doom3-bfg/neo/d3xp/physics/Clip.cpp

2063 lines
47 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
#define MAX_SECTOR_DEPTH 12
#define MAX_SECTORS ((1<<(MAX_SECTOR_DEPTH+1))-1)
typedef struct clipSector_s
{
int axis; // -1 = leaf node
float dist;
struct clipSector_s* children[2];
struct clipLink_s* clipLinks;
} clipSector_t;
typedef struct clipLink_s
{
idClipModel* clipModel;
struct clipSector_s* sector;
struct clipLink_s* prevInSector;
struct clipLink_s* nextInSector;
struct clipLink_s* nextLink;
} clipLink_t;
typedef struct trmCache_s
{
idTraceModel trm;
int refCount;
float volume;
idVec3 centerOfMass;
idMat3 inertiaTensor;
} trmCache_t;
idVec3 vec3_boxEpsilon( CM_BOX_EPSILON, CM_BOX_EPSILON, CM_BOX_EPSILON );
idBlockAlloc<clipLink_t, 1024> clipLinkAllocator;
/*
===============================================================
idClipModel trace model cache
===============================================================
*/
static idList<trmCache_s*> traceModelCache;
static idList<trmCache_s*> traceModelCache_Unsaved;
static idHashIndex traceModelHash;
static idHashIndex traceModelHash_Unsaved;
const static int TRACE_MODEL_SAVED = BIT( 16 );
/*
===============
idClipModel::ClearTraceModelCache
===============
*/
void idClipModel::ClearTraceModelCache()
{
traceModelCache.DeleteContents( true );
traceModelCache_Unsaved.DeleteContents( true );
traceModelHash.Free();
traceModelHash_Unsaved.Free();
}
/*
===============
idClipModel::TraceModelCacheSize
===============
*/
int idClipModel::TraceModelCacheSize()
{
return traceModelCache.Num() * sizeof( idTraceModel );
}
/*
===============
idClipModel::AllocTraceModel
===============
*/
int idClipModel::AllocTraceModel( const idTraceModel& trm, bool persistantThroughSaves )
{
int i, hashKey, traceModelIndex;
trmCache_t* entry;
hashKey = GetTraceModelHashKey( trm );
if( persistantThroughSaves )
{
// Look Inside the saved list.
for( i = traceModelHash.First( hashKey ); i >= 0; i = traceModelHash.Next( i ) )
{
if( traceModelCache[i]->trm == trm )
{
traceModelCache[i]->refCount++;
int flagged_index = i | TRACE_MODEL_SAVED;
return flagged_index;
}
}
}
else
{
// Look inside the unsaved list.
for( i = traceModelHash_Unsaved.First( hashKey ); i >= 0; i = traceModelHash_Unsaved.Next( i ) )
{
if( traceModelCache_Unsaved[i]->trm == trm )
{
traceModelCache_Unsaved[i]->refCount++;
return i;
}
}
}
entry = new( TAG_PHYSICS_CLIP ) trmCache_t;
entry->trm = trm;
entry->trm.GetMassProperties( 1.0f, entry->volume, entry->centerOfMass, entry->inertiaTensor );
entry->refCount = 1;
if( persistantThroughSaves )
{
traceModelIndex = traceModelCache.Append( entry );
traceModelHash.Add( hashKey, traceModelIndex );
// Set the saved bit.
traceModelIndex |= TRACE_MODEL_SAVED;
}
else
{
traceModelIndex = traceModelCache_Unsaved.Append( entry );
traceModelHash_Unsaved.Add( hashKey, traceModelIndex );
// remove the saved bit
traceModelIndex &= ~TRACE_MODEL_SAVED;
}
return traceModelIndex;
}
/*
===============
idClipModel::FreeTraceModel
===============
*/
void idClipModel::FreeTraceModel( int traceModelIndex )
{
int realTraceModelIndex = traceModelIndex & ~TRACE_MODEL_SAVED;
// Check which cache we are using.
if( traceModelIndex & TRACE_MODEL_SAVED )
{
if( realTraceModelIndex < 0 || realTraceModelIndex >= traceModelCache.Num() || traceModelCache[realTraceModelIndex]->refCount <= 0 )
{
gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
return;
}
traceModelCache[realTraceModelIndex]->refCount--;
}
else
{
if( realTraceModelIndex < 0 || realTraceModelIndex >= traceModelCache_Unsaved.Num() || traceModelCache_Unsaved[realTraceModelIndex]->refCount <= 0 )
{
gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
return;
}
traceModelCache_Unsaved[realTraceModelIndex]->refCount--;
}
}
/*
===============
idClipModel::GetCachedTraceModel
===============
*/
idTraceModel* idClipModel::GetCachedTraceModel( int traceModelIndex )
{
int realTraceModelIndex = traceModelIndex & ~TRACE_MODEL_SAVED;
if( traceModelIndex & TRACE_MODEL_SAVED )
{
return &traceModelCache[realTraceModelIndex]->trm;
}
else
{
return &traceModelCache_Unsaved[realTraceModelIndex]->trm;
}
}
/*
===============
idClipModel::GetCachedTraceModel
===============
*/
trmCache_t* idClipModel::GetTraceModelEntry( int traceModelIndex )
{
int realTraceModelIndex = traceModelIndex & ~TRACE_MODEL_SAVED;
if( traceModelIndex & TRACE_MODEL_SAVED )
{
return traceModelCache[realTraceModelIndex];
}
else
{
return traceModelCache_Unsaved[realTraceModelIndex];
}
}
/*
===============
idClipModel::GetTraceModelHashKey
===============
*/
int idClipModel::GetTraceModelHashKey( const idTraceModel& trm )
{
const idVec3& v = trm.bounds[0];
return ( trm.type << 8 ) ^ ( trm.numVerts << 4 ) ^ ( trm.numEdges << 2 ) ^ ( trm.numPolys << 0 ) ^ idMath::FloatHash( v.ToFloatPtr(), v.GetDimension() );
}
/*
===============
idClipModel::SaveTraceModels
===============
*/
void idClipModel::SaveTraceModels( idSaveGame* savefile )
{
int i;
savefile->WriteInt( traceModelCache.Num() );
for( i = 0; i < traceModelCache.Num(); i++ )
{
trmCache_t* entry = traceModelCache[i];
savefile->WriteTraceModel( entry->trm );
savefile->WriteFloat( entry->volume );
savefile->WriteVec3( entry->centerOfMass );
savefile->WriteMat3( entry->inertiaTensor );
}
}
/*
===============
idClipModel::RestoreTraceModels
===============
*/
void idClipModel::RestoreTraceModels( idRestoreGame* savefile )
{
int i, num;
ClearTraceModelCache();
savefile->ReadInt( num );
traceModelCache.SetNum( num );
for( i = 0; i < num; i++ )
{
trmCache_t* entry = new( TAG_PHYSICS_CLIP ) trmCache_t;
savefile->ReadTraceModel( entry->trm );
savefile->ReadFloat( entry->volume );
savefile->ReadVec3( entry->centerOfMass );
savefile->ReadMat3( entry->inertiaTensor );
entry->refCount = 0;
traceModelCache[i] = entry;
traceModelHash.Add( GetTraceModelHashKey( entry->trm ), i );
}
}
/*
===============================================================
idClipModel
===============================================================
*/
/*
================
idClipModel::LoadModel
================
*/
bool idClipModel::LoadModel( const char* name )
{
renderModelHandle = -1;
if( traceModelIndex != -1 )
{
FreeTraceModel( traceModelIndex );
traceModelIndex = -1;
}
collisionModelHandle = collisionModelManager->LoadModel( name );
if( collisionModelHandle )
{
collisionModelManager->GetModelBounds( collisionModelHandle, bounds );
collisionModelManager->GetModelContents( collisionModelHandle, contents );
return true;
}
else
{
bounds.Zero();
return false;
}
}
/*
================
idClipModel::LoadModel
================
*/
void idClipModel::LoadModel( const idTraceModel& trm, bool persistantThroughSave )
{
collisionModelHandle = 0;
renderModelHandle = -1;
if( traceModelIndex != -1 )
{
FreeTraceModel( traceModelIndex );
}
traceModelIndex = AllocTraceModel( trm, persistantThroughSave );
bounds = trm.bounds;
}
/*
================
idClipModel::LoadModel
================
*/
void idClipModel::LoadModel( const int renderModelHandle )
{
collisionModelHandle = 0;
this->renderModelHandle = renderModelHandle;
if( renderModelHandle != -1 )
{
const renderEntity_t* renderEntity = gameRenderWorld->GetRenderEntity( renderModelHandle );
if( renderEntity )
{
bounds = renderEntity->bounds;
}
}
if( traceModelIndex != -1 )
{
FreeTraceModel( traceModelIndex );
traceModelIndex = -1;
}
}
/*
================
idClipModel::Init
================
*/
void idClipModel::Init()
{
enabled = true;
entity = NULL;
id = 0;
owner = NULL;
origin.Zero();
axis.Identity();
bounds.Zero();
absBounds.Zero();
material = NULL;
contents = CONTENTS_BODY;
collisionModelHandle = 0;
renderModelHandle = -1;
traceModelIndex = -1;
clipLinks = NULL;
touchCount = -1;
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel()
{
Init();
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const char* name )
{
Init();
LoadModel( name );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idTraceModel& trm )
{
Init();
LoadModel( trm, true );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idTraceModel& trm, bool persistantThroughSave )
{
Init();
LoadModel( trm, persistantThroughSave );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const int renderModelHandle )
{
Init();
contents = CONTENTS_RENDERMODEL;
LoadModel( renderModelHandle );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idClipModel* model )
{
enabled = model->enabled;
entity = model->entity;
id = model->id;
owner = model->owner;
origin = model->origin;
axis = model->axis;
bounds = model->bounds;
absBounds = model->absBounds;
material = model->material;
contents = model->contents;
collisionModelHandle = model->collisionModelHandle;
traceModelIndex = -1;
if( model->traceModelIndex != -1 )
{
LoadModel( *GetCachedTraceModel( model->traceModelIndex ) );
}
renderModelHandle = model->renderModelHandle;
clipLinks = NULL;
touchCount = -1;
}
/*
================
idClipModel::~idClipModel
================
*/
idClipModel::~idClipModel()
{
// make sure the clip model is no longer linked
Unlink();
if( traceModelIndex != -1 )
{
FreeTraceModel( traceModelIndex );
}
}
/*
================
idClipModel::Save
================
*/
void idClipModel::Save( idSaveGame* savefile ) const
{
savefile->WriteBool( enabled );
savefile->WriteObject( entity );
savefile->WriteInt( id );
savefile->WriteObject( owner );
savefile->WriteVec3( origin );
savefile->WriteMat3( axis );
savefile->WriteBounds( bounds );
savefile->WriteBounds( absBounds );
savefile->WriteMaterial( material );
savefile->WriteInt( contents );
if( collisionModelHandle >= 0 )
{
savefile->WriteString( collisionModelManager->GetModelName( collisionModelHandle ) );
}
else
{
savefile->WriteString( "" );
}
savefile->WriteInt( traceModelIndex );
savefile->WriteInt( renderModelHandle );
savefile->WriteBool( clipLinks != NULL );
savefile->WriteInt( touchCount );
}
/*
================
idClipModel::Restore
================
*/
void idClipModel::Restore( idRestoreGame* savefile )
{
idStr collisionModelName;
bool linked;
savefile->ReadBool( enabled );
savefile->ReadObject( reinterpret_cast<idClass*&>( entity ) );
savefile->ReadInt( id );
savefile->ReadObject( reinterpret_cast<idClass*&>( owner ) );
savefile->ReadVec3( origin );
savefile->ReadMat3( axis );
savefile->ReadBounds( bounds );
savefile->ReadBounds( absBounds );
savefile->ReadMaterial( material );
savefile->ReadInt( contents );
savefile->ReadString( collisionModelName );
if( collisionModelName.Length() )
{
collisionModelHandle = collisionModelManager->LoadModel( collisionModelName );
}
else
{
collisionModelHandle = -1;
}
savefile->ReadInt( traceModelIndex );
if( traceModelIndex >= 0 )
{
int realIndex = traceModelIndex & ~TRACE_MODEL_SAVED;
traceModelCache[realIndex]->refCount++;
}
savefile->ReadInt( renderModelHandle );
savefile->ReadBool( linked );
savefile->ReadInt( touchCount );
// the render model will be set when the clip model is linked
renderModelHandle = -1;
clipLinks = NULL;
touchCount = -1;
if( linked )
{
Link( gameLocal.clip, entity, id, origin, axis, renderModelHandle );
}
}
/*
================
idClipModel::SetPosition
================
*/
void idClipModel::SetPosition( const idVec3& newOrigin, const idMat3& newAxis )
{
if( clipLinks )
{
Unlink(); // unlink from old position
}
origin = newOrigin;
axis = newAxis;
}
/*
================
idClipModel::Handle
================
*/
cmHandle_t idClipModel::Handle() const
{
assert( renderModelHandle == -1 );
if( collisionModelHandle )
{
return collisionModelHandle;
}
else if( traceModelIndex != -1 )
{
return collisionModelManager->SetupTrmModel( *GetCachedTraceModel( traceModelIndex ), material );
}
else
{
// this happens in multiplayer on the combat models
gameLocal.Warning( "idClipModel::Handle: clip model %d on '%s' (%x) is not a collision or trace model", id, entity->name.c_str(), entity->entityNumber );
return 0;
}
}
/*
================
idClipModel::GetMassProperties
================
*/
void idClipModel::GetMassProperties( const float density, float& mass, idVec3& centerOfMass, idMat3& inertiaTensor ) const
{
if( traceModelIndex == -1 )
{
gameLocal.Error( "idClipModel::GetMassProperties: clip model %d on '%s' is not a trace model\n", id, entity->name.c_str() );
}
trmCache_t* entry = GetTraceModelEntry( traceModelIndex ); //traceModelCache[traceModelIndex];
mass = entry->volume * density;
centerOfMass = entry->centerOfMass;
inertiaTensor = density * entry->inertiaTensor;
}
/*
===============
idClipModel::Unlink
===============
*/
void idClipModel::Unlink()
{
clipLink_t* link;
for( link = clipLinks; link; link = clipLinks )
{
clipLinks = link->nextLink;
if( link->prevInSector )
{
link->prevInSector->nextInSector = link->nextInSector;
}
else
{
link->sector->clipLinks = link->nextInSector;
}
if( link->nextInSector )
{
link->nextInSector->prevInSector = link->prevInSector;
}
clipLinkAllocator.Free( link );
}
}
/*
===============
idClipModel::Link_r
===============
*/
void idClipModel::Link_r( struct clipSector_s* node )
{
clipLink_t* link;
while( node->axis != -1 )
{
if( absBounds[0][node->axis] > node->dist )
{
node = node->children[0];
}
else if( absBounds[1][node->axis] < node->dist )
{
node = node->children[1];
}
else
{
Link_r( node->children[0] );
node = node->children[1];
}
}
link = clipLinkAllocator.Alloc();
link->clipModel = this;
link->sector = node;
link->nextInSector = node->clipLinks;
link->prevInSector = NULL;
if( node->clipLinks )
{
node->clipLinks->prevInSector = link;
}
node->clipLinks = link;
link->nextLink = clipLinks;
clipLinks = link;
}
/*
===============
idClipModel::Link
===============
*/
void idClipModel::Link( idClip& clp )
{
assert( idClipModel::entity );
if( !idClipModel::entity )
{
return;
}
if( clipLinks )
{
Unlink(); // unlink from old position
}
if( bounds.IsCleared() )
{
return;
}
// set the abs box
if( axis.IsRotated() )
{
// expand for rotation
absBounds.FromTransformedBounds( bounds, origin, axis );
}
else
{
// normal
absBounds[0] = bounds[0] + origin;
absBounds[1] = bounds[1] + origin;
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
absBounds[0] -= vec3_boxEpsilon;
absBounds[1] += vec3_boxEpsilon;
Link_r( clp.clipSectors );
}
/*
===============
idClipModel::Link
===============
*/
void idClipModel::Link( idClip& clp, idEntity* ent, int newId, const idVec3& newOrigin, const idMat3& newAxis, int renderModelHandle )
{
this->entity = ent;
this->id = newId;
this->origin = newOrigin;
this->axis = newAxis;
if( renderModelHandle != -1 )
{
this->renderModelHandle = renderModelHandle;
const renderEntity_t* renderEntity = gameRenderWorld->GetRenderEntity( renderModelHandle );
if( renderEntity )
{
this->bounds = renderEntity->bounds;
}
}
this->Link( clp );
}
/*
============
idClipModel::CheckModel
============
*/
cmHandle_t idClipModel::CheckModel( const char* name )
{
return collisionModelManager->LoadModel( name );
}
/*
===============================================================
idClip
===============================================================
*/
/*
===============
idClip::idClip
===============
*/
idClip::idClip()
{
numClipSectors = 0;
clipSectors = NULL;
worldBounds.Zero();
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
/*
===============
idClip::CreateClipSectors_r
Builds a uniformly subdivided tree for the given world size
===============
*/
clipSector_t* idClip::CreateClipSectors_r( const int depth, const idBounds& bounds, idVec3& maxSector )
{
int i;
clipSector_t* anode;
idVec3 size;
idBounds front, back;
anode = &clipSectors[idClip::numClipSectors];
idClip::numClipSectors++;
if( depth == MAX_SECTOR_DEPTH )
{
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
for( i = 0; i < 3; i++ )
{
if( bounds[1][i] - bounds[0][i] > maxSector[i] )
{
maxSector[i] = bounds[1][i] - bounds[0][i];
}
}
return anode;
}
size = bounds[1] - bounds[0];
if( size[0] >= size[1] && size[0] >= size[2] )
{
anode->axis = 0;
}
else if( size[1] >= size[0] && size[1] >= size[2] )
{
anode->axis = 1;
}
else
{
anode->axis = 2;
}
anode->dist = 0.5f * ( bounds[1][anode->axis] + bounds[0][anode->axis] );
front = bounds;
back = bounds;
front[0][anode->axis] = back[1][anode->axis] = anode->dist;
anode->children[0] = CreateClipSectors_r( depth + 1, front, maxSector );
anode->children[1] = CreateClipSectors_r( depth + 1, back, maxSector );
return anode;
}
/*
===============
idClip::Init
===============
*/
void idClip::Init()
{
cmHandle_t h;
idVec3 size, maxSector = vec3_origin;
// clear clip sectors
clipSectors = new( TAG_PHYSICS_CLIP ) clipSector_t[MAX_SECTORS];
memset( clipSectors, 0, MAX_SECTORS * sizeof( clipSector_t ) );
numClipSectors = 0;
touchCount = -1;
// get world map bounds
h = collisionModelManager->LoadModel( "worldMap" );
collisionModelManager->GetModelBounds( h, worldBounds );
// create world sectors
CreateClipSectors_r( 0, worldBounds, maxSector );
size = worldBounds[1] - worldBounds[0];
gameLocal.Printf( "map bounds are (%1.1f, %1.1f, %1.1f)\n", size[0], size[1], size[2] );
gameLocal.Printf( "max clip sector is (%1.1f, %1.1f, %1.1f)\n", maxSector[0], maxSector[1], maxSector[2] );
// initialize a default clip model
defaultClipModel.LoadModel( idTraceModel( idBounds( idVec3( 0, 0, 0 ) ).Expand( 8 ) ) );
// set counters to zero
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
/*
===============
idClip::Shutdown
===============
*/
void idClip::Shutdown()
{
delete[] clipSectors;
clipSectors = NULL;
// free the trace model used for the temporaryClipModel
if( temporaryClipModel.traceModelIndex != -1 )
{
idClipModel::FreeTraceModel( temporaryClipModel.traceModelIndex );
temporaryClipModel.traceModelIndex = -1;
}
// free the trace model used for the defaultClipModel
if( defaultClipModel.traceModelIndex != -1 )
{
idClipModel::FreeTraceModel( defaultClipModel.traceModelIndex );
defaultClipModel.traceModelIndex = -1;
}
clipLinkAllocator.Shutdown();
}
/*
====================
idClip::ClipModelsTouchingBounds_r
====================
*/
typedef struct listParms_s
{
idBounds bounds;
int contentMask;
idClipModel** list;
int count;
int maxCount;
} listParms_t;
void idClip::ClipModelsTouchingBounds_r( const struct clipSector_s* node, listParms_t& parms ) const
{
while( node->axis != -1 )
{
if( parms.bounds[0][node->axis] > node->dist )
{
node = node->children[0];
}
else if( parms.bounds[1][node->axis] < node->dist )
{
node = node->children[1];
}
else
{
ClipModelsTouchingBounds_r( node->children[0], parms );
node = node->children[1];
}
}
for( clipLink_t* link = node->clipLinks; link; link = link->nextInSector )
{
idClipModel* check = link->clipModel;
// if the clip model is enabled
if( !check->enabled )
{
continue;
}
// avoid duplicates in the list
if( check->touchCount == touchCount )
{
continue;
}
// if the clip model does not have any contents we are looking for
if( !( check->contents & parms.contentMask ) )
{
continue;
}
// if the bounds really do overlap
if( check->absBounds[0][0] > parms.bounds[1][0] ||
check->absBounds[1][0] < parms.bounds[0][0] ||
check->absBounds[0][1] > parms.bounds[1][1] ||
check->absBounds[1][1] < parms.bounds[0][1] ||
check->absBounds[0][2] > parms.bounds[1][2] ||
check->absBounds[1][2] < parms.bounds[0][2] )
{
continue;
}
if( parms.count >= parms.maxCount )
{
gameLocal.Warning( "idClip::ClipModelsTouchingBounds_r: max count" );
return;
}
check->touchCount = touchCount;
parms.list[parms.count] = check;
parms.count++;
}
}
/*
================
idClip::ClipModelsTouchingBounds
================
*/
int idClip::ClipModelsTouchingBounds( const idBounds& bounds, int contentMask, idClipModel** clipModelList, int maxCount ) const
{
listParms_t parms;
if( bounds[0][0] > bounds[1][0] ||
bounds[0][1] > bounds[1][1] ||
bounds[0][2] > bounds[1][2] )
{
// we should not go through the tree for degenerate or backwards bounds
assert( false );
return 0;
}
parms.bounds[0] = bounds[0] - vec3_boxEpsilon;
parms.bounds[1] = bounds[1] + vec3_boxEpsilon;
parms.contentMask = contentMask;
parms.list = clipModelList;
parms.count = 0;
parms.maxCount = maxCount;
touchCount++;
ClipModelsTouchingBounds_r( clipSectors, parms );
return parms.count;
}
/*
================
idClip::EntitiesTouchingBounds
================
*/
int idClip::EntitiesTouchingBounds( const idBounds& bounds, int contentMask, idEntity** entityList, int maxCount ) const
{
idClipModel* clipModelList[MAX_GENTITIES];
int i, j, count, entCount;
count = idClip::ClipModelsTouchingBounds( bounds, contentMask, clipModelList, MAX_GENTITIES );
entCount = 0;
for( i = 0; i < count; i++ )
{
// entity could already be in the list because an entity can use multiple clip models
for( j = 0; j < entCount; j++ )
{
if( entityList[j] == clipModelList[i]->entity )
{
break;
}
}
if( j >= entCount )
{
if( entCount >= maxCount )
{
gameLocal.Warning( "idClip::EntitiesTouchingBounds: max count" );
return entCount;
}
entityList[entCount] = clipModelList[i]->entity;
entCount++;
}
}
return entCount;
}
/*
====================
idClip::GetTraceClipModels
an ent will be excluded from testing if:
cm->entity == passEntity ( don't clip against the pass entity )
cm->entity == passOwner ( missiles don't clip with owner )
cm->owner == passEntity ( don't interact with your own missiles )
cm->owner == passOwner ( don't interact with other missiles from same owner )
====================
*/
int idClip::GetTraceClipModels( const idBounds& bounds, int contentMask, const idEntity* passEntity, idClipModel** clipModelList ) const
{
int i, num;
idClipModel* cm;
idEntity* passOwner;
num = ClipModelsTouchingBounds( bounds, contentMask, clipModelList, MAX_GENTITIES );
if( !passEntity )
{
return num;
}
if( passEntity->GetPhysics()->GetNumClipModels() > 0 )
{
passOwner = passEntity->GetPhysics()->GetClipModel()->GetOwner();
}
else
{
passOwner = NULL;
}
for( i = 0; i < num; i++ )
{
cm = clipModelList[i];
// check if we should ignore this entity
if( cm->entity == passEntity )
{
clipModelList[i] = NULL; // don't clip against the pass entity
}
else if( cm->entity == passOwner )
{
clipModelList[i] = NULL; // missiles don't clip with their owner
}
else if( cm->owner )
{
if( cm->owner == passEntity )
{
clipModelList[i] = NULL; // don't clip against own missiles
}
else if( cm->owner == passOwner )
{
clipModelList[i] = NULL; // don't clip against other missiles from same owner
}
}
}
return num;
}
/*
============
idClip::TraceRenderModel
============
*/
void idClip::TraceRenderModel( trace_t& trace, const idVec3& start, const idVec3& end, const float radius, const idMat3& axis, idClipModel* touch ) const
{
trace.fraction = 1.0f;
// if the trace is passing through the bounds
if( touch->absBounds.Expand( radius ).LineIntersection( start, end ) )
{
modelTrace_t modelTrace;
// test with exact render model and modify trace_t structure accordingly
if( gameRenderWorld->ModelTrace( modelTrace, touch->renderModelHandle, start, end, radius ) )
{
trace.fraction = modelTrace.fraction;
trace.endAxis = axis;
trace.endpos = modelTrace.point;
trace.c.normal = modelTrace.normal;
trace.c.dist = modelTrace.point * modelTrace.normal;
trace.c.point = modelTrace.point;
trace.c.type = CONTACT_TRMVERTEX;
trace.c.modelFeature = 0;
trace.c.trmFeature = 0;
trace.c.contents = modelTrace.material->GetContentFlags();
trace.c.material = modelTrace.material;
// NOTE: trace.c.id will be the joint number
touch->id = JOINT_HANDLE_TO_CLIPMODEL_ID( modelTrace.jointNumber );
}
}
}
/*
============
idClip::TraceModelForClipModel
============
*/
const idTraceModel* idClip::TraceModelForClipModel( const idClipModel* mdl ) const
{
if( !mdl )
{
return NULL;
}
else
{
if( !mdl->IsTraceModel() )
{
if( mdl->GetEntity() )
{
gameLocal.Error( "TraceModelForClipModel: clip model %d on '%s' is not a trace model\n", mdl->GetId(), mdl->GetEntity()->name.c_str() );
}
else
{
gameLocal.Error( "TraceModelForClipModel: clip model %d is not a trace model\n", mdl->GetId() );
}
}
return idClipModel::GetCachedTraceModel( mdl->traceModelIndex );
}
}
/*
============
idClip::TestHugeTranslation
============
*/
ID_INLINE bool TestHugeTranslation( trace_t& results, const idClipModel* mdl, const idVec3& start, const idVec3& end, const idMat3& trmAxis )
{
if( mdl != NULL && ( end - start ).LengthSqr() > Square( CM_MAX_TRACE_DIST ) )
{
#ifndef CTF
// May be important: This occurs in CTF when a player connects and spawns
// in the PVS of a player that has a flag that is spawning the idMoveableItem
// "nuggets". The error seems benign and the assert was getting in the way
// of testing.
assert( 0 );
#endif
results.fraction = 0.0f;
results.endpos = start;
results.endAxis = trmAxis;
memset( &results.c, 0, sizeof( results.c ) );
results.c.point = start;
if( mdl->GetEntity() )
{
gameLocal.Printf( "huge translation for clip model %d on entity %d '%s'\n", mdl->GetId(), mdl->GetEntity()->entityNumber, mdl->GetEntity()->GetName() );
}
else
{
gameLocal.Printf( "huge translation for clip model %d\n", mdl->GetId() );
}
return true;
}
return false;
}
/*
============
idClip::TranslationEntities
============
*/
void idClip::TranslationEntities( trace_t& results, const idVec3& start, const idVec3& end,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, num;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
float radius;
trace_t trace;
const idTraceModel* trm;
if( TestHugeTranslation( results, mdl, start, end, trmAxis ) )
{
return;
}
trm = TraceModelForClipModel( mdl );
results.fraction = 1.0f;
results.endpos = end;
results.endAxis = trmAxis;
if( !trm )
{
traceBounds.FromPointTranslation( start, end - start );
radius = 0.0f;
}
else
{
traceBounds.FromBoundsTranslation( trm->bounds, start, trmAxis, end - start );
radius = trm->bounds.GetRadius();
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
if( touch->renderModelHandle != -1 )
{
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
}
else
{
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
}
if( trace.fraction < results.fraction )
{
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
if( results.fraction == 0.0f )
{
break;
}
}
}
}
/*
============
idClip::Translation
============
*/
bool idClip::Translation( trace_t& results, const idVec3& start, const idVec3& end,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, num;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
float radius;
trace_t trace;
const idTraceModel* trm;
if( TestHugeTranslation( results, mdl, start, end, trmAxis ) )
{
return true;
}
trm = TraceModelForClipModel( mdl );
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// test world
idClip::numTranslations++;
collisionModelManager->Translation( &results, start, end, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
results.c.entityNum = results.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if( results.fraction == 0.0f )
{
return true; // blocked immediately by the world
}
}
else
{
memset( &results, 0, sizeof( results ) );
results.fraction = 1.0f;
results.endpos = end;
results.endAxis = trmAxis;
}
if( !trm )
{
traceBounds.FromPointTranslation( start, results.endpos - start );
radius = 0.0f;
}
else
{
traceBounds.FromBoundsTranslation( trm->bounds, start, trmAxis, results.endpos - start );
radius = trm->bounds.GetRadius();
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
if( touch->renderModelHandle != -1 )
{
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
}
else
{
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
}
if( trace.fraction < results.fraction )
{
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
if( results.fraction == 0.0f )
{
break;
}
}
}
return ( results.fraction < 1.0f );
}
/*
============
idClip::Rotation
============
*/
bool idClip::Rotation( trace_t& results, const idVec3& start, const idRotation& rotation,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, num;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
trace_t trace;
const idTraceModel* trm;
trm = TraceModelForClipModel( mdl );
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// test world
idClip::numRotations++;
collisionModelManager->Rotation( &results, start, rotation, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
results.c.entityNum = results.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if( results.fraction == 0.0f )
{
return true; // blocked immediately by the world
}
}
else
{
memset( &results, 0, sizeof( results ) );
results.fraction = 1.0f;
results.endpos = start;
results.endAxis = trmAxis * rotation.ToMat3();
}
if( !trm )
{
traceBounds.FromPointRotation( start, rotation );
}
else
{
traceBounds.FromBoundsRotation( trm->bounds, start, trmAxis, rotation );
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
// no rotational collision with render models
if( touch->renderModelHandle != -1 )
{
continue;
}
idClip::numRotations++;
collisionModelManager->Rotation( &trace, start, rotation, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
if( trace.fraction < results.fraction )
{
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
if( results.fraction == 0.0f )
{
break;
}
}
}
return ( results.fraction < 1.0f );
}
/*
============
idClip::Motion
============
*/
bool idClip::Motion( trace_t& results, const idVec3& start, const idVec3& end, const idRotation& rotation,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, num;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idVec3 dir, endPosition;
idBounds traceBounds;
float radius;
trace_t translationalTrace, rotationalTrace, trace;
idRotation endRotation;
const idTraceModel* trm;
assert( rotation.GetOrigin() == start );
if( TestHugeTranslation( results, mdl, start, end, trmAxis ) )
{
return true;
}
if( mdl != NULL && rotation.GetAngle() != 0.0f && rotation.GetVec() != vec3_origin )
{
// if no translation
if( start == end )
{
// pure rotation
return Rotation( results, start, rotation, mdl, trmAxis, contentMask, passEntity );
}
}
else if( start != end )
{
// pure translation
return Translation( results, start, end, mdl, trmAxis, contentMask, passEntity );
}
else
{
// no motion
results.fraction = 1.0f;
results.endpos = start;
results.endAxis = trmAxis;
return false;
}
trm = TraceModelForClipModel( mdl );
radius = trm->bounds.GetRadius();
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// translational collision with world
idClip::numTranslations++;
collisionModelManager->Translation( &translationalTrace, start, end, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
translationalTrace.c.entityNum = translationalTrace.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
}
else
{
memset( &translationalTrace, 0, sizeof( translationalTrace ) );
translationalTrace.fraction = 1.0f;
translationalTrace.endpos = end;
translationalTrace.endAxis = trmAxis;
}
if( translationalTrace.fraction != 0.0f )
{
traceBounds.FromBoundsRotation( trm->bounds, start, trmAxis, rotation );
dir = translationalTrace.endpos - start;
for( i = 0; i < 3; i++ )
{
if( dir[i] < 0.0f )
{
traceBounds[0][i] += dir[i];
}
else
{
traceBounds[1][i] += dir[i];
}
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
if( touch->renderModelHandle != -1 )
{
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
}
else
{
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
}
if( trace.fraction < translationalTrace.fraction )
{
translationalTrace = trace;
translationalTrace.c.entityNum = touch->entity->entityNumber;
translationalTrace.c.id = touch->id;
if( translationalTrace.fraction == 0.0f )
{
break;
}
}
}
}
else
{
num = -1;
}
endPosition = translationalTrace.endpos;
endRotation = rotation;
endRotation.SetOrigin( endPosition );
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// rotational collision with world
idClip::numRotations++;
collisionModelManager->Rotation( &rotationalTrace, endPosition, endRotation, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
rotationalTrace.c.entityNum = rotationalTrace.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
}
else
{
memset( &rotationalTrace, 0, sizeof( rotationalTrace ) );
rotationalTrace.fraction = 1.0f;
rotationalTrace.endpos = endPosition;
rotationalTrace.endAxis = trmAxis * rotation.ToMat3();
}
if( rotationalTrace.fraction != 0.0f )
{
if( num == -1 )
{
traceBounds.FromBoundsRotation( trm->bounds, endPosition, trmAxis, endRotation );
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
}
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
// no rotational collision detection with render models
if( touch->renderModelHandle != -1 )
{
continue;
}
idClip::numRotations++;
collisionModelManager->Rotation( &trace, endPosition, endRotation, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
if( trace.fraction < rotationalTrace.fraction )
{
rotationalTrace = trace;
rotationalTrace.c.entityNum = touch->entity->entityNumber;
rotationalTrace.c.id = touch->id;
if( rotationalTrace.fraction == 0.0f )
{
break;
}
}
}
}
if( rotationalTrace.fraction < 1.0f )
{
results = rotationalTrace;
}
else
{
results = translationalTrace;
results.endAxis = rotationalTrace.endAxis;
}
results.fraction = Max( translationalTrace.fraction, rotationalTrace.fraction );
return ( translationalTrace.fraction < 1.0f || rotationalTrace.fraction < 1.0f );
}
/*
============
idClip::Contacts
============
*/
int idClip::Contacts( contactInfo_t* contacts, const int maxContacts, const idVec3& start, const idVec6& dir, const float depth,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, j, num, n, numContacts;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
const idTraceModel* trm;
trm = TraceModelForClipModel( mdl );
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// test world
idClip::numContacts++;
numContacts = collisionModelManager->Contacts( contacts, maxContacts, start, dir, depth, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
}
else
{
numContacts = 0;
}
for( i = 0; i < numContacts; i++ )
{
contacts[i].entityNum = ENTITYNUM_WORLD;
contacts[i].id = 0;
}
if( numContacts >= maxContacts )
{
return numContacts;
}
if( !trm )
{
traceBounds = idBounds( start ).Expand( depth );
}
else
{
traceBounds.FromTransformedBounds( trm->bounds, start, trmAxis );
traceBounds.ExpandSelf( depth );
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
// no contacts with render models
if( touch->renderModelHandle != -1 )
{
continue;
}
idClip::numContacts++;
n = collisionModelManager->Contacts( contacts + numContacts, maxContacts - numContacts,
start, dir, depth, trm, trmAxis, contentMask,
touch->Handle(), touch->origin, touch->axis );
for( j = 0; j < n; j++ )
{
contacts[numContacts].entityNum = touch->entity->entityNumber;
contacts[numContacts].id = touch->id;
numContacts++;
}
if( numContacts >= maxContacts )
{
break;
}
}
return numContacts;
}
/*
============
idClip::Contents
============
*/
int idClip::Contents( const idVec3& start, const idClipModel* mdl, const idMat3& trmAxis, int contentMask, const idEntity* passEntity )
{
int i, num, contents;
idClipModel* touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
const idTraceModel* trm;
trm = TraceModelForClipModel( mdl );
if( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD )
{
// test world
idClip::numContents++;
contents = collisionModelManager->Contents( start, trm, trmAxis, contentMask, 0, vec3_origin, mat3_default );
}
else
{
contents = 0;
}
if( !trm )
{
traceBounds[0] = start;
traceBounds[1] = start;
}
else if( trmAxis.IsRotated() )
{
traceBounds.FromTransformedBounds( trm->bounds, start, trmAxis );
}
else
{
traceBounds[0] = trm->bounds[0] + start;
traceBounds[1] = trm->bounds[1] + start;
}
num = GetTraceClipModels( traceBounds, -1, passEntity, clipModelList );
for( i = 0; i < num; i++ )
{
touch = clipModelList[i];
if( !touch )
{
continue;
}
// no contents test with render models
if( touch->renderModelHandle != -1 )
{
continue;
}
// if the entity does not have any contents we are looking for
if( ( touch->contents & contentMask ) == 0 )
{
continue;
}
// if the entity has no new contents flags
if( ( touch->contents & contents ) == touch->contents )
{
continue;
}
idClip::numContents++;
if( collisionModelManager->Contents( start, trm, trmAxis, contentMask, touch->Handle(), touch->origin, touch->axis ) )
{
contents |= ( touch->contents & contentMask );
}
}
return contents;
}
/*
============
idClip::TranslationModel
============
*/
void idClip::TranslationModel( trace_t& results, const idVec3& start, const idVec3& end,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask,
cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis )
{
const idTraceModel* trm = TraceModelForClipModel( mdl );
idClip::numTranslations++;
collisionModelManager->Translation( &results, start, end, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::RotationModel
============
*/
void idClip::RotationModel( trace_t& results, const idVec3& start, const idRotation& rotation,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask,
cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis )
{
const idTraceModel* trm = TraceModelForClipModel( mdl );
idClip::numRotations++;
collisionModelManager->Rotation( &results, start, rotation, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::ContactsModel
============
*/
int idClip::ContactsModel( contactInfo_t* contacts, const int maxContacts, const idVec3& start, const idVec6& dir, const float depth,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask,
cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis )
{
const idTraceModel* trm = TraceModelForClipModel( mdl );
idClip::numContacts++;
return collisionModelManager->Contacts( contacts, maxContacts, start, dir, depth, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::ContentsModel
============
*/
int idClip::ContentsModel( const idVec3& start,
const idClipModel* mdl, const idMat3& trmAxis, int contentMask,
cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis )
{
const idTraceModel* trm = TraceModelForClipModel( mdl );
idClip::numContents++;
return collisionModelManager->Contents( start, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::GetModelContactFeature
============
*/
bool idClip::GetModelContactFeature( const contactInfo_t& contact, const idClipModel* clipModel, idFixedWinding& winding ) const
{
int i;
cmHandle_t handle;
idVec3 start, end;
handle = -1;
winding.Clear();
if( clipModel == NULL )
{
handle = 0;
}
else
{
if( clipModel->renderModelHandle != -1 )
{
winding += contact.point;
return true;
}
else if( clipModel->traceModelIndex != -1 )
{
handle = collisionModelManager->SetupTrmModel( *idClipModel::GetCachedTraceModel( clipModel->traceModelIndex ), clipModel->material );
}
else
{
handle = clipModel->collisionModelHandle;
}
}
// if contact with a collision model
if( handle != -1 )
{
switch( contact.type )
{
case CONTACT_EDGE:
{
// the model contact feature is a collision model edge
collisionModelManager->GetModelEdge( handle, contact.modelFeature, start, end );
winding += start;
winding += end;
break;
}
case CONTACT_MODELVERTEX:
{
// the model contact feature is a collision model vertex
collisionModelManager->GetModelVertex( handle, contact.modelFeature, start );
winding += start;
break;
}
case CONTACT_TRMVERTEX:
{
// the model contact feature is a collision model polygon
collisionModelManager->GetModelPolygon( handle, contact.modelFeature, winding );
break;
}
}
}
// transform the winding to world space
if( clipModel )
{
for( i = 0; i < winding.GetNumPoints(); i++ )
{
winding[i].ToVec3() *= clipModel->axis;
winding[i].ToVec3() += clipModel->origin;
}
}
return true;
}
/*
============
idClip::PrintStatistics
============
*/
void idClip::PrintStatistics()
{
gameLocal.Printf( "t = %-3d, r = %-3d, m = %-3d, render = %-3d, contents = %-3d, contacts = %-3d\n",
numTranslations, numRotations, numMotions, numRenderModelTraces, numContents, numContacts );
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
/*
============
idClip::DrawClipModels
============
*/
void idClip::DrawClipModels( const idVec3& eye, const float radius, const idEntity* passEntity )
{
int i, num;
idBounds bounds;
idClipModel* clipModelList[MAX_GENTITIES];
idClipModel* clipModel;
bounds = idBounds( eye ).Expand( radius );
num = idClip::ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
clipModel = clipModelList[i];
if( clipModel->GetEntity() == passEntity )
{
continue;
}
if( clipModel->renderModelHandle != -1 )
{
gameRenderWorld->DebugBounds( colorCyan, clipModel->GetAbsBounds() );
}
else
{
collisionModelManager->DrawModel( clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis(), eye, radius );
}
}
}
/*
============
idClip::DrawModelContactFeature
============
*/
bool idClip::DrawModelContactFeature( const contactInfo_t& contact, const idClipModel* clipModel, int lifetime ) const
{
int i;
idMat3 axis;
idFixedWinding winding;
if( !GetModelContactFeature( contact, clipModel, winding ) )
{
return false;
}
axis = contact.normal.ToMat3();
if( winding.GetNumPoints() == 1 )
{
gameRenderWorld->DebugLine( colorCyan, winding[0].ToVec3(), winding[0].ToVec3() + 2.0f * axis[0], lifetime );
gameRenderWorld->DebugLine( colorWhite, winding[0].ToVec3() - 1.0f * axis[1], winding[0].ToVec3() + 1.0f * axis[1], lifetime );
gameRenderWorld->DebugLine( colorWhite, winding[0].ToVec3() - 1.0f * axis[2], winding[0].ToVec3() + 1.0f * axis[2], lifetime );
}
else
{
for( i = 0; i < winding.GetNumPoints(); i++ )
{
gameRenderWorld->DebugLine( colorCyan, winding[i].ToVec3(), winding[( i + 1 ) % winding.GetNumPoints()].ToVec3(), lifetime );
}
}
axis[0] = -axis[0];
axis[2] = -axis[2];
gameRenderWorld->DrawText( contact.material->GetName(), winding.GetCenter() - 4.0f * axis[2], 0.1f, colorWhite, axis, 1, 5000 );
return true;
}