jedi-academy/code/qcommon/cm_local.h

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2013-04-19 02:52:48 +00:00
#include "../game/q_shared.h"
#include "qcommon.h"
#include "cm_polylib.h"
#include "cm_landscape.h"
#ifdef _XBOX
#include "sparc.h"
#endif
#ifndef CM_LOCAL_H
#define CM_LOCAL_H
#define BOX_MODEL_HANDLE (MAX_SUBMODELS-1)
#ifdef _XBOX
#pragma pack(push, 1)
typedef struct {
short children[2]; // negative numbers are leafs
} cNode_t;
#pragma pack(pop)
#else // _XBOX
typedef struct {
cplane_t *plane;
int children[2]; // negative numbers are leafs
} cNode_t;
#endif // _XBOX
typedef struct {
int cluster;
int area;
int firstLeafBrush;
int numLeafBrushes;
int firstLeafSurface;
int numLeafSurfaces;
} cLeaf_t;
typedef struct cmodel_s {
vec3_t mins, maxs;
cLeaf_t leaf; // submodels don't reference the main tree
} cmodel_t;
#ifdef _XBOX
#pragma pack (push, 1)
typedef struct cbrushside_s {
NotSoShort planeNum;
unsigned char shaderNum;
} cbrushside_t;
#pragma pack(pop)
#else // _XBOX
typedef struct cbrushside_s {
cplane_t *plane;
int shaderNum;
} cbrushside_t;
#endif // _XBOX
typedef struct cbrush_s {
int shaderNum; // the shader that determined the contents
int contents;
vec3_t bounds[2];
cbrushside_t *sides;
unsigned short numsides;
unsigned short checkcount; // to avoid repeated testings
} cbrush_t;
class CCMShader
{
public:
char shader[MAX_QPATH];
class CCMShader *mNext;
int surfaceFlags;
int contentFlags;
const char *GetName(void) const { return(shader); }
class CCMShader *GetNext(void) const { return(mNext); }
void SetNext(class CCMShader *next) { mNext = next; }
void Destroy(void) { }
};
typedef struct {
int checkcount; // to avoid repeated testings
int surfaceFlags;
int contents;
struct patchCollide_s *pc;
} cPatch_t;
typedef struct {
int floodnum;
int floodvalid;
} cArea_t;
#ifdef _XBOX
template <class T>
class SPARC;
typedef struct {
char name[MAX_QPATH];
int numShaders;
CCMShader *shaders;
int numBrushSides;
cbrushside_t *brushsides;
int numPlanes;
cplane_t *planes;
int numNodes;
cNode_t *nodes;
int numLeafs;
cLeaf_t *leafs;
int numLeafBrushes;
int *leafbrushes;
int numLeafSurfaces;
int *leafsurfaces;
int numSubModels;
cmodel_t *cmodels;
int numBrushes;
cbrush_t *brushes;
int numClusters;
int clusterBytes;
SPARC<byte> *visibility;
qboolean vised; // if false, visibility is just a single cluster of ffs
int numEntityChars;
char *entityString;
int numAreas;
cArea_t *areas;
int *areaPortals; // [ numAreas*numAreas ] reference counts
int numSurfaces;
cPatch_t **surfaces; // non-patches will be NULL
int floodvalid;
int checkcount; // incremented on each trace
// CCMLandScape *landScape; // Removing terrain from Xbox
} clipMap_t;
#else // _XBOX
typedef struct {
char name[MAX_QPATH];
int numShaders;
//dshader_t *shaders;
CCMShader *shaders;
int numBrushSides;
cbrushside_t *brushsides;
int numPlanes;
cplane_t *planes;
int numNodes;
cNode_t *nodes;
int numLeafs;
cLeaf_t *leafs;
int numLeafBrushes;
int *leafbrushes;
int numLeafSurfaces;
int *leafsurfaces;
int numSubModels;
cmodel_t *cmodels;
int numBrushes;
cbrush_t *brushes;
int numClusters;
int clusterBytes;
byte *visibility;
qboolean vised; // if false, visibility is just a single cluster of ffs
int numEntityChars;
char *entityString;
int numAreas;
cArea_t *areas;
int *areaPortals; // [ numAreas*numAreas ] reference counts
int numSurfaces;
cPatch_t **surfaces; // non-patches will be NULL
int floodvalid;
int checkcount; // incremented on each trace
CCMLandScape *landScape;
} clipMap_t;
#endif // _XBOX
// keep 1/8 unit away to keep the position valid before network snapping
// and to avoid various numeric issues
#define SURFACE_CLIP_EPSILON (0.125)
extern clipMap_t cmg;
extern int c_pointcontents;
extern int c_traces, c_brush_traces, c_patch_traces;
extern cvar_t *cm_noAreas;
extern cvar_t *cm_noCurves;
extern cvar_t *cm_playerCurveClip;
extern clipMap_t SubBSP[MAX_SUB_BSP];
extern int NumSubBSP;
// cm_test.c
// Used for oriented capsule collision detection
typedef struct
{
qboolean use;
float radius;
float halfheight;
vec3_t offset;
} sphere_t;
typedef struct traceWork_s {
vec3_t start;
vec3_t end;
vec3_t size[2]; // size of the box being swept through the model
vec3_t offsets[8]; // [signbits][x] = either size[0][x] or size[1][x]
float maxOffset; // longest corner length from origin
vec3_t extents; // greatest of abs(size[0]) and abs(size[1])
vec3_t bounds[2]; // enclosing box of start and end surrounding by size
vec3pair_t localBounds; // enclosing box of start and end surrounding by size for a segment
vec3_t modelOrigin;// origin of the model tracing through
int contents; // ored contents of the model tracing through
qboolean isPoint; // optimized case
sphere_t sphere; // sphere for oriendted capsule collision
float baseEnterFrac; // global enter fraction (before processing subsections of the brush)
float baseLeaveFrac; // global leave fraction (before processing subsections of the brush)
float enterFrac; // fraction where the ray enters the brush
float leaveFrac; // fraction where the ray leaves the brush
cbrushside_t *leadside;
cplane_t *clipplane;
bool startout;
bool getout;
trace_t trace; // returned from trace call
// make sure nothing goes under here for Ghoul2 collision purposes
} traceWork_t;
typedef struct leafList_s {
int count;
int maxcount;
qboolean overflowed;
int *list;
vec3_t bounds[2];
int lastLeaf; // for overflows where each leaf can't be stored individually
void (*storeLeafs)( struct leafList_s *ll, int nodenum );
} leafList_t;
int CM_BoxBrushes( const vec3_t mins, const vec3_t maxs, cbrush_t **boxlist, int listsize );
void CM_StoreLeafs( leafList_t *ll, int nodenum );
void CM_StoreBrushes( leafList_t *ll, int nodenum );
void CM_BoxLeafnums_r( leafList_t *ll, int nodenum );
cmodel_t *CM_ClipHandleToModel( clipHandle_t handle, clipMap_t **clipMap = 0 );
void CM_CleanLeafCache(void);
// cm_load.c
void CM_ModelBounds( clipMap_t &cm, clipHandle_t model, vec3_t mins, vec3_t maxs );
// cm_patch.c
struct patchCollide_s *CM_GeneratePatchCollide( int width, int height, vec3_t *points );
void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc );
qboolean CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc );
void CM_ClearLevelPatches( void );
// cm_shader.cpp
void CM_SetupShaderProperties( void );
void CM_ShutdownShaderProperties(void);
CCMShader *CM_GetShaderInfo( const char *name );
CCMShader *CM_GetShaderInfo( int shaderNum );
void CM_GetModelFormalName ( const char* model, const char* skin, char* name, int size );
//cm_trace.cpp
void CM_CalcExtents(const vec3_t start, const vec3_t end, const traceWork_t *tw, vec3pair_t bounds);
void CM_HandlePatchCollision(struct traceWork_s *tw, trace_t &trace, const vec3_t tStart, const vec3_t tEnd, CCMPatch *patch, int checkcount);
bool CM_GenericBoxCollide(const vec3pair_t abounds, const vec3pair_t bbounds);
//RM_Terrain.cpp
int Round(float value);
//random utils for cm_terrain (and others?)
#define VectorInc(v) ((v)[0] += 1.0f,(v)[1] += 1.0f,(v)[2] +=1.0f)
#define VectorDec(v) ((v)[0] -= 1.0f,(v)[1] -= 1.0f,(v)[2] -=1.0f)
#define VectorInverseScaleVector(a,b,c) ((c)[0]=(a)[0]/(b)[0],(c)[1]=(a)[1]/(b)[1],(c)[2]=(a)[2]/(b)[2])
#define VectorScaleVectorAdd(c,a,b,o) ((o)[0]=(c)[0]+((a)[0]*(b)[0]),(o)[1]=(c)[1]+((a)[1]*(b)[1]),(o)[2]=(c)[2]+((a)[2]*(b)[2]))
#define minimum(x,y) ((x)<(y)?(x):(y))
#define maximum(x,y) ((x)>(y)?(x):(y))
#endif