Moved modified HL SDK to trunk

This commit is contained in:
Scott Ehlert
2006-08-27 02:22:59 +00:00
parent 28c4ea4fec
commit 30235e05e5
900 changed files with 344676 additions and 0 deletions

228
hlsdk/utils/light/light.c Normal file
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// lighting.c
#include "light.h"
/*
NOTES
-----
*/
float scaledist = 1.0;
float scalecos = 0.5;
float rangescale = 0.5;
byte *filebase, *file_p, *file_end;
dmodel_t *bspmodel;
vec3_t bsp_origin;
qboolean extrasamples;
qboolean hicolor;
qboolean clamp192 = true;
float minlights[MAX_MAP_FACES];
lightentity_t lightentities[MAX_MAP_ENTITIES];
int numlightentities;
/*
==================
LoadEntities
==================
*/
void LoadEntities (void)
{
char *s, *s2;
entity_t *e;
lightentity_t *le;
int i, j;
ParseEntities ();
// go through all the entities
for (i=1 ; i<num_entities ; i++)
{
e = &entities[i];
s = ValueForKey (e, "classname");
if (strncmp (s, "light", 5))
continue;
le = &lightentities[numlightentities];
numlightentities++;
strcpy (le->classname, s);
s = ValueForKey( e, "_light" );
if( s )
{
double v1, v2, v3;
v1 = v2 = v3 = 0;
if( sscanf( s, "%lf %lf %lf", &v1, &v2, &v3) != 3 )
v2 = v3 = v1;
le->light[0] = v1;
le->light[1] = v2;
le->light[2] = v3;
}
else
{
le->light[0] = DEFAULTLIGHTLEVEL;
le->light[1] = DEFAULTLIGHTLEVEL;
le->light[2] = DEFAULTLIGHTLEVEL;
}
le->style = FloatForKey (e, "style");
le->angle = FloatForKey (e, "angle");
GetVectorForKey (e, "origin", le->origin);
s = ValueForKey (e, "target");
if (!s[0])
continue;
// find matching targetname
for (j=1 ; j<num_entities ; j++)
{
s2 = ValueForKey (&entities[j], "targetname");
if (!strcmp (s, s2))
{
le->targetent = true;
GetVectorForKey (&entities[j], "origin", le->targetorigin);
break;
}
}
if (j == num_entities)
printf ("WARNING: entity %i has unmatched target %s\n", i, s);
}
qprintf ("%d lightentities\n", numlightentities);
}
byte *GetFileSpace (int size)
{
byte *buf;
ThreadLock();
file_p = (byte *)(((long)file_p + 3)&~3);
buf = file_p;
file_p += size;
ThreadUnlock();
if (file_p > file_end)
Error ("GetFileSpace: overrun");
return buf;
}
/*
=============
LightWorld
=============
*/
void LightWorld (void)
{
filebase = file_p = dlightdata;
file_end = filebase + MAX_MAP_LIGHTING;
RunThreadsOnIndividual (numfaces, true, LightFace);
lightdatasize = file_p - filebase;
printf ("lightdatasize: %i\n", lightdatasize);
}
/*
========
main
light modelfile
========
*/
int main (int argc, char **argv)
{
int i;
double start, end;
char source[1024];
printf("Light.exe Version 1.3 Id Software and valve (%s)\n", __DATE__ );
printf ("----- LightFaces ----\n");
// default to 24-bit light info
hicolor = true;
for (i=1 ; i<argc ; i++)
{
if (!strcmp(argv[i],"-threads"))
{
numthreads = atoi (argv[i+1]);
i++;
}
else if (!strcmp(argv[i],"-extra"))
{
extrasamples = true;
printf ("extra sampling enabled\n");
}
else if (!strcmp(argv[i],"-dist"))
{
scaledist = atof (argv[i+1]);
i++;
}
else if (!strcmp(argv[i],"-range"))
{
rangescale = atof (argv[i+1]);
i++;
}
else if (!strcmp(argv[i],"-lowcolor"))
{
hicolor = false;
}
else if (!strcmp( argv[ i ], "-noclamp" ) )
{
clamp192 = false;
}
else if (argv[i][0] == '-')
Error ("Unknown option \"%s\"", argv[i]);
else
break;
}
if (i != argc - 1)
Error ("usage: light [-threads num] [-extra] [-lowcolor] bspfile");
ThreadSetDefault ();
start = I_FloatTime ();
strcpy (source, argv[i]);
StripExtension (source);
DefaultExtension (source, ".bsp");
LoadBSPFile (source);
LoadEntities ();
MakeTnodes (&dmodels[0]);
LightWorld ();
WriteBSPFile (source);
end = I_FloatTime ();
printf ("%5.1f seconds elapsed\n", end-start);
return 0;
}

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hlsdk/utils/light/light.h Normal file
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cmdlib.h"
#include "mathlib.h"
#include "bspfile.h"
#include "threads.h"
#define DEFAULTLIGHTLEVEL 300
typedef struct entity_s
{
char classname[64];
vec3_t origin;
float angle;
vec3_t light;
int style;
qboolean targetent;
vec3_t targetorigin;
} lightentity_t;
extern lightentity_t lightentities[MAX_MAP_ENTITIES];
extern int numlightentities;
#undef ON_EPSILON
#define ON_EPSILON 0.1
#define MAXLIGHTS 1024
void LoadNodes (char *file);
qboolean TestLine (vec3_t start, vec3_t stop);
void LightFace (int surfnum);
void LightLeaf (dleaf_t *leaf);
void MakeTnodes (dmodel_t *bm);
extern float scaledist;
extern float scalecos;
extern float rangescale;
extern int c_culldistplane, c_proper;
byte *GetFileSpace (int size);
extern byte *filebase;
extern vec3_t bsp_origin;
extern vec3_t bsp_xvector;
extern vec3_t bsp_yvector;
void TransformSample (vec3_t in, vec3_t out);
void RotateSample (vec3_t in, vec3_t out);
extern qboolean extrasamples;
extern float minlights[MAX_MAP_FACES];

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hlsdk/utils/light/ltface.c Normal file
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "light.h"
extern qboolean hicolor;
extern qboolean clamp192;
/*
============
CastRay
Returns the distance between the points, or -1 if blocked
=============
*/
vec_t CastRay (vec3_t p1, vec3_t p2)
{
int i;
vec_t t;
qboolean trace;
trace = TestLine (p1, p2);
if (!trace)
return -1; // ray was blocked
t = 0;
for (i=0 ; i< 3 ; i++)
t += (p2[i]-p1[i]) * (p2[i]-p1[i]);
if (t == 0)
t = 1; // don't blow up...
return sqrt(t);
}
/*
===============================================================================
SAMPLE POINT DETERMINATION
void SetupBlock (dface_t *f) Returns with surfpt[] set
This is a little tricky because the lightmap covers more area than the face.
If done in the straightforward fashion, some of the
sample points will be inside walls or on the other side of walls, causing
false shadows and light bleeds.
To solve this, I only consider a sample point valid if a line can be drawn
between it and the exact midpoint of the face. If invalid, it is adjusted
towards the center until it is valid.
(this doesn't completely work)
===============================================================================
*/
#define SINGLEMAP (18*18*4)
typedef struct
{
vec3_t lightmaps[MAXLIGHTMAPS][SINGLEMAP];
int numlightstyles;
vec_t *light;
vec_t facedist;
vec3_t facenormal;
int numsurfpt;
vec3_t surfpt[SINGLEMAP];
vec3_t texorg;
vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
vec_t exactmins[2], exactmaxs[2];
int texmins[2], texsize[2];
int lightstyles[256];
int surfnum;
dface_t *face;
} lightinfo_t;
/*
================
CalcFaceVectors
Fills in texorg, worldtotex. and textoworld
================
*/
void CalcFaceVectors (lightinfo_t *l)
{
texinfo_t *tex;
int i, j;
vec3_t texnormal;
float distscale;
vec_t dist, len;
tex = &texinfo[l->face->texinfo];
// convert from float to vec_t
for (i=0 ; i<2 ; i++)
for (j=0 ; j<3 ; j++)
l->worldtotex[i][j] = tex->vecs[i][j];
// calculate a normal to the texture axis. points can be moved along this
// without changing their S/T
texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
- tex->vecs[1][2]*tex->vecs[0][1];
texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
- tex->vecs[1][0]*tex->vecs[0][2];
texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
- tex->vecs[1][1]*tex->vecs[0][0];
VectorNormalize (texnormal);
// flip it towards plane normal
distscale = DotProduct (texnormal, l->facenormal);
if (!distscale)
Error ("Texture axis perpendicular to face");
if (distscale < 0)
{
distscale = -distscale;
VectorSubtract (vec3_origin, texnormal, texnormal);
}
// distscale is the ratio of the distance along the texture normal to
// the distance along the plane normal
distscale = 1/distscale;
for (i=0 ; i<2 ; i++)
{
len = VectorLength (l->worldtotex[i]);
dist = DotProduct (l->worldtotex[i], l->facenormal);
dist *= distscale;
VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
}
// calculate texorg on the texture plane
for (i=0 ; i<3 ; i++)
l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
// project back to the face plane
dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
dist *= distscale;
VectorMA (l->texorg, -dist, texnormal, l->texorg);
}
/*
================
CalcFaceExtents
Fills in s->texmins[] and s->texsize[]
also sets exactmins[] and exactmaxs[]
================
*/
void CalcFaceExtents (lightinfo_t *l)
{
dface_t *s;
vec_t mins[2], maxs[2], val;
int i,j, e;
dvertex_t *v;
texinfo_t *tex;
s = l->face;
mins[0] = mins[1] = 999999;
maxs[0] = maxs[1] = -99999;
tex = &texinfo[s->texinfo];
for (i=0 ; i<s->numedges ; i++)
{
e = dsurfedges[s->firstedge+i];
if (e >= 0)
v = dvertexes + dedges[e].v[0];
else
v = dvertexes + dedges[-e].v[1];
for (j=0 ; j<2 ; j++)
{
val = v->point[0] * tex->vecs[j][0] +
v->point[1] * tex->vecs[j][1] +
v->point[2] * tex->vecs[j][2] +
tex->vecs[j][3];
if (val < mins[j])
mins[j] = val;
if (val > maxs[j])
maxs[j] = val;
}
}
for (i=0 ; i<2 ; i++)
{
l->exactmins[i] = mins[i];
l->exactmaxs[i] = maxs[i];
mins[i] = floor(mins[i]/16);
maxs[i] = ceil(maxs[i]/16);
l->texmins[i] = mins[i];
l->texsize[i] = maxs[i] - mins[i];
if (l->texsize[i] > 17)
Error ("Bad surface extents");
}
}
/*
=================
CalcPoints
For each texture aligned grid point, back project onto the plane
to get the world xyz value of the sample point
=================
*/
int c_bad;
void CalcPoints (lightinfo_t *l)
{
int i;
int s, t, j;
int w, h, step;
vec_t starts, startt, us, ut;
vec_t *surf;
vec_t mids, midt;
vec3_t facemid, move;
//
// fill in surforg
// the points are biased towards the center of the surface
// to help avoid edge cases just inside walls
//
surf = l->surfpt[0];
mids = (l->exactmaxs[0] + l->exactmins[0])/2;
midt = (l->exactmaxs[1] + l->exactmins[1])/2;
for (j=0 ; j<3 ; j++)
facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
if (extrasamples)
{ // extra filtering
h = (l->texsize[1]+1)*2;
w = (l->texsize[0]+1)*2;
starts = (l->texmins[0]-0.5)*16;
startt = (l->texmins[1]-0.5)*16;
step = 8;
}
else
{
h = l->texsize[1]+1;
w = l->texsize[0]+1;
starts = l->texmins[0]*16;
startt = l->texmins[1]*16;
step = 16;
}
l->numsurfpt = w * h;
for (t=0 ; t<h ; t++)
{
for (s=0 ; s<w ; s++, surf+=3)
{
us = starts + s*step;
ut = startt + t*step;
// if a line can be traced from surf to facemid, the point is good
for (i=0 ; i<6 ; i++)
{
// calculate texture point
for (j=0 ; j<3 ; j++)
surf[j] = l->texorg[j] + l->textoworld[0][j]*us
+ l->textoworld[1][j]*ut;
if (CastRay (facemid, surf) != -1)
break; // got it
if (i & 1)
{
if (us > mids)
{
us -= 8;
if (us < mids)
us = mids;
}
else
{
us += 8;
if (us > mids)
us = mids;
}
}
else
{
if (ut > midt)
{
ut -= 8;
if (ut < midt)
ut = midt;
}
else
{
ut += 8;
if (ut > midt)
ut = midt;
}
}
// move surf 8 pixels towards the center
VectorSubtract (facemid, surf, move);
VectorNormalize (move);
VectorMA (surf, 8, move, surf);
}
if (i == 2)
c_bad++;
}
}
}
/*
===============================================================================
FACE LIGHTING
===============================================================================
*/
int c_culldistplane, c_proper;
/*
================
SingleLightFace
================
*/
void SingleLightFace (lightentity_t *light, lightinfo_t *l)
{
vec_t dist;
vec3_t incoming;
vec_t angle;
vec_t add;
vec_t *surf;
qboolean hit;
int mapnum;
int size;
int c, i;
vec3_t rel;
vec3_t spotvec;
vec_t falloff;
vec3_t *lightsamp;
float intensity;
VectorSubtract (light->origin, bsp_origin, rel);
dist = scaledist * (DotProduct (rel, l->facenormal) - l->facedist);
// don't bother with lights behind the surface
if (dist <= 0)
return;
// don't bother with light too far away
intensity = ( light->light[ 0 ] + light->light[ 1 ] + light->light[ 2 ] ) / 3.0;
if( dist > intensity )
{
c_culldistplane++;
return;
}
if (light->targetent)
{
VectorSubtract (light->targetorigin, light->origin, spotvec);
VectorNormalize (spotvec);
if (!light->angle)
falloff = -cos(20*Q_PI/180);
else
falloff = -cos(light->angle/2*Q_PI/180);
}
else
falloff = 0; // shut up compiler warnings
mapnum = 0;
for (mapnum=0 ; mapnum<l->numlightstyles ; mapnum++)
if (l->lightstyles[mapnum] == light->style)
break;
lightsamp = l->lightmaps[mapnum];
if (mapnum == l->numlightstyles)
{ // init a new light map
if (mapnum == MAXLIGHTMAPS)
{
printf ("WARNING: Too many light styles on a face\n");
return;
}
size = (l->texsize[1]+1)*(l->texsize[0]+1);
for (i=0 ; i<size ; i++)
{
lightsamp[i][0] = 0;
lightsamp[i][1] = 0;
lightsamp[i][2] = 0;
}
}
//
// check it for real
//
hit = false;
c_proper++;
surf = l->surfpt[0];
for (c=0 ; c<l->numsurfpt ; c++, surf+=3)
{
dist = CastRay(light->origin, surf)*scaledist;
if (dist < 0)
continue; // light doesn't reach
VectorSubtract (light->origin, surf, incoming);
VectorNormalize (incoming);
angle = DotProduct (incoming, l->facenormal);
if (light->targetent)
{ // spotlight cutoff
if (DotProduct (spotvec, incoming) > falloff)
continue;
}
angle = (1.0-scalecos) + scalecos*angle;
for( i=0; i<3; i++ )
{
add = light->light[i] - dist;
add *= angle;
if (add < 0)
continue;
lightsamp[c][i] += add;
}
// check intensity
intensity = ( lightsamp[ c ][ 0 ] + lightsamp[ c ][ 1 ] + lightsamp[ c ][ 2 ] ) / 3.0;
if( intensity > 1 ) // ignore real tiny lights
hit = true;
}
if (mapnum == l->numlightstyles && hit)
{
l->lightstyles[mapnum] = light->style;
l->numlightstyles++; // the style has some real data now
}
}
/*
============
FixMinlight
============
*/
void FixMinlight (lightinfo_t *l)
{
int i, j;
float minlight;
minlight = minlights[l->surfnum];
// if minlight is set, there must be a style 0 light map
if (!minlight)
return;
for (i=0 ; i< l->numlightstyles ; i++)
{
if (l->lightstyles[i] == 0)
break;
}
if (i == l->numlightstyles)
{
if (l->numlightstyles == MAXLIGHTMAPS)
return; // oh well..
for (j=0 ; j<l->numsurfpt ; j++)
{
l->lightmaps[i][j][0] = minlight;
l->lightmaps[i][j][1] = minlight;
l->lightmaps[i][j][2] = minlight;
}
l->lightstyles[i] = 0;
l->numlightstyles++;
}
else
{
for (j=0 ; j<l->numsurfpt ; j++)
{
float intensity = ( l->lightmaps[i][j][0] + l->lightmaps[i][j][1] + l->lightmaps[i][j][2] ) / 3.0;
if ( intensity < minlight )
{
l->lightmaps[i][j][0] = minlight;
l->lightmaps[i][j][1] = minlight;
l->lightmaps[i][j][2] = minlight;
}
}
}
}
/*
============
LightFace
============
*/
void LightFace (int surfnum)
{
dface_t *f;
lightinfo_t l;
int s, t;
int i,j,c;
vec3_t total;
int size;
int lightmapwidth, lightmapsize;
byte *out;
vec3_t *light;
int w, h;
int clamp = 192;
float clampfactor = 0.75;
if ( !clamp192 )
{
clamp = 255;
clampfactor = 1.0;
}
f = dfaces + surfnum;
//
// some surfaces don't need lightmaps
//
f->lightofs = -1;
for (j=0 ; j<MAXLIGHTMAPS ; j++)
f->styles[j] = 255;
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
{ // non-lit texture
return;
}
memset (&l, 0, sizeof(l));
l.surfnum = surfnum;
l.face = f;
//
// rotate plane
//
VectorCopy (dplanes[f->planenum].normal, l.facenormal);
l.facedist = dplanes[f->planenum].dist;
if (f->side)
{
VectorSubtract (vec3_origin, l.facenormal, l.facenormal);
l.facedist = -l.facedist;
}
CalcFaceVectors (&l);
CalcFaceExtents (&l);
CalcPoints (&l);
lightmapwidth = l.texsize[0]+1;
size = lightmapwidth*(l.texsize[1]+1);
if (size > SINGLEMAP)
Error ("Bad lightmap size");
for (i=0 ; i<MAXLIGHTMAPS ; i++)
l.lightstyles[i] = 255;
//
// cast all lights
//
l.numlightstyles = 0;
for (i=0 ; i<numlightentities ; i++)
SingleLightFace (&lightentities[i], &l);
FixMinlight (&l);
if (!l.numlightstyles)
{ // no light hitting it
return;
}
//
// save out the values
//
for (i=0 ; i <MAXLIGHTMAPS ; i++)
f->styles[i] = l.lightstyles[i];
if( hicolor )
lightmapsize = size*l.numlightstyles*3;
else
lightmapsize = size * l.numlightstyles;
out = GetFileSpace (lightmapsize);
f->lightofs = out - filebase;
// extra filtering
h = (l.texsize[1]+1)*2;
w = (l.texsize[0]+1)*2;
for (i=0 ; i< l.numlightstyles ; i++)
{
if (l.lightstyles[i] == 0xff)
Error ("Wrote empty lightmap");
light = l.lightmaps[i];
c = 0;
for (t=0 ; t<=l.texsize[1] ; t++)
{
for (s=0 ; s<=l.texsize[0] ; s++, c++)
{
if (extrasamples)
{
#ifdef OLD_CODE
// filtered sample
VectorCopy( light[t*2*w+s*2], total );
VectorAdd( total, light[t*2*w+s*2+1], total );
VectorAdd( total, light[(t*2+1)*w+s*2], total );
VectorAdd( total, light[(t*2+1)*w+s*2+1], total );
VectorScale( total, 0.25, total );
#else
int u, v;
float weight[3][3] =
{
{ 5, 9, 5 },
{ 9, 16, 9 },
{ 5, 9, 5 },
};
float divisor = 0.0;
VectorFill(total,0);
for ( u = 0; u < 3; u++ )
{
for ( v = 0; v < 3; v++ )
{
if ( s+u-2>=0 && t+v-1>=0 && s+u-1 <= w && t+v-1 <= h)
{
vec3_t sample;
VectorScale( light[((t*2)+(v-1))*w + ((s*2)+(u-1))], weight[u][v], sample );
divisor += weight[u][v];
VectorAdd( total, sample, total );
}
}
}
#endif
if ( divisor > 1.0 )
VectorScale( total, 1/divisor, total );
total[0] = max(total[0],0.0);
total[1] = max(total[1],0.0);
total[2] = max(total[2],0.0);
}
else
VectorCopy( light[ c ], total );
// Scale
VectorScale( total, rangescale, total );
// Clamp
if( hicolor )
{
for( j=0; j<3; j++ )
{
total[ j ] *= clampfactor;
if( total[j] > clamp)
total[j] = clamp;
else if (total[j] < 0)
Error ("light < 0");
*out++ = (byte) total[j];
}
}
else
{
int intensity = total[ 0 ] + total[ 1 ] + total[ 2 ];
if( intensity > 255 )
intensity = 255;
else if( intensity < 0 )
Error( "light < 0" );
*out++ = (byte) intensity;
}
}
}
}
}

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206
hlsdk/utils/light/trace.c Normal file
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@ -0,0 +1,206 @@
//========= Copyright <20> 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];
}
}