示例#1
0
        public static BspFace ReadBspFace(this BinaryReader br)
        {
            var result = new BspFace();

            br.BaseStream.Position += 20;

            return(result);
        }
示例#2
0
        private bool PointInFace(int faceIdx, Point3D point)
        {
            BspFace face = Faces[faceIdx];
            Vector  v, w;

            w = VertexPool[face.firstVertex + face.numVertices - 1].position - point;
            w.Normalize();
            float angle = 0.0f;

            for (int i = 0; i < face.numVertices; i++)
            {
                v = w;
                w = VertexPool[i + face.firstVertex].position - point;
                w.Normalize();
                angle += (float)System.Math.Acos(v.Dot(w));
            }
            return(angle > 6.2828f);
        }
示例#3
0
        private Point3D ClosestPointOnFace(int faceIdx, Point3D p)
        {
            BspFace face = Faces[faceIdx];
            float   mag  = float.MaxValue;
            Point3D res  = p;

            for (int i = 0; i < face.numVertices; i++)
            {
                int prevI = i - 1;
                if (prevI < 0)
                {
                    prevI += face.numVertices;
                }
                Point3D q = ClosestPointOnLine(VertexPool[prevI + face.firstVertex].position, VertexPool[i + face.firstVertex].position, p);
                float   d = ((Vector)(q - p)).Magnitude();
                if (d < mag)
                {
                    res = q;
                    mag = d;
                }
            }
            return(res);
        }
示例#4
0
        private Collision CheckFace(int faceIdx, Point3D start, Vector movement, float startFraction, float endFraction, float sphere)
        {
            BspFace face = Faces[faceIdx];
            //Plane plane = planes[face.plane];

            // get accurate plane
            Plane plane = Planes[face.plane];

            if (face.inversePlane)
            {
                plane = new Plane(-plane.a, -plane.b, -plane.c, -plane.d);
            }

            // calculate distance of start- and endpoint to plane
            float ds = plane.Distance(start + movement * startFraction);
            float de = plane.Distance(start + movement * endFraction);

            // if the starting point of the sphere lies behind the plane, no collision should occur, because in this case the plane faces away from us and is supposed to be invisible
            if (ds < sphere)
            {
                return(null);
            }

            // check if we are moving away from the plane (with our back towards the front of the plane) or parallel to the plane
            // in neither of these cases a collision will occur
            if (ds <= de)
            {
                return(null);
            }

            // finally, if this check fails we know for sure there is a collision
            // it tests if the endpoint is on or beyond the plane
            if (de >= sphere)
            {
                return(null);
            }

            // calculate fraction of the movement vector where we hit the plane
            float fraction = (ds - sphere) / (ds - de);

            // apply a window to this fraction value, just to be sure it is valid
            if (fraction < 0.0f)
            {
                fraction = 0.0f;
            }
            if (fraction > 1.0f)
            {
                fraction = 1.0f;
            }

            // scale this fraction to fit on the real movement vector
            fraction = startFraction + fraction * (endFraction - startFraction);

            // we now know for sure we intersect the plane, but do we intersect it inside the face that lies on top of it?
            // to find that out we first need to calculate an intersection point
            Point3D intersection = start + movement * fraction - plane.GetNormal() * sphere;

            if (!PointInFace(faceIdx, intersection))
            {
                // if this point doesnt lie within the face, perhaps a part of our sphere does
                // to check this we get the closest point on one of the edges of the face to our intersection point
                Point3D closestPoint = ClosestPointOnFace(faceIdx, intersection);
                // and then we check the distance between those 2 points to se if a part of our sphere does hit the face
                Vector distance = intersection - closestPoint;
                if (distance.MagnitudeSquare() > sphere * sphere)
                {
                    return(null);
                }
            }

            return(new Collision(fraction, plane.GetNormal()));
        }
示例#5
0
        private void Load(HlBspMap map, IGraphics graphics)
        {
            int     i, j, k;                   // indices
            int     x, gx, y;                  // coordinate variables. gx = Global X
            Point3D p;                         // 3D point
            int     n, count;                  // to count stuff ... (n = Number)
            string  s;                         // some strings

            BspLump[] lumps;                   // A lump is a chunk of data in a BSP file containing a specific type of information, like vertices for example
            BspLump   lump;                    // used for easy acces to the info in the lumps array

            Point3D[] vertices;                // stores all vertices
            Vertex[]  tempVertices;            // a temporary list with all the vertices used by a single face.
            Queue     faceVertices;            // a temporary list with all the vertices used by faces. this data will be moved to a vertexPoolI later on.
            Vertex    vertex;                  // used to create and modify vertices in the vertices, faceVertices

            BspEdge[]             edges;       // edges (a line between 2 vertices)
            int[]                 faceEdges;   // indices into the edge array that indicate the edges used by a face
            HlBspMap.BspTexture[] textures;    // texture array. contains only info like size and name
            BspTextureInfo[]      textureInfo; // texture info array. contains info needed to calculate texture coordinates
            Eresys.Texture        texture;     // texture object
            int     texInfoI;                  // index into the textureInfo array
            Point2D minTexCoor, maxTexCoor;    // smallest and bigest texture coordinate
            float   radius;                    // used to calculate the radius of a face

            byte[]      lightData;             // lightmap data
            ArrayList   lightmaps;             // contains some info for the lightmaps, like size
            BspLightmap lightmap;              // used for easy acces to elements in the lightmaps list
            int         lmw, lmh;              // size of a lightmap
            int         lmOffset;              // offset into the lightData array
            int         firstEdge, numEdges;   // first edge and number of edges of a face
            int         e, v;                  // edge (e) and vertex (v) index

            BspModel[]    models;              // models array
            ScriptBlock[] modelScripts;        // code blocks in the entityScript containing model info
            string        model;               // model identifier
            byte          mode, amount;        // render mode and render amount. indicates alpha blending and the amount of alpha blending

            // open file
            using (FileStream fs = new FileStream(map.FileName, FileMode.Open, FileAccess.Read))
                using (BinaryReader br = new BinaryReader(fs))
                {
                    // check bsp version
                    if (br.ReadInt32() != BSPVersion)
                    {
                        throw new BspVersionException(map.FileName);
                    }

                    // load lumps info
                    lumps = br.ReadBspLumps((int)BspLumpTypes.Count);

                    // load entity script
                    lump = lumps[(int)BspLumpTypes.Entities];
                    br.BaseStream.Position = lump.offset;
                    map.EntityScript       = new Script(br.ReadStringOfLength(lump.length));

                    // create wads
                    i = 0;
                    s = map.EntityScript["worldspawn"][0]["wad"];
                    var wads = new List <Wad3>();
                    foreach (var wadFile in s.Split(new string[] { ";" }, StringSplitOptions.RemoveEmptyEntries))
                    {
                        k = System.Math.Max(wadFile.LastIndexOf('\\'), wadFile.LastIndexOf('/'));
                        var name = wadFile.Substring(k).Trim('/', '\\');

                        try
                        {
                            wads.Add(new Wad3(name));
                        }
                        catch (Exception)
                        {
                            Logger.Log(LogLevels.Warning, $"Couldn't load wad \'{name}\'!");
                        }
                    }

                    // load planes
                    map.Planes = br.ReadLumpData(lumps[(int)BspLumpTypes.Planes], 20, BinaryReaderExtensions.ReadPlane);

                    // load vertices
                    vertices = br.ReadLumpData(lumps[(int)BspLumpTypes.Vertices], 12, BinaryReaderExtensions.ReadPoint3D);

                    // load edges
                    edges = br.ReadLumpData(lumps[(int)BspLumpTypes.Edges], 4, BinaryReaderExtensions.ReadBspEdge);

                    // load face edges
                    faceEdges = br.ReadLumpData <int>(lumps[(int)BspLumpTypes.SurfaceEdges], 4, r => r.ReadInt32());

                    // load texture info
                    textureInfo = br.ReadLumpData(lumps[(int)BspLumpTypes.TexInfo], 40, BinaryReaderExtensions.ReadBspTextureInfo);

                    // load markFaces
                    map.MarkFaces = br.ReadLumpData(lumps[(int)BspLumpTypes.MarkSurfaces], 2, r => r.ReadUInt16());

                    // load nodes
                    map.Nodes = br.ReadLumpData(lumps[(int)BspLumpTypes.Nodes], 24, BinaryReaderExtensions.ReadBspNode);

                    // load leaves
                    map.Leaves = br.ReadLumpData(lumps[(int)BspLumpTypes.Leaves], 28, BinaryReaderExtensions.ReadBspLeaf);

                    // load models
                    models = br.ReadLumpData(lumps[(int)BspLumpTypes.Models], 64, BinaryReaderExtensions.ReadBspModel);

                    // load lighting data
                    lightData = br.ReadLumpBytes(lumps[(int)BspLumpTypes.Lighting]);

                    // load visibility data (PVS sets)
                    map.Pvs = br.ReadLumpBytes(lumps[(int)BspLumpTypes.VisDate]);

                    // load textures
                    textures = br.ReadBspTexturesLumpData(lumps[(int)BspLumpTypes.Textures]);

                    // load faces
                    map.Faces = br.ReadLumpData(lumps[(int)BspLumpTypes.Faces], 20, BinaryReaderExtensions.ReadBspFace);

                    var addedTextures = new Dictionary <Texture, int>();
                    lightmaps              = new ArrayList();
                    faceVertices           = new Queue();
                    br.BaseStream.Position = lumps[(int)BspLumpTypes.Faces].offset;
                    for (i = 0; i < map.Faces.Length; i++)
                    {
                        // create new face
                        map.Faces[i]              = new BspFace();
                        map.Faces[i].index        = i;
                        map.Faces[i].model        = false;
                        map.Faces[i].alpha        = 255;
                        map.Faces[i].textureAlpha = false;

                        // load in some data
                        map.Faces[i].plane      = br.ReadInt16();
                        br.BaseStream.Position += 2;
                        firstEdge = br.ReadInt32();
                        numEdges  = br.ReadInt16();
                        texInfoI  = br.ReadInt16();
                        br.BaseStream.Position += 4;
                        lmOffset = br.ReadInt32();

                        // create texture

                        // get texture info
                        var texInfo = textureInfo[texInfoI];
                        var tex     = textures[texInfo.texture];

                        // is it a sky or a trigger texture?
                        if (tex.name == "sky" || tex.name == "aaatrigger")
                        {
                            map.Faces[i].texture = -1;
                        }
                        else
                        {
                            texture = addedTextures.Keys
                                      .FirstOrDefault(t => t.Name == tex.name);

                            // If we haven't found the texture, create a new one
                            if (texture == null)
                            {
                                j       = 0;
                                texture = null;
                                while (j < wads.Count)
                                {
                                    try
                                    {
                                        texture = wads[j].ToTexture(tex.name);
                                        break;
                                    }
                                    catch (Exception)
                                    {
                                        j++;
                                    }
                                }
                                if (texture == null)
                                {
                                    // subsititute
                                    texture    = new Texture(1, 1, tex.name);
                                    texture[0] = new Color(255, 255, 255);

                                    Logger.Log(LogLevels.Warning, $"Couldn't load texture \'{tex.name}\'!");
                                }

                                // add new texture to addedTextures and upload it to the graphics hardware
                                addedTextures.Add(texture, graphics.AddTexture(texture));
                            }

                            // set face texture index
                            map.Faces[i].texture = addedTextures[texture];
                        }

                        // create face vertices
                        map.Faces[i].firstVertex = faceVertices.Count;
                        map.Faces[i].numVertices = numEdges;
                        tempVertices             = new Vertex[numEdges];
                        k                     = 0;
                        minTexCoor.x          = minTexCoor.y = System.Single.MaxValue;
                        maxTexCoor.x          = maxTexCoor.y = System.Single.MinValue;
                        map.Faces[i].center.x = 0.0f;
                        map.Faces[i].center.y = 0.0f;
                        map.Faces[i].center.z = 0.0f;
                        for (j = 0; j < numEdges; j++)
                        {
                            e = faceEdges[j + firstEdge]; // edge index

                            // if e > 0 we should use this edge clockwise, otherwise we use edge -e counterclockwise
                            if (e > 0)
                            {
                                v = edges[e].v1; // clockwise: take first vertex of edge
                            }
                            else
                            {
                                v = edges[-e].v2; // counterclockwise: take second vertex of edge
                            }
                            // set up the new vertex
                            vertex                 = new Vertex();
                            vertex.position.x      = vertices[v].x;
                            vertex.position.y      = vertices[v].y;
                            vertex.position.z      = vertices[v].z;
                            map.Faces[i].center.x += vertex.position.x;
                            map.Faces[i].center.y += vertex.position.y;
                            map.Faces[i].center.z += vertex.position.z;

                            // calculate its texture coordinate
                            vertex.texCoord.x = (vertex.position.x * texInfo.axisU.x + vertex.position.y * texInfo.axisU.y + vertex.position.z * texInfo.axisU.z + texInfo.offsetU);
                            vertex.texCoord.y = (vertex.position.x * texInfo.axisV.x + vertex.position.y * texInfo.axisV.y + vertex.position.z * texInfo.axisV.z + texInfo.offsetV);
                            if (vertex.texCoord.x > maxTexCoor.x)
                            {
                                maxTexCoor.x = vertex.texCoord.x;
                            }
                            if (vertex.texCoord.y > maxTexCoor.y)
                            {
                                maxTexCoor.y = vertex.texCoord.y;
                            }
                            if (vertex.texCoord.x < minTexCoor.x)
                            {
                                minTexCoor.x = vertex.texCoord.x;
                            }
                            if (vertex.texCoord.y < minTexCoor.y)
                            {
                                minTexCoor.y = vertex.texCoord.y;
                            }

                            // temporary set lightmap coords to tex coords
                            vertex.lightCoord.x = vertex.texCoord.x;
                            vertex.lightCoord.y = vertex.texCoord.y;

                            // scale texture coordinates to texture space
                            vertex.texCoord.x /= tex.width;
                            vertex.texCoord.y /= tex.height;

                            // add vertex to temporary array
                            tempVertices[k++] = vertex;
                        }
                        map.Faces[i].center.x /= map.Faces[i].numVertices;
                        map.Faces[i].center.y /= map.Faces[i].numVertices;
                        map.Faces[i].center.z /= map.Faces[i].numVertices;
                        map.Faces[i].radius    = 0.0f;
                        for (j = 0; j < numEdges; j++)
                        {
                            p.x    = tempVertices[j].position.x - map.Faces[i].center.x;
                            p.y    = tempVertices[j].position.y - map.Faces[i].center.y;
                            p.z    = tempVertices[j].position.z - map.Faces[i].center.z;
                            radius = (float)System.Math.Sqrt(p.x * p.x + p.y * p.y + p.z * p.z);
                            if (radius > map.Faces[i].radius)
                            {
                                map.Faces[i].radius = radius;
                            }
                        }

                        // create lightmap
                        if (lmOffset < 0)
                        {
                            map.Faces[i].lightmap = -1;
                        }
                        else
                        {
                            // calculate lightmap dimensions
                            lmw = (int)(System.Math.Ceiling(maxTexCoor.x / 16.0f) - System.Math.Floor(minTexCoor.x / 16.0f) + 1.0);
                            lmh = (int)(System.Math.Ceiling(maxTexCoor.y / 16.0f) - System.Math.Floor(minTexCoor.y / 16.0f) + 1.0);

                            // calculate lightmap coordinates (in pixels for now, they will later be translated to texture space)
                            for (j = 0; j < tempVertices.Length; j++)
                            {
                                vertex = tempVertices[j];
                                vertex.lightCoord.x = ((lmw * 16.0f) + 2.0f * vertex.lightCoord.x - minTexCoor.x - maxTexCoor.x) / 32.0f;
                                vertex.lightCoord.y = ((lmh * 16.0f) + 2.0f * vertex.lightCoord.y - minTexCoor.y - maxTexCoor.y) / 32.0f;
                                tempVertices[j]     = vertex;
                            }

                            // create new lightmap
                            lightmaps.Add(new BspLightmap(lmw, lmh, lmOffset, i));
                        }

                        // add vertices to faceVertices queue
                        for (j = 0; j < tempVertices.Length; j++)
                        {
                            faceVertices.Enqueue(tempVertices[j]);
                        }
                    }

                    // create vertexPool
                    map.VertexPool = new VertexPool(faceVertices.Count);
                    for (i = 0; i < map.VertexPool.Size; i++)
                    {
                        map.VertexPool[i] = (Vertex)faceVertices.Dequeue();
                    }

                    // process lightmap data
                    //   for enhanced performance we will group multiple lightmaps of more or less similar height together into one
                    //   texture. Therefore we first sort them (hint: the Lightmap class implements IComparable for this reason).

                    lightmaps.Sort();

                    lmh = 2; // lmh = LightMap Height. We start with all maps less then or equal to 2

                    // repeat the following operation until all lightmaps are in a texture. Once added to a texture, we will remove
                    // a lightmap from the lightmaps array.

                    while (lightmaps.Count > 0)
                    {
                        lmw   = 0;
                        i     = 0;
                        count = 0;

                        // this loop checks how many lightmaps are suited to be added to our texture
                        while (i < lightmaps.Count)
                        {
                            lightmap = (BspLightmap)lightmaps[i++];
                            if (lightmap.height > lmh)
                            {
                                break;
                            }
                            lmw += lightmap.width;
                            if (lmw > 1024)
                            {
                                lmw -= lightmap.width;
                                break;
                            }
                            count++;
                        }
                        if (count == 0)
                        {
                            lmh = lmh << 1;
                            continue;
                        }
                        i = 1;
                        while (i < lmw)
                        {
                            i = i << 1;
                        }
                        lmw     = i;
                        texture = new Texture(lmw, lmh);
                        gx      = 0;
                        for (i = 0; i < count; i++)
                        {
                            lightmap = (BspLightmap)lightmaps[i];
                            j        = lightmap.offset;
                            for (y = 0; y < lmh; y++)
                            {
                                for (x = 0; x < lightmap.width; x++)
                                {
                                    if (y < lightmap.height)
                                    {
                                        try
                                        {
                                            texture[gx + x, y] = new Color(lightData[j++], lightData[j++], lightData[j++]);
                                        }
                                        catch (Exception)
                                        {
                                            texture[gx + x, y] = new Color(255, 255, 255);
                                        }
                                    }
                                    else
                                    {
                                        texture[gx + x, y] = new Color(255, 255, 255);
                                    }
                                }
                            }
                            n = map.Faces[lightmap.face].firstVertex + map.Faces[lightmap.face].numVertices;
                            for (j = map.Faces[lightmap.face].firstVertex; j < n; j++)
                            {
                                vertex = map.VertexPool[j];
                                vertex.lightCoord.x = (vertex.lightCoord.x + gx) / lmw;
                                vertex.lightCoord.y = vertex.lightCoord.y / lmh;
                                map.VertexPool[j]   = vertex;
                            }

                            gx += lightmap.width;
                        }
                        j = graphics.AddTexture(texture);
                        for (i = 0; i < count; i++)
                        {
                            map.Faces[((BspLightmap)lightmaps[i]).face].lightmap = j;
                        }
                        lightmaps.RemoveRange(0, count);
                    }

                    // process models
                    modelScripts = map.EntityScript["func_wall;func_illusionary;func_water;func_breakable"];
                    for (i = 0; i < modelScripts.Length; i++)
                    {
                        try
                        {
                            model  = modelScripts[i]["model"];
                            mode   = Byte.Parse(modelScripts[i]["rendermode"]);
                            amount = Byte.Parse(modelScripts[i]["renderamt"]);
                        }
                        catch (InvalidOperationException)
                        {
                            continue;
                        }
                        if (model[0] != '*')
                        {
                            continue;
                        }
                        j = Int32.Parse(model.Substring(1));
                        for (k = 0; k < models[j].numFaces; k++)
                        {
                            BspFace face = map.Faces[k + models[j].firstFace];
                            face.model        = true;
                            face.textureAlpha = mode == 4;
                            face.alpha        = amount;
                            for (v = 0; v < face.numVertices; v++)
                            {
                                vertex             = map.VertexPool[v + face.firstVertex];
                                vertex.position.x += models[j].origin.x;
                                vertex.position.y += models[j].origin.y;
                                vertex.position.z += models[j].origin.z;
                                map.VertexPool[v + face.firstVertex] = vertex;
                            }
                        }
                    }

                    // upload vertex pool to the graphics hardware
                    map.VertexPoolIndex = graphics.AddVertexPool(map.VertexPool);

                    // create model faces array
                    map.ModelFaces = new List <BspFace>();
                    for (i = 0; i < map.Faces.Length; i++)
                    {
                        var face = map.Faces[i];
                        if (face.texture < 0)
                        {
                            continue;
                        }
                        if (face.model)
                        {
                            map.ModelFaces.Add(face);
                        }
                    }

                    // check face plane oriëntations
                    foreach (var face in map.Faces)
                    {
                        Vector vector1 = map.VertexPool[face.firstVertex].position - face.center;
                        Vector vector2 = map.VertexPool[face.firstVertex + 1].position - face.center;
                        vector1 = vector1.Cross(vector2);
                        vector1.Normalize();
                        face.inversePlane = vector1.Dot(map.Planes[face.plane].GetNormal()) < 0.0f;
                    }

                    // create skybox
                    var range   = map.EntityScript.WorldspawnMaxRange();
                    var skyname = map.EntityScript.WorldspawnSkyName();

                    if (!string.IsNullOrWhiteSpace(skyname))
                    {
                        Texture skyTexture = null;
                        try
                        {
                            skyTexture = new Texture(skyname);
                        }
                        catch (Exception)
                        {
                            Logger.Log(LogLevels.Warning, $"Couldn't load sky texture \'{skyname}\'!");

                            try
                            {
                                skyTexture = new Texture("defaultsky.bmp");
                            }
                            catch (Exception)
                            {
                                Logger.Log(LogLevels.Warning, $"Couldn't load default sky texture \'defaultsky.bmp\'!");

                                skyTexture    = new Texture(1, 1);
                                skyTexture[0] = new Color(132, 184, 255);
                            }
                        }

                        map.Sky = skyTexture != null ? new SkyBox(graphics, range, range, range, skyTexture) : null;
                    }
                }
        }