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