//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= // trace.c #include "light.h" typedef struct tnode_s { int type; vec3_t normal; float dist; int children[2]; int pad; } tnode_t; tnode_t *tnodes, *tnode_p; /* ============== MakeTnode Converts the disk node structure into the efficient tracing structure ============== */ void MakeTnode (int nodenum) { tnode_t *t; dplane_t *plane; int i; dnode_t *node; t = tnode_p++; node = dnodes + nodenum; plane = dplanes + node->planenum; t->type = plane->type; VectorCopy (plane->normal, t->normal); t->dist = plane->dist; for (i=0 ; i<2 ; i++) { if (node->children[i] < 0) t->children[i] = dleafs[-node->children[i] - 1].contents; else { t->children[i] = tnode_p - tnodes; MakeTnode (node->children[i]); } } } /* ============= MakeTnodes Loads the node structure out of a .bsp file to be used for light occlusion ============= */ void MakeTnodes (dmodel_t *bm) { if (!numnodes) Error ("Map has no nodes\n"); tnode_p = tnodes = malloc(numnodes * sizeof(tnode_t)); MakeTnode (0); } /* ============================================================================== LINE TRACING The major lighting operation is a point to point visibility test, performed by recursive subdivision of the line by the BSP tree. ============================================================================== */ typedef struct { vec3_t backpt; int side; int node; } tracestack_t; /* ============== TestLine ============== */ qboolean TestLine (vec3_t start, vec3_t stop) { int node; float front, back; tracestack_t *tstack_p; int side; float frontx,fronty, frontz, backx, backy, backz; tracestack_t tracestack[64]; tnode_t *tnode; frontx = start[0]; fronty = start[1]; frontz = start[2]; backx = stop[0]; backy = stop[1]; backz = stop[2]; tstack_p = tracestack; node = 0; while (1) { while (node < 0 && node != CONTENTS_SOLID) { // pop up the stack for a back side tstack_p--; if (tstack_p < tracestack) return true; node = tstack_p->node; // set the hit point for this plane frontx = backx; fronty = backy; frontz = backz; // go down the back side backx = tstack_p->backpt[0]; backy = tstack_p->backpt[1]; backz = tstack_p->backpt[2]; node = tnodes[tstack_p->node].children[!tstack_p->side]; } if (node == CONTENTS_SOLID) return false; // DONE! tnode = &tnodes[node]; switch (tnode->type) { case PLANE_X: front = frontx - tnode->dist; back = backx - tnode->dist; break; case PLANE_Y: front = fronty - tnode->dist; back = backy - tnode->dist; break; case PLANE_Z: front = frontz - tnode->dist; back = backz - tnode->dist; break; default: front = (frontx*tnode->normal[0] + fronty*tnode->normal[1] + frontz*tnode->normal[2]) - tnode->dist; back = (backx*tnode->normal[0] + backy*tnode->normal[1] + backz*tnode->normal[2]) - tnode->dist; break; } if (front > -ON_EPSILON && back > -ON_EPSILON) // if (front > 0 && back > 0) { node = tnode->children[0]; continue; } if (front < ON_EPSILON && back < ON_EPSILON) // if (front <= 0 && back <= 0) { node = tnode->children[1]; continue; } side = front < 0; front = front / (front-back); tstack_p->node = node; tstack_p->side = side; tstack_p->backpt[0] = backx; tstack_p->backpt[1] = backy; tstack_p->backpt[2] = backz; tstack_p++; backx = frontx + front*(backx-frontx); backy = fronty + front*(backy-fronty); backz = frontz + front*(backz-frontz); node = tnode->children[side]; } }