#include "quakedef.h" #include "pr_common.h" qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int contentmask, trace_t *trace); /* ============================================================================ Physics functions (common) */ void Q1BSP_CheckHullNodes(hull_t *hull) { int num, c; mclipnode_t *node; for (num = hull->firstclipnode; num < hull->lastclipnode; num++) { node = hull->clipnodes + num; for (c = 0; c < 2; c++) if (node->children[c] >= 0) if (node->children[c] < hull->firstclipnode || node->children[c] > hull->lastclipnode) Sys_Error ("Q1BSP_CheckHull: bad node number"); } } /* ================== SV_HullPointContents ================== */ static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p) { float d; mclipnode_t *node; mplane_t *plane; while (num >= 0) { node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } static int Q1_ModelPointContents (mnode_t *node, vec3_t p) { float d; mplane_t *plane; while(node->contents >= 0) { plane = node->plane; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct(plane->normal, p) - plane->dist; node = node->children[d<0]; } return node->contents; } #define DIST_EPSILON (0.03125) #if 0 enum { rht_solid, rht_empty, rht_impact }; vec3_t rht_start, rht_end; static int Q1BSP_RecursiveHullTrace (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { mclipnode_t *node; mplane_t *plane; float t1, t2; vec3_t mid; int side; float midf; int rht; reenter: if (num < 0) { /*hit a leaf*/ if (num == Q1CONTENTS_SOLID) { if (trace->allsolid) trace->startsolid = true; return rht_solid; } else { trace->allsolid = false; if (num == Q1CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; return rht_empty; } } /*its a node*/ /*get the node info*/ node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; } /*if its completely on one side, resume on that side*/ if (t1 >= 0 && t2 >= 0) { //return Q1BSP_RecursiveHullTrace (hull, node->children[0], p1f, p2f, p1, p2, trace); num = node->children[0]; goto reenter; } if (t1 < 0 && t2 < 0) { //return Q1BSP_RecursiveHullTrace (hull, node->children[1], p1f, p2f, p1, p2, trace); num = node->children[1]; goto reenter; } if (plane->type < 3) { t1 = rht_start[plane->type] - plane->dist; t2 = rht_end[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, rht_start) - plane->dist; t2 = DotProduct (plane->normal, rht_end) - plane->dist; } side = t1 < 0; midf = t1 / (t1 - t2); if (midf < p1f) midf = p1f; if (midf > p2f) midf = p2f; VectorInterpolate(rht_start, midf, rht_end, mid); rht = Q1BSP_RecursiveHullTrace(hull, node->children[side], p1f, midf, p1, mid, trace); if (rht != rht_empty) return rht; rht = Q1BSP_RecursiveHullTrace(hull, node->children[side^1], midf, p2f, mid, p2, trace); if (rht != rht_solid) return rht; if (side) { /*we impacted the back of the node, so flip the plane*/ trace->plane.dist = -plane->dist; VectorNegate(plane->normal, trace->plane.normal); midf = (t1 + DIST_EPSILON) / (t1 - t2); } else { /*we impacted the front of the node*/ trace->plane.dist = plane->dist; VectorCopy(plane->normal, trace->plane.normal); midf = (t1 - DIST_EPSILON) / (t1 - t2); } t1 = DotProduct (trace->plane.normal, rht_start) - trace->plane.dist; t2 = DotProduct (trace->plane.normal, rht_end) - trace->plane.dist; midf = (t1 - DIST_EPSILON) / (t1 - t2); trace->fraction = midf; VectorCopy (mid, trace->endpos); VectorInterpolate(rht_start, midf, rht_end, trace->endpos); return rht_impact; } qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { if (VectorEquals(p1, p2)) { /*points cannot cross planes, so do it faster*/ switch(Q1_HullPointContents(hull, num, p1)) { case Q1CONTENTS_SOLID: trace->startsolid = true; break; case Q1CONTENTS_EMPTY: trace->allsolid = false; trace->inopen = true; break; default: trace->allsolid = false; trace->inwater = true; break; } return true; } else { VectorCopy(p1, rht_start); VectorCopy(p2, rht_end); return Q1BSP_RecursiveHullTrace(hull, num, p1f, p2f, p1, p2, trace) != rht_impact; } } #else qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { mclipnode_t *node; mplane_t *plane; float t1, t2; float frac; int i; vec3_t mid; int side; float midf; // check for empty if (num < 0) { if (num != Q1CONTENTS_SOLID) { trace->allsolid = false; if (num == Q1CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; // empty } // // find the point distances // node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; } #if 1 if (t1 >= 0 && t2 >= 0) return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); #else if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) ) return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) ) return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); #endif // put the crosspoint DIST_EPSILON pixels on the near side if (t1 < 0) frac = (t1 + DIST_EPSILON)/(t1-t2); else frac = (t1 - DIST_EPSILON)/(t1-t2); if (frac < 0) frac = 0; if (frac > 1) frac = 1; midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); side = (t1 < 0); // move up to the node if (!Q1BSP_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) ) return false; #ifdef PARANOID if (Q1BSP_RecursiveHullCheck (sv_hullmodel, mid, node->children[side]) == Q1CONTENTS_SOLID) { Con_Printf ("mid PointInHullSolid\n"); return false; } #endif if (Q1_HullPointContents (hull, node->children[side^1], mid) != Q1CONTENTS_SOLID) // go past the node return Q1BSP_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace); if (trace->allsolid) return false; // never got out of the solid area //================== // the other side of the node is solid, this is the impact point //================== if (!side) { VectorCopy (plane->normal, trace->plane.normal); trace->plane.dist = plane->dist; } else { VectorNegate (plane->normal, trace->plane.normal); trace->plane.dist = -plane->dist; } while (Q1_HullPointContents (hull, hull->firstclipnode, mid) == Q1CONTENTS_SOLID) { // shouldn't really happen, but does occasionally if (!(frac < 10000000) && !(frac > -10000000)) { trace->fraction = 0; VectorClear (trace->endpos); Con_Printf ("nan in traceline\n"); return false; } frac -= 0.1; if (frac < 0) { trace->fraction = midf; VectorCopy (mid, trace->endpos); Con_DPrintf ("backup past 0\n"); return false; } midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); } trace->fraction = midf; VectorCopy (mid, trace->endpos); return false; } #endif /* the bsp tree we're walking through is the renderable hull we need to trace a box through the world. by its very nature, this will reach more nodes than we really want, and as we can follow a node sideways, the underlying bsp structure is no longer 100% reliable (meaning we cross planes that are entirely to one side, and follow its children too) so all contents and solidity must come from the brushes and ONLY the brushes. */ struct traceinfo_s { unsigned int solidcontents; trace_t trace; qboolean sphere; float radius; /*set even for sphere traces (used for bbox tests)*/ vec3_t mins; vec3_t maxs; vec3_t start; vec3_t end; }; #if 0 #include "shader.h" void TestDrawPlane(float *normal, float dist, float r, float g, float b) { scenetris_t *t; if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = R_RegisterShader("testplane", "{\n{\nmap $whiteimage\nrgbgen vertex\nalphagen vertex\nblendfunc add\nnodepth\n}\n}\n"); t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->numvert = 0; t->numidx = 0; if (cl_numstrisidx+6 > cl_maxstrisidx) { cl_maxstrisidx=cl_numstrisidx+6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } if (cl_numstrisvert+4 > cl_maxstrisvert) { cl_maxstrisvert+=64; cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert); cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert); cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert); } { vec3_t tmp = {0,0.04,0.96}; vec3_t right, forward; CrossProduct(normal, tmp, right); VectorNormalize(right); CrossProduct(normal, right, forward); VectorNormalize(forward); VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], 8192, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], 8192, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], 8192, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -8192, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -8192, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -8192, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -8192, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], 8192, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; } /*build the triangles*/ cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 1; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 3; t->numidx = cl_numstrisidx - t->firstidx; t->numvert += 4; } #endif static void Q1BSP_ClipToBrushes(struct traceinfo_s *traceinfo, mbrush_t *brush) { struct mbrushplane_s *plane; struct mbrushplane_s *enterplane; int i, j; vec3_t ofs; qboolean startout, endout; float d1,d2,dist,enterdist=0; float f, enterfrac, exitfrac; for (; brush; brush = brush->next) { /*ignore if its not solid to us*/ if (!(traceinfo->solidcontents & brush->contents)) continue; startout = false; endout = false; enterplane= NULL; enterfrac = -1; exitfrac = 10; for (i = brush->numplanes, plane = brush->planes; i; i--, plane++) { /*calculate the distance based upon the shape of the object we're tracing for*/ if (traceinfo->sphere) { dist = plane->dist + traceinfo->radius; } else { for (j=0 ; j<3 ; j++) { if (plane->normal[j] < 0) ofs[j] = traceinfo->maxs[j]; else ofs[j] = traceinfo->mins[j]; } dist = DotProduct (ofs, plane->normal); dist = plane->dist - dist; } d1 = DotProduct (traceinfo->start, plane->normal) - dist; d2 = DotProduct (traceinfo->end, plane->normal) - dist; if (d1 >= 0) startout = true; if (d2 > 0) endout = true; //if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one if (d1 > 0 && d2 >= 0) goto nextbrush; //if we're fully inside the plane, then whatever is happening is not relevent for this plane if (d1 < 0 && d2 <= 0) continue; f = d1 / (d1-d2); if (d1 > d2) { //entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes) if (enterfrac < f) { enterfrac = f; enterplane = plane; enterdist = dist; } } else { //left the brush, favour the nearest plane (smallest frac) if (exitfrac > f) { exitfrac = f; } } } if (!startout) { traceinfo->trace.startsolid = true; if (!endout) traceinfo->trace.allsolid = true; traceinfo->trace.contents |= brush->contents; return; } if (enterfrac != -1 && enterfrac < exitfrac) { //impact! if (enterfrac < traceinfo->trace.fraction) { traceinfo->trace.fraction = enterfrac; traceinfo->trace.plane.dist = enterdist; VectorCopy(enterplane->normal, traceinfo->trace.plane.normal); traceinfo->trace.contents = brush->contents; } } nextbrush: ; } } static void Q1BSP_InsertBrush(mnode_t *node, mbrush_t *brush, vec3_t bmins, vec3_t bmaxs) { vec3_t near, far; float nd, fd; int i; while(1) { if (node->contents < 0) /*leaf, so no smaller node to put it in (I'd be surprised if it got this far)*/ { brush->next = node->brushes; node->brushes = brush; return; } for (i = 0; i < 3; i++) { if (node->plane->normal[i] > 0) { near[i] = bmins[i]; far[i] = bmaxs[i]; } else { near[i] = bmaxs[i]; far[i] = bmins[i]; } } nd = DotProduct(node->plane->normal, near) - node->plane->dist; fd = DotProduct(node->plane->normal, far) - node->plane->dist; /*if its fully on either side, continue walking*/ if (nd < 0 && fd < 0) node = node->children[1]; else if (nd > 0 && fd > 0) node = node->children[0]; else { /*plane crosses bbox, so insert here*/ brush->next = node->brushes; node->brushes = brush; return; } } } static void Q1BSP_RecursiveBrushCheck (struct traceinfo_s *traceinfo, mnode_t *node, float p1f, float p2f, vec3_t p1, vec3_t p2) { mplane_t *plane; float t1, t2; float frac; int i; vec3_t mid; int side; float midf; float offset; if (node->brushes) { Q1BSP_ClipToBrushes(traceinfo, node->brushes); } if (traceinfo->trace.fraction < p1f) { //already hit something closer than this node return; } if (node->contents < 0) { //we're in a leaf return; } // // find the point distances // plane = node->plane; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; if (plane->normal[plane->type] < 0) offset = -traceinfo->mins[plane->type]; else offset = traceinfo->maxs[plane->type]; } else { t1 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; offset = 0; for (i = 0; i < 3; i++) { if (plane->normal[i] < 0) offset += plane->normal[i] * -traceinfo->mins[i]; else offset += plane->normal[i] * traceinfo->maxs[i]; } } /*if we're fully on one side of the trace, go only down that side*/ if (t1 >= offset && t2 >= offset) { Q1BSP_RecursiveBrushCheck (traceinfo, node->children[0], p1f, p2f, p1, p2); return; } if (t1 < -offset && t2 < -offset) { Q1BSP_RecursiveBrushCheck (traceinfo, node->children[1], p1f, p2f, p1, p2); return; } // put the crosspoint DIST_EPSILON pixels on the near side if (t1 < 0) { frac = (t1 + DIST_EPSILON)/(t1-t2); side = 1; } else { frac = (t1 - DIST_EPSILON)/(t1-t2); side = 0; } if (frac < 0) frac = 0; if (frac > 1) frac = 1; midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); // move up to the node Q1BSP_RecursiveBrushCheck (traceinfo, node->children[side], p1f, midf, p1, mid); // go past the node Q1BSP_RecursiveBrushCheck (traceinfo, node->children[side^1], midf, p2f, mid, p2); } static unsigned int Q1BSP_TranslateContents(int contents) { switch(contents) { case Q1CONTENTS_EMPTY: return FTECONTENTS_EMPTY; case Q1CONTENTS_SOLID: return FTECONTENTS_SOLID; case Q1CONTENTS_WATER: return FTECONTENTS_WATER; case Q1CONTENTS_SLIME: return FTECONTENTS_SLIME; case Q1CONTENTS_LAVA: return FTECONTENTS_LAVA; case Q1CONTENTS_SKY: return FTECONTENTS_SKY; case Q1CONTENTS_LADDER: return FTECONTENTS_LADDER; default: Sys_Error("Q1BSP_TranslateContents: Unknown contents type - %i", contents); return FTECONTENTS_SOLID; } } int Q1BSP_HullPointContents(hull_t *hull, vec3_t p) { return Q1BSP_TranslateContents(Q1_HullPointContents(hull, hull->firstclipnode, p)); } unsigned int Q1BSP_PointContents(model_t *model, vec3_t axis[3], vec3_t point) { if (axis) { vec3_t transformed; transformed[0] = DotProduct(point, axis[0]); transformed[1] = DotProduct(point, axis[1]); transformed[2] = DotProduct(point, axis[2]); return Q1BSP_HullPointContents(&model->hulls[0], transformed); } if (!model->firstmodelsurface) { return Q1BSP_TranslateContents(Q1_ModelPointContents(model->nodes, point)); } return Q1BSP_HullPointContents(&model->hulls[0], point); } void Q1BSP_LoadBrushes(model_t *model) { struct { unsigned int ver; unsigned int modelnum; unsigned int numbrushes; unsigned int numplanes; } *permodel; struct { float mins[3]; float maxs[3]; signed short contents; unsigned short numplanes; } *perbrush; /* Note to implementors: a pointy brush with angles pointier than 90 degrees will extend further than any adjacent brush, thus creating invisible walls with larger expansions. the engine inserts 6 axial planes acording to the bbox, thus the qbsp need not write any axial planes note that doing it this way probably isn't good if you want to query textures... */ struct { vec3_t normal; float dist; } *perplane; static vec3_t axis[3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; int br, pl, remainingplanes; mbrush_t *brush; mnode_t *rootnode; unsigned int lumpsizeremaining; model->engineflags &= ~MDLF_HASBRUSHES; permodel = Q1BSPX_FindLump("BRUSHLIST", &lumpsizeremaining); if (!permodel) return; while (lumpsizeremaining) { if (lumpsizeremaining < sizeof(*permodel)) return; permodel->ver = LittleLong(permodel->ver); permodel->modelnum = LittleLong(permodel->modelnum); permodel->numbrushes = LittleLong(permodel->numbrushes); permodel->numplanes = LittleLong(permodel->numplanes); if (permodel->ver != 1 || lumpsizeremaining < sizeof(*permodel) + permodel->numbrushes*sizeof(*perbrush) + permodel->numplanes*sizeof(*perplane)) return; //find the correct rootnode for the model rootnode = model->nodes; if (permodel->modelnum > model->numsubmodels) return; if (permodel->modelnum) rootnode += model->submodels[permodel->modelnum-1].headnode[0]; brush = Hunk_Alloc((sizeof(*brush) - sizeof(brush->planes[0]))*permodel->numbrushes + sizeof(brush->planes[0])*(permodel->numbrushes*6+permodel->numplanes)); remainingplanes = permodel->numplanes; perbrush = (void*)(permodel+1); for (br = 0; br < permodel->numbrushes; br++) { /*byteswap it all in place*/ perbrush->mins[0] = LittleFloat(perbrush->mins[0]); perbrush->mins[1] = LittleFloat(perbrush->mins[1]); perbrush->mins[2] = LittleFloat(perbrush->mins[2]); perbrush->maxs[0] = LittleFloat(perbrush->maxs[0]); perbrush->maxs[1] = LittleFloat(perbrush->maxs[1]); perbrush->maxs[2] = LittleFloat(perbrush->maxs[2]); perbrush->contents = LittleShort(perbrush->contents); perbrush->numplanes = LittleShort(perbrush->numplanes); /*make sure planes don't overflow*/ if (perbrush->numplanes > remainingplanes) return; remainingplanes-=perbrush->numplanes; /*set up the mbrush from the file*/ brush->contents = Q1BSP_TranslateContents(perbrush->contents); brush->numplanes = perbrush->numplanes; for (pl = 0, perplane = (void*)(perbrush+1); pl < perbrush->numplanes; pl++, perplane++) { brush->planes[pl].normal[0] = LittleFloat(perplane->normal[0]); brush->planes[pl].normal[1] = LittleFloat(perplane->normal[1]); brush->planes[pl].normal[2] = LittleFloat(perplane->normal[2]); brush->planes[pl].dist = LittleFloat(perplane->dist); } /*and add axial planes acording to the brush's bbox*/ for (pl = 0; pl < 3; pl++) { VectorCopy(axis[pl], brush->planes[brush->numplanes].normal); brush->planes[brush->numplanes].dist = perbrush->maxs[pl]; brush->numplanes++; } for (pl = 0; pl < 3; pl++) { VectorNegate(axis[pl], brush->planes[brush->numplanes].normal); brush->planes[brush->numplanes].dist = -perbrush->mins[pl]; brush->numplanes++; } /*link it in to the bsp tree*/ Q1BSP_InsertBrush(rootnode, brush, perbrush->mins, perbrush->maxs); /*set up for the next brush*/ brush = (void*)&brush->planes[brush->numplanes]; perbrush = (void*)perplane; } /*move on to the next model*/ lumpsizeremaining -= sizeof(*permodel) + permodel->numbrushes*sizeof(*perbrush) + permodel->numplanes*sizeof(*perplane); permodel = (void*)((char*)permodel + sizeof(*permodel) + permodel->numbrushes*sizeof(*perbrush) + permodel->numplanes*sizeof(*perplane)); } /*parsing was successful! flag it as okay*/ model->engineflags |= MDLF_HASBRUSHES; } qboolean Q1BSP_Trace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int hitcontentsmask, trace_t *trace) { hull_t *hull; vec3_t size; vec3_t start_l, end_l; vec3_t offset; VectorSubtract (maxs, mins, size); if ((model->engineflags & MDLF_HASBRUSHES))// && (size[0] || size[1] || size[2])) { struct traceinfo_s traceinfo; memset (&traceinfo.trace, 0, sizeof(trace_t)); traceinfo.trace.fraction = 1; traceinfo.trace.allsolid = false; VectorCopy(mins, traceinfo.mins); VectorCopy(maxs, traceinfo.maxs); VectorCopy(start, traceinfo.start); VectorCopy(end, traceinfo.end); traceinfo.sphere = false; /* traceinfo.sphere = true; traceinfo.radius = 48; traceinfo.mins[0] = -traceinfo.radius; traceinfo.mins[1] = -traceinfo.radius; traceinfo.mins[2] = -traceinfo.radius; traceinfo.maxs[0] = traceinfo.radius; traceinfo.maxs[1] = traceinfo.radius; traceinfo.maxs[2] = traceinfo.radius; */ traceinfo.solidcontents = hitcontentsmask; Q1BSP_RecursiveBrushCheck(&traceinfo, model->nodes, 0, 1, start, end); memcpy(trace, &traceinfo.trace, sizeof(trace_t)); if (trace->fraction < 1) { float d1 = DotProduct(start, trace->plane.normal) - trace->plane.dist; float d2 = DotProduct(end, trace->plane.normal) - trace->plane.dist; float f = (d1 - DIST_EPSILON) / (d1 - d2); if (f < 0) f = 0; trace->fraction = f; } VectorInterpolate(start, trace->fraction, end, trace->endpos); return trace->fraction != 1; } memset (trace, 0, sizeof(trace_t)); trace->fraction = 1; trace->allsolid = true; if (forcehullnum >= 1 && forcehullnum <= MAX_MAP_HULLSM && model->hulls[forcehullnum-1].available) hull = &model->hulls[forcehullnum-1]; else { if (model->hulls[5].available) { //choose based on hexen2 sizes. if (size[0] < 3) // Point hull = &model->hulls[0]; else if (size[0] <= 8.1 && model->hulls[4].available) hull = &model->hulls[4]; //Pentacles else if (size[0] <= 32.1 && size[2] <= 28.1) // Half Player hull = &model->hulls[3]; else if (size[0] <= 32.1) // Full Player hull = &model->hulls[1]; else // Golumn hull = &model->hulls[5]; } else { if (size[0] < 3 || !model->hulls[1].available) hull = &model->hulls[0]; else if (size[0] <= 32.1) { if (size[2] < 54.1 && model->hulls[3].available) hull = &model->hulls[3]; // 32x32x36 (half-life's crouch) else hull = &model->hulls[1]; } else hull = &model->hulls[2]; } } // calculate an offset value to center the origin VectorSubtract (hull->clip_mins, mins, offset); if (axis) { vec3_t tmp; VectorSubtract(start, offset, tmp); start_l[0] = DotProduct(tmp, axis[0]); start_l[1] = DotProduct(tmp, axis[1]); start_l[2] = DotProduct(tmp, axis[2]); VectorSubtract(end, offset, tmp); end_l[0] = DotProduct(tmp, axis[0]); end_l[1] = DotProduct(tmp, axis[1]); end_l[2] = DotProduct(tmp, axis[2]); Q1BSP_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, trace); if (trace->fraction == 1) { VectorCopy (end, trace->endpos); } else { vec3_t iaxis[3]; vec3_t norm; Matrix3x3_RM_Invert_Simple((void *)axis, iaxis); VectorCopy(trace->plane.normal, norm); trace->plane.normal[0] = DotProduct(norm, iaxis[0]); trace->plane.normal[1] = DotProduct(norm, iaxis[1]); trace->plane.normal[2] = DotProduct(norm, iaxis[2]); /*just interpolate it, its easier than inverse matrix rotations*/ VectorInterpolate(start, trace->fraction, end, trace->endpos); } } else { VectorSubtract(start, offset, start_l); VectorSubtract(end, offset, end_l); Q1BSP_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, trace); if (trace->fraction == 1) { VectorCopy (end, trace->endpos); } else { VectorAdd (trace->endpos, offset, trace->endpos); } } if (model->terrain && trace->fraction) { trace_t hmt; Heightmap_Trace(model, forcehullnum, frame, axis, start, end, mins, maxs, hitcontentsmask, &hmt); if (hmt.fraction < trace->fraction) *trace = hmt; } return trace->fraction != 1; } /* Physics functions (common) ============================================================================ Rendering functions (Client only) */ #ifndef SERVERONLY extern int r_dlightframecount; //goes through the nodes marking the surfaces near the dynamic light as lit. void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; float l, maxdist; int j, s, t; vec3_t impact; if (node->contents < 0) return; splitplane = node->plane; if (splitplane->type < 3) dist = light->origin[splitplane->type] - splitplane->dist; else dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { Q1BSP_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { Q1BSP_MarkLights (light, bit, node->children[1]); return; } maxdist = light->radius*light->radius; // mark the polygons surf = currentmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { //Yeah, you can blame LordHavoc for this alternate code here. for (j=0 ; j<3 ; j++) impact[j] = light->origin[j] - surf->plane->normal[j]*dist; // clamp center of light to corner and check brightness l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; s = l - s; l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; t = l - t; // compare to minimum light if ((s*s+t*t+dist*dist) < maxdist) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = bit; surf->dlightframe = r_dlightframecount; } else surf->dlightbits |= bit; } } Q1BSP_MarkLights (light, bit, node->children[0]); Q1BSP_MarkLights (light, bit, node->children[1]); } #define MAXFRAGMENTTRIS 256 vec3_t decalfragmentverts[MAXFRAGMENTTRIS*3]; typedef struct { vec3_t center; vec3_t normal; // vec3_t tangent1; // vec3_t tangent2; vec3_t planenorm[6]; float planedist[6]; int numplanes; vec_t radius; int numtris; } fragmentdecal_t; //#define SHOWCLIPS //#define FRAGMENTASTRIANGLES //works, but produces more fragments. #ifdef FRAGMENTASTRIANGLES //if the triangle is clipped away, go recursive if there are tris left. void Fragment_ClipTriToPlane(int trinum, float *plane, float planedist, fragmentdecal_t *dec) { float *point[3]; float dotv[3]; vec3_t impact1, impact2; float t; int i, i2, i3; int clippedverts = 0; for (i = 0; i < 3; i++) { point[i] = decalfragmentverts[trinum*3+i]; dotv[i] = DotProduct(point[i], plane)-planedist; clippedverts += dotv[i] < 0; } //if they're all clipped away, scrap the tri switch (clippedverts) { case 0: return; //plane does not clip the triangle. case 1: //split into 3, disregard the clipped vert for (i = 0; i < 3; i++) { if (dotv[i] < 0) { //This is the vertex that's getting clipped. if (dotv[i] > -DIST_EPSILON) return; //it's only over the line by a tiny ammount. i2 = (i+1)%3; i3 = (i+2)%3; if (dotv[i2] < DIST_EPSILON) return; if (dotv[i3] < DIST_EPSILON) return; //work out where the two lines impact the plane t = (dotv[i]) / (dotv[i]-dotv[i2]); VectorInterpolate(point[i], t, point[i2], impact1); t = (dotv[i]) / (dotv[i]-dotv[i3]); VectorInterpolate(point[i], t, point[i3], impact2); #ifdef SHOWCLIPS if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact2, decalfragmentverts[dec->numtris*3+0]); VectorCopy(decalfragmentverts[trinum*3+i], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact1, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } #endif //shrink the tri, putting the impact into the killed vertex. VectorCopy(impact2, point[i]); if (dec->numtris == MAXFRAGMENTTRIS) return; //:( //build the second tri VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(decalfragmentverts[trinum*3+i2], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; return; } } Sys_Error("Fragment_ClipTriToPlane: Clipped vertex not founc\n"); return; //can't handle it case 2: //split into 3, disregarding both the clipped. for (i = 0; i < 3; i++) { if (!(dotv[i] < 0)) { //This is the vertex that's staying. if (dotv[i] < DIST_EPSILON) break; //only just inside i2 = (i+1)%3; i3 = (i+2)%3; //work out where the two lines impact the plane t = (dotv[i]) / (dotv[i]-dotv[i2]); VectorInterpolate(point[i], t, point[i2], impact1); t = (dotv[i]) / (dotv[i]-dotv[i3]); VectorInterpolate(point[i], t, point[i3], impact2); //shrink the tri, putting the impact into the killed vertex. #ifdef SHOWCLIPS if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(point[i2], decalfragmentverts[dec->numtris*3+1]); VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } #endif VectorCopy(impact1, point[i2]); VectorCopy(impact2, point[i3]); return; } } case 3://scrap it //fill the verts with the verts of the last and go recursive (due to the nature of Fragment_ClipTriangle, which doesn't actually know if we clip them away) #ifndef SHOWCLIPS dec->numtris--; VectorCopy(decalfragmentverts[dec->numtris*3+0], decalfragmentverts[trinum*3+0]); VectorCopy(decalfragmentverts[dec->numtris*3+1], decalfragmentverts[trinum*3+1]); VectorCopy(decalfragmentverts[dec->numtris*3+2], decalfragmentverts[trinum*3+2]); if (trinum < dec->numtris) Fragment_ClipTriToPlane(trinum, plane, planedist, dec); #endif return; } } void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c) { //emit the triangle, and clip it's fragments. int start, i; int p; if (dec->numtris == MAXFRAGMENTTRIS) return; //:( start = dec->numtris; VectorCopy(a, decalfragmentverts[dec->numtris*3+0]); VectorCopy(b, decalfragmentverts[dec->numtris*3+1]); VectorCopy(c, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; //clip all the fragments to all of the planes. //This will produce a quad if the source triangle was big enough. for (p = 0; p < 6; p++) { for (i = start; i < dec->numtris; i++) Fragment_ClipTriToPlane(i, dec->planenorm[p], dec->plantdist[p], dec); } } #else #define MAXFRAGMENTVERTS 360 int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float *plane, float planedist) { #define C 4 float dotv[MAXFRAGMENTVERTS+1]; char keep[MAXFRAGMENTVERTS+1]; #define KEEP_KILL 0 #define KEEP_KEEP 1 #define KEEP_BORDER 2 int i; int outcount = 0; int clippedcount = 0; float d, *p1, *p2, *out; #define FRAG_EPSILON 0.5 for (i = 0; i < incount; i++) { dotv[i] = DotProduct((inverts+i*C), plane) - planedist; if (dotv[i]<-FRAG_EPSILON) { keep[i] = KEEP_KILL; clippedcount++; } else if (dotv[i] > FRAG_EPSILON) keep[i] = KEEP_KEEP; else keep[i] = KEEP_BORDER; } dotv[i] = dotv[0]; keep[i] = keep[0]; if (clippedcount == incount) return 0; //all were clipped if (clippedcount == 0) { //none were clipped for (i = 0; i < incount; i++) VectorCopy((inverts+i*C), (outverts+i*C)); return incount; } for (i = 0; i < incount; i++) { p1 = inverts+i*C; if (keep[i] == KEEP_BORDER) { out = outverts+outcount++*C; VectorCopy(p1, out); continue; } if (keep[i] == KEEP_KEEP) { out = outverts+outcount++*C; VectorCopy(p1, out); } if (keep[i+1] == KEEP_BORDER || keep[i] == keep[i+1]) continue; p2 = inverts+((i+1)%incount)*C; d = dotv[i] - dotv[i+1]; if (d) d = dotv[i] / d; out = outverts+outcount++*C; VectorInterpolate(p1, d, p2, out); } return outcount; } void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts) { //emit the triangle, and clip it's fragments. int p; float verts[MAXFRAGMENTVERTS*C]; float verts2[MAXFRAGMENTVERTS*C]; float *cverts; int flip; if (numverts > MAXFRAGMENTTRIS) return; if (dec->numtris == MAXFRAGMENTTRIS) return; //don't bother //clip to the first plane specially, so we don't have extra copys numverts = Fragment_ClipPolyToPlane(inverts, verts, numverts, dec->planenorm[0], dec->planedist[0]); //clip the triangle to the 6 planes. flip = 0; for (p = 1; p < dec->numplanes; p++) { flip^=1; if (flip) numverts = Fragment_ClipPolyToPlane(verts, verts2, numverts, dec->planenorm[p], dec->planedist[p]); else numverts = Fragment_ClipPolyToPlane(verts2, verts, numverts, dec->planenorm[p], dec->planedist[p]); if (numverts < 3) //totally clipped. return; } if (flip) cverts = verts2; else cverts = verts; //decompose the resultant polygon into triangles. while(numverts>2) { if (dec->numtris == MAXFRAGMENTTRIS) return; numverts--; VectorCopy((cverts+C*0), decalfragmentverts[dec->numtris*3+0]); VectorCopy((cverts+C*(numverts-1)), decalfragmentverts[dec->numtris*3+1]); VectorCopy((cverts+C*numverts), decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } } #endif //this could be inlined, but I'm lazy. void Fragment_Mesh (fragmentdecal_t *dec, mesh_t *mesh) { int i; vecV_t verts[3]; /*if its a triangle fan/poly/quad then we can just submit the entire thing without generating extra fragments*/ if (mesh->istrifan) { Fragment_ClipPoly(dec, mesh->numvertexes, mesh->xyz_array[0]); return; } //Fixme: optimise q3 patches (quad strips with bends between each strip) /*otherwise it goes in and out in weird places*/ for (i = 0; i < mesh->numindexes; i+=3) { if (dec->numtris == MAXFRAGMENTTRIS) break; VectorCopy(mesh->xyz_array[mesh->indexes[i+0]], verts[0]); VectorCopy(mesh->xyz_array[mesh->indexes[i+1]], verts[1]); VectorCopy(mesh->xyz_array[mesh->indexes[i+2]], verts[2]); Fragment_ClipPoly(dec, 3, verts[0]); } } void Q1BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist; if (dist > dec->radius) { Q1BSP_ClipDecalToNodes (dec, node->children[0]); return; } if (dist < -dec->radius) { Q1BSP_ClipDecalToNodes (dec, node->children[1]); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_PLANEBACK) { if (-DotProduct(surf->plane->normal, dec->normal) > -0.5) continue; } else { if (DotProduct(surf->plane->normal, dec->normal) > -0.5) continue; } Fragment_Mesh(dec, surf->mesh); } Q1BSP_ClipDecalToNodes (dec, node->children[0]); Q1BSP_ClipDecalToNodes (dec, node->children[1]); } #ifdef RTLIGHTS extern int sh_shadowframe; #else static int sh_shadowframe; #endif #ifdef Q3BSPS void Q3BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t **msurf; msurface_t *surf; mleaf_t *leaf; int i; if (node->contents != -1) { leaf = (mleaf_t *)node; // mark the polygons msurf = leaf->firstmarksurface; for (i=0 ; inummarksurfaces ; i++, msurf++) { surf = *msurf; //only check each surface once. it can appear in multiple leafs. if (surf->shadowframe == sh_shadowframe) continue; surf->shadowframe = sh_shadowframe; Fragment_Mesh(dec, surf->mesh); } return; } splitplane = node->plane; dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist; if (dist > dec->radius) { Q3BSP_ClipDecalToNodes (dec, node->children[0]); return; } if (dist < -dec->radius) { Q3BSP_ClipDecalToNodes (dec, node->children[1]); return; } Q3BSP_ClipDecalToNodes (dec, node->children[0]); Q3BSP_ClipDecalToNodes (dec, node->children[1]); } #endif int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangent2, float size, float **out) { //quad marks a full, independant quad int p; fragmentdecal_t dec; VectorCopy(center, dec.center); VectorCopy(normal, dec.normal); dec.radius = size/2; dec.numtris = 0; VectorCopy(tangent1, dec.planenorm[0]); VectorNegate(tangent1, dec.planenorm[1]); VectorCopy(tangent2, dec.planenorm[2]); VectorNegate(tangent2, dec.planenorm[3]); VectorCopy(dec.normal, dec.planenorm[4]); VectorNegate(dec.normal, dec.planenorm[5]); for (p = 0; p < 6; p++) dec.planedist[p] = -(dec.radius - DotProduct(dec.center, dec.planenorm[p])); dec.numplanes = 6; sh_shadowframe++; if (!cl.worldmodel) return 0; else if (cl.worldmodel->fromgame == fg_quake) Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes); #ifdef Q3BSPS else if (cl.worldmodel->fromgame == fg_quake3) Q3BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes); #endif *out = (float *)decalfragmentverts; return dec.numtris; } //This is spike's testing function, and is only usable by gl. :) /* #include "glquake.h" void Q1BSP_TestClipDecal(void) { int i; int numtris; vec3_t fwd; vec3_t start; vec3_t center, normal, tangent, tangent2; float *verts; if (cls.state != ca_active) return; VectorCopy(r_origin, start); // start[2]+=22; VectorMA(start, 10000, vpn, fwd); if (!TraceLineN(start, fwd, center, normal)) { VectorCopy(start, center); normal[0] = 0; normal[1] = 0; normal[2] = 1; } CrossProduct(fwd, normal, tangent); VectorNormalize(tangent); CrossProduct(normal, tangent, tangent2); numtris = Q1BSP_ClipDecal(center, normal, tangent, tangent2, 128, &verts); PPL_RevertToKnownState(); qglDisable(GL_TEXTURE_2D); qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglDisable(GL_DEPTH_TEST); qglColor3f(1, 0, 0); qglShadeModel(GL_SMOOTH); qglBegin(GL_TRIANGLES); for (i = 0; i < numtris; i++) { qglVertex3fv(verts+i*9+0); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+6); } qglEnd(); qglColor3f(1, 1, 1); qglBegin(GL_LINES); for (i = 0; i < numtris; i++) { qglVertex3fv(verts+i*9+0); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+6); qglVertex3fv(verts+i*9+6); qglVertex3fv(verts+i*9+0); } qglVertex3fv(center); VectorMA(center, 10, normal, fwd); qglVertex3fv(fwd); qglColor3f(0, 1, 0); qglVertex3fv(center); VectorMA(center, 10, tangent, fwd); qglVertex3fv(fwd); qglColor3f(0, 0, 1); qglVertex3fv(center); CrossProduct(tangent, normal, fwd); VectorMA(center, 10, fwd, fwd); qglVertex3fv(fwd); qglColor3f(1, 1, 1); qglEnd(); qglEnable(GL_TEXTURE_2D); qglEnable(GL_DEPTH_TEST); PPL_RevertToKnownState(); } */ #endif /* Rendering functions (Client only) ============================================================================== Server only functions */ #ifndef CLIENTONLY //does the recursive work of Q1BSP_FatPVS void SV_Q1BSP_AddToFatPVS (model_t *mod, vec3_t org, mnode_t *node, qbyte *buffer, unsigned int buffersize) { int i; qbyte *pvs; mplane_t *plane; float d; while (1) { // if this is a leaf, accumulate the pvs bits if (node->contents < 0) { if (node->contents != Q1CONTENTS_SOLID) { pvs = Q1BSP_LeafPVS (mod, (mleaf_t *)node, NULL, 0); for (i=0; iplane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_Q1BSP_AddToFatPVS (mod, org, node->children[0], buffer, buffersize); node = node->children[1]; } } } /* ============= Q1BSP_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ unsigned int Q1BSP_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean add) { unsigned int fatbytes = (mod->numleafs+31)>>3; if (fatbytes > buffersize) Sys_Error("map had too much pvs data (too many leaves)\n");; if (!add) Q_memset (pvsbuffer, 0, fatbytes); SV_Q1BSP_AddToFatPVS (mod, org, mod->nodes, pvsbuffer, fatbytes); return fatbytes; } #endif qboolean Q1BSP_EdictInFatPVS(model_t *mod, struct pvscache_s *ent, qbyte *pvs) { int i; if (ent->num_leafs == MAX_ENT_LEAFS+1) return true; //it's in too many leafs for us to cope with. Just trivially accept it. for (i=0 ; i < ent->num_leafs ; i++) if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) )) return true; //we might be able to see this one. return false; //none of this ents leafs were visible, so neither is the ent. } /* =============== SV_FindTouchedLeafs Links the edict to the right leafs so we can get it's potential visability. =============== */ void Q1BSP_RFindTouchedLeafs (model_t *wm, struct pvscache_s *ent, mnode_t *node, float *mins, float *maxs) { mplane_t *splitplane; mleaf_t *leaf; int sides; int leafnum; if (node->contents == Q1CONTENTS_SOLID) return; // add an efrag if the node is a leaf if ( node->contents < 0) { if (ent->num_leafs >= MAX_ENT_LEAFS) { ent->num_leafs = MAX_ENT_LEAFS+1; //too many. mark it as such so we can trivially accept huge mega-big brush models. return; } leaf = (mleaf_t *)node; leafnum = leaf - wm->leafs - 1; ent->leafnums[ent->num_leafs] = leafnum; ent->num_leafs++; return; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE(mins, maxs, splitplane); // recurse down the contacted sides if (sides & 1) Q1BSP_RFindTouchedLeafs (wm, ent, node->children[0], mins, maxs); if (sides & 2) Q1BSP_RFindTouchedLeafs (wm, ent, node->children[1], mins, maxs); } void Q1BSP_FindTouchedLeafs(model_t *mod, struct pvscache_s *ent, float *mins, float *maxs) { ent->num_leafs = 0; if (mins && maxs) Q1BSP_RFindTouchedLeafs (mod, ent, mod->nodes, mins, maxs); } /* Server only functions ============================================================================== PVS type stuff */ /* =================== Mod_DecompressVis =================== */ qbyte *Q1BSP_DecompressVis (qbyte *in, model_t *model, qbyte *decompressed, unsigned int buffersize) { int c; qbyte *out; int row; row = (model->numleafs+7)>>3; out = decompressed; if (buffersize < row) row = buffersize; #if 0 memcpy (out, in, row); #else if (!in) { // no vis info, so make all visible while (row) { *out++ = 0xff; row--; } return decompressed; } do { if (*in) { *out++ = *in++; continue; } c = in[1]; in += 2; while (c) { *out++ = 0; c--; } } while (out - decompressed < row); #endif return decompressed; } static qbyte mod_novis[MAX_MAP_LEAFS/8]; qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer, unsigned int buffersize) { static qbyte decompressed[MAX_MAP_LEAFS/8]; if (leaf == model->leafs) return mod_novis; if (!buffer) { buffer = decompressed; buffersize = sizeof(decompressed); } return Q1BSP_DecompressVis (leaf->compressed_vis, model, buffer, buffersize); } qbyte *Q1BSP_LeafnumPVS (model_t *model, int leafnum, qbyte *buffer, unsigned int buffersize) { return Q1BSP_LeafPVS(model, model->leafs + leafnum, buffer, buffersize); } //returns the leaf number, which is used as a bit index into the pvs. int Q1BSP_LeafnumForPoint (model_t *model, vec3_t p) { mnode_t *node; float d; mplane_t *plane; if (!model) { Sys_Error ("Mod_PointInLeaf: bad model"); } if (!model->nodes) return 0; node = model->nodes; while (1) { if (node->contents < 0) return (mleaf_t *)node - model->leafs; plane = node->plane; d = DotProduct (p,plane->normal) - plane->dist; if (d > 0) node = node->children[0]; else node = node->children[1]; } return 0; // never reached } mleaf_t *Q1BSP_LeafForPoint (model_t *model, vec3_t p) { return model->leafs + Q1BSP_LeafnumForPoint(model, p); } /* PVS type stuff ============================================================================== Init stuff */ void Q1BSP_Init(void) { memset (mod_novis, 0xff, sizeof(mod_novis)); } typedef struct { char lumpname[24]; // up to 23 chars, zero-padded int fileofs; // from file start int filelen; } bspx_lump_t; typedef struct { char id[4]; // 'BSPX' int numlumps; bspx_lump_t lumps[1]; } bspx_header_t; static char *bspxbase; static bspx_header_t *bspxheader; //supported lumps: //RGBLIGHTING (.lit) //LIGHTINGDIR (.lux) void *Q1BSPX_FindLump(char *lumpname, int *lumpsize) { int i; *lumpsize = 0; if (!bspxheader) return NULL; for (i = 0; i < bspxheader->numlumps; i++) { if (!strncmp(bspxheader->lumps[i].lumpname, lumpname, 24)) { *lumpsize = bspxheader->lumps[i].filelen; return bspxbase + bspxheader->lumps[i].fileofs; } } return NULL; } void Q1BSPX_Setup(model_t *mod, char *filebase, unsigned int filelen, lump_t *lumps, int numlumps) { int i; int offs = 0; bspx_header_t *h; bspxbase = filebase; bspxheader = NULL; for (i = 0; i < numlumps; i++, lumps++) { if (offs < lumps->fileofs + lumps->filelen) offs = lumps->fileofs + lumps->filelen; } offs = (offs + 3) & ~3; if (offs + sizeof(*bspxheader) > filelen) return; /*no space for it*/ h = (bspx_header_t*)(filebase + offs); i = LittleLong(h->numlumps); /*verify the header*/ if (*(int*)h->id != *(int*)"BSPX" || i < 0 || offs + sizeof(*h) + sizeof(h->lumps[0])*(i-1) > filelen) return; h->numlumps = i; while(i-->0) { h->lumps[i].fileofs = LittleLong(h->lumps[i].fileofs); h->lumps[i].filelen = LittleLong(h->lumps[i].filelen); if (h->lumps[i].fileofs + h->lumps[i].filelen > filelen) return; } bspxheader = h; } //sets up the functions a server needs. //fills in bspfuncs_t void Q1BSP_SetModelFuncs(model_t *mod) { #ifndef CLIENTONLY mod->funcs.FatPVS = Q1BSP_FatPVS; #endif mod->funcs.EdictInFatPVS = Q1BSP_EdictInFatPVS; mod->funcs.FindTouchedLeafs = Q1BSP_FindTouchedLeafs; mod->funcs.LightPointValues = NULL; mod->funcs.StainNode = NULL; mod->funcs.MarkLights = NULL; mod->funcs.LeafnumForPoint = Q1BSP_LeafnumForPoint; mod->funcs.LeafPVS = Q1BSP_LeafnumPVS; mod->funcs.NativeTrace = Q1BSP_Trace; mod->funcs.PointContents = Q1BSP_PointContents; }