HLua/utils/light/trace.c

207 lines
3.7 KiB
C

//========= 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];
}
}