Example #1
0
// this is used to construct the convex shape for a certain brush
void TSRBSPTree::CreateConvex( vector< TSRVector3 >& verts, int brushIndex )
{
    tBSPBrush* brush = &Brushes[ brushIndex ];
    vector< TSRPlane* > planes;
    int i, j, k;
    // Go for every brush side 
    for ( i = 0; i < brush->numOfBrushSides; i++ )
    {
        // take a pointer to the brush side and the plane it represent
        tBSPBrushSide *brushSide = &BrushSides[ brush->brushSide + i ];
        tBSPPlane     *plane     = &Planes[ brushSide->plane ];

        if ( brushSide->m_ID != 2 )
        {
            planes.push_back( plane );
        }
    }
    int numPlanes=(int)planes.size();
    TSRVector3 newVertex;
    //if(planes.size()>16)return;

    bool inside=true;

    for ( i = 0; i < numPlanes; i++ )
    {
        for ( j = i + 1; j < numPlanes; j++ )
        {
            for ( k = j + 1; k < numPlanes; k++ )
            {
                if ( IntersectPlanes( planes[ i ], planes[ j ], planes[ k ], newVertex ) )
                {
                    inside = true;
                    // make sure its inside
                    for ( int l = 0; l < numPlanes; l++ )
                    {
                        TSRPlane* pCurrPlane = planes[ l ];
                        if ( ( pCurrPlane->n.Dot( newVertex ) ) - pCurrPlane->d > 0.1f )
                        {
                            l  =numPlanes;
                            inside = false;
                        }
                    }
                    if ( inside )
                    {
                        verts.push_back( newVertex );
                    }
                }
            }
        }
    }

    // discriminants vertices outside the brush


    // show the vertices
    //for(i=0;i<verts.size();i++)
  //  {
//        newVertex=verts[i];
//        TSRGlobalConstants.PushMatrix();
  //      TSRGlobalConstants.Translate(newVertex.x,newVertex.y,newVertex.z);
    //    TSRDebugDraw::RenderSphere(10.0f);
      //  TSRGlobalConstants.PopMatrix();
  //  }
    

//    TSRPrintln("Found %d planes in this brush",planes.size());
  //  TSRPrintln("Found %d verts in this brush",verts.size());
}
Example #2
0
void CEnvironment::DrawFog () {
    TPlane bottom_plane, top_plane;
    TVector3 left, right;
    TVector3 topleft, topright;
    TVector3 bottomleft = NullVec; 
    TVector3 bottomright = NullVec;
    float height;

    if (!fog.is_on) return;

    // the clipping planes are calculated by view frustum (view.cpp)
    leftclip = get_left_clip_plane ();
    rightclip = get_right_clip_plane ();
    farclip = get_far_clip_plane ();
    bottomclip = get_bottom_clip_plane ();

    // --------------- calculate the planes ---------------------------

    float slope = tan (ANGLES_TO_RADIANS (Course.GetCourseAngle()));
//	TPlane left_edge_plane = MakePlane (1.0, 0.0, 0.0, 0.0);
//	TPlane right_edge_plane = MakePlane (-1.0, 0.0, 0.0, Course.width);

    bottom_plane.nml = MakeVector (0.0, 1, -slope);
    height = Course.GetBaseHeight (0);
    bottom_plane.d = -height * bottom_plane.nml.y;

    top_plane.nml = bottom_plane.nml;
    height = Course.GetMaxHeight (0) + fog.height;
    top_plane.d = -height * top_plane.nml.y;

    if (!IntersectPlanes (bottom_plane, farclip, leftclip,  &left)) return;
    if (!IntersectPlanes (bottom_plane, farclip, rightclip, &right)) return;
    if (!IntersectPlanes (top_plane,    farclip, leftclip,  &topleft)) return;
    if (!IntersectPlanes (top_plane,    farclip, rightclip, &topright)) return;
    if (!IntersectPlanes (bottomclip,   farclip, leftclip,  &bottomleft)) return;
    if (!IntersectPlanes (bottomclip,   farclip, rightclip, &bottomright)) return;

    TVector3 leftvec  = SubtractVectors (topleft, left);
    TVector3 rightvec = SubtractVectors (topright, right);

    TVector3 vpoint1 = AddVectors (topleft, leftvec);
    TVector3 vpoint2 = AddVectors (topright, rightvec);
    TVector3 vpoint3 = AddVectors (topleft, ScaleVector (3.0, leftvec));
    TVector3 vpoint4 = AddVectors (topright, ScaleVector (3.0, rightvec));

    // --------------- draw the fog plane -----------------------------

    set_gl_options (FOG_PLANE);
    glEnable (GL_FOG);

    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_VERTEX_ARRAY);

	// only the alpha channel is used
	const GLfloat col[] = {
		// bottom density
		0, 0, 0, 1.0,
		0, 0, 0, 1.0,
		0, 0, 0, 1.0,
		0, 0, 0, 1.0,

		// top density
		0, 0, 0, 0.9,
		0, 0, 0, 0.9,

		// left/right density
		0, 0, 0, 0.3,
		0, 0, 0, 0.3,

		// top/bottom density
		0, 0, 0, 0.0,
		0, 0, 0, 0.0
	};

	const GLfloat vtx[] = {
		bottomleft.x, bottomleft.y, bottomleft.z,
		bottomright.x, bottomright.y, bottomright.z,
		left.x, left.y, left.z,
		right.x, right.y, right.z,
		topleft.x, topleft.y, topleft.z,
		topright.x, topright.y, topright.z,
		vpoint1.x, vpoint1.y, vpoint1.z,
		vpoint2.x, vpoint2.y, vpoint2.z,
		vpoint3.x, vpoint3.y, vpoint3.z,
		vpoint4.x, vpoint4.y, vpoint4.z
	};

	glColorPointer(4, GL_FLOAT, 0, col);
	glVertexPointer(3, GL_FLOAT, 0, vtx);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
}
Example #3
0
void CEnvironment::DrawFog () {
	if (!fog.is_on)
		return;

    TPlane bottom_plane, top_plane;
    TVector3 left, right, vpoint;
    TVector3 topleft, topright;
    TVector3 bottomleft, bottomright;

	// the clipping planes are calculated by view frustum (view.cpp)
	const TPlane& leftclip = get_left_clip_plane ();
	const TPlane& rightclip = get_right_clip_plane ();
	const TPlane& farclip = get_far_clip_plane ();
	const TPlane& bottomclip = get_bottom_clip_plane ();

	// --------------- calculate the planes ---------------------------

    float slope = tan (ANGLES_TO_RADIANS (Course.GetCourseAngle()));
//	TPlane left_edge_plane = MakePlane (1.0, 0.0, 0.0, 0.0);
//	TPlane right_edge_plane = MakePlane (-1.0, 0.0, 0.0, Course.width);

    bottom_plane.nml = TVector3(0.0, 1, -slope);
    float height = Course.GetBaseHeight (0);
    bottom_plane.d = -height * bottom_plane.nml.y;

    top_plane.nml = bottom_plane.nml;
    height = Course.GetMaxHeight (0) + fog.height;
    top_plane.d = -height * top_plane.nml.y;


    if (!IntersectPlanes (bottom_plane, farclip, leftclip,  &left)) return;
    if (!IntersectPlanes (bottom_plane, farclip, rightclip, &right)) return;
    if (!IntersectPlanes (top_plane,    farclip, leftclip,  &topleft)) return;
    if (!IntersectPlanes (top_plane,    farclip, rightclip, &topright)) return;
    if (!IntersectPlanes (bottomclip,   farclip, leftclip,  &bottomleft)) return;
    if (!IntersectPlanes (bottomclip,   farclip, rightclip, &bottomright)) return;

	TVector3 leftvec  = SubtractVectors (topleft, left);
    TVector3 rightvec = SubtractVectors (topright, right);

	// --------------- draw the fog plane -----------------------------

	ScopedRenderMode rm(FOG_PLANE);
    glEnable (GL_FOG);

	// only the alpha channel is used
	float bottom_dens[4]     = {0, 0, 0, 1.0};
	float top_dens[4]        = {0, 0, 0, 0.9};
	float leftright_dens[4]  = {0, 0, 0, 0.3};
	float top_bottom_dens[4] = {0, 0, 0, 0.0};

    glBegin (GL_QUAD_STRIP);
	    glColor4fv (bottom_dens);
	    glVertex3f (bottomleft.x, bottomleft.y, bottomleft.z);
    	glVertex3f (bottomright.x, bottomright.y, bottomright.z);
	    glVertex3f (left.x, left.y, left.z);
    	glVertex3f (right.x, right.y, right.z);

	    glColor4fv (top_dens);
    	glVertex3f (topleft.x, topleft.y, topleft.z);
    	glVertex3f (topright.x, topright.y, topright.z);

	    glColor4fv (leftright_dens);
    	vpoint = AddVectors (topleft, leftvec);
	    glVertex3f (vpoint.x, vpoint.y, vpoint.z);
    	vpoint = AddVectors (topright, rightvec);
	    glVertex3f (vpoint.x, vpoint.y, vpoint.z);

	    glColor4fv (top_bottom_dens);
	    vpoint = AddVectors (topleft, ScaleVector (3.0, leftvec));
    	glVertex3f (vpoint.x, vpoint.y, vpoint.z);
	    vpoint = AddVectors (topright, ScaleVector (3.0, rightvec));
    	glVertex3f (vpoint.x, vpoint.y, vpoint.z);
    glEnd();
}
Example #4
0
void ScanKeyboard( PRENDERER hDisplay, PVECTOR KeySpeed, PVECTOR KeyRotation )
{
   PVECTOR v;
   RCOORD max, step;
   if( !hDisplay )
   	return;
   if( !T )
      T = CreateTransform();
   // how does this HOOK into the camera update functions?!
   if( IsKeyDown((hDisplay), KEY_X) || IsKeyDown( (hDisplay), KEY_Q ) )
   {
      extern int gbExitProgram;
      gbExitProgram = TRUE;
   }

      if( pFirstObject )
      {
         if( KeyDown( (hDisplay), KEY_A ) ) 
         {
            PFACETSET pps;
            VECTOR v;
            RotateAbs( T, 0.1f, 0, 0 );
            pps = pFirstObject->pPlaneSet;
            ApplyRotation( T, v, pps->pPlanes->d.n );
            SetPoint( pps->pPlanes->d.n, v );
            IntersectPlanes( pFirstObject->pLinePool,
                             pps, TRUE );
         }
         if( KeyDown( (hDisplay), KEY_Z ) )
         {
            PFACETSET pps;
            VECTOR v;
            RotateAbs( T, -0.1f, 0, 0 );
            pps = pFirstObject->pPlaneSet;
            ApplyRotation( T, v, pps->pPlanes->d.n );
            SetPoint( pps->pPlanes->d.n, v );
            IntersectPlanes( pFirstObject->pLinePool,
                             pps, TRUE );
         }
      }

#define Relax(V, n)  if( (V[n]>0.001) || ( V[n]<-0.001) )  \
                      (V[n] /= 2.0f); else (V[n] = 0);  

#define Accel(V, n)          \
          if ( V[n] < max )  \
             V[n] += step;   \
            else V[n] = max; 

#define Decel(V,n)            \
          if( V[n] > -max )   \
             V[n] -= step;    \
           else V[n] = -max; 

#define ROTATION (v=KeyRotation, \
                  max = ROTATION_DELTA, \
                  step=ROTATION_ACCEL)
#define SPEED    (v=KeySpeed, \
                  max = KEY_VELOCITY, \
                  step = KEY_ACCEL )

#define Inertia( KEY_LESS, KEY_MORE,KEY_LESS2, KEY_MORE2, va ) \
         if( IsKeyDown(hDisplay, KEY_LESS ) || IsKeyDown(hDisplay, KEY_LESS2) ) Decel(v, va)  \
         else if( IsKeyDown(hDisplay, KEY_MORE ) || IsKeyDown(hDisplay, KEY_MORE2) ) Accel(v, va)   \
           else Relax( v, va );

        (ROTATION);                
       Inertia(KEY_DOWN, KEY_UP, 0, 0, vRight );
       Inertia(KEY_RIGHT, KEY_LEFT,  0, 0, vUp );
       Inertia(KEY_PGUP, KEY_HOME,  0, 0, vForward );
       
        (SPEED);
       Inertia( KEY_END, KEY_PGDN,  0, 0, vRight );
       Inertia( KEY_ENTER, KEY_GRAY_PLUS,  0, KEY_CENTER, vUp );
       Inertia( KEY_DELETE, KEY_INSERT,  0, 0, vForward );


}