/* trace.c (description) Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2002 Colin Thompson This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_UNISTD_H # include #endif #ifdef HAVE_IO_H # include #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/bspfile.h" #include "QF/mathlib.h" #include "QF/qtypes.h" #include "QF/dstring.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "tools/qflight/include/light.h" #include "tools/qflight/include/options.h" typedef struct { int type; vec3_t normal; float dist; int children[2]; int pad; } tnode_t; typedef struct { vec3_t backpt; int side; int node; } tracestack_t; tnode_t *tnodes, *tnode_p; /* LINE TRACING The major lighting operation is a point to point visibility test, performed by recursive subdivision of the line by the BSP tree. */ /* MakeTnode Converts the disk node structure into the efficient tracing structure */ static void MakeTnode (int nodenum) { dnode_t *node; dplane_t *plane; int i; tnode_t *t; t = tnode_p++; node = bsp->nodes + nodenum; plane = bsp->planes + 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] = bsp->leafs[-node->children[i] - 1].contents; if (options.solid_sky && t->children[i] == CONTENTS_SOLID) { dface_t *face = &bsp->faces[node->firstface]; if (!strncmp (get_tex_name (face->texinfo), "sky", 3)) t->children[i] = CONTENTS_SKY; // Simulate real sky } } 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) { tnode_p = tnodes = malloc (bsp->numnodes * sizeof (tnode_t)); MakeTnode (0); } /* LordHavoc: this function operates by doing depth-first front-to-back recursion through the BSP tree, checking at every split for a empty to solid transition (impact) in the children, and returns false if one is found. note: 'no impact' does not mean it is empty, it occurs when there is no transition from empty to solid; all solid or a transition from solid to empty are not considered impacts. (this does mean that tracing is not symmetrical; point A to point B may have different results than point B to point A, if either start in solid) */ #define TESTLINESTATE_BLOCKED 0 #define TESTLINESTATE_EMPTY 1 #define TESTLINESTATE_SOLID 2 static bool TestLineOrSky (lightinfo_t *l, const vec3_t start, const vec3_t end, bool sky_test) { vec_t front, back; vec3_t frontpt, backpt; int node, side, empty; tracestack_t *tstack; tracestack_t tracestack[64]; tnode_t *tnode; VectorCopy (start, frontpt); VectorCopy (end, backpt); tstack = tracestack; node = 0; empty = 0; while (1) { while (node < 0) { if (sky_test && node == CONTENTS_SKY) return true; if (node != CONTENTS_SOLID) empty = 1; else if (empty) { // DONE! VectorCopy (backpt, l->testlineimpact); return false; } // pop up the stack for a back side if (tstack-- == tracestack) return !sky_test; // set the hit point for this plane VectorCopy (backpt, frontpt); // go down the back side VectorCopy (tstack->backpt, backpt); node = tnodes[tstack->node].children[tstack->side ^ 1]; } tnode = &tnodes[node]; if (tnode->type < 3) { front = frontpt[tnode->type] - tnode->dist; back = backpt[tnode->type] - tnode->dist; } else { front = DotProduct (tnode->normal, frontpt) - tnode->dist; back = DotProduct (tnode->normal, backpt) - tnode->dist; } if (front >= 0 && back >= 0) { node = tnode->children[0]; continue; } if (front < 0 && back < 0) { node = tnode->children[1]; continue; } side = front < 0; front = front / (front - back); tstack->node = node; tstack->side = side; VectorCopy (backpt, tstack->backpt); tstack++; backpt[0] = frontpt[0] + front * (backpt[0] - frontpt[0]); backpt[1] = frontpt[1] + front * (backpt[1] - frontpt[1]); backpt[2] = frontpt[2] + front * (backpt[2] - frontpt[2]); node = tnode->children[side]; } } bool TestLine (lightinfo_t *l, const vec3_t start, const vec3_t stop) { return TestLineOrSky (l, start, stop, false); } bool TestSky (lightinfo_t *l, const vec3_t start, const vec3_t dir) { vec3_t stop; VectorAdd (dir, start, stop); return TestLineOrSky (l, start, stop, true); }