1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: bottac@ee.ethz.ch |
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13 | |
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14 | Inspired by: |
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15 | Rendering Q3 Maps by Morgan McGuire http://graphics.cs.brown.edu/games/quake/quake3.html |
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16 | Unofficial Quake 3 Map Specs by Kekoa Proudfoot http://graphics.stanford.edu/~kekoa/q3/ |
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17 | |
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18 | Collision detection adapted from: |
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19 | Quake 3 Collision Detection by Nathan Ostgard http://www.devmaster.net/articles/quake3collision/ |
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20 | */ |
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21 | |
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22 | |
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23 | #include "vector.h" |
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24 | #include "bsp_file.h" |
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25 | #include "bsp_manager.h" |
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26 | #include "bsp_tree_leaf.h" |
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27 | #include "p_node.h" |
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28 | #include "state.h" |
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29 | #include "debug.h" |
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30 | #include "material.h" |
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31 | #include "camera.h" |
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32 | #include "vertex_array_model.h" |
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33 | #include "world_entities/player.h" |
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34 | #include "world_entities/playable.h" |
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35 | #include "util/loading/resource_manager.h" |
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36 | // STL Containers |
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37 | #include <vector> |
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38 | #include <deque> |
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39 | #include "movie_player.h" |
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40 | |
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41 | #include "world_entity.h" |
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42 | |
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43 | #include "util/loading/load_param.h" |
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44 | #include "util/loading/factory.h" |
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45 | |
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46 | #include "aabb.h" |
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47 | #include "cr_defs.h" |
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48 | |
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49 | |
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50 | //CREATE_FACTORY( BspManager, CL_BSP_MODEL); |
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51 | |
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52 | BspManager::BspManager(WorldEntity* parent) |
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53 | { |
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54 | |
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55 | this->parent = parent; |
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56 | /*// open a BSP file |
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57 | this->bspFile = new BspFile(); |
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58 | this->bspFile->scale = 0.4f; |
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59 | this->bspFile->read(ResourceManager::getFullName("test.bsp").c_str()); |
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60 | this->bspFile->build_tree(); |
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61 | this->root = this->bspFile->get_root(); |
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62 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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63 | */ |
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64 | |
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65 | } |
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66 | |
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67 | |
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68 | /* |
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69 | BspManager::BspManager(const TiXmlElement* root) |
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70 | { |
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71 | |
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72 | |
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73 | if( root != NULL) |
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74 | this->loadParams(root); |
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75 | |
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76 | CDEngine::getInstance()->setBSPModel(this); |
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77 | } */ |
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78 | |
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79 | BspManager::~BspManager() |
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80 | { |
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81 | if(this->bspFile) |
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82 | delete this->bspFile; |
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83 | } |
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84 | |
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85 | int BspManager::load(const char* fileName, float scale) |
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86 | { |
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87 | // open a BSP file |
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88 | |
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89 | |
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90 | this->bspFile = new BspFile(); |
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91 | this->bspFile->scale = scale; |
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92 | if(this->bspFile->read(ResourceManager::getFullName(fileName).c_str()) == -1) |
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93 | return -1; |
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94 | |
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95 | this->bspFile->build_tree(); |
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96 | this->root = this->bspFile->get_root(); |
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97 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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98 | |
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99 | this->outputFraction = 1.0f; |
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100 | |
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101 | return 0; |
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102 | } |
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103 | /* |
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104 | BspManager::BspManager(const char* fileName, float scale) |
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105 | { |
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106 | // open a BSP file |
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107 | this->bspFile = new BspFile(); |
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108 | this->bspFile->scale = scale; |
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109 | this->bspFile->read(fileName); |
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110 | this->bspFile->build_tree(); |
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111 | this->root = this->bspFile->get_root(); |
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112 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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113 | |
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114 | CDEngine::getInstance()->setBSPModel(this); |
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115 | } |
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116 | */ |
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117 | |
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118 | const void BspManager::tick(float time) |
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119 | { |
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120 | |
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121 | if(!this->bspFile->MovieMaterials.empty()) { |
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122 | ::std::vector<MoviePlayer *>::iterator it = this->bspFile->MovieMaterials.begin() ; |
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123 | while(it != this->bspFile->MovieMaterials.end()) { |
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124 | (*it)->tick(time); |
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125 | it++; |
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126 | } |
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127 | //this->bspFile->MovieMaterials.front()->tick(time ); |
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128 | |
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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 | const void BspManager::draw() |
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134 | { |
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135 | |
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136 | /* |
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137 | this->drawDebugCube(&this->out); |
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138 | this->out1 = this->out; |
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139 | this->out2 = this->out; |
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140 | if(this->collPlane != NULL) { |
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141 | this->out1.x += this->collPlane->x*5.0; |
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142 | this->out1.y += this->collPlane->y*5.0; |
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143 | this->out1.z += this->collPlane->z*5.0; |
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144 | |
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145 | this->out2.x += this->collPlane->x*10.0; |
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146 | this->out2.y += this->collPlane->y*10.0; |
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147 | this->out2.z += this->collPlane->z*10.0; |
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148 | } |
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149 | this->drawDebugCube(&this->out1); |
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150 | this->drawDebugCube(&this->out2); |
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151 | |
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152 | */ |
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153 | |
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154 | |
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155 | // Draw Debug Terrain |
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156 | /* |
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157 | this->bspFile->Materials[0]->select(); |
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158 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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159 | { |
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160 | this->bspFile->VertexArrayModels[i]->draw(); |
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161 | |
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162 | } |
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163 | */ |
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164 | |
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165 | |
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166 | |
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167 | // erase alreadyVisible |
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168 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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169 | float tmp = 0; |
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170 | //this->opal.clear(); |
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171 | //this->trasparent.clear(); |
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172 | // Find all visible faces... |
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173 | |
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174 | this->cam = State::getCamera()->getAbsCoor() ; |
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175 | //this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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176 | |
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177 | |
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178 | |
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179 | |
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180 | |
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181 | this->viewDir= State::getCamera()->getAbsDirX(); |
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182 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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183 | |
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184 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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185 | int viscluster = -1; |
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186 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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187 | |
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188 | |
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189 | |
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190 | |
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191 | // this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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192 | |
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193 | |
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194 | this->outputStartsOut = true; |
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195 | this->outputAllSolid = false; |
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196 | this->outputFraction = 1.0f; |
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197 | |
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198 | if ( viscluster < 0 || ((int *)(this->bspFile->header))[35] == 0 ) //!< if (sizeof(Visdata) == 0) |
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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 | // Iterate through all Leafs |
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204 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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205 | { |
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206 | // cluster = (this->bspFile->leaves)[i].cluster; |
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207 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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208 | if(curLeaf.cluster<0) continue; |
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209 | |
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210 | /** Do Frustum culling and draw 'em all **/ |
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211 | |
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212 | Vector dir = State::getCameraNode()->getAbsDirX(); |
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213 | |
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214 | float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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215 | //if(dist < 0) dist = -dist; |
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216 | 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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217 | 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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218 | |
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219 | if(dMins < -300.0 && dMaxs < -300.0) { |
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220 | continue; |
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221 | } |
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222 | if( (this->cam - Vector(curLeaf.mins[0],curLeaf.mins[1], curLeaf.mins[2])).len() > 2000 && (this->cam - Vector(curLeaf.maxs[0],curLeaf.maxs[1], curLeaf.maxs[2])).len() > 2000) { |
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223 | continue; |
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224 | } |
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225 | |
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226 | |
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227 | // Iterate through all faces |
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228 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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229 | const int g = (j + curLeaf.leafface); |
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230 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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231 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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232 | this->alreadyVisible[f] = true; |
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233 | addFace(f); // "visibleFaces.append(f)" |
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234 | } |
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235 | } |
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236 | |
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237 | |
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238 | |
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239 | |
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240 | } //for |
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241 | } else { |
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242 | |
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243 | |
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244 | unsigned int v; |
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245 | unsigned char visSet; |
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246 | |
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247 | // Iterate through all Leafs |
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248 | |
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249 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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250 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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251 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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252 | int& cluster = curLeaf.cluster; |
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253 | |
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254 | if(cluster < 0) continue; |
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255 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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256 | visSet =((char*) (this->bspFile->visData))[v + 8]; |
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257 | |
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258 | // gets bit of visSet |
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259 | if( ((visSet) & (1 << (cluster & 7))) != 0 ) { |
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260 | |
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261 | // Frustum culling |
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262 | |
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263 | Vector dir; |
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264 | dir.x = State::getCameraNode()->getAbsDirX().x; |
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265 | dir.y = State::getCameraNode()->getAbsDirX().y; |
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266 | dir.z = State::getCameraNode()->getAbsDirX().z; |
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267 | const float dist = dir.x*this->cam.x +dir.y*this->cam.y +dir.z*this->cam.z; |
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268 | //if(dist < 0) dist = -dist; |
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269 | 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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270 | 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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271 | |
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272 | if(dMins < -50.0 && dMaxs < - 50.0) { |
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273 | continue; |
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274 | } |
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275 | |
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276 | |
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277 | // Iterate through all faces |
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278 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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279 | const int g = (j + curLeaf.leafface); |
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280 | const int f = ((int *)this->bspFile->leafFaces)[g]; |
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281 | |
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282 | if (!this->isAlreadyVisible(f) && f>=0) { |
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283 | this->addFace(f); |
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284 | this->alreadyVisible[f] = true; |
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285 | } |
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286 | |
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287 | } |
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288 | |
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289 | }// if |
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290 | |
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291 | }//for |
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292 | |
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293 | }//else |
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294 | |
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295 | while(!this->opal.empty()) { |
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296 | this->draw_face(this->opal.front()); |
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297 | this->opal.pop_front(); |
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298 | } |
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299 | while(!this->trasparent.empty()) { |
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300 | this->draw_face(this->trasparent.back()); |
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301 | this->trasparent.pop_back(); |
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302 | } |
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303 | //glEnable(GL_TEXTURE_2D); |
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304 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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305 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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306 | |
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307 | |
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308 | |
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309 | }//draw |
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310 | |
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311 | |
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312 | |
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313 | void BspManager::draw_face(int curface) |
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314 | { |
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315 | face& curFace = (this->bspFile->faces)[curface]; |
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316 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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317 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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318 | int offset = curFace.vertex; |
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319 | if (curFace.effect != -1) return; |
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320 | // PRINTF(0)("BSP Manager: "); |
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321 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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322 | |
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323 | // if( curFace.texture < 0 ) return; |
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324 | if(curFace.type == 2) { |
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325 | this->draw_patch( &curFace); |
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326 | return; |
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327 | } |
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328 | // if(curFace.type != 1) return; |
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329 | if((char*)(this->bspFile->textures)[curFace.texture*72]== 0) return; |
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330 | |
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331 | if(this->lastTex != curFace.texture) { |
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332 | if(this->bspFile->Materials[curFace.texture].animated) { |
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333 | // glBlendFunc(GL_ZERO,GL_ONE); |
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334 | |
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335 | |
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336 | |
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337 | if(this->bspFile->Materials[curFace.texture].aviMat->getStatus() == 2) this->bspFile->Materials[curFace.texture].aviMat->start(0); |
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338 | //this->bspFile->Materials[curFace.texture].aviMat->tick(0.005); |
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339 | int n = this->bspFile->Materials[curFace.texture].aviMat->getTexture(); |
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340 | glActiveTextureARB(GL_TEXTURE0_ARB); |
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341 | glBindTexture(GL_TEXTURE_2D, n ); |
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342 | this->lastTex = curFace.texture; |
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343 | |
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344 | } else { |
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345 | this->bspFile->Materials[curFace.texture].mat->select(); |
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346 | this->lastTex = curFace.texture; |
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347 | } |
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348 | } |
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349 | |
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350 | if(curFace.lm_index < 0) { |
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351 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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352 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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353 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap ); |
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354 | glEnable(GL_TEXTURE_2D); |
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355 | } else { |
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356 | // glEnable(GL_BLEND); |
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357 | //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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358 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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359 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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360 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[curFace.lm_index]); |
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361 | glEnable(GL_TEXTURE_2D); |
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362 | // glDisable(GL_BLEND); |
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363 | } |
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364 | |
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365 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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366 | |
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367 | // glColor4f(3.0,3.0,3.0,1.0); |
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368 | glEnableClientState(GL_VERTEX_ARRAY ); |
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369 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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370 | glEnableClientState(GL_NORMAL_ARRAY ); |
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371 | // glEnableClientState(GL_COLOR_ARRAY); |
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372 | |
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373 | |
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374 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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375 | |
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376 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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377 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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378 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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379 | |
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380 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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381 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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382 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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383 | |
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384 | |
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385 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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386 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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387 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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388 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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389 | |
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390 | glDisableClientState(GL_TEXTURE0_ARB); |
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391 | glDisableClientState(GL_TEXTURE1_ARB); |
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392 | glDisableClientState(GL_VERTEX_ARRAY ); |
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393 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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394 | glDisableClientState(GL_NORMAL_ARRAY ); |
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395 | // glDisableClientState(GL_COLOR_ARRAY); |
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396 | |
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397 | } |
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398 | |
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399 | |
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400 | void BspManager::draw_debug_face(int curface) |
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401 | { |
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402 | face& curFace = (this->bspFile->faces)[curface]; |
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403 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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404 | int stride = 44; // sizeof(Vertex) |
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405 | int offset = curFace.vertex; |
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406 | |
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407 | // PRINTF(0)("BSP Manager: "); |
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408 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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409 | |
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410 | // if( curFace.texture < 0 ) return; |
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411 | if(curFace.type == 2) { |
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412 | this->draw_patch( &curFace); |
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413 | return; |
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414 | } |
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415 | if(curFace.type == 3) return; |
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416 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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417 | |
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418 | this->bspFile->Materials[2].mat->select(); |
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419 | this->lastTex = 2; |
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420 | |
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421 | glEnableClientState(GL_VERTEX_ARRAY ); |
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422 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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423 | glEnableClientState(GL_NORMAL_ARRAY ); |
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424 | //glEnableClientState(GL_COLOR_ARRAY); |
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425 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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426 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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427 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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428 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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429 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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430 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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431 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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432 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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433 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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434 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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435 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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436 | |
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437 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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438 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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439 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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440 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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441 | |
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442 | } |
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443 | |
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444 | void BspManager::draw_patch(face* Face) |
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445 | { |
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446 | if(this->lastTex != Face->texture) { |
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447 | this->bspFile->Materials[Face->texture].mat->select(); |
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448 | this->lastTex = Face->texture; |
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449 | } |
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450 | if (Face->effect != -1) return; |
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451 | |
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452 | |
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453 | if(Face->lm_index < 0) { |
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454 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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455 | glBindTexture(GL_TEXTURE_2D, this->bspFile->whiteLightMap); |
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456 | glEnable(GL_TEXTURE_2D); |
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457 | } else { |
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458 | glActiveTextureARB(GL_TEXTURE1_ARB); |
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459 | glBindTexture(GL_TEXTURE_2D, this->bspFile->glLightMapTextures[Face->lm_index]); |
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460 | glEnable(GL_TEXTURE_2D); |
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461 | } |
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462 | //glColor4f(3.0,3.0,3.0,1.0); |
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463 | |
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464 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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465 | glEnable( GL_AUTO_NORMAL); |
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466 | glEnableClientState(GL_VERTEX_ARRAY ); |
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467 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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468 | for(int i = Face->n_meshverts -1; i >=0 ; i--) { |
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469 | //glFrontFace(GL_CW); |
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470 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
---|
471 | |
---|
472 | |
---|
473 | //glEnableClientState(GL_NORMAL_ARRAY ); |
---|
474 | |
---|
475 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
---|
476 | |
---|
477 | |
---|
478 | glClientActiveTextureARB(GL_TEXTURE0_ARB); |
---|
479 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
480 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
---|
481 | |
---|
482 | |
---|
483 | |
---|
484 | glClientActiveTextureARB(GL_TEXTURE1_ARB); |
---|
485 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[1][0])); |
---|
486 | //glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
487 | |
---|
488 | |
---|
489 | // glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
---|
490 | |
---|
491 | |
---|
492 | |
---|
493 | |
---|
494 | for(int row=6; row>=0; --row) { |
---|
495 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
---|
496 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
---|
497 | } |
---|
498 | |
---|
499 | //glFrontFace(GL_CCW); |
---|
500 | } |
---|
501 | glDisableClientState(GL_TEXTURE0_ARB); |
---|
502 | glDisableClientState(GL_TEXTURE1_ARB); |
---|
503 | glDisable(GL_AUTO_NORMAL); |
---|
504 | glDisableClientState(GL_VERTEX_ARRAY ); |
---|
505 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
---|
506 | |
---|
507 | |
---|
508 | } |
---|
509 | |
---|
510 | bool BspManager::isAlreadyVisible(int Face) |
---|
511 | { |
---|
512 | return this->alreadyVisible[Face]; |
---|
513 | } |
---|
514 | |
---|
515 | |
---|
516 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
---|
517 | { |
---|
518 | float dist = 0; |
---|
519 | while(!(node->isLeaf)) { |
---|
520 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
---|
521 | if(dist >= 0.0f) { |
---|
522 | node = node->left; |
---|
523 | } else { |
---|
524 | node = node->right; |
---|
525 | } |
---|
526 | } |
---|
527 | return node; |
---|
528 | } |
---|
529 | |
---|
530 | void BspManager::checkBrushRay(brush* curBrush) |
---|
531 | { |
---|
532 | float EPSILON = 0.000001; |
---|
533 | float startDistance; |
---|
534 | float endDistance; |
---|
535 | |
---|
536 | float startFraction = -1.0f; |
---|
537 | float endFraction = 1.0f; |
---|
538 | bool startsOut = false; |
---|
539 | bool endsOut = false; |
---|
540 | |
---|
541 | Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
542 | Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
543 | |
---|
544 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
545 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
546 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
547 | |
---|
548 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
549 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
550 | |
---|
551 | if (startDistance > 0) |
---|
552 | startsOut = true; |
---|
553 | if (endDistance > 0) |
---|
554 | endsOut = true; |
---|
555 | |
---|
556 | // make sure the trace isn't completely on one side of the brush |
---|
557 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
558 | return; |
---|
559 | } |
---|
560 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
561 | continue; |
---|
562 | } |
---|
563 | |
---|
564 | // MMM... BEEFY |
---|
565 | if (startDistance > endDistance) { // line is entering into the brush |
---|
566 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
567 | if (fraction > startFraction) |
---|
568 | startFraction = fraction; |
---|
569 | // don't store plane |
---|
570 | // this->collPlane = &curPlane; |
---|
571 | |
---|
572 | } else { // line is leaving the brush |
---|
573 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
574 | if (fraction < endFraction) |
---|
575 | endFraction = fraction; |
---|
576 | // don't store plane |
---|
577 | //this->collPlane = & curPlane; |
---|
578 | |
---|
579 | } |
---|
580 | |
---|
581 | } |
---|
582 | if (startsOut == false) { |
---|
583 | this->outputStartsOut = false; |
---|
584 | if (endsOut == false) |
---|
585 | this->outputAllSolid = true; |
---|
586 | return; |
---|
587 | } |
---|
588 | |
---|
589 | if (startFraction < endFraction) { |
---|
590 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
591 | if (startFraction < 0) |
---|
592 | startFraction = 0; |
---|
593 | this->outputFraction = startFraction; |
---|
594 | } |
---|
595 | } |
---|
596 | |
---|
597 | } |
---|
598 | |
---|
599 | void BspManager::checkBrushRayN(brush* curBrush) |
---|
600 | { |
---|
601 | float EPSILON = 0.000001; |
---|
602 | float startDistance; |
---|
603 | float endDistance; |
---|
604 | |
---|
605 | float startFraction = -1.0f; |
---|
606 | float endFraction = 1.0f; |
---|
607 | bool startsOut = false; |
---|
608 | bool endsOut = false; |
---|
609 | |
---|
610 | // Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
611 | // Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
612 | |
---|
613 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
614 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
615 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
616 | |
---|
617 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
618 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
619 | |
---|
620 | if (startDistance > 0) |
---|
621 | startsOut = true; |
---|
622 | if (endDistance > 0) |
---|
623 | endsOut = true; |
---|
624 | |
---|
625 | // make sure the trace isn't completely on one side of the brush |
---|
626 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
627 | return; |
---|
628 | } |
---|
629 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
630 | continue; |
---|
631 | } |
---|
632 | |
---|
633 | // MMM... BEEFY |
---|
634 | if (startDistance > endDistance) { // line is entering into the brush |
---|
635 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
636 | if (fraction > startFraction) |
---|
637 | startFraction = fraction; |
---|
638 | // store plane |
---|
639 | this->collPlane = &curPlane; |
---|
640 | |
---|
641 | } else { // line is leaving the brush |
---|
642 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
643 | if (fraction < endFraction) |
---|
644 | endFraction = fraction; |
---|
645 | // store plane |
---|
646 | this->collPlane = & curPlane; |
---|
647 | |
---|
648 | } |
---|
649 | |
---|
650 | } |
---|
651 | if (startsOut == false) { |
---|
652 | this->outputStartsOut = false; |
---|
653 | if (endsOut == false) |
---|
654 | this->outputAllSolid = true; |
---|
655 | return; |
---|
656 | } |
---|
657 | |
---|
658 | if (startFraction < endFraction) { |
---|
659 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
660 | if (startFraction < 0) |
---|
661 | startFraction = 0; |
---|
662 | this->outputFraction = startFraction; |
---|
663 | } |
---|
664 | } |
---|
665 | |
---|
666 | } |
---|
667 | |
---|
668 | void BspManager::checkBrushRayN(brush* curBrush, Vector& inputStart, Vector& inputEnd) |
---|
669 | { |
---|
670 | float EPSILON = 0.000001; |
---|
671 | float startDistance; |
---|
672 | float endDistance; |
---|
673 | |
---|
674 | float startFraction = -1.0f; |
---|
675 | float endFraction = 1.0f; |
---|
676 | bool startsOut = false; |
---|
677 | bool endsOut = false; |
---|
678 | |
---|
679 | //Vector inputStart = State::getCameraTargetNode()->getLastAbsCoor(); |
---|
680 | //Vector inputEnd = State::getCameraTargetNode()->getAbsCoor(); |
---|
681 | |
---|
682 | for (int i = 0; i < curBrush->n_brushsides; i++) { |
---|
683 | brushside& curBrushSide = this->bspFile->brushSides[curBrush->brushside + i] ; |
---|
684 | plane& curPlane = this->bspFile->planes[curBrushSide.plane] ; |
---|
685 | |
---|
686 | startDistance = inputStart.x * curPlane.x + inputStart.y * curPlane.y+ inputStart.z * curPlane.z - curPlane.d; |
---|
687 | endDistance = inputEnd.x * curPlane.x +inputEnd.y * curPlane.y +inputEnd.z * curPlane.z -curPlane.d; |
---|
688 | |
---|
689 | if (startDistance > 0) |
---|
690 | startsOut = true; |
---|
691 | if (endDistance > 0) |
---|
692 | endsOut = true; |
---|
693 | |
---|
694 | // make sure the trace isn't completely on one side of the brush |
---|
695 | if (startDistance > 0 && endDistance > 0) { // both are in front of the plane, its outside of this brush |
---|
696 | return; |
---|
697 | } |
---|
698 | if (startDistance <= 0 && endDistance <= 0) { // both are behind this plane, it will get clipped by another one |
---|
699 | continue; |
---|
700 | } |
---|
701 | |
---|
702 | // MMM... BEEFY |
---|
703 | if (startDistance > endDistance) { // line is entering into the brush |
---|
704 | float fraction = (startDistance - EPSILON) / (startDistance - endDistance); // * |
---|
705 | if (fraction > startFraction) |
---|
706 | startFraction = fraction; |
---|
707 | // store plane |
---|
708 | this->collPlane = &curPlane; |
---|
709 | |
---|
710 | } else { // line is leaving the brush |
---|
711 | float fraction = (startDistance + EPSILON) / (startDistance - endDistance); // * |
---|
712 | if (fraction < endFraction) |
---|
713 | endFraction = fraction; |
---|
714 | // store plane |
---|
715 | this->collPlane = & curPlane; |
---|
716 | |
---|
717 | } |
---|
718 | |
---|
719 | } |
---|
720 | if (startsOut == false) { |
---|
721 | this->outputStartsOut = false; |
---|
722 | if (endsOut == false) |
---|
723 | this->outputAllSolid = true; |
---|
724 | return; |
---|
725 | } |
---|
726 | |
---|
727 | if (startFraction < endFraction) { |
---|
728 | if (startFraction > -1.0f && startFraction < outputFraction) { |
---|
729 | if (startFraction < 0) |
---|
730 | startFraction = 0; |
---|
731 | this->outputFraction = startFraction; |
---|
732 | } |
---|
733 | } |
---|
734 | |
---|
735 | } |
---|
736 | |
---|
737 | |
---|
738 | void BspManager::checkCollisionRay(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
739 | { |
---|
740 | |
---|
741 | |
---|
742 | float EPSILON = 0.000001; |
---|
743 | float endDistance = (end)->x * (node->plane.x) +(end)->y * (node->plane.y) +(end)->z * (node->plane.z) - node->d; |
---|
744 | float startDistance = (start)->x * (node->plane.x)+ (start)->y * (node->plane.y)+ (start)->z * (node->plane.z)- node->d; |
---|
745 | |
---|
746 | |
---|
747 | if(node->isLeaf) { |
---|
748 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
749 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
750 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
751 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
752 | if (curBrush.n_brushsides > 0 && |
---|
753 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
754 | // CheckBrush( brush ); |
---|
755 | this->checkBrushRay(&curBrush); |
---|
756 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
757 | } |
---|
758 | return; |
---|
759 | } |
---|
760 | |
---|
761 | |
---|
762 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
763 | { // both points are in front of the plane |
---|
764 | // so check the front child |
---|
765 | this->checkCollisionRay(node->left,0,0,start,end); |
---|
766 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
767 | { // both points are behind the plane |
---|
768 | // so check the back child |
---|
769 | this->checkCollisionRay(node->right,0,0,start,end); |
---|
770 | } else // C |
---|
771 | { // the line spans the splitting plane |
---|
772 | int side; |
---|
773 | float fraction1, fraction2, middleFraction; |
---|
774 | Vector middle; |
---|
775 | |
---|
776 | // STEP 1: split the segment into two |
---|
777 | if (startDistance < endDistance) { |
---|
778 | side = 1; // back |
---|
779 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
780 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
781 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
782 | } else if (endDistance < startDistance) { |
---|
783 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
784 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
785 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
786 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
787 | } else { |
---|
788 | side = 0; // front |
---|
789 | fraction1 = 1.0f; |
---|
790 | fraction2 = 0.0f; |
---|
791 | } |
---|
792 | |
---|
793 | // STEP 2: make sure the numbers are valid |
---|
794 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
795 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
796 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
797 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
798 | |
---|
799 | // STEP 3: calculate the middle point for the first side |
---|
800 | middleFraction = startFraction + |
---|
801 | (endFraction - startFraction) * fraction1; |
---|
802 | |
---|
803 | middle.x = start->x + fraction1 * (end->x - start->x); |
---|
804 | middle.y = start->y + fraction1 * (end->y - start->y); |
---|
805 | middle.z = start->z + fraction1 * (end->z - start->z); |
---|
806 | |
---|
807 | // STEP 4: check the first side |
---|
808 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
809 | if(side == 0) this->checkCollisionRay(node->left,startFraction, middleFraction, start, &middle ); |
---|
810 | |
---|
811 | else this->checkCollisionRay(node->right,startFraction, middleFraction, |
---|
812 | start, &middle ); |
---|
813 | |
---|
814 | // STEP 5: calculate the middle point for the second side |
---|
815 | middleFraction = startFraction + |
---|
816 | (endFraction - startFraction) * fraction2; |
---|
817 | |
---|
818 | middle.x = start->x + fraction2 * (end->x - start->x); |
---|
819 | middle.y = start->y + fraction2 * (end->y - start->y); |
---|
820 | middle.z = start->z + fraction2 * (end->z - start->z); |
---|
821 | |
---|
822 | // STEP 6: check the second side |
---|
823 | if(side == 1)this->checkCollisionRay(node->left,middleFraction, endFraction, &middle, end); |
---|
824 | |
---|
825 | else this->checkCollisionRay(node->right,middleFraction, endFraction,&middle, end ); |
---|
826 | |
---|
827 | |
---|
828 | } |
---|
829 | |
---|
830 | } |
---|
831 | |
---|
832 | |
---|
833 | |
---|
834 | void BspManager::checkCollisionRayN(BspTreeNode* node, float startFraction, float endFraction, Vector* start, Vector* end) |
---|
835 | { |
---|
836 | |
---|
837 | |
---|
838 | float EPSILON = 0.000001; |
---|
839 | |
---|
840 | float endDistance = end->dot(node->plane) - node->d; |
---|
841 | float startDistance = start->dot(node->plane) - node->d; |
---|
842 | |
---|
843 | |
---|
844 | if( node->isLeaf) { |
---|
845 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
846 | for (int i = 0; i < curLeaf.n_leafbrushes ; i++) { |
---|
847 | brush& curBrush = this->bspFile->brushes[((int*)(this->bspFile->leafBrushes))[curLeaf.leafbrush_first+i]]; |
---|
848 | //object *brush = &BSP.brushes[BSP.leafBrushes[leaf->firstLeafBrush + i]]; |
---|
849 | if (curBrush.n_brushsides > 0 && |
---|
850 | ((((BspTexture*)(this->bspFile->textures))[curBrush.texture]).contents & 1)) |
---|
851 | // CheckBrush( brush ); |
---|
852 | this->checkBrushRayN(&curBrush); |
---|
853 | if(curBrush.n_brushsides <=0) this->outputAllSolid = true; |
---|
854 | } |
---|
855 | |
---|
856 | return; |
---|
857 | } |
---|
858 | |
---|
859 | |
---|
860 | if (startDistance >= 0 && endDistance >= 0) // A |
---|
861 | { // both points are in front of the plane |
---|
862 | // so check the front child |
---|
863 | this->checkCollisionRayN(node->left,0,0,start,end); |
---|
864 | } else if (startDistance < 0 && endDistance < 0) // B |
---|
865 | { // both points are behind the plane |
---|
866 | // so check the back child |
---|
867 | this->checkCollisionRayN(node->right,0,0,start,end); |
---|
868 | } else // C |
---|
869 | { // the line spans the splitting plane |
---|
870 | int side; |
---|
871 | float fraction1, fraction2, middleFraction; |
---|
872 | Vector middle; |
---|
873 | |
---|
874 | // STEP 1: split the segment into two |
---|
875 | if (startDistance < endDistance) { |
---|
876 | side = 1; // back |
---|
877 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
878 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
879 | fraction2 = (startDistance + EPSILON) * inverseDistance; |
---|
880 | } else if (endDistance < startDistance) { |
---|
881 | side = 0; // front(start)->x * (node->plane.x)+ |
---|
882 | float inverseDistance = 1.0f / (startDistance - endDistance); |
---|
883 | fraction1 = (startDistance + EPSILON) * inverseDistance; |
---|
884 | fraction2 = (startDistance - EPSILON) * inverseDistance; |
---|
885 | } else { |
---|
886 | side = 0; // front |
---|
887 | fraction1 = 1.0f; |
---|
888 | fraction2 = 0.0f; |
---|
889 | } |
---|
890 | |
---|
891 | // STEP 2: make sure the numbers are valid |
---|
892 | if (fraction1 < 0.0f) fraction1 = 0.0f; |
---|
893 | else if (fraction1 > 1.0f) fraction1 = 1.0f; |
---|
894 | if (fraction2 < 0.0f) fraction2 = 0.0f; |
---|
895 | else if (fraction2 > 1.0f) fraction2 = 1.0f; |
---|
896 | |
---|
897 | // STEP 3: calculate the middle point for the first side |
---|
898 | middleFraction = startFraction + (endFraction - startFraction) * fraction1; |
---|
899 | middle = (*start) + ((*end) - (*start)) * fraction1; |
---|
900 | |
---|
901 | |
---|
902 | // STEP 4: check the first side |
---|
903 | //CheckNode( node->children[side], startFraction, middleFraction, start, middle ); |
---|
904 | if(side == 0) this->checkCollisionRayN(node->left,startFraction, middleFraction, start, &middle ); |
---|
905 | |
---|
906 | else this->checkCollisionRayN(node->right,startFraction, middleFraction, |
---|
907 | start, &middle ); |
---|
908 | |
---|
909 | // STEP 5: calculate the middle point for the second side |
---|
910 | middleFraction = startFraction + (endFraction - startFraction) * fraction2; |
---|
911 | middle = (*start) + ((*end) - (*start)) * fraction2; |
---|
912 | |
---|
913 | // STEP 6: check the second side |
---|
914 | if(side == 1)this->checkCollisionRayN(node->left,middleFraction, endFraction, &middle, end); |
---|
915 | |
---|
916 | else this->checkCollisionRayN(node->right,middleFraction, endFraction,&middle, end ); |
---|
917 | |
---|
918 | |
---|
919 | } |
---|
920 | |
---|
921 | } |
---|
922 | |
---|
923 | float BspManager::checkPatchAltitude(BspTreeNode* node) |
---|
924 | { |
---|
925 | leaf& curLeaf = this->bspFile->leaves[node->leafIndex]; |
---|
926 | for(int i = 0; i < curLeaf.n_leaffaces ; i++) {} |
---|
927 | return 10.0f; |
---|
928 | } |
---|
929 | |
---|
930 | void BspManager::checkCollisionBox(void) |
---|
931 | {} |
---|
932 | |
---|
933 | |
---|
934 | void BspManager::TraceBox( Vector& inputStart, Vector& inputEnd, |
---|
935 | Vector& inputMins, Vector& inputMaxs ) |
---|
936 | { |
---|
937 | if (inputMins.x == 0 && inputMins.y == 0 && inputMins.z == 0 && |
---|
938 | inputMaxs.x == 0 && inputMaxs.y == 0 && inputMaxs.z == 0) { // the user called TraceBox, but this is actually a ray |
---|
939 | //!> FIXME TraceRay( inputStart, inputEnd ); |
---|
940 | } else { // setup for a box |
---|
941 | //traceType = TT_BOX; |
---|
942 | this->traceMins = inputMins; |
---|
943 | this->traceMaxs = inputMaxs; |
---|
944 | this->traceExtents.x = -traceMins.x > traceMaxs.x ? |
---|
945 | -traceMins.x : traceMaxs.x; |
---|
946 | this->traceExtents.y = -traceMins.y > traceMaxs.y ? |
---|
947 | -traceMins.y : traceMaxs.y; |
---|
948 | this->traceExtents.z = -traceMins.z > traceMaxs.z ? |
---|
949 | -traceMins.z : traceMaxs.z; |
---|
950 | //!> FIXME Trace( inputStart, inputEnd ); |
---|
951 | } |
---|
952 | } |
---|
953 | |
---|
954 | void BspManager::checkCollision(WorldEntity* worldEntity) |
---|
955 | { |
---|
956 | |
---|
957 | // Init Collision Detection |
---|
958 | this->outputStartsOut = true; |
---|
959 | this->outputAllSolid = false; |
---|
960 | this->outputFraction = 1.0f; |
---|
961 | |
---|
962 | |
---|
963 | this->checkCollisionX(worldEntity); |
---|
964 | this->checkCollisionY(worldEntity); |
---|
965 | this->checkCollisionZ(worldEntity); |
---|
966 | |
---|
967 | |
---|
968 | #if 0 |
---|
969 | // Retrieve Bounding box |
---|
970 | AABB* box = worldEntity->getModelAABB(); |
---|
971 | |
---|
972 | |
---|
973 | Vector forwardDir = Vector(0.0,0.0,1.0); |
---|
974 | Vector upDir = Vector(0.0,1.0,0.0); |
---|
975 | Vector position = worldEntity->getAbsCoor(); |
---|
976 | |
---|
977 | bool SolidFlag = false; |
---|
978 | bool collision = false; |
---|
979 | Vector position1 = position; |
---|
980 | Vector position2 = position + Vector(0.0,1.0,0.0); |
---|
981 | Vector position3 = position; |
---|
982 | Vector position4 = position + Vector(0.0,1.0,0.0); |
---|
983 | Vector dest = worldEntity->getAbsCoor() - upDir*40.0f; // |
---|
984 | Vector dest1 = position + forwardDir*4.0f; |
---|
985 | Vector dest2 = position2 + forwardDir*4.0; |
---|
986 | Vector dest3 = position + forwardDir*4.0f; |
---|
987 | Vector dest4 = position2 + forwardDir*4.0; |
---|
988 | dest = position - Vector(0.0, 40.0,0.0); |
---|
989 | Vector out = dest; |
---|
990 | Vector out1; |
---|
991 | Vector out2; |
---|
992 | |
---|
993 | |
---|
994 | plane* testPlane; |
---|
995 | |
---|
996 | bool xCollision = false; |
---|
997 | bool zCollision = false; |
---|
998 | |
---|
999 | |
---|
1000 | float height = 40; |
---|
1001 | |
---|
1002 | |
---|
1003 | if( box != NULL) { |
---|
1004 | position = worldEntity->getAbsCoor() + box->center; // + Vector(0.0, 1.0, 0.0) * box->halfLength[1] * 1.0f; |
---|
1005 | dest = worldEntity->getAbsCoor() + box->center - Vector(0.0, 1.0, 0.0) * (box->halfLength[1] + BSP_Y_OFFSET) * 100; |
---|
1006 | |
---|
1007 | Vector dirX = worldEntity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
---|
1008 | |
---|
1009 | //position1 = worldEntity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
1010 | dest1 = worldEntity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
1011 | dest2 = worldEntity->getAbsCoor() - box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
1012 | |
---|
1013 | Vector dirZ = worldEntity->getAbsDirZ(); dirX.y = 0.0f; dirZ.normalize(); |
---|
1014 | //position2 = worldEntity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
1015 | dest3 = worldEntity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
1016 | dest4 = worldEntity->getAbsCoor() - box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
---|
1017 | } else { |
---|
1018 | // Init positions and destinations to anything useful! |
---|
1019 | |
---|
1020 | } |
---|
1021 | |
---|
1022 | |
---|
1023 | |
---|
1024 | // 1st Ray: Y RAY |
---|
1025 | this->inputStart = position; |
---|
1026 | this->inputEnd = dest; |
---|
1027 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest ); |
---|
1028 | |
---|
1029 | |
---|
1030 | // |
---|
1031 | if(!this->outputStartsOut ) { |
---|
1032 | this->collPlane = new plane; |
---|
1033 | this->collPlane->x = 0.0f; |
---|
1034 | this->collPlane->y = 0.0f; |
---|
1035 | this->collPlane->z = 0.0f; |
---|
1036 | collision = true; |
---|
1037 | } else { |
---|
1038 | |
---|
1039 | if( this->outputFraction == 1.0f) { |
---|
1040 | if(this->outputAllSolid ) { |
---|
1041 | this->collPlane = new plane; |
---|
1042 | this->collPlane->x = 0.0f; |
---|
1043 | this->collPlane->y = 0.0f; |
---|
1044 | this->collPlane->z = 0.0f; |
---|
1045 | collision = true; |
---|
1046 | SolidFlag = true; |
---|
1047 | } else |
---|
1048 | collision = false; |
---|
1049 | |
---|
1050 | |
---|
1051 | out = dest; |
---|
1052 | |
---|
1053 | } else { |
---|
1054 | collision = true; |
---|
1055 | out.x = position.x + (dest.x -position.x) * this->outputFraction; |
---|
1056 | out.y = position.y + (dest.y -position.y) * this->outputFraction; |
---|
1057 | out.z = position.z + (dest.z -position.z) * this->outputFraction; |
---|
1058 | |
---|
1059 | Vector out3 = out + Vector(height*this->collPlane->x,height*this->collPlane->y,height*this->collPlane->z); |
---|
1060 | this->out = out; |
---|
1061 | } |
---|
1062 | } |
---|
1063 | testPlane = this->collPlane; |
---|
1064 | |
---|
1065 | |
---|
1066 | bool xCollisionNeg = false; |
---|
1067 | bool zCollisionNeg = false; |
---|
1068 | |
---|
1069 | |
---|
1070 | |
---|
1071 | // 2nd Collision Detection X-RAY |
---|
1072 | this->outputStartsOut = true; |
---|
1073 | this->outputAllSolid = false; |
---|
1074 | this->outputFraction = 1.0f; |
---|
1075 | this->inputStart = position1; |
---|
1076 | this->inputEnd = dest1; |
---|
1077 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 ); |
---|
1078 | |
---|
1079 | if(this->outputFraction < 1.0f) { |
---|
1080 | out.x = dest1.x + (dest1.x -position1.x) * this->outputFraction; |
---|
1081 | dest1 = position1 + (dest1 -position1) * this->outputFraction; |
---|
1082 | xCollision = true; |
---|
1083 | testPlane = this->collPlane; |
---|
1084 | } |
---|
1085 | if(this->outputAllSolid ) { |
---|
1086 | |
---|
1087 | this->collPlane = new plane; |
---|
1088 | this->collPlane->x = 0.0f; |
---|
1089 | this->collPlane->y = 0.0f; |
---|
1090 | this->collPlane->z = 0.0f; |
---|
1091 | testPlane = this->collPlane; |
---|
1092 | SolidFlag = true; |
---|
1093 | xCollision = true; |
---|
1094 | } |
---|
1095 | //out.z = this->outputFraction; |
---|
1096 | |
---|
1097 | |
---|
1098 | |
---|
1099 | // 3rd Collision Detection Z-RAY |
---|
1100 | this->outputStartsOut = true; |
---|
1101 | this->outputAllSolid = false; |
---|
1102 | this->outputFraction = 1.0f; |
---|
1103 | this->inputStart = position2; |
---|
1104 | this->inputEnd = dest2; |
---|
1105 | |
---|
1106 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 ); |
---|
1107 | //out.x = this->outputFraction; |
---|
1108 | |
---|
1109 | if(this->outputFraction < 1.0f ) { |
---|
1110 | out.z = out.z = dest2.z + (dest2.z -position2.z) * this->outputFraction; |
---|
1111 | dest2 = position2 + (dest2 -position2) * this->outputFraction; |
---|
1112 | zCollision = true; |
---|
1113 | testPlane = this->collPlane; |
---|
1114 | |
---|
1115 | } |
---|
1116 | if(this->outputAllSolid ) { |
---|
1117 | this->collPlane = new plane; |
---|
1118 | this->collPlane->x = 0.0f; |
---|
1119 | this->collPlane->y = 0.0f; |
---|
1120 | this->collPlane->z = 0.0f; |
---|
1121 | testPlane = this->collPlane; |
---|
1122 | |
---|
1123 | SolidFlag = true; |
---|
1124 | zCollision = true; |
---|
1125 | } |
---|
1126 | |
---|
1127 | |
---|
1128 | // Return the normal here: Normal's stored in this->collPlane; |
---|
1129 | if( collision) { |
---|
1130 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Y , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), out, SolidFlag); |
---|
1131 | } |
---|
1132 | if(xCollision) { |
---|
1133 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_X , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z),dest1 , SolidFlag); |
---|
1134 | } |
---|
1135 | |
---|
1136 | if(zCollision) { |
---|
1137 | worldEntity->registerCollision(COLLISION_TYPE_AXIS_Z , this->parent, worldEntity, Vector(testPlane->x, testPlane->y, testPlane->z), dest2 , SolidFlag); |
---|
1138 | } |
---|
1139 | #endif |
---|
1140 | |
---|
1141 | } |
---|
1142 | |
---|
1143 | |
---|
1144 | |
---|
1145 | /** |
---|
1146 | * check the collision in the x direction (forward, backward) |
---|
1147 | */ |
---|
1148 | void BspManager::checkCollisionX(WorldEntity* entity) |
---|
1149 | { |
---|
1150 | // Retrieve Bounding box |
---|
1151 | AABB* box = entity->getModelAABB(); |
---|
1152 | |
---|
1153 | |
---|
1154 | plane* testPlane = NULL; //!< the collision test plane |
---|
1155 | |
---|
1156 | Vector forward; //!< left collision ray |
---|
1157 | Vector backward; //!< right collision ray |
---|
1158 | Vector collPos; //!< the collision position |
---|
1159 | |
---|
1160 | bool xCollisionForward = false; //!< flag true if right collision |
---|
1161 | bool xCollisionBackward = false; //!< flag true if left collision |
---|
1162 | bool SolidFlag = false; //!< flag set true if solid |
---|
1163 | |
---|
1164 | Vector position; //!< current position of the entity |
---|
1165 | Vector dirX; //!< direction x |
---|
1166 | |
---|
1167 | position = entity->getAbsCoor(); |
---|
1168 | dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize(); |
---|
1169 | |
---|
1170 | // calculate the rays |
---|
1171 | if( box != NULL) |
---|
1172 | { |
---|
1173 | forward = entity->getAbsCoor() + box->center + dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
1174 | backward = entity->getAbsCoor() + box->center - dirX * (box->halfLength[0] + BSP_X_OFFSET); |
---|
1175 | } |
---|
1176 | else |
---|
1177 | { |
---|
1178 | forward = position + dirX * 4.0f; |
---|
1179 | backward = position + Vector(0.0, 1.0, 0.0) + dirX * 4.0; |
---|
1180 | } |
---|
1181 | |
---|
1182 | |
---|
1183 | /* X Ray forward */ |
---|
1184 | // init some member variables before collision check |
---|
1185 | this->outputStartsOut = true; |
---|
1186 | this->outputAllSolid = false; |
---|
1187 | this->outputFraction = 1.0f; |
---|
1188 | this->inputStart = position; |
---|
1189 | this->inputEnd = forward; |
---|
1190 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &forward ); |
---|
1191 | |
---|
1192 | // collision occured |
---|
1193 | if( this->outputFraction < 1.0f) |
---|
1194 | { |
---|
1195 | collPos = position + (forward - position) * this->outputFraction; |
---|
1196 | xCollisionForward = true; |
---|
1197 | testPlane = this->collPlane; |
---|
1198 | } |
---|
1199 | if(this->outputAllSolid ) |
---|
1200 | { |
---|
1201 | this->collPlane = new plane; |
---|
1202 | this->collPlane->x = 0.0f; |
---|
1203 | this->collPlane->y = 0.0f; |
---|
1204 | this->collPlane->z = 0.0f; |
---|
1205 | testPlane = this->collPlane; |
---|
1206 | SolidFlag = true; |
---|
1207 | xCollisionForward = true; |
---|
1208 | } |
---|
1209 | |
---|
1210 | // collision registration |
---|
1211 | if( xCollisionForward) |
---|
1212 | { |
---|
1213 | entity->registerCollision(COLLISION_TYPE_AXIS_X , |
---|
1214 | this->parent, entity, |
---|
1215 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
1216 | collPos, |
---|
1217 | SolidFlag); |
---|
1218 | } |
---|
1219 | |
---|
1220 | |
---|
1221 | |
---|
1222 | /* X Ray backward */ |
---|
1223 | // init some member variables before collision check |
---|
1224 | this->outputStartsOut = true; |
---|
1225 | this->outputAllSolid = false; |
---|
1226 | this->outputFraction = 1.0f; |
---|
1227 | this->inputStart = position; |
---|
1228 | this->inputEnd = backward; |
---|
1229 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &backward ); |
---|
1230 | |
---|
1231 | // collision occured |
---|
1232 | if( this->outputFraction < 1.0f) |
---|
1233 | { |
---|
1234 | collPos = position + (backward - position) * this->outputFraction; |
---|
1235 | xCollisionBackward = true; |
---|
1236 | testPlane = this->collPlane; |
---|
1237 | } |
---|
1238 | if( this->outputAllSolid) |
---|
1239 | { |
---|
1240 | this->collPlane = new plane; |
---|
1241 | this->collPlane->x = 0.0f; |
---|
1242 | this->collPlane->y = 0.0f; |
---|
1243 | this->collPlane->z = 0.0f; |
---|
1244 | testPlane = this->collPlane; |
---|
1245 | SolidFlag = true; |
---|
1246 | xCollisionBackward = true; |
---|
1247 | } |
---|
1248 | |
---|
1249 | // collision registration |
---|
1250 | if( xCollisionBackward) |
---|
1251 | { |
---|
1252 | entity->registerCollision(COLLISION_TYPE_AXIS_X_NEG , |
---|
1253 | this->parent, entity, |
---|
1254 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
1255 | collPos, |
---|
1256 | SolidFlag); |
---|
1257 | } |
---|
1258 | } |
---|
1259 | |
---|
1260 | |
---|
1261 | /** |
---|
1262 | * check the collision in the z direction (up, down) |
---|
1263 | */ |
---|
1264 | void BspManager::checkCollisionY(WorldEntity* entity) |
---|
1265 | { |
---|
1266 | |
---|
1267 | // Retrieve Bounding box |
---|
1268 | AABB* box = entity->getModelAABB(); |
---|
1269 | |
---|
1270 | |
---|
1271 | plane* testPlane = NULL; //!< the collision test plane |
---|
1272 | |
---|
1273 | Vector up; //!< up collision ray |
---|
1274 | Vector down; //!< down collision ray |
---|
1275 | Vector collPos; //!< the collision position |
---|
1276 | |
---|
1277 | bool yCollisionUp = false; //!< flag true if right collision |
---|
1278 | bool yCollisionDown = false; //!< flag true if left collision |
---|
1279 | bool SolidFlag = false; //!< flag set true if solid |
---|
1280 | |
---|
1281 | Vector position; //!< current position of the entity |
---|
1282 | Vector dirY; //!< direction x |
---|
1283 | |
---|
1284 | position = entity->getAbsCoor(); |
---|
1285 | collPos = position; |
---|
1286 | dirY = Vector(0.0, 1.0, 0.0); |
---|
1287 | |
---|
1288 | // calculate the rays |
---|
1289 | if( box != NULL) |
---|
1290 | { |
---|
1291 | up = position + box->center + dirY * (box->halfLength[1]/* + BSP_Y_OFFSET*/); |
---|
1292 | down = position + box->center - dirY * (box->halfLength[1] + BSP_Y_OFFSET); |
---|
1293 | } |
---|
1294 | else |
---|
1295 | { |
---|
1296 | up = position + dirY * 4.0f; |
---|
1297 | down = position + Vector(0.0, 1.0, 0.0) + dirY * 4.0; |
---|
1298 | } |
---|
1299 | |
---|
1300 | |
---|
1301 | |
---|
1302 | |
---|
1303 | /* Y Ray up */ |
---|
1304 | // init some member variables before collision check |
---|
1305 | this->inputStart = position; |
---|
1306 | this->inputEnd = up; |
---|
1307 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &up ); |
---|
1308 | |
---|
1309 | if( !this->outputStartsOut ) |
---|
1310 | { |
---|
1311 | this->collPlane = new plane; |
---|
1312 | this->collPlane->x = 0.0f; |
---|
1313 | this->collPlane->y = 0.0f; |
---|
1314 | this->collPlane->z = 0.0f; |
---|
1315 | yCollisionUp = true; |
---|
1316 | } |
---|
1317 | else |
---|
1318 | { |
---|
1319 | if( this->outputFraction == 1.0f) |
---|
1320 | { |
---|
1321 | if( this->outputAllSolid ) |
---|
1322 | { |
---|
1323 | this->collPlane = new plane; |
---|
1324 | this->collPlane->x = 0.0f; |
---|
1325 | this->collPlane->y = 0.0f; |
---|
1326 | this->collPlane->z = 0.0f; |
---|
1327 | yCollisionUp = true; |
---|
1328 | SolidFlag = true; |
---|
1329 | } |
---|
1330 | else |
---|
1331 | { |
---|
1332 | yCollisionUp = false; |
---|
1333 | collPos = up; |
---|
1334 | } |
---|
1335 | } |
---|
1336 | else |
---|
1337 | { |
---|
1338 | yCollisionUp = true; |
---|
1339 | collPos = position + (up - position) * this->outputFraction; |
---|
1340 | this->out = collPos; // why this???? |
---|
1341 | } |
---|
1342 | } |
---|
1343 | testPlane = this->collPlane; |
---|
1344 | |
---|
1345 | // collision registration |
---|
1346 | if( yCollisionUp) |
---|
1347 | { |
---|
1348 | entity->registerCollision(COLLISION_TYPE_AXIS_Y , this->parent, |
---|
1349 | entity, |
---|
1350 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
1351 | collPos, SolidFlag); |
---|
1352 | } |
---|
1353 | |
---|
1354 | |
---|
1355 | |
---|
1356 | |
---|
1357 | /* Y Ray down */ |
---|
1358 | // init some member variables before collision check |
---|
1359 | this->inputStart = position; |
---|
1360 | this->inputEnd = down; |
---|
1361 | this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &down ); |
---|
1362 | |
---|
1363 | if( !this->outputStartsOut ) |
---|
1364 | { |
---|
1365 | this->collPlane = new plane; |
---|
1366 | this->collPlane->x = 0.0f; |
---|
1367 | this->collPlane->y = 0.0f; |
---|
1368 | this->collPlane->z = 0.0f; |
---|
1369 | yCollisionDown = true; |
---|
1370 | } |
---|
1371 | else |
---|
1372 | { |
---|
1373 | if( this->outputFraction == 1.0f) |
---|
1374 | { |
---|
1375 | if( this->outputAllSolid ) |
---|
1376 | { |
---|
1377 | this->collPlane = new plane; |
---|
1378 | this->collPlane->x = 0.0f; |
---|
1379 | this->collPlane->y = 0.0f; |
---|
1380 | this->collPlane->z = 0.0f; |
---|
1381 | yCollisionDown = true; |
---|
1382 | SolidFlag = true; |
---|
1383 | } |
---|
1384 | else |
---|
1385 | { |
---|
1386 | yCollisionDown = false; |
---|
1387 | collPos = down; |
---|
1388 | } |
---|
1389 | } |
---|
1390 | else |
---|
1391 | { |
---|
1392 | yCollisionDown = true; |
---|
1393 | collPos = position + (down - position) * this->outputFraction; |
---|
1394 | this->out = collPos; // why this???? |
---|
1395 | } |
---|
1396 | } |
---|
1397 | testPlane = this->collPlane; |
---|
1398 | |
---|
1399 | // collision registration |
---|
1400 | if( yCollisionDown) |
---|
1401 | { |
---|
1402 | entity->registerCollision(COLLISION_TYPE_AXIS_Y_NEG , this->parent, |
---|
1403 | entity, |
---|
1404 | Vector(testPlane->x, testPlane->y, testPlane->z), |
---|
1405 | collPos, SolidFlag); |
---|
1406 | } |
---|
1407 | |
---|
1408 | |
---|
1409 | } |
---|
1410 | |
---|
1411 | |
---|
1412 | |
---|
1413 | |
---|
1414 | /** |
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1415 | * check the collision in the z direction (left, right) |
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1416 | */ |
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1417 | void BspManager::checkCollisionZ(WorldEntity* entity) |
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1418 | { |
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1419 | // Retrieve Bounding box |
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1420 | AABB* box = entity->getModelAABB(); |
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1421 | |
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1422 | |
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1423 | plane* testPlane = NULL; //!< the collision test plane |
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1424 | |
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1425 | Vector right; //!< right collision ray |
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1426 | Vector left; //!< left collision ray |
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1427 | Vector collPos; //!< the collision position |
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1428 | |
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1429 | bool zCollisionRight = false; //!< flag true if right collision |
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1430 | bool zCollisionLeft = false; //!< flag true if left collision |
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1431 | bool SolidFlag = false; //!< flag set true if solid |
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1432 | |
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1433 | Vector position; //!< current position of the entity |
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1434 | Vector dirZ; //!< direction x |
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1435 | |
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1436 | position = entity->getAbsCoor(); |
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1437 | dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize(); |
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1438 | |
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1439 | // calculate the rays |
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1440 | if( box != NULL) |
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1441 | { |
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1442 | right = entity->getAbsCoor() + box->center + dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
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1443 | left = entity->getAbsCoor() + box->center - dirZ * (box->halfLength[2] + BSP_Z_OFFSET); |
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1444 | } |
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1445 | else |
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1446 | { |
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1447 | right = position + dirZ * 4.0f; |
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1448 | left = position + Vector(0.0, 1.0, 0.0) + dirZ * 4.0; |
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1449 | } |
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1450 | |
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1451 | |
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1452 | /* Z Ray right */ |
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1453 | // init some member variables before collision check |
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1454 | this->outputStartsOut = true; |
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1455 | this->outputAllSolid = false; |
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1456 | this->outputFraction = 1.0f; |
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1457 | this->inputStart = position; |
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1458 | this->inputEnd = right; |
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1459 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &right ); |
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1460 | |
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1461 | |
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1462 | // collision occured |
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1463 | if( this->outputFraction < 1.0f ) |
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1464 | { |
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1465 | collPos = position + (right - position) * this->outputFraction; |
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1466 | zCollisionRight = true; |
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1467 | testPlane = this->collPlane; |
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1468 | } |
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1469 | if(this->outputAllSolid ) |
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1470 | { |
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1471 | this->collPlane = new plane; |
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1472 | this->collPlane->x = 0.0f; |
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1473 | this->collPlane->y = 0.0f; |
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1474 | this->collPlane->z = 0.0f; |
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1475 | testPlane = this->collPlane; |
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1476 | |
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1477 | SolidFlag = true; |
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1478 | zCollisionRight = true; |
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1479 | } |
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1480 | |
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1481 | |
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1482 | if( zCollisionRight) { |
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1483 | entity->registerCollision(COLLISION_TYPE_AXIS_Z , this->parent, |
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1484 | entity, |
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1485 | Vector(testPlane->x, testPlane->y, testPlane->z), |
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1486 | collPos , SolidFlag); |
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1487 | } |
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1488 | |
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1489 | |
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1490 | |
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1491 | /* Z Ray left */ |
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1492 | // init some member variables before collision check |
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1493 | this->outputStartsOut = true; |
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1494 | this->outputAllSolid = false; |
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1495 | this->outputFraction = 1.0f; |
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1496 | this->inputStart = position; |
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1497 | this->inputEnd = left; |
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1498 | this->checkCollisionRayN(this->root, 0.0f, 1.0f, &position, &left); |
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1499 | |
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1500 | |
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1501 | // collision occured |
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1502 | if( this->outputFraction < 1.0f ) |
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1503 | { |
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1504 | collPos = position + (left - position) * this->outputFraction; |
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1505 | zCollisionLeft = true; |
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1506 | testPlane = this->collPlane; |
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1507 | } |
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1508 | if(this->outputAllSolid ) |
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1509 | { |
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1510 | this->collPlane = new plane; |
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1511 | this->collPlane->x = 0.0f; |
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1512 | this->collPlane->y = 0.0f; |
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1513 | this->collPlane->z = 0.0f; |
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1514 | testPlane = this->collPlane; |
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1515 | |
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1516 | SolidFlag = true; |
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1517 | zCollisionLeft = true; |
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1518 | } |
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1519 | |
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1520 | |
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1521 | if( zCollisionLeft) { |
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1522 | entity->registerCollision(COLLISION_TYPE_AXIS_Z_NEG , this->parent, |
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1523 | entity, |
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1524 | Vector(testPlane->x, testPlane->y, testPlane->z), |
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1525 | collPos , SolidFlag); |
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1526 | } |
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1527 | |
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1528 | } |
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1529 | |
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1530 | |
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1531 | |
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1532 | |
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1533 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
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1534 | { |
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1535 | Vector next = this->cam; |
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1536 | next.x = (State::getCameraTargetNode()->getLastAbsCoor()).x ; |
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1537 | next.y = (State::getCameraTargetNode()->getLastAbsCoor()).y ; |
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1538 | next.z = (State::getCameraTargetNode()->getLastAbsCoor()).z ; |
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1539 | |
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1540 | float dist = 0; |
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1541 | if(!(node->isLeaf)) { |
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1542 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
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1543 | if(dist > 4.0f) { |
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1544 | checkCollision(node->left,cam); |
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1545 | return; |
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1546 | } |
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1547 | if(dist < -4.0f) { |
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1548 | checkCollision(node->right,cam); |
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1549 | return; |
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1550 | } |
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1551 | if(dist<=4.0f && dist >= -4.0f) { |
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1552 | checkCollision(node->left,cam); |
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1553 | checkCollision(node->right,cam); |
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1554 | return; |
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1555 | } |
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1556 | return; |
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1557 | } else { |
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1558 | |
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1559 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
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1560 | |
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1561 | if (camLeaf.cluster < 0) { |
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1562 | this->drawDebugCube(&this->cam); |
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1563 | this->drawDebugCube(&next); |
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1564 | // State::getPlayer()->getPlayable()->setRelCoor(-100,-100,-100); |
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1565 | //State::getPlayer()->getPlayable()->collidesWith(NULL, State::getCameraTargetNode()->getLastAbsCoor()); |
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1566 | } |
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1567 | |
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1568 | |
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1569 | /* |
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1570 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
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1571 | { |
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1572 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
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1573 | if(curBrush.n_brushsides < 0) return; |
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1574 | for(int j = 0; j < curBrush.n_brushsides; j++) |
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1575 | { |
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1576 | float dist = -0.1; |
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1577 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
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1578 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
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1579 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
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1580 | |
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1581 | if(dist < -0.01f) dist = -1.0f *dist; |
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1582 | if(dist < 1.0f){ |
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1583 | this->drawDebugCube(&this->cam); |
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1584 | return; |
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1585 | } |
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1586 | } |
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1587 | |
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1588 | } */ |
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1589 | |
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1590 | } |
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1591 | return; |
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1592 | } |
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1593 | |
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1594 | void BspManager::drawDebugCube(Vector* cam) |
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1595 | { |
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1596 | glBegin(GL_QUADS); |
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1597 | |
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1598 | // Bottom Face. Red, 75% opaque, magnified texture |
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1599 | |
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1600 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
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1601 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
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1602 | |
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1603 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
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1604 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
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1605 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
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1606 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
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1607 | |
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1608 | |
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1609 | // Top face; offset. White, 50% opaque. |
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1610 | |
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1611 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
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1612 | |
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1613 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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1614 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
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1615 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
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1616 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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1617 | |
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1618 | |
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1619 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
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1620 | |
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1621 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
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1622 | |
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1623 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
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1624 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
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1625 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
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1626 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
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1627 | |
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1628 | |
---|
1629 | // Right face. Blue; 25% opaque |
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1630 | |
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1631 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
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1632 | |
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1633 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y -1.0f, cam->z -1.0f); |
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1634 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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1635 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
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1636 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
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1637 | |
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1638 | |
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1639 | // Front face; offset. Multi-colored, 50% opaque. |
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1640 | |
---|
1641 | glNormal3f( 0.0f, 0.0f, 1.0f); |
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1642 | |
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1643 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
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1644 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
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1645 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
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1646 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
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1647 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
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1648 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
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1649 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
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1650 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1651 | |
---|
1652 | |
---|
1653 | // Left Face; offset. Yellow, varying levels of opaque. |
---|
1654 | |
---|
1655 | glNormal3f(-1.0f, 0.0f, 0.0f); |
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1656 | |
---|
1657 | glColor4f(0.9,0.9,0.2,0.0); |
---|
1658 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
---|
1659 | glColor4f(0.9,0.9,0.2,0.66); |
---|
1660 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
---|
1661 | glColor4f(0.9,0.9,0.2,1.0); |
---|
1662 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
---|
1663 | glColor4f(0.9,0.9,0.2,0.33); |
---|
1664 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
---|
1665 | |
---|
1666 | glEnd(); |
---|
1667 | } |
---|
1668 | |
---|
1669 | void BspManager::addFace(int f) |
---|
1670 | { |
---|
1671 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
---|
1672 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
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1673 | else this->opal.push_back(f); |
---|
1674 | } |
---|