| 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 "world_entity.h" |
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| 42 | |
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| 43 | #include "util/loading/load_param.h" |
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| 44 | #include "util/loading/factory.h" |
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| 45 | |
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| 46 | #include "aabb.h" |
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| 47 | #include "cr_defs.h" |
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| 48 | |
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| 49 | |
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| 50 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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| 51 | |
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| 52 | BspManager::BspManager(WorldEntity* parent) |
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| 53 | { |
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| 54 | |
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| 55 | this->lastTex = -1; |
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| 56 | this->parent = parent; |
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| 57 | /*// open a BSP file |
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| 58 | this->bspFile = new BspFile(); |
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| 59 | this->bspFile->scale = 0.4f; |
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| 60 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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| 61 | this->bspFile->build_tree(); |
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| 62 | this->root = this->bspFile->get_root(); |
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| 63 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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| 64 | */ |
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| 65 | |
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| 66 | } |
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| 67 | |
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| 68 | |
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| 69 | /* |
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| 70 | BspManager::BspManager(const TiXmlElement* root) |
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| 71 | { |
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| 72 | |
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| 73 | |
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| 74 | if( root != NULL) |
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| 75 | this->loadParams(root); |
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| 76 | |
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| 77 | CDEngine::getInstance()->setBSPModel(this); |
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| 78 | } */ |
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| 79 | |
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| 80 | BspManager::~BspManager() |
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| 81 | { |
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| 82 | if(this->bspFile) |
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| 83 | delete this->bspFile; |
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| 84 | } |
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| 85 | |
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| 86 | int BspManager::load(const char* fileName, float scale) |
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| 87 | { |
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| 88 | // open a BSP file |
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| 89 | |
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| 90 | |
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| 91 | this->bspFile = new BspFile(); |
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| 92 | this->bspFile->scale = scale; |
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| 93 | if(this->bspFile->read(ResourceManager::getFullName(fileName).c_str()) == -1) |
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| 94 | return -1; |
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| 95 | |
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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 | this->outputFraction = 1.0f; |
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| 101 | |
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| 102 | return 0; |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | /* |
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| 107 | BspManager::BspManager(const char* fileName, float scale) |
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| 108 | { |
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| 109 | // open a BSP file |
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| 110 | this->bspFile = new BspFile(); |
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| 111 | this->bspFile->scale = scale; |
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| 112 | this->bspFile->read(fileName); |
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| 113 | this->bspFile->build_tree(); |
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| 114 | this->root = this->bspFile->get_root(); |
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| 115 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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| 116 | |
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| 117 | CDEngine::getInstance()->setBSPModel(this); |
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| 118 | } |
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| 119 | */ |
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| 120 | |
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| 121 | const void BspManager::tick(float time) |
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| 122 | { |
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| 123 | |
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| 124 | if(!this->bspFile->MovieMaterials.empty()) { |
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| 125 | ::std::vector<MoviePlayer *>::iterator it = this->bspFile->MovieMaterials.begin() ; |
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| 126 | while(it != this->bspFile->MovieMaterials.end()) { |
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| 127 | (*it)->tick(time); |
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| 128 | it++; |
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| 129 | } |
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| 130 | //this->bspFile->MovieMaterials.front()->tick(time ); |
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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 | const void BspManager::draw() |
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| 137 | { |
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| 138 | |
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| 139 | /* |
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| 140 | this->drawDebugCube(&this->out); |
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| 141 | this->out1 = this->out; |
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| 142 | this->out2 = this->out; |
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| 143 | if(this->collPlane != NULL) { |
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| 144 | this->out1.x += this->collPlane->x*5.0; |
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| 145 | this->out1.y += this->collPlane->y*5.0; |
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| 146 | this->out1.z += this->collPlane->z*5.0; |
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| 147 | |
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| 148 | this->out2.x += this->collPlane->x*10.0; |
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| 149 | this->out2.y += this->collPlane->y*10.0; |
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| 150 | this->out2.z += this->collPlane->z*10.0; |
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| 151 | } |
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| 152 | this->drawDebugCube(&this->out1); |
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| 153 | this->drawDebugCube(&this->out2); |
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| 154 | |
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| 155 | */ |
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| 156 | |
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| 157 | |
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| 158 | // Draw Debug Terrain |
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| 159 | /* |
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| 160 | this->bspFile->Materials[0]->select(); |
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| 161 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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| 162 | { |
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| 163 | this->bspFile->VertexArrayModels[i]->draw(); |
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| 164 | |
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| 165 | } |
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| 166 | */ |
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| 167 | |
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| 168 | |
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| 169 | |
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| 170 | // erase alreadyVisible |
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| 171 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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| 172 | float tmp = 0; |
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| 173 | //this->opal.clear(); |
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| 174 | //this->trasparent.clear(); |
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| 175 | // Find all visible faces... |
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| 176 | |
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| 177 | this->cam = State::getCamera()->getAbsCoor() ; |
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| 178 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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| 179 | |
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| 180 | |
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| 181 | |
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| 182 | |
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| 183 | |
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| 184 | this->viewDir= State::getCamera()->getAbsDirX(); |
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| 185 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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| 186 | |
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| 187 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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| 188 | int viscluster = -1; |
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| 189 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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| 190 | |
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| 191 | |
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| 192 | |
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| 193 | |
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| 194 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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| 195 | |
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| 196 | |
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| 197 | this->outputStartsOut = true; |
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| 198 | this->outputAllSolid = false; |
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| 199 | this->outputFraction = 1.0f; |
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| 200 | |
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| 201 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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| 202 | { |
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| 203 | |
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| 204 | |
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| 205 | |
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| 206 | // Iterate through all Leafs |
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| 207 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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| 208 | { |
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| 209 | // cluster = (this->bspFile->leaves)[i].cluster; |
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| 210 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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| 211 | if(curLeaf.cluster<0) continue; |
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| 212 | |
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| 213 | /** Do Frustum culling and draw 'em all **/ |
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| 214 | |
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| 215 | Vector dir = State::getCameraNode()->getAbsDirX(); |
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| 216 | |
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| 217 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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| 218 | //if(dist < 0) dist = -dist; |
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| 219 | 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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| 220 | 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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| 221 | |
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| 222 | if(dMins < -300.0 && dMaxs < -300.0) { |
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| 223 | continue; |
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| 224 | } |
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| 225 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 2000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 2000) { |
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| 226 | continue; |
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| 227 | } |
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| 228 | |
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| 229 | |
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| 230 | // Iterate through all faces |
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| 231 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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| 232 | const int g = (j + curLeaf.leafface); |
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| 233 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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| 234 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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| 235 | this->alreadyVisible[f] = true; |
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| 236 | addFace(f); // "visibleFaces.append(f)" |
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| 237 | } |
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| 238 | } |
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| 239 | |
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| 240 | |
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| 241 | |
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| 242 | |
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| 243 | } //for |
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| 244 | } else { |
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| 245 | |
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| 246 | |
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| 247 | unsigned int v; |
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| 248 | unsigned char visSet; |
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| 249 | |
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| 250 | // Iterate through all Leafs |
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| 251 | |
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| 252 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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| 253 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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| 254 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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| 255 | int& cluster = curLeaf.cluster; |
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| 256 | |
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| 257 | if(cluster < 0) continue; |
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| 258 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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| 259 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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| 260 | |
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| 261 | // gets bit of visSet |
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| 262 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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| 263 | |
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| 264 | // Frustum culling |
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| 265 | |
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| 266 | Vector dir; |
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| 267 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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| 268 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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| 269 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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| 270 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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| 271 | //if(dist < 0) dist = -dist; |
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| 272 | 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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| 273 | 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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| 274 | |
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| 275 | if(dMins < -70.0 && dMaxs < -70.0) { |
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| 276 | continue; |
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| 277 | } |
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| 278 | |
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| 279 | |
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| 280 | // Iterate through all faces |
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| 281 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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| 282 | const int g = (j + curLeaf.leafface); |
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| 283 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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| 284 | |
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| 285 | if (!this->isAlreadyVisible(f) && f>=0) { |
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| 286 | this->addFace(f); |
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| 287 | this->alreadyVisible[f] = true; |
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| 288 | } |
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| 289 | |
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| 290 | } |
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| 291 | |
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| 292 | }// if |
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| 293 | |
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| 294 | }//for |
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| 295 | |
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| 296 | }//else |
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| 297 | |
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| 298 | while(!this->opal.empty()) { |
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| 299 | this->draw_face(this->opal.front()); |
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| 300 | this->opal.pop_front(); |
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| 301 | } |
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| 302 | while(!this->trasparent.empty()) { |
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| 303 | this->draw_face(this->trasparent.back()); |
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| 304 | this->trasparent.pop_back(); |
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| 305 | } |
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| 306 | //glEnable(GL_TEXTURE_2D); |
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| 307 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 308 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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| 309 | |
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| 310 | |
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| 311 | |
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| 312 | }//draw |
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| 313 | |
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| 314 | |
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| 315 | |
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| 316 | void BspManager::draw_face(int curface) |
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| 317 | { |
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| 318 | face& curFace = (this->bspFile->faces)[curface]; |
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| 319 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 320 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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| 321 | int offset = curFace.vertex; |
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| 322 | if (curFace.effect != -1) return; |
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| 323 | // PRINTF(0)("BSP Manager: "); |
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| 324 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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| 325 | |
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| 326 | // if( curFace.texture < 0 ) return; |
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| 327 | if(curFace.type == 2) { |
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| 328 | this->draw_patch( &curFace); |
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| 329 | return; |
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| 330 | } |
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| 331 | // if(curFace.type != 1) return; |
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| 332 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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| 333 | |
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| 334 | if(this->lastTex != curFace.texture) { |
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| 335 | if(this->bspFile->Materials[curFace.texture].animated) { |
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| 336 | // glBlendFunc(GL_ZERO,GL_ONE); |
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| 337 | |
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| 338 | |
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| 339 | |
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| 340 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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| 341 | //this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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| 342 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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| 343 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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| 344 | glBindTexture(GL_TEXTURE_2D, n ); |
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| 345 | this->lastTex = curFace.texture; |
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| 346 | |
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| 347 | } else { |
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| 348 | this->bspFile->Materials[curFace.texture].mat->select(); |
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| 349 | this->lastTex = curFace.texture; |
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| 350 | } |
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| 351 | } |
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| 352 | |
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| 353 | if(curFace.lm_index < 0) { |
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| 354 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 355 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 356 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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| 357 | glEnable(GL_TEXTURE_2D); |
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| 358 | } else { |
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| 359 | // glEnable(GL_BLEND); |
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| 360 | //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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| 361 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 362 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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| 363 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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| 364 | glEnable(GL_TEXTURE_2D); |
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| 365 | // glDisable(GL_BLEND); |
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| 366 | } |
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| 367 | |
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| 368 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 369 | |
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| 370 | // glColor4f(3.0,3.0,3.0,1.0); |
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| 371 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 372 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 373 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 374 | // glEnableClientState(GL_COLOR_ARRAY); |
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| 375 | |
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| 376 | |
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| 377 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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| 378 | |
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| 379 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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| 380 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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| 381 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 382 | |
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| 383 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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| 384 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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| 385 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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| 386 | |
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| 387 | |
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| 388 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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| 389 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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| 390 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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| 391 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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| 392 | |
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| 393 | glDisableClientState(GL_TEXTURE0_ARB); |
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| 394 | glDisableClientState(GL_TEXTURE1_ARB); |
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| 395 | glDisableClientState(GL_VERTEX_ARRAY ); |
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| 396 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 397 | glDisableClientState(GL_NORMAL_ARRAY ); |
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| 398 | // glDisableClientState(GL_COLOR_ARRAY); |
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| 399 | |
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| 400 | } |
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| 401 | |
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| 402 | |
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| 403 | void BspManager::draw_debug_face(int curface) |
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| 404 | { |
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| 405 | face& curFace = (this->bspFile->faces)[curface]; |
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| 406 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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| 407 | int stride = 44; // sizeof(Vertex) |
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| 408 | int offset = curFace.vertex; |
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| 409 | |
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| 410 | // PRINTF(0)("BSP Manager: "); |
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| 411 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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| 412 | |
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| 413 | // if( curFace.texture < 0 ) return; |
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| 414 | if(curFace.type == 2) { |
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| 415 | this->draw_patch( &curFace); |
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| 416 | return; |
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| 417 | } |
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| 418 | if(curFace.type == 3) return; |
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| 419 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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| 420 | |
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| 421 | this->bspFile->Materials[2].mat->select(); |
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| 422 | this->lastTex = 2; |
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| 423 | |
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| 424 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 425 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 426 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 427 | //glEnableClientState(GL_COLOR_ARRAY); |
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| 428 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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| 429 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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| 430 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
|---|
| 431 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 432 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 433 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 434 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
|---|
| 435 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 436 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 437 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
|---|
| 438 | //glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 439 | |
|---|
| 440 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
|---|
| 441 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
|---|
| 442 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
|---|
| 443 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
|---|
| 444 | |
|---|
| 445 | } |
|---|
| 446 | |
|---|
| 447 | void BspManager::draw_patch(face* Face) |
|---|
| 448 | { |
|---|
| 449 | if(this->lastTex != Face->texture) { |
|---|
| 450 | this->bspFile->Materials[Face->texture].mat->select(); |
|---|
| 451 | this->lastTex = Face->texture; |
|---|
| 452 | } |
|---|
| 453 | if (Face->effect != -1) return; |
|---|
| 454 | |
|---|
| 455 | |
|---|
| 456 | if(Face->lm_index < 0) { |
|---|
| 457 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 458 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
|---|
| 459 | glEnable(GL_TEXTURE_2D); |
|---|
| 460 | } else { |
|---|
| 461 | glActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 462 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
|---|
| 463 | glEnable(GL_TEXTURE_2D); |
|---|
| 464 | } |
|---|
| 465 | //glColor4f(3.0,3.0,3.0,1.0); |
|---|
| 466 | |
|---|
| 467 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|---|
| 468 | glEnable( GL_AUTO_NORMAL); |
|---|
| 469 | glEnableClientState(GL_VERTEX_ARRAY ); |
|---|
| 470 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 471 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
|---|
| 472 | //glFrontFace(GL_CW); |
|---|
| 473 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
|---|
| 474 | |
|---|
| 475 | |
|---|
| 476 | //glEnableClientState(GL_NORMAL_ARRAY ); |
|---|
| 477 | |
|---|
| 478 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
|---|
| 479 | |
|---|
| 480 | |
|---|
| 481 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
|---|
| 482 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 483 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
|---|
| 484 | |
|---|
| 485 | |
|---|
| 486 | |
|---|
| 487 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
|---|
| 488 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
|---|
| 489 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|---|
| 490 | |
|---|
| 491 | |
|---|
| 492 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
|---|
| 493 | |
|---|
| 494 | |
|---|
| 495 | |
|---|
| 496 | |
|---|
| 497 | for(int row=6; row>=0; --row) { |
|---|
| 498 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
|---|
| 499 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
|---|
| 500 | } |
|---|
| 501 | |
|---|
| 502 | //glFrontFace(GL_CCW); |
|---|
| 503 | } |
|---|
| 504 | glDisableClientState(GL_TEXTURE0_ARB); |
|---|
| 505 | glDisableClientState(GL_TEXTURE1_ARB); |
|---|
| 506 | glDisable(GL_AUTO_NORMAL); |
|---|
| 507 | glDisableClientState(GL_VERTEX_ARRAY ); |
|---|
| 508 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
|---|
| 509 | |
|---|
| 510 | |
|---|
| 511 | } |
|---|
| 512 | |
|---|
| 513 | bool BspManager::isAlreadyVisible(int Face) |
|---|
| 514 | { |
|---|
| 515 | return this->alreadyVisible[Face]; |
|---|
| 516 | } |
|---|
| 517 | |
|---|
| 518 | |
|---|
| 519 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
|---|
| 520 | { |
|---|
| 521 | float dist = 0; |
|---|
| 522 | while(!(node->isLeaf)) { |
|---|
| 523 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 524 | if(dist >= 0.0f) { |
|---|
| 525 | node = node->left; |
|---|
| 526 | } else { |
|---|
| 527 | node = node->right; |
|---|
| 528 | } |
|---|
| 529 | } |
|---|
| 530 | return node; |
|---|
| 531 | } |
|---|
| 532 | |
|---|
| 533 | void BspManager::checkBrushRay(brush* curBrush) |
|---|
| 534 | { |
|---|
| 535 | float EPSILON = 0.000001; |
|---|
| 536 | float startDistance; |
|---|
| 537 | float endDistance; |
|---|
| 538 | |
|---|
| 539 | float startFraction = -1.0f; |
|---|
| 540 | float endFraction = 1.0f; |
|---|
| 541 | bool startsOut = false; |
|---|
| 542 | bool endsOut = false; |
|---|
| 543 | |
|---|
| 544 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 545 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 546 | |
|---|
| 547 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 548 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 549 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 550 | |
|---|
| 551 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 552 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 553 | |
|---|
| 554 | if (startDistance > 0) |
|---|
| 555 | startsOut = true; |
|---|
| 556 | if (endDistance > 0) |
|---|
| 557 | endsOut = true; |
|---|
| 558 | |
|---|
| 559 | // make sure the trace isn't completely on one side of the brush |
|---|
| 560 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 561 | return; |
|---|
| 562 | } |
|---|
| 563 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 564 | continue; |
|---|
| 565 | } |
|---|
| 566 | |
|---|
| 567 | // MMM... BEEFY |
|---|
| 568 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 569 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 570 | if (fraction > startFraction) |
|---|
| 571 | startFraction = fraction; |
|---|
| 572 | // don't store plane |
|---|
| 573 | // this->collPlane = &curPlane; |
|---|
| 574 | |
|---|
| 575 | } else { // line is leaving the brush |
|---|
| 576 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 577 | if (fraction < endFraction) |
|---|
| 578 | endFraction = fraction; |
|---|
| 579 | // don't store plane |
|---|
| 580 | //this->collPlane = & curPlane; |
|---|
| 581 | |
|---|
| 582 | } |
|---|
| 583 | |
|---|
| 584 | } |
|---|
| 585 | if (startsOut == false) { |
|---|
| 586 | this->outputStartsOut = false; |
|---|
| 587 | if (endsOut == false) |
|---|
| 588 | this->outputAllSolid = true; |
|---|
| 589 | return; |
|---|
| 590 | } |
|---|
| 591 | |
|---|
| 592 | if (startFraction < endFraction) { |
|---|
| 593 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 594 | if (startFraction < 0) |
|---|
| 595 | startFraction = 0; |
|---|
| 596 | this->outputFraction = startFraction; |
|---|
| 597 | } |
|---|
| 598 | } |
|---|
| 599 | |
|---|
| 600 | } |
|---|
| 601 | |
|---|
| 602 | void BspManager::checkBrushRayN(brush* curBrush) |
|---|
| 603 | { |
|---|
| 604 | float EPSILON = 0.000001; |
|---|
| 605 | float startDistance; |
|---|
| 606 | float endDistance; |
|---|
| 607 | |
|---|
| 608 | float startFraction = -1.0f; |
|---|
| 609 | float endFraction = 1.0f; |
|---|
| 610 | bool startsOut = false; |
|---|
| 611 | bool endsOut = false; |
|---|
| 612 | |
|---|
| 613 | // Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 614 | // Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 615 | |
|---|
| 616 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 617 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 618 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 619 | |
|---|
| 620 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 621 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 622 | |
|---|
| 623 | if (startDistance > 0) |
|---|
| 624 | startsOut = true; |
|---|
| 625 | if (endDistance > 0) |
|---|
| 626 | endsOut = true; |
|---|
| 627 | |
|---|
| 628 | // make sure the trace isn't completely on one side of the brush |
|---|
| 629 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 630 | return; |
|---|
| 631 | } |
|---|
| 632 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 633 | continue; |
|---|
| 634 | } |
|---|
| 635 | |
|---|
| 636 | // MMM... BEEFY |
|---|
| 637 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 638 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 639 | if (fraction > startFraction) |
|---|
| 640 | startFraction = fraction; |
|---|
| 641 | // store plane |
|---|
| 642 | this->collPlane = &curPlane; |
|---|
| 643 | |
|---|
| 644 | } else { // line is leaving the brush |
|---|
| 645 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 646 | if (fraction < endFraction) |
|---|
| 647 | endFraction = fraction; |
|---|
| 648 | // store plane |
|---|
| 649 | this->collPlane = & curPlane; |
|---|
| 650 | |
|---|
| 651 | } |
|---|
| 652 | |
|---|
| 653 | } |
|---|
| 654 | if (startsOut == false) { |
|---|
| 655 | this->outputStartsOut = false; |
|---|
| 656 | if (endsOut == false) |
|---|
| 657 | this->outputAllSolid = true; |
|---|
| 658 | return; |
|---|
| 659 | } |
|---|
| 660 | |
|---|
| 661 | if (startFraction < endFraction) { |
|---|
| 662 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 663 | if (startFraction < 0) |
|---|
| 664 | startFraction = 0; |
|---|
| 665 | this->outputFraction = startFraction; |
|---|
| 666 | } |
|---|
| 667 | } |
|---|
| 668 | |
|---|
| 669 | } |
|---|
| 670 | |
|---|
| 671 | void BspManager::checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd) |
|---|
| 672 | { |
|---|
| 673 | float EPSILON = 0.000001; |
|---|
| 674 | float startDistance; |
|---|
| 675 | float endDistance; |
|---|
| 676 | |
|---|
| 677 | float startFraction = -1.0f; |
|---|
| 678 | float endFraction = 1.0f; |
|---|
| 679 | bool startsOut = false; |
|---|
| 680 | bool endsOut = false; |
|---|
| 681 | |
|---|
| 682 | //Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
|---|
| 683 | //Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
|---|
| 684 | |
|---|
| 685 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
|---|
| 686 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
|---|
| 687 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
|---|
| 688 | |
|---|
| 689 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
|---|
| 690 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
|---|
| 691 | |
|---|
| 692 | if (startDistance > 0) |
|---|
| 693 | startsOut = true; |
|---|
| 694 | if (endDistance > 0) |
|---|
| 695 | endsOut = true; |
|---|
| 696 | |
|---|
| 697 | // make sure the trace isn't completely on one side of the brush |
|---|
| 698 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
|---|
| 699 | return; |
|---|
| 700 | } |
|---|
| 701 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
|---|
| 702 | continue; |
|---|
| 703 | } |
|---|
| 704 | |
|---|
| 705 | // MMM... BEEFY |
|---|
| 706 | if (startDistance > endDistance) { // line is entering into the brush |
|---|
| 707 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
|---|
| 708 | if (fraction > startFraction) |
|---|
| 709 | startFraction = fraction; |
|---|
| 710 | // store plane |
|---|
| 711 | this->collPlane = &curPlane; |
|---|
| 712 | |
|---|
| 713 | } else { // line is leaving the brush |
|---|
| 714 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
|---|
| 715 | if (fraction < endFraction) |
|---|
| 716 | endFraction = fraction; |
|---|
| 717 | // store plane |
|---|
| 718 | this->collPlane = & curPlane; |
|---|
| 719 | |
|---|
| 720 | } |
|---|
| 721 | |
|---|
| 722 | } |
|---|
| 723 | if (startsOut == false) { |
|---|
| 724 | this->outputStartsOut = false; |
|---|
| 725 | if (endsOut == false) |
|---|
| 726 | this->outputAllSolid = true; |
|---|
| 727 | return; |
|---|
| 728 | } |
|---|
| 729 | |
|---|
| 730 | if (startFraction < endFraction) { |
|---|
| 731 | if (startFraction > -1.0f && startFraction < outputFraction) { |
|---|
| 732 | if (startFraction < 0) |
|---|
| 733 | startFraction = 0; |
|---|
| 734 | this->outputFraction = startFraction; |
|---|
| 735 | } |
|---|
| 736 | } |
|---|
| 737 | |
|---|
| 738 | } |
|---|
| 739 | |
|---|
| 740 | |
|---|
| 741 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 742 | { |
|---|
| 743 | |
|---|
| 744 | |
|---|
| 745 | float EPSILON = 0.000001; |
|---|
| 746 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
|---|
| 747 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
|---|
| 748 | |
|---|
| 749 | |
|---|
| 750 | if(node->isLeaf) { |
|---|
| 751 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 752 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 753 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 754 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 755 | if (curBrush.n_brushsides > 0 && |
|---|
| 756 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 757 | // CheckBrush( brush ); |
|---|
| 758 | this->checkBrushRay(&curBrush); |
|---|
| 759 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 760 | } |
|---|
| 761 | return; |
|---|
| 762 | } |
|---|
| 763 | |
|---|
| 764 | |
|---|
| 765 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 766 | { // both points are in front of the plane |
|---|
| 767 | // so check the front child |
|---|
| 768 | this->checkCollisionRay(node->left,0,0,start,end); |
|---|
| 769 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 770 | { // both points are behind the plane |
|---|
| 771 | // so check the back child |
|---|
| 772 | this->checkCollisionRay(node->right,0,0,start,end); |
|---|
| 773 | } else // C |
|---|
| 774 | { // the line spans the splitting plane |
|---|
| 775 | int side; |
|---|
| 776 | float fraction1, fraction2, middleFraction; |
|---|
| 777 | Vector middle; |
|---|
| 778 | |
|---|
| 779 | // STEP 1: split the segment into two |
|---|
| 780 | if (startDistance < endDistance) { |
|---|
| 781 | side = 1; // back |
|---|
| 782 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 783 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 784 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 785 | } else if (endDistance < startDistance) { |
|---|
| 786 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 787 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 788 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 789 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 790 | } else { |
|---|
| 791 | side = 0; // front |
|---|
| 792 | fraction1 = 1.0f; |
|---|
| 793 | fraction2 = 0.0f; |
|---|
| 794 | } |
|---|
| 795 | |
|---|
| 796 | // STEP 2: make sure the numbers are valid |
|---|
| 797 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 798 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 799 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 800 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 801 | |
|---|
| 802 | // STEP 3: calculate the middle point for the first side |
|---|
| 803 | middleFraction = startFraction + |
|---|
| 804 | (endFraction - startFraction) * fraction1; |
|---|
| 805 | |
|---|
| 806 | middle.x = start->x + fraction1 * (end->x - start->x); |
|---|
| 807 | middle.y = start->y + fraction1 * (end->y - start->y); |
|---|
| 808 | middle.z = start->z + fraction1 * (end->z - start->z); |
|---|
| 809 | |
|---|
| 810 | // STEP 4: check the first side |
|---|
| 811 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 812 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 813 | |
|---|
| 814 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
|---|
| 815 | start, &middle ); |
|---|
| 816 | |
|---|
| 817 | // STEP 5: calculate the middle point for the second side |
|---|
| 818 | middleFraction = startFraction + |
|---|
| 819 | (endFraction - startFraction) * fraction2; |
|---|
| 820 | |
|---|
| 821 | middle.x = start->x + fraction2 * (end->x - start->x); |
|---|
| 822 | middle.y = start->y + fraction2 * (end->y - start->y); |
|---|
| 823 | middle.z = start->z + fraction2 * (end->z - start->z); |
|---|
| 824 | |
|---|
| 825 | // STEP 6: check the second side |
|---|
| 826 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 827 | |
|---|
| 828 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 829 | |
|---|
| 830 | |
|---|
| 831 | } |
|---|
| 832 | |
|---|
| 833 | } |
|---|
| 834 | |
|---|
| 835 | |
|---|
| 836 | |
|---|
| 837 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
|---|
| 838 | { |
|---|
| 839 | |
|---|
| 840 | |
|---|
| 841 | float EPSILON = 0.000001; |
|---|
| 842 | |
|---|
| 843 | float endDistance = end->dot(node->plane) - node->d; |
|---|
| 844 | float startDistance = start->dot(node->plane) - node->d; |
|---|
| 845 | |
|---|
| 846 | |
|---|
| 847 | if( node->isLeaf) { |
|---|
| 848 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 849 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
|---|
| 850 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
|---|
| 851 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
|---|
| 852 | if (curBrush.n_brushsides > 0 && |
|---|
| 853 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
|---|
| 854 | // CheckBrush( brush ); |
|---|
| 855 | this->checkBrushRayN(&curBrush); |
|---|
| 856 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
|---|
| 857 | } |
|---|
| 858 | |
|---|
| 859 | return; |
|---|
| 860 | } |
|---|
| 861 | |
|---|
| 862 | |
|---|
| 863 | if (startDistance >= 0 && endDistance >= 0) // A |
|---|
| 864 | { // both points are in front of the plane |
|---|
| 865 | // so check the front child |
|---|
| 866 | this->checkCollisionRayN(node->left,0,0,start,end); |
|---|
| 867 | } else if (startDistance < 0 && endDistance < 0) // B |
|---|
| 868 | { // both points are behind the plane |
|---|
| 869 | // so check the back child |
|---|
| 870 | this->checkCollisionRayN(node->right,0,0,start,end); |
|---|
| 871 | } else // C |
|---|
| 872 | { // the line spans the splitting plane |
|---|
| 873 | int side; |
|---|
| 874 | float fraction1, fraction2, middleFraction; |
|---|
| 875 | Vector middle; |
|---|
| 876 | |
|---|
| 877 | // STEP 1: split the segment into two |
|---|
| 878 | if (startDistance < endDistance) { |
|---|
| 879 | side = 1; // back |
|---|
| 880 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 881 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 882 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 883 | } else if (endDistance < startDistance) { |
|---|
| 884 | side = 0; // front(start)->x * (node->plane.x)+ |
|---|
| 885 | float inverseDistance = 1.0f / (startDistance - endDistance); |
|---|
| 886 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
|---|
| 887 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
|---|
| 888 | } else { |
|---|
| 889 | side = 0; // front |
|---|
| 890 | fraction1 = 1.0f; |
|---|
| 891 | fraction2 = 0.0f; |
|---|
| 892 | } |
|---|
| 893 | |
|---|
| 894 | // STEP 2: make sure the numbers are valid |
|---|
| 895 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
|---|
| 896 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
|---|
| 897 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
|---|
| 898 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
|---|
| 899 | |
|---|
| 900 | // STEP 3: calculate the middle point for the first side |
|---|
| 901 | middleFraction = startFraction + (endFraction - startFraction) * fraction1; |
|---|
| 902 | middle = (*start) + ((*end) - (*start)) * fraction1; |
|---|
| 903 | |
|---|
| 904 | |
|---|
| 905 | // STEP 4: check the first side |
|---|
| 906 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
|---|
| 907 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
|---|
| 908 | |
|---|
| 909 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
|---|
| 910 | start, &middle ); |
|---|
| 911 | |
|---|
| 912 | // STEP 5: calculate the middle point for the second side |
|---|
| 913 | middleFraction = startFraction + (endFraction - startFraction) * fraction2; |
|---|
| 914 | middle = (*start) + ((*end) - (*start)) * fraction2; |
|---|
| 915 | |
|---|
| 916 | // STEP 6: check the second side |
|---|
| 917 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
|---|
| 918 | |
|---|
| 919 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
|---|
| 920 | |
|---|
| 921 | |
|---|
| 922 | } |
|---|
| 923 | |
|---|
| 924 | } |
|---|
| 925 | |
|---|
| 926 | float BspManager::checkPatchAltitude(BspTreeNode* node) |
|---|
| 927 | { |
|---|
| 928 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
|---|
| 929 | for(int i = 0; i < curLeaf.n_leaffaces ; i++) {} |
|---|
| 930 | return 10.0f; |
|---|
| 931 | } |
|---|
| 932 | |
|---|
| 933 | void BspManager::checkCollisionBox(void) |
|---|
| 934 | {} |
|---|
| 935 | |
|---|
| 936 | |
|---|
| 937 | void BspManager::TraceBox( Vector& inputStart, Vector& inputEnd, |
|---|
| 938 | Vector& inputMins, Vector& inputMaxs ) |
|---|
| 939 | { |
|---|
| 940 | if (inputMins.x == 0 && inputMins.y == 0 && inputMins.z == 0 && |
|---|
| 941 | inputMaxs.x == 0 && inputMaxs.y == 0 && inputMaxs.z == 0) { // the user called TraceBox, but this is actually a ray |
|---|
| 942 | //!> FIXME TraceRay( inputStart, inputEnd ); |
|---|
| 943 | } else { // setup for a box |
|---|
| 944 | //traceType = TT_BOX; |
|---|
| 945 | this->traceMins = inputMins; |
|---|
| 946 | this->traceMaxs = inputMaxs; |
|---|
| 947 | this->traceExtents.x = -traceMins.x > traceMaxs.x ? |
|---|
| 948 | -traceMins.x : traceMaxs.x; |
|---|
| 949 | this->traceExtents.y = -traceMins.y > traceMaxs.y ? |
|---|
| 950 | -traceMins.y : traceMaxs.y; |
|---|
| 951 | this->traceExtents.z = -traceMins.z > traceMaxs.z ? |
|---|
| 952 | -traceMins.z : traceMaxs.z; |
|---|
| 953 | //!> FIXME Trace( inputStart, inputEnd ); |
|---|
| 954 | } |
|---|
| 955 | } |
|---|
| 956 | |
|---|
| 957 | void BspManager::checkCollision(WorldEntity* worldEntity) |
|---|
| 958 | { |
|---|
| 959 | |
|---|
| 960 | // Init Collision Detection |
|---|
| 961 | this->outputStartsOut = true; |
|---|
| 962 | this->outputAllSolid = false; |
|---|
| 963 | this->outputFraction = 1.0f; |
|---|
| 964 | |
|---|
| 965 | |
|---|
| 966 | this->checkCollisionX(worldEntity); |
|---|
| 967 | this->checkCollisionY(worldEntity); |
|---|
| 968 | this->checkCollisionZ(worldEntity); |
|---|
| 969 | |
|---|
| 970 | |
|---|
| 971 | #if 0 |
|---|
| 972 | // Retrieve Bounding box |
|---|
| 973 | AABB* box = worldEntity->getModelAABB(); |
|---|
| 974 | |
|---|
| 975 | |
|---|
| 976 | Vector forwardDir = Vector(0.0,0.0,1.0); |
|---|
| 977 | Vector upDir = Vector(0.0,1.0,0.0); |
|---|
| 978 | Vector position = worldEntity->getAbsCoor(); |
|---|
| 979 | |
|---|
| 980 | bool SolidFlag = false; |
|---|
| 981 | bool collision = false; |
|---|
| 982 | Vector position1 = position; |
|---|
| 983 | Vector position2 = position + Vector(0.0,1.0,0.0); |
|---|
| 984 | Vector position3 = position; |
|---|
| 985 | Vector position4 = position + Vector(0.0,1.0,0.0); |
|---|
| 986 | Vector dest = worldEntity->getAbsCoor() - upDir*40.0f; // |
|---|
| 987 | Vector dest1 = position + forwardDir*4.0f; |
|---|
| 988 | Vector dest2 = position2 + forwardDir*4.0; |
|---|
| 989 | Vector dest3 = position + forwardDir*4.0f; |
|---|
| 990 | Vector dest4 = position2 + forwardDir*4.0; |
|---|
| 991 | dest = position - Vector(0.0, 40.0,0.0); |
|---|
| 992 | Vector out = dest; |
|---|
| 993 | Vector out1; |
|---|
| 994 | Vector out2; |
|---|
| 995 | |
|---|
| 996 | |
|---|
| 997 | plane* testPlane; |
|---|
| 998 | |
|---|
| 999 | bool xCollision = false; |
|---|
| 1000 | bool zCollision = false; |
|---|
| 1001 | |
|---|
| 1002 | |
|---|
| 1003 | float height = 40; |
|---|
| 1004 | |
|---|
| 1005 | |
|---|
| 1006 | if( box != NULL) { |
|---|
| 1007 | position = worldEntity->getAbsCoor() + box->center; // + Vector(0.0, 1.0, 0.0) * box->halfLength[1] * 1.0f; |
|---|
| 1008 | dest = worldEntity->getAbsCoor() + box->center - Vector(0.0, 1.0, 0.0) * (box->halfLength[1] + BSP_Y_OFFSET) * 100; |
|---|
| 1009 | |
|---|
| 1010 | Vector dirX = worldEntity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
|---|
| 1011 | |
|---|
| 1012 | //position1 = worldEntity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
|---|
| 1013 | dest1 = worldEntity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
|---|
| 1014 | dest2 = worldEntity->getAbsCoor() - box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
|---|
| 1015 | |
|---|
| 1016 | Vector dirZ = worldEntity->getAbsDirZ(); dirX.y = 0.0f; dirZ.normalize(); |
|---|
| 1017 | //position2 = worldEntity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
|---|
| 1018 | dest3 = worldEntity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
|---|
| 1019 | dest4 = worldEntity->getAbsCoor() - box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
|---|
| 1020 | } else { |
|---|
| 1021 | // Init positions and destinations to anything useful! |
|---|
| 1022 | |
|---|
| 1023 | } |
|---|
| 1024 | |
|---|
| 1025 | |
|---|
| 1026 | |
|---|
| 1027 | // 1st Ray: Y RAY |
|---|
| 1028 | this->inputStart = position; |
|---|
| 1029 | this->inputEnd = dest; |
|---|
| 1030 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
|---|
| 1031 | |
|---|
| 1032 | |
|---|
| 1033 | // |
|---|
| 1034 | if(!this->outputStartsOut ) { |
|---|
| 1035 | this->collPlane = new plane; |
|---|
| 1036 | this->collPlane->x = 0.0f; |
|---|
| 1037 | this->collPlane->y = 0.0f; |
|---|
| 1038 | this->collPlane->z = 0.0f; |
|---|
| 1039 | collision = true; |
|---|
| 1040 | } else { |
|---|
| 1041 | |
|---|
| 1042 | if( this->outputFraction == 1.0f) { |
|---|
| 1043 | if(this->outputAllSolid ) { |
|---|
| 1044 | this->collPlane = new plane; |
|---|
| 1045 | this->collPlane->x = 0.0f; |
|---|
| 1046 | this->collPlane->y = 0.0f; |
|---|
| 1047 | this->collPlane->z = 0.0f; |
|---|
| 1048 | collision = true; |
|---|
| 1049 | SolidFlag = true; |
|---|
| 1050 | } else |
|---|
| 1051 | collision = false; |
|---|
| 1052 | |
|---|
| 1053 | |
|---|
| 1054 | out = dest; |
|---|
| 1055 | |
|---|
| 1056 | } else { |
|---|
| 1057 | collision = true; |
|---|
| 1058 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
|---|
| 1059 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
|---|
| 1060 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
|---|
| 1061 | |
|---|
| 1062 | Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z); |
|---|
| 1063 | this->out = out; |
|---|
| 1064 | } |
|---|
| 1065 | } |
|---|
| 1066 | testPlane = this->collPlane; |
|---|
| 1067 | |
|---|
| 1068 | |
|---|
| 1069 | bool xCollisionNeg = false; |
|---|
| 1070 | bool zCollisionNeg = false; |
|---|
| 1071 | |
|---|
| 1072 | |
|---|
| 1073 | |
|---|
| 1074 | // 2nd Collision Detection X-RAY |
|---|
| 1075 | this->outputStartsOut = true; |
|---|
| 1076 | this->outputAllSolid = false; |
|---|
| 1077 | this->outputFraction = 1.0f; |
|---|
| 1078 | this->inputStart = position1; |
|---|
| 1079 | this->inputEnd = dest1; |
|---|
| 1080 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
|---|
| 1081 | |
|---|
| 1082 | if(this->outputFraction < 1.0f) { |
|---|
| 1083 | out.x = dest1.x + (dest1.x -position1.x) * this->outputFraction; |
|---|
| 1084 | dest1 = position1 + (dest1 -position1) * this->outputFraction; |
|---|
| 1085 | xCollision = true; |
|---|
| 1086 | testPlane = this->collPlane; |
|---|
| 1087 | } |
|---|
| 1088 | if(this->outputAllSolid ) { |
|---|
| 1089 | |
|---|
| 1090 | this->collPlane = new plane; |
|---|
| 1091 | this->collPlane->x = 0.0f; |
|---|
| 1092 | this->collPlane->y = 0.0f; |
|---|
| 1093 | this->collPlane->z = 0.0f; |
|---|
| 1094 | testPlane = this->collPlane; |
|---|
| 1095 | SolidFlag = true; |
|---|
| 1096 | xCollision = true; |
|---|
| 1097 | } |
|---|
| 1098 | //out.z = this->outputFraction; |
|---|
| 1099 | |
|---|
| 1100 | |
|---|
| 1101 | |
|---|
| 1102 | // 3rd Collision Detection Z-RAY |
|---|
| 1103 | this->outputStartsOut = true; |
|---|
| 1104 | this->outputAllSolid = false; |
|---|
| 1105 | this->outputFraction = 1.0f; |
|---|
| 1106 | this->inputStart = position2; |
|---|
| 1107 | this->inputEnd = dest2; |
|---|
| 1108 | |
|---|
| 1109 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
|---|
| 1110 | //out.x = this->outputFraction; |
|---|
| 1111 | |
|---|
| 1112 | if(this->outputFraction < 1.0f ) { |
|---|
| 1113 | out.z = out.z = dest2.z + (dest2.z -position2.z) * this->outputFraction; |
|---|
| 1114 | dest2 = position2 + (dest2 -position2) * this->outputFraction; |
|---|
| 1115 | zCollision = true; |
|---|
| 1116 | testPlane = this->collPlane; |
|---|
| 1117 | |
|---|
| 1118 | } |
|---|
| 1119 | if(this->outputAllSolid ) { |
|---|
| 1120 | this->collPlane = new plane; |
|---|
| 1121 | this->collPlane->x = 0.0f; |
|---|
| 1122 | this->collPlane->y = 0.0f; |
|---|
| 1123 | this->collPlane->z = 0.0f; |
|---|
| 1124 | testPlane = this->collPlane; |
|---|
| 1125 | |
|---|
| 1126 | SolidFlag = true; |
|---|
| 1127 | zCollision = true; |
|---|
| 1128 | } |
|---|
| 1129 | |
|---|
| 1130 | |
|---|
| 1131 | // Return the normal here: Normal's stored in this->collPlane; |
|---|
| 1132 | if( collision) { |
|---|
| 1133 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Y , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), out, SolidFlag); |
|---|
| 1134 | } |
|---|
| 1135 | if(xCollision) { |
|---|
| 1136 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_X , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z),dest1 , SolidFlag); |
|---|
| 1137 | } |
|---|
| 1138 | |
|---|
| 1139 | if(zCollision) { |
|---|
| 1140 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Z , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), dest2 , SolidFlag); |
|---|
| 1141 | } |
|---|
| 1142 | #endif |
|---|
| 1143 | |
|---|
| 1144 | } |
|---|
| 1145 | |
|---|
| 1146 | |
|---|
| 1147 | |
|---|
| 1148 | /** |
|---|
| 1149 | * check the collision in the x direction (forward, backward) |
|---|
| 1150 | */ |
|---|
| 1151 | void BspManager::checkCollisionX(WorldEntity* entity) |
|---|
| 1152 | { |
|---|
| 1153 | // Retrieve Bounding box |
|---|
| 1154 | AABB* box = entity->getModelAABB(); |
|---|
| 1155 | |
|---|
| 1156 | |
|---|
| 1157 | plane* testPlane = NULL; //!< the collision test plane |
|---|
| 1158 | |
|---|
| 1159 | Vector forward; //!< left collision ray |
|---|
| 1160 | Vector backward; //!< right collision ray |
|---|
| 1161 | Vector collPos; //!< the collision position |
|---|
| 1162 | |
|---|
| 1163 | bool xCollisionForward = false; //!< flag true if right collision |
|---|
| 1164 | bool xCollisionBackward = false; //!< flag true if left collision |
|---|
| 1165 | bool SolidFlag = false; //!< flag set true if solid |
|---|
| 1166 | |
|---|
| 1167 | Vector position; //!< current position of the entity |
|---|
| 1168 | Vector dirX; //!< direction x |
|---|
| 1169 | |
|---|
| 1170 | position = entity->getAbsCoor(); |
|---|
| 1171 | dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
|---|
| 1172 | |
|---|
| 1173 | // calculate the rays |
|---|
| 1174 | if( box != NULL) |
|---|
| 1175 | { |
|---|
| 1176 | forward = entity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
|---|
| 1177 | backward = entity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
|---|
| 1178 | } |
|---|
| 1179 | else |
|---|
| 1180 | { |
|---|
| 1181 | forward = position + dirX * 4.0f; |
|---|
| 1182 | backward = position + Vector(0.0, 1.0, 0.0) + dirX * 4.0; |
|---|
| 1183 | } |
|---|
| 1184 | |
|---|
| 1185 | |
|---|
| 1186 | /* X Ray forward */ |
|---|
| 1187 | // init some member variables before collision check |
|---|
| 1188 | this->outputStartsOut = true; |
|---|
| 1189 | this->outputAllSolid = false; |
|---|
| 1190 | this->outputFraction = 1.0f; |
|---|
| 1191 | this->inputStart = position; |
|---|
| 1192 | this->inputEnd = forward; |
|---|
| 1193 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &forward ); |
|---|
| 1194 | |
|---|
| 1195 | // collision occured |
|---|
| 1196 | if( this->outputFraction < 1.0f) |
|---|
| 1197 | { |
|---|
| 1198 | collPos = position + (forward - position) * this->outputFraction; |
|---|
| 1199 | xCollisionForward = true; |
|---|
| 1200 | testPlane = this->collPlane; |
|---|
| 1201 | } |
|---|
| 1202 | if(this->outputAllSolid ) |
|---|
| 1203 | { |
|---|
| 1204 | this->collPlane = new plane; |
|---|
| 1205 | this->collPlane->x = 0.0f; |
|---|
| 1206 | this->collPlane->y = 0.0f; |
|---|
| 1207 | this->collPlane->z = 0.0f; |
|---|
| 1208 | testPlane = this->collPlane; |
|---|
| 1209 | SolidFlag = true; |
|---|
| 1210 | xCollisionForward = true; |
|---|
| 1211 | } |
|---|
| 1212 | |
|---|
| 1213 | // collision registration |
|---|
| 1214 | if( xCollisionForward) |
|---|
| 1215 | { |
|---|
| 1216 | entity->registerCollision(COLLISION_TYPE_AXIS_X , |
|---|
| 1217 | this->parent, entity, |
|---|
| 1218 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1219 | collPos, |
|---|
| 1220 | SolidFlag); |
|---|
| 1221 | } |
|---|
| 1222 | |
|---|
| 1223 | |
|---|
| 1224 | |
|---|
| 1225 | /* X Ray backward */ |
|---|
| 1226 | // init some member variables before collision check |
|---|
| 1227 | this->outputStartsOut = true; |
|---|
| 1228 | this->outputAllSolid = false; |
|---|
| 1229 | this->outputFraction = 1.0f; |
|---|
| 1230 | this->inputStart = position; |
|---|
| 1231 | this->inputEnd = backward; |
|---|
| 1232 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &backward ); |
|---|
| 1233 | |
|---|
| 1234 | // collision occured |
|---|
| 1235 | if( this->outputFraction < 1.0f) |
|---|
| 1236 | { |
|---|
| 1237 | collPos = position + (backward - position) * this->outputFraction; |
|---|
| 1238 | xCollisionBackward = true; |
|---|
| 1239 | testPlane = this->collPlane; |
|---|
| 1240 | } |
|---|
| 1241 | if( this->outputAllSolid) |
|---|
| 1242 | { |
|---|
| 1243 | this->collPlane = new plane; |
|---|
| 1244 | this->collPlane->x = 0.0f; |
|---|
| 1245 | this->collPlane->y = 0.0f; |
|---|
| 1246 | this->collPlane->z = 0.0f; |
|---|
| 1247 | testPlane = this->collPlane; |
|---|
| 1248 | SolidFlag = true; |
|---|
| 1249 | xCollisionBackward = true; |
|---|
| 1250 | } |
|---|
| 1251 | |
|---|
| 1252 | // collision registration |
|---|
| 1253 | if( xCollisionBackward) |
|---|
| 1254 | { |
|---|
| 1255 | entity->registerCollision(COLLISION_TYPE_AXIS_X_NEG , |
|---|
| 1256 | this->parent, entity, |
|---|
| 1257 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1258 | collPos, |
|---|
| 1259 | SolidFlag); |
|---|
| 1260 | } |
|---|
| 1261 | } |
|---|
| 1262 | |
|---|
| 1263 | |
|---|
| 1264 | /** |
|---|
| 1265 | * check the collision in the z direction (up, down) |
|---|
| 1266 | */ |
|---|
| 1267 | void BspManager::checkCollisionY(WorldEntity* entity) |
|---|
| 1268 | { |
|---|
| 1269 | |
|---|
| 1270 | // Retrieve Bounding box |
|---|
| 1271 | AABB* box = entity->getModelAABB(); |
|---|
| 1272 | |
|---|
| 1273 | |
|---|
| 1274 | plane* testPlane = NULL; //!< the collision test plane |
|---|
| 1275 | |
|---|
| 1276 | Vector up; //!< up collision ray |
|---|
| 1277 | Vector down; //!< down collision ray |
|---|
| 1278 | Vector collPos; //!< the collision position |
|---|
| 1279 | |
|---|
| 1280 | bool yCollisionUp = false; //!< flag true if right collision |
|---|
| 1281 | bool yCollisionDown = false; //!< flag true if left collision |
|---|
| 1282 | bool SolidFlag = false; //!< flag set true if solid |
|---|
| 1283 | |
|---|
| 1284 | Vector position; //!< current position of the entity |
|---|
| 1285 | Vector dirY; //!< direction x |
|---|
| 1286 | |
|---|
| 1287 | position = entity->getAbsCoor(); |
|---|
| 1288 | collPos = position; |
|---|
| 1289 | dirY = Vector(0.0, 1.0, 0.0); |
|---|
| 1290 | |
|---|
| 1291 | // calculate the rays |
|---|
| 1292 | if( box != NULL) |
|---|
| 1293 | { |
|---|
| 1294 | up = position + box->center + dirY * (box->halfLength[1]/* + BSP_Y_OFFSET*/); |
|---|
| 1295 | down = position + box->center - dirY * (box->halfLength[1] + BSP_Y_OFFSET); |
|---|
| 1296 | } |
|---|
| 1297 | else |
|---|
| 1298 | { |
|---|
| 1299 | up = position + dirY * 4.0f; |
|---|
| 1300 | down = position + Vector(0.0, 1.0, 0.0) + dirY * 4.0; |
|---|
| 1301 | } |
|---|
| 1302 | |
|---|
| 1303 | |
|---|
| 1304 | |
|---|
| 1305 | |
|---|
| 1306 | /* Y Ray up */ |
|---|
| 1307 | // init some member variables before collision check |
|---|
| 1308 | this->inputStart = position; |
|---|
| 1309 | this->inputEnd = up; |
|---|
| 1310 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &up ); |
|---|
| 1311 | |
|---|
| 1312 | if( !this->outputStartsOut ) |
|---|
| 1313 | { |
|---|
| 1314 | this->collPlane = new plane; |
|---|
| 1315 | this->collPlane->x = 0.0f; |
|---|
| 1316 | this->collPlane->y = 0.0f; |
|---|
| 1317 | this->collPlane->z = 0.0f; |
|---|
| 1318 | yCollisionUp = true; |
|---|
| 1319 | } |
|---|
| 1320 | else |
|---|
| 1321 | { |
|---|
| 1322 | if( this->outputFraction == 1.0f) |
|---|
| 1323 | { |
|---|
| 1324 | if( this->outputAllSolid ) |
|---|
| 1325 | { |
|---|
| 1326 | this->collPlane = new plane; |
|---|
| 1327 | this->collPlane->x = 0.0f; |
|---|
| 1328 | this->collPlane->y = 0.0f; |
|---|
| 1329 | this->collPlane->z = 0.0f; |
|---|
| 1330 | yCollisionUp = true; |
|---|
| 1331 | SolidFlag = true; |
|---|
| 1332 | } |
|---|
| 1333 | else |
|---|
| 1334 | { |
|---|
| 1335 | yCollisionUp = false; |
|---|
| 1336 | collPos = up; |
|---|
| 1337 | } |
|---|
| 1338 | } |
|---|
| 1339 | else |
|---|
| 1340 | { |
|---|
| 1341 | yCollisionUp = true; |
|---|
| 1342 | collPos = position + (up - position) * this->outputFraction; |
|---|
| 1343 | this->out = collPos; // why this???? |
|---|
| 1344 | } |
|---|
| 1345 | } |
|---|
| 1346 | testPlane = this->collPlane; |
|---|
| 1347 | |
|---|
| 1348 | // collision registration |
|---|
| 1349 | if( yCollisionUp) |
|---|
| 1350 | { |
|---|
| 1351 | entity->registerCollision(COLLISION_TYPE_AXIS_Y , this->parent, |
|---|
| 1352 | entity, |
|---|
| 1353 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1354 | collPos, SolidFlag); |
|---|
| 1355 | } |
|---|
| 1356 | |
|---|
| 1357 | |
|---|
| 1358 | |
|---|
| 1359 | |
|---|
| 1360 | /* Y Ray down */ |
|---|
| 1361 | // init some member variables before collision check |
|---|
| 1362 | this->inputStart = position; |
|---|
| 1363 | this->inputEnd = down; |
|---|
| 1364 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &down ); |
|---|
| 1365 | |
|---|
| 1366 | if( !this->outputStartsOut ) |
|---|
| 1367 | { |
|---|
| 1368 | this->collPlane = new plane; |
|---|
| 1369 | this->collPlane->x = 0.0f; |
|---|
| 1370 | this->collPlane->y = 0.0f; |
|---|
| 1371 | this->collPlane->z = 0.0f; |
|---|
| 1372 | yCollisionDown = true; |
|---|
| 1373 | } |
|---|
| 1374 | else |
|---|
| 1375 | { |
|---|
| 1376 | if( this->outputFraction == 1.0f) // No collision Detected |
|---|
| 1377 | { |
|---|
| 1378 | if( this->outputAllSolid ) |
|---|
| 1379 | { |
|---|
| 1380 | this->collPlane = new plane; |
|---|
| 1381 | this->collPlane->x = 0.0f; |
|---|
| 1382 | this->collPlane->y = 0.0f; |
|---|
| 1383 | this->collPlane->z = 0.0f; |
|---|
| 1384 | yCollisionDown = true; |
|---|
| 1385 | SolidFlag = true; |
|---|
| 1386 | } |
|---|
| 1387 | else // No collision happened |
|---|
| 1388 | { |
|---|
| 1389 | yCollisionDown = false; |
|---|
| 1390 | collPos = down; |
|---|
| 1391 | } |
|---|
| 1392 | } |
|---|
| 1393 | else // A collision has happended |
|---|
| 1394 | { |
|---|
| 1395 | yCollisionDown = true; |
|---|
| 1396 | collPos = position + (down - position) * this->outputFraction; |
|---|
| 1397 | } |
|---|
| 1398 | } |
|---|
| 1399 | testPlane = this->collPlane; |
|---|
| 1400 | |
|---|
| 1401 | // collision registration |
|---|
| 1402 | if( yCollisionDown) |
|---|
| 1403 | { |
|---|
| 1404 | entity->registerCollision(COLLISION_TYPE_AXIS_Y_NEG , this->parent, |
|---|
| 1405 | entity, |
|---|
| 1406 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1407 | collPos, SolidFlag); |
|---|
| 1408 | } |
|---|
| 1409 | |
|---|
| 1410 | |
|---|
| 1411 | } |
|---|
| 1412 | |
|---|
| 1413 | |
|---|
| 1414 | |
|---|
| 1415 | |
|---|
| 1416 | /** |
|---|
| 1417 | * check the collision in the z direction (left, right) |
|---|
| 1418 | */ |
|---|
| 1419 | void BspManager::checkCollisionZ(WorldEntity* entity) |
|---|
| 1420 | { |
|---|
| 1421 | // Retrieve Bounding box |
|---|
| 1422 | AABB* box = entity->getModelAABB(); |
|---|
| 1423 | |
|---|
| 1424 | |
|---|
| 1425 | plane* testPlane = NULL; //!< the collision test plane |
|---|
| 1426 | |
|---|
| 1427 | Vector right; //!< right collision ray |
|---|
| 1428 | Vector left; //!< left collision ray |
|---|
| 1429 | Vector collPos; //!< the collision position |
|---|
| 1430 | |
|---|
| 1431 | bool zCollisionRight = false; //!< flag true if right collision |
|---|
| 1432 | bool zCollisionLeft = false; //!< flag true if left collision |
|---|
| 1433 | bool SolidFlag = false; //!< flag set true if solid |
|---|
| 1434 | |
|---|
| 1435 | Vector position; //!< current position of the entity |
|---|
| 1436 | Vector dirZ; //!< direction x |
|---|
| 1437 | |
|---|
| 1438 | position = entity->getAbsCoor(); |
|---|
| 1439 | dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize(); |
|---|
| 1440 | |
|---|
| 1441 | // calculate the rays |
|---|
| 1442 | if( box != NULL) |
|---|
| 1443 | { |
|---|
| 1444 | right = entity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
|---|
| 1445 | left = entity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
|---|
| 1446 | } |
|---|
| 1447 | else |
|---|
| 1448 | { |
|---|
| 1449 | right = position + dirZ * 4.0f; |
|---|
| 1450 | left = position + Vector(0.0, 1.0, 0.0) + dirZ * 4.0; |
|---|
| 1451 | } |
|---|
| 1452 | |
|---|
| 1453 | |
|---|
| 1454 | /* Z Ray right */ |
|---|
| 1455 | // init some member variables before collision check |
|---|
| 1456 | this->outputStartsOut = true; |
|---|
| 1457 | this->outputAllSolid = false; |
|---|
| 1458 | this->outputFraction = 1.0f; |
|---|
| 1459 | this->inputStart = position; |
|---|
| 1460 | this->inputEnd = right; |
|---|
| 1461 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &right ); |
|---|
| 1462 | |
|---|
| 1463 | |
|---|
| 1464 | // collision occured |
|---|
| 1465 | if( this->outputFraction < 1.0f ) |
|---|
| 1466 | { |
|---|
| 1467 | collPos = position + (right - position) * this->outputFraction; |
|---|
| 1468 | zCollisionRight = true; |
|---|
| 1469 | testPlane = this->collPlane; |
|---|
| 1470 | } |
|---|
| 1471 | if(this->outputAllSolid ) |
|---|
| 1472 | { |
|---|
| 1473 | this->collPlane = new plane; |
|---|
| 1474 | this->collPlane->x = 0.0f; |
|---|
| 1475 | this->collPlane->y = 0.0f; |
|---|
| 1476 | this->collPlane->z = 0.0f; |
|---|
| 1477 | testPlane = this->collPlane; |
|---|
| 1478 | |
|---|
| 1479 | SolidFlag = true; |
|---|
| 1480 | zCollisionRight = true; |
|---|
| 1481 | } |
|---|
| 1482 | |
|---|
| 1483 | |
|---|
| 1484 | if( zCollisionRight) { |
|---|
| 1485 | entity->registerCollision(COLLISION_TYPE_AXIS_Z , this->parent, |
|---|
| 1486 | entity, |
|---|
| 1487 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1488 | collPos , SolidFlag); |
|---|
| 1489 | } |
|---|
| 1490 | |
|---|
| 1491 | |
|---|
| 1492 | |
|---|
| 1493 | /* Z Ray left */ |
|---|
| 1494 | // init some member variables before collision check |
|---|
| 1495 | this->outputStartsOut = true; |
|---|
| 1496 | this->outputAllSolid = false; |
|---|
| 1497 | this->outputFraction = 1.0f; |
|---|
| 1498 | this->inputStart = position; |
|---|
| 1499 | this->inputEnd = left; |
|---|
| 1500 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &left); |
|---|
| 1501 | |
|---|
| 1502 | |
|---|
| 1503 | // collision occured |
|---|
| 1504 | if( this->outputFraction < 1.0f ) |
|---|
| 1505 | { |
|---|
| 1506 | collPos = position + (left - position) * this->outputFraction; |
|---|
| 1507 | zCollisionLeft = true; |
|---|
| 1508 | testPlane = this->collPlane; |
|---|
| 1509 | } |
|---|
| 1510 | if(this->outputAllSolid ) |
|---|
| 1511 | { |
|---|
| 1512 | this->collPlane = new plane; |
|---|
| 1513 | this->collPlane->x = 0.0f; |
|---|
| 1514 | this->collPlane->y = 0.0f; |
|---|
| 1515 | this->collPlane->z = 0.0f; |
|---|
| 1516 | testPlane = this->collPlane; |
|---|
| 1517 | |
|---|
| 1518 | SolidFlag = true; |
|---|
| 1519 | zCollisionLeft = true; |
|---|
| 1520 | } |
|---|
| 1521 | |
|---|
| 1522 | |
|---|
| 1523 | if( zCollisionLeft) { |
|---|
| 1524 | entity->registerCollision(COLLISION_TYPE_AXIS_Z_NEG , this->parent, |
|---|
| 1525 | entity, |
|---|
| 1526 | Vector(testPlane->x, testPlane->y, testPlane->z), |
|---|
| 1527 | collPos , SolidFlag); |
|---|
| 1528 | } |
|---|
| 1529 | |
|---|
| 1530 | } |
|---|
| 1531 | |
|---|
| 1532 | |
|---|
| 1533 | |
|---|
| 1534 | |
|---|
| 1535 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
|---|
| 1536 | { |
|---|
| 1537 | Vector next = this->cam; |
|---|
| 1538 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
|---|
| 1539 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
|---|
| 1540 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
|---|
| 1541 | |
|---|
| 1542 | float dist = 0; |
|---|
| 1543 | if(!(node->isLeaf)) { |
|---|
| 1544 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
|---|
| 1545 | if(dist > 4.0f) { |
|---|
| 1546 | checkCollision(node->left,cam); |
|---|
| 1547 | return; |
|---|
| 1548 | } |
|---|
| 1549 | if(dist < -4.0f) { |
|---|
| 1550 | checkCollision(node->right,cam); |
|---|
| 1551 | return; |
|---|
| 1552 | } |
|---|
| 1553 | if(dist<=4.0f && dist >= -4.0f) { |
|---|
| 1554 | checkCollision(node->left,cam); |
|---|
| 1555 | checkCollision(node->right,cam); |
|---|
| 1556 | return; |
|---|
| 1557 | } |
|---|
| 1558 | return; |
|---|
| 1559 | } else { |
|---|
| 1560 | |
|---|
| 1561 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
|---|
| 1562 | |
|---|
| 1563 | if (camLeaf.cluster < 0) { |
|---|
| 1564 | this->drawDebugCube(&this->cam); |
|---|
| 1565 | this->drawDebugCube(&next); |
|---|
| 1566 | // State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
|---|
| 1567 | //State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
|---|
| 1568 | } |
|---|
| 1569 | |
|---|
| 1570 | |
|---|
| 1571 | /* |
|---|
| 1572 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
|---|
| 1573 | { |
|---|
| 1574 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
|---|
| 1575 | if(curBrush.n_brushsides < 0) return; |
|---|
| 1576 | for(int j = 0; j < curBrush.n_brushsides; j++) |
|---|
| 1577 | { |
|---|
| 1578 | float dist = -0.1; |
|---|
| 1579 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
|---|
| 1580 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
|---|
| 1581 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
|---|
| 1582 | |
|---|
| 1583 | if(dist < -0.01f) dist = -1.0f *dist; |
|---|
| 1584 | if(dist < 1.0f){ |
|---|
| 1585 | this->drawDebugCube(&this->cam); |
|---|
| 1586 | return; |
|---|
| 1587 | } |
|---|
| 1588 | } |
|---|
| 1589 | |
|---|
| 1590 | } */ |
|---|
| 1591 | |
|---|
| 1592 | } |
|---|
| 1593 | return; |
|---|
| 1594 | } |
|---|
| 1595 | |
|---|
| 1596 | void BspManager::drawDebugCube(Vector* cam) |
|---|
| 1597 | { |
|---|
| 1598 | glBegin(GL_QUADS); |
|---|
| 1599 | |
|---|
| 1600 | // Bottom Face. Red, 75% opaque, magnified texture |
|---|
| 1601 | |
|---|
| 1602 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
|---|
| 1603 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
|---|
| 1604 | |
|---|
| 1605 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 1606 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
|---|
| 1607 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
|---|
| 1608 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
|---|
| 1609 | |
|---|
| 1610 | |
|---|
| 1611 | // Top face; offset. White, 50% opaque. |
|---|
| 1612 | |
|---|
| 1613 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
|---|
| 1614 | |
|---|
| 1615 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1616 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1617 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 1618 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1619 | |
|---|
| 1620 | |
|---|
| 1621 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
|---|
| 1622 | |
|---|
| 1623 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
|---|
| 1624 | |
|---|
| 1625 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
|---|
| 1626 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1627 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
|---|
| 1628 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
|---|
| 1629 | |
|---|
| 1630 | |
|---|
| 1631 | // Right face. Blue; 25% opaque |
|---|
| 1632 | |
|---|
| 1633 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
|---|
| 1634 | |
|---|
| 1635 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
|---|
| 1636 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1637 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
|---|
| 1638 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1639 | |
|---|
| 1640 | |
|---|
| 1641 | // Front face; offset. Multi-colored, 50% opaque. |
|---|
| 1642 | |
|---|
| 1643 | glNormal3f( 0.0f, 0.0f, 1.0f); |
|---|
| 1644 | |
|---|
| 1645 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
|---|
| 1646 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1647 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
|---|
| 1648 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
|---|
| 1649 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
|---|
| 1650 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
|---|
| 1651 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
|---|
| 1652 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1653 | |
|---|
| 1654 | |
|---|
| 1655 | // Left Face; offset. Yellow, varying levels of opaque. |
|---|
| 1656 | |
|---|
| 1657 | glNormal3f(-1.0f, 0.0f, 0.0f); |
|---|
| 1658 | |
|---|
| 1659 | glColor4f(0.9,0.9,0.2,0.0); |
|---|
| 1660 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
|---|
| 1661 | glColor4f(0.9,0.9,0.2,0.66); |
|---|
| 1662 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
|---|
| 1663 | glColor4f(0.9,0.9,0.2,1.0); |
|---|
| 1664 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
|---|
| 1665 | glColor4f(0.9,0.9,0.2,0.33); |
|---|
| 1666 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
|---|
| 1667 | |
|---|
| 1668 | glEnd(); |
|---|
| 1669 | } |
|---|
| 1670 | |
|---|
| 1671 | void BspManager::addFace(int f) |
|---|
| 1672 | { |
|---|
| 1673 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
|---|
| 1674 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
|---|
| 1675 | else this->opal.push_back(f); |
|---|
| 1676 | } |
|---|