| 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]; | 
|---|
| 371 |   const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; | 
|---|
| 372 |   int stride = 44;  // sizeof(Vertex) | 
|---|
| 373 |   int offset    = curFace.vertex; | 
|---|
| 374 |  | 
|---|
| 375 |   // PRINTF(0)("BSP Manager: "); | 
|---|
| 376 |   // PRINTF(0)("BSP Manager: type: %i  \n", curFace.texture); | 
|---|
| 377 |  | 
|---|
| 378 |   //  if(  curFace.texture < 0 ) return; | 
|---|
| 379 |   if(curFace.type == 2) { | 
|---|
| 380 |     this->draw_patch( &curFace); | 
|---|
| 381 |     return; | 
|---|
| 382 |   } | 
|---|
| 383 |   if(curFace.type == 3) return; | 
|---|
| 384 |   // if(this->bspFile->Materials[curFace.texture] != NULL) | 
|---|
| 385 |  | 
|---|
| 386 |   this->bspFile->Materials[2].mat->select(); | 
|---|
| 387 |   this->lastTex = 2; | 
|---|
| 388 |  | 
|---|
| 389 |   glEnableClientState(GL_VERTEX_ARRAY ); | 
|---|
| 390 |   glEnableClientState(GL_TEXTURE_COORD_ARRAY ); | 
|---|
| 391 |   glEnableClientState(GL_NORMAL_ARRAY ); | 
|---|
| 392 |   //glEnableClientState(GL_COLOR_ARRAY); | 
|---|
| 393 |   // glEnableClientState(GL_VERTEX_ARRAY ); | 
|---|
| 394 |   glClientActiveTextureARB(GL_TEXTURE0_ARB); | 
|---|
| 395 |   glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); | 
|---|
| 396 |   glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 
|---|
| 397 |   // glClientActiveTextureARB(GL_TEXTURE0_ARB); | 
|---|
| 398 |   glClientActiveTextureARB(GL_TEXTURE1_ARB); | 
|---|
| 399 |   glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); | 
|---|
| 400 |   glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 
|---|
| 401 |   // glClientActiveTextureARB(GL_TEXTURE1_ARB); | 
|---|
| 402 |   // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); | 
|---|
| 403 |   //glEnableClientState(GL_NORMAL_ARRAY ); | 
|---|
| 404 |  | 
|---|
| 405 |   glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); | 
|---|
| 406 |   //  glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); | 
|---|
| 407 |   glDrawElements(GL_TRIANGLES, curFace.n_meshverts, | 
|---|
| 408 |                  GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); | 
|---|
| 409 |  | 
|---|
| 410 | } | 
|---|
| 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); | 
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| 1021 |   glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); | 
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| 1022 |   glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f,  cam->z +1.0f); | 
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| 1023 |   glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); | 
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| 1024 |   glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f,  cam->y+1.0f,  cam->z +1.0f); | 
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| 1025 |   glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); | 
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| 1026 |   glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f,  cam->z +1.0f); | 
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| 1027 |  | 
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| 1028 |  | 
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| 1029 |   // Left Face; offset.  Yellow, varying levels of opaque. | 
|---|
| 1030 |  | 
|---|
| 1031 |   glNormal3f(-1.0f, 0.0f, 0.0f); | 
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| 1032 |  | 
|---|
| 1033 |   glColor4f(0.9,0.9,0.2,0.0); | 
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| 1034 |   glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); | 
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| 1035 |   glColor4f(0.9,0.9,0.2,0.66); | 
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| 1036 |   glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f,  cam->z +1.0f); | 
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| 1037 |   glColor4f(0.9,0.9,0.2,1.0); | 
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| 1038 |   glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f,  cam->z +1.0f); | 
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| 1039 |   glColor4f(0.9,0.9,0.2,0.33); | 
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| 1040 |   glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); | 
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| 1041 |  | 
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| 1042 |   glEnd(); | 
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| 1043 | } | 
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| 1044 |  | 
|---|
| 1045 | void BspManager::addFace(int f) | 
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| 1046 | { | 
|---|
| 1047 |   face& curFace =  ((face *)(this->bspFile->faces))[f]; | 
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| 1048 |   if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); | 
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| 1049 |   else this->opal.push_back(f); | 
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| 1050 | } | 
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