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fteqw/engine/server/world.c
Spoike c4d3497054 some Q2 compat tweaks. moved all q2 temp-ents to particle scripts.
PF_VarString can now shortcircuit, directly returning the first argument (which also bypasses related length limitations). this required const correctness fixes.
r_showshaders cvar reports the wall texture being pointed at.
improve dp compat in a number of areas, should now mostly be able to run xonotic 0.8.2, but will need some more extra cvars/defaults/stuff.
fix q3bsp loader race condition.
fix dpm loader multi-surface issue.
remove limit on stringbuffer count.
don't poll xinput (because its disturbingly slow), instead wait for some window message before re-checking.
fixed splitscreen saved games.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5140 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-14 16:38:44 +00:00

2559 lines
66 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// world.c -- world query functions
#include "quakedef.h"
#include "pr_common.h"
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
extern cvar_t sv_compatiblehulls;
extern cvar_t sv_gameplayfix_nolinknonsolid;
typedef struct
{
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int type;
int hitcontentsmask;
wedict_t *passedict;
#ifdef Q2SERVER
q2edict_t *q2passedict;
#endif
int hullnum;
qboolean capsule;
} moveclip_t;
/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static mclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
/*
===================
SV_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
static void World_InitBoxHull (void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
for (i=0 ; i<6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i&1;
box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side^1] = i + 1;
else
box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID;
box_planes[i].type = i>>1;
box_planes[i].normal[i>>1] = 1;
}
}
/*
===================
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *World_HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
model_t mod_capsule;
qboolean World_BoxTrace(struct model_s *model, int hulloverride, int frame, vec3_t axis[3], vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace)
{
hull_t *hull = &box_hull;
//bbox vs bbox
//capsule vs bbox (NYI)
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = true;
VectorCopy (p2, trace->endpos);
return Q1BSP_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, p1, p2, trace);
}
qboolean World_CapsuleTrace(struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace)
{
//bbox vs capsule (NYI)
//capsule vs capsule (NYI)
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = false;
VectorCopy(p2, trace->endpos);
if (capsule)
{ //capsule vs capsule.
//no orientation support on either (ignore axis)
float sr = ((model->maxs[0]-model->mins[0]) + (model->maxs[1]-model->mins[1]))/4.0;
float sh = (model->maxs[2]-model->mins[2]) - sr*2;
float mr = ((maxs[0]-mins[0]) + (maxs[1]-mins[1]))/4.0;
float mh = (maxs[2]-mins[2]) - mr*2;
vec3_t sup = {0, 0, 1};
vec3_t dir, sright;
vec4_t nearestplane;
float d1, d2;
vec3_t nearestpoint;
float neardist;
//expand the static capsule's height+radius by the mover's height+radius, so that its point+capsule instead
sr += mr;
sh += mh;
VectorSubtract(p1, p2, dir);
d2=VectorNormalize(dir);
CrossProduct(sup, dir, sright);
VectorNormalize(sright);
CrossProduct(sup, sright, nearestplane);
VectorNormalize(nearestplane);
nearestplane[3] = DotProduct(vec3_origin, nearestplane); //capsule is at 0 0 0
d1 = DotProduct(nearestplane, p1) - nearestplane[3];
d2 = DotProduct(nearestplane, p2) - nearestplane[3];
d2 = -d1 /(d1+d2);
VectorInterpolate(p1, d2, p2, nearestpoint);
neardist = VectorLength(nearestpoint);
if (neardist < sr)
{
float x, y, oz, nz;
//sqrt(h*h-(x*x+y*y))=z
//change the hypotenuse from the messed up value to the actual radius
//and update z to match the changed h
x = DotProduct(sup, nearestpoint) - 0;
y = DotProduct(sright, nearestpoint) - 0;
oz = DotProduct(nearestplane, nearestpoint) - nearestplane[3];
nz = sqrt(sr*sr - (x*x+y*y));
VectorMA(nearestpoint, nz-oz, dir, trace->endpos);
trace->fraction = 0;
}
}
return false;
}
model_t *World_CapsuleForBox(vec3_t mins, vec3_t maxs)
{
VectorCopy(mins, mod_capsule.mins);
VectorCopy(maxs, mod_capsule.maxs);
mod_capsule.funcs.NativeTrace = World_CapsuleTrace;
return &mod_capsule;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
/*
===============
SV_CreateAreaNode
===============
*/
static areanode_t *World_CreateAreaNode (world_t *w, int depth, vec3_t mins, vec3_t maxs)
{
areanode_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &w->areanodes[w->numareanodes];
w->numareanodes++;
ClearLink (&anode->edicts);
VectorSubtract (maxs, mins, size);
if (depth == w->areanodedepth || (size[0] < 512 && size[1] < 512))
{
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
if (size[0] > size[1])
anode->axis = 0;
else
anode->axis = 1;
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy (mins, mins1);
VectorCopy (mins, mins2);
VectorCopy (maxs, maxs1);
VectorCopy (maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = World_CreateAreaNode (w, depth+1, mins2, maxs2);
anode->children[1] = World_CreateAreaNode (w, depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void World_ClearWorld (world_t *w, qboolean relink)
{
int i;
wedict_t *ent;
int maxdepth;
vec3_t mins, maxs;
if (w->worldmodel)
{
VectorCopy(w->worldmodel->mins, mins);
VectorCopy(w->worldmodel->maxs, maxs);
}
else
{
VectorSet(mins, -4096, -4096, -4096);
VectorSet(maxs, 4096, 4096, 4096);
}
World_InitBoxHull ();
memset (&w->portallist, 0, sizeof(w->portallist));
ClearLink (&w->portallist.edicts);
w->portallist.axis = -1;
maxdepth = 8;
if (!w->areanodes || w->areanodedepth != maxdepth)
{
Z_Free(w->areanodes);
w->areanodedepth = maxdepth;
w->areanodes = Z_Malloc(sizeof(*w->areanodes) * (pow(2, w->areanodedepth+1)-1));
}
else
memset (w->areanodes, 0, sizeof(*w->areanodes)*w->numareanodes);
w->numareanodes = 0;
World_CreateAreaNode (w, 0, mins, maxs);
if (relink)
{
for (i=0 ; i<w->num_edicts ; i++)
{
ent = WEDICT_NUM(w->progs, i);
if (!ent)
continue;
ent->area.prev = ent->area.next = NULL;
if (ED_ISFREE(ent))
continue;
World_LinkEdict (w, ent, false); // relink ents so touch functions continue to work.
}
}
}
/*
===============
SV_UnlinkEdict
===============
*/
void World_UnlinkEdict (wedict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink (&ent->area);
ent->area.prev = ent->area.next = NULL;
}
/*
====================
SV_TouchLinks
====================
*/
#define MAX_NODELINKS 256 //all this means is that any more than this will not touch.
static wedict_t *nodelinks[MAX_NODELINKS];
void World_TouchLinks (world_t *w, wedict_t *ent, areanode_t *node)
{
link_t *l, *next;
wedict_t *touch;
int linkcount = 0, ln;
//work out who they are first.
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
if (linkcount == MAX_NODELINKS)
break;
next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch == ent)
continue;
if (!touch->v->touch || touch->v->solid != SOLID_TRIGGER)
continue;
if (ent->v->absmin[0] > touch->v->absmax[0]
|| ent->v->absmin[1] > touch->v->absmax[1]
|| ent->v->absmin[2] > touch->v->absmax[2]
|| ent->v->absmax[0] < touch->v->absmin[0]
|| ent->v->absmax[1] < touch->v->absmin[1]
|| ent->v->absmax[2] < touch->v->absmin[2] )
continue;
if (!((int)ent->xv->dimension_solid & (int)touch->xv->dimension_hit))
continue;
nodelinks[linkcount++] = touch;
}
for (ln = 0; ln < linkcount; ln++)
{
touch = nodelinks[ln];
//make sure nothing moved it away
if (ED_ISFREE(touch))
continue;
if (!touch->v->touch || touch->v->solid != SOLID_TRIGGER)
continue;
if (ent->v->absmin[0] > touch->v->absmax[0]
|| ent->v->absmin[1] > touch->v->absmax[1]
|| ent->v->absmin[2] > touch->v->absmax[2]
|| ent->v->absmax[0] < touch->v->absmin[0]
|| ent->v->absmax[1] < touch->v->absmin[1]
|| ent->v->absmax[2] < touch->v->absmin[2] )
continue;
if (!((int)ent->xv->dimension_solid & (int)touch->xv->dimension_hit)) //didn't change did it?...
continue;
w->Event_Touch(w, touch, ent);
if (ED_ISFREE(ent))
break;
}
// recurse down both sides
if (node->axis == -1 || ED_ISFREE(ent))
return;
if (ent->v->absmax[node->axis] > node->dist)
World_TouchLinks (w, ent, node->children[0]);
if (ent->v->absmin[node->axis] < node->dist)
World_TouchLinks (w, ent, node->children[1]);
}
#if defined(Q2BSPS) || defined(Q3BSPS)
void Q23BSP_FindTouchedLeafs(model_t *model, struct pvscache_s *ent, float *mins, float *maxs)
{
#define MAX_TOTAL_ENT_LEAFS 128
int leafs[MAX_TOTAL_ENT_LEAFS];
int clusters[MAX_TOTAL_ENT_LEAFS];
int num_leafs;
int topnode;
int i, j;
int area;
int nullarea = (model->fromgame == fg_quake2)?0:-1;
//ent->num_leafs == q2's ent->num_clusters
ent->num_leafs = 0;
ent->areanum = nullarea;
ent->areanum2 = nullarea;
if (!mins || !maxs)
return;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums (model, mins, maxs,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (model, leafs[i]);
area = CM_LeafArea (model, leafs[i]);
if (area != nullarea)
{ // doors may legally straggle two areas,
// but nothing should ever need more than that
if (ent->areanum != nullarea && ent->areanum != area)
ent->areanum2 = area;
else
ent->areanum = area;
}
}
if (num_leafs >= MAX_TOTAL_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_leafs = -1;
ent->headnode = topnode;
}
else
{
ent->num_leafs = 0;
for (i=0 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_leafs = -1;
ent->headnode = topnode;
break;
}
ent->leafnums[ent->num_leafs++] = clusters[i];
}
}
}
}
#endif
/*
===============
SV_LinkEdict
===============
*/
void QDECL World_LinkEdict (world_t *w, wedict_t *ent, qboolean touch_triggers)
{
areanode_t *node;
if (ent->area.prev)
World_UnlinkEdict (ent); // unlink from old position
if (ent == w->edicts)
return; // don't add the world
if (ED_ISFREE(ent))
return;
// set the abs box
if (ent->v->solid == SOLID_BSP &&
(ent->v->angles[0] || ent->v->angles[1] || ent->v->angles[2]) )
{ // expand for rotation
#if 1
int i;
float v;
float max;
//q2 method
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->v->mins[i]);
if (v > max)
max = v;
v =fabs( ent->v->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->v->absmin[i] = ent->v->origin[i] - max;
ent->v->absmax[i] = ent->v->origin[i] + max;
}
#else
int i;
vec3_t f, r, u;
vec3_t mn, mx;
//we need to link to the correct leaves
AngleVectors(ent->v->angles, f,r,u);
mn[0] = DotProduct(ent->v->mins, f);
mn[1] = -DotProduct(ent->v->mins, r);
mn[2] = DotProduct(ent->v->mins, u);
mx[0] = DotProduct(ent->v->maxs, f);
mx[1] = -DotProduct(ent->v->maxs, r);
mx[2] = DotProduct(ent->v->maxs, u);
for (i = 0; i < 3; i++)
{
if (mn[i] < mx[i])
{
ent->v->absmin[i] = ent->v->origin[i]+mn[i]-0.1;
ent->v->absmax[i] = ent->v->origin[i]+mx[i]+0.1;
}
else
{ //box went inside out
ent->v->absmin[i] = ent->v->origin[i]+mx[i]-0.1;
ent->v->absmax[i] = ent->v->origin[i]+mn[i]+0.1;
}
}
#endif
}
else
{
VectorAdd (ent->v->origin, ent->v->mins, ent->v->absmin);
VectorAdd (ent->v->origin, ent->v->maxs, ent->v->absmax);
}
if (!ent->v->solid)
ent->solidsize = ES_SOLID_BSP;
else// if (1)///*ent->v->modelindex || */ent->v->model)
{
model_t *mod = w->Get_CModel(w, ent->v->modelindex);
if (mod && mod->type == mod_brush)
ent->solidsize = ES_SOLID_BSP;
else
ent->solidsize = COM_EncodeSize(ent->v->mins, ent->v->maxs);
}
//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
if ((int)ent->v->flags & FL_ITEM)
{
ent->v->absmin[0] -= 15;
ent->v->absmin[1] -= 15;
ent->v->absmin[2] -= 1;
ent->v->absmax[0] += 15;
ent->v->absmax[1] += 15;
ent->v->absmax[2] += 1;
}
else
{ // because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->v->absmin[0] -= 1;
ent->v->absmin[1] -= 1;
ent->v->absmin[2] -= 1;
ent->v->absmax[0] += 1;
ent->v->absmax[1] += 1;
ent->v->absmax[2] += 1;
}
// link to PVS leafs
if (w->worldmodel && w->worldmodel->loadstate == MLS_LOADED && w->worldmodel->funcs.FindTouchedLeafs)
{
w->worldmodel->funcs.FindTouchedLeafs(w->worldmodel, &ent->pvsinfo, ent->v->absmin, ent->v->absmax);
}
if (ent->v->solid == SOLID_NOT && !sv_gameplayfix_nolinknonsolid.ival)
return;
// find the first node that the ent's box crosses
if (ent->v->solid == SOLID_PORTAL)
node = &w->portallist;
else
{
node = w->areanodes;
while (1)
{
if (node->axis == -1)
break;
if (ent->v->absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->v->absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
}
// link it in
InsertLinkBefore (&ent->area, &node->edicts);
// if touch_triggers, touch all entities at this node and decend for more
if (touch_triggers && ent->v->solid != SOLID_NOT)
World_TouchLinks (w, ent, w->areanodes);
}
#ifdef Q2SERVER
void VARGS WorldQ2_UnlinkEdict(world_t *w, q2edict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink (&ent->area);
ent->area.prev = ent->area.next = NULL;
}
void VARGS WorldQ2_LinkEdict(world_t *w, q2edict_t *ent)
{
areanode_t *node;
int leafs[MAX_TOTAL_ENT_LEAFS];
int clusters[MAX_TOTAL_ENT_LEAFS];
int num_leafs;
int i, j;
int area;
int topnode;
if (ent->area.prev)
WorldQ2_UnlinkEdict (w, ent); // unlink from old position
if (ent == ge->edicts)
return; // don't add the world
if (!ent->inuse)
return;
// set the size
VectorSubtract (ent->maxs, ent->mins, ent->size);
// encode the size into the entity_state for client prediction
if (ent->solid == Q2SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER))
{ // assume that x/y are equal and symetric
ent->s.solid = COM_EncodeSize(ent->mins, ent->maxs);
/*
i = ent->maxs[0]/8;
if (i<1)
i = 1;
if (i>31)
i = 31;
// z is not symetric
j = (-ent->mins[2])/8;
if (j<1)
j = 1;
if (j>31)
j = 31;
// and z maxs can be negative...
k = (ent->maxs[2]+32)/8;
if (k<1)
k = 1;
if (k>63)
k = 63;
//fixme: 32bit?
ent->s.solid = (k<<10) | (j<<5) | i;*/
}
else if (ent->solid == Q2SOLID_BSP)
{
ent->s.solid = ES_SOLID_BSP; // a solid_bbox will never create this value
}
else
ent->s.solid = 0;
// set the abs box
if (ent->solid == Q2SOLID_BSP &&
(ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) )
{ // expand for rotation
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->mins[i]);
if (v > max)
max = v;
v =fabs( ent->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->absmin[i] = ent->s.origin[i] - max;
ent->absmax[i] = ent->s.origin[i] + max;
}
}
else
{ // normal
VectorAdd (ent->s.origin, ent->mins, ent->absmin);
VectorAdd (ent->s.origin, ent->maxs, ent->absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->absmin[0] -= 1;
ent->absmin[1] -= 1;
ent->absmin[2] -= 1;
ent->absmax[0] += 1;
ent->absmax[1] += 1;
ent->absmax[2] += 1;
// link to PVS leafs
ent->num_clusters = 0;
ent->areanum = 0;
ent->areanum2 = 0;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums (w->worldmodel, ent->absmin, ent->absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (w->worldmodel, leafs[i]);
area = CM_LeafArea (w->worldmodel, leafs[i]);
if (area)
{ // doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum && ent->areanum != area)
ent->areanum2 = area;
else
ent->areanum = area;
}
}
if (num_leafs >= MAX_TOTAL_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_clusters = -1;
ent->headnode = topnode;
}
else
{
ent->num_clusters = 0;
for (i=0 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_clusters == MAX_ENT_CLUSTERS)
{ // assume we missed some leafs, and mark by headnode
ent->num_clusters = -1;
ent->headnode = topnode;
break;
}
ent->clusternums[ent->num_clusters++] = clusters[i];
}
}
}
// if first time, make sure old_origin is valid
if (!ent->linkcount)
{
VectorCopy (ent->s.origin, ent->s.old_origin);
}
ent->linkcount++;
if (ent->solid == Q2SOLID_NOT)
return;
// find the first node that the ent's box crosses
node = w->areanodes;
while (1)
{
if (node->axis == -1)
break;
if (ent->absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
InsertLinkBefore (&ent->area, &node->edicts);
}
void WorldQ2_Q1BSP_LinkEdict(world_t *w, q2edict_t *ent)
{
areanode_t *node;
int i, j, k;
if (ent->area.prev)
WorldQ2_UnlinkEdict (w, ent); // unlink from old position
if (ent == ge->edicts)
return; // don't add the world
if (!ent->inuse)
return;
// set the size
VectorSubtract (ent->maxs, ent->mins, ent->size);
// encode the size into the entity_state for client prediction
if (ent->solid == Q2SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER))
{ // assume that x/y are equal and symetric
i = ent->maxs[0]/8;
if (i<1)
i = 1;
if (i>31)
i = 31;
// z is not symetric
j = (-ent->mins[2])/8;
if (j<1)
j = 1;
if (j>31)
j = 31;
// and z maxs can be negative...
k = (ent->maxs[2]+32)/8;
if (k<1)
k = 1;
if (k>63)
k = 63;
ent->s.solid = (k<<10) | (j<<5) | i;
}
else if (ent->solid == Q2SOLID_BSP)
{
ent->s.solid = 31; // a solid_bbox will never create this value
}
else
ent->s.solid = 0;
// set the abs box
if (ent->solid == Q2SOLID_BSP &&
(ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) )
{ // expand for rotation
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->mins[i]);
if (v > max)
max = v;
v =fabs( ent->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->absmin[i] = ent->s.origin[i] - max;
ent->absmax[i] = ent->s.origin[i] + max;
}
}
else
{ // normal
VectorAdd (ent->s.origin, ent->mins, ent->absmin);
VectorAdd (ent->s.origin, ent->maxs, ent->absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->absmin[0] -= 1;
ent->absmin[1] -= 1;
ent->absmin[2] -= 1;
ent->absmax[0] += 1;
ent->absmax[1] += 1;
ent->absmax[2] += 1;
// link to PVS leafs
ent->num_clusters = 0;
ent->areanum = 0;
ent->areanum2 = 0;
ent->areanum = 1;
/*
//get all leafs, including solids
num_leafs = CM_BoxLeafnums (ent->absmin, ent->absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (leafs[i]);
area = CM_LeafArea (leafs[i]);
if (area)
{ // doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum && ent->areanum != area)
{
ent->areanum2 = area;
}
else
ent->areanum = area;
}
}
if (num_leafs >= MAX_TOTAL_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_clusters = -1;
ent->headnode = topnode;
}
else
{
ent->num_clusters = 0;
for (i=0 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_clusters == MAX_ENT_CLUSTERS)
{ // assume we missed some leafs, and mark by headnode
ent->num_clusters = -1;
ent->headnode = topnode;
break;
}
ent->clusternums[ent->num_clusters++] = clusters[i];
}
}
}
*/
// if first time, make sure old_origin is valid
if (!ent->linkcount)
{
VectorCopy (ent->s.origin, ent->s.old_origin);
}
ent->linkcount++;
if (ent->solid == Q2SOLID_NOT)
return;
// find the first node that the ent's box crosses
node = w->areanodes;
while (1)
{
if (node->axis == -1)
break;
if (ent->absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
InsertLinkBefore (&ent->area, &node->edicts);
}
#endif
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_PointContents
==================
*/
int World_PointContents (world_t *w, vec3_t p)
{
return w->worldmodel->funcs.PointContents(w->worldmodel, NULL, p);
}
//===========================================================================
/*
============
SV_TestEntityPosition
A small wrapper around SV_BoxInSolidEntity that never clips against the
supplied entity.
============
*/
wedict_t *World_TestEntityPosition (world_t *w, wedict_t *ent)
{
trace_t trace;
trace = World_Move (w, ent->v->origin, ent->v->mins, ent->v->maxs, ent->v->origin, ((ent->v->solid == SOLID_NOT || ent->v->solid == SOLID_TRIGGER)?MOVE_NOMONSTERS:0), ent);
if (trace.startsolid || trace.allsolid)
return trace.ent?trace.ent:w->edicts;
return NULL;
}
qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
//wrapper function. Rotates the start and end positions around the angles if needed.
//qboolean TransformedHullCheck (hull_t *hull, vec3_t start, vec3_t end, trace_t *trace, vec3_t angles)
qboolean World_TransformedTrace (struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, struct trace_s *trace, vec3_t origin, vec3_t angles, unsigned int hitcontentsmask)
{
vec3_t start_l, end_l;
vec3_t axis[3];
qboolean result;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = true;
trace->startsolid = false;
trace->inopen = true; //probably wrong...
VectorCopy (end, trace->endpos);
if (IS_NAN(end[0]) || IS_NAN(end[1]) || IS_NAN(end[2]))
{
Con_DPrintf("Nan in traceline\n");
return false;
}
// don't rotate non bsp ents. Too small to bother.
if (model && model->loadstate == MLS_LOADED)
{
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
result = model->funcs.NativeTrace (model, hulloverride, framestate, axis, start_l, end_l, mins, maxs, capsule, hitcontentsmask, trace);
}
else
{
result = model->funcs.NativeTrace (model, hulloverride, framestate, NULL, start_l, end_l, mins, maxs, capsule, hitcontentsmask, trace);
}
VectorAdd (trace->endpos, origin, trace->endpos);
}
else if (hitcontentsmask & FTECONTENTS_BODY)
{
hull_t *hull = &box_hull;
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
VectorCopy (end_l, trace->endpos);
result = Q1BSP_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
VectorAdd (trace->endpos, origin, trace->endpos);
trace->contents = FTECONTENTS_BODY;
}
else
result = false;
return result;
}
/*
==================
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
static trace_t World_ClipMoveToEntity (world_t *w, wedict_t *ent, vec3_t eorg, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hullnum, qboolean hitmodel, qboolean capsule, unsigned int hitcontentsmask) //hullnum overrides min/max for q1 style bsps
{
trace_t trace;
model_t *model;
int mdlidx = ent->v->modelindex;
framestate_t framestate;
// get the clipping hull
if ((ent->v->solid == SOLID_BSP || ent->v->solid == SOLID_PORTAL) && mdlidx)
{
model = w->Get_CModel(w, mdlidx);
if (!model || (model->type != mod_brush && model->type != mod_heightmap))
{
// Host_Error("SOLID_BSP with non bsp model (classname: %s)", PR_GetString(w->progs, ent->v->classname));
model = NULL;
}
}
else
model = NULL;
if (!model || model->loadstate != MLS_LOADED)
{
vec3_t boxmins, boxmaxs;
model = NULL;
VectorSubtract (ent->v->mins, maxs, boxmins);
VectorSubtract (ent->v->maxs, mins, boxmaxs);
if (hitcontentsmask & ((ent->v->solid == SOLID_CORPSE)?FTECONTENTS_CORPSE:FTECONTENTS_BODY))
hitcontentsmask = FTECONTENTS_CORPSE|FTECONTENTS_BODY;
else
hitcontentsmask = 0;
// if (ent->xv->geomtype == GEOMTYPE_CAPSULE && !hitmodel)
// model = World_CapsuleForBox(boxmins, boxmaxs);
// else
World_HullForBox(boxmins, boxmaxs);
}
w->Get_FrameState(w, ent, &framestate);
// trace a line through the apropriate clipping hull
if (ent->v->solid == SOLID_PORTAL)
{
//solid_portal cares only about origins and as such has no mins/max
World_TransformedTrace(model, 0, &framestate, start, end, vec3_origin, vec3_origin, capsule, &trace, eorg, ent->v->angles, hitcontentsmask);
if (trace.startsolid) //portals should not block traces. this prevents infinite looping
trace.startsolid = false;
hitmodel = false;
}
else if (ent->v->solid != SOLID_BSP)
{
ent->v->angles[0]*=r_meshpitch.value; //carmack made bsp models rotate wrongly.
World_TransformedTrace(model, hullnum, &framestate, start, end, mins, maxs, capsule, &trace, eorg, ent->v->angles, hitcontentsmask);
ent->v->angles[0]*=r_meshpitch.value;
}
else
{
World_TransformedTrace(model, hullnum, &framestate, start, end, mins, maxs, capsule, &trace, eorg, ent->v->angles, hitcontentsmask);
}
// if using hitmodel, we know it hit the bounding box, so try a proper trace now.
if (hitmodel && (trace.fraction != 1 || trace.startsolid) && !model)
{
//okay, we hit the bbox
model = w->Get_CModel(w, mdlidx);
if (model && model->funcs.NativeTrace && model->loadstate == MLS_LOADED)
{
//do the second trace, using the actual mesh.
World_TransformedTrace(model, hullnum, &framestate, start, end, mins, maxs, capsule, &trace, eorg, ent->v->angles, hitcontentsmask);
}
}
// did we clip the move?
if (trace.fraction < 1 || trace.startsolid || trace.allsolid)
trace.ent = ent;
return trace;
}
#ifdef Q2SERVER
static trace_t WorldQ2_ClipMoveToEntity (world_t *w, q2edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, unsigned int hitcontentsmask)
{
trace_t trace;
model_t *model = NULL;
// get the clipping hull
if (ent->s.solid == Q2SOLID_BSP)
model = w->Get_CModel(w, ent->s.modelindex);
if (!model || model->type != mod_brush || model->loadstate != MLS_LOADED)
{
vec3_t boxmins, boxmaxs;
VectorSubtract (ent->mins, maxs, boxmins);
VectorSubtract (ent->maxs, mins, boxmaxs);
World_HullForBox(boxmins, boxmaxs);
model = NULL;
}
// trace a line through the apropriate clipping hull
World_TransformedTrace(model, 0, 0, start, end, mins, maxs, false, &trace, ent->s.origin, ent->s.angles, hitcontentsmask);
// did we clip the move?
if (trace.fraction < 1 || trace.startsolid )
trace.ent = (edict_t *)ent;
return trace;
}
#endif
#ifdef Q2BSPS
float *area_mins, *area_maxs;
wedict_t **area_list;
#ifdef Q2SERVER
q2edict_t **area_q2list;
#endif
int area_count, area_maxcount;
int area_type;
#define AREA_SOLID 1
#define AREA_TRIGGER 2
static void World_AreaEdicts_r (areanode_t *node)
{
link_t *l, *next, *start;
wedict_t *check;
// touch linked edicts
start = &node->edicts;
for (l=start->next ; l != start ; l = next)
{
next = l->next;
check = EDICT_FROM_AREA(l);
if (check->v->solid == SOLID_NOT)
continue; // deactivated
/*q2 still has solid/trigger lists, emulate that here*/
if ((check->v->solid == SOLID_TRIGGER) != (area_type == AREA_TRIGGER))
continue;
if (check->v->absmin[0] > area_maxs[0]
|| check->v->absmin[1] > area_maxs[1]
|| check->v->absmin[2] > area_maxs[2]
|| check->v->absmax[0] < area_mins[0]
|| check->v->absmax[1] < area_mins[1]
|| check->v->absmax[2] < area_mins[2])
continue; // not touching
if (area_count == area_maxcount)
{
Con_Printf ("SV_AreaEdicts: MAXCOUNT\n");
return;
}
area_list[area_count] = check;
area_count++;
}
if (node->axis == -1)
return; // terminal node
// recurse down both sides
if ( area_maxs[node->axis] > node->dist )
World_AreaEdicts_r ( node->children[0] );
if ( area_mins[node->axis] < node->dist )
World_AreaEdicts_r ( node->children[1] );
}
/*
================
SV_AreaEdicts
================
*/
int World_AreaEdicts (world_t *w, vec3_t mins, vec3_t maxs, wedict_t **list,
int maxcount, int areatype)
{
area_mins = mins;
area_maxs = maxs;
area_list = list;
area_count = 0;
area_maxcount = maxcount;
area_type = areatype;
World_AreaEdicts_r (w->areanodes);
return area_count;
}
#ifdef Q2SERVER
static void WorldQ2_AreaEdicts_r (areanode_t *node)
{
link_t *l, *next, *start;
q2edict_t *check;
// touch linked edicts
start = &node->edicts;
for (l=start->next ; l != start ; l = next)
{
if (!l)
{
int i;
World_ClearWorld(&sv.world, false);
check = ge->edicts;
for (i = 0; i < ge->num_edicts; i++, check = (q2edict_t *)((char *)check + ge->edict_size))
memset(&check->area, 0, sizeof(check->area));
Con_Printf ("SV_AreaEdicts: Bad links\n");
return;
}
next = l->next;
check = Q2EDICT_FROM_AREA(l);
if (check->solid == Q2SOLID_NOT)
continue; // deactivated
/*q2 still has solid/trigger lists, emulate that here*/
if ((check->solid == Q2SOLID_TRIGGER) != (area_type == AREA_TRIGGER))
continue;
if (check->absmin[0] > area_maxs[0]
|| check->absmin[1] > area_maxs[1]
|| check->absmin[2] > area_maxs[2]
|| check->absmax[0] < area_mins[0]
|| check->absmax[1] < area_mins[1]
|| check->absmax[2] < area_mins[2])
continue; // not touching
if (area_count == area_maxcount)
{
Con_Printf ("SV_AreaEdicts: MAXCOUNT\n");
return;
}
area_q2list[area_count] = check;
area_count++;
}
if (node->axis == -1)
return; // terminal node
// recurse down both sides
if ( area_maxs[node->axis] > node->dist )
WorldQ2_AreaEdicts_r ( node->children[0] );
if ( area_mins[node->axis] < node->dist )
WorldQ2_AreaEdicts_r ( node->children[1] );
}
int VARGS WorldQ2_AreaEdicts (world_t *w, vec3_t mins, vec3_t maxs, q2edict_t **list,
int maxcount, int areatype)
{
area_mins = mins;
area_maxs = maxs;
area_q2list = list;
area_count = 0;
area_maxcount = maxcount;
area_type = areatype;
WorldQ2_AreaEdicts_r (w->areanodes);
return area_count;
}
#endif
/*
================
SV_HeadnodeForEntity
Returns a headnode that can be used for testing or clipping an
object of mins/maxs size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
#ifdef Q2SERVER
static model_t *WorldQ2_ModelForEntity (world_t *w, q2edict_t *ent)
{
model_t *model;
// decide which clipping hull to use, based on the size
if (ent->solid == Q2SOLID_BSP)
{ // explicit hulls in the BSP model
model = w->Get_CModel(w, ent->s.modelindex);
if (!model)
SV_Error ("Q2SOLID_BSP with a non bsp model");
if (model->loadstate == MLS_LOADED)
return model;
}
// create a temp hull from bounding box sizes
return CM_TempBoxModel (ent->mins, ent->maxs);
}
#endif
#ifdef Q2SERVER
void WorldQ2_ClipMoveToEntities (world_t *w, moveclip_t *clip )
{
int i, num;
q2edict_t *touchlist[MAX_Q2EDICTS], *touch;
trace_t trace;
model_t *model;
float *angles;
num = WorldQ2_AreaEdicts (w, clip->boxmins, clip->boxmaxs, touchlist
, MAX_Q2EDICTS, AREA_SOLID);
// be careful, it is possible to have an entity in this
// list removed before we get to it (killtriggered)
for (i=0 ; i<num ; i++)
{
touch = touchlist[i];
if (touch->solid == Q2SOLID_NOT)
continue;
if (touch == clip->q2passedict)
continue;
if (clip->trace.allsolid)
return;
if (clip->q2passedict)
{
if (touch->owner == clip->q2passedict)
continue; // don't clip against own missiles
if (clip->q2passedict->owner == touch)
continue; // don't clip against owner
}
if (touch->svflags & SVF_DEADMONSTER)
if ( !(clip->hitcontentsmask & Q2CONTENTS_DEADMONSTER))
continue;
// might intersect, so do an exact clip
model = WorldQ2_ModelForEntity (w, touch);
angles = touch->s.angles;
if (touch->solid != Q2SOLID_BSP)
angles = vec3_origin; // boxes don't rotate
if (touch->svflags & SVF_MONSTER)
World_TransformedTrace (model, 0, 0, clip->start, clip->end, clip->mins2, clip->maxs2, false, &trace, touch->s.origin, angles, clip->hitcontentsmask);
else
World_TransformedTrace (model, 0, 0, clip->start, clip->end, clip->mins, clip->maxs, false, &trace, touch->s.origin, angles, clip->hitcontentsmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = (edict_t *)touch;
if (clip->trace.startsolid)
{
clip->trace = trace;
clip->trace.startsolid = true;
}
else
clip->trace = trace;
}
else if (trace.startsolid)
clip->trace.startsolid = true;
}
#undef ped
}
#endif
#endif
//===========================================================================
//a portal is flush with a world surface behind it.
//this causes problems. namely that we can't pass through the portal plane if the bsp behind it prevents out origin from getting through.
//so if the trace was clipped and ended infront of the portal, continue the trace to the edges of the portal cutout instead.
void World_PortalCSG(wedict_t *portal, float *trmin, float *trmax, vec3_t start, vec3_t end, trace_t *trace)
{
vec4_t planes[6]; //far, near, right, left, up, down
int plane;
vec3_t worldpos;
float bestfrac;
int hitplane;
float portalradius = portal->v->impulse;
//only run this code if we impacted on the portal's parent.
if (trace->fraction == 1 && !trace->startsolid)
return;
if (!portalradius)
return;
if (trace->startsolid)
VectorCopy(start, worldpos); //make sure we use a sane valid position.
else
VectorCopy(trace->endpos, worldpos);
//determine the csg area. normals should be facing in
AngleVectors(portal->v->angles, planes[1], planes[3], planes[5]);
VectorNegate(planes[1], planes[0]);
VectorNegate(planes[3], planes[2]);
VectorNegate(planes[5], planes[4]);
portalradius/=2;
planes[0][3] = DotProduct(portal->v->origin, planes[0]) - (4.0/32);
planes[1][3] = DotProduct(portal->v->origin, planes[1]) - (4.0/32); //an epsilon beyond the portal
planes[2][3] = DotProduct(portal->v->origin, planes[2]) - portalradius;
planes[3][3] = DotProduct(portal->v->origin, planes[3]) - portalradius;
planes[4][3] = DotProduct(portal->v->origin, planes[4]) - portalradius;
planes[5][3] = DotProduct(portal->v->origin, planes[5]) - portalradius;
//if we're actually inside the csg region
for (plane = 0; plane < 6; plane++)
{
vec3_t nearest;
float d = DotProduct(worldpos, planes[plane]);
int k;
for (k = 0; k < 3; k++)
nearest[k] = (planes[plane][k]>=0)?trmax[k]:trmin[k];
if (!plane) //front plane gets further away with side
planes[plane][3] -= DotProduct(nearest, planes[plane]);
else if (plane>1) //side planes get nearer with size
planes[plane][3] += 24;//DotProduct(nearest, planes[plane]);
if (d - planes[plane][3] >= 0)
continue; //endpos is inside
else
return; //end is already outside
}
//yup, we're inside, the trace shouldn't end where it actually did
bestfrac = 1;
hitplane = -1;
for (plane = 0; plane < 6; plane++)
{
float ds = DotProduct(start, planes[plane]) - planes[plane][3];
float de = DotProduct(end, planes[plane]) - planes[plane][3];
float frac;
if (ds >= 0 && de < 0)
{
frac = (ds) / (ds - de);
if (frac < bestfrac)
{
if (frac < 0)
frac = 0;
bestfrac = frac;
hitplane = plane;
}
}
}
trace->startsolid = trace->allsolid = false;
//if we cross the front of the portal, don't shorten the trace, that will artificially clip us
if (hitplane == 0 && trace->fraction > bestfrac)
return;
//okay, elongate to clip to the portal hole properly.
trace->fraction = bestfrac;
VectorInterpolate(start, bestfrac, end, trace->endpos);
if (hitplane >= 0)
{
VectorCopy(planes[hitplane], trace->plane.normal);
trace->plane.dist = planes[hitplane][3];
if (hitplane == 1)
trace->ent = portal;
}
}
/*
====================
SV_ClipToEverything
like SV_ClipToLinks, but doesn't use the links part. This can be used for checking triggers, solid entities, not-solid entities.
Sounds pointless, I know.
====================
*/
static void World_ClipToEverything (world_t *w, moveclip_t *clip)
{
int e;
trace_t trace;
wedict_t *touch;
for (e=1 ; e<w->num_edicts ; e++)
{
touch = (wedict_t*)EDICT_NUM(w->progs, e);
if (ED_ISFREE(touch))
continue;
if (touch->v->solid == SOLID_NOT && !((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
if (touch->v->solid == SOLID_TRIGGER && !((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
if (touch == clip->passedict)
continue;
if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP)
continue;
if (clip->passedict)
{
if (w->usesolidcorpse)
{
// don't clip corpse against character
if (clip->passedict->v->solid == SOLID_CORPSE && (touch->v->solid == SOLID_SLIDEBOX || touch->v->solid == SOLID_CORPSE))
continue;
// don't clip character against corpse
if (clip->passedict->v->solid == SOLID_SLIDEBOX && touch->v->solid == SOLID_CORPSE)
continue;
}
if (!((int)clip->passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
continue;
}
if (clip->boxmins[0] > touch->v->absmax[0]
|| clip->boxmins[1] > touch->v->absmax[1]
|| clip->boxmins[2] > touch->v->absmax[2]
|| clip->boxmaxs[0] < touch->v->absmin[0]
|| clip->boxmaxs[1] < touch->v->absmin[1]
|| clip->boxmaxs[2] < touch->v->absmin[2] )
continue;
if (clip->passedict && clip->passedict->v->size[0] && !touch->v->size[0])
continue; // points never interact
// might intersect, so do an exact clip
// if (clip->trace.allsolid)
// return;
if (clip->passedict)
{
if ((wedict_t*)PROG_TO_EDICT(w->progs, touch->v->owner) == clip->passedict)
continue; // don't clip against own missiles
if ((wedict_t*)PROG_TO_EDICT(w->progs, clip->passedict->v->owner) == touch)
continue; // don't clip against owner
}
if (touch->v->solid == SOLID_PORTAL)
{
//make sure we don't hit the world if we're inside the portal
World_PortalCSG(touch, clip->mins, clip->maxs, clip->start, clip->end, &clip->trace);
}
if ((int)touch->v->flags & FL_MONSTER)
trace = World_ClipMoveToEntity (w, touch, touch->v->origin, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->capsule, clip->hitcontentsmask);
else
trace = World_ClipMoveToEntity (w, touch, touch->v->origin, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->capsule, clip->hitcontentsmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
if (clip->type & MOVE_ENTCHAIN)
{
touch->v->chain = EDICT_TO_PROG(w->progs, clip->trace.ent?clip->trace.ent:w->edicts);
clip->trace.ent = touch;
}
else
{
trace.ent = touch;
clip->trace = trace;
}
}
}
}
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
static void World_ClipToLinks (world_t *w, areanode_t *node, moveclip_t *clip)
{
link_t *l, *next;
wedict_t *touch;
trace_t trace;
// touch linked edicts
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch->v->solid == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
/*if its a trigger, we only clip against it if the flags are aligned*/
if (touch->v->solid == SOLID_TRIGGER || touch->v->solid == SOLID_LADDER)
{
if (!(clip->type & MOVE_TRIGGERS))
continue;
if (!((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
}
if (clip->type & MOVE_LAGGED)
{
//can't touch lagged ents - we do an explicit test for them later.
if (touch->entnum-1 < w->maxlagents)
if (w->lagents[touch->entnum-1].present)
continue;
}
if ((clip->type & MOVE_NOMONSTERS) && (touch->v->solid != SOLID_BSP && touch->v->solid != SOLID_PORTAL))
continue;
if (clip->passedict)
{
if (w->usesolidcorpse)
{
#if 1
// if (!(clip->hitcontentsmask & ((touch->v->solid == SOLID_CORPSE)?FTECONTENTS_CORPSE:FTECONTENTS_BODY)))
// continue;
#else
// don't clip corpse against character
if (clip->passedict->v->solid == SOLID_CORPSE && (touch->v->solid == SOLID_SLIDEBOX || touch->v->solid == SOLID_CORPSE))
continue;
// don't clip character against corpse
if (clip->passedict->v->solid == SOLID_SLIDEBOX && touch->v->solid == SOLID_CORPSE)
continue;
#endif
}
if (!((int)clip->passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
continue;
}
if (clip->boxmins[0] > touch->v->absmax[0]
|| clip->boxmins[1] > touch->v->absmax[1]
|| clip->boxmins[2] > touch->v->absmax[2]
|| clip->boxmaxs[0] < touch->v->absmin[0]
|| clip->boxmaxs[1] < touch->v->absmin[1]
|| clip->boxmaxs[2] < touch->v->absmin[2] )
continue;
if (clip->passedict && clip->passedict->v->size[0] && !touch->v->size[0])
continue; // points never interact
// might intersect, so do an exact clip
// if (clip->trace.allsolid)
// return;
if (clip->passedict)
{
if ((wedict_t*)PROG_TO_EDICT(w->progs, touch->v->owner) == clip->passedict)
continue; // don't clip against own missiles
if ((wedict_t*)PROG_TO_EDICT(w->progs, clip->passedict->v->owner) == touch)
continue; // don't clip against owner
}
if (touch->v->solid == SOLID_PORTAL)
{
//make sure we don't hit the world if we're inside the portal
World_PortalCSG(touch, clip->mins, clip->maxs, clip->start, clip->end, &clip->trace);
}
if ((int)touch->v->flags & FL_MONSTER)
trace = World_ClipMoveToEntity (w, touch, touch->v->origin, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->capsule, clip->hitcontentsmask);
else
trace = World_ClipMoveToEntity (w, touch, touch->v->origin, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->capsule, clip->hitcontentsmask);
if (trace.fraction < clip->trace.fraction)
{
//trace traveled less, but don't forget if we started in a solid.
trace.startsolid |= clip->trace.startsolid;
trace.allsolid |= clip->trace.allsolid;
if (clip->type & MOVE_ENTCHAIN)
{
touch->v->chain = EDICT_TO_PROG(w->progs, clip->trace.ent?clip->trace.ent:w->edicts);
clip->trace.ent = touch;
}
else
{
if (clip->trace.startsolid && !trace.startsolid)
trace.ent = clip->trace.ent; //something else hit earlier, that one gets the trace entity, but not the fraction. yeah, combining traces like this was always going to be weird.
else
trace.ent = touch;
clip->trace = trace;
}
}
else if (trace.startsolid || trace.allsolid)
{
//even if the trace traveled less, we still care if it was in a solid.
clip->trace.startsolid |= trace.startsolid;
clip->trace.allsolid |= trace.allsolid;
if (!clip->trace.ent)
clip->trace.ent = touch;
}
}
// recurse down both sides
if (node->axis == -1)
return;
if ( clip->boxmaxs[node->axis] > node->dist )
World_ClipToLinks (w, node->children[0], clip );
if ( clip->boxmins[node->axis] < node->dist )
World_ClipToLinks (w, node->children[1], clip );
}
#ifdef Q2SERVER
static void WorldQ2_ClipToLinks (world_t *w, areanode_t *node, moveclip_t *clip)
{
link_t *l, *next;
q2edict_t *touch;
trace_t trace;
// touch linked edicts
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
next = l->next;
touch = Q2EDICT_FROM_AREA(l);
if (touch->s.solid == Q2SOLID_NOT)
continue;
if (touch == clip->q2passedict)
continue;
if (touch->s.solid == Q2SOLID_TRIGGER)
SV_Error ("Trigger in clipping list");
if (clip->type & MOVE_NOMONSTERS && touch->s.solid != Q2SOLID_BSP)
continue;
if (clip->boxmins[0] > touch->absmax[0]
|| clip->boxmins[1] > touch->absmax[1]
|| clip->boxmins[2] > touch->absmax[2]
|| clip->boxmaxs[0] < touch->absmin[0]
|| clip->boxmaxs[1] < touch->absmin[1]
|| clip->boxmaxs[2] < touch->absmin[2] )
continue;
if (clip->q2passedict && clip->q2passedict->size[0] && !touch->size[0])
continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict)
{
if (touch->owner == clip->q2passedict)
continue; // don't clip against own missiles
if (clip->q2passedict->owner == touch)
continue; // don't clip against owner
}
trace = WorldQ2_ClipMoveToEntity (w, touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hitcontentsmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = (edict_t *)touch;
clip->trace = trace;
}
}
// recurse down both sides
if (node->axis == -1)
return;
if ( clip->boxmaxs[node->axis] > node->dist )
World_ClipToLinks (w, node->children[0], clip );
if ( clip->boxmins[node->axis] < node->dist )
World_ClipToLinks (w, node->children[1], clip );
}
#endif
/*
==================
SV_MoveBounds
==================
*/
static void World_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
// debug to test against everything
boxmins[0] = boxmins[1] = boxmins[2] = -9999;
boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
int i;
for (i=0 ; i<3 ; i++)
{
if (end[i] > start[i])
{
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
}
else
{
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
#endif
}
#if !defined(CLIENTONLY)
qboolean SV_AntiKnockBack(world_t *w, client_t *client)
{
int seq = client->netchan.incoming_acknowledged; //our outgoing sequence that was last acked (in qw, this matches the last known-good input frame)
client_frame_t *frame;
edict_t *ent = client->edict;
if (client->protocol != SCP_QUAKEWORLD || !client->frameunion.frames || !ent)
return false; //FIXME: support nq protocols too
//reload player state from the journal (the input frame should already have been applied)
frame = &client->frameunion.frames[seq&UPDATE_MASK];
VectorCopy(frame->pmorigin, pmove.origin);
VectorCopy(frame->pmvelocity, pmove.velocity);
pmove.pm_type = frame->pmtype;
pmove.jump_held = frame->pmjumpheld;
pmove.waterjumptime = frame->pmwaterjumptime;
pmove.onladder = frame->pmonladder;
//stuff not regenerated properly, shouldn't really be changing much or not very significant.
pmove.world = w;
VectorCopy(ent->v->mins, pmove.player_mins);
VectorCopy(ent->v->maxs, pmove.player_maxs);
pmove.capsule = (ent->xv->geomtype == GEOMTYPE_CAPSULE);
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
VectorCopy(ent->xv->gravitydir, pmove.gravitydir);
else
VectorCopy(w->g.defaultgravitydir, pmove.gravitydir);
//FIXME
VectorCopy(ent->v->oldorigin, pmove.safeorigin);
pmove.safeorigin_known = false;
pmove.jump_msec = 0;
VectorClear(pmove.basevelocity);
//and apply each more recent frame
while (++seq <= client->netchan.incoming_sequence)
{
if (frame->sequence != seq)
continue; //FIXME: lost
pmove.sequence = seq;
pmove.cmd = frame->cmd;
// pmove.angles;
// pmove.numphysent/physents;
PM_PlayerMove(sv.gamespeed);
}
return true;
}
#endif
/*
==================
SV_Move
==================
*/
trace_t World_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, wedict_t *passedict)
{
moveclip_t clip;
int i;
int hullnum;
memset ( &clip, 0, sizeof ( moveclip_t ) );
if (passedict && passedict->xv->hull && !(type & MOVE_IGNOREHULL))
hullnum = passedict->xv->hull;
#ifdef CLIENTONLY
else
hullnum = 0;
#else
else if (sv_compatiblehulls.value)
hullnum = 0;
else
{
int diff;
int best;
hullnum = 0;
best = 8192;
//x/y pos/neg are assumed to be the same magnitute.
//z pos/height are assumed to be different from all the others.
for (i = 0; i < MAX_MAP_HULLSM; i++)
{
if (!w->worldmodel->hulls[i].available)
continue;
#define sq(x) ((x)*(x))
diff = sq(w->worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
sq(w->worldmodel->hulls[i].clip_mins[2] - mins[2]) +
sq(w->worldmodel->hulls[i].clip_maxs[1] - maxs[1]) +
sq(w->worldmodel->hulls[i].clip_mins[0] - mins[0]);
if (diff < best)
{
best = diff;
hullnum=i;
}
}
hullnum++;
}
#endif
#if !defined(CLIENTONLY)
//figure out where the firing player was, and re-run their input frames to calculate their position without any velocity/knockback changes.
//then update the start position to compensate.
if ((clip.type & MOVE_LAGGED) && w == &sv.world && passedict->entnum && passedict->entnum <= sv.allocated_client_slots && sv_antilag.ival==3)
{
vec3_t nudge;
if (SV_AntiKnockBack(w, &svs.clients[passedict->entnum-1]))
{
VectorSubtract(pmove.origin, passedict->v->origin, nudge);
VectorAdd(start, nudge, start);
VectorAdd(end, nudge, end);
}
}
#endif
if (passedict->xv->hitcontentsmaski)
clip.hitcontentsmask = passedict->xv->hitcontentsmaski;
#ifndef NOLEGACY
else if (passedict->xv->dphitcontentsmask)
{
unsigned int nm=0, fl = passedict->xv->dphitcontentsmask;
if (fl & DPCONTENTS_SOLID)
nm |= FTECONTENTS_SOLID;
if (fl & DPCONTENTS_WATER)
nm |= FTECONTENTS_WATER;
if (fl & DPCONTENTS_SLIME)
nm |= FTECONTENTS_SLIME;
if (fl & DPCONTENTS_LAVA)
nm |= FTECONTENTS_LAVA;
if (fl & DPCONTENTS_SKY)
nm |= FTECONTENTS_SKY;
if (fl & DPCONTENTS_BODY)
nm |= FTECONTENTS_BODY;
if (fl & DPCONTENTS_CORPSE)
nm |= FTECONTENTS_CORPSE;
if (fl & DPCONTENTS_NODROP)
nm |= Q3CONTENTS_NODROP;
if (fl & DPCONTENTS_PLAYERCLIP)
nm |= FTECONTENTS_PLAYERCLIP;
if (fl & DPCONTENTS_MONSTERCLIP)
nm |= FTECONTENTS_MONSTERCLIP;
if (fl & DPCONTENTS_DONOTENTER)
nm |= Q3CONTENTS_DONOTENTER;
if (fl & DPCONTENTS_BOTCLIP)
nm |= Q3CONTENTS_BOTCLIP;
// if (fl & DPCONTENTS_OPAQUE)
// nm |= DPCONTENTS_OPAQUE;
clip.hitcontentsmask = nm;
}
#endif
/*#ifndef NOLEGACY
else if (passedict->xv->hitcontentsmask)
clip.hitcontentsmask = passedict->xv->hitcontentsmask;
#endif*/
else if (passedict->v->solid == SOLID_SLIDEBOX)
{
if ((int)passedict->v->flags & FL_MONSTER)
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY | FTECONTENTS_MONSTERCLIP; /*solid only to world*/
else if (maxs[0] - mins[0] > 0)
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY | FTECONTENTS_PLAYERCLIP; /*impacts playerclip*/
else
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY; //slidebox passes through corpses
}
else if (passedict->v->solid == SOLID_CORPSE)
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY; //corpses ignore corpses
else if (passedict->v->solid == SOLID_TRIGGER)
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY; //triggers ignore corpses too, apparently
else
clip.hitcontentsmask = FTECONTENTS_SOLID|Q2CONTENTS_WINDOW | FTECONTENTS_BODY | FTECONTENTS_CORPSE; //regular projectiles.
clip.capsule = (passedict->xv->geomtype == GEOMTYPE_CAPSULE);
if (type & MOVE_OTHERONLY)
{
wedict_t *other = WEDICT_NUM(w->progs, *w->g.other);
return World_ClipMoveToEntity (w, other, other->v->origin, start, mins, maxs, end, hullnum, type & MOVE_HITMODEL, clip.capsule, clip.hitcontentsmask);
}
// clip to world
clip.trace = World_ClipMoveToEntity (w, w->edicts, w->edicts->v->origin, start, mins, maxs, end, hullnum, false, clip.capsule, clip.hitcontentsmask);
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type;
clip.passedict = passedict;
clip.hullnum = 0;//hullnum; //BUG: hexen2's SV_ClipMoveToEntity's move_ent argument is set inconsistantly. This has the effect that the SOLID_BSP's .hull field is used instead of the SOLID_BBOX entity. We can't fix this because hexen2 depends upon it - this is the 'tibet5' bug.
#ifdef Q2SERVER
clip.q2passedict = NULL;
#endif
if (type & MOVE_MISSILE)
{
if (type & MOVE_NOMONSTERS)
return clip.trace; //not sure why you'd really want this, but for the sake of dp compat...
for (i=0 ; i<3 ; i++)
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy (mins, clip.mins2);
VectorCopy (maxs, clip.maxs2);
}
// create the bounding box of the entire move
World_MoveBounds (start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities
if (clip.type & MOVE_EVERYTHING)
World_ClipToEverything (w, &clip);
else
{
if (clip.type & MOVE_LAGGED)
{
clip.type &= ~MOVE_LAGGED;
#ifndef CLIENTONLY
if (w == &sv.world)
{
if (passedict->entnum && passedict->entnum <= sv.allocated_client_slots)
{
clip.type |= MOVE_LAGGED;
w->lagents = svs.clients[passedict->entnum-1].laggedents;
w->maxlagents = svs.clients[passedict->entnum-1].laggedents_count;
w->lagentsfrac = svs.clients[passedict->entnum-1].laggedents_frac;
}
else if (passedict->v->owner)
{
if (passedict->v->owner && passedict->v->owner <= sv.allocated_client_slots)
{
clip.type |= MOVE_LAGGED;
w->lagents = svs.clients[passedict->v->owner-1].laggedents;
w->maxlagents = svs.clients[passedict->v->owner-1].laggedents_count;
w->lagentsfrac = svs.clients[passedict->v->owner-1].laggedents_frac;
}
}
}
#endif
}
if (clip.type & MOVE_LAGGED)
{
trace_t trace;
wedict_t *touch;
vec3_t lp;
World_ClipToLinks (w, w->areanodes, &clip );
for (i = 0; i < w->maxlagents; i++)
{
if (!w->lagents[i].present)
continue;
if (clip.trace.allsolid)
break;
touch = (wedict_t*)EDICT_NUM(w->progs, i+1);
if (touch->v->solid == SOLID_NOT)
continue;
if (touch == clip.passedict)
continue;
if (touch->v->solid == SOLID_TRIGGER || touch->v->solid == SOLID_LADDER)
{
if (!(clip.type & MOVE_TRIGGERS))
continue;
if (!((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
}
if (clip.type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP)
continue;
if (clip.passedict)
{
if (w->usesolidcorpse)
{
// don't clip corpse against character
if (clip.passedict->v->solid == SOLID_CORPSE && (touch->v->solid == SOLID_SLIDEBOX || touch->v->solid == SOLID_CORPSE))
continue;
// don't clip character against corpse
if (clip.passedict->v->solid == SOLID_SLIDEBOX && touch->v->solid == SOLID_CORPSE)
continue;
}
if (!((int)clip.passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
continue;
}
VectorInterpolate(touch->v->origin, w->lagentsfrac, w->lagents[i].laggedpos, lp);
if (clip.boxmins[0] > lp[0]+touch->v->maxs[0]
|| clip.boxmins[1] > lp[1]+touch->v->maxs[1]
|| clip.boxmins[2] > lp[2]+touch->v->maxs[2]
|| clip.boxmaxs[0] < lp[0]+touch->v->mins[0]
|| clip.boxmaxs[1] < lp[1]+touch->v->mins[1]
|| clip.boxmaxs[2] < lp[2]+touch->v->mins[2] )
continue;
if (clip.passedict && clip.passedict->v->size[0] && !touch->v->size[0])
continue; // points never interact
if (clip.passedict)
{
if ((wedict_t*)PROG_TO_EDICT(w->progs, touch->v->owner) == clip.passedict)
continue; // don't clip against own missiles
if ((wedict_t*)PROG_TO_EDICT(w->progs, clip.passedict->v->owner) == touch)
continue; // don't clip against owner
}
trace = World_ClipMoveToEntity (w, touch, lp, clip.start, clip.mins, clip.maxs, clip.end, clip.hullnum, clip.type & MOVE_HITMODEL, clip.capsule, clip.hitcontentsmask);
if (trace.allsolid || trace.startsolid || trace.fraction < clip.trace.fraction)
{
if (clip.type & MOVE_ENTCHAIN)
{
touch->v->chain = EDICT_TO_PROG(w->progs, clip.trace.ent?clip.trace.ent:w->edicts);
clip.trace.ent = touch;
}
else
{
trace.ent = touch;
clip.trace = trace;
}
}
}
}
else
World_ClipToLinks (w, w->areanodes, &clip );
World_ClipToLinks(w, &w->portallist, &clip);
}
// if (clip.trace.startsolid)
// clip.trace.fraction = 0;
// if (!clip.trace.ent)
// return clip.trace;
return clip.trace;
}
#ifdef Q2SERVER
trace_t WorldQ2_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hitcontentsmask, q2edict_t *passedict)
{
moveclip_t clip;
memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
w->worldmodel->funcs.NativeTrace(w->worldmodel, 0, NULLFRAMESTATE, NULL, start, end, mins, maxs, false, hitcontentsmask, &clip.trace);
clip.trace.ent = ge->edicts;
if (clip.trace.fraction == 0)
return clip.trace;
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = MOVE_NORMAL;
clip.hitcontentsmask = hitcontentsmask;
clip.passedict = NULL;
clip.q2passedict = passedict;
VectorCopy (mins, clip.mins2);
VectorCopy (maxs, clip.maxs2);
// create the bounding box of the entire move
//FIXME: should we use clip.trace.endpos here?
World_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities
#ifdef Q2BSPS
if (w->worldmodel->fromgame == fg_quake2 || w->worldmodel->fromgame == fg_quake3)
WorldQ2_ClipMoveToEntities(w, &clip);
else
#endif
WorldQ2_ClipToLinks (w, w->areanodes, &clip );
return clip.trace;
}
#endif
static void (QDECL *world_current_physics_engine)(world_t*world);
qboolean QDECL World_RegisterPhysicsEngine(const char *enginename, void(QDECL*startupfunc)(world_t*world))
{
if (world_current_physics_engine)
return false; //no thanks, we already have one.
world_current_physics_engine = startupfunc;
return true;
}
void World_RBE_Shutdown(world_t *world)
{
#ifdef USERBE
unsigned int u;
wedict_t *ed;
if (!world->rbe)
return;
if (world->progs)
{
for (u = 0; u < world->num_edicts; u++)
{
ed = WEDICT_NUM(world->progs, u);
world->rbe->RemoveJointFromEntity(world, ed);
world->rbe->RemoveFromEntity(world, ed);
}
}
world->rbe->End(world);
world->rbe = NULL;
#endif
}
void QDECL World_UnregisterPhysicsEngine(const char *enginename)
{
#ifdef RAGDOLL
rag_uninstanciateall();
#endif
#if defined(CSQC_DAT) && !defined(SERVERONLY)
{
extern world_t csqc_world;
World_RBE_Shutdown(&csqc_world);
}
#endif
#if !defined(CLIENTONLY)
World_RBE_Shutdown(&sv.world);
#endif
world_current_physics_engine = NULL;
}
void World_RBE_Start(world_t *world)
{
if (world_current_physics_engine)
{
if (world->worldmodel)
world_current_physics_engine(world);
}
}
void World_Destroy(world_t *world)
{
World_RBE_Shutdown(world);
Z_Free(world->areanodes);
world->areanodes = NULL;
world->areanodedepth = 0;
memset(world, 0, sizeof(*world));
}
#ifdef USERBE
static qboolean GenerateCollisionMesh_BSP(world_t *world, model_t *mod, wedict_t *ed, vec3_t geomcenter)
{
unsigned int sno;
msurface_t *surf;
mesh_t *mesh;
unsigned int numverts;
unsigned int numindexes,i;
int *ptr_elements;
float *ptr_verts;
numverts = 0;
numindexes = 0;
for (sno = 0; sno < mod->nummodelsurfaces; sno++)
{
surf = &mod->surfaces[sno+mod->firstmodelsurface];
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
continue;
if (surf->mesh)
{
mesh = surf->mesh;
numverts += mesh->numvertexes;
numindexes += mesh->numindexes;
}
else
{
numverts += surf->numedges;
numindexes += (surf->numedges-2) * 3;
}
}
if (!numindexes)
{
Con_DPrintf("entity %i (classname %s) has no geometry\n", NUM_FOR_EDICT(world->progs, (edict_t*)ed), PR_GetString(world->progs, ed->v->classname));
return false;
}
ptr_elements = (int*)BZ_Malloc(numindexes*sizeof(*ptr_elements));
ptr_verts = (float*)BZ_Malloc(numverts*sizeof(vec3_t));
numverts = 0;
numindexes = 0;
for (sno = 0; sno < mod->nummodelsurfaces; sno++)
{
surf = &mod->surfaces[sno+mod->firstmodelsurface];
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
continue;
if (surf->mesh)
{
mesh = surf->mesh;
for (i = 0; i < mesh->numvertexes; i++)
VectorSubtract(mesh->xyz_array[i], geomcenter, (ptr_verts + 3*(numverts+i)));
for (i = 0; i < mesh->numindexes; i+=3)
{
//flip the triangles as we go
ptr_elements[numindexes+i+0] = numverts+mesh->indexes[i+2];
ptr_elements[numindexes+i+1] = numverts+mesh->indexes[i+1];
ptr_elements[numindexes+i+2] = numverts+mesh->indexes[i+0];
}
numverts += mesh->numvertexes;
numindexes += i;
}
else
{
float *vec;
medge_t *edge;
int lindex;
for (i = 0; i < surf->numedges; i++)
{
lindex = mod->surfedges[surf->firstedge + i];
if (lindex > 0)
{
edge = &mod->edges[lindex];
vec = mod->vertexes[edge->v[0]].position;
}
else
{
edge = &mod->edges[-lindex];
vec = mod->vertexes[edge->v[1]].position;
}
VectorSubtract(vec, geomcenter, (ptr_verts + 3*(numverts+i)));
}
for (i = 2; i < surf->numedges; i++)
{
//quake is backwards, not ode
ptr_elements[numindexes++] = numverts+i;
ptr_elements[numindexes++] = numverts+i-1;
ptr_elements[numindexes++] = numverts;
}
numverts += surf->numedges;
}
}
ed->ode.ode_element3i = ptr_elements;
ed->ode.ode_vertex3f = ptr_verts;
ed->ode.ode_numvertices = numverts;
ed->ode.ode_numtriangles = numindexes/3;
return true;
}
#include "com_mesh.h"
static qboolean GenerateCollisionMesh_Alias(world_t *world, model_t *mod, wedict_t *ed, vec3_t geomcenter)
{
mesh_t mesh;
unsigned int numverts;
unsigned int numindexes,i;
galiasinfo_t *inf;
unsigned int surfnum = 0;
entity_t re;
int *ptr_elements;
float *ptr_verts;
numverts = 0;
numindexes = 0;
//fill in the parts of the entity_t that Alias_GAliasBuildMesh needs.
world->Get_FrameState(world, ed, &re.framestate);
re.fatness = ed->xv->fatness;
re.model = mod;
inf = (galiasinfo_t*)Mod_Extradata (mod);
while(inf)
{
numverts += inf->numverts;
numindexes += inf->numindexes;
inf = inf->nextsurf;
}
if (!numindexes)
{
Con_DPrintf("entity %i (classname %s) has no geometry\n", NUM_FOR_EDICT(world->progs, (edict_t*)ed), PR_GetString(world->progs, ed->v->classname));
return false;
}
ptr_elements = (int*)BZ_Malloc(numindexes*sizeof(*ptr_elements));
ptr_verts = (float*)BZ_Malloc(numverts*sizeof(vec3_t));
numverts = 0;
numindexes = 0;
inf = (galiasinfo_t*)Mod_Extradata (mod);
while(inf)
{
Alias_GAliasBuildMesh(&mesh, NULL, inf, surfnum++, &re, false);
for (i = 0; i < mesh.numvertexes; i++)
VectorSubtract(mesh.xyz_array[i], geomcenter, (ptr_verts + 3*(numverts+i)));
for (i = 0; i < mesh.numindexes; i+=3)
{
//flip the triangles as we go
ptr_elements[numindexes+i+0] = numverts+mesh.indexes[i+2];
ptr_elements[numindexes+i+1] = numverts+mesh.indexes[i+1];
ptr_elements[numindexes+i+2] = numverts+mesh.indexes[i+0];
}
numverts += inf->numverts;
numindexes += inf->numindexes;
inf = inf->nextsurf;
}
Alias_FlushCache(); //it got built using an entity on the stack, make sure other stuff doesn't get hurt.
ed->ode.ode_element3i = ptr_elements;
ed->ode.ode_vertex3f = ptr_verts;
ed->ode.ode_numvertices = numverts;
ed->ode.ode_numtriangles = numindexes/3;
return true;
}
//Bullet has a fit if we have any degenerate triangles, so make sure we can determine some surface normal
static void CollisionMesh_CleanupMesh(wedict_t *ed)
{
float *v1, *v2, *v3;
vec3_t d1, d2, cr;
int in, out;
for (in = 0, out = 0; in < ed->ode.ode_numtriangles*3; in+=3)
{
v1 = &ed->ode.ode_vertex3f[ed->ode.ode_element3i[in+0]*3];
v2 = &ed->ode.ode_vertex3f[ed->ode.ode_element3i[in+1]*3];
v3 = &ed->ode.ode_vertex3f[ed->ode.ode_element3i[in+2]*3];
VectorSubtract(v3, v1, d1);
VectorSubtract(v2, v1, d2);
CrossProduct(d1, d2, cr);
if (DotProduct(cr,cr) == 0)
continue;
ed->ode.ode_element3i[out+0] = ed->ode.ode_element3i[in+0];
ed->ode.ode_element3i[out+1] = ed->ode.ode_element3i[in+1];
ed->ode.ode_element3i[out+2] = ed->ode.ode_element3i[in+2];
out+=3;
}
ed->ode.ode_numtriangles = out/3;
}
qboolean QDECL World_GenerateCollisionMesh(world_t *world, model_t *mod, wedict_t *ed, vec3_t geomcenter)
{
qboolean result;
switch(mod->type)
{
case mod_brush:
result = GenerateCollisionMesh_BSP(world, mod, ed, geomcenter);
break;
case mod_alias:
result = GenerateCollisionMesh_Alias(world, mod, ed, geomcenter);
break;
case mod_heightmap:
case mod_halflife:
case mod_sprite:
case mod_dummy:
default:
return false; //panic!
}
if (result)
{
CollisionMesh_CleanupMesh(ed);
if (ed->ode.ode_numtriangles > 0)
return true;
}
return false;
}
void QDECL World_ReleaseCollisionMesh(wedict_t *ed)
{
BZ_Free(ed->ode.ode_element3i);
ed->ode.ode_element3i = NULL;
BZ_Free(ed->ode.ode_vertex3f);
ed->ode.ode_vertex3f = NULL;
ed->ode.ode_numvertices = 0;
ed->ode.ode_numtriangles = 0;
}
#endif
#endif