submodel.cpp
来自「3D游戏开发需要用到BSP树来经行场景渲染的管理。本代码包含完整的BSP及文件生」· C++ 代码 · 共 39 行
CPP
39 行
#include "bspconv.h"
#include "bspbrush.h"
_CBSPLeafNode *CreateSubmodel(CMapEntity* entity) {
CVector<CMapBrush> *brushes = entity->GetBrushes();
if (!brushes->GetNum()) {
return 0;
}
_CBSPLeafNode *leaf = new _CBSPLeafNode;
leaf->brushes.TailAlloc(brushes->GetNum());
leaf->min = vec4( WORLD_SIZE, WORLD_SIZE, WORLD_SIZE);
leaf->max = vec4(-WORLD_SIZE, -WORLD_SIZE, -WORLD_SIZE);
for(int i=0; i<brushes->GetNum(); i++) {
leaf->brushes[i] = new _CBSPBrush;
_CBSPBrush *brush = leaf->brushes[i];
brush->BuildBrush( &brushes->GetElemNoBCheck(i) );
leaf->faces.Append( brush->faces );
for(int i=0; i<brush->faces.GetNum(); i++) {
CAlignedVec<vec4> *p = brush->faces[i]->winding.GetPoints();
for(int j=0; j<p->GetNum(); j++) {
leaf->min.minSelf( p->GetElemNoBCheck(j) );
leaf->max.maxSelf( p->GetElemNoBCheck(j) );
}
}
}
g_CLog.Log(LOG_SYSTEM, "%4d faces on submodel.", leaf->faces.GetNum());
return leaf;
}
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