | if(cluster < 0) continue; |
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[7395] | 260 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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[7579] | 261 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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[7563] | 262 | |
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[7833] | 263 | // gets bit of visSet |
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[7579] | 264 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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[7833] | 265 | |
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[7592] | 266 | // Frustum culling |
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[7833] | 267 | |
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[7592] | 268 | Vector dir; |
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[7833] | 269 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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| 270 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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| 271 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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[7592] | 272 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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[7833] | 273 | //if(dist < 0) dist = -dist; |
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[7592] | 274 | 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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| 275 | 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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[7833] | 276 | |
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[9235] | 277 | if(dMins < -70.0 && dMaxs < -70.0) { |
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[7833] | 278 | continue; |
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[7592] | 279 | } |
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[7833] | 280 | |
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| 281 | |
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[7395] | 282 | // Iterate through all faces |
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[7563] | 283 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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[7579] | 284 | const int g = (j + curLeaf.leafface); |
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| 285 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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[7395] | 286 | |
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| 287 | if (!this->isAlreadyVisible(f) && f>=0) { |
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| 288 | this->addFace(f); |
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| 289 | this->alreadyVisible[f] = true; |
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| 290 | } |
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| 291 | |
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| 292 | } |
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| 293 | |
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[7563] | 294 | }// if |
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[7395] | 295 | |
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| 296 | }//for |
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| 297 | |
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| 298 | }//else |
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| 299 | |
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| 300 | while(!this->opal.empty()) { |
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| 301 | this->draw_face(this->opal.front()); |
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| 302 | this->opal.pop_front(); |
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| 303 | } |
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| 304 | while(!this->trasparent.empty()) { |
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| 305 | this->draw_face(this->trasparent.back()); |
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| 306 | this->trasparent.pop_back(); |
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| 307 | } |
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[8081] | 308 | //glEnable(GL_TEXTURE_2D); |
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[7801] | 309 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 310 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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[7395] | 311 | |
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[8087] | 312 | |
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| 313 | |
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[7353] | 314 | }//draw |
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| 315 | |
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| 316 | |
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[7563] | 317 | |
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[7353] | 318 | void BspManager::draw_face(int curface) |
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| 319 | { |
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[7395] | 320 | face& curFace = (this->bspFile->faces)[curface]; |
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| 321 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 322 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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| 323 | int offset = curFace.vertex; |
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[7801] | 324 | if (curFace.effect != -1) return; |
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[7353] | 325 | // PRINTF(0)("BSP Manager: "); |
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| 326 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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[7395] | 327 | |
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| 328 | // if( curFace.texture < 0 ) return; |
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| 329 | if(curFace.type == 2) { |
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| 330 | this->draw_patch( &curFace); |
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| 331 | return; |
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| 332 | } |
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[8796] | 333 | // if(curFace.type != 1) return; |
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[7801] | 334 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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[7563] | 335 | |
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[7544] | 336 | if(this->lastTex != curFace.texture) { |
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[7833] | 337 | if(this->bspFile->Materials[curFace.texture].animated) { |
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[8796] | 338 | // glBlendFunc(GL_ZERO,GL_ONE); |
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[8490] | 339 | |
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| 340 | |
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| 341 | |
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[7801] | 342 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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[8490] | 343 | //this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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[7801] | 344 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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| 345 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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| 346 | glBindTexture(GL_TEXTURE_2D, n ); |
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[8490] | 347 | this->lastTex = curFace.texture; |
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| 348 | |
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[7833] | 349 | } else { |
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| 350 | this->bspFile->Materials[curFace.texture].mat->select(); |
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| 351 | this->lastTex = curFace.texture; |
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[7801] | 352 | } |
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[7544] | 353 | } |
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[7563] | 354 | |
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| 355 | if(curFace.lm_index < 0) { |
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[8490] | 356 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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[7465] | 357 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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[7563] | 358 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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| 359 | glEnable(GL_TEXTURE_2D); |
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| 360 | } else { |
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[8796] | 361 | // glEnable(GL_BLEND); |
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[8490] | 362 | //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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| 363 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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[7563] | 364 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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[7465] | 365 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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| 366 | glEnable(GL_TEXTURE_2D); |
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[8796] | 367 | // glDisable(GL_BLEND); |
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[7563] | 368 | } |
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| 369 | |
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[7801] | 370 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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[7833] | 371 | |
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| 372 | // glColor4f(3.0,3.0,3.0,1.0); |
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[7544] | 373 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 374 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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[7353] | 375 | glEnableClientState(GL_NORMAL_ARRAY ); |
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[7395] | 376 | // glEnableClientState(GL_COLOR_ARRAY); |
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| 377 | |
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[7563] | 378 | |
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[7353] | 379 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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[7563] | 380 | |
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[7465] | 381 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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[7353] | 382 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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[7801] | 383 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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[7563] | 384 | |
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[7465] | 385 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 386 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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[7544] | 387 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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[7353] | 388 | |
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[7563] | 389 | |
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[7353] | 390 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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[7395] | 391 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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[7353] | 392 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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[7395] | 393 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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[7353] | 394 | |
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[7465] | 395 | glDisableClientState(GL_TEXTURE0_ARB); |
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| 396 | glDisableClientState(GL_TEXTURE1_ARB); |
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[7353] | 397 | glDisableClientState(GL_VERTEX_ARRAY ); |
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[7801] | 398 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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[7353] | 399 | glDisableClientState(GL_NORMAL_ARRAY ); |
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[7395] | 400 | // glDisableClientState(GL_COLOR_ARRAY); |
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| 401 | |
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[7353] | 402 | } |
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| 403 | |
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| 404 | |
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| 405 | void BspManager::draw_debug_face(int curface) |
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| 406 | { |
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[7395] | 407 | face& curFace = (this->bspFile->faces)[curface]; |
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| 408 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 409 | int stride = 44; // sizeof(Vertex) |
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| 410 | int offset = curFace.vertex; |
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| 411 | |
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[7353] | 412 | // PRINTF(0)("BSP Manager: "); |
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| 413 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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| 414 | |
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[7395] | 415 | // if( curFace.texture < 0 ) return; |
---|
| 416 | if(curFace.type == 2) { |
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| 417 | this->draw_patch( &curFace); |
---|
| 418 | return; |
---|
| 419 | } |
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| 420 | if(curFace.type == 3) return; |
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| 421 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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[7353] | 422 | |
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[7395] | 423 | this->bspFile->Materials[2].mat->select(); |
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| 424 | this->lastTex = 2; |
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| 425 | |
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[7353] | 426 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 427 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 428 | glEnableClientState(GL_NORMAL_ARRAY ); |
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[7395] | 429 | //glEnableClientState(GL_COLOR_ARRAY); |
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[7353] | 430 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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[7465] | 431 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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[7353] | 432 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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[7465] | 433 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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[7395] | 434 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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[7465] | 435 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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[7353] | 436 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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[7465] | 437 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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[7395] | 438 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 439 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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| 440 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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[7353] | 441 | |
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| 442 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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[7395] | 443 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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[7353] | 444 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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[7395] | 445 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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| 446 | |
---|
[7353] | 447 | } |
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| 448 | |
---|
| 449 | void BspManager::draw_patch(face* Face) |
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| 450 | { |
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[7544] | 451 | if(this->lastTex != Face->texture) { |
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[7510] | 452 | this->bspFile->Materials[Face->texture].mat->select(); |
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[7544] | 453 | this->lastTex = Face->texture; |
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| 454 | } |
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[7801] | 455 | if (Face->effect != -1) return; |
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[7563] | 456 | |
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| 457 | |
---|
| 458 | if(Face->lm_index < 0) { |
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[7465] | 459 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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[7511] | 460 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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[7465] | 461 | glEnable(GL_TEXTURE_2D); |
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[7563] | 462 | } else { |
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[7465] | 463 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 464 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
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| 465 | glEnable(GL_TEXTURE_2D); |
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[7563] | 466 | } |
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[7579] | 467 | //glColor4f(3.0,3.0,3.0,1.0); |
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[7563] | 468 | |
---|
[7801] | 469 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 470 | glEnable( GL_AUTO_NORMAL); |
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[7465] | 471 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 472 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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[7801] | 473 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
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[7833] | 474 | //glFrontFace(GL_CW); |
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[7395] | 475 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
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[7563] | 476 | |
---|
| 477 | |
---|
[7801] | 478 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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[7353] | 479 | |
---|
[7395] | 480 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
---|
[7563] | 481 | |
---|
| 482 | |
---|
[7465] | 483 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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[7801] | 484 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
[7395] | 485 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
---|
[7465] | 486 | |
---|
[7563] | 487 | |
---|
[7833] | 488 | |
---|
[7465] | 489 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
---|
| 490 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
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[7544] | 491 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
[7465] | 492 | |
---|
[7563] | 493 | |
---|
[7833] | 494 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
---|
[7353] | 495 | |
---|
| 496 | |
---|
| 497 | |
---|
[7563] | 498 | |
---|
[7801] | 499 | for(int row=6; row>=0; --row) { |
---|
[7395] | 500 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
---|
| 501 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
---|
| 502 | } |
---|
[7563] | 503 | |
---|
[7801] | 504 | //glFrontFace(GL_CCW); |
---|
[7395] | 505 | } |
---|
[7465] | 506 | glDisableClientState(GL_TEXTURE0_ARB); |
---|
| 507 | glDisableClientState(GL_TEXTURE1_ARB); |
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[7801] | 508 | glDisable(GL_AUTO_NORMAL); |
---|
[7465] | 509 | glDisableClientState(GL_VERTEX_ARRAY ); |
---|
| 510 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
---|
[7563] | 511 | |
---|
| 512 | |
---|
[7353] | 513 | } |
---|
| 514 | |
---|
| 515 | bool BspManager::isAlreadyVisible(int Face) |
---|
| 516 | { |
---|
[7395] | 517 | return this->alreadyVisible[Face]; |
---|
[7353] | 518 | } |
---|
| 519 | |
---|
| 520 | |
---|
| 521 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
---|
| 522 | { |
---|
[7395] | 523 | float dist = 0; |
---|
| 524 | while(!(node->isLeaf)) { |
---|
| 525 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
| 526 | if(dist >= 0.0f) { |
---|
| 527 | node = node->left; |
---|
| 528 | } else { |
---|
| 529 | node = node->right; |
---|
| 530 | } |
---|
| 531 | } |
---|
| 532 | return node; |
---|
[7353] | 533 | } |
---|
| 534 | |
---|
[7563] | 535 | void BspManager::checkBrushRay(brush* curBrush) |
---|
| 536 | { |
---|
| 537 | float EPSILON = 0.000001; |
---|
| 538 | float startDistance; |
---|
| 539 | float endDistance; |
---|
[7833] | 540 | |
---|
[7563] | 541 | float startFraction = -1.0f; |
---|
| 542 | float endFraction = 1.0f; |
---|
| 543 | bool startsOut = false; |
---|
| 544 | bool endsOut = false; |
---|
[7833] | 545 | |
---|
[7563] | 546 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
| 547 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
| 548 | |
---|
[7833] | 549 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
[7563] | 550 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
| 551 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
| 552 | |
---|
[7833] | 553 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
| 554 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
[7563] | 555 | |
---|
| 556 | if (startDistance > 0) |
---|
| 557 | startsOut = true; |
---|
| 558 | if (endDistance > 0) |
---|
| 559 | endsOut = true; |
---|
| 560 | |
---|
[7833] | 561 | // make sure the trace isn't completely on one side of the brush |
---|
| 562 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
[7563] | 563 | return; |
---|
| 564 | } |
---|
[7833] | 565 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
[7563] | 566 | continue; |
---|
| 567 | } |
---|
| 568 | |
---|
[7833] | 569 | // MMM... BEEFY |
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| 570 | if (startDistance > endDistance) { // line is entering into the brush |
---|
[7563] | 571 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
| 572 | if (fraction > startFraction) |
---|
| 573 | startFraction = fraction; |
---|
[8081] | 574 | // don't store plane |
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| 575 | // this->collPlane = &curPlane; |
---|
[8087] | 576 | |
---|
[8081] | 577 | } else { // line is leaving the brush |
---|
| 578 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
| 579 | if (fraction < endFraction) |
---|
| 580 | endFraction = fraction; |
---|
| 581 | // don't store plane |
---|
| 582 | //this->collPlane = & curPlane; |
---|
[8087] | 583 | |
---|
[8081] | 584 | } |
---|
| 585 | |
---|
| 586 | } |
---|
| 587 | if (startsOut == false) { |
---|
| 588 | this->outputStartsOut = false; |
---|
| 589 | if (endsOut == false) |
---|
| 590 | this->outputAllSolid = true; |
---|
| 591 | return; |
---|
| 592 | } |
---|
| 593 | |
---|
| 594 | if (startFraction < endFraction) { |
---|
| 595 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
| 596 | if (startFraction < 0) |
---|
| 597 | startFraction = 0; |
---|
[8087] | 598 | this->outputFraction = startFraction; |
---|
[8081] | 599 | } |
---|
| 600 | } |
---|
| 601 | |
---|
| 602 | } |
---|
| 603 | |
---|
| 604 | void BspManager::checkBrushRayN(brush* curBrush) |
---|
| 605 | { |
---|
| 606 | float EPSILON = 0.000001; |
---|
| 607 | float startDistance; |
---|
| 608 | float endDistance; |
---|
| 609 | |
---|
| 610 | float startFraction = -1.0f; |
---|
| 611 | float endFraction = 1.0f; |
---|
[8490] | 612 | bool startsOut = false; |
---|
| 613 | bool endsOut = false; |
---|
[8081] | 614 | |
---|
[8796] | 615 | // Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
| 616 | // Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
[8081] | 617 | |
---|
| 618 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
| 619 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
| 620 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
| 621 | |
---|
| 622 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
| 623 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
| 624 | |
---|
| 625 | if (startDistance > 0) |
---|
| 626 | startsOut = true; |
---|
| 627 | if (endDistance > 0) |
---|
| 628 | endsOut = true; |
---|
| 629 | |
---|
| 630 | // make sure the trace isn't completely on one side of the brush |
---|
| 631 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
| 632 | return; |
---|
| 633 | } |
---|
| 634 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
| 635 | continue; |
---|
| 636 | } |
---|
| 637 | |
---|
| 638 | // MMM... BEEFY |
---|
| 639 | if (startDistance > endDistance) { // line is entering into the brush |
---|
| 640 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
| 641 | if (fraction > startFraction) |
---|
| 642 | startFraction = fraction; |
---|
[8030] | 643 | // store plane |
---|
| 644 | this->collPlane = &curPlane; |
---|
[8087] | 645 | |
---|
[7833] | 646 | } else { // line is leaving the brush |
---|
[7563] | 647 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
| 648 | if (fraction < endFraction) |
---|
| 649 | endFraction = fraction; |
---|
[8030] | 650 | // store plane |
---|
| 651 | this->collPlane = & curPlane; |
---|
[8087] | 652 | |
---|
[7563] | 653 | } |
---|
[7833] | 654 | |
---|
[7563] | 655 | } |
---|
[7833] | 656 | if (startsOut == false) { |
---|
| 657 | this->outputStartsOut = false; |
---|
| 658 | if (endsOut == false) |
---|
| 659 | this->outputAllSolid = true; |
---|
| 660 | return; |
---|
| 661 | } |
---|
[7563] | 662 | |
---|
[7833] | 663 | if (startFraction < endFraction) { |
---|
| 664 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
[7563] | 665 | if (startFraction < 0) |
---|
| 666 | startFraction = 0; |
---|
[8087] | 667 | this->outputFraction = startFraction; |
---|
[7563] | 668 | } |
---|
| 669 | } |
---|
[7833] | 670 | |
---|
[7563] | 671 | } |
---|
| 672 | |
---|
[8490] | 673 | void BspManager::checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd) |
---|
| 674 | { |
---|
| 675 | float EPSILON = 0.000001; |
---|
| 676 | float startDistance; |
---|
| 677 | float endDistance; |
---|
[8081] | 678 | |
---|
[8490] | 679 | float startFraction = -1.0f; |
---|
| 680 | float endFraction = 1.0f; |
---|
| 681 | bool startsOut = false; |
---|
| 682 | bool endsOut = false; |
---|
| 683 | |
---|
| 684 | //Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
| 685 | //Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
| 686 | |
---|
| 687 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
| 688 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
| 689 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
| 690 | |
---|
| 691 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
| 692 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
| 693 | |
---|
| 694 | if (startDistance > 0) |
---|
| 695 | startsOut = true; |
---|
| 696 | if (endDistance > 0) |
---|
| 697 | endsOut = true; |
---|
| 698 | |
---|
| 699 | // make sure the trace isn't completely on one side of the brush |
---|
| 700 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
| 701 | return; |
---|
| 702 | } |
---|
| 703 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
| 704 | continue; |
---|
| 705 | } |
---|
| 706 | |
---|
| 707 | // MMM... BEEFY |
---|
| 708 | if (startDistance > endDistance) { // line is entering into the brush |
---|
| 709 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
| 710 | if (fraction > startFraction) |
---|
| 711 | startFraction = fraction; |
---|
| 712 | // store plane |
---|
| 713 | this->collPlane = &curPlane; |
---|
| 714 | |
---|
| 715 | } else { // line is leaving the brush |
---|
| 716 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
| 717 | if (fraction < endFraction) |
---|
| 718 | endFraction = fraction; |
---|
| 719 | // store plane |
---|
| 720 | this->collPlane = & curPlane; |
---|
| 721 | |
---|
| 722 | } |
---|
| 723 | |
---|
| 724 | } |
---|
| 725 | if (startsOut == false) { |
---|
| 726 | this->outputStartsOut = false; |
---|
| 727 | if (endsOut == false) |
---|
| 728 | this->outputAllSolid = true; |
---|
| 729 | return; |
---|
| 730 | } |
---|
| 731 | |
---|
| 732 | if (startFraction < endFraction) { |
---|
| 733 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
| 734 | if (startFraction < 0) |
---|
| 735 | startFraction = 0; |
---|
| 736 | this->outputFraction = startFraction; |
---|
| 737 | } |
---|
| 738 | } |
---|
| 739 | |
---|
| 740 | } |
---|
| 741 | |
---|
| 742 | |
---|
[7563] | 743 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
| 744 | { |
---|
| 745 | |
---|
| 746 | |
---|
| 747 | float EPSILON = 0.000001; |
---|
| 748 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
| 749 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
| 750 | |
---|
| 751 | |
---|
| 752 | if(node->isLeaf) { |
---|
| 753 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
| 754 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
| 755 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
| 756 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
| 757 | if (curBrush.n_brushsides > 0 && |
---|
[7833] | 758 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
| 759 | // CheckBrush( brush ); |
---|
| 760 | this->checkBrushRay(&curBrush); |
---|
[7563] | 761 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
| 762 | } |
---|
| 763 | return; |
---|
| 764 | } |
---|
| 765 | |
---|
| 766 | |
---|
| 767 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
| 768 | { // both points are in front of the plane |
---|
| 769 | // so check the front child |
---|
| 770 | this->checkCollisionRay(node->left,0,0,start,end); |
---|
| 771 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
| 772 | { // both points are behind the plane |
---|
| 773 | // so check the back child |
---|
| 774 | this->checkCollisionRay(node->right,0,0,start,end); |
---|
| 775 | } else // C |
---|
| 776 | { // the line spans the splitting plane |
---|
| 777 | int side; |
---|
| 778 | float fraction1, fraction2, middleFraction; |
---|
| 779 | Vector middle; |
---|
| 780 | |
---|
| 781 | // STEP 1: split the segment into two |
---|
| 782 | if (startDistance < endDistance) { |
---|
| 783 | side = 1; // back |
---|
| 784 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
| 785 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
| 786 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
| 787 | } else if (endDistance < startDistance) { |
---|
[7833] | 788 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
[7563] | 789 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
| 790 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
| 791 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
| 792 | } else { |
---|
| 793 | side = 0; // front |
---|
| 794 | fraction1 = 1.0f; |
---|
| 795 | fraction2 = 0.0f; |
---|
| 796 | } |
---|
| 797 | |
---|
| 798 | // STEP 2: make sure the numbers are valid |
---|
| 799 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
| 800 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
| 801 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
| 802 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
| 803 | |
---|
| 804 | // STEP 3: calculate the middle point for the first side |
---|
| 805 | middleFraction = startFraction + |
---|
| 806 | (endFraction - startFraction) * fraction1; |
---|
| 807 | |
---|
| 808 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
| 809 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
| 810 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
| 811 | |
---|
| 812 | // STEP 4: check the first side |
---|
| 813 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
| 814 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
---|
| 815 | |
---|
| 816 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
---|
| 817 | start, &middle ); |
---|
| 818 | |
---|
| 819 | // STEP 5: calculate the middle point for the second side |
---|
| 820 | middleFraction = startFraction + |
---|
| 821 | (endFraction - startFraction) * fraction2; |
---|
| 822 | |
---|
| 823 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
| 824 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
| 825 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
| 826 | |
---|
| 827 | // STEP 6: check the second side |
---|
| 828 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
---|
| 829 | |
---|
| 830 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
---|
| 831 | |
---|
| 832 | |
---|
| 833 | } |
---|
| 834 | |
---|
| 835 | } |
---|
[7833] | 836 | |
---|
| 837 | |
---|
[8081] | 838 | |
---|
| 839 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
| 840 | { |
---|
| 841 | |
---|
| 842 | |
---|
| 843 | float EPSILON = 0.000001; |
---|
| 844 | |
---|
[8490] | 845 | float endDistance = end->dot(node->plane) - node->d; |
---|
| 846 | float startDistance = start->dot(node->plane) - node->d; |
---|
[8081] | 847 | |
---|
[8490] | 848 | |
---|
| 849 | if( node->isLeaf) { |
---|
[8081] | 850 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
| 851 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
| 852 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
| 853 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
| 854 | if (curBrush.n_brushsides > 0 && |
---|
| 855 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
| 856 | // CheckBrush( brush ); |
---|
| 857 | this->checkBrushRayN(&curBrush); |
---|
| 858 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
[8796] | 859 | } |
---|
| 860 | |
---|
[8081] | 861 | return; |
---|
| 862 | } |
---|
| 863 | |
---|
| 864 | |
---|
| 865 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
| 866 | { // both points are in front of the plane |
---|
| 867 | // so check the front child |
---|
| 868 | this->checkCollisionRayN(node->left,0,0,start,end); |
---|
| 869 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
| 870 | { // both points are behind the plane |
---|
| 871 | // so check the back child |
---|
| 872 | this->checkCollisionRayN(node->right,0,0,start,end); |
---|
| 873 | } else // C |
---|
| 874 | { // the line spans the splitting plane |
---|
| 875 | int side; |
---|
| 876 | float fraction1, fraction2, middleFraction; |
---|
| 877 | Vector middle; |
---|
| 878 | |
---|
| 879 | // STEP 1: split the segment into two |
---|
| 880 | if (startDistance < endDistance) { |
---|
| 881 | side = 1; // back |
---|
| 882 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
| 883 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
| 884 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
| 885 | } else if (endDistance < startDistance) { |
---|
| 886 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
| 887 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
| 888 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
| 889 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
| 890 | } else { |
---|
| 891 | side = 0; // front |
---|
| 892 | fraction1 = 1.0f; |
---|
| 893 | fraction2 = 0.0f; |
---|
| 894 | } |
---|
| 895 | |
---|
| 896 | // STEP 2: make sure the numbers are valid |
---|
| 897 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
| 898 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
| 899 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
| 900 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
| 901 | |
---|
| 902 | // STEP 3: calculate the middle point for the first side |
---|
[8490] | 903 | middleFraction = startFraction + (endFraction - startFraction) * fraction1; |
---|
| 904 | middle = (*start) + ((*end) - (*start)) * fraction1; |
---|
[8081] | 905 | |
---|
| 906 | |
---|
| 907 | // STEP 4: check the first side |
---|
| 908 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
| 909 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
---|
| 910 | |
---|
| 911 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
---|
[8490] | 912 | start, &middle ); |
---|
[8081] | 913 | |
---|
| 914 | // STEP 5: calculate the middle point for the second side |
---|
[8490] | 915 | middleFraction = startFraction + (endFraction - startFraction) * fraction2; |
---|
| 916 | middle = (*start) + ((*end) - (*start)) * fraction2; |
---|
[8081] | 917 | |
---|
| 918 | // STEP 6: check the second side |
---|
| 919 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
---|
| 920 | |
---|
| 921 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
---|
| 922 | |
---|
| 923 | |
---|
| 924 | } |
---|
| 925 | |
---|
| 926 | } |
---|
[8724] | 927 | |
---|
| 928 | float BspManager::checkPatchAltitude(BspTreeNode* node) |
---|
| 929 | { |
---|
| 930 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
[8894] | 931 | for(int i = 0; i < curLeaf.n_leaffaces ; i++) {} |
---|
[8724] | 932 | return 10.0f; |
---|
| 933 | } |
---|
| 934 | |
---|
[8490] | 935 | void BspManager::checkCollisionBox(void) |
---|
[8894] | 936 | {} |
---|
[8081] | 937 | |
---|
[8894] | 938 | |
---|
[8490] | 939 | void BspManager::TraceBox( Vector& inputStart, Vector& inputEnd, |
---|
[8796] | 940 | Vector& inputMins, Vector& inputMaxs ) |
---|
[8490] | 941 | { |
---|
| 942 | if (inputMins.x == 0 && inputMins.y == 0 && inputMins.z == 0 && |
---|
[8796] | 943 | inputMaxs.x == 0 && inputMaxs.y == 0 && inputMaxs.z == 0) { // the user called TraceBox, but this is actually a ray |
---|
| 944 | //!> FIXME TraceRay( inputStart, inputEnd ); |
---|
| 945 | } else { // setup for a box |
---|
[8490] | 946 | //traceType = TT_BOX; |
---|
| 947 | this->traceMins = inputMins; |
---|
| 948 | this->traceMaxs = inputMaxs; |
---|
| 949 | this->traceExtents.x = -traceMins.x > traceMaxs.x ? |
---|
[8796] | 950 | -traceMins.x : traceMaxs.x; |
---|
[8490] | 951 | this->traceExtents.y = -traceMins.y > traceMaxs.y ? |
---|
[8796] | 952 | -traceMins.y : traceMaxs.y; |
---|
[8490] | 953 | this->traceExtents.z = -traceMins.z > traceMaxs.z ? |
---|
[8796] | 954 | -traceMins.z : traceMaxs.z; |
---|
| 955 | //!> FIXME Trace( inputStart, inputEnd ); |
---|
[8490] | 956 | } |
---|
| 957 | } |
---|
| 958 | |
---|
[7833] | 959 | void BspManager::checkCollision(WorldEntity* worldEntity) |
---|
| 960 | { |
---|
[8724] | 961 | |
---|
[8796] | 962 | // Init Collision Detection |
---|
[8490] | 963 | this->outputStartsOut = true; |
---|
| 964 | this->outputAllSolid = false; |
---|
| 965 | this->outputFraction = 1.0f; |
---|
[7833] | 966 | |
---|
[9110] | 967 | |
---|
| 968 | this->checkCollisionX(worldEntity); |
---|
| 969 | this->checkCollisionY(worldEntity); |
---|
| 970 | this->checkCollisionZ(worldEntity); |
---|
| 971 | |
---|
| 972 | |
---|
| 973 | #if 0 |
---|
[8796] | 974 | // Retrieve Bounding box |
---|
| 975 | AABB* box = worldEntity->getModelAABB(); |
---|
[7833] | 976 | |
---|
[8724] | 977 | |
---|
[8894] | 978 | Vector forwardDir = Vector(0.0,0.0,1.0); |
---|
| 979 | Vector upDir = Vector(0.0,1.0,0.0); |
---|
| 980 | Vector position = worldEntity->getAbsCoor(); |
---|
[8087] | 981 | |
---|
[8894] | 982 | bool SolidFlag = false; |
---|
[8490] | 983 | bool collision = false; |
---|
[8796] | 984 | Vector position1 = position; |
---|
[8724] | 985 | Vector position2 = position + Vector(0.0,1.0,0.0); |
---|
[9061] | 986 | Vector position3 = position; |
---|
| 987 | Vector position4 = position + Vector(0.0,1.0,0.0); |
---|
[8894] | 988 | Vector dest = worldEntity->getAbsCoor() - upDir*40.0f; // |
---|
[8724] | 989 | Vector dest1 = position + forwardDir*4.0f; |
---|
[9003] | 990 | Vector dest2 = position2 + forwardDir*4.0; |
---|
[9061] | 991 | Vector dest3 = position + forwardDir*4.0f; |
---|
| 992 | Vector dest4 = position2 + forwardDir*4.0; |
---|
[8490] | 993 | dest = position - Vector(0.0, 40.0,0.0); |
---|
[8894] | 994 | Vector out = dest; |
---|
[8490] | 995 | Vector out1; |
---|
| 996 | Vector out2; |
---|
[7833] | 997 | |
---|
| 998 | |
---|
[9110] | 999 | plane* testPlane; |
---|
[8894] | 1000 | |
---|
[9110] | 1001 | bool xCollision = false; |
---|
| 1002 | bool zCollision = false; |
---|
| 1003 | |
---|
| 1004 | |
---|
[8490] | 1005 | float height = 40; |
---|
[8894] | 1006 | |
---|
| 1007 | |
---|
| 1008 | if( box != NULL) { |
---|
[9061] | 1009 | position = worldEntity->getAbsCoor() + box->center; // + Vector(0.0, 1.0, 0.0) * box->halfLength[1] * 1.0f; |
---|
| 1010 | dest = worldEntity->getAbsCoor() + box->center - Vector(0.0, 1.0, 0.0) * (box->halfLength[1] + BSP_Y_OFFSET) * 100; |
---|
[8894] | 1011 | |
---|
[9061] | 1012 | Vector dirX = worldEntity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
---|
[8894] | 1013 | |
---|
[9061] | 1014 | //position1 = worldEntity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
| 1015 | dest1 = worldEntity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
| 1016 | dest2 = worldEntity->getAbsCoor() - box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
[9110] | 1017 | |
---|
[9061] | 1018 | Vector dirZ = worldEntity->getAbsDirZ(); dirX.y = 0.0f; dirZ.normalize(); |
---|
| 1019 | //position2 = worldEntity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
| 1020 | dest3 = worldEntity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
| 1021 | dest4 = worldEntity->getAbsCoor() - box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
[8894] | 1022 | } else { |
---|
| 1023 | // Init positions and destinations to anything useful! |
---|
| 1024 | |
---|
[8796] | 1025 | } |
---|
[8724] | 1026 | |
---|
[8894] | 1027 | |
---|
| 1028 | |
---|
[9110] | 1029 | // 1st Ray: Y RAY |
---|
[8490] | 1030 | this->inputStart = position; |
---|
| 1031 | this->inputEnd = dest; |
---|
| 1032 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
---|
| 1033 | |
---|
[8724] | 1034 | |
---|
[8796] | 1035 | // |
---|
| 1036 | if(!this->outputStartsOut ) { |
---|
[8724] | 1037 | this->collPlane = new plane; |
---|
| 1038 | this->collPlane->x = 0.0f; |
---|
| 1039 | this->collPlane->y = 0.0f; |
---|
| 1040 | this->collPlane->z = 0.0f; |
---|
| 1041 | collision = true; |
---|
[8796] | 1042 | } else { |
---|
[8724] | 1043 | |
---|
[8796] | 1044 | if( this->outputFraction == 1.0f) { |
---|
| 1045 | if(this->outputAllSolid ) { |
---|
| 1046 | this->collPlane = new plane; |
---|
| 1047 | this->collPlane->x = 0.0f; |
---|
| 1048 | this->collPlane->y = 0.0f; |
---|
| 1049 | this->collPlane->z = 0.0f; |
---|
| 1050 | collision = true; |
---|
[8894] | 1051 | SolidFlag = true; |
---|
| 1052 | } else |
---|
[8796] | 1053 | collision = false; |
---|
[8894] | 1054 | |
---|
| 1055 | |
---|
| 1056 | out = dest; |
---|
| 1057 | |
---|
[8796] | 1058 | } else { |
---|
| 1059 | collision = true; |
---|
| 1060 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
---|
| 1061 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
---|
| 1062 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
---|
[8724] | 1063 | |
---|
[8796] | 1064 | Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z); |
---|
| 1065 | this->out = out; |
---|
[7833] | 1066 | } |
---|
[8490] | 1067 | } |
---|
[9110] | 1068 | testPlane = this->collPlane; |
---|
[8490] | 1069 | |
---|
[8087] | 1070 | |
---|
[9061] | 1071 | bool xCollisionNeg = false; |
---|
| 1072 | bool zCollisionNeg = false; |
---|
[8894] | 1073 | |
---|
[9003] | 1074 | |
---|
[9110] | 1075 | |
---|
| 1076 | // 2nd Collision Detection X-RAY |
---|
[8894] | 1077 | this->outputStartsOut = true; |
---|
| 1078 | this->outputAllSolid = false; |
---|
| 1079 | this->outputFraction = 1.0f; |
---|
| 1080 | this->inputStart = position1; |
---|
| 1081 | this->inputEnd = dest1; |
---|
| 1082 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
---|
| 1083 | |
---|
[9003] | 1084 | if(this->outputFraction < 1.0f) { |
---|
[8894] | 1085 | out.x = dest1.x + (dest1.x -position1.x) * this->outputFraction; |
---|
[9003] | 1086 | dest1 = position1 + (dest1 -position1) * this->outputFraction; |
---|
[8894] | 1087 | xCollision = true; |
---|
| 1088 | testPlane = this->collPlane; |
---|
| 1089 | } |
---|
[9003] | 1090 | if(this->outputAllSolid ) { |
---|
| 1091 | |
---|
| 1092 | this->collPlane = new plane; |
---|
| 1093 | this->collPlane->x = 0.0f; |
---|
| 1094 | this->collPlane->y = 0.0f; |
---|
| 1095 | this->collPlane->z = 0.0f; |
---|
| 1096 | testPlane = this->collPlane; |
---|
[8894] | 1097 | SolidFlag = true; |
---|
[9003] | 1098 | xCollision = true; |
---|
[8894] | 1099 | } |
---|
| 1100 | //out.z = this->outputFraction; |
---|
| 1101 | |
---|
| 1102 | |
---|
[9003] | 1103 | |
---|
[9110] | 1104 | // 3rd Collision Detection Z-RAY |
---|
[8894] | 1105 | this->outputStartsOut = true; |
---|
| 1106 | this->outputAllSolid = false; |
---|
| 1107 | this->outputFraction = 1.0f; |
---|
| 1108 | this->inputStart = position2; |
---|
| 1109 | this->inputEnd = dest2; |
---|
[9003] | 1110 | |
---|
[8894] | 1111 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
---|
| 1112 | //out.x = this->outputFraction; |
---|
| 1113 | |
---|
[9003] | 1114 | if(this->outputFraction < 1.0f ) { |
---|
[8894] | 1115 | out.z = out.z = dest2.z + (dest2.z -position2.z) * this->outputFraction; |
---|
[9003] | 1116 | dest2 = position2 + (dest2 -position2) * this->outputFraction; |
---|
[8894] | 1117 | zCollision = true; |
---|
| 1118 | testPlane = this->collPlane; |
---|
| 1119 | |
---|
| 1120 | } |
---|
[9003] | 1121 | if(this->outputAllSolid ) { |
---|
| 1122 | this->collPlane = new plane; |
---|
| 1123 | this->collPlane->x = 0.0f; |
---|
| 1124 | this->collPlane->y = 0.0f; |
---|
| 1125 | this->collPlane->z = 0.0f; |
---|
| 1126 | testPlane = this->collPlane; |
---|
| 1127 | |
---|
| 1128 | SolidFlag = true; |
---|
| 1129 | zCollision = true; |
---|
[8894] | 1130 | } |
---|
[9003] | 1131 | |
---|
[8796] | 1132 | |
---|
[8490] | 1133 | // Return the normal here: Normal's stored in this->collPlane; |
---|
[8894] | 1134 | if( collision) { |
---|
[9110] | 1135 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Y , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), out, SolidFlag); |
---|
[9003] | 1136 | } |
---|
| 1137 | if(xCollision) { |
---|
| 1138 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_X , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z),dest1 , SolidFlag); |
---|
| 1139 | } |
---|
[9110] | 1140 | |
---|
[9003] | 1141 | if(zCollision) { |
---|
| 1142 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Z , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), dest2 , SolidFlag); |
---|
| 1143 | } |
---|
[9110] | 1144 | #endif |
---|
[7833] | 1145 | |
---|
[9110] | 1146 | } |
---|
[8894] | 1147 | |
---|
| 1148 | |
---|
[9110] | 1149 | |
---|
| 1150 | /** |
---|
| 1151 | * check the collision in the x direction (forward, backward) |
---|
| 1152 | */ |
---|
| 1153 | void BspManager::checkCollisionX(WorldEntity* entity) |
---|
| 1154 | { |
---|
| 1155 | // Retrieve Bounding box |
---|
| 1156 | AABB* box = entity->getModelAABB(); |
---|
| 1157 | |
---|
| 1158 | |
---|
| 1159 | plane* testPlane = NULL; //!< the collision test plane |
---|
| 1160 | |
---|
| 1161 | Vector forward; //!< left collision ray |
---|
| 1162 | Vector backward; //!< right collision ray |
---|
| 1163 | Vector collPos; //!< the collision position |
---|
| 1164 | |
---|
| 1165 | bool xCollisionForward = false; //!< flag true if right collision |
---|
| 1166 | bool xCollisionBackward = false; //!< flag true if left collision |
---|
| 1167 | bool SolidFlag = false; //!< flag set true if solid |
---|
| 1168 | |
---|
| 1169 | Vector position; //!< current position of the entity |
---|
| 1170 | Vector dirX; //!< direction x |
---|
| 1171 | |
---|
| 1172 | position = entity->getAbsCoor(); |
---|
| 1173 | dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
---|
| 1174 | |
---|
| 1175 | // calculate the rays |
---|
| 1176 | if( box != NULL) |
---|
| 1177 | { |
---|
| 1178 | forward = entity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
| 1179 | backward = entity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
| 1180 | } |
---|
| 1181 | else |
---|
| 1182 | { |
---|
| 1183 | forward = position + dirX * 4.0f; |
---|
| 1184 | backward = position + Vector(0.0, 1.0, 0.0) + dirX * 4.0; |
---|
| 1185 | } |
---|
| 1186 | |
---|
| 1187 | |
---|
| 1188 | /* X Ray forward */ |
---|
| 1189 | // init some member variables before collision check |
---|
| 1190 | this->outputStartsOut = true; |
---|
| 1191 | this->outputAllSolid = false; |
---|
| 1192 | this->outputFraction = 1.0f; |
---|
| 1193 | this->inputStart = position; |
---|
| 1194 | this->inputEnd = forward; |
---|
| 1195 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &forward ); |
---|
| 1196 | |
---|
| 1197 | // collision occured |
---|
| 1198 | if( this->outputFraction < 1.0f) |
---|
| 1199 | { |
---|
| 1200 | collPos = position + (forward - position) * this->outputFraction; |
---|
| 1201 | xCollisionForward = true; |
---|
| 1202 | testPlane = this->collPlane; |
---|
| 1203 | } |
---|
| 1204 | if(this->outputAllSolid ) |
---|
| 1205 | { |
---|
| 1206 | this->collPlane = new plane; |
---|
| 1207 | this->collPlane->x = 0.0f; |
---|
| 1208 | this->collPlane->y = 0.0f; |
---|
| 1209 | this->collPlane->z = 0.0f; |
---|
| 1210 | testPlane = this->collPlane; |
---|
| 1211 | SolidFlag = true; |
---|
| 1212 | xCollisionForward = true; |
---|
| 1213 | } |
---|
| 1214 | |
---|
| 1215 | // collision registration |
---|
| 1216 | if( xCollisionForward) |
---|
| 1217 | { |
---|
[10010] | 1218 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_X , |
---|
| 1219 | entity, this->parent, |
---|
[9110] | 1220 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1221 | collPos, |
---|
| 1222 | SolidFlag); |
---|
| 1223 | } |
---|
| 1224 | |
---|
| 1225 | |
---|
| 1226 | |
---|
| 1227 | /* X Ray backward */ |
---|
| 1228 | // init some member variables before collision check |
---|
| 1229 | this->outputStartsOut = true; |
---|
| 1230 | this->outputAllSolid = false; |
---|
| 1231 | this->outputFraction = 1.0f; |
---|
| 1232 | this->inputStart = position; |
---|
| 1233 | this->inputEnd = backward; |
---|
| 1234 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &backward ); |
---|
| 1235 | |
---|
| 1236 | // collision occured |
---|
| 1237 | if( this->outputFraction < 1.0f) |
---|
| 1238 | { |
---|
| 1239 | collPos = position + (backward - position) * this->outputFraction; |
---|
| 1240 | xCollisionBackward = true; |
---|
| 1241 | testPlane = this->collPlane; |
---|
| 1242 | } |
---|
| 1243 | if( this->outputAllSolid) |
---|
| 1244 | { |
---|
| 1245 | this->collPlane = new plane; |
---|
| 1246 | this->collPlane->x = 0.0f; |
---|
| 1247 | this->collPlane->y = 0.0f; |
---|
| 1248 | this->collPlane->z = 0.0f; |
---|
| 1249 | testPlane = this->collPlane; |
---|
| 1250 | SolidFlag = true; |
---|
| 1251 | xCollisionBackward = true; |
---|
| 1252 | } |
---|
| 1253 | |
---|
| 1254 | // collision registration |
---|
| 1255 | if( xCollisionBackward) |
---|
| 1256 | { |
---|
[10010] | 1257 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_X_NEG, |
---|
| 1258 | entity, this->parent, |
---|
[9110] | 1259 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1260 | collPos, |
---|
| 1261 | SolidFlag); |
---|
| 1262 | } |
---|
[7833] | 1263 | } |
---|
| 1264 | |
---|
[8490] | 1265 | |
---|
[9110] | 1266 | /** |
---|
| 1267 | * check the collision in the z direction (up, down) |
---|
| 1268 | */ |
---|
| 1269 | void BspManager::checkCollisionY(WorldEntity* entity) |
---|
| 1270 | { |
---|
| 1271 | |
---|
| 1272 | // Retrieve Bounding box |
---|
| 1273 | AABB* box = entity->getModelAABB(); |
---|
| 1274 | |
---|
| 1275 | |
---|
| 1276 | plane* testPlane = NULL; //!< the collision test plane |
---|
| 1277 | |
---|
| 1278 | Vector up; //!< up collision ray |
---|
| 1279 | Vector down; //!< down collision ray |
---|
| 1280 | Vector collPos; //!< the collision position |
---|
| 1281 | |
---|
| 1282 | bool yCollisionUp = false; //!< flag true if right collision |
---|
| 1283 | bool yCollisionDown = false; //!< flag true if left collision |
---|
| 1284 | bool SolidFlag = false; //!< flag set true if solid |
---|
| 1285 | |
---|
| 1286 | Vector position; //!< current position of the entity |
---|
| 1287 | Vector dirY; //!< direction x |
---|
| 1288 | |
---|
| 1289 | position = entity->getAbsCoor(); |
---|
| 1290 | collPos = position; |
---|
| 1291 | dirY = Vector(0.0, 1.0, 0.0); |
---|
| 1292 | |
---|
| 1293 | // calculate the rays |
---|
| 1294 | if( box != NULL) |
---|
| 1295 | { |
---|
| 1296 | up = position + box->center + dirY * (box->halfLength[1]/* + BSP_Y_OFFSET*/); |
---|
| 1297 | down = position + box->center - dirY * (box->halfLength[1] + BSP_Y_OFFSET); |
---|
| 1298 | } |
---|
| 1299 | else |
---|
| 1300 | { |
---|
| 1301 | up = position + dirY * 4.0f; |
---|
| 1302 | down = position + Vector(0.0, 1.0, 0.0) + dirY * 4.0; |
---|
| 1303 | } |
---|
| 1304 | |
---|
| 1305 | |
---|
| 1306 | |
---|
| 1307 | |
---|
| 1308 | /* Y Ray up */ |
---|
| 1309 | // init some member variables before collision check |
---|
| 1310 | this->inputStart = position; |
---|
| 1311 | this->inputEnd = up; |
---|
| 1312 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &up ); |
---|
| 1313 | |
---|
| 1314 | if( !this->outputStartsOut ) |
---|
| 1315 | { |
---|
| 1316 | this->collPlane = new plane; |
---|
| 1317 | this->collPlane->x = 0.0f; |
---|
| 1318 | this->collPlane->y = 0.0f; |
---|
| 1319 | this->collPlane->z = 0.0f; |
---|
| 1320 | yCollisionUp = true; |
---|
| 1321 | } |
---|
| 1322 | else |
---|
| 1323 | { |
---|
| 1324 | if( this->outputFraction == 1.0f) |
---|
| 1325 | { |
---|
| 1326 | if( this->outputAllSolid ) |
---|
| 1327 | { |
---|
| 1328 | this->collPlane = new plane; |
---|
| 1329 | this->collPlane->x = 0.0f; |
---|
| 1330 | this->collPlane->y = 0.0f; |
---|
| 1331 | this->collPlane->z = 0.0f; |
---|
| 1332 | yCollisionUp = true; |
---|
| 1333 | SolidFlag = true; |
---|
| 1334 | } |
---|
| 1335 | else |
---|
| 1336 | { |
---|
| 1337 | yCollisionUp = false; |
---|
| 1338 | collPos = up; |
---|
| 1339 | } |
---|
| 1340 | } |
---|
| 1341 | else |
---|
| 1342 | { |
---|
| 1343 | yCollisionUp = true; |
---|
| 1344 | collPos = position + (up - position) * this->outputFraction; |
---|
| 1345 | this->out = collPos; // why this???? |
---|
| 1346 | } |
---|
| 1347 | } |
---|
| 1348 | testPlane = this->collPlane; |
---|
| 1349 | |
---|
| 1350 | // collision registration |
---|
| 1351 | if( yCollisionUp) |
---|
| 1352 | { |
---|
[10010] | 1353 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Y, |
---|
| 1354 | entity, this->parent, |
---|
[9110] | 1355 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1356 | collPos, SolidFlag); |
---|
| 1357 | } |
---|
| 1358 | |
---|
| 1359 | |
---|
| 1360 | |
---|
| 1361 | |
---|
| 1362 | /* Y Ray down */ |
---|
| 1363 | // init some member variables before collision check |
---|
| 1364 | this->inputStart = position; |
---|
| 1365 | this->inputEnd = down; |
---|
| 1366 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &down ); |
---|
| 1367 | |
---|
| 1368 | if( !this->outputStartsOut ) |
---|
| 1369 | { |
---|
| 1370 | this->collPlane = new plane; |
---|
| 1371 | this->collPlane->x = 0.0f; |
---|
| 1372 | this->collPlane->y = 0.0f; |
---|
| 1373 | this->collPlane->z = 0.0f; |
---|
| 1374 | yCollisionDown = true; |
---|
| 1375 | } |
---|
| 1376 | else |
---|
| 1377 | { |
---|
[9235] | 1378 | if( this->outputFraction == 1.0f) // No collision Detected |
---|
[9110] | 1379 | { |
---|
[9869] | 1380 | if( this->outputAllSolid ) |
---|
[9110] | 1381 | { |
---|
| 1382 | this->collPlane = new plane; |
---|
| 1383 | this->collPlane->x = 0.0f; |
---|
| 1384 | this->collPlane->y = 0.0f; |
---|
| 1385 | this->collPlane->z = 0.0f; |
---|
| 1386 | yCollisionDown = true; |
---|
| 1387 | SolidFlag = true; |
---|
| 1388 | } |
---|
[9235] | 1389 | else // No collision happened |
---|
[9110] | 1390 | { |
---|
| 1391 | yCollisionDown = false; |
---|
| 1392 | collPos = down; |
---|
| 1393 | } |
---|
| 1394 | } |
---|
[9235] | 1395 | else // A collision has happended |
---|
[9110] | 1396 | { |
---|
| 1397 | yCollisionDown = true; |
---|
| 1398 | collPos = position + (down - position) * this->outputFraction; |
---|
| 1399 | } |
---|
| 1400 | } |
---|
| 1401 | testPlane = this->collPlane; |
---|
| 1402 | |
---|
| 1403 | // collision registration |
---|
| 1404 | if( yCollisionDown) |
---|
| 1405 | { |
---|
[10010] | 1406 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Y_NEG , |
---|
| 1407 | entity, this->parent, |
---|
[9110] | 1408 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1409 | collPos, SolidFlag); |
---|
| 1410 | } |
---|
| 1411 | } |
---|
| 1412 | |
---|
| 1413 | |
---|
| 1414 | |
---|
| 1415 | |
---|
| 1416 | /** |
---|
| 1417 | * check the collision in the z direction (left, right) |
---|
| 1418 | */ |
---|
| 1419 | void BspManager::checkCollisionZ(WorldEntity* entity) |
---|
| 1420 | { |
---|
| 1421 | // Retrieve Bounding box |
---|
| 1422 | AABB* box = entity->getModelAABB(); |
---|
| 1423 | |
---|
| 1424 | |
---|
| 1425 | plane* testPlane = NULL; //!< the collision test plane |
---|
| 1426 | |
---|
| 1427 | Vector right; //!< right collision ray |
---|
| 1428 | Vector left; //!< left collision ray |
---|
| 1429 | Vector collPos; //!< the collision position |
---|
| 1430 | |
---|
| 1431 | bool zCollisionRight = false; //!< flag true if right collision |
---|
| 1432 | bool zCollisionLeft = false; //!< flag true if left collision |
---|
| 1433 | bool SolidFlag = false; //!< flag set true if solid |
---|
| 1434 | |
---|
| 1435 | Vector position; //!< current position of the entity |
---|
| 1436 | Vector dirZ; //!< direction x |
---|
| 1437 | |
---|
| 1438 | position = entity->getAbsCoor(); |
---|
| 1439 | dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize(); |
---|
| 1440 | |
---|
| 1441 | // calculate the rays |
---|
| 1442 | if( box != NULL) |
---|
| 1443 | { |
---|
| 1444 | right = entity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
| 1445 | left = entity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
| 1446 | } |
---|
| 1447 | else |
---|
| 1448 | { |
---|
| 1449 | right = position + dirZ * 4.0f; |
---|
| 1450 | left = position + Vector(0.0, 1.0, 0.0) + dirZ * 4.0; |
---|
| 1451 | } |
---|
| 1452 | |
---|
| 1453 | |
---|
| 1454 | /* Z Ray right */ |
---|
| 1455 | // init some member variables before collision check |
---|
| 1456 | this->outputStartsOut = true; |
---|
| 1457 | this->outputAllSolid = false; |
---|
| 1458 | this->outputFraction = 1.0f; |
---|
| 1459 | this->inputStart = position; |
---|
| 1460 | this->inputEnd = right; |
---|
| 1461 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &right ); |
---|
| 1462 | |
---|
| 1463 | |
---|
| 1464 | // collision occured |
---|
| 1465 | if( this->outputFraction < 1.0f ) |
---|
| 1466 | { |
---|
| 1467 | collPos = position + (right - position) * this->outputFraction; |
---|
| 1468 | zCollisionRight = true; |
---|
| 1469 | testPlane = this->collPlane; |
---|
| 1470 | } |
---|
| 1471 | if(this->outputAllSolid ) |
---|
| 1472 | { |
---|
| 1473 | this->collPlane = new plane; |
---|
| 1474 | this->collPlane->x = 0.0f; |
---|
| 1475 | this->collPlane->y = 0.0f; |
---|
| 1476 | this->collPlane->z = 0.0f; |
---|
| 1477 | testPlane = this->collPlane; |
---|
| 1478 | |
---|
| 1479 | SolidFlag = true; |
---|
| 1480 | zCollisionRight = true; |
---|
| 1481 | } |
---|
| 1482 | |
---|
| 1483 | |
---|
| 1484 | if( zCollisionRight) { |
---|
[10010] | 1485 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Z , |
---|
| 1486 | entity, this->parent, |
---|
[9110] | 1487 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1488 | collPos , SolidFlag); |
---|
| 1489 | } |
---|
| 1490 | |
---|
| 1491 | |
---|
| 1492 | |
---|
| 1493 | /* Z Ray left */ |
---|
| 1494 | // init some member variables before collision check |
---|
| 1495 | this->outputStartsOut = true; |
---|
| 1496 | this->outputAllSolid = false; |
---|
| 1497 | this->outputFraction = 1.0f; |
---|
| 1498 | this->inputStart = position; |
---|
| 1499 | this->inputEnd = left; |
---|
| 1500 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &left); |
---|
| 1501 | |
---|
| 1502 | |
---|
| 1503 | // collision occured |
---|
| 1504 | if( this->outputFraction < 1.0f ) |
---|
| 1505 | { |
---|
| 1506 | collPos = position + (left - position) * this->outputFraction; |
---|
| 1507 | zCollisionLeft = true; |
---|
| 1508 | testPlane = this->collPlane; |
---|
| 1509 | } |
---|
| 1510 | if(this->outputAllSolid ) |
---|
| 1511 | { |
---|
| 1512 | this->collPlane = new plane; |
---|
| 1513 | this->collPlane->x = 0.0f; |
---|
| 1514 | this->collPlane->y = 0.0f; |
---|
| 1515 | this->collPlane->z = 0.0f; |
---|
| 1516 | testPlane = this->collPlane; |
---|
| 1517 | |
---|
| 1518 | SolidFlag = true; |
---|
| 1519 | zCollisionLeft = true; |
---|
| 1520 | } |
---|
| 1521 | |
---|
| 1522 | |
---|
| 1523 | if( zCollisionLeft) { |
---|
[10010] | 1524 | CoRe::CollisionTube::getInstance()->registerCollisionEvent( CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Z_NEG , |
---|
| 1525 | entity, this->parent, |
---|
| 1526 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
| 1527 | collPos , SolidFlag); |
---|
[9110] | 1528 | } |
---|
| 1529 | |
---|
| 1530 | } |
---|
| 1531 | |
---|
| 1532 | |
---|
| 1533 | |
---|
| 1534 | |
---|
[7353] | 1535 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
---|
| 1536 | { |
---|
[7563] | 1537 | Vector next = this->cam; |
---|
| 1538 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
---|
| 1539 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
---|
| 1540 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
---|
| 1541 | |
---|
[7395] | 1542 | float dist = 0; |
---|
| 1543 | if(!(node->isLeaf)) { |
---|
| 1544 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
| 1545 | if(dist > 4.0f) { |
---|
| 1546 | checkCollision(node->left,cam); |
---|
| 1547 | return; |
---|
| 1548 | } |
---|
| 1549 | if(dist < -4.0f) { |
---|
| 1550 | checkCollision(node->right,cam); |
---|
| 1551 | return; |
---|
| 1552 | } |
---|
| 1553 | if(dist<=4.0f && dist >= -4.0f) { |
---|
| 1554 | checkCollision(node->left,cam); |
---|
| 1555 | checkCollision(node->right,cam); |
---|
| 1556 | return; |
---|
| 1557 | } |
---|
| 1558 | return; |
---|
| 1559 | } else { |
---|
[7353] | 1560 | |
---|
[7395] | 1561 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
---|
[7353] | 1562 | |
---|
[7579] | 1563 | if (camLeaf.cluster < 0) { |
---|
[7833] | 1564 | this->drawDebugCube(&this->cam); |
---|
| 1565 | this->drawDebugCube(&next); |
---|
[8796] | 1566 | // State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
---|
[8490] | 1567 | //State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
---|
[7833] | 1568 | } |
---|
[7395] | 1569 | |
---|
| 1570 | |
---|
| 1571 | /* |
---|
[8087] | 1572 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
---|
| 1573 | { |
---|
| 1574 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
---|
| 1575 | if(curBrush.n_brushsides < 0) return; |
---|
| 1576 | for(int j = 0; j < curBrush.n_brushsides; j++) |
---|
| 1577 | { |
---|
| 1578 | float dist = -0.1; |
---|
| 1579 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
---|
| 1580 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
---|
| 1581 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
---|
[7395] | 1582 | |
---|
[8087] | 1583 | if(dist < -0.01f) dist = -1.0f *dist; |
---|
| 1584 | if(dist < 1.0f){ |
---|
| 1585 | this->drawDebugCube(&this->cam); |
---|
| 1586 | return; |
---|
| 1587 | } |
---|
| 1588 | } |
---|
| 1589 | |
---|
| 1590 | } */ |
---|
| 1591 | |
---|
[7395] | 1592 | } |
---|
| 1593 | return; |
---|
[7353] | 1594 | } |
---|
| 1595 | |
---|
| 1596 | void BspManager::drawDebugCube(Vector* cam) |
---|
| 1597 | { |
---|
[7395] | 1598 | glBegin(GL_QUADS); |
---|
[7353] | 1599 | |
---|
[7395] | 1600 | // Bottom Face. Red, 75% opaque, magnified texture |
---|
[7353] | 1601 | |
---|
[7395] | 1602 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
---|
| 1603 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
---|
[7353] | 1604 | |
---|
[7395] | 1605 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
| 1606 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
| 1607 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
---|
| 1608 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
---|
[7353] | 1609 | |
---|
| 1610 | |
---|
[7395] | 1611 | // Top face; offset. White, 50% opaque. |
---|
[7353] | 1612 | |
---|
[7395] | 1613 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
---|
[7353] | 1614 | |
---|
[7395] | 1615 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
| 1616 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
| 1617 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
| 1618 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
[7353] | 1619 | |
---|
| 1620 | |
---|
[7395] | 1621 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
---|
[7353] | 1622 | |
---|
[7395] | 1623 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
---|
[7353] | 1624 | |
---|
[7395] | 1625 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
---|
| 1626 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
---|
| 1627 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
---|
| 1628 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
---|
[7353] | 1629 | |
---|
| 1630 | |
---|
[7395] | 1631 | // Right face. Blue; 25% opaque |
---|
[7353] | 1632 | |
---|
[7395] | 1633 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
---|
[7353] | 1634 | |
---|
[7465] | 1635 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
---|
[7395] | 1636 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
| 1637 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
---|
| 1638 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
[7353] | 1639 | |
---|
| 1640 | |
---|
[7395] | 1641 | // Front face; offset. Multi-colored, 50% opaque. |
---|
[7353] | 1642 | |
---|
[7395] | 1643 | glNormal3f( 0.0f, 0.0f, 1.0f); |
---|
[7353] | 1644 | |
---|
[7395] | 1645 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
---|
| 1646 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
| 1647 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
---|
| 1648 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
| 1649 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
---|
| 1650 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
| 1651 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
---|
| 1652 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
| 1653 | |
---|
| 1654 | |
---|
| 1655 | // Left Face; offset. Yellow, varying levels of opaque. |
---|
| 1656 | |
---|
| 1657 | glNormal3f(-1.0f, 0.0f, 0.0f); |
---|
| 1658 | |
---|
| 1659 | glColor4f(0.9,0.9,0.2,0.0); |
---|
| 1660 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
---|
| 1661 | glColor4f(0.9,0.9,0.2,0.66); |
---|
| 1662 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
---|
| 1663 | glColor4f(0.9,0.9,0.2,1.0); |
---|
| 1664 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
| 1665 | glColor4f(0.9,0.9,0.2,0.33); |
---|
| 1666 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
| 1667 | |
---|
| 1668 | glEnd(); |
---|
[7385] | 1669 | } |
---|
[7353] | 1670 | |
---|
[7385] | 1671 | void BspManager::addFace(int f) |
---|
| 1672 | { |
---|
[7395] | 1673 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
---|
| 1674 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
---|
| 1675 | else this->opal.push_back(f); |
---|
| 1676 | } |
---|