quakeforge/tools/qflight/source/trace.c
Bill Currie dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00

238 lines
5.3 KiB
C

/*
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 <unistd.h>
#endif
#ifdef HAVE_IO_H
# include <io.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#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);
}