| 1 | /* |
|---|
| 2 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 3 | |
|---|
| 4 | Copyright (C) 2006 orx |
|---|
| 5 | |
|---|
| 6 | This program is free software; you can redistribute it and/or modify |
|---|
| 7 | it under the terms of the GNU General Public License as published by |
|---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 9 | any later version. |
|---|
| 10 | |
|---|
| 11 | ### File Specific: |
|---|
| 12 | main-programmer: bottac@ee.ethz.ch |
|---|
| 13 | |
|---|
| 14 | Inspired by: |
|---|
| 15 | Rendering Q3 Maps by Morgan McGuire http://graphics.cs.brown.edu/games/quake/quake3.html |
|---|
| 16 | Unofficial Quake 3 Map Specs by Kekoa Proudfoot http://graphics.stanford.edu/~kekoa/q3/ |
|---|
| 17 | |
|---|
| 18 | Collision detection adapted from: |
|---|
| 19 | Quake 3 Collision Detection by Nathan Ostgard http://www.devmaster.net/articles/quake3collision/ |
|---|
| 20 | */ |
|---|
| 21 | |
|---|
| 22 | |
|---|
| 23 | #include "vector.h" |
|---|
| 24 | #include "bsp_file.h" |
|---|
| 25 | #include "bsp_manager.h" |
|---|
| 26 | #include "bsp_tree_leaf.h" |
|---|
| 27 | #include "p_node.h" |
|---|
| 28 | #include "state.h" |
|---|
| 29 | #include "debug.h" |
|---|
| 30 | #include "material.h" |
|---|
| 31 | #include "camera.h" |
|---|
| 32 | #include "vertex_array_model.h" |
|---|
| 33 | #include "world_entities/player.h" |
|---|
| 34 | #include "world_entities/playable.h" |
|---|
| 35 | #include "util/loading/resource_manager.h" |
|---|
| 36 | // STL Containers |
|---|
| 37 | #include <vector> |
|---|
| 38 | #include <deque> |
|---|
| 39 | #include "movie_player.h" |
|---|
| 40 | |
|---|
| 41 | #include "world_entity.h" |
|---|
| 42 | |
|---|
| 43 | #include "util/loading/load_param.h" |
|---|
| 44 | #include "util/loading/factory.h" |
|---|
| 45 | |
|---|
| 46 | |
|---|
| 47 | |
|---|
| 48 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
|---|
| 49 | |
|---|
| 50 | BspManager::BspManager(WorldEntity* parent) |
|---|
| 51 | { |
|---|
| 52 | |
|---|
| 53 | this->parent = parent; |
|---|
| 54 | /*// open a BSP file |
|---|
| 55 | this->bspFile = new BspFile(); |
|---|
| 56 | this->bspFile->scale = 0.4f; |
|---|
| 57 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
|---|
| 58 | this->bspFile->build_tree(); |
|---|
| 59 | this->root = this->bspFile->get_root(); |
|---|
| 60 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
|---|
| 61 | */ |
|---|
| 62 | |
|---|
| 63 | } |
|---|
| 64 | |
|---|
| 65 | |
|---|
| 66 | /* |
|---|
| 67 | BspManager::BspManager(const TiXmlElement* root) |
|---|
| 68 | { |
|---|
| 69 | |
|---|
| 70 | |
|---|
| 71 | if( root != NULL) |
|---|
| 72 | this->loadParams(root); |
|---|
| 73 | |
|---|
| 74 | CDEngine::getInstance()->setBSPModel(this); |
|---|
| 75 | } */ |
|---|
| 76 | |
|---|
| 77 | void BspManager::load(const char* fileName, float scale) |
|---|
| 78 | { |
|---|
| 79 | // open a BSP file |
|---|
| 80 | this->bspFile = new BspFile(); |
|---|
| 81 | this->bspFile->scale = scale; |
|---|
| 82 | this->bspFile->read(ResourceManager::getFullName(fileName).c_str()); |
|---|
| 83 | this->bspFile->build_tree(); |
|---|
| 84 | this->root = this->bspFile->get_root(); |
|---|
| 85 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
|---|
| 86 | |
|---|
| 87 | this->outputFraction = 1.0f; |
|---|
| 88 | } |
|---|
| 89 | /* |
|---|
| 90 | BspManager::BspManager(const char* fileName, float scale) |
|---|
| 91 | { |
|---|
| 92 | // open a BSP file |
|---|
| 93 | this->bspFile = new BspFile(); |
|---|
| 94 | this->bspFile->scale = scale; |
|---|
| 95 | this->bspFile->read(fileName); |
|---|
| 96 | this->bspFile->build_tree(); |
|---|
| 97 | this->root = this->bspFile->get_root(); |
|---|
| 98 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
|---|
| 99 | |
|---|
| 100 | CDEngine::getInstance()->setBSPModel(this); |
|---|
| 101 | } |
|---|
| 102 | */ |
|---|
| 103 | |
|---|
| 104 | const void BspManager::tick(float time) |
|---|
| 105 | { |
|---|
| 106 | |
|---|
| 107 | if(!this->bspFile->MovieMaterials.empty()) |
|---|
| 108 | { |
|---|
| 109 | ::std::vector<MoviePlayer *>::iterator it = this->bspFile->MovieMaterials.begin() ; |
|---|
| 110 | while(it != this->bspFile->MovieMaterials.end()) |
|---|
| 111 | { |
|---|
| 112 | (*it)->tick(time); |
|---|
| 113 | it++; |
|---|
| 114 | } |
|---|
| 115 | //this->bspFile->MovieMaterials.front()->tick(time ); |
|---|
| 116 | |
|---|
| 117 | |
|---|
| 118 | } |
|---|
| 119 | |
|---|
| 120 | } |
|---|
| 121 | const void BspManager::draw() |
|---|
| 122 | { |
|---|
| 123 | |
|---|
| 124 | /* |
|---|
| 125 | this->drawDebugCube(&this->out); |
|---|
| 126 | this->out1 = this->out; |
|---|
| 127 | this->out2 = this->out; |
|---|
| 128 | if(this->collPlane != NULL) { |
|---|
| 129 | this->out1.x += this->collPlane->x*5.0; |
|---|
| 130 | this->out1.y += this->collPlane->y*5.0; |
|---|
| 131 | this->out1.z += this->collPlane->z*5.0; |
|---|
| 132 | |
|---|
| 133 | this->out2.x += this->collPlane->x*10.0; |
|---|
| 134 | this->out2.y += this->collPlane->y*10.0; |
|---|
| 135 | this->out2.z += this->collPlane->z*10.0; |
|---|
| 136 | } |
|---|
| 137 | this->drawDebugCube(&this->out1); |
|---|
| 138 | this->drawDebugCube(&this->out2); |
|---|
| 139 | |
|---|
| 140 | */ |
|---|
| 141 | |
|---|
| 142 | |
|---|
| 143 | // Draw Debug Terrain |
|---|
| 144 | /* |
|---|
| 145 | this->bspFile->Materials[0]->select(); |
|---|
| 146 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
|---|
| 147 | { |
|---|
| 148 | this->bspFile->VertexArrayModels[i]->draw(); |
|---|
| 149 | |
|---|
| 150 | } |
|---|
| 151 | */ |
|---|
| 152 | |
|---|
| 153 | |
|---|
| 154 | |
|---|
| 155 | // erase alreadyVisible |
|---|
| 156 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
|---|
| 157 | float tmp = 0; |
|---|
| 158 | //this->opal.clear(); |
|---|
| 159 | //this->trasparent.clear(); |
|---|
| 160 | // Find all visible faces... |
|---|
| 161 | |
|---|
| 162 | this->cam = State::getCamera()->getAbsCoor() ; |
|---|
| 163 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 164 | |
|---|
| 165 | |
|---|
| 166 | |
|---|
| 167 | |
|---|
| 168 | |
|---|
| 169 | this->viewDir= State::getCamera()->getAbsDirX(); |
|---|
| 170 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
|---|
| 171 | |
|---|
| 172 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
|---|
| 173 | int viscluster = -1; |
|---|
| 174 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
|---|
| 175 | |
|---|
| 176 | |
|---|
| 177 | |
|---|
| 178 | |
|---|
| 179 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
|---|
| 180 | |
|---|
| 181 | |
|---|
| 182 | this->outputStartsOut = true; |
|---|
| 183 | this->outputAllSolid = false; |
|---|
| 184 | this->outputFraction = 1.0f; |
|---|
| 185 | |
|---|
| 186 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
|---|
| 187 | { |
|---|
| 188 | |
|---|
| 189 | |
|---|
| 190 | |
|---|
| 191 | // Iterate through all Leafs |
|---|
| 192 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
|---|
| 193 | { |
|---|
| 194 | // cluster = (this->bspFile->leaves)[i].cluster; |
|---|
| 195 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
|---|
| 196 | if(curLeaf.cluster<0) continue; |
|---|
| 197 | |
|---|
| 198 | /** Do Frustum culling and draw 'em all **/ |
|---|
| 199 | |
|---|
| 200 | Vector dir = State::getCameraNode()->getAbsDirX(); |
|---|
| 201 | |
|---|
| 202 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
|---|
| 203 | //if(dist < 0) dist = -dist; |
|---|
| 204 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist ; |
|---|
| 205 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist ; |
|---|
| 206 | |
|---|
| 207 | if(dMins < -300.0 && dMaxs < -300.0) { |
|---|
| 208 | continue; |
|---|
| 209 | } |
|---|
| 210 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 2000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 2000) { |
|---|
| 211 | continue; |
|---|
| 212 | } |
|---|
| 213 | |
|---|
| 214 | |
|---|
| 215 | // Iterate through all faces |
|---|
| 216 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
|---|
| 217 | const int g = (j + curLeaf.leafface); |
|---|
| 218 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
|---|
| 219 | if (f >=0 && !this->isAlreadyVisible(f)) { |
|---|
| 220 | this->alreadyVisible[f] = true; |
|---|
| 221 | addFace(f); // "visibleFaces.append(f)" |
|---|
| 222 | } |
|---|
| 223 | } |
|---|
| 224 | |
|---|
| 225 | |
|---|
| 226 | |
|---|
| 227 | |
|---|
| 228 | } //for |
|---|
| 229 | } else { |
|---|
| 230 | |
|---|
| 231 | |
|---|
| 232 | unsigned int v; |
|---|
| 233 | unsigned char visSet; |
|---|
| 234 | |
|---|
| 235 | // Iterate through all Leafs |
|---|
| 236 | |
|---|
| 237 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
|---|
| 238 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
|---|
| 239 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
|---|
| 240 | int& cluster = curLeaf.cluster; |
|---|
| 241 | |
|---|
| 242 | if(cluster < 0) continue; |
|---|
| 243 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
|---|
| 244 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
|---|
| 245 | |
|---|
| 246 | // gets bit of visSet |
|---|
| 247 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
|---|
| 248 | |
|---|
| 249 | // Frustum culling |
|---|
| 250 | |
|---|
| 251 | Vector dir; |
|---|
| 252 | dir.x = State::getCameraNode()->getAbsDirX().x; |
|---|
| 253 | dir.y = State::getCameraNode()->getAbsDirX().y; |
|---|
| 254 | dir.z = State::getCameraNode()->getAbsDirX().z; |
|---|
| 255 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
|---|
| 256 | //if(dist < 0) dist = -dist; |
|---|
| 257 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist; |
|---|
| 258 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist; |
|---|
| 259 | |
|---|
| 260 | if(dMins < -50.0 && dMaxs < - 50.0) { |
|---|
| 261 | continue; |
|---|
| 262 | } |
|---|
| 263 | |
|---|
| 264 | |
|---|
| 265 | // Iterate through all faces |
|---|
| 266 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
|---|
| 267 | const int g = (j + curLeaf.leafface); |
|---|
| 268 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
|---|
| 269 | |
|---|
| 270 | if (!this->isAlreadyVisible(f) && f>=0) { |
|---|
| 271 | this->addFace(f); |
|---|
| 272 | this->alreadyVisible[f] = true; |
|---|
| 273 | } |
|---|
| 274 | |
|---|
| 275 | } |
|---|
| 276 | |
|---|
| 277 | }// if |
|---|
| 278 | |
|---|
| 279 | }//for |
|---|
| 280 | |
|---|
| 281 | }//else |
|---|
| 282 | |
|---|
| 283 | while(!this->opal.empty()) { |
|---|
| 284 | this->draw_face(this->opal.front()); |
|---|
| 285 | this->opal.pop_front(); |
|---|
| 286 | } |
|---|
| 287 | while(!this->trasparent.empty()) { |
|---|
| 288 | this->draw_face(this->trasparent.back()); |
|---|
| 289 | this->trasparent.pop_back(); |
|---|
| 290 | } |
|---|
| 291 | //glEnable(GL_TEXTURE_2D); |
|---|
| 292 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 293 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
|---|
| 294 | |
|---|
| 295 | |
|---|
| 296 | |
|---|
| 297 | }//draw |
|---|
| 298 | |
|---|
| 299 | |
|---|
| 300 | |
|---|
| 301 | void BspManager::draw_face(int curface) |
|---|
| 302 | { |
|---|
| 303 | face& curFace = (this->bspFile->faces)[curface]; |
|---|
| 304 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
|---|
| 305 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
|---|
| 306 | int offset = curFace.vertex; |
|---|
| 307 | if (curFace.effect != -1) return; |
|---|
| 308 | // PRINTF(0)("BSP Manager: "); |
|---|
| 309 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
|---|
| 310 | |
|---|
| 311 | // if( curFace.texture < 0 ) return; |
|---|
| 312 | if(curFace.type == 2) { |
|---|
| 313 | this->draw_patch( &curFace); |
|---|
| 314 | return; |
|---|
| 315 | } |
|---|
| 316 | // if(curFace.type != 1) return; |
|---|
| 317 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
|---|
| 318 | |
|---|
| 319 | if(this->lastTex != curFace.texture) { |
|---|
| 320 | if(this->bspFile->Materials[curFace.texture].animated) { |
|---|
| 321 | // glBlendFunc(GL_ZERO,GL_ONE); |
|---|
| 322 | |
|---|
| 323 | |
|---|
| 324 | |
|---|
| 325 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
|---|
| 326 | //this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
|---|
| 327 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
|---|
| 328 | glActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 329 | glBindTexture(GL_TEXTURE_2D, n ); |
|---|
| 330 | this->lastTex = curFace.texture; |
|---|
| 331 | |
|---|
| 332 | } else { |
|---|
| 333 | this->bspFile->Materials[curFace.texture].mat->select(); |
|---|
| 334 | this->lastTex = curFace.texture; |
|---|
| 335 | } |
|---|
| 336 | } |
|---|
| 337 | |
|---|
| 338 | if(curFace.lm_index < 0) { |
|---|
| 339 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 340 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 341 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
|---|
| 342 | glEnable(GL_TEXTURE_2D); |
|---|
| 343 | } else { |
|---|
| 344 | // glEnable(GL_BLEND); |
|---|
| 345 | //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 346 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 347 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 348 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
|---|
| 349 | glEnable(GL_TEXTURE_2D); |
|---|
| 350 | // glDisable(GL_BLEND); |
|---|
| 351 | } |
|---|
| 352 | |
|---|
| 353 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 354 | |
|---|
| 355 | // glColor4f(3.0,3.0,3.0,1.0); |
|---|
| 356 | glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 357 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 358 | glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 359 | // glEnableClientState(GL_COLOR_ARRAY); |
|---|
| 360 | |
|---|
| 361 | |
|---|
| 362 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
|---|
| 363 | |
|---|
| 364 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 365 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
|---|
| 366 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 367 | |
|---|
| 368 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 369 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
|---|
| 370 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 371 | |
|---|
| 372 | |
|---|
| 373 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
|---|
| 374 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
|---|
| 375 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
|---|
| 376 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
|---|
| 377 | |
|---|
| 378 | glDisableClientState(GL_TEXTURE0_ARB); |
|---|
| 379 | glDisableClientState(GL_TEXTURE1_ARB); |
|---|
| 380 | glDisableClientState(GL_VERTEX_ARRAY ); |
|---|
| 381 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 382 | glDisableClientState(GL_NORMAL_ARRAY ); |
|---|
| 383 | // glDisableClientState(GL_COLOR_ARRAY); |
|---|
| 384 | |
|---|
| 385 | } |
|---|
| 386 | |
|---|
| 387 | |
|---|
| 388 | void BspManager::draw_debug_face(int curface) |
|---|
| 389 | { |
|---|
| 390 | face& curFace = (this->bspFile->faces)[curface]; |
|---|
| 391 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
|---|
| 392 | int stride = 44; // sizeof(Vertex) |
|---|
| 393 | int offset = curFace.vertex; |
|---|
| 394 | |
|---|
| 395 | // PRINTF(0)("BSP Manager: "); |
|---|
| 396 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
|---|
| 397 | |
|---|
| 398 | // if( curFace.texture < 0 ) return; |
|---|
| 399 | if(curFace.type == 2) { |
|---|
| 400 | this->draw_patch( &curFace); |
|---|
| 401 | return; |
|---|
| 402 | } |
|---|
| 403 | if(curFace.type == 3) return; |
|---|
| 404 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
|---|
| 405 | |
|---|
| 406 | this->bspFile->Materials[2].mat->select(); |
|---|
| 407 | this->lastTex = 2; |
|---|
| 408 | |
|---|
| 409 | glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 410 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 411 | glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 412 | //glEnableClientState(GL_COLOR_ARRAY); |
|---|
| 413 | // glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 414 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 415 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
|---|
| 416 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 417 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 418 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 419 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
|---|
| 420 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 421 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 422 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
|---|
| 423 | //glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 424 | |
|---|
| 425 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
|---|
| 426 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
|---|
| 427 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
|---|
| 428 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
|---|
| 429 | |
|---|
| 430 | } |
|---|
| 431 | |
|---|
| 432 | void BspManager::draw_patch(face* Face) |
|---|
| 433 | { |
|---|
| 434 | if(this->lastTex != Face->texture) { |
|---|
| 435 | this->bspFile->Materials[Face->texture].mat->select(); |
|---|
| 436 | this->lastTex = Face->texture; |
|---|
| 437 | } |
|---|
| 438 | if (Face->effect != -1) return; |
|---|
| 439 | |
|---|
| 440 | |
|---|
| 441 | if(Face->lm_index < 0) { |
|---|
| 442 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 443 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
|---|
| 444 | glEnable(GL_TEXTURE_2D); |
|---|
| 445 | } else { |
|---|
| 446 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 447 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
|---|
| 448 | glEnable(GL_TEXTURE_2D); |
|---|
| 449 | } |
|---|
| 450 | //glColor4f(3.0,3.0,3.0,1.0); |
|---|
| 451 | |
|---|
| 452 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 453 | glEnable( GL_AUTO_NORMAL); |
|---|
| 454 | glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 455 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 456 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
|---|
| 457 | //glFrontFace(GL_CW); |
|---|
| 458 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
|---|
| 459 | |
|---|
| 460 | |
|---|
| 461 | //glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 462 | |
|---|
| 463 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
|---|
| 464 | |
|---|
| 465 | |
|---|
| 466 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 467 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 468 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
|---|
| 469 | |
|---|
| 470 | |
|---|
| 471 | |
|---|
| 472 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 473 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
|---|
| 474 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 475 | |
|---|
| 476 | |
|---|
| 477 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
|---|
| 478 | |
|---|
| 479 | |
|---|
| 480 | |
|---|
| 481 | |
|---|
| 482 | for(int row=6; row>=0; --row) { |
|---|
| 483 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
|---|
| 484 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
|---|
| 485 | } |
|---|
| 486 | |
|---|
| 487 | //glFrontFace(GL_CCW); |
|---|
| 488 | } |
|---|
| 489 | glDisableClientState(GL_TEXTURE0_ARB); |
|---|
| 490 | glDisableClientState(GL_TEXTURE1_ARB); |
|---|
| 491 | glDisable(GL_AUTO_NORMAL); |
|---|
| 492 | glDisableClientState(GL_VERTEX_ARRAY ); |
|---|
| 493 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 494 | |
|---|
| 495 | |
|---|
| 496 | } |
|---|
| 497 | |
|---|
| 498 | bool BspManager::isAlreadyVisible(int Face) |
|---|
| 499 | { |
|---|
| 500 | return this->alreadyVisible[Face]; |
|---|
| 501 | } |
|---|
| 502 | |
|---|
| 503 | |
|---|
| 504 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
|---|
| 505 | { |
|---|
| 506 | float dist = 0; |
|---|
| 507 | while(!(node->isLeaf)) { |
|---|
| 508 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 509 | if(dist >= 0.0f) { |
|---|
| 510 | node = node->left; |
|---|
| 511 | } else { |
|---|
| 512 | node = node->right; |
|---|
| 513 | } |
|---|
| 514 | } |
|---|
| 515 | return node; |
|---|
| 516 | } |
|---|
| 517 | |
|---|
| 518 | void BspManager::checkBrushRay(brush* curBrush) |
|---|
| 519 | { |
|---|
| 520 | float EPSILON = 0.000001; |
|---|
| 521 | float startDistance; |
|---|
| 522 | float endDistance; |
|---|
| 523 | |
|---|
| 524 | float startFraction = -1.0f; |
|---|
| 525 | float endFraction = 1.0f; |
|---|
| 526 | bool startsOut = false; |
|---|
| 527 | bool endsOut = false; |
|---|
| 528 | |
|---|
| 529 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 530 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 531 | |
|---|
| 532 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 533 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 534 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 535 | |
|---|
| 536 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 537 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 538 | |
|---|
| 539 | if (startDistance > 0) |
|---|
| 540 | startsOut = true; |
|---|
| 541 | if (endDistance > 0) |
|---|
| 542 | endsOut = true; |
|---|
| 543 | |
|---|
| 544 | // make sure the trace isn't completely on one side of the brush |
|---|
| 545 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 546 | return; |
|---|
| 547 | } |
|---|
| 548 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 549 | continue; |
|---|
| 550 | } |
|---|
| 551 | |
|---|
| 552 | // MMM... BEEFY |
|---|
| 553 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 554 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 555 | if (fraction > startFraction) |
|---|
| 556 | startFraction = fraction; |
|---|
| 557 | // don't store plane |
|---|
| 558 | // this->collPlane = &curPlane; |
|---|
| 559 | |
|---|
| 560 | } else { // line is leaving the brush |
|---|
| 561 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 562 | if (fraction < endFraction) |
|---|
| 563 | endFraction = fraction; |
|---|
| 564 | // don't store plane |
|---|
| 565 | //this->collPlane = & curPlane; |
|---|
| 566 | |
|---|
| 567 | } |
|---|
| 568 | |
|---|
| 569 | } |
|---|
| 570 | if (startsOut == false) { |
|---|
| 571 | this->outputStartsOut = false; |
|---|
| 572 | if (endsOut == false) |
|---|
| 573 | this->outputAllSolid = true; |
|---|
| 574 | return; |
|---|
| 575 | } |
|---|
| 576 | |
|---|
| 577 | if (startFraction < endFraction) { |
|---|
| 578 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 579 | if (startFraction < 0) |
|---|
| 580 | startFraction = 0; |
|---|
| 581 | this->outputFraction = startFraction; |
|---|
| 582 | } |
|---|
| 583 | } |
|---|
| 584 | |
|---|
| 585 | } |
|---|
| 586 | |
|---|
| 587 | void BspManager::checkBrushRayN(brush* curBrush) |
|---|
| 588 | { |
|---|
| 589 | float EPSILON = 0.000001; |
|---|
| 590 | float startDistance; |
|---|
| 591 | float endDistance; |
|---|
| 592 | |
|---|
| 593 | float startFraction = -1.0f; |
|---|
| 594 | float endFraction = 1.0f; |
|---|
| 595 | bool startsOut = false; |
|---|
| 596 | bool endsOut = false; |
|---|
| 597 | |
|---|
| 598 | // Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 599 | // Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 600 | |
|---|
| 601 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 602 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 603 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 604 | |
|---|
| 605 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 606 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 607 | |
|---|
| 608 | if (startDistance > 0) |
|---|
| 609 | startsOut = true; |
|---|
| 610 | if (endDistance > 0) |
|---|
| 611 | endsOut = true; |
|---|
| 612 | |
|---|
| 613 | // make sure the trace isn't completely on one side of the brush |
|---|
| 614 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 615 | return; |
|---|
| 616 | } |
|---|
| 617 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 618 | continue; |
|---|
| 619 | } |
|---|
| 620 | |
|---|
| 621 | // MMM... BEEFY |
|---|
| 622 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 623 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 624 | if (fraction > startFraction) |
|---|
| 625 | startFraction = fraction; |
|---|
| 626 | // store plane |
|---|
| 627 | this->collPlane = &curPlane; |
|---|
| 628 | |
|---|
| 629 | } else { // line is leaving the brush |
|---|
| 630 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 631 | if (fraction < endFraction) |
|---|
| 632 | endFraction = fraction; |
|---|
| 633 | // store plane |
|---|
| 634 | this->collPlane = & curPlane; |
|---|
| 635 | |
|---|
| 636 | } |
|---|
| 637 | |
|---|
| 638 | } |
|---|
| 639 | if (startsOut == false) { |
|---|
| 640 | this->outputStartsOut = false; |
|---|
| 641 | if (endsOut == false) |
|---|
| 642 | this->outputAllSolid = true; |
|---|
| 643 | return; |
|---|
| 644 | } |
|---|
| 645 | |
|---|
| 646 | if (startFraction < endFraction) { |
|---|
| 647 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 648 | if (startFraction < 0) |
|---|
| 649 | startFraction = 0; |
|---|
| 650 | this->outputFraction = startFraction; |
|---|
| 651 | } |
|---|
| 652 | } |
|---|
| 653 | |
|---|
| 654 | } |
|---|
| 655 | |
|---|
| 656 | void BspManager::checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd) |
|---|
| 657 | { |
|---|
| 658 | float EPSILON = 0.000001; |
|---|
| 659 | float startDistance; |
|---|
| 660 | float endDistance; |
|---|
| 661 | |
|---|
| 662 | float startFraction = -1.0f; |
|---|
| 663 | float endFraction = 1.0f; |
|---|
| 664 | bool startsOut = false; |
|---|
| 665 | bool endsOut = false; |
|---|
| 666 | |
|---|
| 667 | //Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 668 | //Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 669 | |
|---|
| 670 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 671 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 672 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 673 | |
|---|
| 674 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 675 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 676 | |
|---|
| 677 | if (startDistance > 0) |
|---|
| 678 | startsOut = true; |
|---|
| 679 | if (endDistance > 0) |
|---|
| 680 | endsOut = true; |
|---|
| 681 | |
|---|
| 682 | // make sure the trace isn't completely on one side of the brush |
|---|
| 683 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 684 | return; |
|---|
| 685 | } |
|---|
| 686 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 687 | continue; |
|---|
| 688 | } |
|---|
| 689 | |
|---|
| 690 | // MMM... BEEFY |
|---|
| 691 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 692 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 693 | if (fraction > startFraction) |
|---|
| 694 | startFraction = fraction; |
|---|
| 695 | // store plane |
|---|
| 696 | this->collPlane = &curPlane; |
|---|
| 697 | |
|---|
| 698 | } else { // line is leaving the brush |
|---|
| 699 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 700 | if (fraction < endFraction) |
|---|
| 701 | endFraction = fraction; |
|---|
| 702 | // store plane |
|---|
| 703 | this->collPlane = & curPlane; |
|---|
| 704 | |
|---|
| 705 | } |
|---|
| 706 | |
|---|
| 707 | } |
|---|
| 708 | if (startsOut == false) { |
|---|
| 709 | this->outputStartsOut = false; |
|---|
| 710 | if (endsOut == false) |
|---|
| 711 | this->outputAllSolid = true; |
|---|
| 712 | return; |
|---|
| 713 | } |
|---|
| 714 | |
|---|
| 715 | if (startFraction < endFraction) { |
|---|
| 716 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 717 | if (startFraction < 0) |
|---|
| 718 | startFraction = 0; |
|---|
| 719 | this->outputFraction = startFraction; |
|---|
| 720 | } |
|---|
| 721 | } |
|---|
| 722 | |
|---|
| 723 | } |
|---|
| 724 | |
|---|
| 725 | |
|---|
| 726 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 727 | { |
|---|
| 728 | |
|---|
| 729 | |
|---|
| 730 | float EPSILON = 0.000001; |
|---|
| 731 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
|---|
| 732 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
|---|
| 733 | |
|---|
| 734 | |
|---|
| 735 | if(node->isLeaf) { |
|---|
| 736 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 737 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 738 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 739 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 740 | if (curBrush.n_brushsides > 0 && |
|---|
| 741 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 742 | // CheckBrush( brush ); |
|---|
| 743 | this->checkBrushRay(&curBrush); |
|---|
| 744 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 745 | } |
|---|
| 746 | return; |
|---|
| 747 | } |
|---|
| 748 | |
|---|
| 749 | |
|---|
| 750 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 751 | { // both points are in front of the plane |
|---|
| 752 | // so check the front child |
|---|
| 753 | this->checkCollisionRay(node->left,0,0,start,end); |
|---|
| 754 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 755 | { // both points are behind the plane |
|---|
| 756 | // so check the back child |
|---|
| 757 | this->checkCollisionRay(node->right,0,0,start,end); |
|---|
| 758 | } else // C |
|---|
| 759 | { // the line spans the splitting plane |
|---|
| 760 | int side; |
|---|
| 761 | float fraction1, fraction2, middleFraction; |
|---|
| 762 | Vector middle; |
|---|
| 763 | |
|---|
| 764 | // STEP 1: split the segment into two |
|---|
| 765 | if (startDistance < endDistance) { |
|---|
| 766 | side = 1; // back |
|---|
| 767 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 768 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 769 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 770 | } else if (endDistance < startDistance) { |
|---|
| 771 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 772 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 773 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 774 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 775 | } else { |
|---|
| 776 | side = 0; // front |
|---|
| 777 | fraction1 = 1.0f; |
|---|
| 778 | fraction2 = 0.0f; |
|---|
| 779 | } |
|---|
| 780 | |
|---|
| 781 | // STEP 2: make sure the numbers are valid |
|---|
| 782 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 783 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 784 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 785 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 786 | |
|---|
| 787 | // STEP 3: calculate the middle point for the first side |
|---|
| 788 | middleFraction = startFraction + |
|---|
| 789 | (endFraction - startFraction) * fraction1; |
|---|
| 790 | |
|---|
| 791 | middle.x = start->x + fraction1 * (end->x - start->x); |
|---|
| 792 | middle.y = start->y + fraction1 * (end->y - start->y); |
|---|
| 793 | middle.z = start->z + fraction1 * (end->z - start->z); |
|---|
| 794 | |
|---|
| 795 | // STEP 4: check the first side |
|---|
| 796 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 797 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 798 | |
|---|
| 799 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
|---|
| 800 | start, &middle ); |
|---|
| 801 | |
|---|
| 802 | // STEP 5: calculate the middle point for the second side |
|---|
| 803 | middleFraction = startFraction + |
|---|
| 804 | (endFraction - startFraction) * fraction2; |
|---|
| 805 | |
|---|
| 806 | middle.x = start->x + fraction2 * (end->x - start->x); |
|---|
| 807 | middle.y = start->y + fraction2 * (end->y - start->y); |
|---|
| 808 | middle.z = start->z + fraction2 * (end->z - start->z); |
|---|
| 809 | |
|---|
| 810 | // STEP 6: check the second side |
|---|
| 811 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 812 | |
|---|
| 813 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 814 | |
|---|
| 815 | |
|---|
| 816 | } |
|---|
| 817 | |
|---|
| 818 | } |
|---|
| 819 | |
|---|
| 820 | |
|---|
| 821 | |
|---|
| 822 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 823 | { |
|---|
| 824 | |
|---|
| 825 | |
|---|
| 826 | float EPSILON = 0.000001; |
|---|
| 827 | |
|---|
| 828 | float endDistance = end->dot(node->plane) - node->d; |
|---|
| 829 | float startDistance = start->dot(node->plane) - node->d; |
|---|
| 830 | |
|---|
| 831 | |
|---|
| 832 | if( node->isLeaf) { |
|---|
| 833 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 834 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 835 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 836 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 837 | if (curBrush.n_brushsides > 0 && |
|---|
| 838 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 839 | // CheckBrush( brush ); |
|---|
| 840 | this->checkBrushRayN(&curBrush); |
|---|
| 841 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 842 | } |
|---|
| 843 | |
|---|
| 844 | return; |
|---|
| 845 | } |
|---|
| 846 | |
|---|
| 847 | |
|---|
| 848 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 849 | { // both points are in front of the plane |
|---|
| 850 | // so check the front child |
|---|
| 851 | this->checkCollisionRayN(node->left,0,0,start,end); |
|---|
| 852 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 853 | { // both points are behind the plane |
|---|
| 854 | // so check the back child |
|---|
| 855 | this->checkCollisionRayN(node->right,0,0,start,end); |
|---|
| 856 | } else // C |
|---|
| 857 | { // the line spans the splitting plane |
|---|
| 858 | int side; |
|---|
| 859 | float fraction1, fraction2, middleFraction; |
|---|
| 860 | Vector middle; |
|---|
| 861 | |
|---|
| 862 | // STEP 1: split the segment into two |
|---|
| 863 | if (startDistance < endDistance) { |
|---|
| 864 | side = 1; // back |
|---|
| 865 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 866 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 867 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 868 | } else if (endDistance < startDistance) { |
|---|
| 869 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 870 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 871 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 872 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 873 | } else { |
|---|
| 874 | side = 0; // front |
|---|
| 875 | fraction1 = 1.0f; |
|---|
| 876 | fraction2 = 0.0f; |
|---|
| 877 | } |
|---|
| 878 | |
|---|
| 879 | // STEP 2: make sure the numbers are valid |
|---|
| 880 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 881 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 882 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 883 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 884 | |
|---|
| 885 | // STEP 3: calculate the middle point for the first side |
|---|
| 886 | middleFraction = startFraction + (endFraction - startFraction) * fraction1; |
|---|
| 887 | middle = (*start) + ((*end) - (*start)) * fraction1; |
|---|
| 888 | |
|---|
| 889 | |
|---|
| 890 | // STEP 4: check the first side |
|---|
| 891 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 892 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 893 | |
|---|
| 894 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
|---|
| 895 | start, &middle ); |
|---|
| 896 | |
|---|
| 897 | // STEP 5: calculate the middle point for the second side |
|---|
| 898 | middleFraction = startFraction + (endFraction - startFraction) * fraction2; |
|---|
| 899 | middle = (*start) + ((*end) - (*start)) * fraction2; |
|---|
| 900 | |
|---|
| 901 | // STEP 6: check the second side |
|---|
| 902 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 903 | |
|---|
| 904 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 905 | |
|---|
| 906 | |
|---|
| 907 | } |
|---|
| 908 | |
|---|
| 909 | } |
|---|
| 910 | |
|---|
| 911 | float BspManager::checkPatchAltitude(BspTreeNode* node) |
|---|
| 912 | { |
|---|
| 913 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 914 | for(int i = 0; i < curLeaf.n_leaffaces ; i++) |
|---|
| 915 | { |
|---|
| 916 | |
|---|
| 917 | } |
|---|
| 918 | return 10.0f; |
|---|
| 919 | } |
|---|
| 920 | |
|---|
| 921 | void BspManager::checkCollisionBox(void) |
|---|
| 922 | { |
|---|
| 923 | |
|---|
| 924 | }; |
|---|
| 925 | |
|---|
| 926 | void BspManager::TraceBox( Vector& inputStart, Vector& inputEnd, |
|---|
| 927 | Vector& inputMins, Vector& inputMaxs ) |
|---|
| 928 | { |
|---|
| 929 | if (inputMins.x == 0 && inputMins.y == 0 && inputMins.z == 0 && |
|---|
| 930 | inputMaxs.x == 0 && inputMaxs.y == 0 && inputMaxs.z == 0) |
|---|
| 931 | { // the user called TraceBox, but this is actually a ray |
|---|
| 932 | //!> FIXME TraceRay( inputStart, inputEnd ); |
|---|
| 933 | } |
|---|
| 934 | else |
|---|
| 935 | { // setup for a box |
|---|
| 936 | //traceType = TT_BOX; |
|---|
| 937 | this->traceMins = inputMins; |
|---|
| 938 | this->traceMaxs = inputMaxs; |
|---|
| 939 | this->traceExtents.x = -traceMins.x > traceMaxs.x ? |
|---|
| 940 | -traceMins.x : traceMaxs.x; |
|---|
| 941 | this->traceExtents.y = -traceMins.y > traceMaxs.y ? |
|---|
| 942 | -traceMins.y : traceMaxs.y; |
|---|
| 943 | this->traceExtents.z = -traceMins.z > traceMaxs.z ? |
|---|
| 944 | -traceMins.z : traceMaxs.z; |
|---|
| 945 | //!> FIXME Trace( inputStart, inputEnd ); |
|---|
| 946 | } |
|---|
| 947 | } |
|---|
| 948 | |
|---|
| 949 | void BspManager::checkCollision(WorldEntity* worldEntity) |
|---|
| 950 | { |
|---|
| 951 | |
|---|
| 952 | this->outputStartsOut = true; |
|---|
| 953 | this->outputAllSolid = false; |
|---|
| 954 | this->outputFraction = 1.0f; |
|---|
| 955 | |
|---|
| 956 | |
|---|
| 957 | |
|---|
| 958 | |
|---|
| 959 | Vector forwardDir = worldEntity->getAbsDirX(); |
|---|
| 960 | |
|---|
| 961 | |
|---|
| 962 | Vector upDir = worldEntity->getAbsDirY(); |
|---|
| 963 | upDir.x = 0.0; |
|---|
| 964 | upDir.y = 1.0; |
|---|
| 965 | upDir.z = 0.0; |
|---|
| 966 | Vector dest; |
|---|
| 967 | /* |
|---|
| 968 | dest.x += forwardDir.x; |
|---|
| 969 | dest.y += forwardDir.y; |
|---|
| 970 | dest.z += forwardDir.z; |
|---|
| 971 | */ |
|---|
| 972 | Vector position = worldEntity->getAbsCoor() + upDir*10.0f ; |
|---|
| 973 | dest = worldEntity->getAbsCoor() - upDir*40.0f; // |
|---|
| 974 | Vector out = dest; |
|---|
| 975 | |
|---|
| 976 | |
|---|
| 977 | |
|---|
| 978 | |
|---|
| 979 | bool collision = false; |
|---|
| 980 | Vector position1 = position; // + Vector(0.0,0.6,0.0); |
|---|
| 981 | Vector position2 = position + Vector(0.0,1.0,0.0); |
|---|
| 982 | Vector dest1 = position + forwardDir*4.0f; |
|---|
| 983 | Vector dest2 = position2 + forwardDir; |
|---|
| 984 | dest = position - Vector(0.0, 40.0,0.0); |
|---|
| 985 | Vector out1; |
|---|
| 986 | Vector out2; |
|---|
| 987 | |
|---|
| 988 | |
|---|
| 989 | float height = 40; |
|---|
| 990 | |
|---|
| 991 | this->inputStart = position; |
|---|
| 992 | this->inputEnd = dest; |
|---|
| 993 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
|---|
| 994 | |
|---|
| 995 | |
|---|
| 996 | |
|---|
| 997 | // PRINTF(0)(" checking collision: %s, solid = %i, fraction = %f\n", worldEntity->getClassName(), this->outputAllSolid, this->outputFraction); |
|---|
| 998 | // PRINTF(0)("checking collision!! Pos.Coords: %f , %f , %f\n", position.x , position.y, position.z); |
|---|
| 999 | // PRINTF(0)("checking collision!! Dest.Coords: %f , %f , %f\n", dest.x , dest.y, dest.z); |
|---|
| 1000 | |
|---|
| 1001 | // position1.debug(); |
|---|
| 1002 | |
|---|
| 1003 | if(!this->outputStartsOut ) |
|---|
| 1004 | { |
|---|
| 1005 | this->collPlane = new plane; |
|---|
| 1006 | this->collPlane->x = 0.0f; |
|---|
| 1007 | this->collPlane->y = 0.0f; |
|---|
| 1008 | this->collPlane->z = 0.0f; |
|---|
| 1009 | collision = true; |
|---|
| 1010 | } |
|---|
| 1011 | else |
|---|
| 1012 | { |
|---|
| 1013 | |
|---|
| 1014 | |
|---|
| 1015 | |
|---|
| 1016 | |
|---|
| 1017 | if( this->outputFraction == 1.0f) |
|---|
| 1018 | { |
|---|
| 1019 | if(this->outputAllSolid ) |
|---|
| 1020 | { |
|---|
| 1021 | this->collPlane = new plane; |
|---|
| 1022 | this->collPlane->x = 0.0f; |
|---|
| 1023 | this->collPlane->y = 0.0f; |
|---|
| 1024 | this->collPlane->z = 0.0f; |
|---|
| 1025 | collision = true; |
|---|
| 1026 | } |
|---|
| 1027 | else |
|---|
| 1028 | collision = false; |
|---|
| 1029 | |
|---|
| 1030 | |
|---|
| 1031 | out = dest; |
|---|
| 1032 | } |
|---|
| 1033 | else { |
|---|
| 1034 | |
|---|
| 1035 | collision = true; |
|---|
| 1036 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
|---|
| 1037 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
|---|
| 1038 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
|---|
| 1039 | |
|---|
| 1040 | Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z); |
|---|
| 1041 | this->out = out; |
|---|
| 1042 | } |
|---|
| 1043 | |
|---|
| 1044 | |
|---|
| 1045 | } |
|---|
| 1046 | |
|---|
| 1047 | plane* testPlane = this->collPlane; |
|---|
| 1048 | |
|---|
| 1049 | this->outputStartsOut = true; |
|---|
| 1050 | this->outputAllSolid = false; |
|---|
| 1051 | this->outputFraction = 1.0f; |
|---|
| 1052 | this->inputStart = position; |
|---|
| 1053 | this->inputEnd = dest1; |
|---|
| 1054 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest1 ); |
|---|
| 1055 | out.x = this->outputFraction; |
|---|
| 1056 | out.z = this->outputFraction; |
|---|
| 1057 | |
|---|
| 1058 | /* |
|---|
| 1059 | out.x = position1.x + (dest.x -position1.x) * this->outputFraction; |
|---|
| 1060 | |
|---|
| 1061 | out.z = position1.z + (dest.z -position1.z) * this->outputFraction; |
|---|
| 1062 | */ |
|---|
| 1063 | |
|---|
| 1064 | |
|---|
| 1065 | // Return the normal here: Normal's stored in this->collPlane; |
|---|
| 1066 | if( collision) { |
|---|
| 1067 | PRINTF(5)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction); |
|---|
| 1068 | worldEntity->registerCollision(this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), out); |
|---|
| 1069 | } |
|---|
| 1070 | else worldEntity->registerCollision(this->parent, worldEntity, Vector(0.0, 2.0, 0.0), dest); |
|---|
| 1071 | |
|---|
| 1072 | } |
|---|
| 1073 | |
|---|
| 1074 | |
|---|
| 1075 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
|---|
| 1076 | { |
|---|
| 1077 | Vector next = this->cam; |
|---|
| 1078 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
|---|
| 1079 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
|---|
| 1080 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
|---|
| 1081 | |
|---|
| 1082 | float dist = 0; |
|---|
| 1083 | if(!(node->isLeaf)) { |
|---|
| 1084 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 1085 | if(dist > 4.0f) { |
|---|
| 1086 | checkCollision(node->left,cam); |
|---|
| 1087 | return; |
|---|
| 1088 | } |
|---|
| 1089 | if(dist < -4.0f) { |
|---|
| 1090 | checkCollision(node->right,cam); |
|---|
| 1091 | return; |
|---|
| 1092 | } |
|---|
| 1093 | if(dist<=4.0f && dist >= -4.0f) { |
|---|
| 1094 | checkCollision(node->left,cam); |
|---|
| 1095 | checkCollision(node->right,cam); |
|---|
| 1096 | return; |
|---|
| 1097 | } |
|---|
| 1098 | return; |
|---|
| 1099 | } else { |
|---|
| 1100 | |
|---|
| 1101 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
|---|
| 1102 | |
|---|
| 1103 | if (camLeaf.cluster < 0) { |
|---|
| 1104 | this->drawDebugCube(&this->cam); |
|---|
| 1105 | this->drawDebugCube(&next); |
|---|
| 1106 | // State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
|---|
| 1107 | //State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
|---|
| 1108 | } |
|---|
| 1109 | |
|---|
| 1110 | |
|---|
| 1111 | /* |
|---|
| 1112 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
|---|
| 1113 | { |
|---|
| 1114 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
|---|
| 1115 | if(curBrush.n_brushsides < 0) return; |
|---|
| 1116 | for(int j = 0; j < curBrush.n_brushsides; j++) |
|---|
| 1117 | { |
|---|
| 1118 | float dist = -0.1; |
|---|
| 1119 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
|---|
| 1120 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
|---|
| 1121 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
|---|
| 1122 | |
|---|
| 1123 | if(dist < -0.01f) dist = -1.0f *dist; |
|---|
| 1124 | if(dist < 1.0f){ |
|---|
| 1125 | this->drawDebugCube(&this->cam); |
|---|
| 1126 | return; |
|---|
| 1127 | } |
|---|
| 1128 | } |
|---|
| 1129 | |
|---|
| 1130 | } */ |
|---|
| 1131 | |
|---|
| 1132 | } |
|---|
| 1133 | return; |
|---|
| 1134 | } |
|---|
| 1135 | |
|---|
| 1136 | void BspManager::drawDebugCube(Vector* cam) |
|---|
| 1137 | { |
|---|
| 1138 | glBegin(GL_QUADS); |
|---|
| 1139 | |
|---|
| 1140 | // Bottom Face. Red, 75% opaque, magnified texture |
|---|
| 1141 | |
|---|
| 1142 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
|---|
| 1143 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
|---|
| 1144 | |
|---|
| 1145 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 1146 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 1147 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
|---|
| 1148 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
|---|
| 1149 | |
|---|
| 1150 | |
|---|
| 1151 | // Top face; offset. White, 50% opaque. |
|---|
| 1152 | |
|---|
| 1153 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
|---|
| 1154 | |
|---|
| 1155 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1156 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1157 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 1158 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1159 | |
|---|
| 1160 | |
|---|
| 1161 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
|---|
| 1162 | |
|---|
| 1163 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
|---|
| 1164 | |
|---|
| 1165 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
|---|
| 1166 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1167 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1168 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
|---|
| 1169 | |
|---|
| 1170 | |
|---|
| 1171 | // Right face. Blue; 25% opaque |
|---|
| 1172 | |
|---|
| 1173 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
|---|
| 1174 | |
|---|
| 1175 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
|---|
| 1176 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1177 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
|---|
| 1178 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1179 | |
|---|
| 1180 | |
|---|
| 1181 | // Front face; offset. Multi-colored, 50% opaque. |
|---|
| 1182 | |
|---|
| 1183 | glNormal3f( 0.0f, 0.0f, 1.0f); |
|---|
| 1184 | |
|---|
| 1185 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
|---|
| 1186 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1187 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
|---|
| 1188 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1189 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
|---|
| 1190 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 1191 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
|---|
| 1192 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1193 | |
|---|
| 1194 | |
|---|
| 1195 | // Left Face; offset. Yellow, varying levels of opaque. |
|---|
| 1196 | |
|---|
| 1197 | glNormal3f(-1.0f, 0.0f, 0.0f); |
|---|
| 1198 | |
|---|
| 1199 | glColor4f(0.9,0.9,0.2,0.0); |
|---|
| 1200 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
|---|
| 1201 | glColor4f(0.9,0.9,0.2,0.66); |
|---|
| 1202 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
|---|
| 1203 | glColor4f(0.9,0.9,0.2,1.0); |
|---|
| 1204 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1205 | glColor4f(0.9,0.9,0.2,0.33); |
|---|
| 1206 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1207 | |
|---|
| 1208 | glEnd(); |
|---|
| 1209 | } |
|---|
| 1210 | |
|---|
| 1211 | void BspManager::addFace(int f) |
|---|
| 1212 | { |
|---|
| 1213 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
|---|
| 1214 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
|---|
| 1215 | else this->opal.push_back(f); |
|---|
| 1216 | } |
|---|