//! Functions for figuring out what to render #![allow(dead_code)] use stockton_levels::prelude::*; use stockton_levels::parts::tree::{BspNode, BspNodeValue}; use stockton_types::Vector3; /// Get the visible faces according to visdata and frustum culling // TODO: Write this. For now, just render all faces pub fn get_visible_faces>(pos: Vector3, file: &T) -> Vec { let vis_cluster = get_cluster_id(pos, file); let mut visible = Vec::with_capacity(file.faces_len() as usize); if (vis_cluster & 0x80000000) != 0 { // Negative = Invalid camera position // For now just render everything for face_idx in 0..file.faces_len() { visible.push(face_idx); } return visible; } walk_bsp_tree(file.get_bsp_root(), vis_cluster, &mut visible, file); visible } pub fn walk_bsp_tree>( node: &BspNode, vis_cluster: u32, visible_faces: &mut Vec, file: &T, ) { if let BspNodeValue::Children(front, back) = &node.value { walk_bsp_tree(back, vis_cluster, visible_faces, file); walk_bsp_tree(front, vis_cluster, visible_faces, file); } else if let BspNodeValue::Leaf(leaf) = &node.value { if (leaf.cluster_id & 0x80000000) != 0 { // Negative means invalid leaf return; } else if file.cluster_visible_from(vis_cluster, leaf.cluster_id) { for face_idx in leaf.faces_idx.iter() { // TODO: Culling or something visible_faces.push(*face_idx); } } } } /// Get the viscluster pos lies in fn get_cluster_id>(pos: Vector3, file: &T) -> u32 { let mut node = file.get_bsp_root(); while let BspNodeValue::Children(front, back) = &node.value { let plane = file.get_plane(node.plane_idx); let dist = plane.normal.dot(&pos) - plane.dist; if dist >= 0.0 { node = front; } else { node = back; } } if let BspNodeValue::Leaf(leaf) = &node.value { leaf.cluster_id } else { panic!("should have had a leaf but didn't"); } }