| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2006 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: bottac@ee.ethz.ch |
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| 13 | |
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| 14 | Inspired by: |
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| 15 | Rendering Q3 Maps by Morgan McGuire http://graphics.cs.brown.edu/games/quake/quake3.html |
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| 16 | Unofficial Quake 3 Map Specs by Kekoa Proudfoot http://graphics.stanford.edu/~kekoa/q3/ |
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| 17 | |
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| 18 | Collision detection adapted from: |
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| 19 | Quake 3 Collision Detection by Nathan Ostgard http://www.devmaster.net/articles/quake3collision/ |
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| 20 | */ |
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| 21 | |
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| 22 | |
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| 23 | #include "vector.h" |
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| 24 | #include "bsp_file.h" |
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| 25 | #include "bsp_manager.h" |
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| 26 | #include "bsp_tree_leaf.h" |
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| 27 | #include "p_node.h" |
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| 28 | #include "state.h" |
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| 29 | #include "debug.h" |
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| 30 | #include "material.h" |
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| 31 | #include "camera.h" |
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| 32 | #include "vertex_array_model.h" |
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| 33 | #include "world_entities/player.h" |
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| 34 | #include "world_entities/playable.h" |
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| 35 | #include "util/loading/resource_manager.h" |
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| 36 | // STL Containers |
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| 37 | #include <vector> |
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| 38 | #include <deque> |
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| 39 | #include "movie_player.h" |
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| 40 | |
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| 41 | #include "cd_engine.h" |
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| 42 | |
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| 43 | #include "world_entity.h" |
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| 44 | |
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| 45 | #include "util/loading/load_param.h" |
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| 46 | #include "util/loading/factory.h" |
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| 47 | |
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| 48 | |
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| 49 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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| 50 | |
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| 51 | BspManager::BspManager() |
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| 52 | { |
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| 53 | /*// open a BSP file |
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| 54 | this->bspFile = new BspFile(); |
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| 55 | this->bspFile->scale = 0.4f; |
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| 56 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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| 57 | this->bspFile->build_tree(); |
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| 58 | this->root = this->bspFile->get_root(); |
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| 59 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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| 60 | */ |
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| 61 | CDEngine::getInstance()->setBSPModel(this); |
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| 62 | } |
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| 63 | |
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| 64 | |
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| 65 | /* |
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| 66 | BspManager::BspManager(const TiXmlElement* root) |
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| 67 | { |
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| 68 | |
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| 69 | |
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| 70 | if( root != NULL) |
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| 71 | this->loadParams(root); |
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| 72 | |
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| 73 | CDEngine::getInstance()->setBSPModel(this); |
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| 74 | } */ |
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| 75 | |
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| 76 | void BspManager::load(const char* fileName, float scale) |
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| 77 | { |
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| 78 | //this->setClassID(CL_BSP_MODEL, "BspManager"); |
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| 79 | // open a BSP file |
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| 80 | this->bspFile = new BspFile(); |
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| 81 | this->bspFile->scale = scale; |
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| 82 | this->bspFile->read(ResourceManager::getFullName(fileName).c_str()); |
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| 83 | this->bspFile->build_tree(); |
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| 84 | this->root = this->bspFile->get_root(); |
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| 85 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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| 86 | |
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| 87 | |
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| 88 | } |
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| 89 | /* |
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| 90 | BspManager::BspManager(const char* fileName, float scale) |
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| 91 | { |
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| 92 | // open a BSP file |
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| 93 | this->bspFile = new BspFile(); |
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| 94 | this->bspFile->scale = scale; |
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| 95 | this->bspFile->read(fileName); |
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| 96 | this->bspFile->build_tree(); |
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| 97 | this->root = this->bspFile->get_root(); |
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| 98 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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| 99 | |
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| 100 | CDEngine::getInstance()->setBSPModel(this); |
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| 101 | } |
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| 102 | */ |
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| 103 | |
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| 104 | const void BspManager::draw() |
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| 105 | { |
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| 106 | |
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| 107 | /* |
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| 108 | this->drawDebugCube(&this->out); |
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| 109 | this->out1 = this->out; |
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| 110 | this->out2 = this->out; |
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| 111 | if(this->collPlane != NULL) |
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| 112 | { |
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| 113 | this->out1.x += this->collPlane->x*5.0; |
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| 114 | this->out1.y += this->collPlane->y*5.0; |
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| 115 | this->out1.z += this->collPlane->z*5.0; |
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| 116 | |
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| 117 | this->out2.x += this->collPlane->x*10.0; |
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| 118 | this->out2.y += this->collPlane->y*10.0; |
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| 119 | this->out2.z += this->collPlane->z*10.0; |
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| 120 | } |
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| 121 | this->drawDebugCube(&this->out1); |
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| 122 | this->drawDebugCube(&this->out2); |
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| 123 | */ |
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| 124 | // Draw Debug Terrain |
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| 125 | /* |
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| 126 | this->bspFile->Materials[0]->select(); |
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| 127 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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| 128 | { |
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| 129 | this->bspFile->VertexArrayModels[i]->draw(); |
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| 130 | |
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| 131 | } |
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| 132 | */ |
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| 133 | |
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| 134 | |
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| 135 | |
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| 136 | // erase alreadyVisible |
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| 137 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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| 138 | float tmp = 0; |
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| 139 | //this->opal.clear(); |
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| 140 | //this->trasparent.clear(); |
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| 141 | // Find all visible faces... |
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| 142 | |
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| 143 | this->cam = State::getCamera()->getAbsCoor() ; |
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| 144 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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| 145 | |
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| 146 | |
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| 147 | |
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| 148 | |
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| 149 | |
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| 150 | // this->viewDir= State::getCameraTarget()->getAbsCoor() - State::getCamera()->getAbsCoor() ; |
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| 151 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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| 152 | |
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| 153 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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| 154 | int viscluster = -1; |
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| 155 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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| 156 | |
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| 157 | |
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| 158 | |
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| 159 | this->cam = State::getCameraTargetNode()->getAbsCoor(); |
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| 160 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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| 161 | this->outputStartsOut = true; |
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| 162 | this->outputAllSolid = false; |
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| 163 | this->outputFraction = 1.0f; |
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| 164 | |
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| 165 | this->checkCollisionRay(this->root,0.0f,1.0f, &(State::getCameraTargetNode()->getLastAbsCoor()), &this->cam); |
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| 166 | |
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| 167 | //if(this->outputFraction != 1.0f || this->outputAllSolid ) this->drawDebugCube(&this->cam); |
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| 168 | |
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| 169 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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| 170 | { |
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| 171 | |
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| 172 | |
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| 173 | |
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| 174 | // Iterate through all Leafspublic final double readLEDouble() |
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| 175 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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| 176 | { |
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| 177 | // cluster = (this->bspFile->leaves)[i].cluster; |
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| 178 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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| 179 | if(curLeaf.cluster<0) continue; |
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| 180 | |
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| 181 | |
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| 182 | /** Do Frustum culling and draw 'em all **/ |
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| 183 | bool inFrustum = true; |
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| 184 | |
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| 185 | Vector dir; |
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| 186 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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| 187 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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| 188 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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| 189 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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| 190 | //if(dist < 0) dist = -dist; |
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| 191 | 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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| 192 | 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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| 193 | |
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| 194 | if(dMins < -150.0 && dMaxs < -150.0) { |
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| 195 | continue; |
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| 196 | } |
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| 197 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 3000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 3000) { |
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| 198 | continue; |
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| 199 | } |
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| 200 | |
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| 201 | |
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| 202 | // Iterate through all faces |
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| 203 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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| 204 | const int g = (j + curLeaf.leafface); |
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| 205 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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| 206 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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| 207 | this->alreadyVisible[f] = true; |
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| 208 | |
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| 209 | addFace(f); // "visibleFaces.append(f)" |
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| 210 | } |
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| 211 | } |
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| 212 | |
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| 213 | |
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| 214 | |
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| 215 | |
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| 216 | } //for |
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| 217 | } else { |
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| 218 | |
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| 219 | |
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| 220 | unsigned int v; |
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| 221 | unsigned char visSet; |
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| 222 | |
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| 223 | // Iterate through all Leafs |
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| 224 | |
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| 225 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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| 226 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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| 227 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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| 228 | int& cluster = curLeaf.cluster; |
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| 229 | |
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| 230 | if(cluster < 0) continue; |
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| 231 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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| 232 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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| 233 | |
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| 234 | // gets bit of visSet |
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| 235 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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| 236 | |
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| 237 | // Frustum culling |
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| 238 | |
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| 239 | Vector dir; |
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| 240 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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| 241 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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| 242 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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| 243 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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| 244 | //if(dist < 0) dist = -dist; |
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| 245 | 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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| 246 | 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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| 247 | |
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| 248 | if(dMins < -50.0 && dMaxs < - 50.0) { |
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| 249 | continue; |
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| 250 | } |
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| 251 | |
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| 252 | |
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| 253 | // Iterate through all faces |
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| 254 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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| 255 | const int g = (j + curLeaf.leafface); |
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| 256 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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| 257 | |
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| 258 | if (!this->isAlreadyVisible(f) && f>=0) { |
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| 259 | this->addFace(f); |
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| 260 | this->alreadyVisible[f] = true; |
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| 261 | } |
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| 262 | |
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| 263 | } |
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| 264 | |
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| 265 | }// if |
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| 266 | |
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| 267 | }//for |
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| 268 | |
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| 269 | }//else |
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| 270 | |
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| 271 | while(!this->opal.empty()) { |
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| 272 | this->draw_face(this->opal.front()); |
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| 273 | this->opal.pop_front(); |
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| 274 | } |
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| 275 | while(!this->trasparent.empty()) { |
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| 276 | this->draw_face(this->trasparent.back()); |
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| 277 | this->trasparent.pop_back(); |
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| 278 | } |
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| 279 | //glEnable(GL_TEXTURE_2D); |
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| 280 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 281 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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| 282 | |
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| 283 | |
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| 284 | |
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| 285 | }//draw |
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| 286 | |
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| 287 | |
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| 288 | |
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| 289 | void BspManager::draw_face(int curface) |
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| 290 | { |
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| 291 | face& curFace = (this->bspFile->faces)[curface]; |
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| 292 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 293 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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| 294 | int offset = curFace.vertex; |
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| 295 | if (curFace.effect != -1) return; |
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| 296 | // PRINTF(0)("BSP Manager: "); |
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| 297 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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| 298 | |
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| 299 | // if( curFace.texture < 0 ) return; |
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| 300 | if(curFace.type == 2) { |
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| 301 | this->draw_patch( &curFace); |
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| 302 | return; |
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| 303 | } |
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| 304 | if(curFace.type != 1) return; |
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| 305 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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| 306 | |
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| 307 | if(this->lastTex != curFace.texture) { |
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| 308 | if(this->bspFile->Materials[curFace.texture].animated) { |
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| 309 | glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR); |
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| 310 | glEnable(GL_BLEND); |
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| 311 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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| 312 | this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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| 313 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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| 314 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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| 315 | glBindTexture(GL_TEXTURE_2D, n ); |
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| 316 | glDisable(GL_BLEND); |
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| 317 | } else { |
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| 318 | this->bspFile->Materials[curFace.texture].mat->select(); |
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| 319 | this->lastTex = curFace.texture; |
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| 320 | } |
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| 321 | } |
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| 322 | |
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| 323 | if(curFace.lm_index < 0) { |
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| 324 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 325 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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| 326 | glEnable(GL_TEXTURE_2D); |
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| 327 | } else { |
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| 328 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 329 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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| 330 | glEnable(GL_TEXTURE_2D); |
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| 331 | } |
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| 332 | |
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| 333 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 334 | |
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| 335 | // glColor4f(3.0,3.0,3.0,1.0); |
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| 336 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 337 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 338 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 339 | // glEnableClientState(GL_COLOR_ARRAY); |
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| 340 | |
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| 341 | |
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| 342 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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| 343 | |
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| 344 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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| 345 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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| 346 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 347 | |
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| 348 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 349 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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| 350 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 351 | |
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| 352 | |
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| 353 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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| 354 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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| 355 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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| 356 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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| 357 | |
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| 358 | glDisableClientState(GL_TEXTURE0_ARB); |
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| 359 | glDisableClientState(GL_TEXTURE1_ARB); |
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| 360 | glDisableClientState(GL_VERTEX_ARRAY ); |
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| 361 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 362 | glDisableClientState(GL_NORMAL_ARRAY ); |
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| 363 | // glDisableClientState(GL_COLOR_ARRAY); |
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| 364 | |
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| 365 | } |
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| 366 | |
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| 367 | |
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| 368 | void BspManager::draw_debug_face(int curface) |
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| 369 | { |
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| 370 | face& curFace = (this->bspFile->faces)[curface]; |
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| 371 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 372 | int stride = 44; // sizeof(Vertex) |
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| 373 | int offset = curFace.vertex; |
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| 374 | |
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| 375 | // PRINTF(0)("BSP Manager: "); |
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| 376 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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| 377 | |
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| 378 | // if( curFace.texture < 0 ) return; |
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| 379 | if(curFace.type == 2) { |
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| 380 | this->draw_patch( &curFace); |
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| 381 | return; |
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| 382 | } |
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| 383 | if(curFace.type == 3) return; |
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| 384 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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| 385 | |
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| 386 | this->bspFile->Materials[2].mat->select(); |
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| 387 | this->lastTex = 2; |
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| 388 | |
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| 389 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 390 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 391 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 392 | //glEnableClientState(GL_COLOR_ARRAY); |
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| 393 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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| 394 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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| 395 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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| 396 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 397 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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| 398 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 399 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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| 400 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 401 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 402 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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| 403 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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| 404 | |
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| 405 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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| 406 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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| 407 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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| 408 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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| 409 | |
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| 410 | } |
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| 411 | |
|---|
| 412 | void BspManager::draw_patch(face* Face) |
|---|
| 413 | { |
|---|
| 414 | if(this->lastTex != Face->texture) { |
|---|
| 415 | this->bspFile->Materials[Face->texture].mat->select(); |
|---|
| 416 | this->lastTex = Face->texture; |
|---|
| 417 | } |
|---|
| 418 | if (Face->effect != -1) return; |
|---|
| 419 | |
|---|
| 420 | |
|---|
| 421 | if(Face->lm_index < 0) { |
|---|
| 422 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 423 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
|---|
| 424 | glEnable(GL_TEXTURE_2D); |
|---|
| 425 | } else { |
|---|
| 426 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 427 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
|---|
| 428 | glEnable(GL_TEXTURE_2D); |
|---|
| 429 | } |
|---|
| 430 | //glColor4f(3.0,3.0,3.0,1.0); |
|---|
| 431 | |
|---|
| 432 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 433 | glEnable( GL_AUTO_NORMAL); |
|---|
| 434 | glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 435 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 436 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
|---|
| 437 | //glFrontFace(GL_CW); |
|---|
| 438 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
|---|
| 439 | |
|---|
| 440 | |
|---|
| 441 | //glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 442 | |
|---|
| 443 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
|---|
| 444 | |
|---|
| 445 | |
|---|
| 446 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 447 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 448 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
|---|
| 449 | |
|---|
| 450 | |
|---|
| 451 | |
|---|
| 452 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 453 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
|---|
| 454 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 455 | |
|---|
| 456 | |
|---|
| 457 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
|---|
| 458 | |
|---|
| 459 | |
|---|
| 460 | |
|---|
| 461 | |
|---|
| 462 | for(int row=6; row>=0; --row) { |
|---|
| 463 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
|---|
| 464 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
|---|
| 465 | } |
|---|
| 466 | |
|---|
| 467 | //glFrontFace(GL_CCW); |
|---|
| 468 | } |
|---|
| 469 | glDisableClientState(GL_TEXTURE0_ARB); |
|---|
| 470 | glDisableClientState(GL_TEXTURE1_ARB); |
|---|
| 471 | glDisable(GL_AUTO_NORMAL); |
|---|
| 472 | glDisableClientState(GL_VERTEX_ARRAY ); |
|---|
| 473 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 474 | |
|---|
| 475 | |
|---|
| 476 | } |
|---|
| 477 | |
|---|
| 478 | bool BspManager::isAlreadyVisible(int Face) |
|---|
| 479 | { |
|---|
| 480 | return this->alreadyVisible[Face]; |
|---|
| 481 | } |
|---|
| 482 | |
|---|
| 483 | |
|---|
| 484 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
|---|
| 485 | { |
|---|
| 486 | float dist = 0; |
|---|
| 487 | while(!(node->isLeaf)) { |
|---|
| 488 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 489 | if(dist >= 0.0f) { |
|---|
| 490 | node = node->left; |
|---|
| 491 | } else { |
|---|
| 492 | node = node->right; |
|---|
| 493 | } |
|---|
| 494 | } |
|---|
| 495 | return node; |
|---|
| 496 | } |
|---|
| 497 | |
|---|
| 498 | void BspManager::checkBrushRay(brush* curBrush) |
|---|
| 499 | { |
|---|
| 500 | float EPSILON = 0.000001; |
|---|
| 501 | float startDistance; |
|---|
| 502 | float endDistance; |
|---|
| 503 | |
|---|
| 504 | float startFraction = -1.0f; |
|---|
| 505 | float endFraction = 1.0f; |
|---|
| 506 | bool startsOut = false; |
|---|
| 507 | bool endsOut = false; |
|---|
| 508 | |
|---|
| 509 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 510 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 511 | |
|---|
| 512 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 513 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 514 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 515 | |
|---|
| 516 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 517 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 518 | |
|---|
| 519 | if (startDistance > 0) |
|---|
| 520 | startsOut = true; |
|---|
| 521 | if (endDistance > 0) |
|---|
| 522 | endsOut = true; |
|---|
| 523 | |
|---|
| 524 | // make sure the trace isn't completely on one side of the brush |
|---|
| 525 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 526 | return; |
|---|
| 527 | } |
|---|
| 528 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 529 | continue; |
|---|
| 530 | } |
|---|
| 531 | |
|---|
| 532 | // MMM... BEEFY |
|---|
| 533 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 534 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 535 | if (fraction > startFraction) |
|---|
| 536 | startFraction = fraction; |
|---|
| 537 | // don't store plane |
|---|
| 538 | // this->collPlane = &curPlane; |
|---|
| 539 | |
|---|
| 540 | } else { // line is leaving the brush |
|---|
| 541 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 542 | if (fraction < endFraction) |
|---|
| 543 | endFraction = fraction; |
|---|
| 544 | // don't store plane |
|---|
| 545 | //this->collPlane = & curPlane; |
|---|
| 546 | |
|---|
| 547 | } |
|---|
| 548 | |
|---|
| 549 | } |
|---|
| 550 | if (startsOut == false) { |
|---|
| 551 | this->outputStartsOut = false; |
|---|
| 552 | if (endsOut == false) |
|---|
| 553 | this->outputAllSolid = true; |
|---|
| 554 | return; |
|---|
| 555 | } |
|---|
| 556 | |
|---|
| 557 | if (startFraction < endFraction) { |
|---|
| 558 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 559 | if (startFraction < 0) |
|---|
| 560 | startFraction = 0; |
|---|
| 561 | this->outputFraction = startFraction; |
|---|
| 562 | } |
|---|
| 563 | } |
|---|
| 564 | |
|---|
| 565 | } |
|---|
| 566 | |
|---|
| 567 | void BspManager::checkBrushRayN(brush* curBrush) |
|---|
| 568 | { |
|---|
| 569 | float EPSILON = 0.000001; |
|---|
| 570 | float startDistance; |
|---|
| 571 | float endDistance; |
|---|
| 572 | |
|---|
| 573 | float startFraction = -1.0f; |
|---|
| 574 | float endFraction = 1.0f; |
|---|
| 575 | bool startsOut = false; |
|---|
| 576 | bool endsOut = false; |
|---|
| 577 | |
|---|
| 578 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 579 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 580 | |
|---|
| 581 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 582 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 583 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 584 | |
|---|
| 585 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 586 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 587 | |
|---|
| 588 | if (startDistance > 0) |
|---|
| 589 | startsOut = true; |
|---|
| 590 | if (endDistance > 0) |
|---|
| 591 | endsOut = true; |
|---|
| 592 | |
|---|
| 593 | // make sure the trace isn't completely on one side of the brush |
|---|
| 594 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 595 | return; |
|---|
| 596 | } |
|---|
| 597 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 598 | continue; |
|---|
| 599 | } |
|---|
| 600 | |
|---|
| 601 | // MMM... BEEFY |
|---|
| 602 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 603 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 604 | if (fraction > startFraction) |
|---|
| 605 | startFraction = fraction; |
|---|
| 606 | // store plane |
|---|
| 607 | this->collPlane = &curPlane; |
|---|
| 608 | |
|---|
| 609 | } else { // line is leaving the brush |
|---|
| 610 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 611 | if (fraction < endFraction) |
|---|
| 612 | endFraction = fraction; |
|---|
| 613 | // store plane |
|---|
| 614 | this->collPlane = & curPlane; |
|---|
| 615 | |
|---|
| 616 | } |
|---|
| 617 | |
|---|
| 618 | } |
|---|
| 619 | if (startsOut == false) { |
|---|
| 620 | this->outputStartsOut = false; |
|---|
| 621 | if (endsOut == false) |
|---|
| 622 | this->outputAllSolid = true; |
|---|
| 623 | return; |
|---|
| 624 | } |
|---|
| 625 | |
|---|
| 626 | if (startFraction < endFraction) { |
|---|
| 627 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 628 | if (startFraction < 0) |
|---|
| 629 | startFraction = 0; |
|---|
| 630 | this->outputFraction = startFraction; |
|---|
| 631 | } |
|---|
| 632 | } |
|---|
| 633 | |
|---|
| 634 | } |
|---|
| 635 | |
|---|
| 636 | |
|---|
| 637 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 638 | { |
|---|
| 639 | |
|---|
| 640 | |
|---|
| 641 | float EPSILON = 0.000001; |
|---|
| 642 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
|---|
| 643 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
|---|
| 644 | |
|---|
| 645 | |
|---|
| 646 | if(node->isLeaf) { |
|---|
| 647 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 648 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 649 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 650 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 651 | if (curBrush.n_brushsides > 0 && |
|---|
| 652 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 653 | // CheckBrush( brush ); |
|---|
| 654 | this->checkBrushRay(&curBrush); |
|---|
| 655 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 656 | } |
|---|
| 657 | return; |
|---|
| 658 | } |
|---|
| 659 | |
|---|
| 660 | |
|---|
| 661 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 662 | { // both points are in front of the plane |
|---|
| 663 | // so check the front child |
|---|
| 664 | this->checkCollisionRay(node->left,0,0,start,end); |
|---|
| 665 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 666 | { // both points are behind the plane |
|---|
| 667 | // so check the back child |
|---|
| 668 | this->checkCollisionRay(node->right,0,0,start,end); |
|---|
| 669 | } else // C |
|---|
| 670 | { // the line spans the splitting plane |
|---|
| 671 | int side; |
|---|
| 672 | float fraction1, fraction2, middleFraction; |
|---|
| 673 | Vector middle; |
|---|
| 674 | |
|---|
| 675 | // STEP 1: split the segment into two |
|---|
| 676 | if (startDistance < endDistance) { |
|---|
| 677 | side = 1; // back |
|---|
| 678 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 679 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 680 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 681 | } else if (endDistance < startDistance) { |
|---|
| 682 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 683 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 684 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 685 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 686 | } else { |
|---|
| 687 | side = 0; // front |
|---|
| 688 | fraction1 = 1.0f; |
|---|
| 689 | fraction2 = 0.0f; |
|---|
| 690 | } |
|---|
| 691 | |
|---|
| 692 | // STEP 2: make sure the numbers are valid |
|---|
| 693 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 694 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 695 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 696 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 697 | |
|---|
| 698 | // STEP 3: calculate the middle point for the first side |
|---|
| 699 | middleFraction = startFraction + |
|---|
| 700 | (endFraction - startFraction) * fraction1; |
|---|
| 701 | |
|---|
| 702 | middle.x = start->x + fraction1 * (end->x - start->x); |
|---|
| 703 | middle.y = start->y + fraction1 * (end->y - start->y); |
|---|
| 704 | middle.z = start->z + fraction1 * (end->z - start->z); |
|---|
| 705 | |
|---|
| 706 | // STEP 4: check the first side |
|---|
| 707 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 708 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 709 | |
|---|
| 710 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
|---|
| 711 | start, &middle ); |
|---|
| 712 | |
|---|
| 713 | // STEP 5: calculate the middle point for the second side |
|---|
| 714 | middleFraction = startFraction + |
|---|
| 715 | (endFraction - startFraction) * fraction2; |
|---|
| 716 | |
|---|
| 717 | middle.x = start->x + fraction2 * (end->x - start->x); |
|---|
| 718 | middle.y = start->y + fraction2 * (end->y - start->y); |
|---|
| 719 | middle.z = start->z + fraction2 * (end->z - start->z); |
|---|
| 720 | |
|---|
| 721 | // STEP 6: check the second side |
|---|
| 722 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 723 | |
|---|
| 724 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 725 | |
|---|
| 726 | |
|---|
| 727 | } |
|---|
| 728 | |
|---|
| 729 | } |
|---|
| 730 | |
|---|
| 731 | |
|---|
| 732 | |
|---|
| 733 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 734 | { |
|---|
| 735 | |
|---|
| 736 | |
|---|
| 737 | float EPSILON = 0.000001; |
|---|
| 738 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
|---|
| 739 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
|---|
| 740 | |
|---|
| 741 | |
|---|
| 742 | if(node->isLeaf) { |
|---|
| 743 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 744 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 745 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 746 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 747 | if (curBrush.n_brushsides > 0 && |
|---|
| 748 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 749 | // CheckBrush( brush ); |
|---|
| 750 | this->checkBrushRayN(&curBrush); |
|---|
| 751 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 752 | } |
|---|
| 753 | return; |
|---|
| 754 | } |
|---|
| 755 | |
|---|
| 756 | |
|---|
| 757 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 758 | { // both points are in front of the plane |
|---|
| 759 | // so check the front child |
|---|
| 760 | this->checkCollisionRayN(node->left,0,0,start,end); |
|---|
| 761 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 762 | { // both points are behind the plane |
|---|
| 763 | // so check the back child |
|---|
| 764 | this->checkCollisionRayN(node->right,0,0,start,end); |
|---|
| 765 | } else // C |
|---|
| 766 | { // the line spans the splitting plane |
|---|
| 767 | int side; |
|---|
| 768 | float fraction1, fraction2, middleFraction; |
|---|
| 769 | Vector middle; |
|---|
| 770 | |
|---|
| 771 | // STEP 1: split the segment into two |
|---|
| 772 | if (startDistance < endDistance) { |
|---|
| 773 | side = 1; // back |
|---|
| 774 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 775 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 776 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 777 | } else if (endDistance < startDistance) { |
|---|
| 778 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 779 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 780 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 781 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 782 | } else { |
|---|
| 783 | side = 0; // front |
|---|
| 784 | fraction1 = 1.0f; |
|---|
| 785 | fraction2 = 0.0f; |
|---|
| 786 | } |
|---|
| 787 | |
|---|
| 788 | // STEP 2: make sure the numbers are valid |
|---|
| 789 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 790 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 791 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 792 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 793 | |
|---|
| 794 | // STEP 3: calculate the middle point for the first side |
|---|
| 795 | middleFraction = startFraction + |
|---|
| 796 | (endFraction - startFraction) * fraction1; |
|---|
| 797 | |
|---|
| 798 | middle.x = start->x + fraction1 * (end->x - start->x); |
|---|
| 799 | middle.y = start->y + fraction1 * (end->y - start->y); |
|---|
| 800 | middle.z = start->z + fraction1 * (end->z - start->z); |
|---|
| 801 | |
|---|
| 802 | // STEP 4: check the first side |
|---|
| 803 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 804 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 805 | |
|---|
| 806 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
|---|
| 807 | start, &middle ); |
|---|
| 808 | |
|---|
| 809 | // STEP 5: calculate the middle point for the second side |
|---|
| 810 | middleFraction = startFraction + |
|---|
| 811 | (endFraction - startFraction) * fraction2; |
|---|
| 812 | |
|---|
| 813 | middle.x = start->x + fraction2 * (end->x - start->x); |
|---|
| 814 | middle.y = start->y + fraction2 * (end->y - start->y); |
|---|
| 815 | middle.z = start->z + fraction2 * (end->z - start->z); |
|---|
| 816 | |
|---|
| 817 | // STEP 6: check the second side |
|---|
| 818 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 819 | |
|---|
| 820 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 821 | |
|---|
| 822 | |
|---|
| 823 | } |
|---|
| 824 | |
|---|
| 825 | } |
|---|
| 826 | |
|---|
| 827 | void BspManager::checkCollision(WorldEntity* worldEntity) |
|---|
| 828 | { |
|---|
| 829 | return; |
|---|
| 830 | |
|---|
| 831 | Vector position = worldEntity->getAbsCoor(); |
|---|
| 832 | |
|---|
| 833 | |
|---|
| 834 | Vector forwardDir = worldEntity->getAbsDirX(); |
|---|
| 835 | forwardDir.x =2.0*forwardDir.x; |
|---|
| 836 | forwardDir.y =2.0*forwardDir.y; |
|---|
| 837 | forwardDir.z =2.0*forwardDir.z; |
|---|
| 838 | |
|---|
| 839 | Vector upDir = worldEntity->getAbsDirY(); |
|---|
| 840 | Vector dest = position; |
|---|
| 841 | dest.x += forwardDir.x; |
|---|
| 842 | dest.y += forwardDir.y; |
|---|
| 843 | dest.z += forwardDir.z; |
|---|
| 844 | Vector out = Vector(-1875.0,-1875.0,-1875.0); |
|---|
| 845 | if(!worldEntity->isA(CL_PLAYABLE)) { |
|---|
| 846 | |
|---|
| 847 | |
|---|
| 848 | |
|---|
| 849 | |
|---|
| 850 | } |
|---|
| 851 | else { |
|---|
| 852 | bool collision = false; |
|---|
| 853 | Vector position1 = position + Vector(0.0,0.1,0.0); |
|---|
| 854 | Vector position2 = position + Vector(0.0,0.2,0.0); |
|---|
| 855 | Vector dest1 = position1 + forwardDir; |
|---|
| 856 | Vector dest2 = position2 + forwardDir; |
|---|
| 857 | dest = position - upDir; |
|---|
| 858 | Vector out1; |
|---|
| 859 | Vector out2; |
|---|
| 860 | |
|---|
| 861 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
|---|
| 862 | if(this->outputFraction == 1.0f) out1 = dest; |
|---|
| 863 | else { |
|---|
| 864 | collision = true; |
|---|
| 865 | out1.x = position1.x + (dest1.x -position1.x) * this->outputFraction; |
|---|
| 866 | out1.y = position1.y + (dest1.y -position1.y) * this->outputFraction; |
|---|
| 867 | out1.z = position1.z + (dest1.z - position1.z) * this->outputFraction; |
|---|
| 868 | |
|---|
| 869 | } |
|---|
| 870 | |
|---|
| 871 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
|---|
| 872 | if(this->outputFraction == 1.0f) out2= dest; |
|---|
| 873 | else |
|---|
| 874 | { |
|---|
| 875 | collision = true; |
|---|
| 876 | out2.x = position2.x + (dest2.x -position2.x) * this->outputFraction; |
|---|
| 877 | out2.y = position2.y + (dest2.y -position2.y) * this->outputFraction; |
|---|
| 878 | out2.z = position2.z + (dest2.z - position2.z) * this->outputFraction; |
|---|
| 879 | |
|---|
| 880 | } |
|---|
| 881 | |
|---|
| 882 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
|---|
| 883 | if(this->outputFraction == 1.0f) out = dest; |
|---|
| 884 | else |
|---|
| 885 | { |
|---|
| 886 | collision = true; |
|---|
| 887 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
|---|
| 888 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
|---|
| 889 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
|---|
| 890 | |
|---|
| 891 | //Vector out3 = out + Vector(3*this->collPlane->x,3*this->collPlane->y,3*this->collPlane->z); |
|---|
| 892 | //this->out = out; |
|---|
| 893 | //this->out1 = out1; |
|---|
| 894 | //this->out2 = out2; |
|---|
| 895 | //this->drawDebugCube(&out1); |
|---|
| 896 | //this->drawDebugCube(&out2); |
|---|
| 897 | |
|---|
| 898 | //this->drawDebugCube(&out3); |
|---|
| 899 | |
|---|
| 900 | } |
|---|
| 901 | |
|---|
| 902 | // Return the normal here: Normal's stored in this->collPlane; |
|---|
| 903 | // if(collision) worldEntity->collidesWithGround(out,out1,out2); |
|---|
| 904 | |
|---|
| 905 | } |
|---|
| 906 | |
|---|
| 907 | } |
|---|
| 908 | |
|---|
| 909 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
|---|
| 910 | { |
|---|
| 911 | Vector next = this->cam; |
|---|
| 912 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
|---|
| 913 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
|---|
| 914 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
|---|
| 915 | |
|---|
| 916 | float dist = 0; |
|---|
| 917 | if(!(node->isLeaf)) { |
|---|
| 918 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 919 | if(dist > 4.0f) { |
|---|
| 920 | checkCollision(node->left,cam); |
|---|
| 921 | return; |
|---|
| 922 | } |
|---|
| 923 | if(dist < -4.0f) { |
|---|
| 924 | checkCollision(node->right,cam); |
|---|
| 925 | return; |
|---|
| 926 | } |
|---|
| 927 | if(dist<=4.0f && dist >= -4.0f) { |
|---|
| 928 | checkCollision(node->left,cam); |
|---|
| 929 | checkCollision(node->right,cam); |
|---|
| 930 | return; |
|---|
| 931 | } |
|---|
| 932 | return; |
|---|
| 933 | } else { |
|---|
| 934 | |
|---|
| 935 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
|---|
| 936 | |
|---|
| 937 | if (camLeaf.cluster < 0) { |
|---|
| 938 | this->drawDebugCube(&this->cam); |
|---|
| 939 | this->drawDebugCube(&next); |
|---|
| 940 | State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
|---|
| 941 | State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
|---|
| 942 | } |
|---|
| 943 | |
|---|
| 944 | |
|---|
| 945 | /* |
|---|
| 946 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
|---|
| 947 | { |
|---|
| 948 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
|---|
| 949 | if(curBrush.n_brushsides < 0) return; |
|---|
| 950 | for(int j = 0; j < curBrush.n_brushsides; j++) |
|---|
| 951 | { |
|---|
| 952 | float dist = -0.1; |
|---|
| 953 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
|---|
| 954 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
|---|
| 955 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
|---|
| 956 | |
|---|
| 957 | if(dist < -0.01f) dist = -1.0f *dist; |
|---|
| 958 | if(dist < 1.0f){ |
|---|
| 959 | this->drawDebugCube(&this->cam); |
|---|
| 960 | return; |
|---|
| 961 | } |
|---|
| 962 | } |
|---|
| 963 | |
|---|
| 964 | } */ |
|---|
| 965 | |
|---|
| 966 | } |
|---|
| 967 | return; |
|---|
| 968 | } |
|---|
| 969 | |
|---|
| 970 | void BspManager::drawDebugCube(Vector* cam) |
|---|
| 971 | { |
|---|
| 972 | glBegin(GL_QUADS); |
|---|
| 973 | |
|---|
| 974 | // Bottom Face. Red, 75% opaque, magnified texture |
|---|
| 975 | |
|---|
| 976 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
|---|
| 977 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
|---|
| 978 | |
|---|
| 979 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 980 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 981 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
|---|
| 982 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
|---|
| 983 | |
|---|
| 984 | |
|---|
| 985 | // Top face; offset. White, 50% opaque. |
|---|
| 986 | |
|---|
| 987 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
|---|
| 988 | |
|---|
| 989 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 990 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 991 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 992 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 993 | |
|---|
| 994 | |
|---|
| 995 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
|---|
| 996 | |
|---|
| 997 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
|---|
| 998 | |
|---|
| 999 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
|---|
| 1000 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1001 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1002 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
|---|
| 1003 | |
|---|
| 1004 | |
|---|
| 1005 | // Right face. Blue; 25% opaque |
|---|
| 1006 | |
|---|
| 1007 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
|---|
| 1008 | |
|---|
| 1009 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
|---|
| 1010 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1011 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
|---|
| 1012 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1013 | |
|---|
| 1014 | |
|---|
| 1015 | // Front face; offset. Multi-colored, 50% opaque. |
|---|
| 1016 | |
|---|
| 1017 | glNormal3f( 0.0f, 0.0f, 1.0f); |
|---|
| 1018 | |
|---|
| 1019 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
|---|
| 1020 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1021 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
|---|
| 1022 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1023 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
|---|
| 1024 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 1025 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
|---|
| 1026 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1027 | |
|---|
| 1028 | |
|---|
| 1029 | // Left Face; offset. Yellow, varying levels of opaque. |
|---|
| 1030 | |
|---|
| 1031 | glNormal3f(-1.0f, 0.0f, 0.0f); |
|---|
| 1032 | |
|---|
| 1033 | glColor4f(0.9,0.9,0.2,0.0); |
|---|
| 1034 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
|---|
| 1035 | glColor4f(0.9,0.9,0.2,0.66); |
|---|
| 1036 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
|---|
| 1037 | glColor4f(0.9,0.9,0.2,1.0); |
|---|
| 1038 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1039 | glColor4f(0.9,0.9,0.2,0.33); |
|---|
| 1040 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1041 | |
|---|
| 1042 | glEnd(); |
|---|
| 1043 | } |
|---|
| 1044 | |
|---|
| 1045 | void BspManager::addFace(int f) |
|---|
| 1046 | { |
|---|
| 1047 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
|---|
| 1048 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
|---|
| 1049 | else this->opal.push_back(f); |
|---|
| 1050 | } |
|---|