[6819] | 1 | /* |
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| 2 | =========================================================================== |
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| 3 | Copyright (C) 2008 Daniel Örstadius |
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| 4 | Copyright (C) 2009 Jared Prince |
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| 5 | |
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| 6 | This file is part of bsp-renderer source code. |
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| 7 | |
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| 8 | bsp-renderer is free software: you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation, either version 3 of the License, or |
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| 11 | (at your option) any later version. |
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| 12 | |
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| 13 | bsp-renderer is distributed in the hope that it will be useful, |
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| 14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | GNU General Public License for more details. |
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| 17 | |
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| 18 | You should have received a copy of the GNU General Public License |
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| 19 | along with bsp-renderer. If not, see <http://www.gnu.org/licenses/>. |
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| 20 | |
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| 21 | */ |
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| 22 | |
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| 23 | // Q3Map.cpp -- handles the map data |
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| 24 | |
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| 25 | #include <string> |
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| 26 | #include <math.h> |
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| 27 | |
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| 28 | #include "Q3Map.h" |
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| 29 | #include "Q3Map_misc.h" |
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| 30 | |
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| 31 | |
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| 32 | //temp |
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| 33 | //#include <io.h> |
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| 34 | //#include <fcntl.h> /* Needed only for _O_RDWR definition */ |
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| 35 | //#include <sys/stat.h> |
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| 36 | |
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| 37 | Q3Map::Q3Map() |
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| 38 | { |
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| 39 | m_nDebugA=0 ; |
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| 40 | |
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| 41 | m_nNewCount=0 ; |
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| 42 | |
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| 43 | m_pTexturesOrig=NULL ; |
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| 44 | m_pFaces=NULL ; |
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| 45 | m_pVertices=NULL ; |
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| 46 | m_pMeshVerts=NULL ; |
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| 47 | m_pLeafs=NULL ; |
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| 48 | m_pLeafFaces=NULL ; |
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| 49 | m_pPlanes=NULL ; |
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| 50 | m_pNodes=NULL ; |
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| 51 | |
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| 52 | //m_VisData->vecs=NULL ; // can't NULL this because m_VisData doesn't exist yet! |
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| 53 | m_VisData=NULL ; |
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| 54 | |
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| 55 | m_pBrushes=NULL ; |
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| 56 | m_pLeafBrushes=NULL ; |
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| 57 | m_pBrushSides=NULL ; |
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| 58 | m_pLightMaps=NULL ; |
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| 59 | m_pEntities=NULL ; |
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| 60 | |
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| 61 | m_pSubZones=NULL ; |
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| 62 | m_pPortals=NULL ; |
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| 63 | ////////////////////////////////////////////////////// |
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| 64 | |
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| 65 | // initiallize our triangle memory management |
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| 66 | m_nTriangleSize=0 ; |
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| 67 | m_pTriangleMem=NULL ; |
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| 68 | m_pTriangle=NULL ; |
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| 69 | m_nTriangleMax=0 ; |
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| 70 | m_nTriangleLimit=0 ; |
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| 71 | |
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| 72 | m_nVertexSize=0 ; |
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| 73 | m_pVertexMem=NULL ; |
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| 74 | m_pVertex=NULL ; |
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| 75 | m_nVertexMax=0 ; |
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| 76 | m_nVertexLimit=0 ; |
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| 77 | |
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| 78 | m_nLightSize=0 ; |
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| 79 | m_pLightMem=NULL ; |
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| 80 | m_pLight=NULL ; |
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| 81 | m_nLightMax=0 ; |
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| 82 | m_nLightLimit=0 ; |
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| 83 | m_nMaxMultiZoneLight=0 ; |
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| 84 | |
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| 85 | m_nLampSize=0 ; |
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| 86 | m_pLampMem=NULL ; |
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| 87 | m_pLamp=NULL ; |
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| 88 | m_nLampMax=0 ; |
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| 89 | m_nLampLimit=0 ; |
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| 90 | |
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| 91 | m_nTextureSize=0 ; |
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| 92 | m_pTextureMem=NULL ; |
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| 93 | m_pTexture=NULL ; |
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| 94 | m_nTextureMax=0 ; |
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| 95 | m_nTextureLimit=0 ; |
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| 96 | |
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| 97 | m_nTexLampSize=0 ; |
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| 98 | m_pTexLampMem=NULL ; |
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| 99 | m_pTexLamp=NULL ; |
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| 100 | m_nTexLampMax=0 ; |
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| 101 | m_nTexLampLimit=0 ; |
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| 102 | |
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| 103 | m_BspFaces=NULL; |
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| 104 | |
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| 105 | m_pTransTexture=NULL ; |
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| 106 | |
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| 107 | |
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[6820] | 108 | // Q3Bug.LogInit() ; |
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[6819] | 109 | |
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| 110 | } |
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| 111 | |
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| 112 | Q3Map::~Q3Map() |
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| 113 | { |
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[6820] | 114 | // Q3Bug.LogSave("Q3Bug.log") ; |
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[6819] | 115 | |
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| 116 | DELETE_ARRAY(m_pTransTexture) ; |
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| 117 | //DELETE_ARRAY(m_pSubZones) ; |
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| 118 | DELETE_ARRAY(mVisibleFaces) ; |
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| 119 | |
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| 120 | FreeLightMemory() ; |
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| 121 | FreeLampMemory() ; |
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| 122 | FreeVertexMemory() ; |
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| 123 | FreeTriangleMemory() ; |
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| 124 | FreeTextureMemory() ; |
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| 125 | FreeTexLampMemory() ; |
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| 126 | DestroyBspFacesMemory() ; // free up face and patch data. Normally already done if we're just loading a new level or quitting, but we might also be here due to a loading fail or something. |
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| 127 | |
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| 128 | // no need to delete any of the pointers to the lumps since their memory belongs to m_pRawBspFile over in OgreFramework. |
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| 129 | |
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| 130 | |
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| 131 | } |
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| 132 | |
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| 133 | void Q3Map::DestroyBspFacesMemory(void) |
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| 134 | { |
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| 135 | if(m_BspFaces) |
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| 136 | { |
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| 137 | // clean up any memory declared for patches |
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| 138 | for (int i=0; i < m_NumBspFaces; i++) |
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| 139 | if ((m_BspFaces[i].type == PATCH) && (m_BspFaces[i].patch != NULL)) |
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| 140 | { |
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| 141 | DELETE_ARRAY( m_BspFaces[i].patch->bezier ) ; |
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| 142 | DELETE_POINTER( m_BspFaces[i].patch ) ; |
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| 143 | } |
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| 144 | |
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| 145 | // delete the faces memory |
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| 146 | DELETE_ARRAY( m_BspFaces ) ; |
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| 147 | } |
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| 148 | } |
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| 149 | |
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| 150 | |
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| 151 | |
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| 152 | int Q3Map::parseMap(const char* pMem, size_t Size) |
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| 153 | { |
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| 154 | // we check all lump info to make sure it isn't trying to go out of bounds, |
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| 155 | // in case some mangled bsp is trying to do something devious or is just corrupted |
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| 156 | |
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| 157 | |
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| 158 | |
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| 159 | |
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| 160 | |
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| 161 | m_BspHeader=*((Q3BspHeader_t*)pMem) ; // pointer to the header |
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| 162 | |
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| 163 | // run a check that the total size of all the iLengths plus the header isn't too large |
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| 164 | size_t TotalLength=sizeof(Q3BspHeader_t) ; // initialize to the size of the header |
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| 165 | int nLump=0 ; |
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| 166 | int nOther=0 ; |
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| 167 | int nLumpMin=0 ; |
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| 168 | int nLumpMax=0 ; |
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| 169 | int nOtherMin=0 ; |
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| 170 | int nOtherMax=0 ; |
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| 171 | for(nLump=0 ; nLump<MAX_LUMP ; nLump++) |
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| 172 | { |
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| 173 | if(m_BspHeader.Lumps[nLump].iLength<0) return -1 ; // lumps shouldn't have a negative size. FAIL! |
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| 174 | if(m_BspHeader.Lumps[nLump].iLength>MAX_LUMP_SIZE) return -2 ; // no lump has a right to be this big... FAIL! |
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| 175 | |
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| 176 | |
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| 177 | if( (m_BspHeader.Lumps[nLump].iLength>0) && (m_BspHeader.Lumps[nLump].iOffset<sizeof(Q3BspHeader_t)) ) |
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| 178 | return -3 ; // lump overlaps header, FAIL! |
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| 179 | |
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| 180 | if((m_BspHeader.Lumps[nLump].iLength==0) && (m_BspHeader.Lumps[nLump].iOffset!=0)) |
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| 181 | return -4 ; // lump size is zero and yet offset is not zero??? FAIL! |
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| 182 | |
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| 183 | |
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| 184 | TotalLength+=m_BspHeader.Lumps[nLump].iLength ; |
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| 185 | if(TotalLength>Size) return -5 ;// this file is messed up, the lumps add up to more than the file size. FAIL! |
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| 186 | |
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| 187 | // make sure this lump doesn't overlap any other lumps |
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| 188 | nLumpMin=m_BspHeader.Lumps[nLump].iOffset ; |
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| 189 | nLumpMax=nLumpMin+m_BspHeader.Lumps[nLump].iLength-1 ; |
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| 190 | |
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| 191 | for(nOther=nLump+1 ; nOther<MAX_LUMP ; nOther++) |
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| 192 | if((m_BspHeader.Lumps[nLump].iLength>0) && (m_BspHeader.Lumps[nOther].iLength>0)) // don't check zero sized lumps |
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| 193 | { |
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| 194 | nOtherMin=m_BspHeader.Lumps[nOther].iOffset ; |
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| 195 | nOtherMax=nOtherMin+m_BspHeader.Lumps[nOther].iLength-1 ; |
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| 196 | |
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| 197 | if((nLumpMax>=nOtherMin) && (nLumpMin<=nOtherMax)) |
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| 198 | return -6 ; // lump overlaps another lump, FAIL! |
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| 199 | } |
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| 200 | } |
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| 201 | |
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| 202 | |
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| 203 | |
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| 204 | |
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| 205 | // setup pointers to the lumps |
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| 206 | |
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| 207 | if((m_BspHeader.Lumps[0].iOffset<0) || (m_BspHeader.Lumps[0].iOffset>=Size)) return -7 ; // fail if out of memory bounds |
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| 208 | m_pEntities=(char*)(pMem+m_BspHeader.Lumps[0].iOffset) ; |
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| 209 | |
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| 210 | if((m_BspHeader.Lumps[Faces].iOffset<0) || (m_BspHeader.Lumps[Faces].iOffset>=Size)) return -8 ; // out of bounds |
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| 211 | if(m_BspHeader.Lumps[Faces].iOffset+m_BspHeader.Lumps[Faces].iLength>Size) return -9 ; // out of bounds |
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| 212 | m_iNumFaces = m_BspHeader.Lumps[Faces].iLength / sizeof(Q3BspFace_t); |
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| 213 | m_pFaces=(Q3BspFace_t*)(pMem+m_BspHeader.Lumps[Faces].iOffset) ; |
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| 214 | |
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| 215 | if((m_BspHeader.Lumps[Vertices].iOffset<0) || (m_BspHeader.Lumps[Vertices].iOffset>=Size)) return -10 ; // out of bounds |
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| 216 | if(m_BspHeader.Lumps[Vertices].iOffset+m_BspHeader.Lumps[Vertices].iLength>Size) return -11 ; // out of bounds |
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| 217 | m_iNumVertices = m_BspHeader.Lumps[Vertices].iLength / sizeof(Q3BspVertex); |
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| 218 | m_pVertices=(Q3BspVertex*)(pMem+m_BspHeader.Lumps[Vertices].iOffset) ; |
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| 219 | |
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| 220 | if((m_BspHeader.Lumps[MeshVerts].iOffset<0) || (m_BspHeader.Lumps[MeshVerts].iOffset>=Size)) return -12 ; // out of bounds |
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| 221 | if(m_BspHeader.Lumps[MeshVerts].iOffset+m_BspHeader.Lumps[MeshVerts].iLength>Size) return -13 ; // out of bounds |
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| 222 | m_iNumMeshVerts = m_BspHeader.Lumps[MeshVerts].iLength / sizeof(int); |
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| 223 | m_pMeshVerts=(int*)(pMem+m_BspHeader.Lumps[MeshVerts].iOffset) ; |
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| 224 | |
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| 225 | if((m_BspHeader.Lumps[Leafs].iOffset<0) || (m_BspHeader.Lumps[Leafs].iOffset>=Size)) return -14 ; // out of bounds |
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| 226 | if(m_BspHeader.Lumps[Leafs].iOffset+m_BspHeader.Lumps[Leafs].iLength>Size) return -15 ; // out of bounds |
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| 227 | m_iNumLeafs = m_BspHeader.Lumps[Leafs].iLength / sizeof(Q3BspLeaf); |
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| 228 | m_pLeafs=(Q3BspLeaf*)(pMem+m_BspHeader.Lumps[Leafs].iOffset) ; |
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| 229 | |
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| 230 | if((m_BspHeader.Lumps[LeafFaces].iOffset<0) || (m_BspHeader.Lumps[LeafFaces].iOffset>=Size)) return -16 ; // out of bounds |
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| 231 | if(m_BspHeader.Lumps[LeafFaces].iOffset+m_BspHeader.Lumps[LeafFaces].iLength>Size) return -17 ; // out of bounds |
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| 232 | m_iNumLeafFaces = m_BspHeader.Lumps[LeafFaces].iLength / sizeof(int); |
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| 233 | m_pLeafFaces=(int*)(pMem+m_BspHeader.Lumps[LeafFaces].iOffset) ; |
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| 234 | |
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| 235 | if((m_BspHeader.Lumps[LeafBrushes].iOffset<0) || (m_BspHeader.Lumps[LeafBrushes].iOffset>=Size)) return -18 ; // out of bounds |
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| 236 | if(m_BspHeader.Lumps[LeafBrushes].iOffset+m_BspHeader.Lumps[LeafBrushes].iLength>Size) return -19 ; // out of bounds |
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| 237 | m_iNumLeafBrushes = m_BspHeader.Lumps[LeafBrushes].iLength / sizeof(int); |
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| 238 | m_pLeafBrushes=(int*)(pMem+m_BspHeader.Lumps[LeafBrushes].iOffset) ; |
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| 239 | |
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| 240 | if((m_BspHeader.Lumps[Textures].iOffset<0) || (m_BspHeader.Lumps[Textures].iOffset>=Size)) return -20 ; // out of bounds |
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| 241 | if(m_BspHeader.Lumps[Textures].iOffset+m_BspHeader.Lumps[Textures].iLength>Size) return -21 ; // out of bounds |
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| 242 | m_iNumTexs = m_BspHeader.Lumps[Textures].iLength / sizeof(Q3BspTexture); |
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| 243 | m_pTexturesOrig=(Q3BspTexture*)(pMem+m_BspHeader.Lumps[Textures].iOffset) ; |
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| 244 | |
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| 245 | if((m_BspHeader.Lumps[Planes].iOffset<0) || (m_BspHeader.Lumps[Planes].iOffset>=Size)) return -22 ; // out of bounds |
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| 246 | if(m_BspHeader.Lumps[Planes].iOffset+m_BspHeader.Lumps[Planes].iLength>Size) return -23 ; // out of bounds |
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| 247 | m_iNumPlanes = m_BspHeader.Lumps[Planes].iLength / sizeof(Q3BspPlane); |
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| 248 | m_pPlanes=(Q3BspPlane*)(pMem+m_BspHeader.Lumps[Planes].iOffset) ; |
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| 249 | |
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| 250 | if((m_BspHeader.Lumps[Nodes].iOffset<0) || (m_BspHeader.Lumps[Nodes].iOffset>=Size)) return -24 ; // out of bounds |
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| 251 | if(m_BspHeader.Lumps[Nodes].iOffset+m_BspHeader.Lumps[Nodes].iLength>Size) return -25 ; // out of bounds |
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| 252 | m_iNumNodes = m_BspHeader.Lumps[Nodes].iLength / sizeof(Q3BspNode); |
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| 253 | m_pNodes=(Q3BspNode*)(pMem+m_BspHeader.Lumps[Nodes].iOffset) ; |
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| 254 | |
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| 255 | //m_iNumModels = m_BspHeader.Lumps[Models].iLength / sizeof(Q3BspModel); |
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| 256 | //m_pModels = new Q3BspModel[m_iNumModels]; |
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| 257 | |
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| 258 | // bzn doesn't use lightmaps |
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| 259 | //m_iNumLightMaps = m_BspHeader.Lumps[LightMaps].iLength / sizeof(Q3BspLightMap); |
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| 260 | //m_pLightMaps=(Q3BspLightMap*)(pMem+m_BspHeader.Lumps[LightMaps].iOffset) ; |
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| 261 | |
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| 262 | if((m_BspHeader.Lumps[Brushes].iOffset<0) || (m_BspHeader.Lumps[Brushes].iOffset>=Size)) return -26 ; // out of bounds |
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| 263 | if(m_BspHeader.Lumps[Brushes].iOffset+m_BspHeader.Lumps[Brushes].iLength>Size) return -27 ; // out of bounds |
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| 264 | m_iNumBrushes = m_BspHeader.Lumps[Brushes].iLength / sizeof(Q3BspBrush); |
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| 265 | m_pBrushes=(Q3BspBrush*)(pMem+m_BspHeader.Lumps[Brushes].iOffset) ; |
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| 266 | |
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| 267 | |
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| 268 | if((m_BspHeader.Lumps[BrushSides].iOffset<0) || (m_BspHeader.Lumps[BrushSides].iOffset>=Size)) return -28 ; // out of bounds |
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| 269 | if(m_BspHeader.Lumps[BrushSides].iOffset+m_BspHeader.Lumps[BrushSides].iLength>Size) return -29 ; // out of bounds |
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| 270 | m_iNumBrushSides = m_BspHeader.Lumps[BrushSides].iLength / sizeof(Q3BspBrushSide); |
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| 271 | m_pBrushSides=(Q3BspBrushSide*)(pMem+m_BspHeader.Lumps[BrushSides].iOffset) ; |
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| 272 | |
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| 273 | //m_iNumEffects = m_BspHeader.Lumps[Effects].iLength / sizeof(Q3BspEffect); |
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| 274 | //m_pEffects = new Q3BspEffect[m_iNumEffects]; |
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| 275 | // |
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| 276 | //m_pImages = new BDTexture[m_iNumTexs]; |
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| 277 | |
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| 278 | // bzn doesn't use visdata |
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| 279 | //m_VisData=(Q3BspVisData*)(pMem+m_BspHeader.Lumps[VisData].iOffset) ; |
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| 280 | //m_VisData->vecs=(unsigned char*)(pMem+m_BspHeader.Lumps[VisData].iOffset + 2*sizeof(int)) ; |
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| 281 | |
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| 282 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 283 | |
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| 284 | // bzn specific data |
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| 285 | if((m_BspHeader.Lumps[SubZoneData].iOffset<0) || (m_BspHeader.Lumps[SubZoneData].iOffset>=Size)) return -30 ; // out of bounds |
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| 286 | if(m_BspHeader.Lumps[SubZoneData].iOffset+m_BspHeader.Lumps[SubZoneData].iLength>Size) return -31 ; // out of bounds |
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| 287 | m_iNumSubZones = m_BspHeader.Lumps[SubZoneData].iLength / sizeof(BZN_SubZone_t); |
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| 288 | m_pSubZones=(BZN_SubZone_t*)(pMem+m_BspHeader.Lumps[SubZoneData].iOffset) ; |
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| 289 | |
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| 290 | if((m_BspHeader.Lumps[PortalData].iOffset<0) || (m_BspHeader.Lumps[PortalData].iOffset>=Size)) return -32 ; // out of bounds |
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| 291 | if(m_BspHeader.Lumps[PortalData].iOffset+m_BspHeader.Lumps[PortalData].iLength>Size) return -33 ; // out of bounds |
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| 292 | m_iNumPortals = m_BspHeader.Lumps[PortalData].iLength / sizeof(BZN_Portal_t); |
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| 293 | m_pPortals=(BZN_Portal_t*)(pMem+m_BspHeader.Lumps[PortalData].iOffset) ; |
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| 294 | |
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| 295 | |
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| 296 | |
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| 297 | |
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| 298 | |
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| 299 | |
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| 300 | // fix coords and setup face memory |
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| 301 | swizzleCoords(); |
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| 302 | mVisibleFaces = new int[m_iNumFaces]; |
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| 303 | |
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| 304 | |
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| 305 | // we need a new version of the textures, because when we parse the lights they will have textures to add to it, |
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| 306 | // and we can't expand the texture lump because it's in the middle of a block of memory containing all the lumps. |
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| 307 | |
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| 308 | // copy the texture lump |
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| 309 | int nTexture=0 ; |
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| 310 | for(nTexture=0 ; nTexture<m_iNumTexs ; nTexture++) |
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| 311 | { |
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| 312 | if(!AddTexture(m_pTexturesOrig[nTexture])) return -34 ; // failed to add texture, probably out of memory |
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| 313 | } |
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| 314 | |
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| 315 | return 0 ; |
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| 316 | |
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| 317 | } |
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| 318 | |
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| 319 | |
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| 320 | void Q3Map::swizzleCoords(void) |
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| 321 | { |
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| 322 | //DEBUG_OUTPUT("swizziling data..."); |
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| 323 | // vertices |
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| 324 | for (int i=0; i < m_iNumVertices; i++) |
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| 325 | { |
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| 326 | swizzleFloat3(m_pVertices[i].position); |
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| 327 | swizzleFloat3(m_pVertices[i].normal); |
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| 328 | //m_pVertices[i].texcoord[0][0] = 1.0f - m_pVertices[i].texcoord[0][0]; |
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| 329 | } |
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| 330 | |
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| 331 | // leafs |
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| 332 | for (int i=0; i < m_iNumLeafs; i++) |
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| 333 | { |
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| 334 | swizzleInt3(m_pLeafs[i].maxs); |
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| 335 | swizzleInt3(m_pLeafs[i].mins); |
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| 336 | } |
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| 337 | |
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| 338 | // faces, do lightmaps later... |
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| 339 | for (int i=0; i < m_iNumFaces; i++) |
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| 340 | { |
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| 341 | swizzleFloat3(m_pFaces[i].normal); |
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| 342 | } |
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| 343 | |
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| 344 | // planes |
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| 345 | for (int i=0; i < m_iNumPlanes; i++) |
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| 346 | { |
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| 347 | swizzleFloat3(m_pPlanes[i].normal); |
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| 348 | } |
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| 349 | |
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| 350 | // nodes |
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| 351 | for (int i=0; i < m_iNumNodes; i++) |
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| 352 | { |
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| 353 | swizzleInt3(m_pNodes[i].maxs); |
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| 354 | swizzleInt3(m_pNodes[i].mins); |
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| 355 | } |
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| 356 | |
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| 357 | |
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| 358 | // subzones |
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| 359 | float flTemp=0.0f ; |
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| 360 | for (int i=0; i < m_iNumSubZones; i++) |
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| 361 | { |
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| 362 | swizzleFloat3(m_pSubZones[i].Max); |
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| 363 | swizzleFloat3(m_pSubZones[i].Min); |
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| 364 | |
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| 365 | // swizzling will mix up z max and min due to the sign change, so swap them |
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| 366 | flTemp=m_pSubZones[i].Max[2] ; |
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| 367 | m_pSubZones[i].Max[2]=m_pSubZones[i].Min[2] ; |
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| 368 | m_pSubZones[i].Min[2]=flTemp ; |
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| 369 | |
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| 370 | } |
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| 371 | |
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| 372 | // portals |
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| 373 | for (int i=0; i < m_iNumPortals; i++) |
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| 374 | { |
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| 375 | swizzleFloat3(m_pPortals[i].Max); |
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| 376 | swizzleFloat3(m_pPortals[i].Min); |
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| 377 | |
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| 378 | // swizzling will mix up z max and min due to the sign change, so swap them |
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| 379 | flTemp=m_pPortals[i].Max[2] ; |
---|
| 380 | m_pPortals[i].Max[2]=m_pPortals[i].Min[2] ; |
---|
| 381 | m_pPortals[i].Min[2]=flTemp ; |
---|
| 382 | |
---|
| 383 | } |
---|
| 384 | |
---|
| 385 | |
---|
| 386 | |
---|
| 387 | |
---|
| 388 | } |
---|
| 389 | |
---|
| 390 | void Q3Map::swizzleFloat3(float t[3]) |
---|
| 391 | { |
---|
| 392 | float temp; |
---|
| 393 | temp = t[1]; |
---|
| 394 | t[1] = t[2]; |
---|
| 395 | t[2] = -temp; |
---|
| 396 | } |
---|
| 397 | |
---|
| 398 | void Q3Map::swizzleInt3(int t[3]) |
---|
| 399 | { |
---|
| 400 | int temp; |
---|
| 401 | temp = t[1]; |
---|
| 402 | t[1] = t[2]; |
---|
| 403 | t[2] = -temp; |
---|
| 404 | } |
---|
| 405 | |
---|
| 406 | |
---|
| 407 | |
---|
| 408 | Q3BspPatch *Q3Map::handlePatch(int faceIndex) |
---|
| 409 | { |
---|
| 410 | Q3BspPatch *q3patch; |
---|
| 411 | q3patch = new Q3BspPatch; |
---|
| 412 | |
---|
| 413 | int patch_size_x = (m_pFaces[faceIndex].size[0] - 1) / 2; |
---|
| 414 | int patch_size_y = (m_pFaces[faceIndex].size[1] - 1) / 2; |
---|
| 415 | int num_bezier_patches = patch_size_y * patch_size_x; |
---|
| 416 | |
---|
| 417 | q3patch->size = num_bezier_patches; |
---|
| 418 | q3patch->bezier = new Bezier[q3patch->size]; |
---|
| 419 | |
---|
| 420 | int patchIndex = 0; |
---|
| 421 | int ii, n, j, nn; |
---|
| 422 | for (ii = 0, n = 0; n < patch_size_x; n++, ii = 2*n) |
---|
| 423 | { |
---|
| 424 | for (j=0, nn=0; nn < patch_size_y; nn++, j = 2*nn) |
---|
| 425 | { |
---|
| 426 | int index = 0; |
---|
| 427 | for (int ctr = 0; ctr < 3; ctr++) |
---|
| 428 | { |
---|
| 429 | int pos = ctr * m_pFaces[faceIndex].size[0]; |
---|
| 430 | |
---|
| 431 | q3patch->bezier[patchIndex].mControls[index++] = |
---|
| 432 | BspVertex( |
---|
| 433 | // position |
---|
| 434 | m_pVertices[m_pFaces[faceIndex].vertex + |
---|
| 435 | ii + |
---|
| 436 | m_pFaces[faceIndex].size[0] * j + |
---|
| 437 | pos].position, |
---|
| 438 | // texture coordinates |
---|
| 439 | m_pVertices[m_pFaces[faceIndex].vertex + |
---|
| 440 | ii + |
---|
| 441 | m_pFaces[faceIndex].size[0] * j + |
---|
| 442 | pos].texcoord, |
---|
| 443 | // normal |
---|
| 444 | m_pVertices[m_pFaces[faceIndex].vertex + |
---|
| 445 | ii + |
---|
| 446 | m_pFaces[faceIndex].size[0] * j + |
---|
| 447 | pos].normal); |
---|
| 448 | |
---|
| 449 | q3patch->bezier[patchIndex].mControls[index++] = |
---|
| 450 | BspVertex( |
---|
| 451 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 1].position, |
---|
| 452 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 1].texcoord, |
---|
| 453 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 1].normal); |
---|
| 454 | |
---|
| 455 | q3patch->bezier[patchIndex].mControls[index++] = |
---|
| 456 | BspVertex( |
---|
| 457 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 2].position, |
---|
| 458 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 2].texcoord, |
---|
| 459 | m_pVertices[m_pFaces[faceIndex].vertex + ii + m_pFaces[faceIndex].size[0] * j + pos + 2].normal); |
---|
| 460 | } |
---|
| 461 | q3patch->bezier[patchIndex].tessellate(5); |
---|
| 462 | patchIndex++; |
---|
| 463 | } |
---|
| 464 | } |
---|
| 465 | |
---|
| 466 | return q3patch; |
---|
| 467 | } |
---|
| 468 | |
---|
| 469 | |
---|
| 470 | int Q3Map::findVisibleFaces(const QVECTOR *camPos, int *facesToRender) |
---|
| 471 | { |
---|
| 472 | int leaf; |
---|
| 473 | int visCluster; |
---|
| 474 | |
---|
| 475 | leaf = findLeaf(camPos); |
---|
| 476 | |
---|
| 477 | visCluster = m_pLeafs[leaf].cluster; |
---|
| 478 | |
---|
| 479 | memset(mVisibleFaces, 0, sizeof(int) * m_iNumFaces); |
---|
| 480 | |
---|
| 481 | int faceindex; |
---|
| 482 | int renderindex=0; |
---|
| 483 | m_ClusterCount=0 ; |
---|
| 484 | |
---|
| 485 | for (int i=0; i < m_iNumLeafs; i++) |
---|
| 486 | { |
---|
| 487 | if (isClusterVisible(visCluster, m_pLeafs[i].cluster)) |
---|
| 488 | { |
---|
| 489 | m_ClusterCount++ ; |
---|
| 490 | bool vis=true ;//bool vis = mViewFrustum->checkIfBoxInside(m_pLeafs[i].mins, m_pLeafs[i].maxs); |
---|
| 491 | |
---|
| 492 | if (vis) |
---|
| 493 | { |
---|
| 494 | for (int k=0; k < m_pLeafs[i].n_leaffaces; k++) |
---|
| 495 | { |
---|
| 496 | faceindex = m_pLeafFaces[m_pLeafs[i].leafface + k]; |
---|
| 497 | if (mVisibleFaces[faceindex] == 0) |
---|
| 498 | { |
---|
| 499 | mVisibleFaces[faceindex] = 1; |
---|
| 500 | facesToRender[renderindex++] = faceindex; |
---|
| 501 | } |
---|
| 502 | } |
---|
| 503 | } |
---|
| 504 | } |
---|
| 505 | } |
---|
| 506 | |
---|
| 507 | |
---|
| 508 | facesToRender[renderindex] = -1; |
---|
| 509 | |
---|
| 510 | return renderindex; |
---|
| 511 | } |
---|
| 512 | |
---|
| 513 | |
---|
| 514 | int Q3Map::findLeaf(const QVECTOR *camPos) const |
---|
| 515 | { |
---|
| 516 | int index = 0; |
---|
| 517 | |
---|
| 518 | while (index >= 0) |
---|
| 519 | { |
---|
| 520 | const Q3BspNode *node = &m_pNodes[index]; |
---|
| 521 | const Q3BspPlane *plane = &m_pPlanes[node->plane]; |
---|
| 522 | |
---|
| 523 | // distance from point to plane |
---|
| 524 | //QVECTOR normal = QVECTOR(plane->normal); |
---|
| 525 | QVECTOR normal ; |
---|
| 526 | normal[0]=plane->normal[0] ; |
---|
| 527 | normal[1]=plane->normal[1] ; |
---|
| 528 | normal[2]=plane->normal[2] ; |
---|
| 529 | |
---|
| 530 | |
---|
| 531 | //const float distance = D3DXVec3Dot(&normal,camPos) - plane->dist; |
---|
| 532 | |
---|
| 533 | const float distance=(normal[0]* *camPos[0] + normal[1]* *camPos[1] + normal[2]* *camPos[2]) - plane->dist ; |
---|
| 534 | |
---|
| 535 | if(distance >= 0) |
---|
| 536 | index = node->children[0]; |
---|
| 537 | else |
---|
| 538 | index = node->children[1]; |
---|
| 539 | } |
---|
| 540 | |
---|
| 541 | return -index - 1; |
---|
| 542 | } |
---|
| 543 | |
---|
| 544 | bool Q3Map::isClusterVisible(int visCluster, int testCluster) const |
---|
| 545 | { |
---|
| 546 | if (m_VisData == NULL) |
---|
| 547 | return true; |
---|
| 548 | |
---|
| 549 | if ((m_VisData->vecs == NULL) || (visCluster < 0)) |
---|
| 550 | return true; |
---|
| 551 | |
---|
| 552 | int i = (visCluster * m_VisData->sz_vecs) + (testCluster >> 3); |
---|
| 553 | unsigned char visSet = m_VisData->vecs[i]; |
---|
| 554 | |
---|
| 555 | return (visSet & (1 << (testCluster & 7))) != 0; |
---|
| 556 | } |
---|
| 557 | |
---|
| 558 | Q3BspFace_t *Q3Map::getFaces(void) |
---|
| 559 | { |
---|
| 560 | return m_pFaces; |
---|
| 561 | } |
---|
| 562 | |
---|
| 563 | |
---|
| 564 | |
---|
| 565 | |
---|
| 566 | |
---|
| 567 | /***********************************************************************************************************\ |
---|
| 568 | |
---|
| 569 | New Parsing and Triangulation Functions |
---|
| 570 | |
---|
| 571 | \***********************************************************************************************************/ |
---|
| 572 | |
---|
| 573 | |
---|
| 574 | |
---|
| 575 | |
---|
| 576 | // This routine is basically an overview of the entire process that converts the BSP |
---|
| 577 | // into something our Ogre code can use to construct the map's mesh and level data. |
---|
| 578 | // In essence, it converts the map geometry into a list of triangles sorted by zone and material, |
---|
| 579 | // as well as extracting other map info like zone and portal bounding boxes, lights, entities etc. |
---|
| 580 | |
---|
| 581 | int Q3Map::ParseAndTriangulateMap(const char* pData, size_t Size) |
---|
| 582 | { |
---|
| 583 | |
---|
[6825] | 584 | // char chMessage[1024] ; |
---|
[6819] | 585 | int nError=0 ; |
---|
| 586 | |
---|
| 587 | // setup pointers to the various lumps and get their quantities |
---|
| 588 | nError=parseMap( pData, Size ) ; |
---|
| 589 | if(nError<0) |
---|
| 590 | { |
---|
| 591 | //sprintf(chMessage, "Parse Map Error: %i", nError) ; |
---|
| 592 | //Q3Bug.LogAddCR(chMessage) ; |
---|
| 593 | return ERROR_ParseMap ; |
---|
| 594 | } |
---|
| 595 | |
---|
| 596 | // extract entities such as lights, monsters, etc |
---|
| 597 | if(!ParseEntities()) return ERROR_ParseEntities ; |
---|
| 598 | |
---|
| 599 | // initial memory allocation for triangles |
---|
| 600 | m_nVertexMax=0 ; |
---|
| 601 | if(!AllocateVertexMemory(m_iNumVertices)) return ERROR_AllocateVertex ; |
---|
| 602 | if(!AllocateTriangleMemory()) return ERROR_AllocateTriangle ; |
---|
| 603 | if(!initFaces()) return ERROR_InitializeFaces ; |
---|
| 604 | |
---|
| 605 | // no new map textures should be added after here, or else SetupTransTextures won't work |
---|
| 606 | if(!SetupTransTextures()) return ERROR_SetupTransTextures ; |
---|
| 607 | |
---|
| 608 | // work out the zones |
---|
| 609 | SetupZones() ; |
---|
| 610 | |
---|
| 611 | // convert faces to triangles |
---|
| 612 | if(!ConvertFacesToTriangles()) return ERROR_ConvertFaces ; |
---|
| 613 | |
---|
| 614 | if(!ConvertPatchesToTriangles()) return ERROR_ConvertPatches ; |
---|
| 615 | |
---|
| 616 | if(!ConvertLampsToTriangles()) return ERROR_ConvertLamps ; |
---|
| 617 | |
---|
| 618 | if(!ConvertLampsToGlowTriangles()) return ERROR_ConvertLampGlow ; |
---|
| 619 | |
---|
| 620 | if(!ConvertLightsToGlowTriangles()) return ERROR_ConvertLightGlow ; |
---|
| 621 | |
---|
| 622 | GetTexLampTextureNumbers() ; // find out which textures, if any, are textures/common/bzn_lightnode0 to textures/common/bzn_lightnode3 |
---|
| 623 | |
---|
| 624 | // assign triangles to zones, splitting them where necessary |
---|
| 625 | if(!AssignTrianglesToZones()) return ERROR_AssignTriangles ; |
---|
| 626 | |
---|
| 627 | if(!ConvertTexLampsToLampTriangles()) return ERROR_ConvertTexLamp ; |
---|
| 628 | |
---|
| 629 | // sort by group and re-range the group numbers |
---|
| 630 | if(!SortTrianglesIntoGroups()) return ERROR_SortGroups ; |
---|
| 631 | |
---|
| 632 | // sort the triangles in order of zone and texture. This will also get rid of any unsubzoned triangles. |
---|
| 633 | if(!SortTrianglesIntoBatches()) return ERROR_SortTriangles ; |
---|
| 634 | |
---|
| 635 | |
---|
| 636 | |
---|
| 637 | |
---|
| 638 | // Setup the portals, lights and various bits of map connectivity |
---|
| 639 | AssignPortalsToZones() ; // what portals each zone touches |
---|
| 640 | AssignLightsToZones() ; // what lights each zone touches |
---|
| 641 | AssignLightsToPortals() ; // what lights each portal touches |
---|
| 642 | AssignZonesToZones() ; // what zones each zone touches |
---|
| 643 | |
---|
| 644 | |
---|
| 645 | return NOERROR ; |
---|
| 646 | } |
---|
| 647 | |
---|
| 648 | void Q3Map::FreeParseMem(void) |
---|
| 649 | { |
---|
| 650 | FreeVertexMemory() ; |
---|
| 651 | FreeTriangleMemory() ; |
---|
| 652 | DestroyBspFacesMemory() ; |
---|
| 653 | } |
---|
| 654 | |
---|
| 655 | |
---|
| 656 | |
---|
| 657 | |
---|
| 658 | |
---|
| 659 | |
---|
| 660 | |
---|
| 661 | |
---|
| 662 | |
---|
| 663 | |
---|
| 664 | |
---|
| 665 | |
---|
| 666 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 667 | // memory management |
---|
| 668 | |
---|
| 669 | int Q3Map::AllocateTriangleMemory(void) |
---|
| 670 | { |
---|
| 671 | // memory for the Triangle |
---|
| 672 | m_nTriangleSize=MEMADD ; // starting memory size |
---|
| 673 | m_pTriangleMem=malloc(m_nTriangleSize) ; // allocate starting memory space |
---|
| 674 | m_pTriangle=(triangle_t*)m_pTriangleMem ; // a pointer to the memory cast as a triangle_t |
---|
| 675 | m_nTriangleMax=0 ; |
---|
| 676 | m_nTriangleLimit=m_nTriangleSize/sizeof(triangle_t) ; // if pos reaches this memory must expand |
---|
| 677 | |
---|
| 678 | if(m_pTriangleMem==NULL) |
---|
| 679 | return 0 ; |
---|
| 680 | |
---|
| 681 | return 1 ; |
---|
| 682 | } |
---|
| 683 | |
---|
| 684 | void Q3Map::FreeTriangleMemory(void) |
---|
| 685 | { |
---|
| 686 | if(m_pTriangleMem) free(m_pTriangleMem) ; |
---|
| 687 | m_pTriangleMem=NULL ; |
---|
| 688 | m_pTriangle=NULL ; |
---|
| 689 | m_nTriangleMax=0 ; |
---|
| 690 | m_nTriangleLimit=0 ; |
---|
| 691 | } |
---|
| 692 | |
---|
| 693 | // increase size of Triangle memory, return 0 if failed |
---|
| 694 | int Q3Map::ExpandTriangleMemory(void) |
---|
| 695 | { |
---|
| 696 | m_nTriangleSize+=MEMADD ; // increase size |
---|
| 697 | m_pTriangleMem=realloc(m_pTriangleMem, m_nTriangleSize) ; // reallocate the memory |
---|
| 698 | if(m_pTriangleMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 699 | |
---|
| 700 | // if here then memory allocation succeeded |
---|
| 701 | m_pTriangle=(triangle_t*)m_pTriangleMem ; // pointer to the memory cast as a triangle_t |
---|
| 702 | m_nTriangleLimit=m_nTriangleSize/sizeof(triangle_t) ; // if pos reaches this memory must expand |
---|
| 703 | return 1 ; // ok |
---|
| 704 | } |
---|
| 705 | |
---|
| 706 | int Q3Map::AddTriangle(triangle_t Triangle) |
---|
| 707 | { |
---|
| 708 | if(m_nTriangleMax>=m_nTriangleLimit) |
---|
| 709 | if( !ExpandTriangleMemory() ) |
---|
| 710 | return 0 ; |
---|
| 711 | |
---|
| 712 | m_pTriangle[m_nTriangleMax++]=Triangle ; |
---|
| 713 | |
---|
| 714 | return 1 ; |
---|
| 715 | } |
---|
| 716 | |
---|
| 717 | int Q3Map::AllocateVertexMemory(int nVertNum) |
---|
| 718 | { |
---|
| 719 | // memory for the Vertex |
---|
| 720 | m_nVertexSize=nVertNum*sizeof(Q3BspVertex)+MEMADD ; // starting memory size |
---|
| 721 | m_pVertexMem=malloc(m_nVertexSize) ; // allocate starting memory space |
---|
| 722 | m_pVertex=(Q3BspVertex*)m_pVertexMem ; // a pointer to the memory cast as a triangle_t |
---|
| 723 | m_nVertexLimit=m_nVertexSize/sizeof(Q3BspVertex) ; // if pos reaches this memory must expand |
---|
| 724 | |
---|
| 725 | if(m_pVertexMem==NULL) |
---|
| 726 | return 0 ; |
---|
| 727 | |
---|
| 728 | return 1 ; |
---|
| 729 | } |
---|
| 730 | |
---|
| 731 | void Q3Map::FreeVertexMemory(void) |
---|
| 732 | { |
---|
| 733 | if(m_pVertexMem) free(m_pVertexMem) ; |
---|
| 734 | m_pVertexMem=NULL ; |
---|
| 735 | m_pVertex=NULL ; |
---|
| 736 | m_nVertexMax=0 ; |
---|
| 737 | m_nVertexLimit=0 ; |
---|
| 738 | } |
---|
| 739 | |
---|
| 740 | // increase size of Vertex memory, return 0 if failed |
---|
| 741 | int Q3Map::ExpandVertexMemory(void) |
---|
| 742 | { |
---|
| 743 | m_nVertexSize+=MEMADD ; // increase size |
---|
| 744 | m_pVertexMem=realloc(m_pVertexMem, m_nVertexSize) ; // reallocate the memory |
---|
| 745 | if(m_pVertexMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 746 | |
---|
| 747 | // if here then memory allocation succeeded |
---|
| 748 | m_pVertex=(Q3BspVertex*)m_pVertexMem ; // pointer to the memory cast as a triangle_t |
---|
| 749 | m_nVertexLimit=m_nVertexSize/sizeof(Q3BspVertex) ; // if pos reaches this memory must expand |
---|
| 750 | return 1 ; // ok |
---|
| 751 | } |
---|
| 752 | |
---|
| 753 | int Q3Map::AddVertex(Q3BspVertex Vertex) |
---|
| 754 | { |
---|
| 755 | |
---|
| 756 | if(m_nVertexMax>=m_nVertexLimit) |
---|
| 757 | if( !ExpandVertexMemory() ) |
---|
| 758 | return 0 ; |
---|
| 759 | |
---|
| 760 | m_pVertex[m_nVertexMax++]=Vertex ; |
---|
| 761 | |
---|
| 762 | return 1 ; |
---|
| 763 | } |
---|
| 764 | |
---|
| 765 | int Q3Map::AllocateLightMemory(void) |
---|
| 766 | { |
---|
| 767 | // memory for the Light |
---|
| 768 | m_nLightSize=MEMADD ; // starting memory size |
---|
| 769 | m_pLightMem=malloc(m_nLightSize) ; // allocate starting memory space |
---|
| 770 | m_pLight=(light_t*)m_pLightMem ; // a pointer to the memory cast as a light_t |
---|
| 771 | m_nLightMax=0 ; |
---|
| 772 | m_nLightLimit=m_nLightSize/sizeof(light_t) ; // if pos reaches this memory must expand |
---|
| 773 | |
---|
| 774 | if(m_pLightMem==NULL) |
---|
| 775 | return 0 ; |
---|
| 776 | |
---|
| 777 | return 1 ; |
---|
| 778 | } |
---|
| 779 | |
---|
| 780 | void Q3Map::FreeLightMemory(void) |
---|
| 781 | { |
---|
| 782 | if(m_pLightMem) free(m_pLightMem) ; |
---|
| 783 | m_pLightMem=NULL ; |
---|
| 784 | m_pLight=NULL ; |
---|
| 785 | m_nLightMax=0 ; |
---|
| 786 | m_nLightLimit=0 ; |
---|
| 787 | } |
---|
| 788 | |
---|
| 789 | // increase size of Light memory, return 0 if failed |
---|
| 790 | int Q3Map::ExpandLightMemory(void) |
---|
| 791 | { |
---|
| 792 | m_nLightSize+=MEMADD ; // increase size |
---|
| 793 | m_pLightMem=realloc(m_pLightMem, m_nLightSize) ; // reallocate the memory |
---|
| 794 | if(m_pLightMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 795 | |
---|
| 796 | // if here then memory allocation succeeded |
---|
| 797 | m_pLight=(light_t*)m_pLightMem ; // pointer to the memory cast as a light_t |
---|
| 798 | m_nLightLimit=m_nLightSize/sizeof(light_t) ; // if pos reaches this memory must expand |
---|
| 799 | return 1 ; // ok |
---|
| 800 | } |
---|
| 801 | |
---|
| 802 | int Q3Map::AddLight(light_t Light) |
---|
| 803 | { |
---|
| 804 | if(m_nLightLimit==0) // light memory hasn't been allocated yet |
---|
| 805 | { |
---|
| 806 | if( !AllocateLightMemory() ) |
---|
| 807 | return 0 ; |
---|
| 808 | } |
---|
| 809 | else |
---|
| 810 | if(m_nLightMax>=m_nLightLimit) |
---|
| 811 | if( !ExpandLightMemory() ) |
---|
| 812 | return 0 ; |
---|
| 813 | |
---|
| 814 | m_pLight[m_nLightMax++]=Light ; |
---|
| 815 | |
---|
| 816 | return 1 ; |
---|
| 817 | } |
---|
| 818 | |
---|
| 819 | // lamps are deferred shading, non-shadowing point lights |
---|
| 820 | int Q3Map::AllocateLampMemory(void) |
---|
| 821 | { |
---|
| 822 | // memory for the Lamp |
---|
| 823 | m_nLampSize=MEMADD ; // starting memory size |
---|
| 824 | m_pLampMem=malloc(m_nLampSize) ; // allocate starting memory space |
---|
| 825 | m_pLamp=(lamp_t*)m_pLampMem ; // a pointer to the memory cast as a lamp_t |
---|
| 826 | m_nLampMax=0 ; |
---|
| 827 | m_nLampLimit=m_nLampSize/sizeof(lamp_t) ; // if pos reaches this memory must expand |
---|
| 828 | |
---|
| 829 | if(m_pLampMem==NULL) |
---|
| 830 | return 0 ; |
---|
| 831 | |
---|
| 832 | return 1 ; |
---|
| 833 | } |
---|
| 834 | |
---|
| 835 | void Q3Map::FreeLampMemory(void) |
---|
| 836 | { |
---|
| 837 | if(m_pLampMem) free(m_pLampMem) ; |
---|
| 838 | m_pLampMem=NULL ; |
---|
| 839 | m_pLamp=NULL ; |
---|
| 840 | m_nLampMax=0 ; |
---|
| 841 | m_nLampLimit=0 ; |
---|
| 842 | } |
---|
| 843 | |
---|
| 844 | // increase size of Lamp memory, return 0 if failed |
---|
| 845 | int Q3Map::ExpandLampMemory(void) |
---|
| 846 | { |
---|
| 847 | m_nLampSize+=MEMADD ; // increase size |
---|
| 848 | m_pLampMem=realloc(m_pLampMem, m_nLampSize) ; // reallocate the memory |
---|
| 849 | if(m_pLampMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 850 | |
---|
| 851 | // if here then memory allocation succeeded |
---|
| 852 | m_pLamp=(lamp_t*)m_pLampMem ; // pointer to the memory cast as a lamp_t |
---|
| 853 | m_nLampLimit=m_nLampSize/sizeof(lamp_t) ; // if pos reaches this memory must expand |
---|
| 854 | return 1 ; // ok |
---|
| 855 | } |
---|
| 856 | |
---|
| 857 | int Q3Map::AddLamp(lamp_t Lamp) |
---|
| 858 | { |
---|
| 859 | if(m_nLampLimit==0) // Lamp memory hasn't been allocated yet |
---|
| 860 | { |
---|
| 861 | if( !AllocateLampMemory() ) |
---|
| 862 | return 0 ; |
---|
| 863 | } |
---|
| 864 | else |
---|
| 865 | if(m_nLampMax>=m_nLampLimit) |
---|
| 866 | if( !ExpandLampMemory() ) |
---|
| 867 | return 0 ; |
---|
| 868 | |
---|
| 869 | m_pLamp[m_nLampMax++]=Lamp ; |
---|
| 870 | |
---|
| 871 | return 1 ; |
---|
| 872 | } |
---|
| 873 | |
---|
| 874 | ////////////// |
---|
| 875 | // Q3BspTexture textures. We duplicate the loaded texture mem and then add lighting textures to it. |
---|
| 876 | |
---|
| 877 | int Q3Map::AllocateTextureMemory(void) |
---|
| 878 | { |
---|
| 879 | // memory for the Texture |
---|
| 880 | m_nTextureSize=MEMADD ; // starting memory size |
---|
| 881 | m_pTextureMem=malloc(m_nTextureSize) ; // allocate starting memory space |
---|
| 882 | m_pTexture=(Q3BspTexture*)m_pTextureMem ; // a pointer to the memory cast as a Q3BspTexture |
---|
| 883 | m_nTextureMax=0 ; |
---|
| 884 | m_nTextureLimit=m_nTextureSize/sizeof(Q3BspTexture) ; // if pos reaches this memory must expand |
---|
| 885 | |
---|
| 886 | if(m_pTextureMem==NULL) |
---|
| 887 | return 0 ; |
---|
| 888 | |
---|
| 889 | return 1 ; |
---|
| 890 | } |
---|
| 891 | |
---|
| 892 | void Q3Map::FreeTextureMemory(void) |
---|
| 893 | { |
---|
| 894 | if(m_pTextureMem) free(m_pTextureMem) ; |
---|
| 895 | m_pTextureMem=NULL ; |
---|
| 896 | m_pTexture=NULL ; |
---|
| 897 | m_nTextureMax=0 ; |
---|
| 898 | m_nTextureLimit=0 ; |
---|
| 899 | } |
---|
| 900 | |
---|
| 901 | // increase size of Texture memory, return 0 if failed |
---|
| 902 | int Q3Map::ExpandTextureMemory(void) |
---|
| 903 | { |
---|
| 904 | m_nTextureSize+=MEMADD ; // increase size |
---|
| 905 | m_pTextureMem=realloc(m_pTextureMem, m_nTextureSize) ; // reallocate the memory |
---|
| 906 | if(m_pTextureMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 907 | |
---|
| 908 | // if here then memory allocation succeeded |
---|
| 909 | m_pTexture=(Q3BspTexture*)m_pTextureMem ; // pointer to the memory cast as a Q3BspTexture |
---|
| 910 | m_nTextureLimit=m_nTextureSize/sizeof(Q3BspTexture) ; // if pos reaches this memory must expand |
---|
| 911 | return 1 ; // ok |
---|
| 912 | } |
---|
| 913 | |
---|
| 914 | int Q3Map::AddTexture(Q3BspTexture Texture) |
---|
| 915 | { |
---|
| 916 | if(m_nTextureLimit==0) // Texture memory hasn't been allocated yet |
---|
| 917 | { |
---|
| 918 | if( !AllocateTextureMemory() ) |
---|
| 919 | return 0 ; |
---|
| 920 | } |
---|
| 921 | else |
---|
| 922 | if(m_nTextureMax>=m_nTextureLimit) |
---|
| 923 | if( !ExpandTextureMemory() ) |
---|
| 924 | return 0 ; |
---|
| 925 | |
---|
| 926 | m_pTexture[m_nTextureMax++]=Texture ; |
---|
| 927 | |
---|
| 928 | return 1 ; |
---|
| 929 | } |
---|
| 930 | |
---|
| 931 | // special version of the Add function, will not add if the texture name already exist. |
---|
| 932 | // Will succeed even if the texture is already on the list, but fails if it can't add a new texture |
---|
| 933 | // returns texture index, or -1 on fail |
---|
| 934 | // Q3 texture names can be tricky, I think I've had cases where they ended in spaces instead of nulls, |
---|
| 935 | // and they might go all the way to the end without either. |
---|
| 936 | |
---|
| 937 | int Q3Map::AddTextureUnique(Q3BspTexture Texture) |
---|
| 938 | { |
---|
| 939 | if(m_nTextureLimit==0) // Texture memory hasn't been allocated yet |
---|
| 940 | if( !AllocateTextureMemory() ) |
---|
| 941 | return ADDTEXTUREUNIQUE_FAIL ; // fail |
---|
| 942 | |
---|
| 943 | |
---|
| 944 | // scan through all the newly added textures so far and see if this one already exists. |
---|
| 945 | int nTexture=0 ; |
---|
| 946 | int nPos=0 ; |
---|
| 947 | |
---|
| 948 | bool bMatch=false ; |
---|
| 949 | |
---|
| 950 | for(nTexture=0 ; nTexture<m_nTextureMax ; nTexture++) |
---|
| 951 | { |
---|
| 952 | bMatch=true ; |
---|
| 953 | // scan through the characters of the texture names, comparing them. We start after the original textures |
---|
| 954 | //for(nPos=m_iNumTexs ; nPos<Q3NAMESIZE ; nPos++) |
---|
| 955 | for(nPos=0 ; nPos<Q3NAMESIZE ; nPos++) |
---|
| 956 | { |
---|
| 957 | // is it the end of the texture name? |
---|
| 958 | if( |
---|
| 959 | ((Texture.name[nPos] ==0) || (Texture.name[nPos] ==' ')) // Texture name end |
---|
| 960 | &&((m_pTexture[nTexture].name[nPos] ==0) || (m_pTexture[nTexture].name[nPos] ==' ')) // m_pTexture name end |
---|
| 961 | ) |
---|
| 962 | break ; |
---|
| 963 | |
---|
| 964 | // do the two textures have a difference in the name at this position? |
---|
| 965 | if(Texture.name[nPos]!=m_pTexture[nTexture].name[nPos]) |
---|
| 966 | { |
---|
| 967 | bMatch=false ; |
---|
| 968 | break ; |
---|
| 969 | } |
---|
| 970 | |
---|
| 971 | }// end scanning name |
---|
| 972 | |
---|
| 973 | if(bMatch) // found a match, so return ok but don't add a texture |
---|
| 974 | { |
---|
| 975 | return nTexture ; // we don't add any new texture, return this texture's index |
---|
| 976 | } |
---|
| 977 | } |
---|
| 978 | |
---|
| 979 | // if we got this far, we must have a unique texture |
---|
| 980 | |
---|
| 981 | // add the texture, it is unique |
---|
| 982 | if(m_nTextureMax>=m_nTextureLimit) |
---|
| 983 | if( !ExpandTextureMemory() ) |
---|
| 984 | return ADDTEXTUREUNIQUE_FAIL ; // fail |
---|
| 985 | |
---|
| 986 | m_pTexture[m_nTextureMax++]=Texture ; |
---|
| 987 | |
---|
| 988 | return m_nTextureMax-1 ; // return this new texture's index |
---|
| 989 | |
---|
| 990 | } |
---|
| 991 | |
---|
| 992 | |
---|
| 993 | //////////////////////////////////////// |
---|
| 994 | |
---|
| 995 | int Q3Map::AllocateTexLampMemory(void) |
---|
| 996 | { |
---|
| 997 | // memory for the TexLamp |
---|
| 998 | m_nTexLampSize=MEMADD ; // starting memory size |
---|
| 999 | m_pTexLampMem=malloc(m_nTexLampSize) ; // allocate starting memory space |
---|
| 1000 | m_pTexLamp=(int*)m_pTexLampMem ; // a pointer to the memory cast as an int |
---|
| 1001 | m_nTexLampMax=0 ; |
---|
| 1002 | m_nTexLampLimit=m_nTexLampSize/sizeof(int) ; // if pos reaches this memory must expand |
---|
| 1003 | |
---|
| 1004 | if(m_pTexLampMem==NULL) |
---|
| 1005 | return 0 ; |
---|
| 1006 | |
---|
| 1007 | return 1 ; |
---|
| 1008 | } |
---|
| 1009 | |
---|
| 1010 | void Q3Map::FreeTexLampMemory(void) |
---|
| 1011 | { |
---|
| 1012 | if(m_pTexLampMem) free(m_pTexLampMem) ; |
---|
| 1013 | m_pTexLampMem=NULL ; |
---|
| 1014 | m_pTexLamp=NULL ; |
---|
| 1015 | m_nTexLampMax=0 ; |
---|
| 1016 | m_nTexLampLimit=0 ; |
---|
| 1017 | } |
---|
| 1018 | |
---|
| 1019 | // increase size of TexLamp memory, return 0 if failed |
---|
| 1020 | int Q3Map::ExpandTexLampMemory(void) |
---|
| 1021 | { |
---|
| 1022 | m_nTexLampSize+=MEMADD ; // increase size |
---|
| 1023 | m_pTexLampMem=realloc(m_pTexLampMem, m_nTexLampSize) ; // reallocate the memory |
---|
| 1024 | if(m_pTexLampMem==NULL) return 0 ; // failed to allocate memory, get out and return false |
---|
| 1025 | |
---|
| 1026 | // if here then memory allocation succeeded |
---|
| 1027 | m_pTexLamp=(int*)m_pTexLampMem ; // pointer to the memory cast as an int |
---|
| 1028 | m_nTexLampLimit=m_nTexLampSize/sizeof(int) ; // if pos reaches this memory must expand |
---|
| 1029 | return 1 ; // ok |
---|
| 1030 | } |
---|
| 1031 | |
---|
| 1032 | int Q3Map::AddTexLamp(int TexLamp) |
---|
| 1033 | { |
---|
| 1034 | if(m_nTexLampMax>=m_nTexLampLimit) |
---|
| 1035 | if( !ExpandTexLampMemory() ) |
---|
| 1036 | return 0 ; |
---|
| 1037 | |
---|
| 1038 | m_pTexLamp[m_nTexLampMax++]=TexLamp ; |
---|
| 1039 | |
---|
| 1040 | return 1 ; |
---|
| 1041 | } |
---|
| 1042 | |
---|
| 1043 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1044 | // |
---|
| 1045 | // extract entities from bsp entities lump |
---|
| 1046 | int Q3Map::ParseEntities(void) |
---|
| 1047 | { |
---|
[6825] | 1048 | // char chKey[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
| 1049 | // char chValue[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
[6819] | 1050 | int nPos=0 ; |
---|
| 1051 | int nMaxPos=m_BspHeader.Lumps[0].iLength ; |
---|
| 1052 | int nEntityType=0 ; |
---|
| 1053 | |
---|
| 1054 | |
---|
| 1055 | // reset the spotlight textures |
---|
| 1056 | m_nMaxSpotlightTexture=0 ; |
---|
| 1057 | for(nPos=0 ; nPos<MAX_PROJECTORTEX ; nPos++) |
---|
| 1058 | m_chSpotlightTexture[nPos][0]='\0' ; |
---|
| 1059 | |
---|
| 1060 | strcpy(m_chSpotlightTexture[m_nMaxSpotlightTexture], "spotlight.dds") ; // the default spotlight texture |
---|
| 1061 | m_nMaxSpotlightTexture++ ; |
---|
| 1062 | |
---|
| 1063 | //////////////////////////////////////////////////////////////////////////// |
---|
| 1064 | // before adding all the entities we need to add some default textures |
---|
| 1065 | Q3BspTexture Texture ; |
---|
| 1066 | Texture.contents=0 ; |
---|
| 1067 | Texture.flags=0 ; |
---|
| 1068 | |
---|
| 1069 | // default lamp texture |
---|
| 1070 | strcpy(Texture.name, "lights/lamp_default") ; |
---|
| 1071 | m_nDefaultTextureIndexLamp=AddTextureUnique(Texture) ; |
---|
| 1072 | if(m_nDefaultTextureIndexLamp==ADDTEXTUREUNIQUE_FAIL) return 0 ; |
---|
| 1073 | |
---|
| 1074 | // default lamp2Pass texture |
---|
| 1075 | strcpy(Texture.name, "lights/lamp2pass_default") ; |
---|
| 1076 | m_nDefaultTextureIndexLamp2Pass=AddTextureUnique(Texture) ; |
---|
| 1077 | if(m_nDefaultTextureIndexLamp2Pass==ADDTEXTUREUNIQUE_FAIL) return 0 ; |
---|
| 1078 | |
---|
| 1079 | // default glow texture |
---|
| 1080 | strcpy(Texture.name, "GLOW_lamp") ; |
---|
| 1081 | m_nDefaultTextureIndexGlowLamp=AddTextureUnique(Texture) ; |
---|
| 1082 | if(m_nDefaultTextureIndexGlowLamp==ADDTEXTUREUNIQUE_FAIL) return 0 ; |
---|
| 1083 | |
---|
| 1084 | // default glow texture |
---|
| 1085 | strcpy(Texture.name, "GLOW_light") ; |
---|
| 1086 | m_nDefaultTextureIndexGlowLight=AddTextureUnique(Texture) ; |
---|
| 1087 | if(m_nDefaultTextureIndexGlowLight==ADDTEXTUREUNIQUE_FAIL) return 0 ; |
---|
| 1088 | |
---|
| 1089 | |
---|
| 1090 | // default spotlight texture |
---|
| 1091 | //strcpy(Texture.name, "lights/light_default") ; |
---|
| 1092 | //m_nDefaultTextureIndexSpotlight=AddTextureUnique(Texture) ; |
---|
| 1093 | //if(m_nDefaultTextureIndexSpotlight==ADDTEXTUREUNIQUE_FAIL) return 0 ; |
---|
| 1094 | |
---|
| 1095 | // |
---|
| 1096 | /////////////////////////////////////////////////////////////////////////// |
---|
| 1097 | |
---|
| 1098 | |
---|
| 1099 | nPos=-1 ; |
---|
| 1100 | while(NextEntity(&nPos, nMaxPos)) |
---|
| 1101 | { |
---|
| 1102 | |
---|
| 1103 | nEntityType=GetEntityType(nPos, nMaxPos) ; // what type of entity is it? |
---|
| 1104 | |
---|
| 1105 | |
---|
| 1106 | switch(nEntityType) |
---|
| 1107 | { |
---|
| 1108 | case ENTITY_ERROR: return 0 ; // something is wrong with the entity data |
---|
| 1109 | |
---|
| 1110 | case ENTITY_LIGHT: |
---|
| 1111 | if(!ParseAndAddLight(&nPos, nMaxPos)) |
---|
| 1112 | return 0 ; // something went wrong with parsing the light |
---|
| 1113 | break ; |
---|
| 1114 | }// end switch entity type |
---|
| 1115 | |
---|
| 1116 | |
---|
| 1117 | }// end get next entity |
---|
| 1118 | |
---|
| 1119 | |
---|
| 1120 | |
---|
| 1121 | // everything is ok. |
---|
| 1122 | return 1 ; |
---|
| 1123 | } |
---|
| 1124 | |
---|
| 1125 | // move to the beginning of the next entity. |
---|
| 1126 | // fail if there are no more. |
---|
| 1127 | int Q3Map::NextEntity(int* pPos, int nMaxPos) |
---|
| 1128 | { |
---|
| 1129 | while((++*pPos<nMaxPos) && (m_pEntities[*pPos]!='{')) ; |
---|
| 1130 | |
---|
| 1131 | if(*pPos==nMaxPos) |
---|
| 1132 | return 0 ; |
---|
| 1133 | |
---|
| 1134 | return 1 ; |
---|
| 1135 | } |
---|
| 1136 | |
---|
| 1137 | // find out what type of entity this is. |
---|
| 1138 | // Since the classname might not be at the beginning we have to scan through the whole entity |
---|
| 1139 | // This function also doesn't update the position like the others do, |
---|
| 1140 | // since scanning of further key/values will have to start at the beginning of the entity again. |
---|
| 1141 | int Q3Map::GetEntityType(int nPos, int nMaxPos) |
---|
| 1142 | { |
---|
| 1143 | char chKey[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
| 1144 | char chValue[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
| 1145 | |
---|
| 1146 | while(nPos<nMaxPos) |
---|
| 1147 | { |
---|
| 1148 | if(GetEntityKeyAndValue(&nPos, nMaxPos, chKey, chValue)!=KEY_OK) return ENTITY_ERROR ; // something went wrong, couldn't find any good keys |
---|
| 1149 | |
---|
| 1150 | if(strcmp(chKey, "classname")==0) // found the classname key |
---|
| 1151 | { |
---|
| 1152 | if(strcmp(chValue, "worldspawn")==0) return ENTITY_WORLDSPAWN ; |
---|
| 1153 | if(strcmp(chValue, "light")==0) return ENTITY_LIGHT ; |
---|
| 1154 | |
---|
| 1155 | // wasn't any entity we recognize |
---|
| 1156 | return ENTITY_UNKNOWN ; |
---|
| 1157 | |
---|
| 1158 | }// end if got entity classname |
---|
| 1159 | |
---|
| 1160 | }// end while nPos |
---|
| 1161 | |
---|
| 1162 | // didn't find any classname |
---|
| 1163 | return ENTITY_ERROR ; |
---|
| 1164 | } |
---|
| 1165 | |
---|
| 1166 | // get next entity key and value |
---|
| 1167 | int Q3Map::GetEntityKeyAndValue(int* pPos, int nMaxPos, char* pKey, char* pValue) |
---|
| 1168 | { |
---|
| 1169 | |
---|
| 1170 | char* pEntText=m_pEntities ; |
---|
| 1171 | int nEntPos=*pPos ; |
---|
| 1172 | int nKeyPos=-1 ; |
---|
| 1173 | int nValuePos=-1 ; |
---|
| 1174 | |
---|
| 1175 | // clear key and value strings |
---|
| 1176 | pKey[0]='\0' ; |
---|
| 1177 | pValue[0]='\0' ; |
---|
| 1178 | |
---|
| 1179 | ///////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1180 | // Key |
---|
| 1181 | |
---|
| 1182 | // find the next " |
---|
| 1183 | while((++nEntPos<nMaxPos) && (pEntText[nEntPos]!='}') && (pEntText[nEntPos]!='"')) ; |
---|
| 1184 | |
---|
| 1185 | // didn't find key, get out |
---|
| 1186 | if((nEntPos==nMaxPos) || (pEntText[nEntPos]=='}')) |
---|
| 1187 | return KEY_NONE ; |
---|
| 1188 | |
---|
| 1189 | |
---|
| 1190 | // copy key |
---|
| 1191 | while((++nEntPos<nMaxPos) && (nKeyPos<MAX_TOKENSIZE) && (pEntText[nEntPos]!='}') && (pEntText[nEntPos]!='"')) |
---|
| 1192 | pKey[++nKeyPos]=pEntText[nEntPos] ; |
---|
| 1193 | |
---|
| 1194 | if((nEntPos==nMaxPos) || (nKeyPos==MAX_TOKENSIZE) || (pEntText[nEntPos]=='}')) |
---|
| 1195 | return KEY_ERROR ; // entity was incomplete or too big |
---|
| 1196 | |
---|
| 1197 | pKey[++nKeyPos]='\0' ; |
---|
| 1198 | |
---|
| 1199 | ///////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1200 | // value |
---|
| 1201 | |
---|
| 1202 | // find the next " |
---|
| 1203 | while((++nEntPos<nMaxPos) && (pEntText[nEntPos]!='}') && (pEntText[nEntPos]!='"')) ; |
---|
| 1204 | |
---|
| 1205 | // didn't find value, get out |
---|
| 1206 | if((nEntPos==nMaxPos) || (pEntText[nEntPos]=='}')) |
---|
| 1207 | return KEY_ERROR ; |
---|
| 1208 | |
---|
| 1209 | // copy value |
---|
| 1210 | while((++nEntPos<nMaxPos) && (nValuePos<MAX_TOKENSIZE) && (pEntText[nEntPos]!='}') && (pEntText[nEntPos]!='"')) |
---|
| 1211 | pValue[++nValuePos]=pEntText[nEntPos] ; |
---|
| 1212 | |
---|
| 1213 | if((nEntPos==nMaxPos) || (nValuePos==MAX_TOKENSIZE) || (pEntText[nEntPos]=='}')) |
---|
| 1214 | return KEY_ERROR ; // entity was incomplete or too big |
---|
| 1215 | |
---|
| 1216 | pValue[++nValuePos]='\0' ; |
---|
| 1217 | |
---|
| 1218 | ///////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1219 | |
---|
| 1220 | *pPos=nEntPos+1 ; |
---|
| 1221 | |
---|
| 1222 | return KEY_OK ; |
---|
| 1223 | } |
---|
| 1224 | |
---|
| 1225 | |
---|
| 1226 | // fills array pNumber with the values extracted from pValue, returns how many numbers it got. |
---|
| 1227 | // float version |
---|
| 1228 | int Q3Map::GetNumbersFromValue(char* pValue, float *pNumber, int nNumberSize) |
---|
| 1229 | { |
---|
| 1230 | int nLength=strlen(pValue) ; |
---|
| 1231 | if(nLength<1) return 0 ; |
---|
| 1232 | |
---|
| 1233 | int nPos=-1 ; |
---|
| 1234 | int nCount=0 ; |
---|
| 1235 | char chTemp[MAX_TOKENSIZE+1] ; |
---|
| 1236 | int nTempPos=0 ; |
---|
| 1237 | |
---|
| 1238 | do |
---|
| 1239 | { |
---|
| 1240 | |
---|
| 1241 | nPos++ ; |
---|
| 1242 | |
---|
| 1243 | if( |
---|
| 1244 | ((pValue[nPos]>='0') && (pValue[nPos]<='9')) // found another digit |
---|
| 1245 | || |
---|
| 1246 | (pValue[nPos]=='.') |
---|
| 1247 | || |
---|
| 1248 | (pValue[nPos]=='-') |
---|
| 1249 | ) |
---|
| 1250 | { |
---|
| 1251 | chTemp[nTempPos++]=pValue[nPos] ; |
---|
| 1252 | if(nTempPos==MAX_TOKENSIZE) return 0 ; // number too big |
---|
| 1253 | } |
---|
| 1254 | else // anything else means the end of the number |
---|
| 1255 | { |
---|
| 1256 | |
---|
| 1257 | chTemp[nTempPos]='\0' ; |
---|
| 1258 | pNumber[nCount++]=atof(chTemp) ; |
---|
| 1259 | nTempPos=0 ; |
---|
| 1260 | } |
---|
| 1261 | |
---|
| 1262 | |
---|
| 1263 | }while((nPos<nLength) && (nCount<nNumberSize) && (pValue[nPos]!='\0')) ; |
---|
| 1264 | |
---|
| 1265 | |
---|
| 1266 | return nCount ; |
---|
| 1267 | } |
---|
| 1268 | |
---|
| 1269 | // integer version |
---|
| 1270 | int Q3Map::GetNumbersFromValue(char* pValue, int *pNumber, int nNumberSize) |
---|
| 1271 | { |
---|
| 1272 | int nLength=strlen(pValue) ; |
---|
| 1273 | if(nLength<1) return 0 ; |
---|
| 1274 | |
---|
| 1275 | int nPos=-1 ; |
---|
| 1276 | int nCount=0 ; |
---|
| 1277 | char chTemp[MAX_TOKENSIZE+1] ; |
---|
| 1278 | int nTempPos=0 ; |
---|
| 1279 | |
---|
| 1280 | do |
---|
| 1281 | { |
---|
| 1282 | |
---|
| 1283 | nPos++ ; |
---|
| 1284 | |
---|
| 1285 | if( |
---|
| 1286 | ((pValue[nPos]>='0') && (pValue[nPos]<='9')) // found another digit |
---|
| 1287 | || |
---|
| 1288 | (pValue[nPos]=='.') |
---|
| 1289 | || |
---|
| 1290 | (pValue[nPos]=='-') |
---|
| 1291 | ) |
---|
| 1292 | { |
---|
| 1293 | chTemp[nTempPos++]=pValue[nPos] ; |
---|
| 1294 | if(nTempPos==MAX_TOKENSIZE) return 0 ; // number too big |
---|
| 1295 | } |
---|
| 1296 | else // anything else means the end of the number |
---|
| 1297 | { |
---|
| 1298 | |
---|
| 1299 | chTemp[nTempPos]='\0' ; |
---|
| 1300 | pNumber[nCount++]=atoi(chTemp) ; |
---|
| 1301 | nTempPos=0 ; |
---|
| 1302 | } |
---|
| 1303 | |
---|
| 1304 | |
---|
| 1305 | }while((nPos<nLength) && (nCount<nNumberSize) && (pValue[nPos]!='\0')) ; |
---|
| 1306 | |
---|
| 1307 | |
---|
| 1308 | return nCount ; |
---|
| 1309 | } |
---|
| 1310 | |
---|
| 1311 | //'' |
---|
| 1312 | // extracts data for either forward rendered shadow casting spotlights or deferred shading non-shadowing point lights |
---|
| 1313 | // the point lights ("lamps") will later be changed into map triangles. |
---|
| 1314 | int Q3Map::ParseAndAddLight(int* pPos, int nMaxPos) |
---|
| 1315 | { |
---|
[6825] | 1316 | // char chMessage[1024] ; |
---|
[6819] | 1317 | |
---|
| 1318 | |
---|
| 1319 | char chKey[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
| 1320 | char chValue[MAX_TOKENSIZE+1] ; // +1 to leave room for null terminator |
---|
| 1321 | float flOrigin[3]={0.0f, 0.0f, 0.0f} ; |
---|
| 1322 | float flColour[3]={1.0f, 1.0f, 1.0f} ; |
---|
| 1323 | float flCentre[3]={0.0f, 0.0f, 0.0f} ; |
---|
| 1324 | float flAimvec[3]={0.0f, 0.0f, 0.0f} ; |
---|
| 1325 | float flRadius[3]={0.0f, 0.0f, 0.0f} ; |
---|
| 1326 | |
---|
| 1327 | float flTemp[3]={0.0f, 0.0f, 0.0f} ; |
---|
| 1328 | int nTemp[3] ; |
---|
| 1329 | |
---|
| 1330 | float flAngle=0.0f ; |
---|
| 1331 | float flCutoff=0.0f ; |
---|
| 1332 | float flLength=0.0f ; |
---|
| 1333 | float flBrightness=0.0f ; |
---|
| 1334 | int nLightNode=-1 ; |
---|
| 1335 | |
---|
| 1336 | bool bSpotLight=false ; |
---|
| 1337 | |
---|
| 1338 | Q3BspTexture Q3Texture ; |
---|
| 1339 | Q3Texture.flags=0 ; |
---|
| 1340 | Q3Texture.contents=0 ; |
---|
| 1341 | Q3Texture.name[0]=0 ; |
---|
| 1342 | |
---|
| 1343 | |
---|
| 1344 | light_t NewLight ; // forward rendered shadow casting spotlight |
---|
| 1345 | ZeroMemory((void*)&NewLight, sizeof(light_t)) ; |
---|
| 1346 | |
---|
| 1347 | lamp_t NewLamp ; // deferred shading non-shadowing point light |
---|
| 1348 | ZeroMemory((void*)&NewLamp, sizeof(lamp_t)) ; |
---|
| 1349 | |
---|
| 1350 | int nKeyReturn=KEY_NONE ; |
---|
| 1351 | |
---|
| 1352 | do |
---|
| 1353 | { |
---|
| 1354 | nKeyReturn=GetEntityKeyAndValue(pPos, nMaxPos, chKey, chValue) ; |
---|
| 1355 | |
---|
| 1356 | if(nKeyReturn==KEY_OK) // found a key |
---|
| 1357 | { |
---|
| 1358 | |
---|
| 1359 | if(strcmp(chKey, "origin")==0) |
---|
| 1360 | { |
---|
| 1361 | if(GetNumbersFromValue(chValue, flOrigin, 3)!=3) return 0 ; // extract the numbers |
---|
| 1362 | swizzleFloat3(flOrigin) ; // fix coordinates |
---|
| 1363 | } |
---|
| 1364 | else |
---|
| 1365 | if(strcmp(chKey, "_color")==0) |
---|
| 1366 | { |
---|
| 1367 | if(GetNumbersFromValue(chValue, flColour, 3)!=3) return 0 ; // extract the numbers |
---|
| 1368 | } |
---|
| 1369 | else |
---|
| 1370 | if(strcmp(chKey, "light_center")==0) |
---|
| 1371 | { |
---|
| 1372 | if(GetNumbersFromValue(chValue, flCentre, 3)!=3) return 0 ; // extract the numbers |
---|
| 1373 | swizzleFloat3(flCentre) ; // fix coordinates |
---|
| 1374 | } |
---|
| 1375 | else |
---|
| 1376 | if(strcmp(chKey, "light_target")==0) |
---|
| 1377 | { |
---|
| 1378 | if(GetNumbersFromValue(chValue, flAimvec, 3)!=3) return 0 ; // extract the numbers |
---|
| 1379 | swizzleFloat3(flAimvec) ; // fix coordinates |
---|
| 1380 | bSpotLight=true ; // if there's a target key, then this must be a spotlight |
---|
| 1381 | } |
---|
| 1382 | else |
---|
| 1383 | if(strcmp(chKey, "light_radius")==0) |
---|
| 1384 | { |
---|
| 1385 | if(GetNumbersFromValue(chValue, flRadius, 3)!=3) return 0 ; // extract the numbers |
---|
| 1386 | swizzleFloat3(flRadius) ; // fix coordinates |
---|
| 1387 | // make sure all values are positive |
---|
| 1388 | flRadius[0]=fabs(flRadius[0]) ; |
---|
| 1389 | flRadius[1]=fabs(flRadius[1]) ; |
---|
| 1390 | flRadius[2]=fabs(flRadius[2]) ; |
---|
| 1391 | } |
---|
| 1392 | else |
---|
| 1393 | if(strcmp(chKey, "light_abc")==0) |
---|
| 1394 | { |
---|
| 1395 | if(GetNumbersFromValue(chValue, flTemp, 3)!=3) return 0 ; // extract the numbers |
---|
| 1396 | flAngle = flTemp[0] ; |
---|
| 1397 | flBrightness = flTemp[1] ; |
---|
| 1398 | flCutoff = flTemp[2] ; |
---|
| 1399 | } |
---|
| 1400 | else |
---|
| 1401 | if(strcmp(chKey, "texture")==0) |
---|
| 1402 | { |
---|
| 1403 | strcpy(Q3Texture.name, chValue) ; |
---|
| 1404 | } |
---|
| 1405 | if(strcmp(chKey, "light_node")==0) |
---|
| 1406 | { |
---|
| 1407 | if(GetNumbersFromValue(chValue, nTemp, 1)!=1) return 0 ; // extract the number |
---|
| 1408 | nLightNode = nTemp[0] ; |
---|
| 1409 | if((nLightNode<0) || (nLightNode>3)) return 0 ; // something dodgy about the lightnode number |
---|
| 1410 | } |
---|
| 1411 | |
---|
| 1412 | }// end if key ok |
---|
| 1413 | |
---|
| 1414 | |
---|
| 1415 | |
---|
| 1416 | }while(nKeyReturn==KEY_OK) ; // end do looping through keys |
---|
| 1417 | |
---|
| 1418 | |
---|
| 1419 | // return a fail if there was a problem with the keys |
---|
| 1420 | if(nKeyReturn==KEY_ERROR) return 0 ; |
---|
| 1421 | |
---|
| 1422 | |
---|
| 1423 | if(bSpotLight)// found a light_target so this must be a spotlight |
---|
| 1424 | { |
---|
| 1425 | // light settings. |
---|
| 1426 | NewLight.Position[0]=flOrigin[0]+flCentre[0] ; |
---|
| 1427 | NewLight.Position[1]=flOrigin[1]+flCentre[1] ; |
---|
| 1428 | NewLight.Position[2]=flOrigin[2]+flCentre[2] ; |
---|
| 1429 | |
---|
| 1430 | NewLight.Min[0]=flOrigin[0]-flRadius[0] ; |
---|
| 1431 | NewLight.Min[1]=flOrigin[1]-flRadius[1] ; |
---|
| 1432 | NewLight.Min[2]=flOrigin[2]-flRadius[2] ; |
---|
| 1433 | |
---|
| 1434 | NewLight.Max[0]=flOrigin[0]+flRadius[0] ; |
---|
| 1435 | NewLight.Max[1]=flOrigin[1]+flRadius[1] ; |
---|
| 1436 | NewLight.Max[2]=flOrigin[2]+flRadius[2] ; |
---|
| 1437 | |
---|
| 1438 | NewLight.Colour[0]=flColour[0] ; |
---|
| 1439 | NewLight.Colour[1]=flColour[1] ; |
---|
| 1440 | NewLight.Colour[2]=flColour[2] ; |
---|
| 1441 | |
---|
| 1442 | NewLight.Angle=flAngle ; |
---|
| 1443 | NewLight.Cutoff=flCutoff ; |
---|
| 1444 | NewLight.Brightness=flBrightness * BRIGHTNESSTWEAK ; |
---|
| 1445 | |
---|
| 1446 | |
---|
| 1447 | // direction light points, as a normal |
---|
| 1448 | flLength=sqrt( flAimvec[0]*flAimvec[0] + flAimvec[1]*flAimvec[1] + flAimvec[2]*flAimvec[2] ) ; |
---|
| 1449 | if(flLength>0.0f) |
---|
| 1450 | { |
---|
| 1451 | NewLight.Direction[0]=flAimvec[0]/flLength ; |
---|
| 1452 | NewLight.Direction[1]=flAimvec[1]/flLength ; |
---|
| 1453 | NewLight.Direction[2]=flAimvec[2]/flLength ; |
---|
| 1454 | } |
---|
| 1455 | else |
---|
| 1456 | { // default to pointing down |
---|
| 1457 | NewLight.Direction[0]=0.0f ; |
---|
| 1458 | NewLight.Direction[1]=1.0f ; |
---|
| 1459 | NewLight.Direction[2]=0.0f ; |
---|
| 1460 | } |
---|
| 1461 | |
---|
| 1462 | NewLight.ZoneCount=0 ; |
---|
| 1463 | NewLight.CentreZone=0 ; |
---|
| 1464 | |
---|
| 1465 | |
---|
| 1466 | if(Q3Texture.name[0]==0) |
---|
| 1467 | strcpy(Q3Texture.name, "spotlight.dds") ; |
---|
| 1468 | |
---|
| 1469 | NewLight.Texture=AddSpolightTexture(Q3Texture.name) ; |
---|
| 1470 | |
---|
| 1471 | |
---|
| 1472 | if(NewLight.Texture==ADDSPOTLIGHTTEXTURE_FAIL) |
---|
| 1473 | return 0 ; // failure |
---|
| 1474 | |
---|
| 1475 | //AddTextureUnique(Q3Texture) ; |
---|
| 1476 | /* |
---|
| 1477 | // add the light's texture index |
---|
| 1478 | if(Q3Texture.name[0]==0) |
---|
| 1479 | NewLight.Texture=m_nDefaultTextureIndexSpotlight ; |
---|
| 1480 | else |
---|
| 1481 | { |
---|
| 1482 | NewLight.Texture=AddTextureUnique(Q3Texture) ; // this will add the texture name to the list if it is unique, as well as setting the index |
---|
| 1483 | if(NewLight.Texture==ADDTEXTUREUNIQUE_FAIL) |
---|
| 1484 | return 0 ; |
---|
| 1485 | } |
---|
| 1486 | */ |
---|
| 1487 | |
---|
| 1488 | return AddLight(NewLight) ; |
---|
| 1489 | } |
---|
| 1490 | else // add a non-shadowing deferred shading point light |
---|
| 1491 | { |
---|
| 1492 | // light settings. |
---|
| 1493 | NewLamp.Position[0]=flOrigin[0]+flCentre[0] ; |
---|
| 1494 | NewLamp.Position[1]=flOrigin[1]+flCentre[1] ; |
---|
| 1495 | NewLamp.Position[2]=flOrigin[2]+flCentre[2] ; |
---|
| 1496 | |
---|
| 1497 | NewLamp.Min[0]=flOrigin[0]-flRadius[0] ; |
---|
| 1498 | NewLamp.Min[1]=flOrigin[1]-flRadius[1] ; |
---|
| 1499 | NewLamp.Min[2]=flOrigin[2]-flRadius[2] ; |
---|
| 1500 | |
---|
| 1501 | NewLamp.Max[0]=flOrigin[0]+flRadius[0] ; |
---|
| 1502 | NewLamp.Max[1]=flOrigin[1]+flRadius[1] ; |
---|
| 1503 | NewLamp.Max[2]=flOrigin[2]+flRadius[2] ; |
---|
| 1504 | |
---|
| 1505 | NewLamp.Colour[0]=flColour[0] ; |
---|
| 1506 | NewLamp.Colour[1]=flColour[1] ; |
---|
| 1507 | NewLamp.Colour[2]=flColour[2] ; |
---|
| 1508 | |
---|
| 1509 | NewLamp.Brightness=flBrightness * BRIGHTNESSTWEAK ; |
---|
| 1510 | |
---|
| 1511 | NewLamp.LightNode=nLightNode ; // typically -1, but may be 0 to 3 if this lamp is the node for some TexLamp freeform deferred shading geometry. |
---|
| 1512 | |
---|
| 1513 | |
---|
| 1514 | // Note that m_pLamp.Zone will be set after we first convert lamps into triangles and then |
---|
| 1515 | // assign those triangles to zones. At that point, if the assigned triangle is also flagged as |
---|
| 1516 | // coming from a lamp, then the lamp's list of zones will be updated. |
---|
| 1517 | |
---|
| 1518 | // add the light's texture index |
---|
| 1519 | if(Q3Texture.name[0]==0) |
---|
| 1520 | { |
---|
| 1521 | if(nLightNode==-1) |
---|
| 1522 | NewLamp.Texture=m_nDefaultTextureIndexLamp ; // normal 1 pass deferred shading |
---|
| 1523 | else |
---|
| 1524 | NewLamp.Texture=m_nDefaultTextureIndexLamp2Pass ; // special 2 pass deferred shading to texlamps |
---|
| 1525 | } |
---|
| 1526 | else |
---|
| 1527 | { |
---|
| 1528 | NewLamp.Texture=AddTextureUnique(Q3Texture) ; // this will add the texture name to the list if it is unique, as well as setting the index |
---|
| 1529 | if(NewLamp.Texture==ADDTEXTUREUNIQUE_FAIL) |
---|
| 1530 | return 0 ; |
---|
| 1531 | } |
---|
| 1532 | |
---|
| 1533 | return AddLamp(NewLamp) ; |
---|
| 1534 | } |
---|
| 1535 | |
---|
| 1536 | } |
---|
| 1537 | |
---|
| 1538 | // adds a spotlight texture name if it is unique, returns the index to that texture name either way. |
---|
| 1539 | // returns ADDSPOTLIGHTTEXTURE_FAIL on a fail |
---|
| 1540 | |
---|
| 1541 | int Q3Map::AddSpolightTexture(char TEXNAME[]) |
---|
| 1542 | { |
---|
| 1543 | if((strlen(TEXNAME)>Q3NAMESIZE) || (m_nMaxSpotlightTexture>=MAX_PROJECTORTEX)) |
---|
| 1544 | return ADDSPOTLIGHTTEXTURE_FAIL ; |
---|
| 1545 | |
---|
| 1546 | |
---|
| 1547 | // scan through all the newly added textures so far and see if this one already exists. |
---|
| 1548 | int nTexture=0 ; |
---|
| 1549 | int nPos=0 ; |
---|
| 1550 | |
---|
| 1551 | bool bMatch ; |
---|
| 1552 | |
---|
| 1553 | for(nTexture=0 ; nTexture<m_nMaxSpotlightTexture ; nTexture++) |
---|
| 1554 | { |
---|
| 1555 | bMatch=true ; |
---|
| 1556 | // scan through the characters of the texture names, comparing them. |
---|
| 1557 | for(nPos=0 ; nPos<Q3NAMESIZE ; nPos++) |
---|
| 1558 | { |
---|
| 1559 | // do the two textures have a difference in the name at this position? |
---|
| 1560 | if(m_chSpotlightTexture[nTexture][nPos]!=TEXNAME[nPos]) |
---|
| 1561 | { |
---|
| 1562 | bMatch=false ; |
---|
| 1563 | break ; |
---|
| 1564 | } |
---|
| 1565 | |
---|
| 1566 | // is it the end of the texture name? |
---|
| 1567 | if(TEXNAME[nPos]=='\0') // end of texture |
---|
| 1568 | break ; |
---|
| 1569 | |
---|
| 1570 | }// end scanning name |
---|
| 1571 | |
---|
| 1572 | if(bMatch) // found a match, so return ok but don't add a texture |
---|
| 1573 | return nTexture ; // we don't add any new texture, return this texture's index |
---|
| 1574 | } |
---|
| 1575 | |
---|
| 1576 | // if we got this far, we must have a unique texture |
---|
| 1577 | strcpy(m_chSpotlightTexture[m_nMaxSpotlightTexture], TEXNAME) ; |
---|
| 1578 | m_nMaxSpotlightTexture++ ; |
---|
| 1579 | |
---|
| 1580 | return m_nMaxSpotlightTexture-1 ; // return this new texture's index |
---|
| 1581 | |
---|
| 1582 | } |
---|
| 1583 | |
---|
| 1584 | |
---|
| 1585 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1586 | |
---|
| 1587 | |
---|
| 1588 | int Q3Map::initFaces(void) |
---|
| 1589 | { |
---|
| 1590 | |
---|
| 1591 | m_nGroup=0 ; // reset the group counter, used to work out transparent groupings for triangles. |
---|
| 1592 | |
---|
| 1593 | Q3BspFace_t *faces = getFaces(); |
---|
| 1594 | |
---|
| 1595 | m_BspFaces = new Q3BspFaceRenderer[m_iNumFaces]; |
---|
| 1596 | if(m_BspFaces==NULL) return 0 ; // fail, out of memory. |
---|
| 1597 | m_NumBspFaces = m_iNumFaces; |
---|
| 1598 | |
---|
| 1599 | |
---|
| 1600 | for (int i=0; i < m_NumBspFaces; i++) |
---|
| 1601 | { |
---|
| 1602 | m_BspFaces[i].lm_index = faces[i].lm_index; |
---|
| 1603 | m_BspFaces[i].meshvert = faces[i].meshvert; |
---|
| 1604 | m_BspFaces[i].n_meshverts = faces[i].n_meshverts; |
---|
| 1605 | m_BspFaces[i].n_vertexes = faces[i].n_vertexes; |
---|
| 1606 | for (int j=0; j<3; j++) |
---|
| 1607 | m_BspFaces[i].normal[j] = faces[i].normal[j]; |
---|
| 1608 | m_BspFaces[i].texture = faces[i].texture; |
---|
| 1609 | m_BspFaces[i].type = faces[i].type; |
---|
| 1610 | m_BspFaces[i].vertex = faces[i].vertex; |
---|
| 1611 | |
---|
| 1612 | m_BspFaces[i].n_triangles = m_BspFaces[i].n_meshverts / 3; |
---|
| 1613 | |
---|
| 1614 | if (m_BspFaces[i].type == PATCH) |
---|
| 1615 | { |
---|
| 1616 | m_BspFaces[i].patch = handlePatch(i); |
---|
| 1617 | } |
---|
| 1618 | else |
---|
| 1619 | { |
---|
| 1620 | m_BspFaces[i].patch = NULL; |
---|
| 1621 | } |
---|
| 1622 | |
---|
| 1623 | |
---|
| 1624 | } |
---|
| 1625 | |
---|
| 1626 | |
---|
| 1627 | // check patches aren't degenerate |
---|
| 1628 | int numIndex = 0; |
---|
| 1629 | int numVertex = 0; |
---|
| 1630 | |
---|
| 1631 | |
---|
| 1632 | for (int i=0; i < m_NumBspFaces; i++) |
---|
| 1633 | { |
---|
| 1634 | |
---|
| 1635 | numIndex = 0; |
---|
| 1636 | numVertex = 0; |
---|
| 1637 | |
---|
| 1638 | if ((m_BspFaces[i].type == PATCH) && (m_BspFaces[i].patch != NULL)) |
---|
| 1639 | { |
---|
| 1640 | for (int j=0; j < m_BspFaces[i].patch->size; j++) |
---|
| 1641 | { |
---|
| 1642 | numIndex += m_BspFaces[i].patch->bezier[j].mNumIndex; |
---|
| 1643 | numVertex += m_BspFaces[i].patch->bezier[j].mNumVertex; |
---|
| 1644 | } |
---|
| 1645 | |
---|
| 1646 | if((numIndex==0) || (numVertex==0)) |
---|
| 1647 | { |
---|
| 1648 | DELETE_ARRAY( m_BspFaces[i].patch->bezier ) ; |
---|
| 1649 | DELETE_POINTER( m_BspFaces[i].patch ) ; |
---|
| 1650 | } |
---|
| 1651 | |
---|
| 1652 | }// end if patch |
---|
| 1653 | |
---|
| 1654 | |
---|
| 1655 | }// end for |
---|
| 1656 | |
---|
| 1657 | |
---|
| 1658 | |
---|
| 1659 | // copy the vertices over. |
---|
| 1660 | // We need to work on a copy because we need to create new verts when splitting triangles that cross subzones, and for patches |
---|
| 1661 | for(int i=0 ; i<m_iNumVertices ; i++) |
---|
| 1662 | { |
---|
| 1663 | m_pVertex[i]=m_pVertices[i] ; |
---|
| 1664 | m_nVertexMax++ ; // need to update this manually since we aren't adding new verts, but filling in the original mem. |
---|
| 1665 | } |
---|
| 1666 | |
---|
| 1667 | |
---|
| 1668 | return 1 ; |
---|
| 1669 | |
---|
| 1670 | } |
---|
| 1671 | |
---|
| 1672 | |
---|
| 1673 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1674 | // |
---|
| 1675 | // stuff for assigning triangles to subzones, splitting them where necessary. |
---|
| 1676 | // |
---|
| 1677 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 1678 | |
---|
| 1679 | void Q3Map::SetupZones(void) |
---|
| 1680 | { |
---|
| 1681 | int nSubZone=0 ; |
---|
| 1682 | int nZone=0 ; |
---|
| 1683 | int nPos=0 ; |
---|
| 1684 | |
---|
[6825] | 1685 | // float flMinX=0.0f ; |
---|
| 1686 | // float flMinY=0.0f ; |
---|
| 1687 | // float flMinZ=0.0f ; |
---|
| 1688 | // float flMaxX=0.0f ; |
---|
| 1689 | // float flMaxY=0.0f ; |
---|
| 1690 | // float flMaxZ=0.0f ; |
---|
[6819] | 1691 | |
---|
| 1692 | m_nMaxZone=0 ; |
---|
| 1693 | |
---|
| 1694 | for(nZone=0 ; nZone<MAX_ZONE ; nZone++) |
---|
| 1695 | { |
---|
| 1696 | m_nZone[nZone][INDEX_SUBZONECOUNT]=0 ; |
---|
| 1697 | m_ZoneBoundary[nZone].Min[0]=MINMAXLIMIT ; |
---|
| 1698 | m_ZoneBoundary[nZone].Min[1]=MINMAXLIMIT ; |
---|
| 1699 | m_ZoneBoundary[nZone].Min[2]=MINMAXLIMIT ; |
---|
| 1700 | m_ZoneBoundary[nZone].Max[0]=-MINMAXLIMIT ; |
---|
| 1701 | m_ZoneBoundary[nZone].Max[1]=-MINMAXLIMIT ; |
---|
| 1702 | m_ZoneBoundary[nZone].Max[2]=-MINMAXLIMIT ; |
---|
| 1703 | } |
---|
| 1704 | |
---|
| 1705 | |
---|
| 1706 | // find the highest used zone number, then +1 to get our limit. |
---|
| 1707 | for(nSubZone=0 ; nSubZone<m_iNumSubZones ; nSubZone++) |
---|
| 1708 | if(m_pSubZones[nSubZone].Zone>m_nMaxZone) |
---|
| 1709 | m_nMaxZone=m_pSubZones[nSubZone].Zone ; |
---|
| 1710 | |
---|
| 1711 | m_nMaxZone++ ; // our limit |
---|
| 1712 | |
---|
| 1713 | |
---|
| 1714 | //char chMessage[1024] ; |
---|
| 1715 | |
---|
| 1716 | |
---|
| 1717 | // fill in what subzones are in each zone |
---|
| 1718 | for(nSubZone=0 ; nSubZone<m_iNumSubZones ; nSubZone++) |
---|
| 1719 | { |
---|
| 1720 | |
---|
| 1721 | |
---|
| 1722 | nZone=m_pSubZones[nSubZone].Zone ; |
---|
| 1723 | |
---|
| 1724 | // find next empty slot in this zone |
---|
| 1725 | nPos=0 ; |
---|
| 1726 | while((nPos<MAX_SUBZONEPERZONE) && (nPos<m_nZone[nZone][INDEX_SUBZONECOUNT])) |
---|
| 1727 | nPos++ ; |
---|
| 1728 | |
---|
| 1729 | // if there's room, add the subzone to this zone |
---|
| 1730 | if(nPos<MAX_SUBZONEPERZONE) |
---|
| 1731 | { |
---|
| 1732 | m_nZone[nZone][nPos]=nSubZone ; |
---|
| 1733 | |
---|
| 1734 | // limits used for cutting up lights (not useful for other boundary stuff, check subzones instead) |
---|
| 1735 | if(m_pSubZones[nSubZone].Min[0]<m_ZoneBoundary[nZone].Min[0]) |
---|
| 1736 | m_ZoneBoundary[nZone].Min[0]= m_pSubZones[nSubZone].Min[0] ; |
---|
| 1737 | if(m_pSubZones[nSubZone].Min[1]<m_ZoneBoundary[nZone].Min[1]) |
---|
| 1738 | m_ZoneBoundary[nZone].Min[1]= m_pSubZones[nSubZone].Min[1] ; |
---|
| 1739 | if(m_pSubZones[nSubZone].Min[2]<m_ZoneBoundary[nZone].Min[2]) |
---|
| 1740 | m_ZoneBoundary[nZone].Min[2]= m_pSubZones[nSubZone].Min[2] ; |
---|
| 1741 | |
---|
| 1742 | if(m_pSubZones[nSubZone].Max[0]>m_ZoneBoundary[nZone].Max[0]) |
---|
| 1743 | m_ZoneBoundary[nZone].Max[0]= m_pSubZones[nSubZone].Max[0] ; |
---|
| 1744 | if(m_pSubZones[nSubZone].Max[1]>m_ZoneBoundary[nZone].Max[1]) |
---|
| 1745 | m_ZoneBoundary[nZone].Max[1]= m_pSubZones[nSubZone].Max[1] ; |
---|
| 1746 | if(m_pSubZones[nSubZone].Max[2]>m_ZoneBoundary[nZone].Max[2]) |
---|
| 1747 | m_ZoneBoundary[nZone].Max[2]= m_pSubZones[nSubZone].Max[2] ; |
---|
| 1748 | |
---|
| 1749 | m_nZone[nZone][INDEX_SUBZONECOUNT]++ ; |
---|
| 1750 | } |
---|
| 1751 | |
---|
| 1752 | |
---|
| 1753 | } |
---|
| 1754 | |
---|
| 1755 | |
---|
| 1756 | } |
---|
| 1757 | |
---|
| 1758 | |
---|
| 1759 | // work out what zone each triangle is in. |
---|
| 1760 | // if it is in more than one, cut it up into smaller triangles that are only in one zone each. |
---|
| 1761 | int Q3Map::AssignTrianglesToZones(void) |
---|
| 1762 | { |
---|
| 1763 | int nCurrentTriangle=0 ; |
---|
[6825] | 1764 | // int nZone=0 ; |
---|
[6819] | 1765 | |
---|
| 1766 | |
---|
| 1767 | /* |
---|
| 1768 | char chMessage[1024] ; |
---|
| 1769 | float flPos[3] ; |
---|
| 1770 | int nTri=0 ; |
---|
| 1771 | float flVert[3][3] ; |
---|
| 1772 | |
---|
| 1773 | |
---|
| 1774 | for(nTri=0 ; nTri<m_nTriangleMax ; nTri++) |
---|
| 1775 | { |
---|
| 1776 | flVert[0][0]=m_pVertex[ m_pTriangle[nTri].VIndex[0] ].position[0] ; |
---|
| 1777 | flVert[0][1]=m_pVertex[ m_pTriangle[nTri].VIndex[0] ].position[1] ; |
---|
| 1778 | flVert[0][2]=m_pVertex[ m_pTriangle[nTri].VIndex[0] ].position[2] ; |
---|
| 1779 | |
---|
| 1780 | flVert[1][0]=m_pVertex[ m_pTriangle[nTri].VIndex[1] ].position[0] ; |
---|
| 1781 | flVert[1][1]=m_pVertex[ m_pTriangle[nTri].VIndex[1] ].position[1] ; |
---|
| 1782 | flVert[1][2]=m_pVertex[ m_pTriangle[nTri].VIndex[1] ].position[2] ; |
---|
| 1783 | |
---|
| 1784 | flVert[2][0]=m_pVertex[ m_pTriangle[nTri].VIndex[2] ].position[0] ; |
---|
| 1785 | flVert[2][1]=m_pVertex[ m_pTriangle[nTri].VIndex[2] ].position[1] ; |
---|
| 1786 | flVert[2][2]=m_pVertex[ m_pTriangle[nTri].VIndex[2] ].position[2] ; |
---|
| 1787 | |
---|
| 1788 | |
---|
| 1789 | flPos[0]=(flVert[0][0]+flVert[1][0]+flVert[2][0])/3.0f ; |
---|
| 1790 | flPos[1]=(flVert[0][1]+flVert[1][1]+flVert[2][1])/3.0f ; |
---|
| 1791 | flPos[2]=(flVert[0][2]+flVert[1][2]+flVert[2][2])/3.0f ; |
---|
| 1792 | |
---|
| 1793 | nZone=0 ; |
---|
| 1794 | while((nZone<m_iNumSubZones) && !PointInZone(flPos, nZone)) |
---|
| 1795 | nZone++ ; |
---|
| 1796 | |
---|
| 1797 | |
---|
| 1798 | |
---|
| 1799 | |
---|
| 1800 | } |
---|
| 1801 | */ |
---|
| 1802 | |
---|
| 1803 | |
---|
| 1804 | |
---|
| 1805 | for(nCurrentTriangle=0 ; nCurrentTriangle<m_nTriangleMax ; nCurrentTriangle++) |
---|
| 1806 | { |
---|
| 1807 | if(!SetupTriangleZone(nCurrentTriangle)) return 0 ; // what zone completely contains this triangle, if any |
---|
| 1808 | |
---|
| 1809 | }// end for current triangle |
---|
| 1810 | |
---|
| 1811 | return 1 ; |
---|
| 1812 | } |
---|
| 1813 | |
---|
| 1814 | // return the zone this triangle is in, or -1 if it is not entirely contained by any zone |
---|
| 1815 | // this is also a convienient spot for us to update Lamp zones when we discover what zones its triangles are in, |
---|
| 1816 | // and also a handy place to note if the triangle is a TexLamp or not |
---|
| 1817 | // (TexLamp is free form geometry that is bound to a lamp and gets converted to deferred shading lights, allowing us to do fake shadowing) |
---|
| 1818 | |
---|
| 1819 | int Q3Map::FindTriangleZone(int nTriangle) |
---|
| 1820 | { |
---|
| 1821 | int nZone=0 ; |
---|
[6825] | 1822 | // int nSubZone=0 ; |
---|
[6819] | 1823 | int nPos=0 ; |
---|
| 1824 | bool bVertInSubZone=false ; |
---|
| 1825 | int nVert=0 ; |
---|
| 1826 | bool bTriangleInZone=false ; |
---|
[6825] | 1827 | // int nMaxSubZone=m_iNumSubZones ; |
---|
[6819] | 1828 | float flVert[6][3] ; // verts 0, 1, 2 are the original triangle corners, verts 3, 4, 5 are interpolated edge points. |
---|
| 1829 | // we need the edge points, since it's possible for all the |
---|
| 1830 | // triangle verts to be in one L shaped zone but the triangle they form not be in that zone. |
---|
| 1831 | // (such as if there's a vert at the corner and two ends of the "L") |
---|
| 1832 | |
---|
| 1833 | |
---|
| 1834 | flVert[0][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[0] ; |
---|
| 1835 | flVert[0][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[1] ; |
---|
| 1836 | flVert[0][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[2] ; |
---|
| 1837 | |
---|
| 1838 | flVert[1][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[0] ; |
---|
| 1839 | flVert[1][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[1] ; |
---|
| 1840 | flVert[1][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[2] ; |
---|
| 1841 | |
---|
| 1842 | flVert[2][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[0] ; |
---|
| 1843 | flVert[2][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[1] ; |
---|
| 1844 | flVert[2][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[2] ; |
---|
| 1845 | |
---|
| 1846 | flVert[3][0]=(flVert[0][0]+flVert[1][0])/2.0f ; |
---|
| 1847 | flVert[3][1]=(flVert[0][1]+flVert[1][1])/2.0f ; |
---|
| 1848 | flVert[3][2]=(flVert[0][2]+flVert[1][2])/2.0f ; |
---|
| 1849 | |
---|
| 1850 | flVert[4][0]=(flVert[1][0]+flVert[2][0])/2.0f ; |
---|
| 1851 | flVert[4][1]=(flVert[1][1]+flVert[2][1])/2.0f ; |
---|
| 1852 | flVert[4][2]=(flVert[1][2]+flVert[2][2])/2.0f ; |
---|
| 1853 | |
---|
| 1854 | flVert[5][0]=(flVert[2][0]+flVert[0][0])/2.0f ; |
---|
| 1855 | flVert[5][1]=(flVert[2][1]+flVert[0][1])/2.0f ; |
---|
| 1856 | flVert[5][2]=(flVert[2][2]+flVert[0][2])/2.0f ; |
---|
| 1857 | |
---|
| 1858 | |
---|
| 1859 | // scan through the zones until: |
---|
| 1860 | // a) we find a zone that completely contains the six vertices |
---|
| 1861 | // b) we run out of zones. |
---|
| 1862 | |
---|
| 1863 | |
---|
| 1864 | do |
---|
| 1865 | { |
---|
| 1866 | nVert=0 ; |
---|
| 1867 | bTriangleInZone=false ; |
---|
| 1868 | |
---|
| 1869 | // scan through the verts until: |
---|
| 1870 | // a) we find a vert that isn't in this zone |
---|
| 1871 | // b) we run out of verts |
---|
| 1872 | |
---|
| 1873 | do |
---|
| 1874 | { |
---|
| 1875 | |
---|
| 1876 | // scan through the zone's subzones until: |
---|
| 1877 | // a) we find one that contains this vert, |
---|
| 1878 | // b) we hit the subzoneperzone limit, |
---|
| 1879 | // c) this zone runs out of subzones |
---|
| 1880 | |
---|
| 1881 | nPos=0 ; |
---|
| 1882 | do |
---|
| 1883 | { |
---|
| 1884 | bVertInSubZone=PointInSubZone(flVert[nVert], m_nZone[nZone][nPos]) ; |
---|
| 1885 | }while( !bVertInSubZone && (++nPos<MAX_SUBZONEPERZONE) && (nPos<m_nZone[nZone][INDEX_SUBZONECOUNT])) ; |
---|
| 1886 | |
---|
| 1887 | // if bVertInSubZone is false, we found a vert that isn't in this zone. |
---|
| 1888 | |
---|
| 1889 | }while(bVertInSubZone && (++nVert<6)) ; |
---|
| 1890 | |
---|
| 1891 | if(bVertInSubZone) bTriangleInZone=true ; |
---|
| 1892 | |
---|
| 1893 | }while(!bTriangleInZone && (++nZone<m_nMaxZone)) ; |
---|
| 1894 | |
---|
| 1895 | |
---|
| 1896 | |
---|
| 1897 | |
---|
| 1898 | |
---|
| 1899 | if(!bTriangleInZone) |
---|
| 1900 | return -1 ; |
---|
| 1901 | else |
---|
| 1902 | { |
---|
| 1903 | |
---|
| 1904 | // if this triangle came from a lamp entity, we note in that lamp entity that it touches this zone |
---|
| 1905 | int nLamp=m_pTriangle[nTriangle].Lamp ; |
---|
| 1906 | if(nLamp>-1) // if we have a lamp |
---|
| 1907 | { |
---|
| 1908 | |
---|
| 1909 | |
---|
| 1910 | int nSlot=m_pLamp[nLamp].Zone[MAX_ZONEPERLIGHT] ; |
---|
| 1911 | |
---|
| 1912 | if(nSlot<MAX_ZONEPERLIGHT) // if the lamp isn't maxed out on zones |
---|
| 1913 | { |
---|
| 1914 | // check if we already have this zone recorded |
---|
| 1915 | int nCheckSlot=0 ; |
---|
| 1916 | int nFoundDuplicate=0 ; |
---|
| 1917 | for(nCheckSlot=0 ; nCheckSlot<nSlot ; nCheckSlot++) |
---|
| 1918 | if(m_pLamp[nLamp].Zone[nCheckSlot]==nZone) |
---|
| 1919 | { |
---|
| 1920 | nFoundDuplicate=1 ; |
---|
| 1921 | break ; |
---|
| 1922 | } |
---|
| 1923 | |
---|
| 1924 | if(!nFoundDuplicate) |
---|
| 1925 | { |
---|
| 1926 | m_pLamp[nLamp].Zone[nSlot]=nZone ; // write the zone into this slot |
---|
| 1927 | m_pLamp[nLamp].Zone[MAX_ZONEPERLIGHT]++ ; // note that we have one more zone |
---|
| 1928 | } |
---|
| 1929 | |
---|
| 1930 | } |
---|
| 1931 | } |
---|
| 1932 | |
---|
| 1933 | |
---|
| 1934 | // if this triangle is a TexLamp triangle (free form deferred lighting shapes) |
---|
| 1935 | // then we remember this, in order to make assigning it to a lamp faster |
---|
| 1936 | int nTexture=m_pTriangle[nTriangle].Texture ; |
---|
| 1937 | if((nTexture==m_nBZN_LightNode0) || (nTexture==m_nBZN_LightNode1) || (nTexture==m_nBZN_LightNode2) || (nTexture==m_nBZN_LightNode3)) |
---|
| 1938 | if(!AddTexLamp(nTriangle)) |
---|
| 1939 | return ADDTEXLAMP_FAIL ; //if we failed to note the texlamp (probably out of memory), the whole level load will fail. |
---|
| 1940 | |
---|
| 1941 | |
---|
| 1942 | // finally, return the zone the triangle is in. |
---|
| 1943 | return nZone ; |
---|
| 1944 | } |
---|
| 1945 | } |
---|
| 1946 | |
---|
| 1947 | |
---|
| 1948 | |
---|
| 1949 | // work out what zone a triangle is in, cut it up if it's in more than one. |
---|
| 1950 | int Q3Map::SetupTriangleZone(int nTriangle) |
---|
| 1951 | { |
---|
| 1952 | |
---|
| 1953 | |
---|
| 1954 | int nZone=0 ; |
---|
| 1955 | |
---|
| 1956 | nZone=FindTriangleZone(nTriangle) ; |
---|
| 1957 | |
---|
| 1958 | if(nZone==ADDTEXLAMP_FAIL) |
---|
| 1959 | return 0 ; |
---|
| 1960 | |
---|
| 1961 | |
---|
| 1962 | if(nZone!=-1) // triangle was completely in a zone |
---|
| 1963 | m_pTriangle[nTriangle].Zone=nZone ; |
---|
| 1964 | else |
---|
| 1965 | { |
---|
| 1966 | // This triangle is in more than one zone. (Or no subzone at all) |
---|
| 1967 | // we chop it up along the edges of every subzone it is in (regardless of whether they are a common zone or not) |
---|
| 1968 | // so that the resulting triangles will all be in just one subzone, and therefore in only one zone. |
---|
| 1969 | // this might produce a few extra triangles more than we strictly need, since some will both be in the same zone, |
---|
| 1970 | // but it is simple and the extra triangles are trivial in number. |
---|
| 1971 | |
---|
| 1972 | // As we go to each new cut plane, it must be applied progressively to all newly created triangles too. |
---|
| 1973 | |
---|
| 1974 | int nInitialTrianglePos=m_nTriangleMax ; // where we start adding new triangles |
---|
| 1975 | |
---|
| 1976 | int nTriLoop=0 ; |
---|
| 1977 | int nTriangleToCut=0 ; |
---|
| 1978 | int nMaxTriangle=0 ; |
---|
| 1979 | int nSide=0 ; |
---|
| 1980 | int nAxis=0 ; |
---|
| 1981 | float flCutPos=0.0f ; |
---|
| 1982 | int nSubZone=0 ; |
---|
| 1983 | int nMaxSubZone=m_iNumSubZones ; |
---|
| 1984 | int nVert=0 ; |
---|
| 1985 | float flVert[6][3] ; // verts 0, 1, 2 are the original triangle corners, verts 3, 4, 5 are interpolated edge points. |
---|
| 1986 | // we need the edge points, since it's possible for all the |
---|
| 1987 | // triangle verts to be in one L shaped zone but the triangle they form not be in that zone. |
---|
| 1988 | // (such as if there's a vert at the corner and two ends of the "L") |
---|
| 1989 | |
---|
| 1990 | |
---|
| 1991 | flVert[0][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[0] ; |
---|
| 1992 | flVert[0][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[1] ; |
---|
| 1993 | flVert[0][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[2] ; |
---|
| 1994 | |
---|
| 1995 | flVert[1][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[0] ; |
---|
| 1996 | flVert[1][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[1] ; |
---|
| 1997 | flVert[1][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[2] ; |
---|
| 1998 | |
---|
| 1999 | flVert[2][0]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[0] ; |
---|
| 2000 | flVert[2][1]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[1] ; |
---|
| 2001 | flVert[2][2]=m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[2] ; |
---|
| 2002 | |
---|
| 2003 | flVert[3][0]=(flVert[0][0]+flVert[1][0])/2.0f ; |
---|
| 2004 | flVert[3][1]=(flVert[0][1]+flVert[1][1])/2.0f ; |
---|
| 2005 | flVert[3][2]=(flVert[0][2]+flVert[1][2])/2.0f ; |
---|
| 2006 | |
---|
| 2007 | flVert[4][0]=(flVert[1][0]+flVert[2][0])/2.0f ; |
---|
| 2008 | flVert[4][1]=(flVert[1][1]+flVert[2][1])/2.0f ; |
---|
| 2009 | flVert[4][2]=(flVert[1][2]+flVert[2][2])/2.0f ; |
---|
| 2010 | |
---|
| 2011 | flVert[5][0]=(flVert[2][0]+flVert[0][0])/2.0f ; |
---|
| 2012 | flVert[5][1]=(flVert[2][1]+flVert[0][1])/2.0f ; |
---|
| 2013 | flVert[5][2]=(flVert[2][2]+flVert[0][2])/2.0f ; |
---|
| 2014 | |
---|
| 2015 | |
---|
| 2016 | |
---|
| 2017 | |
---|
| 2018 | for(nSubZone=0 ; nSubZone<nMaxSubZone ; nSubZone++) |
---|
| 2019 | { |
---|
| 2020 | // are any of our original verts in this subzone? |
---|
| 2021 | |
---|
| 2022 | nVert=0 ; |
---|
| 2023 | while( !PointInSubZone(flVert[nVert], nSubZone) && (++nVert<6)) ; |
---|
| 2024 | |
---|
| 2025 | if(nVert<6) // one of the verts must have been in this subzone. |
---|
| 2026 | { |
---|
| 2027 | // cutup all triangles by the sides of this subzone. |
---|
| 2028 | // we'll need to cut more and more triangles as this progresses. (or at least test if they need to be cut) |
---|
| 2029 | for(nSide=0 ; nSide<6 ; nSide++) |
---|
| 2030 | { |
---|
| 2031 | switch(nSide) |
---|
| 2032 | { |
---|
| 2033 | case 0: nAxis=AXIS_X ; flCutPos=m_pSubZones[nSubZone].Min[0] ; break ; |
---|
| 2034 | case 1: nAxis=AXIS_X ; flCutPos=m_pSubZones[nSubZone].Max[0] ; break ; |
---|
| 2035 | case 2: nAxis=AXIS_Y ; flCutPos=m_pSubZones[nSubZone].Min[1] ; break ; |
---|
| 2036 | case 3: nAxis=AXIS_Y ; flCutPos=m_pSubZones[nSubZone].Max[1] ; break ; |
---|
| 2037 | case 4: nAxis=AXIS_Z ; flCutPos=m_pSubZones[nSubZone].Min[2] ; break ; |
---|
| 2038 | case 5: nAxis=AXIS_Z ; flCutPos=m_pSubZones[nSubZone].Max[2] ; break ; |
---|
| 2039 | } |
---|
| 2040 | |
---|
| 2041 | |
---|
| 2042 | nMaxTriangle=m_nTriangleMax-nInitialTrianglePos ; // how may new triangles have been created since we first started cutting the original. |
---|
| 2043 | |
---|
| 2044 | for(nTriLoop=-1 ; nTriLoop<nMaxTriangle ; nTriLoop++) |
---|
| 2045 | { |
---|
| 2046 | // work out if we are cutting up the original triangle or one of the newly created ones. |
---|
| 2047 | if(nTriLoop==-1) |
---|
| 2048 | nTriangleToCut=nTriangle ; // the original triangle, perhaps heavily cutup by now. |
---|
| 2049 | else |
---|
| 2050 | nTriangleToCut=nInitialTrianglePos+nTriLoop ; // one of the newly created triangles. |
---|
| 2051 | |
---|
| 2052 | if(!SplitTriangle(nTriangleToCut, nAxis, flCutPos)) return 0 ; // cut up the triangle, fail if we're out of memory or whatever. |
---|
| 2053 | |
---|
| 2054 | |
---|
| 2055 | }// end for nTriLoop |
---|
| 2056 | |
---|
| 2057 | }// end cutting by each side of the subzone |
---|
| 2058 | |
---|
| 2059 | }// end if one of the verts was in this subzone |
---|
| 2060 | |
---|
| 2061 | }// end going through all subzones |
---|
| 2062 | |
---|
| 2063 | |
---|
| 2064 | // now that the triangle is well and truly chopped up, assign it a zone. |
---|
| 2065 | // Even though it should be entirely in a subzone by now, there's still the chance that |
---|
| 2066 | // it might not be inside any subzone at all. If so, it will be assigned -1 zone and |
---|
| 2067 | // exluded from the manualobjects |
---|
| 2068 | |
---|
| 2069 | m_pTriangle[nTriangle].Zone=FindTriangleZone(nTriangle) ; |
---|
| 2070 | |
---|
| 2071 | // we don't have to worry about assigning zones to the newly created triangles, |
---|
| 2072 | // they'll get theirs when the AssignTrianglesToZones loop reaches them at the end. |
---|
| 2073 | |
---|
| 2074 | }// end if triangle was in more than one subzone (or no subzone at all) |
---|
| 2075 | |
---|
| 2076 | return 1 ; |
---|
| 2077 | } |
---|
| 2078 | |
---|
| 2079 | |
---|
| 2080 | // cut a triangle along some axial plane, turning into 2 or 3 triangles. |
---|
| 2081 | // If the plane doesn't go through the triangle then nothing will happen. |
---|
| 2082 | int Q3Map::SplitTriangle(int nTriangle, int nAxis, float flCutPos) |
---|
| 2083 | { |
---|
| 2084 | |
---|
| 2085 | triangle_t NewTri ; |
---|
| 2086 | |
---|
| 2087 | // these will stay -1 if no vert is created, else will be index of the new vert |
---|
| 2088 | int nABNum=-1 ; |
---|
| 2089 | int nBCNum=-1 ; |
---|
| 2090 | int nCANum=-1 ; |
---|
| 2091 | |
---|
| 2092 | Q3BspVertex VertA = m_pVertex[ m_pTriangle[ nTriangle ].VIndex[0] ] ; |
---|
| 2093 | Q3BspVertex VertB = m_pVertex[ m_pTriangle[ nTriangle ].VIndex[1] ] ; |
---|
| 2094 | Q3BspVertex VertC = m_pVertex[ m_pTriangle[ nTriangle ].VIndex[2] ] ; |
---|
| 2095 | Q3BspVertex VertexAB ; |
---|
| 2096 | Q3BspVertex VertexBC ; |
---|
| 2097 | Q3BspVertex VertexCA ; |
---|
| 2098 | |
---|
| 2099 | float flSpan=0.0f ; |
---|
| 2100 | float flCutSpan=0.0f ; |
---|
| 2101 | float flPercent=0.0f ; |
---|
| 2102 | |
---|
| 2103 | switch(nAxis) |
---|
| 2104 | { |
---|
| 2105 | |
---|
| 2106 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2107 | case AXIS_X: |
---|
| 2108 | |
---|
| 2109 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2110 | // if VertA is on one side of the cut and VertB is on the other, create VertexAB on the cutline. |
---|
| 2111 | if( |
---|
| 2112 | ((VertA.position[0]<flCutPos-SUBZONE_EPSILON) && (VertB.position[0]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2113 | || |
---|
| 2114 | ((VertA.position[0]>flCutPos+SUBZONE_EPSILON) && (VertB.position[0]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2115 | ) |
---|
| 2116 | { |
---|
| 2117 | // work out the span and percentage |
---|
| 2118 | if(VertA.position[0]<flCutPos) |
---|
| 2119 | { |
---|
| 2120 | flSpan=VertB.position[0]-VertA.position[0] ; |
---|
| 2121 | flCutSpan=flCutPos-VertA.position[0] ; |
---|
| 2122 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2123 | } |
---|
| 2124 | else |
---|
| 2125 | { |
---|
| 2126 | flSpan=VertA.position[0]-VertB.position[0] ; |
---|
| 2127 | flCutSpan=flCutPos-VertB.position[0] ; |
---|
| 2128 | flPercent=flCutSpan/flSpan ; |
---|
| 2129 | } |
---|
| 2130 | |
---|
| 2131 | CreateTweenVert(&VertA, &VertB, flPercent, &VertexAB) ; |
---|
| 2132 | nABNum=m_nVertexMax ; |
---|
| 2133 | if(!AddVertex(VertexAB)) |
---|
| 2134 | return 0 ; |
---|
| 2135 | }// end if need create VertexAB |
---|
| 2136 | |
---|
| 2137 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2138 | // if VertB is on one side of the cut and VertC is on the other, create VertexBC on the cutline. |
---|
| 2139 | if( |
---|
| 2140 | ((VertB.position[0]<flCutPos-SUBZONE_EPSILON) && (VertC.position[0]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2141 | || |
---|
| 2142 | ((VertB.position[0]>flCutPos+SUBZONE_EPSILON) && (VertC.position[0]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2143 | ) |
---|
| 2144 | { |
---|
| 2145 | // work out the span and percentage |
---|
| 2146 | if(VertB.position[0]<flCutPos) |
---|
| 2147 | { |
---|
| 2148 | flSpan=VertC.position[0]-VertB.position[0] ; |
---|
| 2149 | flCutSpan=flCutPos-VertB.position[0] ; |
---|
| 2150 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2151 | } |
---|
| 2152 | else |
---|
| 2153 | { |
---|
| 2154 | flSpan=VertB.position[0]-VertC.position[0] ; |
---|
| 2155 | flCutSpan=flCutPos-VertC.position[0] ; |
---|
| 2156 | flPercent=flCutSpan/flSpan ; |
---|
| 2157 | } |
---|
| 2158 | |
---|
| 2159 | CreateTweenVert(&VertB, &VertC, flPercent, &VertexBC) ; |
---|
| 2160 | nBCNum=m_nVertexMax ; |
---|
| 2161 | if(!AddVertex(VertexBC)) |
---|
| 2162 | return 0 ; |
---|
| 2163 | |
---|
| 2164 | }// end if need create VertexBC |
---|
| 2165 | |
---|
| 2166 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2167 | // if VertC is on one side of the cut and VertA is on the other, create VertexCA on the cutline. |
---|
| 2168 | if( |
---|
| 2169 | ((VertC.position[0]<flCutPos) && (VertA.position[0]>flCutPos)) |
---|
| 2170 | || |
---|
| 2171 | ((VertC.position[0]>flCutPos) && (VertA.position[0]<flCutPos)) |
---|
| 2172 | ) |
---|
| 2173 | { |
---|
| 2174 | // work out the span and percentage |
---|
| 2175 | if(VertC.position[0]<flCutPos) |
---|
| 2176 | { |
---|
| 2177 | flSpan=VertA.position[0]-VertC.position[0] ; |
---|
| 2178 | flCutSpan=flCutPos-VertC.position[0] ; |
---|
| 2179 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2180 | } |
---|
| 2181 | else |
---|
| 2182 | { |
---|
| 2183 | flSpan=VertC.position[0]-VertA.position[0] ; |
---|
| 2184 | flCutSpan=flCutPos-VertA.position[0] ; |
---|
| 2185 | flPercent=flCutSpan/flSpan ; |
---|
| 2186 | } |
---|
| 2187 | |
---|
| 2188 | CreateTweenVert(&VertC, &VertA, flPercent, &VertexCA) ; |
---|
| 2189 | nCANum=m_nVertexMax ; |
---|
| 2190 | if(!AddVertex(VertexCA)) |
---|
| 2191 | return 0 ; |
---|
| 2192 | |
---|
| 2193 | }// end if need create VertexCA |
---|
| 2194 | break ; |
---|
| 2195 | |
---|
| 2196 | |
---|
| 2197 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2198 | case AXIS_Y: |
---|
| 2199 | |
---|
| 2200 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2201 | // if VertA is on one side of the cut and VertB is on the other, create VertexAB on the cutline. |
---|
| 2202 | if( |
---|
| 2203 | ((VertA.position[1]<flCutPos-SUBZONE_EPSILON) && (VertB.position[1]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2204 | || |
---|
| 2205 | ((VertA.position[1]>flCutPos+SUBZONE_EPSILON) && (VertB.position[1]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2206 | ) |
---|
| 2207 | { |
---|
| 2208 | // work out the span and percentage |
---|
| 2209 | if(VertA.position[1]<flCutPos) |
---|
| 2210 | { |
---|
| 2211 | flSpan=VertB.position[1]-VertA.position[1] ; |
---|
| 2212 | flCutSpan=flCutPos-VertA.position[1] ; |
---|
| 2213 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2214 | } |
---|
| 2215 | else |
---|
| 2216 | { |
---|
| 2217 | flSpan=VertA.position[1]-VertB.position[1] ; |
---|
| 2218 | flCutSpan=flCutPos-VertB.position[1] ; |
---|
| 2219 | flPercent=flCutSpan/flSpan ; |
---|
| 2220 | } |
---|
| 2221 | |
---|
| 2222 | CreateTweenVert(&VertA, &VertB, flPercent, &VertexAB) ; |
---|
| 2223 | nABNum=m_nVertexMax ; |
---|
| 2224 | if(!AddVertex(VertexAB)) |
---|
| 2225 | return 0 ; |
---|
| 2226 | }// end if need create VertexAB |
---|
| 2227 | |
---|
| 2228 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2229 | // if VertB is on one side of the cut and VertC is on the other, create VertexBC on the cutline. |
---|
| 2230 | if( |
---|
| 2231 | ((VertB.position[1]<flCutPos-SUBZONE_EPSILON) && (VertC.position[1]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2232 | || |
---|
| 2233 | ((VertB.position[1]>flCutPos+SUBZONE_EPSILON) && (VertC.position[1]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2234 | ) |
---|
| 2235 | { |
---|
| 2236 | // work out the span and percentage |
---|
| 2237 | if(VertB.position[1]<flCutPos) |
---|
| 2238 | { |
---|
| 2239 | flSpan=VertC.position[1]-VertB.position[1] ; |
---|
| 2240 | flCutSpan=flCutPos-VertB.position[1] ; |
---|
| 2241 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2242 | } |
---|
| 2243 | else |
---|
| 2244 | { |
---|
| 2245 | flSpan=VertB.position[1]-VertC.position[1] ; |
---|
| 2246 | flCutSpan=flCutPos-VertC.position[1] ; |
---|
| 2247 | flPercent=flCutSpan/flSpan ; |
---|
| 2248 | } |
---|
| 2249 | |
---|
| 2250 | CreateTweenVert(&VertB, &VertC, flPercent, &VertexBC) ; |
---|
| 2251 | nBCNum=m_nVertexMax ; |
---|
| 2252 | if(!AddVertex(VertexBC)) |
---|
| 2253 | return 0 ; |
---|
| 2254 | |
---|
| 2255 | }// end if need create VertexBC |
---|
| 2256 | |
---|
| 2257 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2258 | // if VertC is on one side of the cut and VertA is on the other, create VertexCA on the cutline. |
---|
| 2259 | if( |
---|
| 2260 | ((VertC.position[1]<flCutPos) && (VertA.position[1]>flCutPos)) |
---|
| 2261 | || |
---|
| 2262 | ((VertC.position[1]>flCutPos) && (VertA.position[1]<flCutPos)) |
---|
| 2263 | ) |
---|
| 2264 | { |
---|
| 2265 | // work out the span and percentage |
---|
| 2266 | if(VertC.position[1]<flCutPos) |
---|
| 2267 | { |
---|
| 2268 | flSpan=VertA.position[1]-VertC.position[1] ; |
---|
| 2269 | flCutSpan=flCutPos-VertC.position[1] ; |
---|
| 2270 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2271 | } |
---|
| 2272 | else |
---|
| 2273 | { |
---|
| 2274 | flSpan=VertC.position[1]-VertA.position[1] ; |
---|
| 2275 | flCutSpan=flCutPos-VertA.position[1] ; |
---|
| 2276 | flPercent=flCutSpan/flSpan ; |
---|
| 2277 | } |
---|
| 2278 | |
---|
| 2279 | CreateTweenVert(&VertC, &VertA, flPercent, &VertexCA) ; |
---|
| 2280 | nCANum=m_nVertexMax ; |
---|
| 2281 | if(!AddVertex(VertexCA)) |
---|
| 2282 | return 0 ; |
---|
| 2283 | |
---|
| 2284 | }// end if need create VertexCA |
---|
| 2285 | break ; |
---|
| 2286 | |
---|
| 2287 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2288 | case AXIS_Z: |
---|
| 2289 | |
---|
| 2290 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2291 | // if VertA is on one side of the cut and VertB is on the other, create VertexAB on the cutline. |
---|
| 2292 | if( |
---|
| 2293 | ((VertA.position[2]<flCutPos-SUBZONE_EPSILON) && (VertB.position[2]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2294 | || |
---|
| 2295 | ((VertA.position[2]>flCutPos+SUBZONE_EPSILON) && (VertB.position[2]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2296 | ) |
---|
| 2297 | { |
---|
| 2298 | // work out the span and percentage |
---|
| 2299 | if(VertA.position[2]<flCutPos) |
---|
| 2300 | { |
---|
| 2301 | flSpan=VertB.position[2]-VertA.position[2] ; |
---|
| 2302 | flCutSpan=flCutPos-VertA.position[2] ; |
---|
| 2303 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2304 | } |
---|
| 2305 | else |
---|
| 2306 | { |
---|
| 2307 | flSpan=VertA.position[2]-VertB.position[2] ; |
---|
| 2308 | flCutSpan=flCutPos-VertB.position[2] ; |
---|
| 2309 | flPercent=flCutSpan/flSpan ; |
---|
| 2310 | } |
---|
| 2311 | |
---|
| 2312 | CreateTweenVert(&VertA, &VertB, flPercent, &VertexAB) ; |
---|
| 2313 | nABNum=m_nVertexMax ; |
---|
| 2314 | if(!AddVertex(VertexAB)) |
---|
| 2315 | return 0 ; |
---|
| 2316 | }// end if need create VertexAB |
---|
| 2317 | |
---|
| 2318 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2319 | // if VertB is on one side of the cut and VertC is on the other, create VertexBC on the cutline. |
---|
| 2320 | if( |
---|
| 2321 | ((VertB.position[2]<flCutPos-SUBZONE_EPSILON) && (VertC.position[2]>flCutPos+SUBZONE_EPSILON)) |
---|
| 2322 | || |
---|
| 2323 | ((VertB.position[2]>flCutPos+SUBZONE_EPSILON) && (VertC.position[2]<flCutPos-SUBZONE_EPSILON)) |
---|
| 2324 | ) |
---|
| 2325 | { |
---|
| 2326 | // work out the span and percentage |
---|
| 2327 | if(VertB.position[2]<flCutPos) |
---|
| 2328 | { |
---|
| 2329 | flSpan=VertC.position[2]-VertB.position[2] ; |
---|
| 2330 | flCutSpan=flCutPos-VertB.position[2] ; |
---|
| 2331 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2332 | } |
---|
| 2333 | else |
---|
| 2334 | { |
---|
| 2335 | flSpan=VertB.position[2]-VertC.position[2] ; |
---|
| 2336 | flCutSpan=flCutPos-VertC.position[2] ; |
---|
| 2337 | flPercent=flCutSpan/flSpan ; |
---|
| 2338 | } |
---|
| 2339 | |
---|
| 2340 | CreateTweenVert(&VertB, &VertC, flPercent, &VertexBC) ; |
---|
| 2341 | nBCNum=m_nVertexMax ; |
---|
| 2342 | if(!AddVertex(VertexBC)) |
---|
| 2343 | return 0 ; |
---|
| 2344 | |
---|
| 2345 | }// end if need create VertexBC |
---|
| 2346 | |
---|
| 2347 | //////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2348 | // if VertC is on one side of the cut and VertA is on the other, create VertexCA on the cutline. |
---|
| 2349 | if( |
---|
| 2350 | ((VertC.position[2]<flCutPos) && (VertA.position[2]>flCutPos)) |
---|
| 2351 | || |
---|
| 2352 | ((VertC.position[2]>flCutPos) && (VertA.position[2]<flCutPos)) |
---|
| 2353 | ) |
---|
| 2354 | { |
---|
| 2355 | // work out the span and percentage |
---|
| 2356 | if(VertC.position[2]<flCutPos) |
---|
| 2357 | { |
---|
| 2358 | flSpan=VertA.position[2]-VertC.position[2] ; |
---|
| 2359 | flCutSpan=flCutPos-VertC.position[2] ; |
---|
| 2360 | flPercent=1.0f-flCutSpan/flSpan ; |
---|
| 2361 | } |
---|
| 2362 | else |
---|
| 2363 | { |
---|
| 2364 | flSpan=VertC.position[2]-VertA.position[2] ; |
---|
| 2365 | flCutSpan=flCutPos-VertA.position[2] ; |
---|
| 2366 | flPercent=flCutSpan/flSpan ; |
---|
| 2367 | } |
---|
| 2368 | |
---|
| 2369 | CreateTweenVert(&VertC, &VertA, flPercent, &VertexCA) ; |
---|
| 2370 | nCANum=m_nVertexMax ; |
---|
| 2371 | if(!AddVertex(VertexCA)) |
---|
| 2372 | return 0 ; |
---|
| 2373 | |
---|
| 2374 | }// end if need create VertexCA |
---|
| 2375 | break ; |
---|
| 2376 | |
---|
| 2377 | |
---|
| 2378 | } |
---|
| 2379 | |
---|
[6825] | 2380 | // int nInitialTrianglePos=m_nTriangleMax ; // debugging |
---|
[6819] | 2381 | |
---|
| 2382 | // default parameters for all new triangles |
---|
| 2383 | NewTri.Texture = m_pTriangle[ nTriangle ].Texture ; |
---|
| 2384 | //NewTri.Lightmap = m_pTriangle[ nTriangle ].Lightmap ; // bzn doesn't use lightmaps |
---|
| 2385 | NewTri.Lamp = m_pTriangle[ nTriangle ].Lamp ; |
---|
| 2386 | NewTri.Group = m_pTriangle[ nTriangle ].Group ; |
---|
| 2387 | |
---|
| 2388 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 2389 | // now we create new triangles depending on the verts we created. |
---|
| 2390 | if((nABNum!=-1) && (nCANum!=-1)) |
---|
| 2391 | { |
---|
| 2392 | // add (AB, B, C) |
---|
| 2393 | NewTri.VIndex[0]=nABNum ; |
---|
| 2394 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2395 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2396 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2397 | |
---|
| 2398 | // add (C, CA, AB) |
---|
| 2399 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2400 | NewTri.VIndex[1]=nCANum ; |
---|
| 2401 | NewTri.VIndex[2]=nABNum ; |
---|
| 2402 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2403 | |
---|
| 2404 | // overwrite the original triangle with (A, AB, CA) |
---|
| 2405 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2406 | NewTri.VIndex[1]=nABNum ; |
---|
| 2407 | NewTri.VIndex[2]=nCANum ; |
---|
| 2408 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2409 | } |
---|
| 2410 | else |
---|
| 2411 | if((nABNum!=-1) && (nBCNum!=-1)) |
---|
| 2412 | { |
---|
| 2413 | // add (BC, C, A) |
---|
| 2414 | NewTri.VIndex[0]=nBCNum ; |
---|
| 2415 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2416 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2417 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2418 | |
---|
| 2419 | // add (A, AB, BC) |
---|
| 2420 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2421 | NewTri.VIndex[1]=nABNum ; |
---|
| 2422 | NewTri.VIndex[2]=nBCNum ; |
---|
| 2423 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2424 | |
---|
| 2425 | // overwrite the original triangle with (B, BC, AB) |
---|
| 2426 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2427 | NewTri.VIndex[1]=nBCNum ; |
---|
| 2428 | NewTri.VIndex[2]=nABNum ; |
---|
| 2429 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2430 | } |
---|
| 2431 | else |
---|
| 2432 | if((nBCNum!=-1) && (nCANum!=-1)) |
---|
| 2433 | { |
---|
| 2434 | // add (CA, A, B) |
---|
| 2435 | NewTri.VIndex[0]=nCANum ; |
---|
| 2436 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2437 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2438 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2439 | |
---|
| 2440 | // add (B, BC, CA) |
---|
| 2441 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2442 | NewTri.VIndex[1]=nBCNum ; |
---|
| 2443 | NewTri.VIndex[2]=nCANum ; |
---|
| 2444 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2445 | |
---|
| 2446 | // overwrite the original triangle with (C, CA, BC) |
---|
| 2447 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2448 | NewTri.VIndex[1]=nCANum ; |
---|
| 2449 | NewTri.VIndex[2]=nBCNum ; |
---|
| 2450 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2451 | } |
---|
| 2452 | else |
---|
| 2453 | if(nABNum!=-1) |
---|
| 2454 | { |
---|
| 2455 | // add (AB, B, C) |
---|
| 2456 | NewTri.VIndex[0]=nABNum ; |
---|
| 2457 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2458 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2459 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2460 | |
---|
| 2461 | // overwrite the original triangle with (A, AB, C) |
---|
| 2462 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2463 | NewTri.VIndex[1]=nABNum ; |
---|
| 2464 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2465 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2466 | } |
---|
| 2467 | else |
---|
| 2468 | if(nBCNum!=-1) |
---|
| 2469 | { |
---|
| 2470 | // add (BC, C, A) |
---|
| 2471 | NewTri.VIndex[0]=nBCNum ; |
---|
| 2472 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2473 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2474 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2475 | |
---|
| 2476 | // overwrite the original triangle with (B, BC, A) |
---|
| 2477 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2478 | NewTri.VIndex[1]=nBCNum ; |
---|
| 2479 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2480 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2481 | } |
---|
| 2482 | else |
---|
| 2483 | if(nCANum!=-1) |
---|
| 2484 | { |
---|
| 2485 | // add (CA, A, B) |
---|
| 2486 | NewTri.VIndex[0]=nCANum ; |
---|
| 2487 | NewTri.VIndex[1]=m_pTriangle[ nTriangle ].VIndex[0] ; |
---|
| 2488 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2489 | if(!AddTriangle(NewTri)) return 0 ; |
---|
| 2490 | |
---|
| 2491 | // overwrite the original triangle with (C, CA, B) |
---|
| 2492 | NewTri.VIndex[0]=m_pTriangle[ nTriangle ].VIndex[2] ; |
---|
| 2493 | NewTri.VIndex[1]=nCANum ; |
---|
| 2494 | NewTri.VIndex[2]=m_pTriangle[ nTriangle ].VIndex[1] ; |
---|
| 2495 | m_pTriangle[ nTriangle ]=NewTri ; |
---|
| 2496 | } |
---|
| 2497 | |
---|
| 2498 | return 1 ; |
---|
| 2499 | } |
---|
| 2500 | |
---|
| 2501 | void Q3Map::CreateTweenVert(Q3BspVertex* pVertA, Q3BspVertex* pVertB, float flPercent0, Q3BspVertex* pVertexAB) |
---|
| 2502 | { |
---|
| 2503 | float flPercent1=1.0f-flPercent0 ; |
---|
| 2504 | |
---|
[6825] | 2505 | pVertexAB->color[0]=(unsigned char)(flPercent0*pVertA->color[0] + flPercent1*pVertB->color[0]) ; |
---|
| 2506 | pVertexAB->color[1]=(unsigned char)(flPercent0*pVertA->color[1] + flPercent1*pVertB->color[1]) ; |
---|
| 2507 | pVertexAB->color[2]=(unsigned char)(flPercent0*pVertA->color[2] + flPercent1*pVertB->color[2]) ; |
---|
| 2508 | pVertexAB->color[3]=(unsigned char)(flPercent0*pVertA->color[3] + flPercent1*pVertB->color[3]) ; |
---|
[6819] | 2509 | |
---|
| 2510 | pVertexAB->position[0]=flPercent0*pVertA->position[0] + flPercent1*pVertB->position[0] ; |
---|
| 2511 | pVertexAB->position[1]=flPercent0*pVertA->position[1] + flPercent1*pVertB->position[1] ; |
---|
| 2512 | pVertexAB->position[2]=flPercent0*pVertA->position[2] + flPercent1*pVertB->position[2] ; |
---|
| 2513 | |
---|
| 2514 | pVertexAB->texcoord[0][0]=flPercent0*pVertA->texcoord[0][0] + flPercent1*pVertB->texcoord[0][0] ; |
---|
| 2515 | pVertexAB->texcoord[0][1]=flPercent0*pVertA->texcoord[0][1] + flPercent1*pVertB->texcoord[0][1] ; |
---|
| 2516 | pVertexAB->texcoord[1][0]=flPercent0*pVertA->texcoord[1][0] + flPercent1*pVertB->texcoord[1][0] ; |
---|
| 2517 | pVertexAB->texcoord[1][1]=flPercent0*pVertA->texcoord[1][1] + flPercent1*pVertB->texcoord[1][1] ; |
---|
| 2518 | |
---|
| 2519 | pVertexAB->normal[0]=flPercent0*pVertA->normal[0] + flPercent1*pVertB->normal[0] ; |
---|
| 2520 | pVertexAB->normal[1]=flPercent0*pVertA->normal[1] + flPercent1*pVertB->normal[1] ; |
---|
| 2521 | pVertexAB->normal[2]=flPercent0*pVertA->normal[2] + flPercent1*pVertB->normal[2] ; |
---|
| 2522 | // normalize |
---|
| 2523 | float flLen=sqrt(pVertexAB->normal[0]*pVertexAB->normal[0] + pVertexAB->normal[1]*pVertexAB->normal[1] + pVertexAB->normal[2]*pVertexAB->normal[2]) ; |
---|
| 2524 | if(flLen!=0.0f) // don't divide by zero... but normal is messed up. |
---|
| 2525 | { |
---|
| 2526 | pVertexAB->normal[0]/=flLen ; |
---|
| 2527 | pVertexAB->normal[1]/=flLen ; |
---|
| 2528 | pVertexAB->normal[2]/=flLen ; |
---|
| 2529 | } |
---|
| 2530 | else |
---|
| 2531 | { |
---|
| 2532 | // default a messed up normal to point upward |
---|
| 2533 | pVertexAB->normal[0]=0.0f ; |
---|
| 2534 | pVertexAB->normal[1]=1.0f ; |
---|
| 2535 | pVertexAB->normal[2]=0.0f ; |
---|
| 2536 | } |
---|
| 2537 | } |
---|
| 2538 | |
---|
| 2539 | // returns the next subzone a point is in after the start subzone, or -1 if there are no more subzones |
---|
| 2540 | int Q3Map::GetNextSubZone(float *flPoint, int nStart, int nMax) |
---|
| 2541 | { |
---|
| 2542 | while(++nStart<nMax) |
---|
| 2543 | if(PointInSubZone(flPoint, nStart)) |
---|
| 2544 | break ; |
---|
| 2545 | |
---|
| 2546 | if(nStart==nMax) |
---|
| 2547 | return -1 ; |
---|
| 2548 | else |
---|
| 2549 | return nStart ; |
---|
| 2550 | } |
---|
| 2551 | |
---|
| 2552 | // returns true if a point is in a subzone. |
---|
| 2553 | bool Q3Map::PointInSubZone(float *flPoint, int nSubZone) |
---|
| 2554 | { |
---|
| 2555 | if( |
---|
| 2556 | (flPoint[0]>=m_pSubZones[nSubZone].Min[0]-SUBZONE_EPSILON) && (flPoint[0]<=m_pSubZones[nSubZone].Max[0]+SUBZONE_EPSILON) |
---|
| 2557 | &&(flPoint[1]>=m_pSubZones[nSubZone].Min[1]-SUBZONE_EPSILON) && (flPoint[1]<=m_pSubZones[nSubZone].Max[1]+SUBZONE_EPSILON) |
---|
| 2558 | &&(flPoint[2]>=m_pSubZones[nSubZone].Min[2]-SUBZONE_EPSILON) && (flPoint[2]<=m_pSubZones[nSubZone].Max[2]+SUBZONE_EPSILON) |
---|
| 2559 | ) |
---|
| 2560 | return true ; |
---|
| 2561 | |
---|
| 2562 | return false ; |
---|
| 2563 | } |
---|
| 2564 | |
---|
| 2565 | // returns true if a point is in a zone. |
---|
| 2566 | bool Q3Map::PointInZone(float *flPos, int nZone) |
---|
| 2567 | { |
---|
| 2568 | int nMaxSubZone=m_nZone[nZone][INDEX_SUBZONECOUNT] ; |
---|
| 2569 | |
---|
| 2570 | for(int nSubZoneIndex=0 ; nSubZoneIndex<nMaxSubZone ; nSubZoneIndex++) |
---|
| 2571 | if(PointInSubZone(flPos, m_nZone[nZone][nSubZoneIndex])) |
---|
| 2572 | return true ; |
---|
| 2573 | |
---|
| 2574 | return false ; |
---|
| 2575 | } |
---|
| 2576 | |
---|
| 2577 | // returns true if an axis aligned bounding box touches a subzone. |
---|
| 2578 | bool Q3Map::AABBTouchesSubZone(float *flPointMin, float *flPointMax, int nSubZone) |
---|
| 2579 | { |
---|
| 2580 | // if test AABB overlaps the subzone AABB |
---|
| 2581 | if( |
---|
| 2582 | (m_pSubZones[nSubZone].Min[0]<flPointMax[0]) && (m_pSubZones[nSubZone].Max[0]>flPointMin[0]) |
---|
| 2583 | && (m_pSubZones[nSubZone].Min[1]<flPointMax[1]) && (m_pSubZones[nSubZone].Max[1]>flPointMin[1]) |
---|
| 2584 | && (m_pSubZones[nSubZone].Min[2]<flPointMax[2]) && (m_pSubZones[nSubZone].Max[2]>flPointMin[2]) |
---|
| 2585 | ) |
---|
| 2586 | return true ; |
---|
| 2587 | |
---|
| 2588 | return false ; |
---|
| 2589 | } |
---|
| 2590 | |
---|
| 2591 | // returns true if an axis aligned bounding box touches a zone. |
---|
| 2592 | bool Q3Map::AABBTouchesZone(float *flPosMin, float *flPosMax, int nZone) |
---|
| 2593 | { |
---|
| 2594 | int nMaxSubZone=m_nZone[nZone][INDEX_SUBZONECOUNT] ; |
---|
| 2595 | |
---|
| 2596 | for(int nSubZoneIndex=0 ; nSubZoneIndex<nMaxSubZone ; nSubZoneIndex++) |
---|
| 2597 | if(AABBTouchesSubZone(flPosMin, flPosMax, m_nZone[nZone][nSubZoneIndex])) |
---|
| 2598 | return true ; |
---|
| 2599 | |
---|
| 2600 | return false ; |
---|
| 2601 | } |
---|
| 2602 | |
---|
| 2603 | // take the faces from the BSP and add them to our list of triangles. |
---|
| 2604 | int Q3Map::ConvertFacesToTriangles(void) |
---|
| 2605 | { |
---|
| 2606 | int nFaceIndex = 0 ; |
---|
| 2607 | |
---|
[6825] | 2608 | // int nVertex=0 ; |
---|
| 2609 | // int nVertexMax=0 ; |
---|
[6819] | 2610 | int nTriangle=0 ; |
---|
| 2611 | int nTriangleMax=0 ; |
---|
| 2612 | |
---|
[6825] | 2613 | // float flPosX=0.0f ; |
---|
| 2614 | // float flPosY=0.0f ; |
---|
| 2615 | // float flPosZ=0.0f ; |
---|
| 2616 | // float flNormX=0.0f ; |
---|
| 2617 | // float flNormY=0.0f ; |
---|
| 2618 | // float flNormZ=0.0f ; |
---|
| 2619 | // float flTexU=0.0f ; |
---|
| 2620 | // float flTexV=0.0f ; |
---|
[6819] | 2621 | int nMeshVert=0 ; |
---|
[6825] | 2622 | // int nMeshVertA=0 ; |
---|
| 2623 | // int nMeshVertB=0 ; |
---|
| 2624 | // int nMeshVertC=0 ; |
---|
[6819] | 2625 | |
---|
[6825] | 2626 | // Q3BspVertex *vertices = m_pVertices ; |
---|
[6819] | 2627 | int *meshverts = m_pMeshVerts ; |
---|
| 2628 | |
---|
| 2629 | QVECTOR junk ; |
---|
| 2630 | junk[0]=0.0f ; |
---|
| 2631 | junk[1]=0.0f ; |
---|
| 2632 | junk[2]=0.0f ; |
---|
| 2633 | |
---|
| 2634 | |
---|
| 2635 | nFaceIndex = 0 ; |
---|
| 2636 | while(nFaceIndex<m_iNumFaces) |
---|
| 2637 | { |
---|
| 2638 | |
---|
| 2639 | switch (m_BspFaces[nFaceIndex].type) |
---|
| 2640 | { |
---|
| 2641 | case MESH: |
---|
| 2642 | case POLYGON: |
---|
| 2643 | |
---|
| 2644 | nTriangleMax=m_BspFaces[nFaceIndex].n_triangles ; |
---|
| 2645 | nMeshVert=m_BspFaces[nFaceIndex].meshvert ; |
---|
| 2646 | |
---|
| 2647 | for(nTriangle=0 ; nTriangle<nTriangleMax ; nTriangle++) |
---|
| 2648 | { |
---|
| 2649 | |
---|
| 2650 | // if we are out of memory, grow it. If we can't grow it, fail |
---|
| 2651 | if(m_nTriangleMax>=m_nTriangleLimit) |
---|
| 2652 | if(!ExpandTriangleMemory()) |
---|
| 2653 | return 0 ; |
---|
| 2654 | |
---|
| 2655 | |
---|
| 2656 | |
---|
| 2657 | m_pTriangle[ m_nTriangleMax ].Texture= m_BspFaces[nFaceIndex].texture ; |
---|
| 2658 | //m_pTriangle[ m_nTriangleMax ].Lightmap= m_BspFaces[nFaceIndex].lm_index ; // bzn doesn't use lightmaps |
---|
| 2659 | m_pTriangle[ m_nTriangleMax ].VIndex[0]= meshverts[ nMeshVert++ ]+m_BspFaces[nFaceIndex].vertex ; |
---|
| 2660 | m_pTriangle[ m_nTriangleMax ].VIndex[1]= meshverts[ nMeshVert++ ]+m_BspFaces[nFaceIndex].vertex ; |
---|
| 2661 | m_pTriangle[ m_nTriangleMax ].VIndex[2]= meshverts[ nMeshVert++ ]+m_BspFaces[nFaceIndex].vertex ; |
---|
| 2662 | |
---|
| 2663 | m_pTriangle[ m_nTriangleMax ].Lamp=-1 ; // assume it didn't come from a lamp, this will be updated later |
---|
| 2664 | |
---|
| 2665 | m_pTriangle[ m_nTriangleMax ].Group=m_nGroup ; // increment group number. |
---|
| 2666 | |
---|
| 2667 | m_nTriangleMax++ ; |
---|
| 2668 | }// end for nTriangle |
---|
| 2669 | m_nGroup++ ; // increment group. Every face is a new group. |
---|
| 2670 | |
---|
| 2671 | break ; |
---|
| 2672 | |
---|
| 2673 | }// end switch |
---|
| 2674 | |
---|
| 2675 | nFaceIndex++; |
---|
| 2676 | } // end while |
---|
| 2677 | |
---|
| 2678 | return 1 ; |
---|
| 2679 | |
---|
| 2680 | } |
---|
| 2681 | |
---|
| 2682 | |
---|
| 2683 | // convert the patch info from the BSP into bezier curved triangle meshes and add to our triangle list. |
---|
| 2684 | int Q3Map::ConvertPatchesToTriangles(void) |
---|
| 2685 | { |
---|
| 2686 | |
---|
[6825] | 2687 | // float flPosX=0.0f ; |
---|
| 2688 | // float flPosY=0.0f ; |
---|
| 2689 | // float flPosZ=0.0f ; |
---|
| 2690 | // float flNormX=0.0f ; |
---|
| 2691 | // float flNormY=0.0f ; |
---|
| 2692 | // float flNormZ=0.0f ; |
---|
| 2693 | // float flTexU=0.0f ; |
---|
| 2694 | // float flTexV=0.0f ; |
---|
| 2695 | // int nMeshVert=0 ; |
---|
[6819] | 2696 | int nMeshVertA=0 ; |
---|
| 2697 | int nMeshVertB=0 ; |
---|
| 2698 | int nMeshVertC=0 ; |
---|
| 2699 | |
---|
| 2700 | |
---|
| 2701 | int nTriPerRow=0 ; |
---|
| 2702 | int nRow=0 ; |
---|
| 2703 | |
---|
| 2704 | int nFirstVertex=m_nVertexMax ; |
---|
| 2705 | |
---|
| 2706 | int nVertCount=nFirstVertex ; |
---|
[6825] | 2707 | // int nPatchCount=0 ; |
---|
[6819] | 2708 | |
---|
| 2709 | int* pIndexBuffer=NULL ; |
---|
| 2710 | |
---|
| 2711 | Q3BspVertex NewVert ; |
---|
| 2712 | |
---|
| 2713 | |
---|
| 2714 | |
---|
| 2715 | |
---|
| 2716 | int nCount=0 ; |
---|
| 2717 | int nCountB=0 ; |
---|
| 2718 | |
---|
| 2719 | |
---|
| 2720 | |
---|
| 2721 | |
---|
| 2722 | int indexBufferindex = 0; |
---|
| 2723 | |
---|
| 2724 | int vertexBufferindex = 0; |
---|
| 2725 | |
---|
| 2726 | for (int faceIndex=0; faceIndex < m_iNumFaces; faceIndex++) |
---|
| 2727 | { |
---|
| 2728 | |
---|
| 2729 | nCount++ ; |
---|
| 2730 | if(nCount==1) |
---|
| 2731 | { |
---|
| 2732 | nCountB+=nCount ; |
---|
| 2733 | nCount=0 ; |
---|
| 2734 | } |
---|
| 2735 | |
---|
| 2736 | |
---|
| 2737 | if (m_BspFaces[faceIndex].type == PATCH) |
---|
| 2738 | { |
---|
| 2739 | Q3BspPatch *patch = m_BspFaces[faceIndex].patch; |
---|
| 2740 | |
---|
| 2741 | if (patch != NULL) |
---|
| 2742 | { |
---|
| 2743 | |
---|
| 2744 | for (int bezierIndex=0; bezierIndex < patch->size; bezierIndex++) |
---|
| 2745 | { |
---|
| 2746 | indexBufferindex = 0; |
---|
| 2747 | pIndexBuffer = new int[patch->bezier[bezierIndex].mNumIndex] ; |
---|
| 2748 | if(pIndexBuffer==NULL) return 0 ; // ran out of memory |
---|
| 2749 | |
---|
| 2750 | |
---|
| 2751 | for (int index=0; index < patch->bezier[bezierIndex].mNumIndex; index++) |
---|
| 2752 | { |
---|
| 2753 | pIndexBuffer[indexBufferindex] = patch->bezier[bezierIndex].mIndex[index]; |
---|
| 2754 | indexBufferindex++; |
---|
| 2755 | } |
---|
| 2756 | |
---|
| 2757 | for (int vertex=0; vertex < patch->bezier[bezierIndex].mNumVertex; vertex++) |
---|
| 2758 | { |
---|
| 2759 | |
---|
| 2760 | BspVertex *bspVertex = &patch->bezier[bezierIndex].mVertex[vertex]; |
---|
| 2761 | |
---|
| 2762 | NewVert.position[0]=bspVertex->mPosition[0] ; |
---|
| 2763 | NewVert.position[1]=bspVertex->mPosition[1] ; |
---|
| 2764 | NewVert.position[2]=bspVertex->mPosition[2] ; |
---|
| 2765 | NewVert.normal[0]=bspVertex->mNormal[0] ; |
---|
| 2766 | NewVert.normal[1]=bspVertex->mNormal[1] ; |
---|
| 2767 | NewVert.normal[2]=bspVertex->mNormal[2] ; |
---|
| 2768 | NewVert.texcoord[0][0]=bspVertex->mTexcoord[0][0] ; |
---|
| 2769 | NewVert.texcoord[0][1]=bspVertex->mTexcoord[0][1] ; |
---|
| 2770 | |
---|
| 2771 | |
---|
| 2772 | |
---|
| 2773 | // if we are out of memory, grow it. If we can't grow it, fail |
---|
| 2774 | if(m_nVertexMax>=m_nVertexLimit) |
---|
| 2775 | if(!ExpandVertexMemory()) |
---|
| 2776 | { |
---|
| 2777 | if(pIndexBuffer) DELETE_ARRAY( pIndexBuffer ) ; |
---|
| 2778 | return 0 ; |
---|
| 2779 | } |
---|
| 2780 | |
---|
| 2781 | |
---|
| 2782 | if(!AddVertex(NewVert)) |
---|
| 2783 | { |
---|
| 2784 | if(pIndexBuffer) DELETE_ARRAY( pIndexBuffer ) ; |
---|
| 2785 | return 0 ; |
---|
| 2786 | } |
---|
| 2787 | |
---|
| 2788 | nVertCount++ ; |
---|
| 2789 | vertexBufferindex++; |
---|
| 2790 | |
---|
| 2791 | }// end for vertex |
---|
| 2792 | |
---|
| 2793 | |
---|
| 2794 | for (int j=0; j < 5; j++) |
---|
| 2795 | { |
---|
| 2796 | nRow=m_BspFaces[faceIndex].patch->bezier[bezierIndex].mRowIndex[j] ; |
---|
| 2797 | nTriPerRow=m_BspFaces[faceIndex].patch->bezier[bezierIndex].mTrianglesPerRow[j] ; |
---|
| 2798 | |
---|
| 2799 | nMeshVertA=pIndexBuffer[nRow+0]+nFirstVertex ; |
---|
| 2800 | nMeshVertB=pIndexBuffer[nRow+1]+nFirstVertex ; |
---|
| 2801 | |
---|
| 2802 | for(int nVert=2 ; nVert<nTriPerRow ; nVert++) |
---|
| 2803 | { |
---|
| 2804 | // if we are out of memory, grow it. If we can't grow it, fail |
---|
| 2805 | if(m_nTriangleMax>=m_nTriangleLimit) |
---|
| 2806 | if(!ExpandTriangleMemory()) |
---|
| 2807 | { |
---|
| 2808 | if(pIndexBuffer) DELETE_ARRAY( pIndexBuffer ) ; |
---|
| 2809 | return 0 ; |
---|
| 2810 | } |
---|
| 2811 | |
---|
| 2812 | m_pTriangle[ m_nTriangleMax ].Texture= m_BspFaces[faceIndex].texture ; |
---|
| 2813 | //m_pTriangle[ m_nTriangleMax ].Lightmap= m_BspFaces[faceIndex].lm_index ; // bzn doesn't use lightmaps |
---|
| 2814 | |
---|
| 2815 | |
---|
| 2816 | |
---|
| 2817 | nMeshVertC=pIndexBuffer[nRow+nVert]+nFirstVertex ; |
---|
| 2818 | |
---|
| 2819 | |
---|
| 2820 | if(nVert&1) |
---|
| 2821 | { |
---|
| 2822 | m_pTriangle[ m_nTriangleMax ].VIndex[0]= nMeshVertB ; |
---|
| 2823 | m_pTriangle[ m_nTriangleMax ].VIndex[1]= nMeshVertA ; |
---|
| 2824 | m_pTriangle[ m_nTriangleMax ].VIndex[2]= nMeshVertC ; |
---|
| 2825 | } |
---|
| 2826 | else |
---|
| 2827 | { |
---|
| 2828 | m_pTriangle[ m_nTriangleMax ].VIndex[0]= nMeshVertA ; |
---|
| 2829 | m_pTriangle[ m_nTriangleMax ].VIndex[1]= nMeshVertB ; |
---|
| 2830 | m_pTriangle[ m_nTriangleMax ].VIndex[2]= nMeshVertC ; |
---|
| 2831 | } |
---|
| 2832 | |
---|
| 2833 | m_pTriangle[ m_nTriangleMax ].Lamp=-1 ; // assume it didn't come from a lamp, this will be updated later |
---|
| 2834 | |
---|
| 2835 | |
---|
| 2836 | m_pTriangle[ m_nTriangleMax ].Group=m_nGroup ; |
---|
| 2837 | |
---|
| 2838 | |
---|
| 2839 | m_nTriangleMax++ ; |
---|
| 2840 | |
---|
| 2841 | nMeshVertA=nMeshVertB ; |
---|
| 2842 | nMeshVertB=nMeshVertC ; |
---|
| 2843 | } |
---|
| 2844 | |
---|
| 2845 | |
---|
| 2846 | } |
---|
| 2847 | |
---|
| 2848 | |
---|
| 2849 | // finished with the index buffer |
---|
| 2850 | if(pIndexBuffer) |
---|
| 2851 | DELETE_ARRAY( pIndexBuffer ) ; |
---|
| 2852 | |
---|
| 2853 | nFirstVertex=nVertCount ; |
---|
| 2854 | }// end for bezier index |
---|
| 2855 | |
---|
| 2856 | |
---|
| 2857 | m_nGroup++ ; // increment the group number. Each patch is treated as a single group. |
---|
| 2858 | |
---|
| 2859 | }// end if patch not null |
---|
| 2860 | }// end if patch |
---|
| 2861 | }// end for faceIndex |
---|
| 2862 | |
---|
| 2863 | return 1 ; |
---|
| 2864 | |
---|
| 2865 | } |
---|
| 2866 | |
---|
| 2867 | //'' |
---|
| 2868 | // some triangles might be designed to be deferred shading shapes inside of Lamp entities. |
---|
| 2869 | // If so, change their material to the deferred shading configuration for that lamp entity. |
---|
| 2870 | int Q3Map::ConvertTexLampsToLampTriangles(void) |
---|
| 2871 | { |
---|
| 2872 | |
---|
| 2873 | float flCentreX=0.0f ; |
---|
| 2874 | float flCentreY=0.0f ; |
---|
| 2875 | float flCentreZ=0.0f ; |
---|
| 2876 | |
---|
[6825] | 2877 | // float flMinX=0.0f ; |
---|
| 2878 | // float flMinY=0.0f ; |
---|
| 2879 | // float flMinZ=0.0f ; |
---|
| 2880 | // float flMaxX=0.0f ; |
---|
| 2881 | // float flMaxY=0.0f ; |
---|
| 2882 | // float flMaxZ=0.0f ; |
---|
[6819] | 2883 | |
---|
[6825] | 2884 | // float flNormX=0.0f ; |
---|
| 2885 | // float flNormY=0.0f ; |
---|
| 2886 | // float flNormZ=0.0f ; |
---|
| 2887 | // float flTexU=0.0f ; |
---|
| 2888 | // float flTexV=0.0f ; |
---|
[6819] | 2889 | |
---|
| 2890 | float flColR=0.0f ; |
---|
| 2891 | float flColG=0.0f ; |
---|
| 2892 | float flColB=0.0f ; |
---|
| 2893 | |
---|
| 2894 | float flBrightness=0.0f ; |
---|
| 2895 | |
---|
| 2896 | int nLamp=0 ; |
---|
| 2897 | int nTriangle=0 ; |
---|
| 2898 | int nTexLampListPos=0 ; |
---|
| 2899 | int nLightNode=0 ; |
---|
| 2900 | int nTexture=0 ; |
---|
| 2901 | int nZone=0 ; |
---|
[6825] | 2902 | // int nLampZone=0 ; |
---|
| 2903 | // int nMaxLampZone=0 ; |
---|
| 2904 | // int nZoneMatch=0 ; |
---|
[6819] | 2905 | |
---|
| 2906 | |
---|
| 2907 | for(nTexLampListPos=0 ; nTexLampListPos<m_nTexLampMax ; nTexLampListPos++) |
---|
| 2908 | { |
---|
| 2909 | nTriangle=m_pTexLamp[nTexLampListPos] ; |
---|
| 2910 | |
---|
| 2911 | nZone=m_pTriangle[nTriangle].Zone ; |
---|
| 2912 | |
---|
| 2913 | nTexture=m_pTriangle[nTriangle].Texture ; |
---|
| 2914 | |
---|
| 2915 | if(nTexture==m_nBZN_LightNode0) |
---|
| 2916 | nLightNode=0 ; |
---|
| 2917 | else |
---|
| 2918 | if(nTexture==m_nBZN_LightNode1) |
---|
| 2919 | nLightNode=1 ; |
---|
| 2920 | else |
---|
| 2921 | if(nTexture==m_nBZN_LightNode2) |
---|
| 2922 | nLightNode=2 ; |
---|
| 2923 | else |
---|
| 2924 | if(nTexture==m_nBZN_LightNode3) |
---|
| 2925 | nLightNode=3 ; |
---|
| 2926 | else |
---|
| 2927 | return 0 ; // didn't match any lightnode, something went wrong. |
---|
| 2928 | |
---|
| 2929 | |
---|
| 2930 | // scan through all the lamps, finding the ones that touch the same zone as this triangle and that have the same lightnode number |
---|
| 2931 | for(nLamp=0 ; nLamp<m_nLampMax ; nLamp++) |
---|
| 2932 | { |
---|
| 2933 | // skip if the lightnode doesn't match |
---|
| 2934 | if(m_pLamp[nLamp].LightNode!=nLightNode) |
---|
| 2935 | continue ; |
---|
| 2936 | |
---|
| 2937 | |
---|
| 2938 | /* |
---|
| 2939 | // lightnode matches, check if lamp touches the same zone (lamps can touch multiple zones so we have to check them all) |
---|
| 2940 | nZoneMatch=0 ; |
---|
| 2941 | nMaxLampZone=m_pLamp[nLamp].Zone[MAX_ZONEPERLIGHT] ; |
---|
| 2942 | for(nLampZone=0 ; nLampZone<nMaxLampZone ; nLampZone++) |
---|
| 2943 | { |
---|
| 2944 | if(m_pLamp[nLamp].Zone[nLampZone]==nZone) |
---|
| 2945 | { |
---|
| 2946 | nZoneMatch=1 ; |
---|
| 2947 | break ; |
---|
| 2948 | } |
---|
| 2949 | } |
---|
| 2950 | |
---|
| 2951 | |
---|
| 2952 | // if the zone didn't match, continue |
---|
| 2953 | if(!nZoneMatch) continue ; |
---|
| 2954 | |
---|
| 2955 | */ |
---|
| 2956 | |
---|
| 2957 | |
---|
| 2958 | |
---|
| 2959 | // check if all three vertices of this triangle fall within the bounds of this lamp |
---|
| 2960 | if( |
---|
| 2961 | // first vert |
---|
| 2962 | (m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[0]>=m_pLamp[nLamp].Min[0]) |
---|
| 2963 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[0]<=m_pLamp[nLamp].Max[0]) |
---|
| 2964 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[1]>=m_pLamp[nLamp].Min[1]) |
---|
| 2965 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[1]<=m_pLamp[nLamp].Max[1]) |
---|
| 2966 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[2]>=m_pLamp[nLamp].Min[2]) |
---|
| 2967 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].position[2]<=m_pLamp[nLamp].Max[2]) |
---|
| 2968 | && |
---|
| 2969 | // second vert |
---|
| 2970 | (m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[0]>=m_pLamp[nLamp].Min[0]) |
---|
| 2971 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[0]<=m_pLamp[nLamp].Max[0]) |
---|
| 2972 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[1]>=m_pLamp[nLamp].Min[1]) |
---|
| 2973 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[1]<=m_pLamp[nLamp].Max[1]) |
---|
| 2974 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[2]>=m_pLamp[nLamp].Min[2]) |
---|
| 2975 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].position[2]<=m_pLamp[nLamp].Max[2]) |
---|
| 2976 | && |
---|
| 2977 | // third vert |
---|
| 2978 | (m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[0]>=m_pLamp[nLamp].Min[0]) |
---|
| 2979 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[0]<=m_pLamp[nLamp].Max[0]) |
---|
| 2980 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[1]>=m_pLamp[nLamp].Min[1]) |
---|
| 2981 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[1]<=m_pLamp[nLamp].Max[1]) |
---|
| 2982 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[2]>=m_pLamp[nLamp].Min[2]) |
---|
| 2983 | &&(m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].position[2]<=m_pLamp[nLamp].Max[2]) |
---|
| 2984 | |
---|
| 2985 | ) |
---|
| 2986 | { |
---|
| 2987 | |
---|
| 2988 | |
---|
| 2989 | m_pTriangle[nTriangle].Texture=m_pLamp[nLamp].Texture ; |
---|
| 2990 | m_pTriangle[nTriangle].Lamp=nLamp ; |
---|
| 2991 | |
---|
| 2992 | flCentreX = m_pLamp[nLamp].Position[0] ; |
---|
| 2993 | flCentreY = m_pLamp[nLamp].Position[1] ; |
---|
| 2994 | flCentreZ = m_pLamp[nLamp].Position[2] ; |
---|
| 2995 | flColR = m_pLamp[nLamp].Colour[0]*255.0f ; |
---|
| 2996 | flColG = m_pLamp[nLamp].Colour[1]*255.0f ; |
---|
| 2997 | flColB = m_pLamp[nLamp].Colour[2]*255.0f ; |
---|
| 2998 | flBrightness= m_pLamp[nLamp].Brightness ; |
---|
| 2999 | |
---|
| 3000 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].texcoord[0][0]=flCentreX ; |
---|
| 3001 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].texcoord[0][1]=flCentreY ; |
---|
| 3002 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].texcoord[1][0]=flCentreZ ; |
---|
| 3003 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].texcoord[1][1]=flBrightness ; |
---|
[6825] | 3004 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].color[0]=(unsigned char)flColR ; |
---|
| 3005 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].color[1]=(unsigned char)flColG ; |
---|
| 3006 | m_pVertex[ m_pTriangle[nTriangle].VIndex[0] ].color[2]=(unsigned char)flColB ; |
---|
[6819] | 3007 | |
---|
| 3008 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].texcoord[0][0]=flCentreX ; |
---|
| 3009 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].texcoord[0][1]=flCentreY ; |
---|
| 3010 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].texcoord[1][0]=flCentreZ ; |
---|
| 3011 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].texcoord[1][1]=flBrightness ; |
---|
[6825] | 3012 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].color[0]=(unsigned char)flColR ; |
---|
| 3013 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].color[1]=(unsigned char)flColG ; |
---|
| 3014 | m_pVertex[ m_pTriangle[nTriangle].VIndex[1] ].color[2]=(unsigned char)flColB ; |
---|
[6819] | 3015 | |
---|
| 3016 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].texcoord[0][0]=flCentreX ; |
---|
| 3017 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].texcoord[0][1]=flCentreY ; |
---|
| 3018 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].texcoord[1][0]=flCentreZ ; |
---|
| 3019 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].texcoord[1][1]=flBrightness ; |
---|
[6825] | 3020 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].color[0]=(unsigned char)flColR ; |
---|
| 3021 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].color[1]=(unsigned char)flColG ; |
---|
| 3022 | m_pVertex[ m_pTriangle[nTriangle].VIndex[2] ].color[2]=(unsigned char)flColB ; |
---|
[6819] | 3023 | |
---|
| 3024 | |
---|
| 3025 | m_pTriangle[ m_nTriangleMax ].Group=m_nGroup ; |
---|
| 3026 | |
---|
| 3027 | |
---|
| 3028 | }// end triangle is in bounds of lamp |
---|
| 3029 | |
---|
| 3030 | |
---|
| 3031 | m_nGroup++ ; // increment group number. Every texture lamp is a group. |
---|
| 3032 | |
---|
| 3033 | |
---|
| 3034 | }// end for nLamp |
---|
| 3035 | |
---|
| 3036 | |
---|
| 3037 | } |
---|
| 3038 | |
---|
| 3039 | |
---|
| 3040 | |
---|
| 3041 | return 1 ; |
---|
| 3042 | } |
---|
| 3043 | |
---|
| 3044 | |
---|
| 3045 | // convert lamps into boxes. Lamps are deferred shading non-shadowing lights, and are rendered as triangles |
---|
| 3046 | // The texture coords are actually the light centre point, the spot the shaders calculate as the source of the lighting, |
---|
| 3047 | // and also the brightness |
---|
| 3048 | // The triangles created will remember the lamp they came from, via Triangle.Lamp |
---|
| 3049 | |
---|
| 3050 | int Q3Map::ConvertLampsToTriangles(void) |
---|
| 3051 | { |
---|
| 3052 | float flCentreX=0.0f ; |
---|
| 3053 | float flCentreY=0.0f ; |
---|
| 3054 | float flCentreZ=0.0f ; |
---|
| 3055 | |
---|
| 3056 | float flMinX=0.0f ; |
---|
| 3057 | float flMinY=0.0f ; |
---|
| 3058 | float flMinZ=0.0f ; |
---|
| 3059 | float flMaxX=0.0f ; |
---|
| 3060 | float flMaxY=0.0f ; |
---|
| 3061 | float flMaxZ=0.0f ; |
---|
| 3062 | |
---|
[6825] | 3063 | // float flNormX=0.0f ; |
---|
| 3064 | // float flNormY=0.0f ; |
---|
| 3065 | // float flNormZ=0.0f ; |
---|
| 3066 | // float flTexU=0.0f ; |
---|
| 3067 | // float flTexV=0.0f ; |
---|
[6819] | 3068 | |
---|
| 3069 | float flColR=0.0f ; |
---|
| 3070 | float flColG=0.0f ; |
---|
| 3071 | float flColB=0.0f ; |
---|
| 3072 | |
---|
| 3073 | float flBrightness=0.0f ; |
---|
| 3074 | |
---|
| 3075 | int nLamp=0 ; |
---|
| 3076 | |
---|
| 3077 | // lower case = min, upper case = max |
---|
| 3078 | Q3BspVertex Vert_xyz ; |
---|
| 3079 | Q3BspVertex Vert_Xyz ; |
---|
| 3080 | Q3BspVertex Vert_xYz ; |
---|
| 3081 | Q3BspVertex Vert_XYz ; |
---|
| 3082 | Q3BspVertex Vert_xyZ ; |
---|
| 3083 | Q3BspVertex Vert_XyZ ; |
---|
| 3084 | Q3BspVertex Vert_xYZ ; |
---|
| 3085 | Q3BspVertex Vert_XYZ ; |
---|
| 3086 | |
---|
| 3087 | int n_xyz=0 ; |
---|
| 3088 | int n_Xyz=0 ; |
---|
| 3089 | int n_xYz=0 ; |
---|
| 3090 | int n_XYz=0 ; |
---|
| 3091 | int n_xyZ=0 ; |
---|
| 3092 | int n_XyZ=0 ; |
---|
| 3093 | int n_xYZ=0 ; |
---|
| 3094 | int n_XYZ=0 ; |
---|
| 3095 | |
---|
| 3096 | int nFirstVertex=0 ; |
---|
| 3097 | |
---|
| 3098 | triangle_t Triangle ; |
---|
| 3099 | ZeroMemory((void*)&Triangle, sizeof(triangle_t)) ; |
---|
| 3100 | |
---|
| 3101 | for(nLamp=0 ; nLamp<m_nLampMax ; nLamp++) |
---|
| 3102 | { |
---|
| 3103 | if(m_pLamp[nLamp].LightNode>-1) continue ; // lamps that are lightnodes don't add their own triangles. They just exist as information for TexLamps. |
---|
| 3104 | |
---|
| 3105 | |
---|
| 3106 | flCentreX = m_pLamp[nLamp].Position[0] ; |
---|
| 3107 | flCentreY = m_pLamp[nLamp].Position[1] ; |
---|
| 3108 | flCentreZ = m_pLamp[nLamp].Position[2] ; |
---|
| 3109 | |
---|
| 3110 | flMinX = m_pLamp[nLamp].Min[0] ; |
---|
| 3111 | flMinY = m_pLamp[nLamp].Min[1] ; |
---|
| 3112 | flMinZ = m_pLamp[nLamp].Min[2] ; |
---|
| 3113 | |
---|
| 3114 | flMaxX = m_pLamp[nLamp].Max[0] ; |
---|
| 3115 | flMaxY = m_pLamp[nLamp].Max[1] ; |
---|
| 3116 | flMaxZ = m_pLamp[nLamp].Max[2] ; |
---|
| 3117 | |
---|
| 3118 | flColR = m_pLamp[nLamp].Colour[0]*255.0f ; |
---|
| 3119 | flColG = m_pLamp[nLamp].Colour[1]*255.0f ; |
---|
| 3120 | flColB = m_pLamp[nLamp].Colour[2]*255.0f ; |
---|
| 3121 | |
---|
| 3122 | flBrightness= m_pLamp[nLamp].Brightness ; |
---|
| 3123 | |
---|
| 3124 | ////////////////////////////////////// |
---|
| 3125 | // setup our 8 vertices. Normal isn't that important, I just approximate regardless of actual box shape |
---|
| 3126 | |
---|
| 3127 | |
---|
| 3128 | nFirstVertex=m_nVertexMax ; // we need to remember which vertex is which for defining the triangles |
---|
| 3129 | |
---|
| 3130 | // vertex numbers |
---|
| 3131 | n_xyz=nFirstVertex+0 ; |
---|
| 3132 | n_Xyz=nFirstVertex+1 ; |
---|
| 3133 | n_xYz=nFirstVertex+2 ; |
---|
| 3134 | n_XYz=nFirstVertex+3 ; |
---|
| 3135 | n_xyZ=nFirstVertex+4 ; |
---|
| 3136 | n_XyZ=nFirstVertex+5 ; |
---|
| 3137 | n_xYZ=nFirstVertex+6 ; |
---|
| 3138 | n_XYZ=nFirstVertex+7 ; |
---|
| 3139 | |
---|
| 3140 | |
---|
| 3141 | Vert_xyz.position[0]=flMinX ; |
---|
| 3142 | Vert_xyz.position[1]=flMinY ; |
---|
| 3143 | Vert_xyz.position[2]=flMinZ ; |
---|
| 3144 | Vert_xyz.normal[0]=-0.5773502691896 ; |
---|
| 3145 | Vert_xyz.normal[1]=-0.5773502691896 ; |
---|
| 3146 | Vert_xyz.normal[2]=-0.5773502691896 ; |
---|
| 3147 | Vert_xyz.texcoord[0][0]=flCentreX ; |
---|
| 3148 | Vert_xyz.texcoord[0][1]=flCentreY ; |
---|
| 3149 | Vert_xyz.texcoord[1][0]=flCentreZ ; |
---|
| 3150 | Vert_xyz.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3151 | Vert_xyz.color[0]=(unsigned char)flColR ; |
---|
| 3152 | Vert_xyz.color[1]=(unsigned char)flColG ; |
---|
| 3153 | Vert_xyz.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3154 | if(!AddVertex(Vert_xyz)) return 0 ; |
---|
| 3155 | |
---|
| 3156 | |
---|
| 3157 | Vert_Xyz.position[0]=flMaxX ; |
---|
| 3158 | Vert_Xyz.position[1]=flMinY ; |
---|
| 3159 | Vert_Xyz.position[2]=flMinZ ; |
---|
| 3160 | Vert_Xyz.normal[0]= 0.5773502691896 ; |
---|
| 3161 | Vert_Xyz.normal[1]=-0.5773502691896 ; |
---|
| 3162 | Vert_Xyz.normal[2]=-0.5773502691896 ; |
---|
| 3163 | Vert_Xyz.texcoord[0][0]=flCentreX ; |
---|
| 3164 | Vert_Xyz.texcoord[0][1]=flCentreY ; |
---|
| 3165 | Vert_Xyz.texcoord[1][0]=flCentreZ ; |
---|
| 3166 | Vert_Xyz.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3167 | Vert_Xyz.color[0]=(unsigned char)flColR ; |
---|
| 3168 | Vert_Xyz.color[1]=(unsigned char)flColG ; |
---|
| 3169 | Vert_Xyz.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3170 | if(!AddVertex(Vert_Xyz)) return 0 ; |
---|
| 3171 | |
---|
| 3172 | Vert_xYz.position[0]=flMinX ; |
---|
| 3173 | Vert_xYz.position[1]=flMaxY ; |
---|
| 3174 | Vert_xYz.position[2]=flMinZ ; |
---|
| 3175 | Vert_xYz.normal[0]=-0.5773502691896 ; |
---|
| 3176 | Vert_xYz.normal[1]= 0.5773502691896 ; |
---|
| 3177 | Vert_xYz.normal[2]=-0.5773502691896 ; |
---|
| 3178 | Vert_xYz.texcoord[0][0]=flCentreX ; |
---|
| 3179 | Vert_xYz.texcoord[0][1]=flCentreY ; |
---|
| 3180 | Vert_xYz.texcoord[1][0]=flCentreZ ; |
---|
| 3181 | Vert_xYz.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3182 | Vert_xYz.color[0]=(unsigned char)flColR ; |
---|
| 3183 | Vert_xYz.color[1]=(unsigned char)flColG ; |
---|
| 3184 | Vert_xYz.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3185 | if(!AddVertex(Vert_xYz)) return 0 ; |
---|
| 3186 | |
---|
| 3187 | Vert_XYz.position[0]=flMaxX ; |
---|
| 3188 | Vert_XYz.position[1]=flMaxY ; |
---|
| 3189 | Vert_XYz.position[2]=flMinZ ; |
---|
| 3190 | Vert_XYz.normal[0]= 0.5773502691896 ; |
---|
| 3191 | Vert_XYz.normal[1]= 0.5773502691896 ; |
---|
| 3192 | Vert_XYz.normal[2]=-0.5773502691896 ; |
---|
| 3193 | Vert_XYz.texcoord[0][0]=flCentreX ; |
---|
| 3194 | Vert_XYz.texcoord[0][1]=flCentreY ; |
---|
| 3195 | Vert_XYz.texcoord[1][0]=flCentreZ ; |
---|
| 3196 | Vert_XYz.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3197 | Vert_XYz.color[0]=(unsigned char)flColR ; |
---|
| 3198 | Vert_XYz.color[1]=(unsigned char)flColG ; |
---|
| 3199 | Vert_XYz.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3200 | if(!AddVertex(Vert_XYz)) return 0 ; |
---|
| 3201 | |
---|
| 3202 | ////////////////////////////////////// |
---|
| 3203 | |
---|
| 3204 | Vert_xyZ.position[0]=flMinX ; |
---|
| 3205 | Vert_xyZ.position[1]=flMinY ; |
---|
| 3206 | Vert_xyZ.position[2]=flMaxZ ; |
---|
| 3207 | Vert_xyZ.normal[0]=-0.5773502691896 ; |
---|
| 3208 | Vert_xyZ.normal[1]=-0.5773502691896 ; |
---|
| 3209 | Vert_xyZ.normal[2]= 0.5773502691896 ; |
---|
| 3210 | Vert_xyZ.texcoord[0][0]=flCentreX ; |
---|
| 3211 | Vert_xyZ.texcoord[0][1]=flCentreY ; |
---|
| 3212 | Vert_xyZ.texcoord[1][0]=flCentreZ ; |
---|
| 3213 | Vert_xyZ.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3214 | Vert_xyZ.color[0]=(unsigned char)flColR ; |
---|
| 3215 | Vert_xyZ.color[1]=(unsigned char)flColG ; |
---|
| 3216 | Vert_xyZ.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3217 | if(!AddVertex(Vert_xyZ)) return 0 ; |
---|
| 3218 | |
---|
| 3219 | Vert_XyZ.position[0]=flMaxX ; |
---|
| 3220 | Vert_XyZ.position[1]=flMinY ; |
---|
| 3221 | Vert_XyZ.position[2]=flMaxZ ; |
---|
| 3222 | Vert_XyZ.normal[0]= 0.5773502691896 ; |
---|
| 3223 | Vert_XyZ.normal[1]=-0.5773502691896 ; |
---|
| 3224 | Vert_XyZ.normal[2]= 0.5773502691896 ; |
---|
| 3225 | Vert_XyZ.texcoord[0][0]=flCentreX ; |
---|
| 3226 | Vert_XyZ.texcoord[0][1]=flCentreY ; |
---|
| 3227 | Vert_XyZ.texcoord[1][0]=flCentreZ ; |
---|
| 3228 | Vert_XyZ.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3229 | Vert_XyZ.color[0]=(unsigned char)flColR ; |
---|
| 3230 | Vert_XyZ.color[1]=(unsigned char)flColG ; |
---|
| 3231 | Vert_XyZ.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3232 | if(!AddVertex(Vert_XyZ)) return 0 ; |
---|
| 3233 | |
---|
| 3234 | Vert_xYZ.position[0]=flMinX ; |
---|
| 3235 | Vert_xYZ.position[1]=flMaxY ; |
---|
| 3236 | Vert_xYZ.position[2]=flMaxZ ; |
---|
| 3237 | Vert_xYZ.normal[0]=-0.5773502691896 ; |
---|
| 3238 | Vert_xYZ.normal[1]= 0.5773502691896 ; |
---|
| 3239 | Vert_xYZ.normal[2]= 0.5773502691896 ; |
---|
| 3240 | Vert_xYZ.texcoord[0][0]=flCentreX ; |
---|
| 3241 | Vert_xYZ.texcoord[0][1]=flCentreY ; |
---|
| 3242 | Vert_xYZ.texcoord[1][0]=flCentreZ ; |
---|
| 3243 | Vert_xYZ.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3244 | Vert_xYZ.color[0]=(unsigned char)flColR ; |
---|
| 3245 | Vert_xYZ.color[1]=(unsigned char)flColG ; |
---|
| 3246 | Vert_xYZ.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3247 | if(!AddVertex(Vert_xYZ)) return 0 ; |
---|
| 3248 | |
---|
| 3249 | Vert_XYZ.position[0]=flMaxX ; |
---|
| 3250 | Vert_XYZ.position[1]=flMaxY ; |
---|
| 3251 | Vert_XYZ.position[2]=flMaxZ ; |
---|
| 3252 | Vert_XYZ.normal[0]= 0.5773502691896 ; |
---|
| 3253 | Vert_XYZ.normal[1]= 0.5773502691896 ; |
---|
| 3254 | Vert_XYZ.normal[2]= 0.5773502691896 ; |
---|
| 3255 | Vert_XYZ.texcoord[0][0]=flCentreX ; |
---|
| 3256 | Vert_XYZ.texcoord[0][1]=flCentreY ; |
---|
| 3257 | Vert_XYZ.texcoord[1][0]=flCentreZ ; |
---|
| 3258 | Vert_XYZ.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3259 | Vert_XYZ.color[0]=(unsigned char)flColR ; |
---|
| 3260 | Vert_XYZ.color[1]=(unsigned char)flColG ; |
---|
| 3261 | Vert_XYZ.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3262 | if(!AddVertex(Vert_XYZ)) return 0 ; |
---|
| 3263 | |
---|
| 3264 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3265 | |
---|
| 3266 | Triangle.Texture=m_pLamp[nLamp].Texture ; |
---|
| 3267 | Triangle.Lamp=nLamp ; |
---|
| 3268 | Triangle.Group=m_nGroup ; |
---|
| 3269 | |
---|
| 3270 | ///////////////////////////////////// |
---|
| 3271 | |
---|
| 3272 | Triangle.VIndex[2]=n_xyz ; |
---|
| 3273 | Triangle.VIndex[1]=n_xyZ ; |
---|
| 3274 | Triangle.VIndex[0]=n_xYZ ; |
---|
| 3275 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3276 | |
---|
| 3277 | Triangle.VIndex[2]=n_xYZ ; |
---|
| 3278 | Triangle.VIndex[1]=n_xYz ; |
---|
| 3279 | Triangle.VIndex[0]=n_xyz ; |
---|
| 3280 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3281 | |
---|
| 3282 | ///////////////////////////////////// |
---|
| 3283 | |
---|
| 3284 | Triangle.VIndex[0]=n_Xyz ; |
---|
| 3285 | Triangle.VIndex[1]=n_XyZ ; |
---|
| 3286 | Triangle.VIndex[2]=n_XYZ ; |
---|
| 3287 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3288 | |
---|
| 3289 | Triangle.VIndex[0]=n_XYZ ; |
---|
| 3290 | Triangle.VIndex[1]=n_XYz ; |
---|
| 3291 | Triangle.VIndex[2]=n_Xyz ; |
---|
| 3292 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3293 | |
---|
| 3294 | ///////////////////////////////////// |
---|
| 3295 | |
---|
| 3296 | Triangle.VIndex[2]=n_xyz ; |
---|
| 3297 | Triangle.VIndex[1]=n_xYz ; |
---|
| 3298 | Triangle.VIndex[0]=n_XYz ; |
---|
| 3299 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3300 | |
---|
| 3301 | Triangle.VIndex[2]=n_XYz ; |
---|
| 3302 | Triangle.VIndex[1]=n_Xyz ; |
---|
| 3303 | Triangle.VIndex[0]=n_xyz ; |
---|
| 3304 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3305 | |
---|
| 3306 | ///////////////////////////////////// |
---|
| 3307 | |
---|
| 3308 | Triangle.VIndex[0]=n_xyZ ; |
---|
| 3309 | Triangle.VIndex[1]=n_xYZ ; |
---|
| 3310 | Triangle.VIndex[2]=n_XYZ ; |
---|
| 3311 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3312 | |
---|
| 3313 | Triangle.VIndex[0]=n_XYZ ; |
---|
| 3314 | Triangle.VIndex[1]=n_XyZ ; |
---|
| 3315 | Triangle.VIndex[2]=n_xyZ ; |
---|
| 3316 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3317 | |
---|
| 3318 | ///////////////////////////////////// |
---|
| 3319 | |
---|
| 3320 | Triangle.VIndex[0]=n_xyz ; |
---|
| 3321 | Triangle.VIndex[1]=n_xyZ ; |
---|
| 3322 | Triangle.VIndex[2]=n_XyZ ; |
---|
| 3323 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3324 | |
---|
| 3325 | Triangle.VIndex[0]=n_XyZ ; |
---|
| 3326 | Triangle.VIndex[1]=n_Xyz ; |
---|
| 3327 | Triangle.VIndex[2]=n_xyz ; |
---|
| 3328 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3329 | |
---|
| 3330 | ///////////////////////////////////// |
---|
| 3331 | |
---|
| 3332 | Triangle.VIndex[2]=n_xYz ; |
---|
| 3333 | Triangle.VIndex[1]=n_xYZ ; |
---|
| 3334 | Triangle.VIndex[0]=n_XYZ ; |
---|
| 3335 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3336 | |
---|
| 3337 | Triangle.VIndex[2]=n_XYZ ; |
---|
| 3338 | Triangle.VIndex[1]=n_XYz ; |
---|
| 3339 | Triangle.VIndex[0]=n_xYz ; |
---|
| 3340 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3341 | |
---|
| 3342 | m_nGroup++ ; // increment group once for every lamp |
---|
| 3343 | } |
---|
| 3344 | |
---|
| 3345 | |
---|
| 3346 | |
---|
| 3347 | return 1 ; |
---|
| 3348 | } |
---|
| 3349 | |
---|
| 3350 | |
---|
| 3351 | int Q3Map::ConvertLampsToGlowTriangles(void) |
---|
| 3352 | { |
---|
| 3353 | float flCentreX=0.0f ; |
---|
| 3354 | float flCentreY=0.0f ; |
---|
| 3355 | float flCentreZ=0.0f ; |
---|
| 3356 | |
---|
| 3357 | float flMinX=0.0f ; |
---|
| 3358 | float flMinY=0.0f ; |
---|
| 3359 | float flMinZ=0.0f ; |
---|
| 3360 | float flMaxX=0.0f ; |
---|
| 3361 | float flMaxY=0.0f ; |
---|
| 3362 | float flMaxZ=0.0f ; |
---|
| 3363 | |
---|
[6825] | 3364 | // float flNormX=0.0f ; |
---|
| 3365 | // float flNormY=0.0f ; |
---|
| 3366 | // float flNormZ=0.0f ; |
---|
| 3367 | // float flTexU=0.0f ; |
---|
| 3368 | // float flTexV=0.0f ; |
---|
[6819] | 3369 | |
---|
| 3370 | float flColR=0.0f ; |
---|
| 3371 | float flColG=0.0f ; |
---|
| 3372 | float flColB=0.0f ; |
---|
| 3373 | |
---|
| 3374 | float flBrightness=0.0f ; |
---|
| 3375 | |
---|
| 3376 | int nLamp=0 ; |
---|
| 3377 | |
---|
| 3378 | |
---|
| 3379 | Q3BspVertex Vert_L ; |
---|
| 3380 | Q3BspVertex Vert_R ; |
---|
| 3381 | Q3BspVertex Vert_F ; |
---|
| 3382 | Q3BspVertex Vert_B ; |
---|
| 3383 | Q3BspVertex Vert_U ; |
---|
| 3384 | Q3BspVertex Vert_D ; |
---|
| 3385 | |
---|
| 3386 | |
---|
| 3387 | int n_L=0 ; |
---|
| 3388 | int n_R=0 ; |
---|
| 3389 | int n_F=0 ; |
---|
| 3390 | int n_B=0 ; |
---|
| 3391 | int n_U=0 ; |
---|
| 3392 | int n_D=0 ; |
---|
| 3393 | |
---|
| 3394 | int nFirstVertex=0 ; |
---|
| 3395 | |
---|
| 3396 | float flBaseGlowSize=0.15f ;//0.2f;//0.001f ; |
---|
| 3397 | float flGlowSize=0.0f ; |
---|
| 3398 | |
---|
| 3399 | |
---|
| 3400 | |
---|
| 3401 | triangle_t Triangle ; |
---|
| 3402 | ZeroMemory((void*)&Triangle, sizeof(triangle_t)) ; |
---|
| 3403 | |
---|
| 3404 | for(nLamp=0 ; nLamp<m_nLampMax ; nLamp++) |
---|
| 3405 | { |
---|
| 3406 | |
---|
| 3407 | flGlowSize=flBaseGlowSize*m_pLamp[nLamp].Brightness ; |
---|
| 3408 | |
---|
| 3409 | flCentreX = m_pLamp[nLamp].Position[0] ; |
---|
| 3410 | flCentreY = m_pLamp[nLamp].Position[1] ; |
---|
| 3411 | flCentreZ = m_pLamp[nLamp].Position[2] ; |
---|
| 3412 | |
---|
| 3413 | flMinX = flCentreX-flGlowSize ; |
---|
| 3414 | flMinY = flCentreY-flGlowSize ; |
---|
| 3415 | flMinZ = flCentreZ-flGlowSize ; |
---|
| 3416 | |
---|
| 3417 | flMaxX = flCentreX+flGlowSize ; |
---|
| 3418 | flMaxY = flCentreY+flGlowSize ; |
---|
| 3419 | flMaxZ = flCentreZ+flGlowSize ; |
---|
| 3420 | |
---|
| 3421 | flColR = m_pLamp[nLamp].Colour[0]*255.0f ; |
---|
| 3422 | flColG = m_pLamp[nLamp].Colour[1]*255.0f ; |
---|
| 3423 | flColB = m_pLamp[nLamp].Colour[2]*255.0f ; |
---|
| 3424 | |
---|
| 3425 | flBrightness= m_pLamp[nLamp].Brightness*4.0f ; |
---|
| 3426 | |
---|
| 3427 | ////////////////////////////////////// |
---|
| 3428 | // setup our 8 vertices. Normal isn't that important, I just approximate regardless of actual box shape |
---|
| 3429 | |
---|
| 3430 | |
---|
| 3431 | nFirstVertex=m_nVertexMax ; // we need to remember which vertex is which for defining the triangles |
---|
| 3432 | |
---|
| 3433 | // vertex numbers |
---|
| 3434 | n_L=nFirstVertex+0 ; |
---|
| 3435 | n_R=nFirstVertex+1 ; |
---|
| 3436 | n_F=nFirstVertex+2 ; |
---|
| 3437 | n_B=nFirstVertex+3 ; |
---|
| 3438 | n_U=nFirstVertex+4 ; |
---|
| 3439 | n_D=nFirstVertex+5 ; |
---|
| 3440 | |
---|
| 3441 | |
---|
| 3442 | |
---|
| 3443 | Vert_L.position[0]=flMinX ; |
---|
| 3444 | Vert_L.position[1]=flCentreY ; |
---|
| 3445 | Vert_L.position[2]=flCentreZ ; |
---|
| 3446 | Vert_L.normal[0]=-1.0 ; |
---|
| 3447 | Vert_L.normal[1]=0.0 ; |
---|
| 3448 | Vert_L.normal[2]=0.0 ; |
---|
| 3449 | Vert_L.texcoord[0][0]=flCentreX ; |
---|
| 3450 | Vert_L.texcoord[0][1]=flCentreY ; |
---|
| 3451 | Vert_L.texcoord[1][0]=flCentreZ ; |
---|
| 3452 | Vert_L.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3453 | Vert_L.color[0]=(unsigned char)flColR ; |
---|
| 3454 | Vert_L.color[1]=(unsigned char)flColG ; |
---|
| 3455 | Vert_L.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3456 | if(!AddVertex(Vert_L)) return 0 ; |
---|
| 3457 | |
---|
| 3458 | Vert_R.position[0]=flMaxX ; |
---|
| 3459 | Vert_R.position[1]=flCentreY ; |
---|
| 3460 | Vert_R.position[2]=flCentreZ ; |
---|
| 3461 | Vert_R.normal[0]=1.0 ; |
---|
| 3462 | Vert_R.normal[1]=0.0 ; |
---|
| 3463 | Vert_R.normal[2]=0.0 ; |
---|
| 3464 | Vert_R.texcoord[0][0]=flCentreX ; |
---|
| 3465 | Vert_R.texcoord[0][1]=flCentreY ; |
---|
| 3466 | Vert_R.texcoord[1][0]=flCentreZ ; |
---|
| 3467 | Vert_R.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3468 | Vert_R.color[0]=(unsigned char)flColR ; |
---|
| 3469 | Vert_R.color[1]=(unsigned char)flColG ; |
---|
| 3470 | Vert_R.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3471 | if(!AddVertex(Vert_R)) return 0 ; |
---|
| 3472 | |
---|
| 3473 | Vert_F.position[0]=flCentreX ; |
---|
| 3474 | Vert_F.position[1]=flCentreY ; |
---|
| 3475 | Vert_F.position[2]=flMinZ ; |
---|
| 3476 | Vert_F.normal[0]=0.0 ; |
---|
| 3477 | Vert_F.normal[1]=0.0 ; |
---|
| 3478 | Vert_F.normal[2]=-1.0 ; |
---|
| 3479 | Vert_F.texcoord[0][0]=flCentreX ; |
---|
| 3480 | Vert_F.texcoord[0][1]=flCentreY ; |
---|
| 3481 | Vert_F.texcoord[1][0]=flCentreZ ; |
---|
| 3482 | Vert_F.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3483 | Vert_F.color[0]=(unsigned char)flColR ; |
---|
| 3484 | Vert_F.color[1]=(unsigned char)flColG ; |
---|
| 3485 | Vert_F.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3486 | if(!AddVertex(Vert_F)) return 0 ; |
---|
| 3487 | |
---|
| 3488 | Vert_B.position[0]=flCentreX ; |
---|
| 3489 | Vert_B.position[1]=flCentreY ; |
---|
| 3490 | Vert_B.position[2]=flMaxZ ; |
---|
| 3491 | Vert_B.normal[0]=0.0 ; |
---|
| 3492 | Vert_B.normal[1]=0.0 ; |
---|
| 3493 | Vert_B.normal[2]=1.0 ; |
---|
| 3494 | Vert_B.texcoord[0][0]=flCentreX ; |
---|
| 3495 | Vert_B.texcoord[0][1]=flCentreY ; |
---|
| 3496 | Vert_B.texcoord[1][0]=flCentreZ ; |
---|
| 3497 | Vert_B.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3498 | Vert_B.color[0]=(unsigned char)flColR ; |
---|
| 3499 | Vert_B.color[1]=(unsigned char)flColG ; |
---|
| 3500 | Vert_B.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3501 | if(!AddVertex(Vert_B)) return 0 ; |
---|
| 3502 | |
---|
| 3503 | Vert_U.position[0]=flCentreX ; |
---|
| 3504 | Vert_U.position[1]=flMaxY ; |
---|
| 3505 | Vert_U.position[2]=flCentreZ ; |
---|
| 3506 | Vert_U.normal[0]=0.0 ; |
---|
| 3507 | Vert_U.normal[1]=1.0 ; |
---|
| 3508 | Vert_U.normal[2]=0.0 ; |
---|
| 3509 | Vert_U.texcoord[0][0]=flCentreX ; |
---|
| 3510 | Vert_U.texcoord[0][1]=flCentreY ; |
---|
| 3511 | Vert_U.texcoord[1][0]=flCentreZ ; |
---|
| 3512 | Vert_U.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3513 | Vert_U.color[0]=(unsigned char)flColR ; |
---|
| 3514 | Vert_U.color[1]=(unsigned char)flColG ; |
---|
| 3515 | Vert_U.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3516 | if(!AddVertex(Vert_U)) return 0 ; |
---|
| 3517 | |
---|
| 3518 | Vert_D.position[0]=flCentreX ; |
---|
| 3519 | Vert_D.position[1]=flMinY ; |
---|
| 3520 | Vert_D.position[2]=flCentreZ ; |
---|
| 3521 | Vert_D.normal[0]=0.0 ; |
---|
| 3522 | Vert_D.normal[1]=-1.0 ; |
---|
| 3523 | Vert_D.normal[2]=0.0 ; |
---|
| 3524 | Vert_D.texcoord[0][0]=flCentreX ; |
---|
| 3525 | Vert_D.texcoord[0][1]=flCentreY ; |
---|
| 3526 | Vert_D.texcoord[1][0]=flCentreZ ; |
---|
| 3527 | Vert_D.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3528 | Vert_D.color[0]=(unsigned char)flColR ; |
---|
| 3529 | Vert_D.color[1]=(unsigned char)flColG ; |
---|
| 3530 | Vert_D.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3531 | if(!AddVertex(Vert_D)) return 0 ; |
---|
| 3532 | |
---|
| 3533 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3534 | |
---|
| 3535 | Triangle.Texture=m_nDefaultTextureIndexGlowLamp ; |
---|
| 3536 | Triangle.Lamp=-1 ; |
---|
| 3537 | Triangle.Group=m_nGroup ; |
---|
| 3538 | |
---|
| 3539 | ///////////////////////////////////// |
---|
| 3540 | |
---|
| 3541 | Triangle.VIndex[0]=n_U ; |
---|
| 3542 | Triangle.VIndex[1]=n_L ; |
---|
| 3543 | Triangle.VIndex[2]=n_F ; |
---|
| 3544 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3545 | |
---|
| 3546 | Triangle.VIndex[0]=n_U ; |
---|
| 3547 | Triangle.VIndex[1]=n_F ; |
---|
| 3548 | Triangle.VIndex[2]=n_R ; |
---|
| 3549 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3550 | |
---|
| 3551 | Triangle.VIndex[0]=n_U ; |
---|
| 3552 | Triangle.VIndex[1]=n_R ; |
---|
| 3553 | Triangle.VIndex[2]=n_B ; |
---|
| 3554 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3555 | |
---|
| 3556 | Triangle.VIndex[0]=n_U ; |
---|
| 3557 | Triangle.VIndex[1]=n_B ; |
---|
| 3558 | Triangle.VIndex[2]=n_L ; |
---|
| 3559 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3560 | |
---|
| 3561 | ////////////////////////////////////// |
---|
| 3562 | |
---|
| 3563 | Triangle.VIndex[2]=n_D ; |
---|
| 3564 | Triangle.VIndex[1]=n_L ; |
---|
| 3565 | Triangle.VIndex[0]=n_F ; |
---|
| 3566 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3567 | |
---|
| 3568 | Triangle.VIndex[2]=n_D ; |
---|
| 3569 | Triangle.VIndex[1]=n_F ; |
---|
| 3570 | Triangle.VIndex[0]=n_R ; |
---|
| 3571 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3572 | |
---|
| 3573 | Triangle.VIndex[2]=n_D ; |
---|
| 3574 | Triangle.VIndex[1]=n_R ; |
---|
| 3575 | Triangle.VIndex[0]=n_B ; |
---|
| 3576 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3577 | |
---|
| 3578 | Triangle.VIndex[2]=n_D ; |
---|
| 3579 | Triangle.VIndex[1]=n_B ; |
---|
| 3580 | Triangle.VIndex[0]=n_L ; |
---|
| 3581 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3582 | |
---|
| 3583 | m_nGroup++ ; // increment group once for each glow |
---|
| 3584 | |
---|
| 3585 | } |
---|
| 3586 | |
---|
| 3587 | |
---|
| 3588 | |
---|
| 3589 | return 1 ; |
---|
| 3590 | } |
---|
| 3591 | |
---|
| 3592 | ///////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3593 | |
---|
| 3594 | |
---|
| 3595 | int Q3Map::ConvertLightsToGlowTriangles(void) |
---|
| 3596 | { |
---|
| 3597 | float flCentreX=0.0f ; |
---|
| 3598 | float flCentreY=0.0f ; |
---|
| 3599 | float flCentreZ=0.0f ; |
---|
| 3600 | |
---|
| 3601 | float flMinX=0.0f ; |
---|
| 3602 | float flMinY=0.0f ; |
---|
| 3603 | float flMinZ=0.0f ; |
---|
| 3604 | float flMaxX=0.0f ; |
---|
| 3605 | float flMaxY=0.0f ; |
---|
| 3606 | float flMaxZ=0.0f ; |
---|
| 3607 | |
---|
[6825] | 3608 | // float flNormX=0.0f ; |
---|
| 3609 | // float flNormY=0.0f ; |
---|
| 3610 | // float flNormZ=0.0f ; |
---|
| 3611 | // float flTexU=0.0f ; |
---|
| 3612 | // float flTexV=0.0f ; |
---|
[6819] | 3613 | |
---|
| 3614 | float flColR=0.0f ; |
---|
| 3615 | float flColG=0.0f ; |
---|
| 3616 | float flColB=0.0f ; |
---|
| 3617 | |
---|
| 3618 | float flBrightness=0.0f ; |
---|
| 3619 | |
---|
| 3620 | int nLight=0 ; |
---|
| 3621 | |
---|
| 3622 | Q3BspVertex Vert_Or ; |
---|
| 3623 | Q3BspVertex Vert_A0 ; |
---|
| 3624 | Q3BspVertex Vert_A1 ; |
---|
| 3625 | Q3BspVertex Vert_B0 ; |
---|
| 3626 | Q3BspVertex Vert_B1 ; |
---|
| 3627 | |
---|
| 3628 | |
---|
| 3629 | int n_Or=0 ; |
---|
| 3630 | int n_A0=0 ; |
---|
| 3631 | int n_A1=0 ; |
---|
| 3632 | int n_B0=0 ; |
---|
| 3633 | int n_B1=0 ; |
---|
| 3634 | |
---|
| 3635 | int nFirstVertex=0 ; |
---|
| 3636 | |
---|
| 3637 | float flBaseGlowSize=0.2f ;//0.001f ; |
---|
| 3638 | float flGlowSize=0.0f ; |
---|
| 3639 | |
---|
[6825] | 3640 | // char chMessage[1024] ; |
---|
[6819] | 3641 | |
---|
| 3642 | |
---|
| 3643 | |
---|
| 3644 | triangle_t Triangle ; |
---|
| 3645 | ZeroMemory((void*)&Triangle, sizeof(triangle_t)) ; |
---|
| 3646 | |
---|
| 3647 | for(nLight=0 ; nLight<m_nLightMax ; nLight++) |
---|
| 3648 | //for(nLight=0 ; nLight<1 ; nLight++) |
---|
| 3649 | { |
---|
| 3650 | //if(m_pLight[nLight].LightNode>-1) continue ; // Lights that are lightnodes don't add their own triangles. They just exist as information for TexLights. |
---|
| 3651 | |
---|
| 3652 | flGlowSize=flBaseGlowSize*m_pLight[nLight].Brightness ; |
---|
| 3653 | |
---|
| 3654 | flCentreX = m_pLight[nLight].Position[0] ; |
---|
| 3655 | flCentreY = m_pLight[nLight].Position[1] ; |
---|
| 3656 | flCentreZ = m_pLight[nLight].Position[2] ; |
---|
| 3657 | |
---|
| 3658 | flMinX = flCentreX-flGlowSize ; |
---|
| 3659 | flMinY = flCentreY-flGlowSize ; |
---|
| 3660 | flMinZ = flCentreZ-flGlowSize ; |
---|
| 3661 | |
---|
| 3662 | flMaxX = flCentreX+flGlowSize ; |
---|
| 3663 | flMaxY = flCentreY+flGlowSize ; |
---|
| 3664 | flMaxZ = flCentreZ+flGlowSize ; |
---|
| 3665 | |
---|
| 3666 | flColR = m_pLight[nLight].Colour[0]*255.0f ; |
---|
| 3667 | flColG = m_pLight[nLight].Colour[1]*255.0f ; |
---|
| 3668 | flColB = m_pLight[nLight].Colour[2]*255.0f ; |
---|
| 3669 | |
---|
| 3670 | flBrightness= m_pLight[nLight].Brightness * 0.75 ;//*2.0 ; |
---|
| 3671 | |
---|
| 3672 | ////////////////////////////////////// |
---|
| 3673 | // setup our 5 vertices. |
---|
| 3674 | |
---|
| 3675 | |
---|
| 3676 | nFirstVertex=m_nVertexMax ; // we need to remember which vertex is which for defining the triangles |
---|
| 3677 | |
---|
| 3678 | // vertex numbers |
---|
| 3679 | n_Or=nFirstVertex+0 ; |
---|
| 3680 | n_A0=nFirstVertex+1 ; |
---|
| 3681 | n_A1=nFirstVertex+2 ; |
---|
| 3682 | n_B0=nFirstVertex+3 ; |
---|
| 3683 | n_B1=nFirstVertex+4 ; |
---|
| 3684 | |
---|
| 3685 | |
---|
| 3686 | |
---|
| 3687 | |
---|
| 3688 | |
---|
| 3689 | |
---|
| 3690 | |
---|
| 3691 | |
---|
| 3692 | |
---|
| 3693 | |
---|
| 3694 | |
---|
| 3695 | |
---|
| 3696 | |
---|
| 3697 | |
---|
| 3698 | |
---|
| 3699 | |
---|
| 3700 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3701 | |
---|
| 3702 | |
---|
| 3703 | |
---|
| 3704 | |
---|
| 3705 | float flHALFPI = 1.5707963 ; |
---|
| 3706 | float flTWOPI = 6.2831853 ; |
---|
| 3707 | float flPI = 3.1415926 ; |
---|
| 3708 | float flAngle=(m_pLight[nLight].Angle/360.0f*flTWOPI)/2.0 ; |
---|
| 3709 | float flCutoff=32.0f ;//m_pLight[nLight].Brightness ; |
---|
| 3710 | |
---|
| 3711 | Q3BspVertex color ; |
---|
| 3712 | |
---|
| 3713 | Q3BspVertex NormalVert ; |
---|
| 3714 | SetVertex(&NormalVert, m_pLight[nLight].Direction[0], m_pLight[nLight].Direction[1], m_pLight[nLight].Direction[2]) ; |
---|
| 3715 | NormalVert=GetNormalised(&NormalVert) ; |
---|
| 3716 | |
---|
| 3717 | Q3BspVertex normal ; |
---|
| 3718 | SetVertex(&normal, m_pLight[nLight].Direction[0]*flCutoff, m_pLight[nLight].Direction[1]*flCutoff, m_pLight[nLight].Direction[2]*flCutoff) ; |
---|
| 3719 | |
---|
| 3720 | Q3BspVertex adjust=normal ; |
---|
| 3721 | VertexScale(&adjust, 0.5) ; |
---|
| 3722 | |
---|
| 3723 | Q3BspVertex start ; SetVertex(&start, flCentreX, flCentreY, flCentreZ) ; |
---|
| 3724 | Q3BspVertex end ; SetVertex(&end, flCentreX+normal.position[0], flCentreY+normal.position[1], flCentreZ+normal.position[2]) ; |
---|
| 3725 | |
---|
| 3726 | Q3BspVertex xaxis ; SetVertex(&xaxis, 1,0,0) ; |
---|
| 3727 | Q3BspVertex xaxisneg ; SetVertex(&xaxisneg, -1,0,0) ; |
---|
| 3728 | Q3BspVertex yaxis ; SetVertex(&yaxis, 0,1,0) ; |
---|
| 3729 | Q3BspVertex Origin ; SetVertex(&Origin, 0,0,0) ; |
---|
| 3730 | Q3BspVertex tangentA ; |
---|
| 3731 | Q3BspVertex tangentB ; |
---|
| 3732 | Q3BspVertex tangentStart ; |
---|
| 3733 | Q3BspVertex tangentEnd ; |
---|
| 3734 | Q3BspVertex tangentEndA0 ; |
---|
| 3735 | Q3BspVertex tangentEndA1 ; |
---|
| 3736 | Q3BspVertex tangentEndB0 ; |
---|
| 3737 | Q3BspVertex tangentEndB1 ; |
---|
| 3738 | |
---|
| 3739 | Q3BspVertex tangentANorm ; |
---|
| 3740 | Q3BspVertex tangentBNorm ; |
---|
| 3741 | |
---|
| 3742 | Q3BspVertex raytangent ; |
---|
| 3743 | |
---|
| 3744 | Q3BspVertex ray ; |
---|
| 3745 | float theta=0.0f ; |
---|
| 3746 | float adjacent=0.0f ; |
---|
| 3747 | SetVertex(&color, 0.66, 0.66, 0.66) ; |
---|
| 3748 | |
---|
| 3749 | if(flAngle<0.0001) return 0 ; |
---|
| 3750 | |
---|
| 3751 | if(flAngle>flPI-0.01) // near on 180 degrees |
---|
| 3752 | flAngle=flPI-0.01 ; |
---|
| 3753 | |
---|
| 3754 | |
---|
| 3755 | Q3BspVertex backshift ; |
---|
| 3756 | backshift=normal ; |
---|
| 3757 | VertexScale(&backshift, 0.95) ; |
---|
| 3758 | |
---|
| 3759 | |
---|
| 3760 | if( !VectorsAreEqual(&NormalVert, &xaxis) && !VectorsAreEqual(&NormalVert, &xaxisneg) ) |
---|
| 3761 | tangentA=NormalizedCrossProduct(Origin, normal, xaxis) ; |
---|
| 3762 | else |
---|
| 3763 | tangentA=NormalizedCrossProduct(Origin, normal, yaxis) ; |
---|
| 3764 | |
---|
| 3765 | tangentB=NormalizedCrossProduct(Origin, normal, tangentA) ; |
---|
| 3766 | |
---|
| 3767 | tangentANorm=tangentA ; |
---|
| 3768 | tangentBNorm=tangentB ; |
---|
| 3769 | |
---|
| 3770 | |
---|
| 3771 | |
---|
| 3772 | theta=flHALFPI-flAngle ; // angle between adjacent and hypotenuse (the normal is the "opposite" side, and we know there's a right angle) |
---|
| 3773 | adjacent=VertexDistance(&Origin, &normal)/tan(theta) ; |
---|
| 3774 | |
---|
| 3775 | ////////////////////////////////////////////////////////////////////// |
---|
| 3776 | |
---|
| 3777 | Vert_Or.position[0]=end.position[0]-backshift.position[0] ; |
---|
| 3778 | Vert_Or.position[1]=end.position[1]-backshift.position[1] ; |
---|
| 3779 | Vert_Or.position[2]=end.position[2]-backshift.position[2] ; |
---|
| 3780 | Vert_Or.normal[0]= NormalVert.position[0] ; |
---|
| 3781 | Vert_Or.normal[1]= NormalVert.position[1] ; |
---|
| 3782 | Vert_Or.normal[2]= NormalVert.position[2] ; |
---|
| 3783 | Vert_Or.texcoord[0][0]=flCentreX ; |
---|
| 3784 | Vert_Or.texcoord[0][1]=flCentreY ; |
---|
| 3785 | Vert_Or.texcoord[1][0]=flCentreZ ; |
---|
| 3786 | Vert_Or.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3787 | Vert_Or.color[0]=(unsigned char)flColR ; |
---|
| 3788 | Vert_Or.color[1]=(unsigned char)flColG ; |
---|
| 3789 | Vert_Or.color[2]=(unsigned char)flColB ; |
---|
[6819] | 3790 | if(!AddVertex(Vert_Or)) return 0 ; |
---|
| 3791 | |
---|
| 3792 | |
---|
| 3793 | |
---|
| 3794 | |
---|
| 3795 | ////////////////////////////////////////////////////////////////////// |
---|
| 3796 | |
---|
| 3797 | flColR=0.0f ; |
---|
| 3798 | flColG=0.0f ; |
---|
| 3799 | flColB=0.0f ; |
---|
| 3800 | |
---|
| 3801 | tangentA=GetNormalised(&tangentA) ; |
---|
| 3802 | VertexScale(&tangentA, adjacent) ; |
---|
| 3803 | |
---|
| 3804 | tangentStart=start ; |
---|
| 3805 | tangentEnd=VectorSubtract(&end, &tangentA) ; |
---|
| 3806 | ray=VectorSubtract(&tangentEnd, &tangentStart) ; |
---|
| 3807 | ray=GetNormalised(&ray) ; |
---|
| 3808 | VertexScale(&ray, flCutoff) ; |
---|
| 3809 | tangentStart=start ; |
---|
| 3810 | tangentEndA0=VectorAdd(&start, &ray) ; |
---|
| 3811 | |
---|
| 3812 | raytangent=VectorSubtract(&end, &tangentEndA0) ; |
---|
| 3813 | raytangent=VectorAdd(&raytangent, &adjust) ; |
---|
| 3814 | raytangent=GetNormalised(&raytangent) ; |
---|
| 3815 | |
---|
| 3816 | |
---|
| 3817 | |
---|
| 3818 | tangentEndA0=VectorSubtract(&tangentEndA0, &backshift) ; |
---|
| 3819 | Vert_A0.position[0]=tangentEndA0.position[0] ; |
---|
| 3820 | Vert_A0.position[1]=tangentEndA0.position[1] ; |
---|
| 3821 | Vert_A0.position[2]=tangentEndA0.position[2] ; |
---|
| 3822 | Vert_A0.normal[0]= -raytangent.position[0] ; |
---|
| 3823 | Vert_A0.normal[1]= -raytangent.position[1] ; |
---|
| 3824 | Vert_A0.normal[2]= -raytangent.position[2] ; |
---|
| 3825 | Vert_A0.texcoord[0][0]=flCentreX ; |
---|
| 3826 | Vert_A0.texcoord[0][1]=flCentreY ; |
---|
| 3827 | Vert_A0.texcoord[1][0]=flCentreZ ; |
---|
| 3828 | Vert_A0.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3829 | Vert_A0.color[0]=(unsigned char)flColR ;//abs(Vert_A0.normal[0])*255 ;//0.0f ; |
---|
| 3830 | Vert_A0.color[1]=(unsigned char)flColG ;//abs(Vert_A0.normal[1])*255 ;//0.0f ; |
---|
| 3831 | Vert_A0.color[2]=(unsigned char)flColB ;//abs(Vert_A0.normal[2])*255 ;//0.0f ; |
---|
[6819] | 3832 | if(!AddVertex(Vert_A0)) return 0 ; |
---|
| 3833 | |
---|
| 3834 | |
---|
| 3835 | tangentStart=start ; |
---|
| 3836 | tangentEnd=VectorAdd(&end, &tangentA) ; |
---|
| 3837 | ray=VectorSubtract(&tangentEnd, &tangentStart) ; |
---|
| 3838 | ray=GetNormalised(&ray) ; |
---|
| 3839 | VertexScale(&ray, flCutoff) ; //ray.getScaledBy(cutoff) ; |
---|
| 3840 | tangentStart=start ; |
---|
| 3841 | tangentEndA1=VectorAdd(&start, &ray) ; |
---|
| 3842 | |
---|
| 3843 | raytangent=VectorSubtract(&end, &tangentEndA1) ; |
---|
| 3844 | raytangent=VectorAdd(&raytangent, &adjust) ; |
---|
| 3845 | raytangent=GetNormalised(&raytangent) ; |
---|
| 3846 | |
---|
| 3847 | tangentEndA1=VectorSubtract(&tangentEndA1, &backshift) ; |
---|
| 3848 | Vert_A1.position[0]=tangentEndA1.position[0] ; |
---|
| 3849 | Vert_A1.position[1]=tangentEndA1.position[1] ; |
---|
| 3850 | Vert_A1.position[2]=tangentEndA1.position[2] ; |
---|
| 3851 | Vert_A1.normal[0]= -raytangent.position[0] ; |
---|
| 3852 | Vert_A1.normal[1]= -raytangent.position[1] ; |
---|
| 3853 | Vert_A1.normal[2]= -raytangent.position[2] ; |
---|
| 3854 | Vert_A1.texcoord[0][0]=flCentreX ; |
---|
| 3855 | Vert_A1.texcoord[0][1]=flCentreY ; |
---|
| 3856 | Vert_A1.texcoord[1][0]=flCentreZ ; |
---|
| 3857 | Vert_A1.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3858 | Vert_A1.color[0]=(unsigned char)flColR ;//abs(Vert_A1.normal[0])*255 ;//0.0f ; |
---|
| 3859 | Vert_A1.color[1]=(unsigned char)flColG ;//abs(Vert_A1.normal[1])*255 ;//0.0f ; |
---|
| 3860 | Vert_A1.color[2]=(unsigned char)flColB ;//abs(Vert_A1.normal[2])*255 ;//0.0f ; |
---|
[6819] | 3861 | if(!AddVertex(Vert_A1)) return 0 ; |
---|
| 3862 | |
---|
| 3863 | ////////////////////////////////////////////////////////////////////// |
---|
| 3864 | |
---|
| 3865 | tangentB=GetNormalised(&tangentB) ; |
---|
| 3866 | VertexScale(&tangentB, adjacent) ; //tangentB.getScaledBy(adjacent) ; |
---|
| 3867 | |
---|
| 3868 | tangentStart=start ; |
---|
| 3869 | tangentEnd=VectorSubtract(&end, &tangentB) ; |
---|
| 3870 | ray=VectorSubtract(&tangentEnd, &tangentStart) ; |
---|
| 3871 | ray=GetNormalised(&ray) ; |
---|
| 3872 | VertexScale(&ray, flCutoff) ; //ray.getScaledBy(cutoff) ; |
---|
| 3873 | tangentStart=start ; |
---|
| 3874 | tangentEndB0=VectorAdd(&start, &ray) ; |
---|
| 3875 | |
---|
| 3876 | raytangent=VectorSubtract(&end, &tangentEndB0) ; |
---|
| 3877 | raytangent=VectorAdd(&raytangent, &adjust) ; |
---|
| 3878 | raytangent=GetNormalised(&raytangent) ; |
---|
| 3879 | |
---|
| 3880 | tangentEndB0=VectorSubtract(&tangentEndB0, &backshift) ; |
---|
| 3881 | Vert_B0.position[0]=tangentEndB0.position[0] ; |
---|
| 3882 | Vert_B0.position[1]=tangentEndB0.position[1] ; |
---|
| 3883 | Vert_B0.position[2]=tangentEndB0.position[2] ; |
---|
| 3884 | Vert_B0.normal[0]= -raytangent.position[0] ; |
---|
| 3885 | Vert_B0.normal[1]= -raytangent.position[1] ; |
---|
| 3886 | Vert_B0.normal[2]= -raytangent.position[2] ; |
---|
| 3887 | Vert_B0.texcoord[0][0]=flCentreX ; |
---|
| 3888 | Vert_B0.texcoord[0][1]=flCentreY ; |
---|
| 3889 | Vert_B0.texcoord[1][0]=flCentreZ ; |
---|
| 3890 | Vert_B0.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3891 | Vert_B0.color[0]=(unsigned char)flColR ;//abs(Vert_B0.normal[0])*255 ;//0.0f ; |
---|
| 3892 | Vert_B0.color[1]=(unsigned char)flColG ;//abs(Vert_B0.normal[1])*255 ;//0.0f ; |
---|
| 3893 | Vert_B0.color[2]=(unsigned char)flColB ;//abs(Vert_B0.normal[2])*255 ;//0.0f ; |
---|
[6819] | 3894 | if(!AddVertex(Vert_B0)) return 0 ; |
---|
| 3895 | |
---|
| 3896 | tangentStart=start ; |
---|
| 3897 | tangentEnd=VectorAdd(&end, &tangentB) ; |
---|
| 3898 | ray=VectorSubtract(&tangentEnd, &tangentStart) ; |
---|
| 3899 | ray=GetNormalised(&ray) ; |
---|
| 3900 | VertexScale(&ray, flCutoff) ; //ray.getScaledBy(cutoff) ; |
---|
| 3901 | tangentStart=start ; |
---|
| 3902 | tangentEndB1=VectorAdd(&start, &ray) ; |
---|
| 3903 | |
---|
| 3904 | raytangent=VectorSubtract(&end, &tangentEndB1) ; |
---|
| 3905 | raytangent=VectorAdd(&raytangent, &adjust) ; |
---|
| 3906 | raytangent=GetNormalised(&raytangent) ; |
---|
| 3907 | |
---|
| 3908 | tangentEndB1=VectorSubtract(&tangentEndB1, &backshift) ; |
---|
| 3909 | Vert_B1.position[0]=tangentEndB1.position[0] ; |
---|
| 3910 | Vert_B1.position[1]=tangentEndB1.position[1] ; |
---|
| 3911 | Vert_B1.position[2]=tangentEndB1.position[2] ; |
---|
| 3912 | Vert_B1.normal[0]= -raytangent.position[0] ; |
---|
| 3913 | Vert_B1.normal[1]= -raytangent.position[1] ; |
---|
| 3914 | Vert_B1.normal[2]= -raytangent.position[2] ; |
---|
| 3915 | Vert_B1.texcoord[0][0]=flCentreX ; |
---|
| 3916 | Vert_B1.texcoord[0][1]=flCentreY ; |
---|
| 3917 | Vert_B1.texcoord[1][0]=flCentreZ ; |
---|
| 3918 | Vert_B1.texcoord[1][1]=flBrightness ; |
---|
[6825] | 3919 | Vert_B1.color[0]=(unsigned char)flColR ;//abs(Vert_B1.normal[0])*255 ;//0.0f ; |
---|
| 3920 | Vert_B1.color[1]=(unsigned char)flColG ;//abs(Vert_B1.normal[1])*255 ;//0.0f ; |
---|
| 3921 | Vert_B1.color[2]=(unsigned char)flColB ;//abs(Vert_B1.normal[2])*255 ;//0.0f ; |
---|
[6819] | 3922 | if(!AddVertex(Vert_B1)) return 0 ; |
---|
| 3923 | |
---|
| 3924 | ///////////////////////////////////////////////////////////////////// |
---|
| 3925 | |
---|
| 3926 | |
---|
| 3927 | |
---|
| 3928 | |
---|
| 3929 | // the four verts are position correctly to make the large end of a cone (or rather, pyramid) that would be consistent |
---|
| 3930 | // with the angle and their distance from the origin. However we cheat and move them back on top of the origin |
---|
| 3931 | // so that map lights come out looking better. |
---|
| 3932 | |
---|
| 3933 | /* |
---|
| 3934 | SetVertex(&normal, m_pLight[nLight].Direction[0]*flCutoff, m_pLight[nLight].Direction[1]*flCutoff, m_pLight[nLight].Direction[2]*flCutoff) ; |
---|
| 3935 | |
---|
| 3936 | tangentEndA0=VectorSubtract(&tangentEndA0, &normal) ; |
---|
| 3937 | Vert_A0.position[0]=tangentEndA0.position[0] ; |
---|
| 3938 | Vert_A0.position[1]=tangentEndA0.position[1] ; |
---|
| 3939 | Vert_A0.position[2]=tangentEndA0.position[2] ; |
---|
| 3940 | |
---|
| 3941 | tangentEndA1=VectorSubtract(&tangentEndA1, &normal) ; |
---|
| 3942 | Vert_A1.position[0]=tangentEndA1.position[0] ; |
---|
| 3943 | Vert_A1.position[1]=tangentEndA1.position[1] ; |
---|
| 3944 | Vert_A1.position[2]=tangentEndA1.position[2] ; |
---|
| 3945 | |
---|
| 3946 | tangentEndB0=VectorSubtract(&tangentEndB0, &normal) ; |
---|
| 3947 | Vert_A0.position[0]=tangentEndB0.position[0] ; |
---|
| 3948 | Vert_A0.position[1]=tangentEndB0.position[1] ; |
---|
| 3949 | Vert_A0.position[2]=tangentEndB0.position[2] ; |
---|
| 3950 | |
---|
| 3951 | tangentEndB1=VectorSubtract(&tangentEndB1, &normal) ; |
---|
| 3952 | Vert_A1.position[0]=tangentEndB1.position[0] ; |
---|
| 3953 | Vert_A1.position[1]=tangentEndB1.position[1] ; |
---|
| 3954 | Vert_A1.position[2]=tangentEndB1.position[2] ; |
---|
| 3955 | */ |
---|
| 3956 | |
---|
| 3957 | |
---|
| 3958 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3959 | |
---|
| 3960 | Triangle.Texture=m_nDefaultTextureIndexGlowLight ; |
---|
| 3961 | Triangle.Lamp=-1 ; |
---|
| 3962 | Triangle.Group=m_nGroup ; |
---|
| 3963 | |
---|
| 3964 | ///////////////////////////////////// |
---|
| 3965 | |
---|
| 3966 | Triangle.VIndex[0]=n_Or ; |
---|
| 3967 | Triangle.VIndex[2]=n_A0 ; |
---|
| 3968 | Triangle.VIndex[1]=n_B1 ; |
---|
| 3969 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3970 | |
---|
| 3971 | Triangle.VIndex[0]=n_Or ; |
---|
| 3972 | Triangle.VIndex[2]=n_B1 ; |
---|
| 3973 | Triangle.VIndex[1]=n_A1 ; |
---|
| 3974 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3975 | |
---|
| 3976 | Triangle.VIndex[0]=n_Or ; |
---|
| 3977 | Triangle.VIndex[2]=n_A1 ; |
---|
| 3978 | Triangle.VIndex[1]=n_B0 ; |
---|
| 3979 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3980 | |
---|
| 3981 | Triangle.VIndex[0]=n_Or ; |
---|
| 3982 | Triangle.VIndex[2]=n_B0 ; |
---|
| 3983 | Triangle.VIndex[1]=n_A0 ; |
---|
| 3984 | if(!AddTriangle(Triangle)) return 0 ; |
---|
| 3985 | |
---|
| 3986 | m_nGroup++ ; // increment group once for each glow |
---|
| 3987 | |
---|
| 3988 | } |
---|
| 3989 | |
---|
| 3990 | return 1 ; |
---|
| 3991 | } |
---|
| 3992 | |
---|
| 3993 | |
---|
| 3994 | |
---|
| 3995 | |
---|
| 3996 | ///////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 3997 | // some vertex manipulation functions used for setting up the light disk. |
---|
| 3998 | // They only work on the position, so other parts of the struct need to be setup seperately |
---|
| 3999 | |
---|
| 4000 | |
---|
| 4001 | void Q3Map::SetVertex(Q3BspVertex *pVert, float flXPos, float flYPos, float flZPos) |
---|
| 4002 | { |
---|
| 4003 | pVert->position[0]=flXPos ; |
---|
| 4004 | pVert->position[1]=flYPos ; |
---|
| 4005 | pVert->position[2]=flZPos ; |
---|
| 4006 | } |
---|
| 4007 | |
---|
| 4008 | // this doesn't test exact equivalence, but rather within the range of an epsilon VERYSMALL |
---|
| 4009 | bool Q3Map::VectorsAreEqual(Q3BspVertex* pVecA, Q3BspVertex* pVecB) |
---|
| 4010 | { |
---|
| 4011 | if( fabs(pVecA->position[0] - pVecB->position[0])>VERYSMALL ) return false ; |
---|
| 4012 | if( fabs(pVecA->position[1] - pVecB->position[1])>VERYSMALL ) return false ; |
---|
| 4013 | if( fabs(pVecA->position[2] - pVecB->position[2])>VERYSMALL ) return false ; |
---|
| 4014 | |
---|
| 4015 | return true ; |
---|
| 4016 | } |
---|
| 4017 | |
---|
| 4018 | // VertA is the origin of VertB and VertC |
---|
| 4019 | Q3BspVertex Q3Map::NormalizedCrossProduct(Q3BspVertex VertA, Q3BspVertex VertB, Q3BspVertex VertC) |
---|
| 4020 | { |
---|
| 4021 | |
---|
| 4022 | |
---|
| 4023 | Q3BspVertex Cross ; |
---|
| 4024 | |
---|
| 4025 | // edge vectors |
---|
| 4026 | float flVecXA_CP = VertA.position[0] - VertB.position[0] ; |
---|
| 4027 | float flVecYA_CP = VertA.position[1] - VertB.position[1] ; |
---|
| 4028 | float flVecZA_CP = VertA.position[2] - VertB.position[2] ; |
---|
| 4029 | float flVecXB_CP = VertA.position[0] - VertC.position[0] ; |
---|
| 4030 | float flVecYB_CP = VertA.position[1] - VertC.position[1] ; |
---|
| 4031 | float flVecZB_CP = VertA.position[2] - VertC.position[2] ; |
---|
| 4032 | |
---|
| 4033 | // cross product |
---|
| 4034 | float flCpx_CP = (flVecZA_CP * flVecYB_CP) - (flVecYA_CP * flVecZB_CP); |
---|
| 4035 | float flCpy_CP = (flVecXA_CP * flVecZB_CP) - (flVecZA_CP * flVecXB_CP); |
---|
| 4036 | float flCpz_CP = (flVecYA_CP * flVecXB_CP) - (flVecXA_CP * flVecYB_CP); |
---|
| 4037 | |
---|
| 4038 | // Normalize |
---|
| 4039 | float flR_CP = sqrt(flCpx_CP * flCpx_CP + flCpy_CP * flCpy_CP + flCpz_CP * flCpz_CP); |
---|
| 4040 | |
---|
| 4041 | Cross.position[0] = flCpx_CP / flR_CP; |
---|
| 4042 | Cross.position[1] = flCpy_CP / flR_CP; |
---|
| 4043 | Cross.position[2] = flCpz_CP / flR_CP; |
---|
| 4044 | |
---|
| 4045 | return Cross ; |
---|
| 4046 | } |
---|
| 4047 | |
---|
| 4048 | float Q3Map::VertexDistance(Q3BspVertex* VertA, Q3BspVertex* VertB) |
---|
| 4049 | { |
---|
| 4050 | float flXDis=VertA->position[0]-VertB->position[0] ; |
---|
| 4051 | float flYDis=VertA->position[1]-VertB->position[1] ; |
---|
| 4052 | float flZDis=VertA->position[2]-VertB->position[2] ; |
---|
| 4053 | |
---|
| 4054 | return sqrt(flXDis*flXDis+flYDis*flYDis+flZDis*flZDis) ; |
---|
| 4055 | } |
---|
| 4056 | |
---|
| 4057 | void Q3Map::VertexScale(Q3BspVertex* pVert, float flScale) |
---|
| 4058 | { |
---|
| 4059 | pVert->position[0]*=flScale ; |
---|
| 4060 | pVert->position[1]*=flScale ; |
---|
| 4061 | pVert->position[2]*=flScale ; |
---|
| 4062 | } |
---|
| 4063 | |
---|
| 4064 | Q3BspVertex Q3Map::GetNormalised(Q3BspVertex* pVector) |
---|
| 4065 | { |
---|
| 4066 | float flLength=sqrt((pVector->position[0]*pVector->position[0])+(pVector->position[1]*pVector->position[1])+(pVector->position[2]*pVector->position[2])) ; |
---|
| 4067 | |
---|
| 4068 | Q3BspVertex Vector=*pVector ; |
---|
| 4069 | |
---|
| 4070 | Vector.position[0]/=flLength ; |
---|
| 4071 | Vector.position[1]/=flLength ; |
---|
| 4072 | Vector.position[2]/=flLength ; |
---|
| 4073 | |
---|
| 4074 | return Vector ; |
---|
| 4075 | } |
---|
| 4076 | |
---|
| 4077 | Q3BspVertex Q3Map::VectorAdd(Q3BspVertex* pVecA, Q3BspVertex* pVecB) |
---|
| 4078 | { |
---|
| 4079 | Q3BspVertex Vector ; |
---|
| 4080 | |
---|
| 4081 | Vector.position[0]=pVecA->position[0] + pVecB->position[0] ; |
---|
| 4082 | Vector.position[1]=pVecA->position[1] + pVecB->position[1] ; |
---|
| 4083 | Vector.position[2]=pVecA->position[2] + pVecB->position[2] ; |
---|
| 4084 | |
---|
| 4085 | return Vector ; |
---|
| 4086 | } |
---|
| 4087 | |
---|
| 4088 | Q3BspVertex Q3Map::VectorSubtract(Q3BspVertex* pVecA, Q3BspVertex* pVecB) |
---|
| 4089 | { |
---|
| 4090 | Q3BspVertex Vector ; |
---|
| 4091 | |
---|
| 4092 | Vector.position[0]=pVecA->position[0] - pVecB->position[0] ; |
---|
| 4093 | Vector.position[1]=pVecA->position[1] - pVecB->position[1] ; |
---|
| 4094 | Vector.position[2]=pVecA->position[2] - pVecB->position[2] ; |
---|
| 4095 | |
---|
| 4096 | return Vector ; |
---|
| 4097 | } |
---|
| 4098 | |
---|
| 4099 | Q3BspVertex Q3Map::VectorMultiply(Q3BspVertex* pVecA, Q3BspVertex* pVecB) |
---|
| 4100 | { |
---|
| 4101 | Q3BspVertex Vector ; |
---|
| 4102 | |
---|
| 4103 | Vector.position[0]=pVecA->position[0] * pVecB->position[0] ; |
---|
| 4104 | Vector.position[1]=pVecA->position[1] * pVecB->position[1] ; |
---|
| 4105 | Vector.position[2]=pVecA->position[2] * pVecB->position[2] ; |
---|
| 4106 | |
---|
| 4107 | return Vector ; |
---|
| 4108 | } |
---|
| 4109 | |
---|
| 4110 | |
---|
| 4111 | |
---|
| 4112 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 4113 | |
---|
| 4114 | |
---|
| 4115 | |
---|
| 4116 | |
---|
| 4117 | void Q3Map::GetTexLampTextureNumbers() |
---|
| 4118 | { |
---|
| 4119 | m_nBZN_LightNode0=-1 ; |
---|
| 4120 | m_nBZN_LightNode1=-1 ; |
---|
| 4121 | m_nBZN_LightNode2=-1 ; |
---|
| 4122 | m_nBZN_LightNode3=-1 ; |
---|
| 4123 | |
---|
| 4124 | int nTex=0; |
---|
| 4125 | char chTexName[1024] ; |
---|
| 4126 | int nLen=0 ; |
---|
| 4127 | int nPos=0 ; |
---|
| 4128 | |
---|
| 4129 | int nMatch=0 ; |
---|
| 4130 | |
---|
| 4131 | strcpy(chTexName, "textures/common/bzn_lightnode") ; |
---|
| 4132 | nLen=strlen(chTexName) ; |
---|
| 4133 | |
---|
| 4134 | for(nTex=0 ; nTex<m_nTextureMax ; nTex++) |
---|
| 4135 | { |
---|
| 4136 | nMatch=1 ; |
---|
| 4137 | for(nPos=nLen-1 ; nPos>=0 ; nPos--) // faster to check backwards since lots of textures will start with "textures/common/" |
---|
| 4138 | if(m_pTexture[nTex].name[nPos]!=chTexName[nPos]) |
---|
| 4139 | { |
---|
| 4140 | nMatch=0 ; |
---|
| 4141 | break ; |
---|
| 4142 | } |
---|
| 4143 | |
---|
| 4144 | if(nMatch) |
---|
| 4145 | { |
---|
| 4146 | // what is the last character? |
---|
| 4147 | if(m_pTexture[nTex].name[nLen]=='0') |
---|
| 4148 | m_nBZN_LightNode0=nTex ; |
---|
| 4149 | else |
---|
| 4150 | if(m_pTexture[nTex].name[nLen]=='1') |
---|
| 4151 | m_nBZN_LightNode1=nTex ; |
---|
| 4152 | else |
---|
| 4153 | if(m_pTexture[nTex].name[nLen]=='2') |
---|
| 4154 | m_nBZN_LightNode2=nTex ; |
---|
| 4155 | else |
---|
| 4156 | if(m_pTexture[nTex].name[nLen]=='3') |
---|
| 4157 | m_nBZN_LightNode3=nTex ; |
---|
| 4158 | |
---|
| 4159 | }// end if match |
---|
| 4160 | |
---|
| 4161 | |
---|
| 4162 | }// end for nTex |
---|
| 4163 | |
---|
| 4164 | } |
---|
| 4165 | |
---|
| 4166 | int Q3Map::SortTrianglesIntoGroups(void) |
---|
| 4167 | { |
---|
| 4168 | |
---|
| 4169 | |
---|
| 4170 | int nNewSize=0 ; // we will drop non-subzoned (-1 zone) triangles here, so new number of triangles may be less than old number. |
---|
| 4171 | |
---|
| 4172 | ULONGLONG *pFaceOrder = new ULONGLONG[m_nTriangleMax] ; |
---|
| 4173 | if(pFaceOrder==NULL) return 0 ; // out of memory. |
---|
| 4174 | |
---|
| 4175 | // temporary copy of m_pTriangles to make sorting easier |
---|
| 4176 | triangle_t *TempTriangle = new triangle_t[m_nTriangleMax]; |
---|
| 4177 | if(TempTriangle==NULL) { DELETE_ARRAY( pFaceOrder ) ; return 0 ; } // out of memory |
---|
| 4178 | memcpy((void*)TempTriangle, (void*)m_pTriangle, m_nTriangleMax*sizeof(triangle_t)) ; |
---|
| 4179 | |
---|
| 4180 | // create the initial face "value" by setting the most significant bits to it's criteria number |
---|
| 4181 | for (int i=0; i < m_nTriangleMax; i++) |
---|
| 4182 | if(m_pTriangle[i].Zone!=-1) // drop unsubzoned triangles |
---|
| 4183 | pFaceOrder[nNewSize++] = ( ((ULONGLONG)m_pTriangle[i].Zone)<<GROUPSORT_SUBZONE_SHIFT ) + ( ((ULONGLONG)m_pTriangle[i].Texture)<<GROUPSORT_GROUP_SHIFT ) + i ; |
---|
| 4184 | |
---|
| 4185 | // sort the ULONGLONGs, this will order things according to our criteria |
---|
| 4186 | // sorting is based firstly on subzone, secondly on texture. |
---|
| 4187 | // So all triangles in a subzone will be grouped together, |
---|
| 4188 | // and within that group all triangles with the same material will be grouped together. |
---|
| 4189 | |
---|
| 4190 | qsort( (void *)pFaceOrder, nNewSize, sizeof(ULONGLONG), &Q3Map::compareGroups); |
---|
| 4191 | |
---|
| 4192 | // copy the sorted faces back to the original |
---|
| 4193 | for (int i=0; i < nNewSize; i++) |
---|
| 4194 | m_pTriangle[i]=TempTriangle[ (pFaceOrder[i]&FACESORT_FACE_MASK) ] ; |
---|
| 4195 | |
---|
| 4196 | // update m_nTriangleMax to show that there may now be less triangles |
---|
| 4197 | m_nTriangleMax=nNewSize ; |
---|
| 4198 | |
---|
| 4199 | // clean up the memory we used |
---|
| 4200 | DELETE_ARRAY( pFaceOrder ) ; |
---|
| 4201 | DELETE_ARRAY( TempTriangle ) ; |
---|
| 4202 | |
---|
| 4203 | |
---|
| 4204 | // now that the triangles are sorting according to zone and group, |
---|
| 4205 | // re-assign the group numbers per zone, from 0 to FACESORT_GROUP_LIMIT-1 |
---|
| 4206 | // All non-trans triangles will be group 0, trans triangles will be 1 to FACESORT_GROUP_LIMIT-1 |
---|
| 4207 | |
---|
| 4208 | int nTri=0 ; |
---|
| 4209 | int nZone=-1 ; |
---|
| 4210 | int nGroup=-1 ; |
---|
| 4211 | int nNewGroup=0 ; |
---|
| 4212 | |
---|
| 4213 | //char chMessage[1024] ; |
---|
| 4214 | |
---|
| 4215 | for(nTri=0 ; nTri<m_nTriangleMax ; nTri++) |
---|
| 4216 | { |
---|
| 4217 | // reset the newgroup if we've got a new zone |
---|
| 4218 | if(m_pTriangle[nTri].Zone!=nZone) |
---|
| 4219 | { |
---|
| 4220 | nZone=m_pTriangle[nTri].Zone ; |
---|
| 4221 | nGroup=-1 ; |
---|
| 4222 | nNewGroup=0 ; |
---|
| 4223 | } |
---|
| 4224 | |
---|
| 4225 | // if we have a new group, increment the newgroup number, fail if we have too many |
---|
| 4226 | if(m_pTriangle[nTri].Group!=nGroup) |
---|
| 4227 | { |
---|
| 4228 | // if this is a trans triangle, inc the newgroup |
---|
| 4229 | if(m_pTransTexture[ m_pTriangle[nTri].Texture ]) |
---|
| 4230 | { |
---|
| 4231 | nNewGroup++ ; // will always be at least 1 |
---|
| 4232 | if(nNewGroup>=FACESORT_GROUP_LIMIT) return 0 ; // too many groups in a zone. |
---|
| 4233 | } |
---|
| 4234 | |
---|
| 4235 | nGroup=m_pTriangle[nTri].Group ; |
---|
| 4236 | } |
---|
| 4237 | |
---|
| 4238 | if(m_pTransTexture[ m_pTriangle[nTri].Texture ]==0) |
---|
| 4239 | m_pTriangle[nTri].Group=0 ; |
---|
| 4240 | else |
---|
| 4241 | m_pTriangle[nTri].Group=nNewGroup ; |
---|
| 4242 | |
---|
| 4243 | |
---|
| 4244 | |
---|
| 4245 | }// end for tri |
---|
| 4246 | |
---|
| 4247 | return 1 ; |
---|
| 4248 | } |
---|
| 4249 | |
---|
| 4250 | |
---|
| 4251 | // static function for sorting groups, required by qsort |
---|
| 4252 | int Q3Map::compareGroups( const void *arg1, const void *arg2 ) |
---|
| 4253 | { |
---|
| 4254 | ULONGLONG FaceA= *(ULONGLONG*)arg1 ; |
---|
| 4255 | ULONGLONG FaceB= *(ULONGLONG*)arg2 ; |
---|
| 4256 | |
---|
| 4257 | if(FaceA < FaceB) |
---|
| 4258 | return -1 ; |
---|
| 4259 | else |
---|
| 4260 | if(FaceA > FaceB) |
---|
| 4261 | return 1 ; |
---|
| 4262 | |
---|
| 4263 | return 0 ; |
---|
| 4264 | } |
---|
| 4265 | |
---|
| 4266 | |
---|
| 4267 | |
---|
| 4268 | // sort faces so that we can batch effectively when constructing our manualobjects |
---|
| 4269 | // Currently grouped according to zone and texture. |
---|
| 4270 | // Triangles not in any subzone will be dropped at this stage. |
---|
| 4271 | int Q3Map::SortTrianglesIntoBatches(void) |
---|
| 4272 | { |
---|
| 4273 | |
---|
| 4274 | |
---|
| 4275 | int nNewSize=0 ; // we will drop non-subzoned (-1 zone) triangles here, so new number of triangles may be less than old number. |
---|
| 4276 | |
---|
| 4277 | ULONGLONG *pFaceOrder = new ULONGLONG[m_nTriangleMax] ; |
---|
| 4278 | if(pFaceOrder==NULL) return 0 ; // out of memory. |
---|
| 4279 | |
---|
| 4280 | // temporary copy of m_pTriangles to make sorting easier |
---|
| 4281 | triangle_t *TempTriangle = new triangle_t[m_nTriangleMax]; |
---|
| 4282 | if(TempTriangle==NULL) { DELETE_ARRAY( pFaceOrder ) ; return 0 ; } // out of memory |
---|
| 4283 | memcpy((void*)TempTriangle, (void*)m_pTriangle, m_nTriangleMax*sizeof(triangle_t)) ; |
---|
| 4284 | |
---|
| 4285 | // create the initial face "value" by setting the most significant bits to it's criteria number |
---|
| 4286 | for (int i=0; i < m_nTriangleMax; i++) |
---|
| 4287 | if(m_pTriangle[i].Zone!=-1) // drop unsubzoned triangles |
---|
| 4288 | pFaceOrder[nNewSize++] = ( ((ULONGLONG)m_pTriangle[i].Zone)<<FACESORT_SUBZONE_SHIFT ) + ( ((ULONGLONG)m_pTriangle[i].Texture)<<FACESORT_TEXTURE_SHIFT ) + ( ((ULONGLONG)m_pTriangle[i].Group)<<FACESORT_GROUP_SHIFT ) + i ; |
---|
| 4289 | |
---|
| 4290 | // sort the ULONGLONGs, this will order things according to our criteria |
---|
| 4291 | // sorting is based firstly on subzone, secondly on texture. |
---|
| 4292 | // So all triangles in a subzone will be grouped together, |
---|
| 4293 | // and within that group all triangles with the same material will be grouped together. |
---|
| 4294 | |
---|
| 4295 | qsort( (void *)pFaceOrder, nNewSize, sizeof(ULONGLONG), &Q3Map::compareTriangles); |
---|
| 4296 | |
---|
| 4297 | // copy the sorted faces back to the original |
---|
| 4298 | for (int i=0; i < nNewSize; i++) |
---|
| 4299 | m_pTriangle[i]=TempTriangle[ (pFaceOrder[i]&FACESORT_FACE_MASK) ] ; |
---|
| 4300 | |
---|
| 4301 | // update m_nTriangleMax to show that there may now be less triangles |
---|
| 4302 | m_nTriangleMax=nNewSize ; |
---|
| 4303 | |
---|
| 4304 | // clean up the memory we used |
---|
| 4305 | DELETE_ARRAY( pFaceOrder ) ; |
---|
| 4306 | DELETE_ARRAY( TempTriangle ) ; |
---|
| 4307 | |
---|
| 4308 | return 1 ; |
---|
| 4309 | } |
---|
| 4310 | |
---|
| 4311 | // static function for sorting triangles, required by qsort |
---|
| 4312 | int Q3Map::compareTriangles( const void *arg1, const void *arg2 ) |
---|
| 4313 | { |
---|
| 4314 | ULONGLONG FaceA= *(ULONGLONG*)arg1 ; |
---|
| 4315 | ULONGLONG FaceB= *(ULONGLONG*)arg2 ; |
---|
| 4316 | |
---|
| 4317 | if(FaceA < FaceB) |
---|
| 4318 | return -1 ; |
---|
| 4319 | else |
---|
| 4320 | if(FaceA > FaceB) |
---|
| 4321 | return 1 ; |
---|
| 4322 | |
---|
| 4323 | return 0 ; |
---|
| 4324 | } |
---|
| 4325 | |
---|
| 4326 | |
---|
| 4327 | |
---|
| 4328 | |
---|
| 4329 | // note which texture numbers correspond to textures that have transparency. |
---|
| 4330 | // needed for when we work out transparency groups and related stuff |
---|
| 4331 | int Q3Map::SetupTransTextures(void) |
---|
| 4332 | { |
---|
| 4333 | int nMaterial=0 ; |
---|
| 4334 | int nPos=0 ; |
---|
| 4335 | char chMaterial[1024] ; |
---|
| 4336 | |
---|
| 4337 | // create the memory for the transtextures |
---|
| 4338 | m_pTransTexture = new int[m_nTextureMax] ; |
---|
| 4339 | if(m_pTransTexture==NULL) return 0 ; // out of memory. |
---|
| 4340 | |
---|
| 4341 | for(nMaterial=0 ; nMaterial<m_nTextureMax ; nMaterial++) |
---|
| 4342 | { |
---|
| 4343 | // copy the material name. |
---|
| 4344 | // q3 texture names are a max of 64 characters ( Q3NAMESIZE ) and may not be null terminated. They have no extension either. |
---|
| 4345 | nPos=-1 ; |
---|
| 4346 | while((++nPos<Q3NAMESIZE) && (m_pTexture[nMaterial].name[nPos]!=' ') && (m_pTexture[nMaterial].name[nPos]!='\0')) |
---|
| 4347 | chMaterial[nPos]=m_pTexture[nMaterial].name[nPos] ; |
---|
| 4348 | |
---|
| 4349 | // make sure name is null terminated |
---|
| 4350 | chMaterial[nPos]='\0' ; |
---|
| 4351 | |
---|
| 4352 | |
---|
| 4353 | // is the texture a type we need to flag as transparent? |
---|
| 4354 | if(strstr(chMaterial, "GEL")!=NULL) |
---|
| 4355 | m_pTransTexture[nMaterial]=1 ; |
---|
| 4356 | else |
---|
| 4357 | m_pTransTexture[nMaterial]=0 ; |
---|
| 4358 | |
---|
| 4359 | }// end for nMaterial |
---|
| 4360 | |
---|
| 4361 | return 1 ; |
---|
| 4362 | |
---|
| 4363 | } |
---|
| 4364 | |
---|
| 4365 | ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 4366 | |
---|
| 4367 | int Q3Map::AssignPortalsToZones(void) |
---|
| 4368 | { |
---|
| 4369 | int nZone=0 ; |
---|
| 4370 | float flMinX=0.0f ; |
---|
| 4371 | float flMaxX=0.0f ; |
---|
| 4372 | float flMinY=0.0f ; |
---|
| 4373 | float flMaxY=0.0f ; |
---|
| 4374 | float flMinZ=0.0f ; |
---|
| 4375 | float flMaxZ=0.0f ; |
---|
| 4376 | int nMaxSubZone=m_iNumSubZones ; |
---|
| 4377 | int nSubZone=0 ; |
---|
| 4378 | int nMaxPortal=m_iNumPortals ; |
---|
| 4379 | int nPortal=0 ; |
---|
| 4380 | int nIndex=0 ; |
---|
| 4381 | int nPos=0 ; |
---|
| 4382 | |
---|
| 4383 | |
---|
| 4384 | |
---|
| 4385 | // clear the portal settings. |
---|
| 4386 | for(nZone=0 ; nZone<m_nMaxZone ; nZone++) |
---|
| 4387 | m_nZoneTouchesPortal[nZone][INDEX_PORTALCOUNT]=0 ; |
---|
| 4388 | |
---|
| 4389 | for(nPortal=0 ; nPortal<nMaxPortal ; nPortal++) |
---|
| 4390 | m_nPortalTouchesZone[nPortal][INDEX_PORTALZONECOUNT]=0 ; |
---|
| 4391 | |
---|
| 4392 | |
---|
| 4393 | |
---|
| 4394 | // now test each subzone against each portal to see what zones each portal contains. |
---|
| 4395 | for(nSubZone=0 ; nSubZone<nMaxSubZone ; nSubZone++) |
---|
| 4396 | { |
---|
| 4397 | nZone=m_pSubZones[nSubZone].Zone ; |
---|
| 4398 | flMinX=m_pSubZones[nSubZone].Min[0] ; |
---|
| 4399 | flMaxX=m_pSubZones[nSubZone].Max[0] ; |
---|
| 4400 | flMinY=m_pSubZones[nSubZone].Min[1] ; |
---|
| 4401 | flMaxY=m_pSubZones[nSubZone].Max[1] ; |
---|
| 4402 | flMinZ=m_pSubZones[nSubZone].Min[2] ; |
---|
| 4403 | flMaxZ=m_pSubZones[nSubZone].Max[2] ; |
---|
| 4404 | |
---|
| 4405 | // test all the portals to see if any overlap this subzone |
---|
| 4406 | for(nPortal=0 ; nPortal<nMaxPortal ; nPortal++) |
---|
| 4407 | { |
---|
| 4408 | |
---|
| 4409 | // if AABB overlap |
---|
| 4410 | if( |
---|
| 4411 | (flMinX<m_pPortals[nPortal].Max[0]) && (flMaxX>m_pPortals[nPortal].Min[0]) |
---|
| 4412 | && (flMinY<m_pPortals[nPortal].Max[1]) && (flMaxY>m_pPortals[nPortal].Min[1]) |
---|
| 4413 | && (flMinZ<m_pPortals[nPortal].Max[2]) && (flMaxZ>m_pPortals[nPortal].Min[2]) |
---|
| 4414 | ) |
---|
| 4415 | { |
---|
| 4416 | |
---|
| 4417 | // add this portal to the zone's portal list |
---|
| 4418 | nIndex=m_nZoneTouchesPortal[nZone][INDEX_PORTALCOUNT] ; |
---|
| 4419 | if(nIndex<MAX_PORTALPERZONE) // only add if we aren't already maxed out. |
---|
| 4420 | { |
---|
| 4421 | // we need to check this portal isn't already on the list. |
---|
| 4422 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4423 | nPos=-1 ; |
---|
| 4424 | while((++nPos<nIndex) && (m_nZoneTouchesPortal[nZone][nPos]!=nPortal)) ; |
---|
| 4425 | |
---|
| 4426 | if(nPos==nIndex) // this can only be true if we didn't already find nPortal in the list |
---|
| 4427 | { |
---|
| 4428 | m_nZoneTouchesPortal[nZone][nIndex]=nPortal ; |
---|
| 4429 | m_nZoneTouchesPortal[nZone][INDEX_PORTALCOUNT]++ ; |
---|
| 4430 | } |
---|
| 4431 | } |
---|
| 4432 | |
---|
| 4433 | // add this zone to the portal's list |
---|
| 4434 | nIndex=m_nPortalTouchesZone[nPortal][INDEX_PORTALZONECOUNT] ; |
---|
| 4435 | if(nIndex<MAX_ZONEPERPORTAL) |
---|
| 4436 | { |
---|
| 4437 | // we need to check this zone isn't already on the list. |
---|
| 4438 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4439 | nPos=-1 ; |
---|
| 4440 | while((++nPos<nIndex) && (m_nPortalTouchesZone[nPortal][nPos]!=nZone)) ; |
---|
| 4441 | |
---|
| 4442 | if(nPos==nIndex) // this can only be true if we didn't already find nZone in the list |
---|
| 4443 | { |
---|
| 4444 | m_nPortalTouchesZone[nPortal][nIndex]=nZone ; |
---|
| 4445 | m_nPortalTouchesZone[nPortal][INDEX_PORTALZONECOUNT]++ ; |
---|
| 4446 | } |
---|
| 4447 | } |
---|
| 4448 | |
---|
| 4449 | }// end if portal overlaps subzone |
---|
| 4450 | |
---|
| 4451 | }// end for portal |
---|
| 4452 | |
---|
| 4453 | }// end for subzone |
---|
| 4454 | |
---|
| 4455 | return 1 ; |
---|
| 4456 | } |
---|
| 4457 | |
---|
| 4458 | int Q3Map::AssignLightsToZones(void) |
---|
| 4459 | { |
---|
| 4460 | int nZone=0 ; |
---|
| 4461 | float flMinX=0.0f ; |
---|
| 4462 | float flMaxX=0.0f ; |
---|
| 4463 | float flMinY=0.0f ; |
---|
| 4464 | float flMaxY=0.0f ; |
---|
| 4465 | float flMinZ=0.0f ; |
---|
| 4466 | float flMaxZ=0.0f ; |
---|
| 4467 | int nMaxSubZone=m_iNumSubZones ; |
---|
| 4468 | int nSubZone=0 ; |
---|
| 4469 | int nMaxLight=m_nLightMax ; |
---|
| 4470 | int nLight=0 ; |
---|
| 4471 | int nIndex=0 ; |
---|
| 4472 | int nPos=0 ; |
---|
| 4473 | |
---|
| 4474 | |
---|
| 4475 | |
---|
| 4476 | // clear the light settings. |
---|
| 4477 | for(nZone=0 ; nZone<m_nMaxZone ; nZone++) |
---|
| 4478 | m_nZoneContainsLightCentre[nZone][INDEX_LIGHTCOUNT]=m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT]=0 ; |
---|
| 4479 | |
---|
| 4480 | for(nLight=0 ; nLight<nMaxLight ; nLight++) |
---|
| 4481 | m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT]=0 ; |
---|
| 4482 | |
---|
| 4483 | |
---|
| 4484 | |
---|
| 4485 | |
---|
| 4486 | // now test each subzone against each light what contains/touches what |
---|
| 4487 | for(nSubZone=0 ; nSubZone<nMaxSubZone ; nSubZone++) |
---|
| 4488 | { |
---|
| 4489 | nZone=m_pSubZones[nSubZone].Zone ; |
---|
| 4490 | flMinX=m_pSubZones[nSubZone].Min[0] ; |
---|
| 4491 | flMaxX=m_pSubZones[nSubZone].Max[0] ; |
---|
| 4492 | flMinY=m_pSubZones[nSubZone].Min[1] ; |
---|
| 4493 | flMaxY=m_pSubZones[nSubZone].Max[1] ; |
---|
| 4494 | flMinZ=m_pSubZones[nSubZone].Min[2] ; |
---|
| 4495 | flMaxZ=m_pSubZones[nSubZone].Max[2] ; |
---|
| 4496 | |
---|
| 4497 | // test all the lights to see if any have centers inside this subzone |
---|
| 4498 | for(nLight=0 ; nLight<nMaxLight ; nLight++) |
---|
| 4499 | { |
---|
| 4500 | |
---|
| 4501 | ///////////////////////////////////////////////////////////////////////////////////// |
---|
| 4502 | |
---|
| 4503 | // if light center is in this subzone |
---|
| 4504 | if( |
---|
| 4505 | (m_pLight[nLight].Position[0]>=flMinX) && (m_pLight[nLight].Position[0]<=flMaxX) |
---|
| 4506 | && (m_pLight[nLight].Position[1]>=flMinY) && (m_pLight[nLight].Position[1]<=flMaxY) |
---|
| 4507 | && (m_pLight[nLight].Position[2]>=flMinZ) && (m_pLight[nLight].Position[2]<=flMaxZ) |
---|
| 4508 | ) |
---|
| 4509 | { |
---|
| 4510 | |
---|
| 4511 | // add this light to the zone's light list |
---|
| 4512 | nIndex=m_nZoneContainsLightCentre[nZone][INDEX_LIGHTCOUNT] ; |
---|
| 4513 | if(nIndex<MAX_LIGHTPERZONE) // only add if we aren't already maxed out. |
---|
| 4514 | { |
---|
| 4515 | // we need to check this light isn't already on the list. |
---|
| 4516 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4517 | nPos=-1 ; |
---|
| 4518 | while((++nPos<nIndex) && (m_nZoneContainsLightCentre[nZone][nPos]!=nLight)) ; |
---|
| 4519 | |
---|
| 4520 | if(nPos==nIndex) // this can only be true if we didn't already find nLight in the list |
---|
| 4521 | { |
---|
| 4522 | m_nZoneContainsLightCentre[nZone][nIndex]=nLight ; |
---|
| 4523 | m_nZoneContainsLightCentre[nZone][INDEX_LIGHTCOUNT]++ ; |
---|
| 4524 | |
---|
| 4525 | // assign this zone as the light's centre. We only allow one zone to be the light's centre zone, |
---|
| 4526 | // so this will get overwritten if the light is on the border. |
---|
| 4527 | m_pLight[nLight].CentreZone=nZone ; |
---|
| 4528 | } |
---|
| 4529 | } |
---|
| 4530 | |
---|
| 4531 | }// end if light centre contained by subzone |
---|
| 4532 | |
---|
| 4533 | ///////////////////////////////////////////////////////////////////////////////////// |
---|
| 4534 | |
---|
| 4535 | // if light touches subzone (we store it in ZoneTouchesSubLight for now, will overwrite later) |
---|
| 4536 | // if light AABB overlaps the zone AABB |
---|
| 4537 | if( |
---|
| 4538 | (flMinX<m_pLight[nLight].Max[0]) && (flMaxX>m_pLight[nLight].Min[0]) |
---|
| 4539 | && (flMinY<m_pLight[nLight].Max[1]) && (flMaxY>m_pLight[nLight].Min[1]) |
---|
| 4540 | && (flMinZ<m_pLight[nLight].Max[2]) && (flMaxZ>m_pLight[nLight].Min[2]) |
---|
| 4541 | ) |
---|
| 4542 | { |
---|
| 4543 | // add this light to the zone's light list |
---|
| 4544 | nIndex=m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT] ; |
---|
| 4545 | if(nIndex<MAX_LIGHTPERZONE) // only add if we aren't already maxed out. |
---|
| 4546 | { |
---|
| 4547 | // we need to check this light isn't already on the list. |
---|
| 4548 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4549 | nPos=-1 ; |
---|
| 4550 | while((++nPos<nIndex) && (m_nZoneTouchesSubLight[nZone][nPos]!=nLight)) ; |
---|
| 4551 | |
---|
| 4552 | if(nPos==nIndex) // this can only be true if we didn't already find nPortal in the list |
---|
| 4553 | { |
---|
| 4554 | m_nZoneTouchesSubLight[nZone][nIndex]=nLight ; |
---|
| 4555 | m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT]++ ; |
---|
| 4556 | } |
---|
| 4557 | } |
---|
| 4558 | |
---|
| 4559 | // add this zone to the light's list |
---|
| 4560 | nIndex=m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT] ; |
---|
| 4561 | if(nIndex<MAX_ZONEPERLIGHT) |
---|
| 4562 | { |
---|
| 4563 | // we need to check this zone isn't already on the list. |
---|
| 4564 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4565 | nPos=-1 ; |
---|
| 4566 | while((++nPos<nIndex) && (m_nLightTouchesZone[nLight][nPos]!=nZone)) ; |
---|
| 4567 | |
---|
| 4568 | if(nPos==nIndex) // this can only be true if we didn't already find nZone in the list |
---|
| 4569 | { |
---|
| 4570 | m_nLightTouchesZone[nLight][nIndex]=nZone ; |
---|
| 4571 | m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT]++ ; |
---|
| 4572 | } |
---|
| 4573 | } |
---|
| 4574 | |
---|
| 4575 | }// end if light touches contained by subzone |
---|
| 4576 | |
---|
| 4577 | ///////////////////////////////////////////////////////////////////////////////////// |
---|
| 4578 | |
---|
| 4579 | |
---|
| 4580 | |
---|
| 4581 | |
---|
| 4582 | }// end for light |
---|
| 4583 | |
---|
| 4584 | }// end for subzone |
---|
| 4585 | |
---|
| 4586 | |
---|
| 4587 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 4588 | // |
---|
| 4589 | // work out the sublights. These are cut up boxes made from the light boxes, one per zone. |
---|
| 4590 | // Most lights will just become a single sublight, but multizone lights will be cut up into |
---|
| 4591 | // multiple sublights. These are used for calculating light visibility. |
---|
| 4592 | // |
---|
| 4593 | |
---|
| 4594 | m_nSubLightMax=0 ; |
---|
| 4595 | int nMaxZone=0 ; |
---|
| 4596 | int nZoneIndex=0 ; |
---|
| 4597 | int nSubLightCentre=0 ; |
---|
| 4598 | sublight_t TempSubLight ; |
---|
| 4599 | for(nLight=0 ; nLight<nMaxLight ; nLight++) |
---|
| 4600 | { |
---|
| 4601 | |
---|
| 4602 | m_pLight[nLight].ZoneCount=m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT] ; // in the light, note how many zones it touches |
---|
| 4603 | |
---|
| 4604 | if((m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT]>1) && (m_nMaxMultiZoneLight<MAX_LIGHT))// this is a multizone light |
---|
| 4605 | m_nMultiZoneLight[m_nMaxMultiZoneLight++]=nLight ; |
---|
| 4606 | |
---|
| 4607 | |
---|
| 4608 | m_pLight[nLight].SubLightStart=m_nSubLightMax ; // where this light's cut up sublights start in m_SubLight |
---|
| 4609 | |
---|
| 4610 | |
---|
| 4611 | // break the light up into it's different sublights, cut by zones. |
---|
| 4612 | nMaxZone=m_nLightTouchesZone[nLight][INDEX_LIGHTZONECOUNT] ; |
---|
| 4613 | for(nZoneIndex=0 ; nZoneIndex<nMaxZone ; nZoneIndex++) |
---|
| 4614 | { |
---|
| 4615 | nZone=m_nLightTouchesZone[nLight][nZoneIndex] ; |
---|
| 4616 | |
---|
| 4617 | flMinX= m_pLight[nLight].Min[0]<m_ZoneBoundary[nZone].Min[0] ? m_ZoneBoundary[nZone].Min[0] : m_pLight[nLight].Min[0] ; |
---|
| 4618 | flMinY= m_pLight[nLight].Min[1]<m_ZoneBoundary[nZone].Min[1] ? m_ZoneBoundary[nZone].Min[1] : m_pLight[nLight].Min[1] ; |
---|
| 4619 | flMinZ= m_pLight[nLight].Min[2]<m_ZoneBoundary[nZone].Min[2] ? m_ZoneBoundary[nZone].Min[2] : m_pLight[nLight].Min[2] ; |
---|
| 4620 | |
---|
| 4621 | flMaxX= m_pLight[nLight].Max[0]>m_ZoneBoundary[nZone].Max[0] ? m_ZoneBoundary[nZone].Max[0] : m_pLight[nLight].Max[0] ; |
---|
| 4622 | flMaxY= m_pLight[nLight].Max[1]>m_ZoneBoundary[nZone].Max[1] ? m_ZoneBoundary[nZone].Max[1] : m_pLight[nLight].Max[1] ; |
---|
| 4623 | flMaxZ= m_pLight[nLight].Max[2]>m_ZoneBoundary[nZone].Max[2] ? m_ZoneBoundary[nZone].Max[2] : m_pLight[nLight].Max[2] ; |
---|
| 4624 | |
---|
| 4625 | // add the cut down light as a sublight |
---|
| 4626 | m_SubLight[m_nSubLightMax].Light=nLight ; |
---|
| 4627 | m_SubLight[m_nSubLightMax].Zone=nZone ; |
---|
| 4628 | m_SubLight[m_nSubLightMax].Min[0]=flMinX ; |
---|
| 4629 | m_SubLight[m_nSubLightMax].Min[1]=flMinY ; |
---|
| 4630 | m_SubLight[m_nSubLightMax].Min[2]=flMinZ ; |
---|
| 4631 | m_SubLight[m_nSubLightMax].Max[0]=flMaxX ; |
---|
| 4632 | m_SubLight[m_nSubLightMax].Max[1]=flMaxY ; |
---|
| 4633 | m_SubLight[m_nSubLightMax].Max[2]=flMaxZ ; |
---|
| 4634 | |
---|
| 4635 | // remember which sublight is the centre |
---|
| 4636 | if( |
---|
| 4637 | (m_pLight[nLight].Position[0]>=flMinX) && (m_pLight[nLight].Position[0]<=flMaxX) |
---|
| 4638 | && (m_pLight[nLight].Position[1]>=flMinY) && (m_pLight[nLight].Position[1]<=flMaxY) |
---|
| 4639 | && (m_pLight[nLight].Position[2]>=flMinZ) && (m_pLight[nLight].Position[2]<=flMaxZ) |
---|
| 4640 | ) |
---|
| 4641 | nSubLightCentre=m_nSubLightMax ; |
---|
| 4642 | |
---|
| 4643 | |
---|
| 4644 | m_nSubLightMax++ ; // we don't have to worry about bound checking this, because we've already checked there aren't too many lights. |
---|
| 4645 | |
---|
| 4646 | }// end for zoneindex |
---|
| 4647 | |
---|
| 4648 | // move the sublight that contains the centre to the beginning of the sublights for this light. |
---|
| 4649 | // We always want the first sublight to contain the centre to make the culling algos work better. |
---|
| 4650 | TempSubLight=m_SubLight[ m_pLight[nLight].SubLightStart ] ; |
---|
| 4651 | m_SubLight[ m_pLight[nLight].SubLightStart ] = m_SubLight[ nSubLightCentre ] ; |
---|
| 4652 | m_SubLight[ nSubLightCentre ] = TempSubLight ; |
---|
| 4653 | |
---|
| 4654 | |
---|
| 4655 | |
---|
| 4656 | }// end for light |
---|
| 4657 | |
---|
| 4658 | ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
---|
| 4659 | // |
---|
| 4660 | // recalculate m_nZoneTouchesSubLight using the newly created sublights |
---|
| 4661 | // (instead of the complete lights that were originally used) |
---|
| 4662 | // |
---|
| 4663 | |
---|
| 4664 | int nSubLight=0 ; |
---|
| 4665 | |
---|
| 4666 | |
---|
| 4667 | // clear the light settings. |
---|
| 4668 | for(nZone=0 ; nZone<m_nMaxZone ; nZone++) |
---|
| 4669 | m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT]=0 ; |
---|
| 4670 | |
---|
| 4671 | for(nSubZone=0 ; nSubZone<nMaxSubZone ; nSubZone++) |
---|
| 4672 | { |
---|
| 4673 | nZone=m_pSubZones[nSubZone].Zone ; |
---|
| 4674 | flMinX=m_pSubZones[nSubZone].Min[0] ; |
---|
| 4675 | flMaxX=m_pSubZones[nSubZone].Max[0] ; |
---|
| 4676 | flMinY=m_pSubZones[nSubZone].Min[1] ; |
---|
| 4677 | flMaxY=m_pSubZones[nSubZone].Max[1] ; |
---|
| 4678 | flMinZ=m_pSubZones[nSubZone].Min[2] ; |
---|
| 4679 | flMaxZ=m_pSubZones[nSubZone].Max[2] ; |
---|
| 4680 | |
---|
| 4681 | // test all the lights to see if any have centers inside this subzone |
---|
| 4682 | for(nSubLight=0 ; nSubLight<m_nSubLightMax ; nSubLight++) |
---|
| 4683 | { |
---|
| 4684 | // if light touches subzone (we store it in ZoneTouchesSubLight for now, will overwrite later) |
---|
| 4685 | // if light AABB overlaps the zone AABB |
---|
| 4686 | if( |
---|
| 4687 | (flMinX<m_SubLight[nSubLight].Max[0]) && (flMaxX>m_SubLight[nSubLight].Min[0]) |
---|
| 4688 | && (flMinY<m_SubLight[nSubLight].Max[1]) && (flMaxY>m_SubLight[nSubLight].Min[1]) |
---|
| 4689 | && (flMinZ<m_SubLight[nSubLight].Max[2]) && (flMaxZ>m_SubLight[nSubLight].Min[2]) |
---|
| 4690 | ) |
---|
| 4691 | { |
---|
| 4692 | // add this light to the zone's light list |
---|
| 4693 | nIndex=m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT] ; |
---|
| 4694 | if(nIndex<MAX_LIGHTPERZONE) // only add if we aren't already maxed out. |
---|
| 4695 | { |
---|
| 4696 | // we need to check this light isn't already on the list. |
---|
| 4697 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4698 | nPos=-1 ; |
---|
| 4699 | while((++nPos<nIndex) && (m_nZoneTouchesSubLight[nZone][nPos]!=nSubLight)) ; |
---|
| 4700 | |
---|
| 4701 | if(nPos==nIndex) // this can only be true if we didn't already find nSubLight in the list |
---|
| 4702 | { |
---|
| 4703 | m_nZoneTouchesSubLight[nZone][nIndex]=nSubLight ; |
---|
| 4704 | m_nZoneTouchesSubLight[nZone][INDEX_LIGHTCOUNT]++ ; |
---|
| 4705 | } |
---|
| 4706 | |
---|
| 4707 | } |
---|
| 4708 | |
---|
| 4709 | }// end if overlap |
---|
| 4710 | |
---|
| 4711 | }// end for nSubLight |
---|
| 4712 | |
---|
| 4713 | }// end for nSubZone |
---|
| 4714 | |
---|
| 4715 | |
---|
| 4716 | |
---|
| 4717 | |
---|
| 4718 | |
---|
| 4719 | return 1 ; |
---|
| 4720 | } |
---|
| 4721 | |
---|
| 4722 | |
---|
| 4723 | int Q3Map::AssignLightsToPortals(void) |
---|
| 4724 | { |
---|
| 4725 | float flMinX=0.0f ; |
---|
| 4726 | float flMaxX=0.0f ; |
---|
| 4727 | float flMinY=0.0f ; |
---|
| 4728 | float flMaxY=0.0f ; |
---|
| 4729 | float flMinZ=0.0f ; |
---|
| 4730 | float flMaxZ=0.0f ; |
---|
| 4731 | int nMaxPortal=m_iNumPortals ; |
---|
| 4732 | int nPortal=0 ; |
---|
| 4733 | int nMaxLight=m_nLightMax ; |
---|
| 4734 | int nLight=0 ; |
---|
| 4735 | int nIndex=0 ; |
---|
| 4736 | int nPos=0 ; |
---|
| 4737 | |
---|
| 4738 | |
---|
| 4739 | |
---|
| 4740 | // clear the light settings. |
---|
| 4741 | for(nPortal=0 ; nPortal<nMaxPortal ; nPortal++) |
---|
| 4742 | m_nPortalTouchesLight[nPortal][INDEX_PORTALLIGHTCOUNT]=0 ; |
---|
| 4743 | |
---|
| 4744 | // now test each portal against each light to see if they touch |
---|
| 4745 | for(nPortal=0 ; nPortal<nMaxPortal ; nPortal++) |
---|
| 4746 | { |
---|
| 4747 | flMinX=m_pPortals[nPortal].Min[0] ; |
---|
| 4748 | flMaxX=m_pPortals[nPortal].Max[0] ; |
---|
| 4749 | flMinY=m_pPortals[nPortal].Min[1] ; |
---|
| 4750 | flMaxY=m_pPortals[nPortal].Max[1] ; |
---|
| 4751 | flMinZ=m_pPortals[nPortal].Min[2] ; |
---|
| 4752 | flMaxZ=m_pPortals[nPortal].Max[2] ; |
---|
| 4753 | |
---|
| 4754 | // test all the lights to see if any touch this portal |
---|
| 4755 | for(nLight=0 ; nLight<nMaxLight ; nLight++) |
---|
| 4756 | { |
---|
| 4757 | |
---|
| 4758 | // if light AABB overlaps the portal AABB |
---|
| 4759 | if( |
---|
| 4760 | (flMinX<m_pLight[nLight].Max[0]) && (flMaxX>m_pLight[nLight].Min[0]) |
---|
| 4761 | && (flMinY<m_pLight[nLight].Max[1]) && (flMaxY>m_pLight[nLight].Min[1]) |
---|
| 4762 | && (flMinZ<m_pLight[nLight].Max[2]) && (flMaxZ>m_pLight[nLight].Min[2]) |
---|
| 4763 | ) |
---|
| 4764 | { |
---|
| 4765 | |
---|
| 4766 | // add this light to the portal's light list |
---|
| 4767 | nIndex=m_nPortalTouchesLight[nPortal][INDEX_PORTALLIGHTCOUNT] ; |
---|
| 4768 | if(nIndex<MAX_LIGHTPERPORTAL) // only add if we aren't already maxed out. |
---|
| 4769 | { |
---|
| 4770 | // we need to check this light isn't already on the list. |
---|
| 4771 | // it might have gotten on by another subzone, since a zone can have multiple subzones. |
---|
| 4772 | nPos=-1 ; |
---|
| 4773 | while((++nPos<nIndex) && (m_nPortalTouchesLight[nPortal][nPos]!=nLight)) ; |
---|
| 4774 | |
---|
| 4775 | if(nPos==nIndex) // this can only be true if we didn't already find nLight in the list |
---|
| 4776 | { |
---|
| 4777 | m_nPortalTouchesLight[nPortal][nIndex]=nLight ; |
---|
| 4778 | m_nPortalTouchesLight[nPortal][INDEX_PORTALLIGHTCOUNT]++ ; |
---|
| 4779 | } |
---|
| 4780 | } |
---|
| 4781 | |
---|
| 4782 | // we don't keep a list of the portals that a light touches, we don't use such a thing. |
---|
| 4783 | |
---|
| 4784 | }// end if light touches portal |
---|
| 4785 | |
---|
| 4786 | }// end for light |
---|
| 4787 | |
---|
| 4788 | }// end for portal |
---|
| 4789 | |
---|
| 4790 | return 1 ; |
---|
| 4791 | } |
---|
| 4792 | |
---|
| 4793 | // work out all the other zones each zone touches, via portals |
---|
| 4794 | int Q3Map::AssignZonesToZones(void) |
---|
| 4795 | { |
---|
| 4796 | |
---|
| 4797 | |
---|
| 4798 | int nCentralZone=0 ; |
---|
| 4799 | int nPortalZone=0 ; |
---|
| 4800 | int nMaxPortalZone=0 ; |
---|
| 4801 | int nPortalZoneIndex=0 ; |
---|
| 4802 | int nPortal=0 ; |
---|
| 4803 | int nPortalIndex=0 ; |
---|
| 4804 | int nMaxPortal=0 ; |
---|
| 4805 | |
---|
| 4806 | int nTouchZoneIndex=0 ; |
---|
| 4807 | int nMaxTouchZone=0 ; |
---|
| 4808 | int nAddZone=0 ; |
---|
| 4809 | |
---|
| 4810 | |
---|
| 4811 | // scan through all the zones (consider them "central zones") |
---|
| 4812 | for(nCentralZone=0 ; nCentralZone<m_nMaxZone ; nCentralZone++) |
---|
| 4813 | { |
---|
| 4814 | nMaxTouchZone=0 ; |
---|
| 4815 | |
---|
| 4816 | // scan through all the portals in this centralzone. |
---|
| 4817 | nMaxPortal=m_nZoneTouchesPortal[nCentralZone][INDEX_PORTALCOUNT] ; |
---|
| 4818 | for(nPortalIndex=0 ; nPortalIndex<nMaxPortal; nPortalIndex++) |
---|
| 4819 | { |
---|
| 4820 | nPortal=m_nZoneTouchesPortal[nCentralZone][nPortalIndex] ; |
---|
| 4821 | |
---|
| 4822 | // scan through all the zones this portal touches and add then to the central zone's list |
---|
| 4823 | nMaxPortalZone=m_nPortalTouchesZone[nPortal][INDEX_PORTALZONECOUNT] ; |
---|
| 4824 | for(nPortalZoneIndex=0 ; nPortalZoneIndex<nMaxPortalZone ; nPortalZoneIndex++) |
---|
| 4825 | { |
---|
| 4826 | nPortalZone=m_nPortalTouchesZone[nPortal][nPortalZoneIndex] ; |
---|
| 4827 | |
---|
| 4828 | // we've got a portal zone. |
---|
| 4829 | if(nPortalZone==nCentralZone) continue ; // if it's the central zone, skip it. |
---|
| 4830 | |
---|
| 4831 | // check we don't already have it listed. |
---|
| 4832 | nAddZone=1 ; |
---|
| 4833 | for(nTouchZoneIndex=0 ; nTouchZoneIndex<nMaxTouchZone ; nTouchZoneIndex++) |
---|
| 4834 | { |
---|
| 4835 | if(m_nZoneTouchesPortal[nCentralZone][nTouchZoneIndex]==nPortalZone) |
---|
| 4836 | { |
---|
| 4837 | nAddZone=0 ; |
---|
| 4838 | break ; |
---|
| 4839 | }// end if |
---|
| 4840 | }// end for nTouchZoneIndex |
---|
| 4841 | |
---|
| 4842 | if(nAddZone) |
---|
| 4843 | { |
---|
| 4844 | m_nZoneTouchesZone[nCentralZone][nMaxTouchZone]=nPortalZone ; |
---|
| 4845 | nMaxTouchZone++ ; |
---|
| 4846 | if(nMaxTouchZone>=MAX_ZONEPERZONE) |
---|
| 4847 | nMaxTouchZone=MAX_ZONEPERZONE-1 ; |
---|
| 4848 | |
---|
| 4849 | |
---|
| 4850 | } |
---|
| 4851 | |
---|
| 4852 | |
---|
| 4853 | }// end for portal zone index |
---|
| 4854 | |
---|
| 4855 | |
---|
| 4856 | }// end for portal index |
---|
| 4857 | |
---|
| 4858 | // set the maximum |
---|
| 4859 | m_nZoneTouchesZone[nCentralZone][INDEX_ZONEPERZONECOUNT]=nMaxTouchZone ; |
---|
| 4860 | |
---|
| 4861 | /* |
---|
| 4862 | sprintf(m_chBug, "CentralZone %i, TouchedZoneCount %i", nCentralZone, m_nZoneTouchesPortal[nCentralZone][INDEX_ZONEPERZONECOUNT]) ; |
---|
| 4863 | Q3Bug.LogAddCR(m_chBug) ; |
---|
| 4864 | for(nTouchZoneIndex=0 ; nTouchZoneIndex<m_nZoneTouchesZone[nCentralZone][INDEX_ZONEPERZONECOUNT] ; nTouchZoneIndex++) |
---|
| 4865 | { |
---|
| 4866 | sprintf(m_chBug, " TouchedZone %i", m_nZoneTouchesZone[nCentralZone][nTouchZoneIndex]) ; |
---|
| 4867 | Q3Bug.LogAddCR(m_chBug) ; |
---|
| 4868 | } |
---|
| 4869 | */ |
---|
| 4870 | |
---|
| 4871 | |
---|
| 4872 | }// end for central zone |
---|
| 4873 | |
---|
| 4874 | |
---|
| 4875 | |
---|
| 4876 | |
---|
| 4877 | return 1 ; |
---|
| 4878 | } |
---|
| 4879 | |
---|
| 4880 | |
---|
| 4881 | |
---|