| 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 | #include <vector> |
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| 23 | #include <deque> |
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| 24 | |
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| 25 | // FORWARD DECLARATIONS |
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| 26 | class BspFile; |
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| 27 | class BspTreeLeaf; |
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| 28 | class BspTreeNode; |
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| 29 | class Vector; |
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| 30 | class set; |
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| 31 | struct face; |
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| 32 | struct brush; |
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| 33 | struct plane; |
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| 34 | |
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| 35 | class WorldEntity; |
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| 36 | |
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| 37 | struct BspCollisionEvent |
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| 38 | { |
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| 39 | Vector normal; //!< normal Vector, length 1 |
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| 40 | Vector place; //!< Absoloute coordinates of collision |
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| 41 | }; |
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| 42 | |
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| 43 | class BspManager |
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| 44 | { |
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| 45 | public: |
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| 46 | // Constructors |
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| 47 | BspManager(); |
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| 48 | |
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| 49 | BspManager(const char* fileName, float scale = 0.4f); |
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| 50 | void load(const char* fileName, float scale); |
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| 51 | |
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| 52 | // Functions |
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| 53 | const void draw(); |
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| 54 | void draw_debug_face(int Face); |
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| 55 | void draw_face(int Face); |
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| 56 | void draw_patch(face* Face); |
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| 57 | |
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| 58 | |
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| 59 | void checkCollision(WorldEntity* worldEntity); |
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| 60 | |
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| 61 | private: |
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| 62 | // Functions |
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| 63 | BspTreeNode* getLeaf(BspTreeNode* node, Vector* cam) ; //!< Traverses the tree |
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| 64 | void checkCollision(BspTreeNode* node, Vector* cam); |
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| 65 | void checkCollisionRay(BspTreeNode * node,float startFraction, float endFraction, Vector* start, Vector* end); |
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| 66 | void checkCollisionRayN(BspTreeNode * node,float startFraction, float endFraction, Vector* start, Vector* end); |
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| 67 | void checkBrushRay(brush* curBrush); |
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| 68 | void checkBrushRayN(brush* curBrush); |
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| 69 | void drawDebugCube(Vector* cam); |
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| 70 | bool isAlreadyVisible(int Face); |
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| 71 | void addFace(int Face); |
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| 72 | |
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| 73 | // Data |
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| 74 | BspFile* bspFile; |
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| 75 | BspTreeNode* root; |
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| 76 | Vector cam; |
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| 77 | Vector ship; |
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| 78 | Vector viewDir; |
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| 79 | plane* collPlane; |
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| 80 | int lastTex; |
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| 81 | |
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| 82 | //obsolete |
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| 83 | bool outputStartsOut; |
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| 84 | bool outputAllSolid; |
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| 85 | float outputFraction; |
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| 86 | |
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| 87 | bool * alreadyVisible; |
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| 88 | // Deques to store the visible faces |
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| 89 | ::std::deque<int> trasparent; //!< the ones with transparancy go here |
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| 90 | ::std::deque<int> opal; //!< the others here. |
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| 91 | |
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| 92 | Vector out; |
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| 93 | Vector out1; |
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| 94 | Vector out2; |
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| 95 | }; |
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| 96 | |
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