Beispiel #1
0
        private int findLeaf()
        {
            ICameraComponent camera = (ICameraComponent)Game.Services.GetService(typeof(ICameraComponent));
            int index = 0;

            while (index >= 0)
            {
                node  node  = file.Nodes[index];
                plane plane = file.Planes[node.Plane];

                //dist
                double distance = Vector3.Dot(V3FromFloatArray(plane.Normal), Swizzle(camera.Position)) - plane.Dist;

                if (distance >= 0)
                {
                    index = node.Children[0];
                }
                else
                {
                    index = node.Children[node.Children.Count() - 1];
                }
            }

            return(-index - 1);
        }
Beispiel #2
0
        private void ReadPlanes()
        {
            //Length of the Lump
            int PlanesLength = Header.DirEntries[2].Length;
            //Number of textures to load
            int nbPlanes = PlanesLength / (sizeof(float) * 4);

            Planes = new plane[nbPlanes];
            for (int i = 0; i < nbPlanes; i++)
            {
                // Normal
                float[] normal = new float[3] {
                    ReadFloat(), ReadFloat(), ReadFloat()
                };

                //Dist
                float dist = ReadFloat();

                Planes[i] = new plane(normal, dist);
            }
        }
Beispiel #3
0
        public void CheckNode(int nodeIndex, float startFraction, float endFraction, Vector3 start, Vector3 end)
        {
            if (nodeIndex < 0)
            {
                // this is a leaf

                leaf leaf = file.Leaves[-(nodeIndex + 1)];

                for (int i = 0; i < leaf.N_LeafBrushes; i++)
                {
                    brush brush = file.Brushes[file.LeafBrushes[leaf.LeafBrush + i].Brush];

                    if (brush.N_BrushSides > 0 && (file.Textures[brush.Texture].Contents & 1) != 0)
                    {
                        CheckBrush(brush);
                    }
                }
                return;
            }



            node  node  = file.Nodes[nodeIndex];
            plane plane = file.Planes[node.Plane];

            Vector3 planeNormal   = BspRenderer.V3FromFloatArray(plane.Normal);
            float   startDistance = Vector3.Dot(start, planeNormal) - plane.Dist;
            float   endDistance   = Vector3.Dot(end, planeNormal) - plane.Dist;


            float offset = 0;

            if (traceType == TT_RAY)
            {
                offset = 0;
            }
            else if (traceType == TT_SPHERE)
            {
                offset = traceRadius;
            }
            else if (traceType == TT_BOX)
            {
                offset = (float)(Math.Abs(traceExtents.X * planeNormal.X) + Math.Abs(traceExtents.Y * planeNormal.Y) + Math.Abs(traceExtents.Z * planeNormal.Z));
            }


            // A
            if (startDistance >= offset && endDistance >= offset)
            {
                // in front of the plane
                // checking front child
                CheckNode(node.Children[0], startFraction, endFraction, start, end);
            }// B
            else if (startDistance < -offset && endDistance < -offset)
            {
                // behind the plane
                // checking back child
                CheckNode(node.Children[1], startFraction, endFraction, start, end);
            }// C
            else
            {
                // splitting between planes
                int     side;
                float   fraction1, fraction2, middleFraction;
                Vector3 middle;

                // split the segment in 2
                if (startDistance < endDistance)
                {
                    side = 1; // back
                    float inverseDistance = 1.0f / (startDistance - endDistance);
                    fraction1 = (startDistance - offset + float.Epsilon) * inverseDistance;
                    fraction2 = (startDistance - offset + float.Epsilon) * inverseDistance;
                }
                else if (endDistance < startDistance)
                {
                    side = 0; // front
                    float inverseDistance = 1.0f / (startDistance - endDistance);
                    fraction1 = (startDistance + offset + float.Epsilon) * inverseDistance;
                    fraction2 = (startDistance - offset - float.Epsilon) * inverseDistance;
                }
                else
                {
                    side      = 0; //front
                    fraction1 = 1.0f;
                    fraction2 = 0.0f;
                }

                // make sure numbers are valid

                if (fraction1 < 0.0f)
                {
                    fraction1 = 0.0f;
                }
                else if (fraction1 > 1.0f)
                {
                    fraction1 = 1.0f;
                }
                if (fraction2 < 0.0f)
                {
                    fraction2 = 0.0f;
                }
                else if (fraction2 > 1.0f)
                {
                    fraction2 = 1.0f;
                }

                // calculate middle point for the first side

                middleFraction = startFraction + (endFraction - startFraction) * fraction1;
                middle         = start + fraction1 * (end - start);

                // check first side

                CheckNode(node.Children[side], startFraction, middleFraction, start, middle);


                // calculate middle point for the second side

                middleFraction = startFraction + (endFraction - startFraction) * fraction2;
                middle         = start * fraction2 * (end - start);


                // check second side
                CheckNode(node.Children[inverseSide(side)], startFraction, middleFraction, start, middle);
            }
        }
Beispiel #4
0
        private void CheckBrush(brush pBrush)
        {
            float startFraction = -1.0f;
            float endFraction   = 1.0f;
            bool  startsout     = false;
            bool  endsout       = false;

            for (int i = 0; i < pBrush.N_BrushSides; i++)
            {
                brushside brushside   = file.BrusheSides[pBrush.BrushSide + i];
                plane     plane       = file.Planes[brushside.Plane];
                Vector3   planeNormal = BspRenderer.V3FromFloatArray(plane.Normal);

                float startDistance = 0;
                float endDistance   = 0;

                if (traceType == TT_RAY)
                {
                    startDistance = Vector3.Dot(_inputStart, planeNormal) - plane.Dist;
                    endDistance   = Vector3.Dot(_inputEnd, planeNormal) - plane.Dist;
                }
                else if (traceType == TT_SPHERE)
                {
                    startDistance = Vector3.Dot(_inputStart, planeNormal) - (plane.Dist + traceRadius);
                    endDistance   = Vector3.Dot(_inputEnd, planeNormal) - (plane.Dist + traceRadius);
                }
                else if (traceType == TT_BOX)
                {
                    Vector3 offset = Vector3.Zero;

                    if (planeNormal.X < 0)
                    {
                        offset.X = traceMaxs.X;
                    }
                    else
                    {
                        offset.X = traceMins.X;
                    }

                    if (planeNormal.Y < 0)
                    {
                        offset.Y = traceMaxs.Y;
                    }
                    else
                    {
                        offset.Y = traceMins.Y;
                    }

                    if (planeNormal.Z < 0)
                    {
                        offset.Z = traceMaxs.Z;
                    }
                    else
                    {
                        offset.Z = traceMins.Z;
                    }

                    startDistance = (_inputStart.X + offset.X) * planeNormal.X + (_inputStart.Y + offset.Y) * planeNormal.Y + (_inputStart.Z + offset.Z) * planeNormal.Z - plane.Dist;
                    endDistance   = (_inputEnd.X + offset.X) * planeNormal.X + (_inputEnd.Y + offset.Y) * planeNormal.Y + (_inputEnd.Z + offset.Z) * planeNormal.Z - plane.Dist;
                }


                if (startDistance > 0)
                {
                    startsout = true;
                }
                if (endDistance > 0)
                {
                    endsout = true;
                }

                // make sure the trace isnt on one side of the brush only

                if (startDistance > 0 && endDistance > 0)
                {
                    // both in front of the plane
                    return;
                }
                if (startDistance <= 0 && endDistance <= 0)
                {
                    // both are behind the plane, it will get clipped by an other one
                    continue;
                }


                if (startDistance > endDistance)
                {
                    // line is in the brush
                    float fraction = (startDistance - float.Epsilon) / (startDistance - endDistance);
                    if (fraction > startFraction)
                    {
                        startFraction = fraction;
                    }
                }
                else
                {
                    //line is leaving the brush
                    float fraction = (startDistance + float.Epsilon) / (startDistance - endDistance);
                    if (fraction < endFraction)
                    {
                        endFraction = fraction;
                    }
                }
            }

            if (startsout == false)
            {
                outputStartsOut = false;
                if (endsout)
                {
                    outputAllSolid = true;
                }
                return;
            }

            if (startFraction < endFraction)
            {
                if (startFraction > -1 && startFraction < outputFraction)
                {
                    if (startFraction < 0)
                    {
                        startFraction = 0;
                    }
                    outputFraction = startFraction;
                }
            }
        }