jedi-academy/codemp/qcommon/cm_trace.cpp

1993 lines
50 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "cm_local.h"
#include "cm_landscape.h"
#ifdef _XBOX
#include "../renderer/tr_local.h"
#endif
// always use bbox vs. bbox collision and never capsule vs. bbox or vice versa
//#define ALWAYS_BBOX_VS_BBOX
// always use capsule vs. capsule collision and never capsule vs. bbox or vice versa
//#define ALWAYS_CAPSULE_VS_CAPSULE
//#define CAPSULE_DEBUG
void CM_TraceThroughTerrain( traceWork_t *tw, trace_t &trace, cbrush_t *brush );
//#define TEST_TERRAIN_PHYSICS
#ifdef TEST_TERRAIN_PHYSICS
Be sure to un-link entity in void SP_terrain(gentity_t *ent) (yeah, left this uncommented to cause error / attention )
void CM_TraceThroughTerrain( traceWork_t *tw, trace_t &trace, CCMLandScape *landscape);
#endif
/*
===============================================================================
BASIC MATH
===============================================================================
*/
/*
================
RotatePoint
================
*/
void RotatePoint(vec3_t point, /*const*/ vec3_t matrix[3]) { // bk: FIXME
vec3_t tvec;
VectorCopy(point, tvec);
point[0] = DotProduct(matrix[0], tvec);
point[1] = DotProduct(matrix[1], tvec);
point[2] = DotProduct(matrix[2], tvec);
}
/*
================
TransposeMatrix
================
*/
void TransposeMatrix(/*const*/ vec3_t matrix[3], vec3_t transpose[3]) { // bk: FIXME
int i, j;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
transpose[i][j] = matrix[j][i];
}
}
}
/*
================
CreateRotationMatrix
================
*/
void CreateRotationMatrix(const vec3_t angles, vec3_t matrix[3]) {
AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
VectorInverse(matrix[1]);
}
/*
================
CM_ProjectPointOntoVector
================
*/
void CM_ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vDir, vec3_t vProj )
{
vec3_t pVec;
VectorSubtract( point, vStart, pVec );
// project onto the directional vector for this segment
VectorMA( vStart, DotProduct( pVec, vDir ), vDir, vProj );
}
/*
================
CM_DistanceFromLineSquared
================
*/
float CM_DistanceFromLineSquared(vec3_t p, vec3_t lp1, vec3_t lp2, vec3_t dir) {
vec3_t proj, t;
int j;
CM_ProjectPointOntoVector(p, lp1, dir, proj);
for (j = 0; j < 3; j++)
if ((proj[j] > lp1[j] && proj[j] > lp2[j]) ||
(proj[j] < lp1[j] && proj[j] < lp2[j]))
break;
if (j < 3) {
if (fabs(proj[j] - lp1[j]) < fabs(proj[j] - lp2[j]))
VectorSubtract(p, lp1, t);
else
VectorSubtract(p, lp2, t);
return VectorLengthSquared(t);
}
VectorSubtract(p, proj, t);
return VectorLengthSquared(t);
}
/*
================
CM_VectorDistanceSquared
================
*/
float CM_VectorDistanceSquared(vec3_t p1, vec3_t p2) {
vec3_t dir;
VectorSubtract(p2, p1, dir);
return VectorLengthSquared(dir);
}
/*
================
SquareRootFloat
================
*/
float SquareRootFloat(float number) {
long i;
float x, y;
const float f = 1.5F;
x = number * 0.5F;
y = number;
i = * ( long * ) &y;
i = 0x5f3759df - ( i >> 1 );
y = * ( float * ) &i;
y = y * ( f - ( x * y * y ) );
y = y * ( f - ( x * y * y ) );
return number * y;
}
/*
===============================================================================
POSITION TESTING
===============================================================================
*/
/*
================
CM_TestBoxInBrush
================
*/
void CM_TestBoxInBrush( traceWork_t *tw, trace_t &trace, cbrush_t *brush ) {
int i;
cplane_t *plane;
float dist;
float d1;
cbrushside_t *side;
float t;
vec3_t startp;
if (!brush->numsides) {
return;
}
// special test for axial
if ( tw->bounds[0][0] > brush->bounds[1][0]
|| tw->bounds[0][1] > brush->bounds[1][1]
|| tw->bounds[0][2] > brush->bounds[1][2]
|| tw->bounds[1][0] < brush->bounds[0][0]
|| tw->bounds[1][1] < brush->bounds[0][1]
|| tw->bounds[1][2] < brush->bounds[0][2]
) {
return;
}
if ( tw->sphere.use ) {
// the first six planes are the axial planes, so we only
// need to test the remainder
for ( i = 6 ; i < brush->numsides ; i++ ) {
side = brush->sides + i;
#ifdef _XBOX
plane = &cmg.planes[side->planeNum.GetValue()];
#else
plane = side->plane;
#endif
// adjust the plane distance apropriately for radius
dist = plane->dist + tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane->normal, tw->sphere.offset );
if ( t > 0 )
{
VectorSubtract( tw->start, tw->sphere.offset, startp );
}
else
{
VectorAdd( tw->start, tw->sphere.offset, startp );
}
d1 = DotProduct( startp, plane->normal ) - dist;
// if completely in front of face, no intersection
if ( d1 > 0 ) {
return;
}
}
} else {
// the first six planes are the axial planes, so we only
// need to test the remainder
for ( i = 6 ; i < brush->numsides ; i++ ) {
side = brush->sides + i;
#ifdef _XBOX
plane = &cmg.planes[side->planeNum.GetValue()];
#else
plane = side->plane;
#endif
// adjust the plane distance apropriately for mins/maxs
dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
d1 = DotProduct( tw->start, plane->normal ) - dist;
// if completely in front of face, no intersection
if ( d1 > 0 ) {
return;
}
}
}
// inside this brush
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
trace.contents = brush->contents;
}
#ifdef _XBOX
static int CM_GetSurfaceIndex(int firstLeafSurface)
{
if(firstLeafSurface > tr.world->nummarksurfaces || firstLeafSurface < 0) {
return cmg.leafsurfaces[ firstLeafSurface ] ;
} else {
return tr.world->marksurfaces[firstLeafSurface] - tr.world->surfaces;
}
}
#endif
/*
================
CM_TestInLeaf
================
*/
void CM_TestInLeaf( traceWork_t *tw, trace_t &trace, cLeaf_t *leaf, clipMap_t *local )
{
int k;
int brushnum;
cbrush_t *b;
cPatch_t *patch;
// test box position against all brushes in the leaf
for (k=0 ; k<leaf->numLeafBrushes ; k++) {
brushnum = local->leafbrushes[leaf->firstLeafBrush+k];
b = &local->brushes[brushnum];
if (b->checkcount == local->checkcount) {
continue; // already checked this brush in another leaf
}
b->checkcount = local->checkcount;
if ( !(b->contents & tw->contents)) {
continue;
}
#ifndef BSPC
if (com_terrainPhysics->integer && cmg.landScape && (b->contents & CONTENTS_TERRAIN) )
{
// Invalidate the checkcount for terrain as the terrain brush has to be processed
// many times.
b->checkcount--;
CM_TraceThroughTerrain( tw, trace, b );
// If inside a terrain brush don't bother with regular brush collision
continue;
}
#endif
CM_TestBoxInBrush( tw, trace, b );
if ( trace.allsolid ) {
return;
}
}
// test against all patches
#ifdef BSPC
if (1) {
#else
if ( !cm_noCurves->integer ) {
#endif //BSPC
for ( k = 0 ; k < leaf->numLeafSurfaces ; k++ ) {
//#ifdef _XBOX
// int index = CM_GetSurfaceIndex(leaf->firstLeafSurface + k);
// patch = local->surfaces[ index ];
//#else
patch = local->surfaces[ local->leafsurfaces[ leaf->firstLeafSurface + k ] ];
//#endif
if ( !patch ) {
continue;
}
if ( patch->checkcount == local->checkcount ) {
continue; // already checked this brush in another leaf
}
patch->checkcount = local->checkcount;
if ( !(patch->contents & tw->contents)) {
continue;
}
if ( CM_PositionTestInPatchCollide( tw, patch->pc ) ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
trace.contents = patch->contents;
return;
}
}
}
}
/*
==================
CM_TestCapsuleInCapsule
capsule inside capsule check
==================
*/
void CM_TestCapsuleInCapsule( traceWork_t *tw, trace_t &trace, clipHandle_t model ) {
int i;
vec3_t mins, maxs;
vec3_t top, bottom;
vec3_t p1, p2, tmp;
vec3_t offset, symetricSize[2];
float radius, halfwidth, halfheight, offs, r;
CM_ModelBounds(model, mins, maxs);
VectorAdd(tw->start, tw->sphere.offset, top);
VectorSubtract(tw->start, tw->sphere.offset, bottom);
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
symetricSize[0][i] = mins[i] - offset[i];
symetricSize[1][i] = maxs[i] - offset[i];
}
halfwidth = symetricSize[ 1 ][ 0 ];
halfheight = symetricSize[ 1 ][ 2 ];
radius = ( halfwidth > halfheight ) ? halfheight : halfwidth;
offs = halfheight - radius;
r = Square(tw->sphere.radius + radius);
// check if any of the spheres overlap
VectorCopy(offset, p1);
p1[2] += offs;
VectorSubtract(p1, top, tmp);
if ( VectorLengthSquared(tmp) < r ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
}
VectorSubtract(p1, bottom, tmp);
if ( VectorLengthSquared(tmp) < r ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
}
VectorCopy(offset, p2);
p2[2] -= offs;
VectorSubtract(p2, top, tmp);
if ( VectorLengthSquared(tmp) < r ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
}
VectorSubtract(p2, bottom, tmp);
if ( VectorLengthSquared(tmp) < r ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
}
// if between cylinder up and lower bounds
if ( (top[2] >= p1[2] && top[2] <= p2[2]) ||
(bottom[2] >= p1[2] && bottom[2] <= p2[2]) ) {
// 2d coordinates
top[2] = p1[2] = 0;
// if the cylinders overlap
VectorSubtract(top, p1, tmp);
if ( VectorLengthSquared(tmp) < r ) {
trace.startsolid = trace.allsolid = qtrue;
trace.fraction = 0;
}
}
}
/*
==================
CM_TestBoundingBoxInCapsule
bounding box inside capsule check
==================
*/
void CM_TestBoundingBoxInCapsule( traceWork_t *tw, trace_t &trace, clipHandle_t model ) {
vec3_t mins, maxs, offset, size[2];
clipHandle_t h;
cmodel_t *cmod;
int i;
// mins maxs of the capsule
CM_ModelBounds(model, mins, maxs);
// offset for capsule center
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
size[0][i] = mins[i] - offset[i];
size[1][i] = maxs[i] - offset[i];
tw->start[i] -= offset[i];
tw->end[i] -= offset[i];
}
// replace the bounding box with the capsule
tw->sphere.use = qtrue;
tw->sphere.radius = ( size[1][0] > size[1][2] ) ? size[1][2]: size[1][0];
tw->sphere.halfheight = size[1][2];
VectorSet( tw->sphere.offset, 0, 0, size[1][2] - tw->sphere.radius );
// replace the capsule with the bounding box
h = CM_TempBoxModel(tw->size[0], tw->size[1], qfalse);
// calculate collision
cmod = CM_ClipHandleToModel( h );
CM_TestInLeaf( tw, trace, &cmod->leaf, &cmg );
}
/*
==================
CM_PositionTest
==================
*/
#define MAX_POSITION_LEAFS 1024
void CM_PositionTest( traceWork_t *tw, trace_t &trace ) {
int leafs[MAX_POSITION_LEAFS];
int i;
leafList_t ll;
// identify the leafs we are touching
VectorAdd( tw->start, tw->size[0], ll.bounds[0] );
VectorAdd( tw->start, tw->size[1], ll.bounds[1] );
for (i=0 ; i<3 ; i++) {
ll.bounds[0][i] -= 1;
ll.bounds[1][i] += 1;
}
ll.count = 0;
ll.maxcount = MAX_POSITION_LEAFS;
ll.list = leafs;
ll.storeLeafs = CM_StoreLeafs;
ll.lastLeaf = 0;
ll.overflowed = qfalse;
cmg.checkcount++;
CM_BoxLeafnums_r( &ll, 0 );
cmg.checkcount++;
// test the contents of the leafs
for (i=0 ; i < ll.count ; i++) {
CM_TestInLeaf( tw, trace, &cmg.leafs[leafs[i]], &cmg );
if ( trace.allsolid ) {
break;
}
}
}
/*
===============================================================================
TRACING
===============================================================================
*/
/*
================
CM_TraceThroughPatch
================
*/
void CM_TraceThroughPatch( traceWork_t *tw, trace_t &trace, cPatch_t *patch ) {
float oldFrac;
c_patch_traces++;
oldFrac = trace.fraction;
CM_TraceThroughPatchCollide( tw, trace, patch->pc );
if ( trace.fraction < oldFrac ) {
trace.surfaceFlags = patch->surfaceFlags;
trace.contents = patch->contents;
}
}
/*
================
CM_PlaneCollision
Returns false for a quick getout
================
*/
bool CM_PlaneCollision(traceWork_t *tw, cbrushside_t *side)
{
float dist, f;
float d1, d2;
#ifdef _XBOX
cplane_t *plane = &cmg.planes[side->planeNum.GetValue()];
#else
cplane_t *plane = side->plane;
#endif
// adjust the plane distance apropriately for mins/maxs
dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
d1 = DotProduct( tw->start, plane->normal ) - dist;
d2 = DotProduct( tw->end, plane->normal ) - dist;
if (d2 > 0.0f)
{
// endpoint is not in solid
tw->getout = true;
}
if (d1 > 0.0f)
{
// startpoint is not in solid
tw->startout = true;
}
// if completely in front of face, no intersection with the entire brush
if ((d1 > 0.0f) && ( (d2 >= SURFACE_CLIP_EPSILON) || (d2 >= d1) ) )
{
return(false);
}
// if it doesn't cross the plane, the plane isn't relevent
if ((d1 <= 0.0f) && (d2 <= 0.0f))
{
return(true);
}
// crosses face
if (d1 > d2)
{ // enter
f = (d1 - SURFACE_CLIP_EPSILON);
if ( f < 0.0f )
{
f = 0.0f;
if (f > tw->enterFrac)
{
tw->enterFrac = f;
tw->clipplane = plane;
tw->leadside = side;
}
}
else if (f > tw->enterFrac * (d1 - d2) )
{
tw->enterFrac = f / (d1 - d2);
tw->clipplane = plane;
tw->leadside = side;
}
}
else
{ // leave
f = (d1 + SURFACE_CLIP_EPSILON);
if ( f < (d1 - d2) )
{
f = 1.0f;
if (f < tw->leaveFrac)
{
tw->leaveFrac = f;
}
}
else if (f > tw->leaveFrac * (d1 - d2) )
{
tw->leaveFrac = f / (d1 - d2);
}
}
return(true);
}
/*
================
CM_TraceThroughBrush
================
*/
void CM_TraceThroughBrush( traceWork_t *tw, trace_t &trace, cbrush_t *brush, bool infoOnly )
{
int i;
cbrushside_t *side;
tw->enterFrac = -1.0f;
tw->leaveFrac = 1.0f;
tw->clipplane = NULL;
if ( !brush->numsides )
{
return;
}
// I'm not sure if test is strictly correct. Are all
// bboxes axis aligned? Do I care? It seems to work
// good enough...
if ( tw->bounds[0][0] > brush->bounds[1][0]
|| tw->bounds[0][1] > brush->bounds[1][1]
|| tw->bounds[0][2] > brush->bounds[1][2]
|| tw->bounds[1][0] < brush->bounds[0][0]
|| tw->bounds[1][1] < brush->bounds[0][1]
|| tw->bounds[1][2] < brush->bounds[0][2]
) {
return;
}
tw->getout = false;
tw->startout = false;
tw->leadside = NULL;
//
// compare the trace against all planes of the brush
// find the latest time the trace crosses a plane towards the interior
// and the earliest time the trace crosses a plane towards the exterior
//
for (i = 0; i < brush->numsides; i++)
{
side = brush->sides + i;
if(!CM_PlaneCollision(tw, side))
{
return;
}
}
//
// all planes have been checked, and the trace was not
// completely outside the brush
//
if (!tw->startout)
{
if(!infoOnly)
{
// original point was inside brush
trace.startsolid = qtrue;
if (!tw->getout)
{
trace.allsolid = qtrue;
trace.fraction = 0.0f;
}
}
tw->enterFrac = 0.0f;
return;
}
if (tw->enterFrac < tw->leaveFrac)
{
if ((tw->enterFrac > -1.0f) && (tw->enterFrac < trace.fraction))
{
if (tw->enterFrac < 0.0f)
{
tw->enterFrac = 0.0f;
}
if(!infoOnly)
{
trace.fraction = tw->enterFrac;
trace.plane = *tw->clipplane;
trace.surfaceFlags = cmg.shaders[tw->leadside->shaderNum].surfaceFlags;
trace.contents = brush->contents;
}
}
}
}
/*
================
CM_TraceThroughTerrain
During this routine the fraction is internal to the brush
and converted to a global fraction on exit.
================
*/
#ifndef BSPC
void CM_TraceThroughTerrain( traceWork_t *tw, trace_t &trace, cbrush_t *brush )
{
CCMLandScape *landscape;
vec3_t tBegin, tEnd, tDistance, tStep;
vec3_t baseStart;
vec3_t baseEnd;
int count;
int i;
float fraction;
// At this point we know we may be colliding with a terrain brush (and we know we have a valid terrain structure)
landscape = (CCMLandScape *)cmg.landScape;
// Check for absolutely no connection
if(!CM_GenericBoxCollide(tw->bounds, landscape->GetBounds()))
{
return;
}
// Now we know that at least some part of the trace needs to collide with the terrain
// The regular brush collision is handled elsewhere, so advance the ray to an edge in the terrain brush
CM_TraceThroughBrush( tw, trace, brush, true );
// Remember the base entering and leaving fractions
tw->baseEnterFrac = tw->enterFrac;
tw->baseLeaveFrac = tw->leaveFrac;
// Reset to full spread within the brush
tw->enterFrac = -1.0f;
tw->leaveFrac = 1.0f;
// Work out the corners of the AABB when the trace first hits the terrain brush and when it leaves
VectorAdvance(tw->start, tw->baseEnterFrac, tw->end, tBegin);
VectorAdvance(tw->start, tw->baseLeaveFrac, tw->end, tEnd);
VectorSubtract(tEnd, tBegin, tDistance);
// Calculate number of iterations to process
count = ceilf(VectorLength(tDistance) / (landscape->GetPatchScalarSize() * TERRAIN_STEP_MAGIC));
count = 1;
fraction = trace.fraction;
VectorScale(tDistance, 1.0f / count, tStep);
// Save the base start and end vectors
VectorCopy ( tw->start, baseStart );
VectorCopy ( tw->end, baseEnd );
// Use the terrain vectors. Start both at the beginning since the
// step will be added to the end as the first step of the loop
VectorCopy ( tBegin, tw->start );
VectorCopy ( tBegin, tw->end );
// Step thru terrain patches moving on about 1 patch at a time
for ( i = 0; i < count; i ++ )
{
// Add the step to the end
VectorAdd(tw->end, tStep, tw->end);
CM_CalcExtents(tBegin, tw->end, tw, tw->localBounds);
landscape->PatchCollide(tw, trace, tw->start, tw->end, brush->checkcount);
// If collision with something closer than water then just stop here
if ( trace.fraction < fraction )
{
// Convert the fraction of this sub tract into the full trace's fraction
trace.fraction = i * (1.0f / count) + (1.0f / count) * trace.fraction;
break;
}
// Move the end to the start so the next trace starts
// where this one left off
VectorCopy(tw->end, tw->start);
}
// Put the original start and end back
VectorCopy ( baseStart, tw->start );
VectorCopy ( baseEnd, tw->end );
// Convert to global fraction only if something was hit along the way
if ( trace.fraction != 1.0 )
{
trace.fraction = tw->baseEnterFrac + ((tw->baseLeaveFrac - tw->baseEnterFrac) * trace.fraction);
trace.contents = brush->contents;
}
// Collide with any water
if ( tw->contents & CONTENTS_WATER )
{
fraction = landscape->WaterCollide(tw->start, tw->end, trace.fraction);
if( fraction < trace.fraction )
{
VectorSet(trace.plane.normal, 0.0f, 0.0f, 1.0f);
trace.contents = landscape->GetWaterContents();
trace.fraction = fraction;
trace.surfaceFlags = landscape->GetWaterSurfaceFlags();
}
}
}
#ifdef TEST_TERRAIN_PHYSICS
void CM_TraceThroughTerrain( traceWork_t *tw, trace_t &trace, CCMLandScape *landscape)
{
vec3_t tBegin, tEnd, tDistance, tStep;
vec3_t baseStart;
vec3_t baseEnd;
int count;
int i;
float fraction;
// Check for absolutely no connection
if(!CM_GenericBoxCollide(tw->bounds, landscape->GetBounds()))
{
return;
}
tw->enterFrac = 0.0f;
tw->leaveFrac = 1.0f;
tw->clipplane = NULL;
tw->getout = false;
tw->startout = false;
tw->leadside = NULL;
// Remember the base entering and leaving fractions
tw->baseEnterFrac = tw->enterFrac;
tw->baseLeaveFrac = tw->leaveFrac;
// Reset to full spread within the brush
tw->enterFrac = -1.0f;
tw->leaveFrac = 1.0f;
// Work out the corners of the AABB when the trace first hits the terrain brush and when it leaves
VectorAdvance(tw->start, tw->baseEnterFrac, tw->end, tBegin);
VectorAdvance(tw->start, tw->baseLeaveFrac, tw->end, tEnd);
VectorSubtract(tEnd, tBegin, tDistance);
// Calculate number of iterations to process
count = ceilf(VectorLength(tDistance) / (landscape->GetPatchScalarSize() * TERRAIN_STEP_MAGIC));
count = 1;
fraction = trace.fraction;
VectorScale(tDistance, 1.0f / count, tStep);
// Save the base start and end vectors
VectorCopy ( tw->start, baseStart );
VectorCopy ( tw->end, baseEnd );
// Use the terrain vectors. Start both at the beginning since the
// step will be added to the end as the first step of the loop
VectorCopy ( tBegin, tw->start );
VectorCopy ( tBegin, tw->end );
// Step thru terrain patches moving on about 1 patch at a time
for ( i = 0; i < count; i ++ )
{
// Add the step to the end
VectorAdd(tw->end, tStep, tw->end);
CM_CalcExtents(tBegin, tw->end, tw, tw->localBounds);
landscape->PatchCollide(tw, trace, tw->start, tw->end, cmg.checkcount);
// If collision with something closer than water then just stop here
if ( trace.fraction < fraction )
{
// Convert the fraction of this sub tract into the full trace's fraction
trace.fraction = i * (1.0f / count) + (1.0f / count) * trace.fraction;
break;
}
// Move the end to the start so the next trace starts
// where this one left off
VectorCopy(tw->end, tw->start);
}
// Put the original start and end back
VectorCopy ( baseStart, tw->start );
VectorCopy ( baseEnd, tw->end );
// Convert to global fraction only if something was hit along the way
if ( trace.fraction != 1.0 )
{
// trace.fraction = tw->baseEnterFrac + ((tw->baseLeaveFrac - tw->baseEnterFrac) * trace.fraction);
trace.contents = CONTENTS_TERRAIN | CONTENTS_OUTSIDE;
}
// Collide with any water
if ( tw->contents & CONTENTS_WATER )
{
fraction = landscape->WaterCollide(tw->start, tw->end, trace.fraction);
if( fraction < trace.fraction )
{
VectorSet(trace.plane.normal, 0.0f, 0.0f, 1.0f);
trace.contents = landscape->GetWaterContents();
trace.fraction = fraction;
trace.surfaceFlags = landscape->GetWaterSurfaceFlags();
}
}
}
#endif // #ifdef TEST_TERRAIN_PHYSICS
#endif
/*
================
CM_PatchCollide
By the time we get here we know the AABB is within the patch AABB ie there is a chance of collision
The collision data is made up of bounds, 2 triangle planes
There is an BB check for the terxel check to see if it is worth checking the planes.
Collide with both triangles to find the shortest fraction
================
*/
void CM_HandlePatchCollision(struct traceWork_s *tw, trace_t &trace, const vec3_t tStart, const vec3_t tEnd, CCMPatch *patch, int checkcount)
{
int numBrushes, i;
cbrush_t *brush;
// Get the collision data
brush = patch->GetCollisionData();
numBrushes = patch->GetNumBrushes();
for(i = 0; i < numBrushes; i++, brush++)
{
if(brush->checkcount == checkcount)
{
return;
}
// Generic collision of terxel bounds to line segment bounds
if(!CM_GenericBoxCollide(brush->bounds, tw->localBounds))
{
continue;
}
brush->checkcount = checkcount;
CM_TraceThroughBrush(tw, trace, brush, false );
if (trace.fraction <= 0.0)
{
break;
}
}
}
/*
================
CM_GenericBoxCollide
================
*/
bool CM_GenericBoxCollide(const vec3pair_t abounds, const vec3pair_t bbounds)
{
int i;
// Check for completely no intersection
for(i = 0; i < 3; i++)
{
if(abounds[1][i] < bbounds[0][i])
{
return(false);
}
if(abounds[0][i] > bbounds[1][i])
{
return(false);
}
}
return(true);
}
/*
================
CM_TraceThroughLeaf
================
*/
void CM_TraceThroughLeaf( traceWork_t *tw, trace_t &trace, clipMap_t *local, cLeaf_t *leaf ) {
int k;
int brushnum;
cbrush_t *b;
cPatch_t *patch;
// trace line against all brushes in the leaf
for ( k = 0 ; k < leaf->numLeafBrushes ; k++ ) {
brushnum = local->leafbrushes[leaf->firstLeafBrush+k];
b = &local->brushes[brushnum];
if ( b->checkcount == local->checkcount ) {
continue; // already checked this brush in another leaf
}
b->checkcount = local->checkcount;
if ( !(b->contents & tw->contents) ) {
continue;
}
#ifndef BSPC
if (com_terrainPhysics->integer && cmg.landScape && (b->contents & CONTENTS_TERRAIN) )
{
// Invalidate the checkcount for terrain as the terrain brush has to be processed
// many times.
b->checkcount--;
CM_TraceThroughTerrain( tw, trace, b );
}
else
#endif
{
CM_TraceThroughBrush( tw, trace, b, false );
}
if ( !trace.fraction ) {
return;
}
}
// trace line against all patches in the leaf
#ifdef BSPC
if (1) {
#else
if ( !cm_noCurves->integer ) {
#endif
for ( k = 0 ; k < leaf->numLeafSurfaces ; k++ ) {
//#ifdef _XBOX
// int index = CM_GetSurfaceIndex(leaf->firstLeafSurface + k);
// patch = local->surfaces[ index ];
//#else
patch = local->surfaces[ local->leafsurfaces[ leaf->firstLeafSurface + k ] ];
//#endif
if ( !patch ) {
continue;
}
if ( patch->checkcount == local->checkcount ) {
continue; // already checked this patch in another leaf
}
patch->checkcount = local->checkcount;
if ( !(patch->contents & tw->contents) ) {
continue;
}
CM_TraceThroughPatch( tw, trace, patch );
if ( !trace.fraction ) {
return;
}
}
}
}
#define RADIUS_EPSILON 1.0f
/*
================
CM_TraceThroughSphere
get the first intersection of the ray with the sphere
================
*/
void CM_TraceThroughSphere( traceWork_t *tw, trace_t &trace, vec3_t origin, float radius, vec3_t start, vec3_t end ) {
float l1, l2, length, scale, fraction;
float a, b, c, d, sqrtd;
vec3_t v1, dir, intersection;
// if inside the sphere
VectorSubtract(start, origin, dir);
l1 = VectorLengthSquared(dir);
if (l1 < Square(radius)) {
trace.fraction = 0;
trace.startsolid = qtrue;
// test for allsolid
VectorSubtract(end, origin, dir);
l1 = VectorLengthSquared(dir);
if (l1 < Square(radius)) {
trace.allsolid = qtrue;
}
return;
}
//
VectorSubtract(end, start, dir);
length = VectorNormalize(dir);
//
l1 = CM_DistanceFromLineSquared(origin, start, end, dir);
VectorSubtract(end, origin, v1);
l2 = VectorLengthSquared(v1);
// if no intersection with the sphere and the end point is at least an epsilon away
if (l1 >= Square(radius) && l2 > Square(radius+SURFACE_CLIP_EPSILON)) {
return;
}
//
// | origin - (start + t * dir) | = radius
// a = dir[0]^2 + dir[1]^2 + dir[2]^2;
// b = 2 * (dir[0] * (start[0] - origin[0]) + dir[1] * (start[1] - origin[1]) + dir[2] * (start[2] - origin[2]));
// c = (start[0] - origin[0])^2 + (start[1] - origin[1])^2 + (start[2] - origin[2])^2 - radius^2;
//
VectorSubtract(start, origin, v1);
// dir is normalized so a = 1
a = 1.0f;//dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2];
b = 2.0f * (dir[0] * v1[0] + dir[1] * v1[1] + dir[2] * v1[2]);
c = v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] - (radius+RADIUS_EPSILON) * (radius+RADIUS_EPSILON);
d = b * b - 4.0f * c;// * a;
if (d > 0) {
sqrtd = SquareRootFloat(d);
// = (- b + sqrtd) * 0.5f; // / (2.0f * a);
fraction = (- b - sqrtd) * 0.5f; // / (2.0f * a);
//
if (fraction < 0) {
fraction = 0;
}
else {
fraction /= length;
}
if ( fraction < trace.fraction ) {
trace.fraction = fraction;
VectorSubtract(end, start, dir);
VectorMA(start, fraction, dir, intersection);
VectorSubtract(intersection, origin, dir);
#ifdef CAPSULE_DEBUG
l2 = VectorLength(dir);
if (l2 < radius) {
int bah = 1;
}
#endif
scale = 1 / (radius+RADIUS_EPSILON);
VectorScale(dir, scale, dir);
VectorCopy(dir, trace.plane.normal);
VectorAdd( tw->modelOrigin, intersection, intersection);
trace.plane.dist = DotProduct(trace.plane.normal, intersection);
trace.contents = CONTENTS_BODY;
}
}
else if (d == 0) {
//t1 = (- b ) / 2;
// slide along the sphere
}
// no intersection at all
}
/*
================
CM_TraceThroughVerticalCylinder
get the first intersection of the ray with the cylinder
the cylinder extends halfheight above and below the origin
================
*/
void CM_TraceThroughVerticalCylinder( traceWork_t *tw, trace_t &trace, vec3_t origin, float radius, float halfheight, vec3_t start, vec3_t end) {
float length, scale, fraction, l1, l2;
float a, b, c, d, sqrtd;
vec3_t v1, dir, start2d, end2d, org2d, intersection;
// 2d coordinates
VectorSet(start2d, start[0], start[1], 0);
VectorSet(end2d, end[0], end[1], 0);
VectorSet(org2d, origin[0], origin[1], 0);
// if between lower and upper cylinder bounds
if (start[2] <= origin[2] + halfheight &&
start[2] >= origin[2] - halfheight) {
// if inside the cylinder
VectorSubtract(start2d, org2d, dir);
l1 = VectorLengthSquared(dir);
if (l1 < Square(radius)) {
trace.fraction = 0;
trace.startsolid = qtrue;
VectorSubtract(end2d, org2d, dir);
l1 = VectorLengthSquared(dir);
if (l1 < Square(radius)) {
trace.allsolid = qtrue;
}
return;
}
}
//
VectorSubtract(end2d, start2d, dir);
length = VectorNormalize(dir);
//
l1 = CM_DistanceFromLineSquared(org2d, start2d, end2d, dir);
VectorSubtract(end2d, org2d, v1);
l2 = VectorLengthSquared(v1);
// if no intersection with the cylinder and the end point is at least an epsilon away
if (l1 >= Square(radius) && l2 > Square(radius+SURFACE_CLIP_EPSILON)) {
return;
}
//
//
// (start[0] - origin[0] - t * dir[0]) ^ 2 + (start[1] - origin[1] - t * dir[1]) ^ 2 = radius ^ 2
// (v1[0] + t * dir[0]) ^ 2 + (v1[1] + t * dir[1]) ^ 2 = radius ^ 2;
// v1[0] ^ 2 + 2 * v1[0] * t * dir[0] + (t * dir[0]) ^ 2 +
// v1[1] ^ 2 + 2 * v1[1] * t * dir[1] + (t * dir[1]) ^ 2 = radius ^ 2
// t ^ 2 * (dir[0] ^ 2 + dir[1] ^ 2) + t * (2 * v1[0] * dir[0] + 2 * v1[1] * dir[1]) +
// v1[0] ^ 2 + v1[1] ^ 2 - radius ^ 2 = 0
//
VectorSubtract(start, origin, v1);
// dir is normalized so we can use a = 1
a = 1.0f;// * (dir[0] * dir[0] + dir[1] * dir[1]);
b = 2.0f * (v1[0] * dir[0] + v1[1] * dir[1]);
c = v1[0] * v1[0] + v1[1] * v1[1] - (radius+RADIUS_EPSILON) * (radius+RADIUS_EPSILON);
d = b * b - 4.0f * c;// * a;
if (d > 0) {
sqrtd = SquareRootFloat(d);
// = (- b + sqrtd) * 0.5f;// / (2.0f * a);
fraction = (- b - sqrtd) * 0.5f;// / (2.0f * a);
//
if (fraction < 0) {
fraction = 0;
}
else {
fraction /= length;
}
if ( fraction < trace.fraction ) {
VectorSubtract(end, start, dir);
VectorMA(start, fraction, dir, intersection);
// if the intersection is between the cylinder lower and upper bound
if (intersection[2] <= origin[2] + halfheight &&
intersection[2] >= origin[2] - halfheight) {
//
trace.fraction = fraction;
VectorSubtract(intersection, origin, dir);
dir[2] = 0;
#ifdef CAPSULE_DEBUG
l2 = VectorLength(dir);
if (l2 <= radius) {
int bah = 1;
}
#endif
scale = 1 / (radius+RADIUS_EPSILON);
VectorScale(dir, scale, dir);
VectorCopy(dir, trace.plane.normal);
VectorAdd( tw->modelOrigin, intersection, intersection);
trace.plane.dist = DotProduct(trace.plane.normal, intersection);
trace.contents = CONTENTS_BODY;
}
}
}
else if (d == 0) {
//t[0] = (- b ) / 2 * a;
// slide along the cylinder
}
// no intersection at all
}
/*
================
CM_TraceCapsuleThroughCapsule
capsule vs. capsule collision (not rotated)
================
*/
void CM_TraceCapsuleThroughCapsule( traceWork_t *tw, trace_t &trace, clipHandle_t model ) {
int i;
vec3_t mins, maxs;
vec3_t top, bottom, starttop, startbottom, endtop, endbottom;
vec3_t offset, symetricSize[2];
float radius, halfwidth, halfheight, offs, h;
CM_ModelBounds(model, mins, maxs);
// test trace bounds vs. capsule bounds
if ( tw->bounds[0][0] > maxs[0] + RADIUS_EPSILON
|| tw->bounds[0][1] > maxs[1] + RADIUS_EPSILON
|| tw->bounds[0][2] > maxs[2] + RADIUS_EPSILON
|| tw->bounds[1][0] < mins[0] - RADIUS_EPSILON
|| tw->bounds[1][1] < mins[1] - RADIUS_EPSILON
|| tw->bounds[1][2] < mins[2] - RADIUS_EPSILON
) {
return;
}
// top origin and bottom origin of each sphere at start and end of trace
VectorAdd(tw->start, tw->sphere.offset, starttop);
VectorSubtract(tw->start, tw->sphere.offset, startbottom);
VectorAdd(tw->end, tw->sphere.offset, endtop);
VectorSubtract(tw->end, tw->sphere.offset, endbottom);
// calculate top and bottom of the capsule spheres to collide with
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
symetricSize[0][i] = mins[i] - offset[i];
symetricSize[1][i] = maxs[i] - offset[i];
}
halfwidth = symetricSize[ 1 ][ 0 ];
halfheight = symetricSize[ 1 ][ 2 ];
radius = ( halfwidth > halfheight ) ? halfheight : halfwidth;
offs = halfheight - radius;
VectorCopy(offset, top);
top[2] += offs;
VectorCopy(offset, bottom);
bottom[2] -= offs;
// expand radius of spheres
radius += tw->sphere.radius;
// if there is horizontal movement
if ( tw->start[0] != tw->end[0] || tw->start[1] != tw->end[1] ) {
// height of the expanded cylinder is the height of both cylinders minus the radius of both spheres
h = halfheight + tw->sphere.halfheight - radius;
// if the cylinder has a height
if ( h > 0 ) {
// test for collisions between the cylinders
CM_TraceThroughVerticalCylinder(tw, trace, offset, radius, h, tw->start, tw->end);
}
}
// test for collision between the spheres
CM_TraceThroughSphere(tw, trace, top, radius, startbottom, endbottom);
CM_TraceThroughSphere(tw, trace, bottom, radius, starttop, endtop);
}
/*
================
CM_TraceBoundingBoxThroughCapsule
bounding box vs. capsule collision
================
*/
void CM_TraceBoundingBoxThroughCapsule( traceWork_t *tw, trace_t &trace, clipHandle_t model ) {
vec3_t mins, maxs, offset, size[2];
clipHandle_t h;
cmodel_t *cmod;
int i;
// mins maxs of the capsule
CM_ModelBounds(model, mins, maxs);
// offset for capsule center
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
size[0][i] = mins[i] - offset[i];
size[1][i] = maxs[i] - offset[i];
tw->start[i] -= offset[i];
tw->end[i] -= offset[i];
}
// replace the bounding box with the capsule
tw->sphere.use = qtrue;
tw->sphere.radius = ( size[1][0] > size[1][2] ) ? size[1][2]: size[1][0];
tw->sphere.halfheight = size[1][2];
VectorSet( tw->sphere.offset, 0, 0, size[1][2] - tw->sphere.radius );
// replace the capsule with the bounding box
h = CM_TempBoxModel(tw->size[0], tw->size[1], qfalse);
// calculate collision
cmod = CM_ClipHandleToModel( h );
CM_TraceThroughLeaf( tw, trace, &cmg, &cmod->leaf );
}
//=========================================================================================
/*
================
CM_TraceToLeaf
================
*/
void CM_TraceToLeaf( traceWork_t *tw, trace_t &trace, cLeaf_t *leaf, clipMap_t *local )
{
int k;
int brushnum;
cbrush_t *b;
cPatch_t *patch;
// trace line against all brushes in the leaf
for ( k = 0 ; k < leaf->numLeafBrushes ; k++ )
{
brushnum = local->leafbrushes[leaf->firstLeafBrush + k];
b = &local->brushes[brushnum];
if ( b->checkcount == local->checkcount )
{
continue; // already checked this brush in another leaf
}
b->checkcount = local->checkcount;
if ( !(b->contents & tw->contents) )
{
continue;
}
#ifndef BSPC
if ( com_terrainPhysics->integer && cmg.landScape && (b->contents & CONTENTS_TERRAIN) )
{
// Invalidate the checkcount for terrain as the terrain brush has to be processed
// many times.
b->checkcount--;
CM_TraceThroughTerrain( tw, trace, b );
// If inside a terrain brush don't bother with regular brush collision
continue;
}
#endif
CM_TraceThroughBrush( tw, trace, b, false);
if ( !trace.fraction )
{
return;
}
}
// trace line against all patches in the leaf
#ifdef BSPC
if (1) {
#else
if ( !cm_noCurves->integer ) {
#endif
for ( k = 0 ; k < leaf->numLeafSurfaces ; k++ ) {
patch = local->surfaces[ local->leafsurfaces[ leaf->firstLeafSurface + k ] ];
if ( !patch ) {
continue;
}
if ( patch->checkcount == local->checkcount ) {
continue; // already checked this patch in another leaf
}
patch->checkcount = local->checkcount;
if ( !(patch->contents & tw->contents) ) {
continue;
}
CM_TraceThroughPatch( tw, trace, patch );
if ( !trace.fraction ) {
return;
}
}
}
}
/*
==================
CM_TraceThroughTree
Traverse all the contacted leafs from the start to the end position.
If the trace is a point, they will be exactly in order, but for larger
trace volumes it is possible to hit something in a later leaf with
a smaller intercept fraction.
==================
*/
void CM_TraceThroughTree( traceWork_t *tw, trace_t &trace, clipMap_t *local, int num, float p1f, float p2f, vec3_t p1, vec3_t p2) {
cNode_t *node;
cplane_t *plane;
float t1, t2, offset;
float frac, frac2;
float idist;
vec3_t mid;
int side;
float midf;
if (trace.fraction <= p1f) {
return; // already hit something nearer
}
// if < 0, we are in a leaf node
if (num < 0) {
CM_TraceThroughLeaf( tw, trace, local, &local->leafs[-1-num] );
return;
}
//
// find the point distances to the seperating plane
// and the offset for the size of the box
//
node = local->nodes + num;
#ifdef _XBOX
plane = cmg.planes + node->planeNum;//tr.world->nodes[num].planeNum;
#else
plane = node->plane;
#endif
// adjust the plane distance apropriately for mins/maxs
if ( plane->type < 3 ) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
offset = tw->extents[plane->type];
} else {
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
if ( tw->isPoint ) {
offset = 0;
} else {
#if 0 // bk010201 - DEAD
// an axial brush right behind a slanted bsp plane
// will poke through when expanded, so adjust
// by sqrt(3)
offset = fabs(tw->extents[0]*plane->normal[0]) +
fabs(tw->extents[1]*plane->normal[1]) +
fabs(tw->extents[2]*plane->normal[2]);
offset *= 2;
offset = tw->maxOffset;
#endif
// this is silly
offset = 2048;
}
}
// see which sides we need to consider
if ( t1 >= offset + 1 && t2 >= offset + 1 ) {
CM_TraceThroughTree( tw, trace, local, node->children[0], p1f, p2f, p1, p2 );
return;
}
if ( t1 < -offset - 1 && t2 < -offset - 1 ) {
CM_TraceThroughTree( tw, trace, local, node->children[1], p1f, p2f, p1, p2 );
return;
}
// put the crosspoint SURFACE_CLIP_EPSILON pixels on the near side
if ( t1 < t2 ) {
idist = 1.0/(t1-t2);
side = 1;
frac2 = (t1 + offset + SURFACE_CLIP_EPSILON)*idist;
frac = (t1 - offset + SURFACE_CLIP_EPSILON)*idist;
} else if (t1 > t2) {
idist = 1.0/(t1-t2);
side = 0;
frac2 = (t1 - offset - SURFACE_CLIP_EPSILON)*idist;
frac = (t1 + offset + SURFACE_CLIP_EPSILON)*idist;
} else {
side = 0;
frac = 1;
frac2 = 0;
}
// move up to the node
if ( frac < 0 ) {
frac = 0;
}
if ( frac > 1 ) {
frac = 1;
}
midf = p1f + (p2f - p1f)*frac;
mid[0] = p1[0] + frac*(p2[0] - p1[0]);
mid[1] = p1[1] + frac*(p2[1] - p1[1]);
mid[2] = p1[2] + frac*(p2[2] - p1[2]);
CM_TraceThroughTree( tw, trace, local, node->children[side], p1f, midf, p1, mid );
// go past the node
if ( frac2 < 0 ) {
frac2 = 0;
}
if ( frac2 > 1 ) {
frac2 = 1;
}
midf = p1f + (p2f - p1f)*frac2;
mid[0] = p1[0] + frac2*(p2[0] - p1[0]);
mid[1] = p1[1] + frac2*(p2[1] - p1[1]);
mid[2] = p1[2] + frac2*(p2[2] - p1[2]);
CM_TraceThroughTree( tw, trace, local, node->children[side^1], midf, p2f, mid, p2 );
}
void CM_CalcExtents(const vec3_t start, const vec3_t end, const traceWork_t *tw, vec3pair_t bounds)
{
int i;
for ( i = 0 ; i < 3 ; i++ )
{
if ( start[i] < end[i] )
{
bounds[0][i] = start[i] + tw->size[0][i];
bounds[1][i] = end[i] + tw->size[1][i];
}
else
{
bounds[0][i] = end[i] + tw->size[0][i];
bounds[1][i] = start[i] + tw->size[1][i];
}
}
}
//======================================================================
/*
==================
CM_Trace
==================
*/
void CM_Trace( trace_t *trace, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, const vec3_t origin, int brushmask, int capsule, sphere_t *sphere ) {
int i;
traceWork_t tw;
vec3_t offset;
cmodel_t *cmod;
clipMap_t *local = 0;
cmod = CM_ClipHandleToModel( model, &local );
local->checkcount++; // for multi-check avoidance
c_traces++; // for statistics, may be zeroed
// fill in a default trace
Com_Memset( &tw, 0, sizeof(tw) );
memset(trace, 0, sizeof(*trace));
trace->fraction = 1; // assume it goes the entire distance until shown otherwise
VectorCopy(origin, tw.modelOrigin);
if (!local->numNodes) {
return; // map not loaded, shouldn't happen
}
// allow NULL to be passed in for 0,0,0
if ( !mins ) {
mins = vec3_origin;
}
if ( !maxs ) {
maxs = vec3_origin;
}
// set basic parms
tw.contents = brushmask;
// adjust so that mins and maxs are always symetric, which
// avoids some complications with plane expanding of rotated
// bmodels
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
tw.size[0][i] = mins[i] - offset[i];
tw.size[1][i] = maxs[i] - offset[i];
tw.start[i] = start[i] + offset[i];
tw.end[i] = end[i] + offset[i];
}
// if a sphere is already specified
if ( sphere ) {
tw.sphere = *sphere;
}
else {
tw.sphere.use = (qboolean)capsule;
tw.sphere.radius = ( tw.size[1][0] > tw.size[1][2] ) ? tw.size[1][2]: tw.size[1][0];
tw.sphere.halfheight = tw.size[1][2];
VectorSet( tw.sphere.offset, 0, 0, tw.size[1][2] - tw.sphere.radius );
}
tw.maxOffset = tw.size[1][0] + tw.size[1][1] + tw.size[1][2];
// tw.offsets[signbits] = vector to apropriate corner from origin
tw.offsets[0][0] = tw.size[0][0];
tw.offsets[0][1] = tw.size[0][1];
tw.offsets[0][2] = tw.size[0][2];
tw.offsets[1][0] = tw.size[1][0];
tw.offsets[1][1] = tw.size[0][1];
tw.offsets[1][2] = tw.size[0][2];
tw.offsets[2][0] = tw.size[0][0];
tw.offsets[2][1] = tw.size[1][1];
tw.offsets[2][2] = tw.size[0][2];
tw.offsets[3][0] = tw.size[1][0];
tw.offsets[3][1] = tw.size[1][1];
tw.offsets[3][2] = tw.size[0][2];
tw.offsets[4][0] = tw.size[0][0];
tw.offsets[4][1] = tw.size[0][1];
tw.offsets[4][2] = tw.size[1][2];
tw.offsets[5][0] = tw.size[1][0];
tw.offsets[5][1] = tw.size[0][1];
tw.offsets[5][2] = tw.size[1][2];
tw.offsets[6][0] = tw.size[0][0];
tw.offsets[6][1] = tw.size[1][1];
tw.offsets[6][2] = tw.size[1][2];
tw.offsets[7][0] = tw.size[1][0];
tw.offsets[7][1] = tw.size[1][1];
tw.offsets[7][2] = tw.size[1][2];
//
// calculate bounds
//
if ( tw.sphere.use ) {
for ( i = 0 ; i < 3 ; i++ ) {
if ( tw.start[i] < tw.end[i] ) {
tw.bounds[0][i] = tw.start[i] - fabs(tw.sphere.offset[i]) - tw.sphere.radius;
tw.bounds[1][i] = tw.end[i] + fabs(tw.sphere.offset[i]) + tw.sphere.radius;
} else {
tw.bounds[0][i] = tw.end[i] - fabs(tw.sphere.offset[i]) - tw.sphere.radius;
tw.bounds[1][i] = tw.start[i] + fabs(tw.sphere.offset[i]) + tw.sphere.radius;
}
}
}
else {
for ( i = 0 ; i < 3 ; i++ ) {
if ( tw.start[i] < tw.end[i] ) {
tw.bounds[0][i] = tw.start[i] + tw.size[0][i];
tw.bounds[1][i] = tw.end[i] + tw.size[1][i];
} else {
tw.bounds[0][i] = tw.end[i] + tw.size[0][i];
tw.bounds[1][i] = tw.start[i] + tw.size[1][i];
}
}
}
//
// check for position test special case
//
if (start[0] == end[0] && start[1] == end[1] && start[2] == end[2] &&
tw.size[0][0] == 0 && tw.size[0][1] == 0 && tw.size[0][2] == 0)
{
if ( model && cmod->firstNode == -1)
{
#ifdef ALWAYS_BBOX_VS_BBOX // bk010201 - FIXME - compile time flag?
if ( model == BOX_MODEL_HANDLE || model == CAPSULE_MODEL_HANDLE)
{
tw.sphere.use = qfalse;
CM_TestInLeaf( &tw, &cmod->leaf );
}
else
#elif defined(ALWAYS_CAPSULE_VS_CAPSULE)
if ( model == BOX_MODEL_HANDLE || model == CAPSULE_MODEL_HANDLE)
{
CM_TestCapsuleInCapsule( &tw, model );
}
else
#endif
if ( model == CAPSULE_MODEL_HANDLE )
{
if ( tw.sphere.use )
{
CM_TestCapsuleInCapsule( &tw, *trace, model );
}
else
{
CM_TestBoundingBoxInCapsule( &tw, *trace, model );
}
}
else
{
CM_TestInLeaf( &tw, *trace, &cmod->leaf, local );
}
}
#ifdef TEST_TERRAIN_PHYSICS
else if (cmg.landScape && !model && !cmod->firstNode)
{
CM_TraceThroughTerrain( &tw, *trace, cmg.landScape );
}
#endif // #ifdef TEST_TERRAIN_PHYSICS
else if (cmod->firstNode == -1)
{
CM_PositionTest( &tw, *trace );
}
else
{
CM_TraceThroughTree( &tw, *trace, local, cmod->firstNode, 0, 1, tw.start, tw.end );
}
}
else
{
//
// check for point special case
//
if ( tw.size[0][0] == 0 && tw.size[0][1] == 0 && tw.size[0][2] == 0 )
{
tw.isPoint = qtrue;
VectorClear( tw.extents );
}
else
{
tw.isPoint = qfalse;
tw.extents[0] = tw.size[1][0];
tw.extents[1] = tw.size[1][1];
tw.extents[2] = tw.size[1][2];
}
//
// general sweeping through world
//
if ( model && cmod->firstNode == -1)
{
#ifdef ALWAYS_BBOX_VS_BBOX
if ( model == BOX_MODEL_HANDLE || model == CAPSULE_MODEL_HANDLE)
{
tw.sphere.use = qfalse;
CM_TraceThroughLeaf( &tw, &cmod->leaf );
}
else
#elif defined(ALWAYS_CAPSULE_VS_CAPSULE)
if ( model == BOX_MODEL_HANDLE || model == CAPSULE_MODEL_HANDLE)
{
CM_TraceCapsuleThroughCapsule( &tw, model );
}
else
#endif
if ( model == CAPSULE_MODEL_HANDLE )
{
if ( tw.sphere.use )
{
CM_TraceCapsuleThroughCapsule( &tw, *trace, model );
}
else
{
CM_TraceBoundingBoxThroughCapsule( &tw, *trace, model );
}
}
else
{
CM_TraceThroughLeaf( &tw, *trace, local, &cmod->leaf );
}
}
#ifdef TEST_TERRAIN_PHYSICS
else if (cmg.landScape && !model && !cmod->firstNode)
{
CM_TraceThroughTerrain( &tw, *trace, cmg.landScape );
}
#endif // #ifdef TEST_TERRAIN_PHYSICS
else
{
CM_TraceThroughTree( &tw, *trace, local, cmod->firstNode, 0, 1, tw.start, tw.end );
}
}
// generate endpos from the original, unmodified start/end
if ( trace->fraction == 1 ) {
VectorCopy (end, trace->endpos);
} else {
for ( i=0 ; i<3 ; i++ ) {
trace->endpos[i] = start[i] + trace->fraction * (end[i] - start[i]);
}
}
// If allsolid is set (was entirely inside something solid), the plane is not valid.
// If fraction == 1.0, we never hit anything, and thus the plane is not valid.
// Otherwise, the normal on the plane should have unit length
assert(trace->allsolid ||
trace->fraction == 1.0 ||
VectorLengthSquared(trace->plane.normal) > 0.9999);
}
/*
==================
CM_BoxTrace
==================
*/
void CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask, int capsule ) {
CM_Trace( results, start, end, mins, maxs, model, vec3_origin, brushmask, capsule, NULL );
}
/*
==================
CM_TransformedBoxTrace
Handles offseting and rotation of the end points for moving and
rotating entities
==================
*/
void CM_TransformedBoxTrace( trace_t *trace, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles, int capsule ) {
vec3_t start_l, end_l;
qboolean rotated;
vec3_t offset;
vec3_t symetricSize[2];
vec3_t matrix[3], transpose[3];
int i;
float halfwidth;
float halfheight;
float t;
sphere_t sphere;
if ( !mins ) {
mins = vec3_origin;
}
if ( !maxs ) {
maxs = vec3_origin;
}
// adjust so that mins and maxs are always symetric, which
// avoids some complications with plane expanding of rotated
// bmodels
for ( i = 0 ; i < 3 ; i++ ) {
offset[i] = ( mins[i] + maxs[i] ) * 0.5;
symetricSize[0][i] = mins[i] - offset[i];
symetricSize[1][i] = maxs[i] - offset[i];
start_l[i] = start[i] + offset[i];
end_l[i] = end[i] + offset[i];
}
// subtract origin offset
VectorSubtract( start_l, origin, start_l );
VectorSubtract( end_l, origin, end_l );
// rotate start and end into the models frame of reference
if ( model != BOX_MODEL_HANDLE &&
(angles[0] || angles[1] || angles[2]) ) {
rotated = qtrue;
} else {
rotated = qfalse;
}
halfwidth = symetricSize[ 1 ][ 0 ];
halfheight = symetricSize[ 1 ][ 2 ];
sphere.use = (qboolean)capsule;
sphere.radius = ( halfwidth > halfheight ) ? halfheight : halfwidth;
sphere.halfheight = halfheight;
t = halfheight - sphere.radius;
if (rotated) {
// rotation on trace line (start-end) instead of rotating the bmodel
// NOTE: This is still incorrect for bounding boxes because the actual bounding
// box that is swept through the model is not rotated. We cannot rotate
// the bounding box or the bmodel because that would make all the brush
// bevels invalid.
// However this is correct for capsules since a capsule itself is rotated too.
CreateRotationMatrix(angles, matrix);
RotatePoint(start_l, matrix);
RotatePoint(end_l, matrix);
// rotated sphere offset for capsule
sphere.offset[0] = matrix[0][ 2 ] * t;
sphere.offset[1] = -matrix[1][ 2 ] * t;
sphere.offset[2] = matrix[2][ 2 ] * t;
}
else {
VectorSet( sphere.offset, 0, 0, t );
}
// sweep the box through the model
CM_Trace( trace, start_l, end_l, symetricSize[0], symetricSize[1], model, origin, brushmask, capsule, &sphere );
// if the bmodel was rotated and there was a collision
if ( rotated && trace->fraction != 1.0 ) {
// rotation of bmodel collision plane
TransposeMatrix(matrix, transpose);
RotatePoint(trace->plane.normal, transpose);
}
// re-calculate the end position of the trace because the trace.endpos
// calculated by CM_Trace could be rotated and have an offset
trace->endpos[0] = start[0] + trace->fraction * (end[0] - start[0]);
trace->endpos[1] = start[1] + trace->fraction * (end[1] - start[1]);
trace->endpos[2] = start[2] + trace->fraction * (end[2] - start[2]);
}
/*
=================
CM_CullBox
Returns true if culled out
=================
*/
bool CM_CullBox(const cplane_t *frustum, const vec3_t transformed[8])
{
int i, j;
const cplane_t *frust;
// check against frustum planes
for (i=0, frust=frustum; i<4 ; i++, frust++)
{
for (j=0 ; j<8 ; j++)
{
if (DotProduct(transformed[j], frust->normal) > frust->dist)
{ // a point is in front
break;
}
}
if (j == 8)
{ // all points were behind one of the planes
return true;
}
}
return false;
}
/*
=================
CM_CullWorldBox
Returns true if culled out
=================
*/
bool CM_CullWorldBox (const cplane_t *frustum, const vec3pair_t bounds)
{
int i;
vec3_t transformed[8];
for (i = 0 ; i < 8 ; i++)
{
transformed[i][0] = bounds[i & 1][0];
transformed[i][1] = bounds[(i >> 1) & 1][1];
transformed[i][2] = bounds[(i >> 2) & 1][2];
}
return(CM_CullBox(frustum, transformed));
}