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bbox_tree.h
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bbox_tree.h
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#ifndef BBOX_TREE_H
#define BBOX_TREE_H
#include <stdlib.h>
#include "vmath.h"
#ifdef DEBUG
#include "errors.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define TYPE_2D_NO_ALPHA_OBJECT 0x00
#define TYPE_2D_ALPHA_OBJECT 0x01
#define TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT 0x02
#define TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT 0x03
#define TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT 0x04
#define TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT 0x05
#define TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT 0x06
#define TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT 0x07
#define TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT 0x08
#define TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT 0x09
#define TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT 0x0A
#define TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT 0x0B
#define TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT 0x0C
#define TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT 0x0D
#define TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT 0x0E
#define TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT 0x0F
#define TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT 0x10
#define TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT 0x11
#define TYPE_PARTICLE_SYSTEM 0x12
#define TYPE_LIGHT 0x13
#define TYPE_TERRAIN 0x14
#define TYPE_NO_REFLECTIV_WATER 0x15
#define TYPE_REFLECTIV_WATER 0x16
#define TYPES_COUNT 0x17
#define TYPE_DELETED 0xFF
#define TYPE_MASK_2D_ALPHA_OBJECT 0x00
#define TYPE_MASK_2D_NO_ALPHA_OBJECT 0x01
#define TYPE_MASK_3D_BLEND_SELF_LIT_OBJECT 0x02
#define TYPE_MASK_3D_BLEND_NO_SELF_LIT_OBJECT 0x03
#define TYPE_MASK_3D_NO_BLEND_SELF_LIT_OBJECT 0x04
#define TYPE_MASK_3D_NO_BLEND_NO_SELF_LIT_OBJECT 0x05
#define TYPE_MASK_PARTICLE_SYSTEM 0x06
#define TYPE_MASK_LIGHT 0x07
#define TYPE_MASK_TERRAIN 0x08
#define TYPE_MASK_NO_REFLECTIV_WATER 0x09
#define TYPE_MASK_REFLECTIV_WATER 0x0A
#define INTERSECTION_TYPE_DEFAULT 0x00
#define INTERSECTION_TYPE_SHADOW 0x01
#define INTERSECTION_TYPE_REFLECTION 0x02
#define MAX_INTERSECTION_TYPES 0x03
#define OUTSIDE 0x0000
#define INSIDE 0x0001
#define INTERSECT 0x0002
#define BOUND_HUGE 10e30
#define EXTRA_FIRST_SUB_NODE 0x0001
typedef enum
{
ide_changed = 0
} intersection_data_enum;
typedef enum
{
bie_no_reflect = 0
} bbox_item_extra;
typedef struct
{
VECTOR3 bbmin;
VECTOR3 bbmax;
} AABBOX;
typedef struct
{
VECTOR3 center;
VECTOR3 direction;
float length;
} LINE;
typedef struct
{
VECTOR4 plane;
VECTOR3I mask;
} PLANE;
typedef PLANE FRUSTUM[16];
typedef struct
{
float scale;
Uint32 mask;
Uint32 zero;
} PLANE_DATA;
typedef PLANE_DATA FRUSTUM_DATA[16];
typedef struct
{
AABBOX bbox;
Uint32 texture_id;
Uint32 ID;
Uint16 options;
Uint8 type;
Uint8 extra;
#ifdef CLUSTER_INSIDES
Uint16 cluster;
#endif // CLUSTER_INSIDES
} BBOX_ITEM;
typedef struct
{
Uint32 size;
Uint32 index;
BBOX_ITEM* items;
} BBOX_ITEMS;
typedef struct
{
AABBOX bbox;
AABBOX orig_bbox;
Uint32 nodes[2];
BBOX_ITEMS dynamic_objects;
Uint32 items_index;
Uint32 items_count;
} BBOX_TREE_NODE;
typedef struct
{
Uint32 intersect_update_needed;
Uint32 size;
Uint32 count;
Uint32 start[TYPES_COUNT];
Uint32 stop[TYPES_COUNT];
Uint32 flags[TYPES_COUNT];
BBOX_ITEM* items;
Uint32 frustum_mask;
FRUSTUM frustum;
} BBOX_INTERSECTION_DATA;
typedef struct
{
Uint32 items_count;
BBOX_ITEM* items;
Uint32 nodes_count;
BBOX_TREE_NODE* nodes;
Uint32 cur_intersect_type;
BBOX_INTERSECTION_DATA intersect[MAX_INTERSECTION_TYPES];
} BBOX_TREE;
enum
{
A = 0,
B = 1,
C = 2,
D = 3
};
static __inline__ int get_bbox_intersect_flag(BBOX_TREE* bbox_tree, Uint32 type, intersection_data_enum ide)
{
return (bbox_tree->intersect[bbox_tree->cur_intersect_type].flags[type] & (1 << ide)) != 0;
}
static __inline__ void set_bbox_intersect_flag(BBOX_TREE* bbox_tree, Uint32 type, intersection_data_enum ide)
{
bbox_tree->intersect[bbox_tree->cur_intersect_type].flags[type] |= (1 << ide);
}
static __inline__ void clear_bbox_intersect_flag(BBOX_TREE* bbox_tree, Uint32 type, intersection_data_enum ide)
{
bbox_tree->intersect[bbox_tree->cur_intersect_type].flags[type] &= ~(1 << ide);
}
static __inline__ void calc_light_aabb(AABBOX* bbox, float pos_x, float pos_y, float pos_z, float diff_r, float diff_g, float diff_b,
float att, float exp, float clamp)
{
float h, r;
h = max2f(fabsf(diff_r), max2f(fabsf(diff_g), fabsf(diff_b)));
r = (h/clamp-1)/att;
if (exp <= 0.0f) return;
else
{
if (exp == 2.0f) r = sqrt(r);
else
{
if (exp != 1.0f) r = pow(r, exp);
}
}
bbox->bbmin[X] = pos_x - r;
bbox->bbmin[Y] = pos_y - r;
bbox->bbmin[Z] = pos_z - r;
bbox->bbmax[X] = pos_x + r;
bbox->bbmax[Y] = pos_y + r;
bbox->bbmax[Z] = pos_z + r;
}
static __inline__ void rotate_aabb(AABBOX* bbox, float r_x, float r_y, float r_z)
{
float matrix_1[16], matrix_2[16];
matrix_1[0] = bbox->bbmax[X];
matrix_1[1] = bbox->bbmax[Y];
matrix_1[2] = bbox->bbmax[Z];
matrix_1[3] = 1.0f;
matrix_1[4] = bbox->bbmax[X];
matrix_1[5] = bbox->bbmax[Y];
matrix_1[6] = bbox->bbmin[Z];
matrix_1[7] = 1.0f;
matrix_1[8] = bbox->bbmax[X];
matrix_1[9] = bbox->bbmin[Y];
matrix_1[10] = bbox->bbmax[Z];
matrix_1[11] = 1.0f;
matrix_1[12] = bbox->bbmax[X];
matrix_1[13] = bbox->bbmin[Y];
matrix_1[14] = bbox->bbmin[Z];
matrix_1[15] = 1.0f;
matrix_2[0] = bbox->bbmin[X];
matrix_2[1] = bbox->bbmax[Y];
matrix_2[2] = bbox->bbmax[Z];
matrix_2[3] = 1.0f;
matrix_2[4] = bbox->bbmin[X];
matrix_2[5] = bbox->bbmax[Y];
matrix_2[6] = bbox->bbmin[Z];
matrix_2[7] = 1.0f;
matrix_2[8] = bbox->bbmin[X];
matrix_2[9] = bbox->bbmin[Y];
matrix_2[10] = bbox->bbmax[Z];
matrix_2[11] = 1.0f;
matrix_2[12] = bbox->bbmin[X];
matrix_2[13] = bbox->bbmin[Y];
matrix_2[14] = bbox->bbmin[Z];
matrix_2[15] = 1.0f;
glPushMatrix();
glLoadIdentity();
glRotatef(r_z, 0.0f, 0.0f, 1.0f);
glRotatef(r_x, 1.0f, 0.0f, 0.0f);
glRotatef(r_y, 0.0f, 1.0f, 0.0f);
glPushMatrix();
glMultMatrixf(matrix_1);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix_1);
glPopMatrix();
glMultMatrixf(matrix_2);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix_2);
glPopMatrix();
bbox->bbmin[X] = min2f(min2f(matrix_1[0], matrix_1[4]), min2f(matrix_1[8], matrix_1[12]));
bbox->bbmin[X] = min2f(bbox->bbmin[X], min2f(min2f(matrix_2[0], matrix_2[4]), min2f(matrix_2[8], matrix_2[12])));
bbox->bbmin[Y] = min2f(min2f(matrix_1[1], matrix_1[5]), min2f(matrix_1[9], matrix_1[13]));
bbox->bbmin[Y] = min2f(bbox->bbmin[Y], min2f(min2f(matrix_2[1], matrix_2[5]), min2f(matrix_2[9], matrix_2[13])));
bbox->bbmin[Z] = min2f(min2f(matrix_1[2], matrix_1[6]), min2f(matrix_1[10], matrix_1[14]));
bbox->bbmin[Z] = min2f(bbox->bbmin[Z], min2f(min2f(matrix_2[2], matrix_2[6]), min2f(matrix_2[10], matrix_2[14])));
bbox->bbmax[X] = max2f(max2f(matrix_1[0], matrix_1[4]), max2f(matrix_1[8], matrix_1[12]));
bbox->bbmax[X] = max2f(bbox->bbmax[X], max2f(max2f(matrix_2[0], matrix_2[4]), max2f(matrix_2[8], matrix_2[12])));
bbox->bbmax[Y] = max2f(max2f(matrix_1[1], matrix_1[5]), max2f(matrix_1[9], matrix_1[13]));
bbox->bbmax[Y] = max2f(bbox->bbmax[Y], max2f(max2f(matrix_2[1], matrix_2[5]), max2f(matrix_2[9], matrix_2[13])));
bbox->bbmax[Z] = max2f(max2f(matrix_1[2], matrix_1[6]), max2f(matrix_1[10], matrix_1[14]));
bbox->bbmax[Z] = max2f(bbox->bbmax[Z], max2f(max2f(matrix_2[2], matrix_2[6]), max2f(matrix_2[10], matrix_2[14])));
}
static __inline__ void matrix_mul_aabb(AABBOX* bbox, const MATRIX4x4 matrix)
{
MATRIX4x4 matrix_1, matrix_2;
matrix_1[0] = bbox->bbmax[X];
matrix_1[1] = bbox->bbmax[Y];
matrix_1[2] = bbox->bbmax[Z];
matrix_1[3] = 1.0f;
matrix_1[4] = bbox->bbmax[X];
matrix_1[5] = bbox->bbmax[Y];
matrix_1[6] = bbox->bbmin[Z];
matrix_1[7] = 1.0f;
matrix_1[8] = bbox->bbmax[X];
matrix_1[9] = bbox->bbmin[Y];
matrix_1[10] = bbox->bbmax[Z];
matrix_1[11] = 1.0f;
matrix_1[12] = bbox->bbmax[X];
matrix_1[13] = bbox->bbmin[Y];
matrix_1[14] = bbox->bbmin[Z];
matrix_1[15] = 1.0f;
matrix_2[0] = bbox->bbmin[X];
matrix_2[1] = bbox->bbmax[Y];
matrix_2[2] = bbox->bbmax[Z];
matrix_2[3] = 1.0f;
matrix_2[4] = bbox->bbmin[X];
matrix_2[5] = bbox->bbmax[Y];
matrix_2[6] = bbox->bbmin[Z];
matrix_2[7] = 1.0f;
matrix_2[8] = bbox->bbmin[X];
matrix_2[9] = bbox->bbmin[Y];
matrix_2[10] = bbox->bbmax[Z];
matrix_2[11] = 1.0f;
matrix_2[12] = bbox->bbmin[X];
matrix_2[13] = bbox->bbmin[Y];
matrix_2[14] = bbox->bbmin[Z];
matrix_2[15] = 1.0f;
glPushMatrix();
glLoadMatrixf(matrix);
glPushMatrix();
glMultMatrixf(matrix_1);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix_1);
glPopMatrix();
glMultMatrixf(matrix_2);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix_2);
glPopMatrix();
bbox->bbmin[X] = min2f(min2f(matrix_1[0], matrix_1[4]), min2f(matrix_1[8], matrix_1[12]));
bbox->bbmin[X] = min2f(bbox->bbmin[X], min2f(min2f(matrix_2[0], matrix_2[4]), min2f(matrix_2[8], matrix_2[12])));
bbox->bbmin[Y] = min2f(min2f(matrix_1[1], matrix_1[5]), min2f(matrix_1[9], matrix_1[13]));
bbox->bbmin[Y] = min2f(bbox->bbmin[Y], min2f(min2f(matrix_2[1], matrix_2[5]), min2f(matrix_2[9], matrix_2[13])));
bbox->bbmin[Z] = min2f(min2f(matrix_1[2], matrix_1[6]), min2f(matrix_1[10], matrix_1[14]));
bbox->bbmin[Z] = min2f(bbox->bbmin[Z], min2f(min2f(matrix_2[2], matrix_2[6]), min2f(matrix_2[10], matrix_2[14])));
bbox->bbmax[X] = max2f(max2f(matrix_1[0], matrix_1[4]), max2f(matrix_1[8], matrix_1[12]));
bbox->bbmax[X] = max2f(bbox->bbmax[X], max2f(max2f(matrix_2[0], matrix_2[4]), max2f(matrix_2[8], matrix_2[12])));
bbox->bbmax[Y] = max2f(max2f(matrix_1[1], matrix_1[5]), max2f(matrix_1[9], matrix_1[13]));
bbox->bbmax[Y] = max2f(bbox->bbmax[Y], max2f(max2f(matrix_2[1], matrix_2[5]), max2f(matrix_2[9], matrix_2[13])));
bbox->bbmax[Z] = max2f(max2f(matrix_1[2], matrix_1[6]), max2f(matrix_1[10], matrix_1[14]));
bbox->bbmax[Z] = max2f(bbox->bbmax[Z], max2f(max2f(matrix_2[2], matrix_2[6]), max2f(matrix_2[10], matrix_2[14])));
}
static __inline__ void get_intersect_start_stop(BBOX_TREE* bbox_tree, Uint32 type, Uint32* start, Uint32* stop)
{
Uint32 idx;
idx = bbox_tree->cur_intersect_type;
*start = bbox_tree->intersect[idx].start[type];
*stop = bbox_tree->intersect[idx].stop[type];
}
static __inline__ Uint32 get_intersect_item_ID(BBOX_TREE* bbox_tree, Uint32 index)
{
Uint32 idx;
idx = bbox_tree->cur_intersect_type;
return bbox_tree->intersect[idx].items[index].ID;
}
static __inline__ AABBOX get_intersect_item_bbox(BBOX_TREE* bbox_tree, Uint32 index)
{
Uint32 idx;
idx = bbox_tree->cur_intersect_type;
return bbox_tree->intersect[idx].items[index].bbox;
}
static __inline__ Uint32 get_intersect_item_options(BBOX_TREE* bbox_tree, Uint32 index)
{
Uint32 idx;
idx = bbox_tree->cur_intersect_type;
return bbox_tree->intersect[idx].items[index].options;
}
static __inline__ Uint32 get_cur_intersect_type(BBOX_TREE* bbox_tree)
{
return bbox_tree->cur_intersect_type;
}
static __inline__ void set_cur_intersect_type(BBOX_TREE* bbox_tree, Uint32 intersec_type)
{
bbox_tree->cur_intersect_type = intersec_type;
}
static __inline__ Uint32 get_3dobject_id(Uint32 index, Uint32 material)
{
return (index << 12) + material;
}
static __inline__ Uint32 get_3dobject_material(Uint32 ID)
{
return ID & 0x0FFF;
}
static __inline__ Uint32 get_3dobject_index(Uint32 ID)
{
return ID >> 12;
}
static __inline__ Uint32 get_terrain_id(Uint32 x, Uint32 y)
{
return (y << 12) + x;
}
static __inline__ Uint32 get_terrain_x(Uint32 ID)
{
return ID & 0xFFF;
}
static __inline__ Uint32 get_terrain_y(Uint32 ID)
{
return ID >> 12;
}
static __inline__ Uint32 is_blend_3d_object(Uint32 type)
{
switch (type)
{
case TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
default:
#ifdef DEBUG
LOG_ERROR("Wrong type (%d) for is_blend_3d_object!", type);
#endif
return 0;
}
}
static __inline__ Uint32 is_ground_3d_object(Uint32 type)
{
switch (type)
{
case TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
default:
#ifdef DEBUG
LOG_ERROR("Wrong type (%d) for is_ground_3d_object!", type);
#endif
return 0;
}
}
static __inline__ Uint32 is_alpha_3d_object(Uint32 type)
{
switch (type)
{
case TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
default:
#ifdef DEBUG
LOG_ERROR("Wrong type (%d) for is_alpha_3d_object!", type);
#endif
return 0;
}
}
static __inline__ Uint32 is_self_lit_3d_object(Uint32 type)
{
switch (type)
{
case TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT: return 0;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT: return 1;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT: return 0;
default:
#ifdef DEBUG
LOG_ERROR("Wrong type (%d) for is_self_lit_3d_object!", type);
#endif
return 0;
}
}
static __inline__ Uint32 get_type_mask_from_type(Uint32 type)
{
switch (type)
{
case TYPE_2D_NO_ALPHA_OBJECT:
return TYPE_MASK_2D_NO_ALPHA_OBJECT;
case TYPE_2D_ALPHA_OBJECT:
return TYPE_MASK_2D_ALPHA_OBJECT;
case TYPE_3D_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_SELF_LIT_OBJECT;
case TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT:
return TYPE_MASK_3D_NO_BLEND_NO_SELF_LIT_OBJECT;
case TYPE_PARTICLE_SYSTEM:
return TYPE_MASK_PARTICLE_SYSTEM;
case TYPE_LIGHT:
return TYPE_MASK_LIGHT;
case TYPE_TERRAIN:
return TYPE_MASK_TERRAIN;
case TYPE_NO_REFLECTIV_WATER:
return TYPE_MASK_NO_REFLECTIV_WATER;
case TYPE_REFLECTIV_WATER:
return TYPE_MASK_REFLECTIV_WATER;
default:
#ifdef DEBUG
LOG_ERROR("Wrong type (%d) for get_type_mask_from_type!", type);
#endif
return 0;
}
}
/**
* @ingroup misc
* @brief Checks which objects of the bounding-box-tree are in the frustum.
*
* Checks which objects of the axis-aligned-bounding-box-tree are in the frustum.
*
* @param bbox_tree The bounding-box-tree holding the objects.
* @param frustum The frustum, mostly the view-frustum.
* @param mask The mask used with the frustum.
*
* @callgraph
*/
void check_bbox_tree(BBOX_TREE* bbox_tree);
/**
* @ingroup misc
* @brief Frees the given bounding-box-tree.
*
* Frees the given bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
*
* @callgraph
*/
void free_bbox_tree(BBOX_TREE* bbox_tree);
/**
* @ingroup misc
* @brief Clears the given bounding-box-tree.
*
* Clears the data of the given bounding-box-tree without
* freeing the bounding boxtree.
*
* @param bbox_tree The bounding-box-tree.
*
* @callgraph
*/
void clear_bbox_tree(BBOX_TREE* bbox_tree);
/**
* @ingroup misc
* @brief Creates a bounding-box-tree.
*
* Creates an empty bounding-box-tree.
*
* @retval BBOX_TREE The bounding-box-tree.
* @callgraph
*/
BBOX_TREE* build_bbox_tree();
/**
* @ingroup misc
* @brief Inits a bounding-box-tree.
*
* Inits a bounding-box-tree from a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param bbox_tree The bounding-box-tree.
* @callgraph
*/
void init_bbox_tree(BBOX_TREE* bbox_tree, const BBOX_ITEMS *bbox_items);
/**
* @ingroup misc
* @brief Adds a static light to a list of static objects.
*
* Adds a static light to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static light.
* @param bbox The bounding box of the static light.
* @callgraph
*/
void add_light_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox);
/**
* @ingroup misc
* @brief Adds a static 3d object to a list of static objects.
*
* Adds a static 3d object to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static 3d object.
* @param bbox The bounding box of the static 3d object.
* @param blend Is this a blend object?
* @param ground Is this a ground object?
* @callgraph
*/
void add_3dobject_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox, Uint32 blend, Uint32 ground, Uint32 alpha, Uint32 self_lit, Uint32 texture_id);
/**
* @ingroup misc
* @brief Adds a static 2d object to a list of static objects.
*
* Adds a static 2d object to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static 2d object.
* @param bbox The bounding box of the static 2d object.
* @param alpha Is this an alpha object?
* @callgraph
*/
void add_2dobject_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox, Uint32 alpha, Uint32 texture_id);
/**
* @ingroup misc
* @brief Adds a static particle system to a list of static objects.
*
* Adds a static particle system to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static particle system.
* @param bbox The bounding box of the static particle system.
* @param sblend The sblend value of the static particle system.
* @param dblend The dblend value of the static particle system.
* @callgraph
*/
void add_particle_sys_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox, Uint32 sblend, Uint32 dblend);
/**
* @ingroup misc
* @brief Adds a static terrain tile to a list of static objects.
*
* Adds a static terrain tile to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static terrain tile.
* @param bbox The bounding box of the static terrain tile.
* @param texture_id The ID of the texture_id.
* @callgraph
*/
void add_terrain_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox, Uint32 texture_id);
/**
* @ingroup misc
* @brief Adds a static water tile to a list of static objects.
*
* Adds a static water tile to a list of static objects.
*
* @param bbox_items The list of the static objects.
* @param ID The ID of the static water tile.
* @param bbox The bounding box of the static water tile.
* @param reflectiv Is the tile reflectiv.
* @param texture_id The ID of the texture_id.
* @callgraph
*/
void add_water_to_list(BBOX_ITEMS *bbox_items, Uint32 ID, const AABBOX bbox, Uint32 reflectiv, Uint32 texture_id);
/**
* @ingroup misc
* @brief Adds a 3d object to the bounding-box-tree.
*
* Adds a 3d object to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the 3d object.
* @param bbox The bounding box of the dynamic 3d object.
* @param blend Is this a blend object?
* @param ground Is this a ground object?
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void add_3dobject_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 blend, Uint32 ground, Uint32 alpha, Uint32 self_lit, Uint32 texture_id, Uint32 dynamic);
/**
* @ingroup misc
* @brief Adds a 2d object to the bounding-box-tree.
*
* Adds a 2d object to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the 3d object.
* @param bbox The bounding box of the dynamic 2d object.
* @param alpha Is this an alpha object?
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void add_2dobject_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 alpha, Uint32 texture_id, Uint32 dynamic);
/**
* @ingroup misc
* @brief Adds a particle system to the bounding-box-tree.
*
* Adds a particle system to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the particle system.
* @param bbox The bounding box of the dynamic particle system.
* @param sblend The sblend value of the dynamic particle system.
* @param dblend The dblend value of the dynamic particle system.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void add_particle_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 sblend, Uint32 dblend, Uint32 dynamic);
/**
* @ingroup misc
* @brief Adds a light to the bounding-box-tree.
*
* Adds a light to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the light.
* @param bbox The bounding box of the light.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void add_light_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 dynamic);
/**
* @ingroup misc
* @brief Adds a terrain tile to the bounding-box-tree.
*
* Adds a terrain tile to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the terrain tile.
* @param bbox The bounding box of the terrain tile.
* @param texture_id The ID of the texture_id.
* @callgraph
*/
void add_terrain_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 texture_id, Uint32 dynamic);
/**
* @ingroup misc
* @brief Adds a water tile to the bounding-box-tree.
*
* Adds a water tile to the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the water tile.
* @param bbox The bounding box of the water tile.
* @param reflectiv Is the tile reflectiv.
* @param texture_id The ID of the texture_id.
* @callgraph
*/
void add_water_to_abt(BBOX_TREE *bbox_tree, Uint32 ID, const AABBOX bbox, Uint32 reflectiv, Uint32 texture_id, Uint32 dynamic);
/**
* @ingroup misc
* @brief Deletes a 3d object from the bounding-box-tree.
*
* Deletes a 3d object from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the 3d object.
* @param blend Is this a blend object?
* @param ground Is this a ground object?
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_3dobject_from_abt(BBOX_TREE *bbox_tree, Uint32 ID, Uint32 blend, Uint32 self_lit);
/**
* @ingroup misc
* @brief Deletes a 2d object from the bounding-box-tree.
*
* Deletes a 2d object from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the 2d object.
* @param alpha Is this an alpha object?
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_2dobject_from_abt(BBOX_TREE *bbox_tree, Uint32 ID, Uint32 alpha);
/**
* @ingroup misc
* @brief Deletes a particle system from the bounding-box-tree.
*
* Deletes a particle system from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the particle system.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_particle_from_abt(BBOX_TREE *bbox_tree, Uint32 ID);
/**
* @ingroup misc
* @brief Deletes a light from the bounding-box-tree.
*
* Deletes a light from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the light.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_light_from_abt(BBOX_TREE *bbox_tree, Uint32 ID);
/**
* @ingroup misc
* @brief Deletes a terrain tile from the bounding-box-tree.
*
* Deletes a terrain tile from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the terrain tile.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_terrain_from_abt(BBOX_TREE *bbox_tree, Uint32 ID);
/**
* @ingroup misc
* @brief Deletes a water tile from the bounding-box-tree.
*
* Deletes a water tile from the bounding-box-tree.
*
* @param bbox_tree The bounding-box-tree.
* @param ID The ID of the water tile.
* @param reflectiv Is the tile reflectiv.
* @param dynamic Is this a dynamic object?
* @callgraph
*/
void delete_water_from_abt(BBOX_TREE *bbox_tree, Uint32 ID, Uint32 reflectiv);
/**
* @ingroup misc
* @brief Creates a list for static objects.
*
* Creates a list for static objects.
*
* @param size The minimum size of the list for the static objects.
* @retval BBOX_ITEMS The list for the static objects.
* @callgraph
*/
BBOX_ITEMS* create_bbox_items(Uint32 size);
/**
* @ingroup misc
* @brief Frees the list for static objects.
*
* Frees the list for static objects.
*
* @param bbox_items The list of the static objects.
* @callgraph
*/
void free_bbox_items(BBOX_ITEMS* bbox_items);
/**
* @ingroup misc
* @brief Sets all intersection lists to update needed.
*
* Sets all intersection lists to update needed.
*
* @param bbox_tree The bounding box tree of the intersection list.
* @callgraph
*/
void set_all_intersect_update_needed(BBOX_TREE* bbox_tree);
/**
* @ingroup misc
* @brief Calculates the scene bounding box.
*
* Calculates the bounding box that enclose the hole scene.
*
* @param bbox_tree The bounding-box-tree holding the objects.
* @param frustum The frustum.
* @param frustum The frustum mask.
* @param bbox The bbox of the objects in the frustum.
*
* @callgraph
*/
void calc_scene_bbox(BBOX_TREE* bbox_tree, AABBOX* bbox);
extern BBOX_TREE* main_bbox_tree;
extern BBOX_ITEMS* main_bbox_tree_items;
int aabb_in_frustum(const AABBOX bbox);
void calculate_light_frustum(double* modl, double* proj);
/**
* @ingroup misc
* @brief Checks if the box intersect with the click line.
*
* Checks if the bounding box intersect with the click line.
*
* @param bbox bounding box
* @retval int 1 (true), if intersect, else 0 (false).
* @callgraph
*/
int click_line_bbox_intersection(const AABBOX bbox);
/**
* @ingroup misc
* @brief Set the click line.
*
* Set click line.
*
* @callgraph
*/
void set_click_line();
void set_frustum(BBOX_TREE* bbox_tree, const FRUSTUM frustum, Uint32 mask);
void check_bbox_tree_shadow(BBOX_TREE* bbox_tree, const FRUSTUM frustum, Uint32 mask, const FRUSTUM view_frustum,
Uint32 view_mask, const VECTOR3 light_dir);
void reflection_portal_check(BBOX_TREE* bbox_tree, const PLANE* portals, Uint32 count);
extern PLANE* reflection_portals;
extern LINE click_line;
#ifdef __cplusplus
} // extern "C"
#endif
#endif