1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #include "OgreBspLevel.h"
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26 | #include "OgreBspResourceManager.h"
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27 | #include "OgreException.h"
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28 | #include "OgreMaterial.h"
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29 | #include "OgreMaterialManager.h"
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30 | #include "OgreMovableObject.h"
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31 | #include "OgreSceneManager.h"
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32 | #include "OgrePatchSurface.h"
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33 | #include "OgreQuake3ShaderManager.h"
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34 | #include "OgreQuake3Shader.h"
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35 | #include "OgreMath.h"
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36 | #include "OgreStringVector.h"
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37 | #include "OgreStringConverter.h"
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38 | #include "OgreLogManager.h"
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39 | #include "OgreSceneManagerEnumerator.h"
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40 | #include "OgreTechnique.h"
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41 | #include "OgrePass.h"
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42 | #include "OgreTextureUnitState.h"
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43 | #include "OgreResourceGroupManager.h"
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44 |
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45 | namespace Ogre {
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46 |
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47 | #define NUM_FACES_PER_PROGRESS_REPORT 100
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48 | #define NUM_NODES_PER_PROGRESS_REPORT 50
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49 | #define NUM_LEAVES_PER_PROGRESS_REPORT 50
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50 | #define NUM_BRUSHES_PER_PROGRESS_REPORT 50
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51 |
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52 | //-----------------------------------------------------------------------
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53 | BspLevel::BspLevel(ResourceManager* creator, const String& name,
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54 | ResourceHandle handle, const String& group, bool isManual,
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55 | ManualResourceLoader* loader)
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56 | : Resource(creator, name, handle, group, isManual, loader),
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57 | mRootNode(0),
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58 | mVertexData(0),
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59 | mLeafFaceGroups(0),
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60 | mFaceGroups(0),
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61 | mBrushes(0),
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62 | mSkyEnabled(false)
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63 | {
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64 | mVisData.tableData = 0;
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65 |
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66 | if (createParamDictionary("BspLevel"))
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67 | {
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68 | // nothing
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69 | }
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70 | }
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71 |
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72 | //-----------------------------------------------------------------------
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73 | BspLevel::~BspLevel()
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74 | {
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75 | // have to call this here reather than in Resource destructor
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76 | // since calling virtual methods in base destructors causes crash
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77 | unload();
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78 |
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79 | }
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80 |
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81 | //-----------------------------------------------------------------------
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82 | void BspLevel::loadImpl()
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83 | {
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84 | mSkyEnabled = false;
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85 |
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86 | // Use Quake3 file loader
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87 | Quake3Level q3;
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88 | DataStreamPtr stream =
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89 | ResourceGroupManager::getSingleton().openResource(mName,
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90 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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91 |
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92 | q3.loadFromStream(stream);
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93 |
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94 | loadQuake3Level(q3);
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95 |
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96 | }
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97 | //-----------------------------------------------------------------------
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98 | bool BspLevel::isSkyEnabled(void) const
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99 | {
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100 | return mSkyEnabled;
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101 | }
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102 | //-----------------------------------------------------------------------
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103 | const String& BspLevel::getSkyMaterialName(void) const
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104 | {
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105 | return mSkyMaterial;
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106 | }
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107 | //-----------------------------------------------------------------------
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108 | Real BspLevel::getSkyCurvature(void) const
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109 | {
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110 | return mSkyCurvature;
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111 | }
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112 | //-----------------------------------------------------------------------
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113 | void BspLevel::load(DataStreamPtr& stream)
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114 | {
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115 | // Use Quake3 file loader
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116 | Quake3Level q3;
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117 | q3.loadFromStream(stream);
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118 |
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119 | loadQuake3Level(q3);
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120 |
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121 | }
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122 | //-----------------------------------------------------------------------
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123 | void BspLevel::unloadImpl()
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124 | {
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125 | if (mVertexData)
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126 | delete mVertexData;
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127 | mIndexes.setNull();
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128 | if (mFaceGroups)
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129 | delete [] mFaceGroups;
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130 | if (mLeafFaceGroups)
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131 | delete [] mLeafFaceGroups;
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132 | if (mRootNode)
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133 | delete [] mRootNode;
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134 | if (mVisData.tableData)
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135 | delete [] mVisData.tableData;
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136 | if (mBrushes)
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137 | delete [] mBrushes;
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138 |
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139 | mVertexData = 0;
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140 | mRootNode = 0;
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141 | mFaceGroups = 0;
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142 | mLeafFaceGroups = 0;
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143 | mBrushes = 0;
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144 | mVisData.tableData = 0;
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145 | for (PatchMap::iterator pi = mPatches.begin(); pi != mPatches.end(); ++pi)
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146 | {
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147 | delete pi->second;
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148 | }
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149 | mPatches.clear();
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150 | }
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151 | //-----------------------------------------------------------------------
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152 | size_t BspLevel::calculateLoadingStages(const String& levelName)
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153 | {
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154 | DataStreamPtr stream =
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155 | ResourceGroupManager::getSingleton().openResource(levelName,
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156 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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157 | return calculateLoadingStages(stream);
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158 | }
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159 | //-----------------------------------------------------------------------
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160 | size_t BspLevel::calculateLoadingStages(DataStreamPtr& stream)
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161 | {
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162 | Quake3Level q3;
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163 |
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164 | // Load header only
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165 | q3.loadHeaderFromStream(stream);
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166 |
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167 | // Ok, count up the things that we will report
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168 | size_t stages = 0;
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169 |
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170 | // loadEntities (1 stage)
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171 | ++stages;
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172 | // extractLightmaps (external, 1 stage)
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173 | ++stages;
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174 | // initQuake3Patches
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175 | ++stages;
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176 | // vertex setup
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177 | ++stages;
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178 | // face setup
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179 | ++stages;
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180 | // patch building
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181 | ++stages;
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182 | // material setup
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183 | // this is not strictly based on load, since we only know the number
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184 | // of faces, not the number of materials
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185 | // raise one event for every 50 faces, plus one at the end
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186 | stages += (q3.mNumFaces / NUM_FACES_PER_PROGRESS_REPORT) + 1;
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187 | // node setup
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188 | stages += (q3.mNumNodes / NUM_NODES_PER_PROGRESS_REPORT) + 1;
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189 | // brush setup
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190 | stages += (q3.mNumBrushes / NUM_BRUSHES_PER_PROGRESS_REPORT) + 1;
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191 | // leaf setup
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192 | stages += (q3.mNumLeaves / NUM_LEAVES_PER_PROGRESS_REPORT) + 1;
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193 | // vis
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194 | ++stages;
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195 |
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196 | return stages;
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197 |
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198 | }
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199 | //-----------------------------------------------------------------------
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200 | void BspLevel::loadQuake3Level(const Quake3Level& q3lvl)
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201 | {
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202 | MaterialManager& mm = MaterialManager::getSingleton();
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203 | ResourceGroupManager& rgm = ResourceGroupManager::getSingleton();
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204 |
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205 | rgm._notifyWorldGeometryStageStarted("Parsing entities");
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206 | loadEntities(q3lvl);
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207 | rgm._notifyWorldGeometryStageEnded();
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208 |
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209 | // Extract lightmaps into textures
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210 | rgm._notifyWorldGeometryStageStarted("Extracting lightmaps");
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211 | q3lvl.extractLightmaps();
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212 | rgm._notifyWorldGeometryStageEnded();
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213 |
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214 | //-----------------------------------------------------------------------
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215 | // Vertices
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216 | //-----------------------------------------------------------------------
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217 | // Allocate memory for vertices & copy
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218 | mVertexData = new VertexData();
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219 |
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220 | /// Create vertex declaration
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221 | VertexDeclaration* decl = mVertexData->vertexDeclaration;
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222 | size_t offset = 0;
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223 | decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
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224 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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225 | decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL);
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226 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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227 | decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE);
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228 | offset += VertexElement::getTypeSize(VET_COLOUR);
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229 | decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
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230 | offset += VertexElement::getTypeSize(VET_FLOAT2);
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231 | decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 1);
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232 |
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233 | // Build initial patches - we need to know how big the vertex buffer needs to be
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234 | // to accommodate the subdivision
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235 | rgm._notifyWorldGeometryStageStarted("Initialising patches");
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236 | initQuake3Patches(q3lvl, decl);
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237 | rgm._notifyWorldGeometryStageEnded();
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238 |
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239 | /// Create the vertex buffer, allow space for patches
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240 | rgm._notifyWorldGeometryStageStarted("Setting up vertex data");
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241 | HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton()
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242 | .createVertexBuffer(
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243 | sizeof(BspVertex),
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244 | q3lvl.mNumVertices + mPatchVertexCount,
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245 | HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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246 | //COPY static vertex data - Note that we can't just block-copy the vertex data because we have to reorder
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247 | // our vertex elements; this is to ensure compatibility with older cards when using
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248 | // hardware vertex buffers - Direct3D requires that the buffer format maps onto a
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249 | // FVF in those older drivers.
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250 | // Lock just the non-patch area for now
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251 | BspVertex* pVert = static_cast<BspVertex*>(
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252 | vbuf->lock(0, q3lvl.mNumVertices * sizeof(BspVertex), HardwareBuffer::HBL_DISCARD) );
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253 | // Keep another base pointer for use later in patch building
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254 | for (int v = 0; v < q3lvl.mNumVertices; ++v)
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255 | {
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256 | quakeVertexToBspVertex(&q3lvl.mVertices[v], pVert++);
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257 | }
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258 | vbuf->unlock();
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259 | // Setup binding
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260 | mVertexData->vertexBufferBinding->setBinding(0, vbuf);
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261 | // Set other data
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262 | mVertexData->vertexStart = 0;
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263 | mVertexData->vertexCount = q3lvl.mNumVertices + mPatchVertexCount;
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264 | rgm._notifyWorldGeometryStageEnded();
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265 |
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266 | //-----------------------------------------------------------------------
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267 | // Faces
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268 | // --------
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269 | rgm._notifyWorldGeometryStageStarted("Setting up face data");
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270 | mNumLeafFaceGroups = q3lvl.mNumLeafFaces;
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271 | mLeafFaceGroups = new int[mNumLeafFaceGroups];
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272 | memcpy(mLeafFaceGroups, q3lvl.mLeafFaces, sizeof(int)*mNumLeafFaceGroups);
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273 | mNumFaceGroups = q3lvl.mNumFaces;
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274 | mFaceGroups = new StaticFaceGroup[mNumFaceGroups];
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275 | // Set up index buffer
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276 | // NB Quake3 indexes are 32-bit
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277 | // Copy the indexes into a software area for staging
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278 | mNumIndexes = q3lvl.mNumElements + mPatchIndexCount;
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279 | // Create an index buffer manually in system memory, allow space for patches
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280 | mIndexes.bind(new DefaultHardwareIndexBuffer(
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281 | HardwareIndexBuffer::IT_32BIT,
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282 | mNumIndexes,
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283 | HardwareBuffer::HBU_DYNAMIC));
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284 | // Write main indexes
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285 | mIndexes->writeData(0, sizeof(unsigned int) * q3lvl.mNumElements, q3lvl.mElements, true);
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286 | rgm._notifyWorldGeometryStageEnded();
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287 |
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288 | // now build patch information
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289 | rgm._notifyWorldGeometryStageStarted("Building patches");
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290 | buildQuake3Patches(q3lvl.mNumVertices, q3lvl.mNumElements);
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291 | rgm._notifyWorldGeometryStageEnded();
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292 |
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293 | //-----------------------------------------------------------------------
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294 | // Create materials for shaders
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295 | //-----------------------------------------------------------------------
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296 | // NB this only works for the 'default' shaders for now
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297 | // i.e. those that don't have a .shader script and thus default
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298 | // to just texture + lightmap
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299 | // TODO: pre-parse all .shader files and create lookup for next stage (use ROGL shader_file_t)
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300 |
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301 | // Material names are shadername#lightmapnumber
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302 | // This is because I like to define materials up front completely
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303 | // rather than combine lightmap and shader dynamically (it's
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304 | // more generic). It results in more materials, but they're small
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305 | // beer anyway. Texture duplication is prevented by infrastructure.
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306 | // To do this I actually need to parse the faces since they have the
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307 | // shader/lightmap combo (lightmap number is not in the shader since
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308 | // it can be used with multiple lightmaps)
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309 | String shaderName;
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310 | int face;
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311 | face = q3lvl.mNumFaces;
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312 | int matHandle;
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313 | String meshName;
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314 |
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315 | String resourceGroup = ResourceGroupManager::getSingleton().getWorldResourceGroupName();
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316 | size_t progressCountdown = NUM_FACES_PER_PROGRESS_REPORT;
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317 | size_t progressCount = 0;
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318 |
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319 | while(face--)
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320 | {
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321 | // Progress reporting
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322 | if (progressCountdown == NUM_FACES_PER_PROGRESS_REPORT)
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323 | {
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324 | ++progressCount;
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325 | StringUtil::StrStreamType str;
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326 | str << "Loading materials (phase " << progressCount << ")";
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327 | rgm._notifyWorldGeometryStageStarted(str.str());
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328 | }
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329 | else if (progressCountdown == 0)
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330 | {
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331 | // stage report
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332 | rgm._notifyWorldGeometryStageEnded();
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333 | progressCountdown = NUM_FACES_PER_PROGRESS_REPORT + 1;
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334 |
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335 | }
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336 |
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337 | // Check to see if existing material
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338 | // Format shader#lightmap
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339 | int shadIdx = q3lvl.mFaces[face].shader;
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340 | StringUtil::StrStreamType tmp;
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341 | tmp << q3lvl.mShaders[shadIdx].name << "#" << q3lvl.mFaces[face].lm_texture;
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342 | shaderName = tmp.str();
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343 |
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344 | MaterialPtr shadMat = MaterialManager::getSingleton().getByName(shaderName);
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345 | if (shadMat.isNull())
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346 | {
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347 | // Build new material
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348 |
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349 | // Colour layer
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350 | // NB no extension in Q3A(doh), have to try shader, .jpg, .tga
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351 | String tryName = q3lvl.mShaders[shadIdx].name;
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352 | // Try shader first
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353 | Quake3Shader* pShad = Quake3ShaderManager::getSingleton().getByName(tryName);
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354 | if (pShad)
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355 | {
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356 | shadMat = pShad->createAsMaterial(q3lvl.mFaces[face].lm_texture);
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357 | // Do skydome (use this material)
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358 | if (pShad->skyDome)
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359 | {
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360 | mSkyEnabled = true;
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361 | mSkyMaterial = shadMat->getName();
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362 | mSkyCurvature = 20 - (pShad->cloudHeight / 256 * 18);
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363 | }
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364 | }
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365 | else
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366 | {
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367 | // No shader script, try default type texture
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368 | shadMat = mm.create(shaderName, resourceGroup);
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369 | Pass *shadPass = shadMat->getTechnique(0)->getPass(0);
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370 | // Try jpg
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371 | TextureUnitState* tex = 0;
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372 | if (ResourceGroupManager::getSingleton().resourceExists(resourceGroup, tryName + ".jpg"))
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373 | {
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374 | tex = shadPass->createTextureUnitState(tryName + ".jpg");
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375 | }
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376 | else if (ResourceGroupManager::getSingleton().resourceExists(resourceGroup, tryName + ".tga"))
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377 | {
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378 | tex = shadPass->createTextureUnitState(tryName + ".tga");
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379 | }
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380 |
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381 | if (tex)
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382 | {
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383 | // Set replace on all first layer textures for now
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384 | tex->setColourOperation(LBO_REPLACE);
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385 | tex->setTextureAddressingMode(TextureUnitState::TAM_WRAP);
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386 | }
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387 |
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388 | if (q3lvl.mFaces[face].lm_texture >= 0)
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389 | {
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390 | // Add lightmap, additive blending
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391 | StringUtil::StrStreamType lightmapName;
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392 | lightmapName << "@lightmap" << q3lvl.mFaces[face].lm_texture;
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393 | tex = shadPass->createTextureUnitState(lightmapName.str());
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394 | // Blend
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395 | tex->setColourOperation(LBO_MODULATE);
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396 | // Use 2nd texture co-ordinate set
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397 | tex->setTextureCoordSet(1);
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398 | // Clamp
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399 | tex->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
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400 |
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401 | }
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402 | // Set culling mode to none
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403 | shadMat->setCullingMode(CULL_NONE);
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404 | // No dynamic lighting
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405 | shadMat->setLightingEnabled(false);
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406 |
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407 | }
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408 | }
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409 | matHandle = shadMat->getHandle();
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410 | shadMat->load();
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411 |
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412 | // Copy face data
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413 | StaticFaceGroup* dest = &mFaceGroups[face];
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414 | bsp_face_t* src = &q3lvl.mFaces[face];
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415 |
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416 | if (q3lvl.mShaders[src->shader].surface_flags & SURF_SKY)
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417 | {
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418 | dest->isSky = true;
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419 | }
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420 | else
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421 | {
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422 | dest->isSky = false;
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423 | }
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424 |
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425 |
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426 | dest->materialHandle = matHandle;
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427 | dest->elementStart = src->elem_start;
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428 | dest->numElements = src->elem_count;
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429 | dest->numVertices = src->vert_count;
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430 | dest->vertexStart = src->vert_start;
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431 | if (src->type == BSP_FACETYPE_NORMAL)
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432 | {
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433 | dest->fType = FGT_FACE_LIST;
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434 | // Assign plane
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435 | dest->plane.normal = Vector3(src->normal[0], src->normal[1], src->normal[2]);
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436 | dest->plane.d = -dest->plane.normal.dotProduct(
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437 | Vector3(src->org[0], src->org[1], src->org[2]));
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438 |
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439 | // Don't rebase indexes here - Quake3 re-uses some indexes for multiple vertex
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440 | // groups eg repeating small details have the same relative vertex data but
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441 | // use the same index data.
|
---|
442 |
|
---|
443 | }
|
---|
444 | else if (src->type == BSP_FACETYPE_PATCH)
|
---|
445 | {
|
---|
446 | // Seems to be some crap in the Q3 level where vertex count = 0 or num control points = 0?
|
---|
447 | if (dest->numVertices == 0 || src->mesh_cp[0] == 0)
|
---|
448 | {
|
---|
449 | dest->fType = FGT_UNKNOWN;
|
---|
450 | }
|
---|
451 | else
|
---|
452 | {
|
---|
453 |
|
---|
454 | // Set up patch surface
|
---|
455 | dest->fType = FGT_PATCH;
|
---|
456 |
|
---|
457 | // Locate the patch we already built
|
---|
458 | PatchMap::iterator p = mPatches.find(face);
|
---|
459 | if (p == mPatches.end())
|
---|
460 | {
|
---|
461 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Patch not found from previous built state",
|
---|
462 | "BspLevel::loadQuake3Level");
|
---|
463 | }
|
---|
464 |
|
---|
465 | dest->patchSurf = p->second;
|
---|
466 |
|
---|
467 | }
|
---|
468 |
|
---|
469 |
|
---|
470 | }
|
---|
471 | else if (src->type == BSP_FACETYPE_MESH)
|
---|
472 | {
|
---|
473 | dest->fType = FGT_FACE_LIST;
|
---|
474 | // Assign plane
|
---|
475 | dest->plane.normal = Vector3(src->normal[0], src->normal[1], src->normal[2]);
|
---|
476 | dest->plane.d = -dest->plane.normal.dotProduct(
|
---|
477 | Vector3(src->org[0], src->org[1], src->org[2]));
|
---|
478 | }
|
---|
479 | else
|
---|
480 | {
|
---|
481 | LogManager::getSingleton().logMessage("!!! Unknown Face Type !!!", LML_CRITICAL);
|
---|
482 | }
|
---|
483 |
|
---|
484 | // progress reporting
|
---|
485 | --progressCountdown;
|
---|
486 |
|
---|
487 | }
|
---|
488 | // final stage report
|
---|
489 | rgm._notifyWorldGeometryStageEnded();
|
---|
490 |
|
---|
491 | //-----------------------------------------------------------------------
|
---|
492 | // Nodes
|
---|
493 | //-----------------------------------------------------------------------
|
---|
494 | // Allocate memory for all nodes (leaves and splitters)
|
---|
495 | mNumNodes = q3lvl.mNumNodes + q3lvl.mNumLeaves;
|
---|
496 | mNumLeaves = q3lvl.mNumLeaves;
|
---|
497 | mLeafStart = q3lvl.mNumNodes;
|
---|
498 | mRootNode = new BspNode[mNumNodes];
|
---|
499 | int i;
|
---|
500 | // Convert nodes
|
---|
501 | // In our array, first q3lvl.mNumNodes are non-leaf, others are leaves
|
---|
502 | progressCountdown = NUM_NODES_PER_PROGRESS_REPORT;
|
---|
503 | progressCount = 0;
|
---|
504 |
|
---|
505 | for (i = 0; i < q3lvl.mNumNodes; ++i)
|
---|
506 | {
|
---|
507 | // Progress reporting
|
---|
508 | if (progressCountdown == NUM_NODES_PER_PROGRESS_REPORT)
|
---|
509 | {
|
---|
510 | ++progressCount;
|
---|
511 | StringUtil::StrStreamType str;
|
---|
512 | str << "Loading nodes (phase " << progressCount << ")";
|
---|
513 | rgm._notifyWorldGeometryStageStarted(str.str());
|
---|
514 | }
|
---|
515 | else if (progressCountdown == 0)
|
---|
516 | {
|
---|
517 | // stage report
|
---|
518 | rgm._notifyWorldGeometryStageEnded();
|
---|
519 | progressCountdown = NUM_NODES_PER_PROGRESS_REPORT + 1;
|
---|
520 |
|
---|
521 | }
|
---|
522 |
|
---|
523 | BspNode* node = &mRootNode[i];
|
---|
524 | bsp_node_t* q3node = &q3lvl.mNodes[i];
|
---|
525 |
|
---|
526 | // Set non-leaf
|
---|
527 | node->mIsLeaf = false;
|
---|
528 | // Set owner
|
---|
529 | node->mOwner = this;
|
---|
530 | // Set plane
|
---|
531 | node->mSplitPlane.normal.x = q3lvl.mPlanes[q3node->plane].normal[0];
|
---|
532 | node->mSplitPlane.normal.y = q3lvl.mPlanes[q3node->plane].normal[1];
|
---|
533 | node->mSplitPlane.normal.z = q3lvl.mPlanes[q3node->plane].normal[2];
|
---|
534 | node->mSplitPlane.d = -q3lvl.mPlanes[q3node->plane].dist;
|
---|
535 | // Set bounding box
|
---|
536 | node->mBounds.setMinimum(Vector3(&q3node->bbox[0]));
|
---|
537 | node->mBounds.setMaximum(Vector3(&q3node->bbox[3]));
|
---|
538 | // Set back pointer
|
---|
539 | // Negative indexes in Quake3 mean leaves
|
---|
540 | if (q3node->back < 0)
|
---|
541 | {
|
---|
542 | // Points to leaf, offset to leaf start and negate index
|
---|
543 | node->mBack = &mRootNode[mLeafStart + (~(q3node->back))];
|
---|
544 |
|
---|
545 | }
|
---|
546 | else
|
---|
547 | {
|
---|
548 | // Points to node
|
---|
549 | node->mBack = &mRootNode[q3node->back];
|
---|
550 | }
|
---|
551 | // Set front pointer
|
---|
552 | // Negative indexes in Quake3 mean leaves
|
---|
553 | if (q3node->front < 0)
|
---|
554 | {
|
---|
555 | // Points to leaf, offset to leaf start and negate index
|
---|
556 | node->mFront = &mRootNode[mLeafStart + (~(q3node->front))];
|
---|
557 |
|
---|
558 | }
|
---|
559 | else
|
---|
560 | {
|
---|
561 | // Points to node
|
---|
562 | node->mFront = &mRootNode[q3node->front];
|
---|
563 | }
|
---|
564 |
|
---|
565 | --progressCountdown;
|
---|
566 |
|
---|
567 |
|
---|
568 | }
|
---|
569 | // final stage report
|
---|
570 | rgm._notifyWorldGeometryStageEnded();
|
---|
571 |
|
---|
572 | //-----------------------------------------------------------------------
|
---|
573 | // Brushes
|
---|
574 | //-----------------------------------------------------------------------
|
---|
575 | // Reserve enough memory for all brushes, solid or not (need to maintain indexes)
|
---|
576 | mBrushes = new BspNode::Brush[q3lvl.mNumBrushes];
|
---|
577 | progressCountdown = NUM_BRUSHES_PER_PROGRESS_REPORT;
|
---|
578 | progressCount = 0;
|
---|
579 |
|
---|
580 | for (i = 0; i < q3lvl.mNumBrushes; ++i)
|
---|
581 | {
|
---|
582 | // Progress reporting
|
---|
583 | if (progressCountdown == NUM_BRUSHES_PER_PROGRESS_REPORT)
|
---|
584 | {
|
---|
585 | ++progressCount;
|
---|
586 | StringUtil::StrStreamType str;
|
---|
587 | str << "Loading brushes (phase " << progressCount << ")";
|
---|
588 | rgm._notifyWorldGeometryStageStarted(str.str());
|
---|
589 | }
|
---|
590 | else if (progressCountdown == 0)
|
---|
591 | {
|
---|
592 | // stage report
|
---|
593 | rgm._notifyWorldGeometryStageEnded();
|
---|
594 | progressCountdown = NUM_BRUSHES_PER_PROGRESS_REPORT + 1;
|
---|
595 |
|
---|
596 | }
|
---|
597 | bsp_brush_t* q3brush = &q3lvl.mBrushes[i];
|
---|
598 |
|
---|
599 | // Create a new OGRE brush
|
---|
600 | BspNode::Brush *pBrush = &(mBrushes[i]);
|
---|
601 | int brushSideIdx, numBrushSides;
|
---|
602 | numBrushSides = q3brush->numsides;
|
---|
603 | brushSideIdx = q3brush->firstside;
|
---|
604 | // Iterate over the sides and create plane for each
|
---|
605 | while (numBrushSides--)
|
---|
606 | {
|
---|
607 | bsp_brushside_t* q3brushside = &q3lvl.mBrushSides[brushSideIdx];
|
---|
608 | bsp_plane_t* q3brushplane = &q3lvl.mPlanes[q3brushside->planenum];
|
---|
609 | // Notice how we normally invert Q3A plane distances, but here we do not
|
---|
610 | // Because we want plane normals pointing out of solid brushes, not in
|
---|
611 | Plane brushSide(
|
---|
612 | Vector3(
|
---|
613 | q3brushplane->normal[0],
|
---|
614 | q3brushplane->normal[1],
|
---|
615 | q3brushplane->normal[2]),
|
---|
616 | q3brushplane->dist);
|
---|
617 | pBrush->planes.push_back(brushSide);
|
---|
618 | ++brushSideIdx;
|
---|
619 | }
|
---|
620 | // Build world fragment
|
---|
621 | pBrush->fragment.fragmentType = SceneQuery::WFT_PLANE_BOUNDED_REGION;
|
---|
622 | pBrush->fragment.planes = &(pBrush->planes);
|
---|
623 |
|
---|
624 | --progressCountdown;
|
---|
625 |
|
---|
626 | }
|
---|
627 | // final stage report
|
---|
628 | rgm._notifyWorldGeometryStageEnded();
|
---|
629 |
|
---|
630 |
|
---|
631 |
|
---|
632 | //-----------------------------------------------------------------------
|
---|
633 | // Leaves
|
---|
634 | //-----------------------------------------------------------------------
|
---|
635 | progressCountdown = NUM_LEAVES_PER_PROGRESS_REPORT;
|
---|
636 | progressCount = 0;
|
---|
637 | for (i = 0; i < q3lvl.mNumLeaves; ++i)
|
---|
638 | {
|
---|
639 | // Progress reporting
|
---|
640 | if (progressCountdown == NUM_LEAVES_PER_PROGRESS_REPORT)
|
---|
641 | {
|
---|
642 | ++progressCount;
|
---|
643 | StringUtil::StrStreamType str;
|
---|
644 | str << "Loading leaves (phase " << progressCount << ")";
|
---|
645 | rgm._notifyWorldGeometryStageStarted(str.str());
|
---|
646 | }
|
---|
647 | else if (progressCountdown == 0)
|
---|
648 | {
|
---|
649 | // stage report
|
---|
650 | rgm._notifyWorldGeometryStageEnded();
|
---|
651 | progressCountdown = NUM_LEAVES_PER_PROGRESS_REPORT + 1;
|
---|
652 |
|
---|
653 | }
|
---|
654 | BspNode* node = &mRootNode[i + mLeafStart];
|
---|
655 | bsp_leaf_t* q3leaf = &q3lvl.mLeaves[i];
|
---|
656 |
|
---|
657 | // Set leaf
|
---|
658 | node->mIsLeaf = true;
|
---|
659 | // Set owner
|
---|
660 | node->mOwner = this;
|
---|
661 | // Set bounding box
|
---|
662 | node->mBounds.setMinimum(Vector3(&q3leaf->bbox[0]));
|
---|
663 | node->mBounds.setMaximum(Vector3(&q3leaf->bbox[3]));
|
---|
664 | // Set faces
|
---|
665 | node->mFaceGroupStart = q3leaf->face_start;
|
---|
666 | node->mNumFaceGroups = q3leaf->face_count;
|
---|
667 |
|
---|
668 | node->mVisCluster = q3leaf->cluster;
|
---|
669 |
|
---|
670 | // Load Brushes for this leaf
|
---|
671 | int brushIdx, brushCount, realBrushIdx;
|
---|
672 | brushCount = q3leaf->brush_count;
|
---|
673 | brushIdx = q3leaf->brush_start;
|
---|
674 |
|
---|
675 | while(brushCount--)
|
---|
676 | {
|
---|
677 | realBrushIdx = q3lvl.mLeafBrushes[brushIdx];
|
---|
678 | bsp_brush_t* q3brush = &q3lvl.mBrushes[realBrushIdx];
|
---|
679 | // Only load solid ones, we don't care about any other types
|
---|
680 | // Shader determines this
|
---|
681 | bsp_shader_t* brushShader = &q3lvl.mShaders[q3brush->shaderIndex];
|
---|
682 | if (brushShader->content_flags & CONTENTS_SOLID)
|
---|
683 | {
|
---|
684 | // Get brush
|
---|
685 | BspNode::Brush *pBrush = &(mBrushes[realBrushIdx]);
|
---|
686 | assert(pBrush->fragment.fragmentType == SceneQuery::WFT_PLANE_BOUNDED_REGION);
|
---|
687 | // Assign node pointer
|
---|
688 | node->mSolidBrushes.push_back(pBrush);
|
---|
689 | }
|
---|
690 | ++brushIdx;
|
---|
691 | }
|
---|
692 |
|
---|
693 | --progressCountdown;
|
---|
694 |
|
---|
695 | }
|
---|
696 | // final stage report
|
---|
697 | rgm._notifyWorldGeometryStageEnded();
|
---|
698 |
|
---|
699 |
|
---|
700 |
|
---|
701 | // Vis - just copy
|
---|
702 | // final stage report
|
---|
703 | rgm._notifyWorldGeometryStageStarted("Copying Vis data");
|
---|
704 | mVisData.numClusters = q3lvl.mVis->cluster_count;
|
---|
705 | mVisData.rowLength = q3lvl.mVis->row_size;
|
---|
706 | mVisData.tableData = new unsigned char[q3lvl.mVis->row_size * q3lvl.mVis->cluster_count];
|
---|
707 | memcpy(mVisData.tableData, q3lvl.mVis->data, q3lvl.mVis->row_size * q3lvl.mVis->cluster_count);
|
---|
708 | rgm._notifyWorldGeometryStageEnded();
|
---|
709 |
|
---|
710 |
|
---|
711 |
|
---|
712 | }
|
---|
713 |
|
---|
714 | //-----------------------------------------------------------------------
|
---|
715 | void BspLevel::initQuake3Patches(const Quake3Level & q3lvl, VertexDeclaration* decl)
|
---|
716 | {
|
---|
717 | int face;
|
---|
718 |
|
---|
719 | mPatchVertexCount = 0;
|
---|
720 | mPatchIndexCount = 0;
|
---|
721 |
|
---|
722 | // We're just building the patch here to get a hold on the size of the mesh
|
---|
723 | // although we'll reuse this information later
|
---|
724 | face = q3lvl.mNumFaces;
|
---|
725 | while (face--)
|
---|
726 | {
|
---|
727 |
|
---|
728 | bsp_face_t* src = &q3lvl.mFaces[face];
|
---|
729 |
|
---|
730 | if (src->type == BSP_FACETYPE_PATCH)
|
---|
731 | {
|
---|
732 | // Seems to be some crap in the Q3 level where vertex count = 0 or num control points = 0?
|
---|
733 | if (src->vert_count == 0 || src->mesh_cp[0] == 0)
|
---|
734 | {
|
---|
735 | continue;
|
---|
736 | }
|
---|
737 | PatchSurface* ps = new PatchSurface();
|
---|
738 | // Set up control points & format
|
---|
739 | // Reuse the vertex declaration
|
---|
740 | // Copy control points into a buffer so we can convert their format
|
---|
741 | BspVertex* pControlPoints = new BspVertex[src->vert_count];
|
---|
742 | bsp_vertex_t* pSrc = q3lvl.mVertices + src->vert_start;
|
---|
743 | for (int v = 0; v < src->vert_count; ++v)
|
---|
744 | {
|
---|
745 | quakeVertexToBspVertex(pSrc++, &pControlPoints[v]);
|
---|
746 | }
|
---|
747 | // Define the surface, but don't build it yet (no vertex / index buffer)
|
---|
748 | ps->defineSurface(
|
---|
749 | pControlPoints,
|
---|
750 | decl,
|
---|
751 | src->mesh_cp[0],
|
---|
752 | src->mesh_cp[1],
|
---|
753 | PatchSurface::PST_BEZIER);
|
---|
754 | // Get stats
|
---|
755 | mPatchVertexCount += ps->getRequiredVertexCount();
|
---|
756 | mPatchIndexCount += ps->getRequiredIndexCount();
|
---|
757 |
|
---|
758 | // Save the surface for later
|
---|
759 | mPatches[face] = ps;
|
---|
760 | }
|
---|
761 |
|
---|
762 |
|
---|
763 | }
|
---|
764 |
|
---|
765 | }
|
---|
766 | //-----------------------------------------------------------------------
|
---|
767 | void BspLevel::buildQuake3Patches(size_t vertOffset, size_t indexOffset)
|
---|
768 | {
|
---|
769 | // Loop through the patches
|
---|
770 | PatchMap::iterator i, iend;
|
---|
771 | iend = mPatches.end();
|
---|
772 |
|
---|
773 | size_t currVertOffset = vertOffset;
|
---|
774 | size_t currIndexOffset = indexOffset;
|
---|
775 |
|
---|
776 | HardwareVertexBufferSharedPtr vbuf = mVertexData->vertexBufferBinding->getBuffer(0);
|
---|
777 |
|
---|
778 | for (i = mPatches.begin(); i != iend; ++i)
|
---|
779 | {
|
---|
780 | PatchSurface* ps = i->second;
|
---|
781 |
|
---|
782 | ps->build(vbuf, currVertOffset, mIndexes, currIndexOffset);
|
---|
783 |
|
---|
784 | // No need for control points anymore
|
---|
785 | BspVertex* pCP = static_cast<BspVertex*>(ps->getControlPointBuffer());
|
---|
786 | delete [] pCP;
|
---|
787 | ps->notifyControlPointBufferDeallocated();
|
---|
788 |
|
---|
789 | currVertOffset += ps->getRequiredVertexCount();
|
---|
790 | currIndexOffset += ps->getRequiredIndexCount();
|
---|
791 |
|
---|
792 | }
|
---|
793 | }
|
---|
794 | //-----------------------------------------------------------------------
|
---|
795 | bool BspLevel::isLeafVisible(const BspNode* from, const BspNode* to) const
|
---|
796 | {
|
---|
797 | if (to->mVisCluster == -1)
|
---|
798 | return false;
|
---|
799 | if (from->mVisCluster == -1)
|
---|
800 | // Camera outside world?
|
---|
801 | return true;
|
---|
802 |
|
---|
803 |
|
---|
804 | if (!from->isLeaf() || !to->isLeaf())
|
---|
805 | throw Exception(Exception::ERR_INVALIDPARAMS,
|
---|
806 | "Both nodes must be leaf nodes for visibility testing.",
|
---|
807 | "BspLevel::isLeafVisible");
|
---|
808 |
|
---|
809 | // Use PVS to determine visibility
|
---|
810 |
|
---|
811 | /*
|
---|
812 | // In wordier terms, the fairly cryptic (but fast) version is doing this:
|
---|
813 | // Could make it a macro for even more speed?
|
---|
814 |
|
---|
815 | // Row offset = from cluster number * row size
|
---|
816 | int offset = from->mVisCluster*mVisData.rowLength;
|
---|
817 |
|
---|
818 | // Column offset (in bytes) = to cluster number divided by 8 (since 8 bits per bytes)
|
---|
819 | offset += to->mVisCluster >> 3;
|
---|
820 |
|
---|
821 | // Get the right bit within the byte, i.e. bitwise 'and' with bit at remainder position
|
---|
822 | int result = *(mVisData.tableData + offset) & (1 << (to->mVisCluster & 7));
|
---|
823 |
|
---|
824 | return (result != 0);
|
---|
825 | */
|
---|
826 |
|
---|
827 | //return ((*(mVisData.tableData + from->mVisCluster * mVisData.rowLength +
|
---|
828 | // ((to->mVisCluster)>>3)) & (1 << ((to->mVisCluster) & 7))) != 0);
|
---|
829 |
|
---|
830 | return (*(mVisData.tableData + from->mVisCluster*mVisData.rowLength +
|
---|
831 | ((to->mVisCluster)>>3)) & (1 << ((to->mVisCluster) & 7))) != 0;
|
---|
832 |
|
---|
833 | }
|
---|
834 | //-----------------------------------------------------------------------
|
---|
835 | const BspNode* BspLevel::getRootNode(void)
|
---|
836 | {
|
---|
837 | return mRootNode;
|
---|
838 | }
|
---|
839 | //-----------------------------------------------------------------------
|
---|
840 | BspNode* BspLevel::findLeaf(const Vector3& point) const
|
---|
841 | {
|
---|
842 | BspNode* node = mRootNode;
|
---|
843 |
|
---|
844 | while (!node->isLeaf())
|
---|
845 | {
|
---|
846 | node = node->getNextNode(point);
|
---|
847 | }
|
---|
848 |
|
---|
849 | return node;
|
---|
850 |
|
---|
851 | }
|
---|
852 | //-----------------------------------------------------------------------
|
---|
853 | void BspLevel::loadEntities(const Quake3Level& q3lvl)
|
---|
854 | {
|
---|
855 | char* strEnt;
|
---|
856 | String line;
|
---|
857 | StringVector vecparams;
|
---|
858 | Vector3 origin;
|
---|
859 | Radian angle ( 0 );
|
---|
860 | size_t pos;
|
---|
861 | char* lineend;
|
---|
862 | bool isPlayerStart;
|
---|
863 |
|
---|
864 | isPlayerStart = false;
|
---|
865 | strEnt = (char*)q3lvl.mEntities;
|
---|
866 |
|
---|
867 | lineend = strchr(strEnt, '\n');
|
---|
868 | while (lineend != 0)
|
---|
869 | {
|
---|
870 | *lineend = '\0';
|
---|
871 | line = strEnt;
|
---|
872 | strEnt = lineend+1;
|
---|
873 | StringUtil::trim(line);
|
---|
874 | if (line.length() > 0)
|
---|
875 | {
|
---|
876 | StringUtil::toLowerCase(line);
|
---|
877 | // Remove quotes
|
---|
878 | while( ( pos = line.find("\"",0) ) != String::npos )
|
---|
879 | {
|
---|
880 | line = line.substr(0,pos) + line.substr(pos+1,line.length()-(pos+1));
|
---|
881 | }
|
---|
882 | vecparams = StringUtil::split(line);
|
---|
883 | StringVector::iterator params = vecparams.begin();
|
---|
884 |
|
---|
885 | if (params[0] == "origin")
|
---|
886 | {
|
---|
887 | origin.x = atof(params[1].c_str());
|
---|
888 | origin.y = atof(params[2].c_str());
|
---|
889 | origin.z = atof(params[3].c_str());
|
---|
890 | }
|
---|
891 | if (params[0] == "angle")
|
---|
892 | {
|
---|
893 | angle = Degree(atof(params[1].c_str()));
|
---|
894 | }
|
---|
895 | if (params[0] == "classname" && params[1] == "info_player_deathmatch")
|
---|
896 | {
|
---|
897 | isPlayerStart = true;
|
---|
898 | }
|
---|
899 | if (params[0] == "}")
|
---|
900 | {
|
---|
901 | if (isPlayerStart)
|
---|
902 | {
|
---|
903 | // Save player start
|
---|
904 | ViewPoint vp;
|
---|
905 | vp.position = origin;
|
---|
906 | vp.orientation.FromAngleAxis(angle, Vector3::UNIT_Z);
|
---|
907 | mPlayerStarts.push_back(vp);
|
---|
908 | }
|
---|
909 | isPlayerStart = false;
|
---|
910 | }
|
---|
911 | }
|
---|
912 |
|
---|
913 | lineend = strchr(strEnt, '\n');
|
---|
914 | }
|
---|
915 |
|
---|
916 |
|
---|
917 | }
|
---|
918 | //-----------------------------------------------------------------------
|
---|
919 | void BspLevel::_notifyObjectMoved(const MovableObject* mov,
|
---|
920 | const Vector3& pos)
|
---|
921 | {
|
---|
922 |
|
---|
923 | // Locate any current nodes the object is supposed to be attached to
|
---|
924 | MovableToNodeMap::iterator i = mMovableToNodeMap.find(mov);
|
---|
925 | if (i != mMovableToNodeMap.end())
|
---|
926 | {
|
---|
927 | std::list<BspNode*>::iterator nodeit, nodeitend;
|
---|
928 | nodeitend = i->second.end();
|
---|
929 | for (nodeit = i->second.begin(); nodeit != nodeitend; ++nodeit)
|
---|
930 | {
|
---|
931 | // Tell each node
|
---|
932 | (*nodeit)->_removeMovable(mov);
|
---|
933 | }
|
---|
934 | // Clear the existing list of nodes because we'll reevaluate it
|
---|
935 | i->second.clear();
|
---|
936 | }
|
---|
937 |
|
---|
938 | tagNodesWithMovable(mRootNode, mov, pos);
|
---|
939 | }
|
---|
940 | //-----------------------------------------------------------------------
|
---|
941 | void BspLevel::tagNodesWithMovable(BspNode* node, const MovableObject* mov,
|
---|
942 | const Vector3& pos)
|
---|
943 | {
|
---|
944 | if (node->isLeaf())
|
---|
945 | {
|
---|
946 | // Add to movable->node map
|
---|
947 | // Insert all the time, will get current if already there
|
---|
948 | std::pair<MovableToNodeMap::iterator, bool> p =
|
---|
949 | mMovableToNodeMap.insert(
|
---|
950 | MovableToNodeMap::value_type(mov, std::list<BspNode*>()));
|
---|
951 |
|
---|
952 | p.first->second.push_back(node);
|
---|
953 |
|
---|
954 | // Add movable to node
|
---|
955 | node->_addMovable(mov);
|
---|
956 |
|
---|
957 | }
|
---|
958 | else
|
---|
959 | {
|
---|
960 | // Find distance to dividing plane
|
---|
961 | Real dist = node->getDistance(pos);
|
---|
962 | if (Math::Abs(dist) < mov->getBoundingRadius())
|
---|
963 | {
|
---|
964 | // Bounding sphere crosses the plane, do both
|
---|
965 | tagNodesWithMovable(node->getBack(), mov, pos);
|
---|
966 | tagNodesWithMovable(node->getFront(), mov, pos);
|
---|
967 | }
|
---|
968 | else if (dist < 0)
|
---|
969 | { //-----------------------------------------------------------------------
|
---|
970 |
|
---|
971 | // Do back
|
---|
972 | tagNodesWithMovable(node->getBack(), mov, pos);
|
---|
973 | }
|
---|
974 | else
|
---|
975 | {
|
---|
976 | // Do front
|
---|
977 | tagNodesWithMovable(node->getFront(), mov, pos);
|
---|
978 | }
|
---|
979 | }
|
---|
980 | }
|
---|
981 | //-----------------------------------------------------------------------
|
---|
982 | void BspLevel::_notifyObjectDetached(const MovableObject* mov)
|
---|
983 | {
|
---|
984 | // Locate any current nodes the object is supposed to be attached to
|
---|
985 | MovableToNodeMap::iterator i = mMovableToNodeMap.find(mov);
|
---|
986 | if (i != mMovableToNodeMap.end())
|
---|
987 | {
|
---|
988 | std::list<BspNode*>::iterator nodeit, nodeitend;
|
---|
989 | nodeitend = i->second.end();
|
---|
990 | for (nodeit = i->second.begin(); nodeit != nodeitend; ++nodeit)
|
---|
991 | {
|
---|
992 | // Tell each node
|
---|
993 | (*nodeit)->_removeMovable(mov);
|
---|
994 | }
|
---|
995 | // delete the entry for this MovableObject
|
---|
996 | mMovableToNodeMap.erase(i);
|
---|
997 | }
|
---|
998 | }
|
---|
999 | //-----------------------------------------------------------------------
|
---|
1000 | void BspLevel::quakeVertexToBspVertex(const bsp_vertex_t* src, BspVertex* dest)
|
---|
1001 | {
|
---|
1002 | memcpy(dest->position, src->point, sizeof(float) * 3);
|
---|
1003 | memcpy(dest->normal, src->normal, sizeof(float) * 3);
|
---|
1004 | dest->colour = src->color;
|
---|
1005 | dest->texcoords[0] = src->texture[0];
|
---|
1006 | dest->texcoords[1] = src->texture[1];
|
---|
1007 | dest->lightmap[0] = src->lightmap[0];
|
---|
1008 | dest->lightmap[1] = src->lightmap[1];
|
---|
1009 | }
|
---|
1010 | //-----------------------------------------------------------------------
|
---|
1011 | size_t BspLevel::calculateSize(void) const
|
---|
1012 | {
|
---|
1013 | return 0; // TODO
|
---|
1014 | }
|
---|
1015 | }
|
---|