1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: bottac@ee.ethz.ch |
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13 | |
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14 | Inspired by: |
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15 | Rendering Q3 Maps by Morgan McGuire http://graphics.cs.brown.edu/games/quake/quake3.html |
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16 | Unofficial Quake 3 Map Specs by Kekoa Proudfoot http://graphics.stanford.edu/~kekoa/q3/ |
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17 | |
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18 | Collision detection adapted from: |
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19 | Quake 3 Collision Detection by Nathan Ostgard http://www.devmaster.net/articles/quake3collision/ |
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20 | */ |
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21 | |
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22 | |
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23 | #include "vector.h" |
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24 | #include "bsp_file.h" |
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25 | #include "bsp_manager.h" |
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26 | #include "bsp_tree_leaf.h" |
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27 | #include "p_node.h" |
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28 | #include "state.h" |
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29 | #include "debug.h" |
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30 | #include "material.h" |
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31 | #include "camera.h" |
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32 | #include "vertex_array_model.h" |
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33 | #include "world_entities/player.h" |
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34 | #include "world_entities/playable.h" |
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35 | #include "util/loading/resource_manager.h" |
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36 | // STL Containers |
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37 | #include <vector> |
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38 | #include <deque> |
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39 | #include "movie_player.h" |
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40 | |
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41 | #include "cd_engine.h" |
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42 | |
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43 | #include "world_entity.h" |
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44 | |
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45 | #include "util/loading/load_param.h" |
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46 | #include "util/loading/factory.h" |
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47 | |
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48 | |
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49 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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50 | |
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51 | BspManager::BspManager() |
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52 | { |
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53 | /*// open a BSP file |
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54 | this->bspFile = new BspFile(); |
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55 | this->bspFile->scale = 0.4f; |
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56 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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57 | this->bspFile->build_tree(); |
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58 | this->root = this->bspFile->get_root(); |
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59 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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60 | */ |
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61 | CDEngine::getInstance()->setBSPModel(this); |
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62 | } |
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63 | |
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64 | |
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65 | /* |
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66 | BspManager::BspManager(const TiXmlElement* root) |
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67 | { |
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68 | |
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69 | |
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70 | if( root != NULL) |
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71 | this->loadParams(root); |
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72 | |
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73 | CDEngine::getInstance()->setBSPModel(this); |
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74 | } */ |
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75 | |
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76 | void BspManager::load(const char* fileName, float scale) |
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77 | { |
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78 | //this->setClassID(CL_BSP_MODEL, "BspManager"); |
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79 | // open a BSP file |
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80 | this->bspFile = new BspFile(); |
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81 | this->bspFile->scale = scale; |
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82 | this->bspFile->read(ResourceManager::getFullName(fileName).c_str()); |
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83 | this->bspFile->build_tree(); |
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84 | this->root = this->bspFile->get_root(); |
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85 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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86 | |
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87 | |
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88 | } |
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89 | /* |
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90 | BspManager::BspManager(const char* fileName, float scale) |
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91 | { |
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92 | // open a BSP file |
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93 | this->bspFile = new BspFile(); |
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94 | this->bspFile->scale = scale; |
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95 | this->bspFile->read(fileName); |
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96 | this->bspFile->build_tree(); |
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97 | this->root = this->bspFile->get_root(); |
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98 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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99 | |
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100 | CDEngine::getInstance()->setBSPModel(this); |
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101 | } |
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102 | */ |
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103 | |
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104 | const void BspManager::draw() |
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105 | { |
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106 | |
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107 | /* |
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108 | this->drawDebugCube(&this->out); |
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109 | this->out1 = this->out; |
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110 | this->out2 = this->out; |
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111 | if(this->collPlane != NULL) |
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112 | { |
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113 | this->out1.x += this->collPlane->x*5.0; |
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114 | this->out1.y += this->collPlane->y*5.0; |
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115 | this->out1.z += this->collPlane->z*5.0; |
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116 | |
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117 | this->out2.x += this->collPlane->x*10.0; |
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118 | this->out2.y += this->collPlane->y*10.0; |
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119 | this->out2.z += this->collPlane->z*10.0; |
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120 | } |
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121 | this->drawDebugCube(&this->out1); |
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122 | this->drawDebugCube(&this->out2); |
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123 | */ |
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124 | // Draw Debug Terrain |
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125 | /* |
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126 | this->bspFile->Materials[0]->select(); |
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127 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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128 | { |
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129 | this->bspFile->VertexArrayModels[i]->draw(); |
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130 | |
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131 | } |
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132 | */ |
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133 | |
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134 | |
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135 | |
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136 | // erase alreadyVisible |
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137 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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138 | float tmp = 0; |
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139 | //this->opal.clear(); |
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140 | //this->trasparent.clear(); |
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141 | // Find all visible faces... |
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142 | |
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143 | this->cam = State::getCamera()->getAbsCoor() ; |
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144 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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145 | |
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146 | |
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147 | |
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148 | |
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149 | |
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150 | // this->viewDir= State::getCameraTarget()->getAbsCoor() - State::getCamera()->getAbsCoor() ; |
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151 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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152 | |
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153 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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154 | int viscluster = -1; |
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155 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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156 | |
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157 | |
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158 | |
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159 | this->cam = State::getCameraTargetNode()->getAbsCoor(); |
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160 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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161 | this->outputStartsOut = true; |
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162 | this->outputAllSolid = false; |
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163 | this->outputFraction = 1.0f; |
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164 | |
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165 | this->checkCollisionRay(this->root,0.0f,1.0f, &(State::getCameraTargetNode()->getLastAbsCoor()), &this->cam); |
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166 | |
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167 | //if(this->outputFraction != 1.0f || this->outputAllSolid ) this->drawDebugCube(&this->cam); |
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168 | |
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169 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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170 | { |
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171 | |
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172 | |
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173 | |
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174 | // Iterate through all Leafspublic final double readLEDouble() |
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175 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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176 | { |
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177 | // cluster = (this->bspFile->leaves)[i].cluster; |
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178 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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179 | if(curLeaf.cluster<0) continue; |
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180 | |
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181 | |
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182 | /** Do Frustum culling and draw 'em all **/ |
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183 | bool inFrustum = true; |
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184 | |
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185 | Vector dir; |
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186 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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187 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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188 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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189 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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190 | //if(dist < 0) dist = -dist; |
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191 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist ; |
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192 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist ; |
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193 | |
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194 | if(dMins < -150.0 && dMaxs < -150.0) { |
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195 | continue; |
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196 | } |
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197 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 3000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 3000) { |
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198 | continue; |
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199 | } |
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200 | |
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201 | |
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202 | // Iterate through all faces |
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203 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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204 | const int g = (j + curLeaf.leafface); |
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205 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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206 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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207 | this->alreadyVisible[f] = true; |
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208 | |
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209 | addFace(f); // "visibleFaces.append(f)" |
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210 | } |
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211 | } |
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212 | |
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213 | |
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214 | |
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215 | |
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216 | } //for |
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217 | } else { |
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218 | |
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219 | |
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220 | unsigned int v; |
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221 | unsigned char visSet; |
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222 | |
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223 | // Iterate through all Leafs |
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224 | |
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225 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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226 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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227 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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228 | int& cluster = curLeaf.cluster; |
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229 | |
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230 | if(cluster < 0) continue; |
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231 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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232 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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233 | |
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234 | // gets bit of visSet |
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235 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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236 | |
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237 | // Frustum culling |
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238 | |
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239 | Vector dir; |
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240 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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241 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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242 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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243 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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244 | //if(dist < 0) dist = -dist; |
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245 | const float dMins = dir.x*(float)curLeaf.mins[0] +dir.y*(float)curLeaf.mins[1] +dir.z*(float)curLeaf.mins[2] - dist; |
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246 | const float dMaxs = dir.x*(float)curLeaf.maxs[0] +dir.y*(float)curLeaf.maxs[1] +dir.z*(float)curLeaf.maxs[2] - dist; |
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247 | |
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248 | if(dMins < -50.0 && dMaxs < - 50.0) { |
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249 | continue; |
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250 | } |
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251 | |
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252 | |
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253 | // Iterate through all faces |
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254 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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255 | const int g = (j + curLeaf.leafface); |
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256 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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257 | |
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258 | if (!this->isAlreadyVisible(f) && f>=0) { |
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259 | this->addFace(f); |
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260 | this->alreadyVisible[f] = true; |
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261 | } |
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262 | |
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263 | } |
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264 | |
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265 | }// if |
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266 | |
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267 | }//for |
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268 | |
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269 | }//else |
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270 | |
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271 | while(!this->opal.empty()) { |
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272 | this->draw_face(this->opal.front()); |
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273 | this->opal.pop_front(); |
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274 | } |
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275 | while(!this->trasparent.empty()) { |
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276 | this->draw_face(this->trasparent.back()); |
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277 | this->trasparent.pop_back(); |
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278 | } |
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279 | //glEnable(GL_TEXTURE_2D); |
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280 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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281 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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282 | |
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283 | |
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284 | |
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285 | }//draw |
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286 | |
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287 | |
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288 | |
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289 | void BspManager::draw_face(int curface) |
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290 | { |
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291 | face& curFace = (this->bspFile->faces)[curface]; |
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292 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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293 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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294 | int offset = curFace.vertex; |
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295 | if (curFace.effect != -1) return; |
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296 | // PRINTF(0)("BSP Manager: "); |
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297 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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298 | |
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299 | // if( curFace.texture < 0 ) return; |
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300 | if(curFace.type == 2) { |
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301 | this->draw_patch( &curFace); |
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302 | return; |
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303 | } |
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304 | if(curFace.type != 1) return; |
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305 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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306 | |
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307 | if(this->lastTex != curFace.texture) { |
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308 | if(this->bspFile->Materials[curFace.texture].animated) { |
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309 | glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR); |
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310 | glEnable(GL_BLEND); |
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311 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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312 | this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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313 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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314 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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315 | glBindTexture(GL_TEXTURE_2D, n ); |
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316 | glDisable(GL_BLEND); |
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317 | } else { |
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318 | this->bspFile->Materials[curFace.texture].mat->select(); |
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319 | this->lastTex = curFace.texture; |
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320 | } |
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321 | } |
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322 | |
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323 | if(curFace.lm_index < 0) { |
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324 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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325 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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326 | glEnable(GL_TEXTURE_2D); |
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327 | } else { |
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328 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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329 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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330 | glEnable(GL_TEXTURE_2D); |
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331 | } |
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332 | |
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333 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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334 | |
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335 | // glColor4f(3.0,3.0,3.0,1.0); |
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336 | glEnableClientState(GL_VERTEX_ARRAY ); |
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337 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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338 | glEnableClientState(GL_NORMAL_ARRAY ); |
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339 | // glEnableClientState(GL_COLOR_ARRAY); |
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340 | |
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341 | |
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342 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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343 | |
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344 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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345 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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346 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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347 | |
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348 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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349 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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350 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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351 | |
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352 | |
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353 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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354 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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355 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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356 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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357 | |
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358 | glDisableClientState(GL_TEXTURE0_ARB); |
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359 | glDisableClientState(GL_TEXTURE1_ARB); |
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360 | glDisableClientState(GL_VERTEX_ARRAY ); |
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361 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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362 | glDisableClientState(GL_NORMAL_ARRAY ); |
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363 | // glDisableClientState(GL_COLOR_ARRAY); |
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364 | |
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365 | } |
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366 | |
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367 | |
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368 | void BspManager::draw_debug_face(int curface) |
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369 | { |
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370 | face& curFace = (this->bspFile->faces)[curface]; |
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371 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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372 | int stride = 44; // sizeof(Vertex) |
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373 | int offset = curFace.vertex; |
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374 | |
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375 | // PRINTF(0)("BSP Manager: "); |
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376 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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377 | |
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378 | // if( curFace.texture < 0 ) return; |
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379 | if(curFace.type == 2) { |
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380 | this->draw_patch( &curFace); |
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381 | return; |
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382 | } |
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383 | if(curFace.type == 3) return; |
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384 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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385 | |
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386 | this->bspFile->Materials[2].mat->select(); |
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387 | this->lastTex = 2; |
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388 | |
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389 | glEnableClientState(GL_VERTEX_ARRAY ); |
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390 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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391 | glEnableClientState(GL_NORMAL_ARRAY ); |
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392 | //glEnableClientState(GL_COLOR_ARRAY); |
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393 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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394 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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395 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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396 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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397 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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398 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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399 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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400 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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401 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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402 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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403 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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404 | |
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405 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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406 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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407 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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408 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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409 | |
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410 | } |
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411 | |
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412 | void BspManager::draw_patch(face* Face) |
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413 | { |
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414 | if(this->lastTex != Face->texture) { |
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415 | this->bspFile->Materials[Face->texture].mat->select(); |
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416 | this->lastTex = Face->texture; |
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417 | } |
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418 | if (Face->effect != -1) return; |
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419 | |
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420 | |
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421 | if(Face->lm_index < 0) { |
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422 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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423 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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424 | glEnable(GL_TEXTURE_2D); |
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425 | } else { |
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426 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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427 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
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428 | glEnable(GL_TEXTURE_2D); |
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429 | } |
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430 | //glColor4f(3.0,3.0,3.0,1.0); |
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431 | |
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432 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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433 | glEnable( GL_AUTO_NORMAL); |
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434 | glEnableClientState(GL_VERTEX_ARRAY ); |
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435 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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436 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
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437 | //glFrontFace(GL_CW); |
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438 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
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439 | |
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440 | |
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441 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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442 | |
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443 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
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444 | |
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445 | |
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446 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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447 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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448 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
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449 | |
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450 | |
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451 | |
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452 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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453 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
---|
454 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
455 | |
---|
456 | |
---|
457 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
---|
458 | |
---|
459 | |
---|
460 | |
---|
461 | |
---|
462 | for(int row=6; row>=0; --row) { |
---|
463 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
---|
464 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
---|
465 | } |
---|
466 | |
---|
467 | //glFrontFace(GL_CCW); |
---|
468 | } |
---|
469 | glDisableClientState(GL_TEXTURE0_ARB); |
---|
470 | glDisableClientState(GL_TEXTURE1_ARB); |
---|
471 | glDisable(GL_AUTO_NORMAL); |
---|
472 | glDisableClientState(GL_VERTEX_ARRAY ); |
---|
473 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
---|
474 | |
---|
475 | |
---|
476 | } |
---|
477 | |
---|
478 | bool BspManager::isAlreadyVisible(int Face) |
---|
479 | { |
---|
480 | return this->alreadyVisible[Face]; |
---|
481 | } |
---|
482 | |
---|
483 | |
---|
484 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
---|
485 | { |
---|
486 | float dist = 0; |
---|
487 | while(!(node->isLeaf)) { |
---|
488 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
489 | if(dist >= 0.0f) { |
---|
490 | node = node->left; |
---|
491 | } else { |
---|
492 | node = node->right; |
---|
493 | } |
---|
494 | } |
---|
495 | return node; |
---|
496 | } |
---|
497 | |
---|
498 | void BspManager::checkBrushRay(brush* curBrush) |
---|
499 | { |
---|
500 | float EPSILON = 0.000001; |
---|
501 | float startDistance; |
---|
502 | float endDistance; |
---|
503 | |
---|
504 | float startFraction = -1.0f; |
---|
505 | float endFraction = 1.0f; |
---|
506 | bool startsOut = false; |
---|
507 | bool endsOut = false; |
---|
508 | |
---|
509 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
510 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
511 | |
---|
512 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
513 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
514 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
515 | |
---|
516 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
517 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
518 | |
---|
519 | if (startDistance > 0) |
---|
520 | startsOut = true; |
---|
521 | if (endDistance > 0) |
---|
522 | endsOut = true; |
---|
523 | |
---|
524 | // make sure the trace isn't completely on one side of the brush |
---|
525 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
526 | return; |
---|
527 | } |
---|
528 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
529 | continue; |
---|
530 | } |
---|
531 | |
---|
532 | // MMM... BEEFY |
---|
533 | if (startDistance > endDistance) { // line is entering into the brush |
---|
534 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
535 | if (fraction > startFraction) |
---|
536 | startFraction = fraction; |
---|
537 | // don't store plane |
---|
538 | // this->collPlane = &curPlane; |
---|
539 | |
---|
540 | } else { // line is leaving the brush |
---|
541 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
542 | if (fraction < endFraction) |
---|
543 | endFraction = fraction; |
---|
544 | // don't store plane |
---|
545 | //this->collPlane = & curPlane; |
---|
546 | |
---|
547 | } |
---|
548 | |
---|
549 | } |
---|
550 | if (startsOut == false) { |
---|
551 | this->outputStartsOut = false; |
---|
552 | if (endsOut == false) |
---|
553 | this->outputAllSolid = true; |
---|
554 | return; |
---|
555 | } |
---|
556 | |
---|
557 | if (startFraction < endFraction) { |
---|
558 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
559 | if (startFraction < 0) |
---|
560 | startFraction = 0; |
---|
561 | this->outputFraction = startFraction; |
---|
562 | } |
---|
563 | } |
---|
564 | |
---|
565 | } |
---|
566 | |
---|
567 | void BspManager::checkBrushRayN(brush* curBrush) |
---|
568 | { |
---|
569 | float EPSILON = 0.000001; |
---|
570 | float startDistance; |
---|
571 | float endDistance; |
---|
572 | |
---|
573 | float startFraction = -1.0f; |
---|
574 | float endFraction = 1.0f; |
---|
575 | bool startsOut = false; |
---|
576 | bool endsOut = false; |
---|
577 | |
---|
578 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
579 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
580 | |
---|
581 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
582 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
583 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
584 | |
---|
585 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
586 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
587 | |
---|
588 | if (startDistance > 0) |
---|
589 | startsOut = true; |
---|
590 | if (endDistance > 0) |
---|
591 | endsOut = true; |
---|
592 | |
---|
593 | // make sure the trace isn't completely on one side of the brush |
---|
594 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
595 | return; |
---|
596 | } |
---|
597 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
598 | continue; |
---|
599 | } |
---|
600 | |
---|
601 | // MMM... BEEFY |
---|
602 | if (startDistance > endDistance) { // line is entering into the brush |
---|
603 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
604 | if (fraction > startFraction) |
---|
605 | startFraction = fraction; |
---|
606 | // store plane |
---|
607 | this->collPlane = &curPlane; |
---|
608 | |
---|
609 | } else { // line is leaving the brush |
---|
610 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
611 | if (fraction < endFraction) |
---|
612 | endFraction = fraction; |
---|
613 | // store plane |
---|
614 | this->collPlane = & curPlane; |
---|
615 | |
---|
616 | } |
---|
617 | |
---|
618 | } |
---|
619 | if (startsOut == false) { |
---|
620 | this->outputStartsOut = false; |
---|
621 | if (endsOut == false) |
---|
622 | this->outputAllSolid = true; |
---|
623 | return; |
---|
624 | } |
---|
625 | |
---|
626 | if (startFraction < endFraction) { |
---|
627 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
628 | if (startFraction < 0) |
---|
629 | startFraction = 0; |
---|
630 | this->outputFraction = startFraction; |
---|
631 | } |
---|
632 | } |
---|
633 | |
---|
634 | } |
---|
635 | |
---|
636 | |
---|
637 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
638 | { |
---|
639 | |
---|
640 | |
---|
641 | float EPSILON = 0.000001; |
---|
642 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
643 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
644 | |
---|
645 | |
---|
646 | if(node->isLeaf) { |
---|
647 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
648 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
649 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
650 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
651 | if (curBrush.n_brushsides > 0 && |
---|
652 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
653 | // CheckBrush( brush ); |
---|
654 | this->checkBrushRay(&curBrush); |
---|
655 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
656 | } |
---|
657 | return; |
---|
658 | } |
---|
659 | |
---|
660 | |
---|
661 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
662 | { // both points are in front of the plane |
---|
663 | // so check the front child |
---|
664 | this->checkCollisionRay(node->left,0,0,start,end); |
---|
665 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
666 | { // both points are behind the plane |
---|
667 | // so check the back child |
---|
668 | this->checkCollisionRay(node->right,0,0,start,end); |
---|
669 | } else // C |
---|
670 | { // the line spans the splitting plane |
---|
671 | int side; |
---|
672 | float fraction1, fraction2, middleFraction; |
---|
673 | Vector middle; |
---|
674 | |
---|
675 | // STEP 1: split the segment into two |
---|
676 | if (startDistance < endDistance) { |
---|
677 | side = 1; // back |
---|
678 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
679 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
680 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
681 | } else if (endDistance < startDistance) { |
---|
682 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
683 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
684 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
685 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
686 | } else { |
---|
687 | side = 0; // front |
---|
688 | fraction1 = 1.0f; |
---|
689 | fraction2 = 0.0f; |
---|
690 | } |
---|
691 | |
---|
692 | // STEP 2: make sure the numbers are valid |
---|
693 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
694 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
695 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
696 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
697 | |
---|
698 | // STEP 3: calculate the middle point for the first side |
---|
699 | middleFraction = startFraction + |
---|
700 | (endFraction - startFraction) * fraction1; |
---|
701 | |
---|
702 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
703 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
704 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
705 | |
---|
706 | // STEP 4: check the first side |
---|
707 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
708 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
---|
709 | |
---|
710 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
---|
711 | start, &middle ); |
---|
712 | |
---|
713 | // STEP 5: calculate the middle point for the second side |
---|
714 | middleFraction = startFraction + |
---|
715 | (endFraction - startFraction) * fraction2; |
---|
716 | |
---|
717 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
718 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
719 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
720 | |
---|
721 | // STEP 6: check the second side |
---|
722 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
---|
723 | |
---|
724 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
---|
725 | |
---|
726 | |
---|
727 | } |
---|
728 | |
---|
729 | } |
---|
730 | |
---|
731 | |
---|
732 | |
---|
733 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
734 | { |
---|
735 | |
---|
736 | |
---|
737 | float EPSILON = 0.000001; |
---|
738 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
739 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
740 | |
---|
741 | |
---|
742 | if(node->isLeaf) { |
---|
743 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
744 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
745 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
746 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
747 | if (curBrush.n_brushsides > 0 && |
---|
748 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
749 | // CheckBrush( brush ); |
---|
750 | this->checkBrushRayN(&curBrush); |
---|
751 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
752 | } |
---|
753 | return; |
---|
754 | } |
---|
755 | |
---|
756 | |
---|
757 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
758 | { // both points are in front of the plane |
---|
759 | // so check the front child |
---|
760 | this->checkCollisionRayN(node->left,0,0,start,end); |
---|
761 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
762 | { // both points are behind the plane |
---|
763 | // so check the back child |
---|
764 | this->checkCollisionRayN(node->right,0,0,start,end); |
---|
765 | } else // C |
---|
766 | { // the line spans the splitting plane |
---|
767 | int side; |
---|
768 | float fraction1, fraction2, middleFraction; |
---|
769 | Vector middle; |
---|
770 | |
---|
771 | // STEP 1: split the segment into two |
---|
772 | if (startDistance < endDistance) { |
---|
773 | side = 1; // back |
---|
774 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
775 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
776 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
777 | } else if (endDistance < startDistance) { |
---|
778 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
779 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
780 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
781 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
782 | } else { |
---|
783 | side = 0; // front |
---|
784 | fraction1 = 1.0f; |
---|
785 | fraction2 = 0.0f; |
---|
786 | } |
---|
787 | |
---|
788 | // STEP 2: make sure the numbers are valid |
---|
789 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
790 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
791 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
792 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
793 | |
---|
794 | // STEP 3: calculate the middle point for the first side |
---|
795 | middleFraction = startFraction + |
---|
796 | (endFraction - startFraction) * fraction1; |
---|
797 | |
---|
798 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
799 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
800 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
801 | |
---|
802 | // STEP 4: check the first side |
---|
803 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
804 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
---|
805 | |
---|
806 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
---|
807 | start, &middle ); |
---|
808 | |
---|
809 | // STEP 5: calculate the middle point for the second side |
---|
810 | middleFraction = startFraction + |
---|
811 | (endFraction - startFraction) * fraction2; |
---|
812 | |
---|
813 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
814 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
815 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
816 | |
---|
817 | // STEP 6: check the second side |
---|
818 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
---|
819 | |
---|
820 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
---|
821 | |
---|
822 | |
---|
823 | } |
---|
824 | |
---|
825 | } |
---|
826 | |
---|
827 | void BspManager::checkCollision(WorldEntity* worldEntity) |
---|
828 | { |
---|
829 | return; |
---|
830 | |
---|
831 | Vector position = worldEntity->getAbsCoor(); |
---|
832 | |
---|
833 | |
---|
834 | Vector forwardDir = worldEntity->getAbsDirX(); |
---|
835 | forwardDir.x =2.0*forwardDir.x; |
---|
836 | forwardDir.y =2.0*forwardDir.y; |
---|
837 | forwardDir.z =2.0*forwardDir.z; |
---|
838 | |
---|
839 | Vector upDir = worldEntity->getAbsDirY(); |
---|
840 | Vector dest = position; |
---|
841 | dest.x += forwardDir.x; |
---|
842 | dest.y += forwardDir.y; |
---|
843 | dest.z += forwardDir.z; |
---|
844 | Vector out = Vector(-1875.0,-1875.0,-1875.0); |
---|
845 | if(!worldEntity->isA(CL_PLAYABLE)) { |
---|
846 | |
---|
847 | |
---|
848 | |
---|
849 | |
---|
850 | } |
---|
851 | else { |
---|
852 | bool collision = false; |
---|
853 | Vector position1 = position + Vector(0.0,0.1,0.0); |
---|
854 | Vector position2 = position + Vector(0.0,0.2,0.0); |
---|
855 | Vector dest1 = position1 + forwardDir; |
---|
856 | Vector dest2 = position2 + forwardDir; |
---|
857 | dest = position - upDir; |
---|
858 | Vector out1; |
---|
859 | Vector out2; |
---|
860 | |
---|
861 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
---|
862 | if(this->outputFraction == 1.0f) out1 = dest; |
---|
863 | else { |
---|
864 | collision = true; |
---|
865 | out1.x = position1.x + (dest1.x -position1.x) * this->outputFraction; |
---|
866 | out1.y = position1.y + (dest1.y -position1.y) * this->outputFraction; |
---|
867 | out1.z = position1.z + (dest1.z - position1.z) * this->outputFraction; |
---|
868 | |
---|
869 | } |
---|
870 | |
---|
871 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
---|
872 | if(this->outputFraction == 1.0f) out2= dest; |
---|
873 | else |
---|
874 | { |
---|
875 | collision = true; |
---|
876 | out2.x = position2.x + (dest2.x -position2.x) * this->outputFraction; |
---|
877 | out2.y = position2.y + (dest2.y -position2.y) * this->outputFraction; |
---|
878 | out2.z = position2.z + (dest2.z - position2.z) * this->outputFraction; |
---|
879 | |
---|
880 | } |
---|
881 | |
---|
882 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
---|
883 | if(this->outputFraction == 1.0f) out = dest; |
---|
884 | else |
---|
885 | { |
---|
886 | collision = true; |
---|
887 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
---|
888 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
---|
889 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
---|
890 | |
---|
891 | //Vector out3 = out + Vector(3*this->collPlane->x,3*this->collPlane->y,3*this->collPlane->z); |
---|
892 | //this->out = out; |
---|
893 | //this->out1 = out1; |
---|
894 | //this->out2 = out2; |
---|
895 | //this->drawDebugCube(&out1); |
---|
896 | //this->drawDebugCube(&out2); |
---|
897 | |
---|
898 | //this->drawDebugCube(&out3); |
---|
899 | |
---|
900 | } |
---|
901 | |
---|
902 | // Return the normal here: Normal's stored in this->collPlane; |
---|
903 | // if(collision) worldEntity->collidesWithGround(out,out1,out2); |
---|
904 | |
---|
905 | } |
---|
906 | |
---|
907 | } |
---|
908 | |
---|
909 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
---|
910 | { |
---|
911 | Vector next = this->cam; |
---|
912 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
---|
913 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
---|
914 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
---|
915 | |
---|
916 | float dist = 0; |
---|
917 | if(!(node->isLeaf)) { |
---|
918 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
919 | if(dist > 4.0f) { |
---|
920 | checkCollision(node->left,cam); |
---|
921 | return; |
---|
922 | } |
---|
923 | if(dist < -4.0f) { |
---|
924 | checkCollision(node->right,cam); |
---|
925 | return; |
---|
926 | } |
---|
927 | if(dist<=4.0f && dist >= -4.0f) { |
---|
928 | checkCollision(node->left,cam); |
---|
929 | checkCollision(node->right,cam); |
---|
930 | return; |
---|
931 | } |
---|
932 | return; |
---|
933 | } else { |
---|
934 | |
---|
935 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
---|
936 | |
---|
937 | if (camLeaf.cluster < 0) { |
---|
938 | this->drawDebugCube(&this->cam); |
---|
939 | this->drawDebugCube(&next); |
---|
940 | State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
---|
941 | State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
---|
942 | } |
---|
943 | |
---|
944 | |
---|
945 | /* |
---|
946 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
---|
947 | { |
---|
948 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
---|
949 | if(curBrush.n_brushsides < 0) return; |
---|
950 | for(int j = 0; j < curBrush.n_brushsides; j++) |
---|
951 | { |
---|
952 | float dist = -0.1; |
---|
953 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
---|
954 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
---|
955 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
---|
956 | |
---|
957 | if(dist < -0.01f) dist = -1.0f *dist; |
---|
958 | if(dist < 1.0f){ |
---|
959 | this->drawDebugCube(&this->cam); |
---|
960 | return; |
---|
961 | } |
---|
962 | } |
---|
963 | |
---|
964 | } */ |
---|
965 | |
---|
966 | } |
---|
967 | return; |
---|
968 | } |
---|
969 | |
---|
970 | void BspManager::drawDebugCube(Vector* cam) |
---|
971 | { |
---|
972 | glBegin(GL_QUADS); |
---|
973 | |
---|
974 | // Bottom Face. Red, 75% opaque, magnified texture |
---|
975 | |
---|
976 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
---|
977 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
---|
978 | |
---|
979 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
980 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
---|
981 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
---|
982 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
---|
983 | |
---|
984 | |
---|
985 | // Top face; offset. White, 50% opaque. |
---|
986 | |
---|
987 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
---|
988 | |
---|
989 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
990 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
991 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
992 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
993 | |
---|
994 | |
---|
995 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
---|
996 | |
---|
997 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
---|
998 | |
---|
999 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
---|
1000 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
---|
1001 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
---|
1002 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
---|
1003 | |
---|
1004 | |
---|
1005 | // Right face. Blue; 25% opaque |
---|
1006 | |
---|
1007 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
---|
1008 | |
---|
1009 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
---|
1010 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1011 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
---|
1012 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1013 | |
---|
1014 | |
---|
1015 | // Front face; offset. Multi-colored, 50% opaque. |
---|
1016 | |
---|
1017 | glNormal3f( 0.0f, 0.0f, 1.0f); |
---|
1018 | |
---|
1019 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
---|
1020 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1021 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
---|
1022 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
---|
1023 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
---|
1024 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
---|
1025 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
---|
1026 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1027 | |
---|
1028 | |
---|
1029 | // Left Face; offset. Yellow, varying levels of opaque. |
---|
1030 | |
---|
1031 | glNormal3f(-1.0f, 0.0f, 0.0f); |
---|
1032 | |
---|
1033 | glColor4f(0.9,0.9,0.2,0.0); |
---|
1034 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
---|
1035 | glColor4f(0.9,0.9,0.2,0.66); |
---|
1036 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
---|
1037 | glColor4f(0.9,0.9,0.2,1.0); |
---|
1038 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1039 | glColor4f(0.9,0.9,0.2,0.33); |
---|
1040 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1041 | |
---|
1042 | glEnd(); |
---|
1043 | } |
---|
1044 | |
---|
1045 | void BspManager::addFace(int f) |
---|
1046 | { |
---|
1047 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
---|
1048 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
---|
1049 | else this->opal.push_back(f); |
---|
1050 | } |
---|