mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 22:21:10 +00:00
1244 lines
30 KiB
C++
1244 lines
30 KiB
C++
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#include "cm_local.h"
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#ifdef _XBOX
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#include "../renderer/tr_local.h"
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#endif
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/*
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===============================================================================
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POSITION TESTING
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===============================================================================
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*/
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extern cvar_t *com_terrainPhysics;
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void VectorAdvance( const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
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/*
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================
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CM_TestBoxInBrush
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================
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*/
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void CM_TestBoxInBrush( traceWork_t *tw, cbrush_t *brush ) {
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int i;
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cplane_t *plane;
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float dist;
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float d1;
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cbrushside_t *side;
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if (!brush->numsides) {
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return;
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}
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// special test for axial
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if ( tw->bounds[0][0] > brush->bounds[1][0]
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|| tw->bounds[0][1] > brush->bounds[1][1]
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|| tw->bounds[0][2] > brush->bounds[1][2]
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|| tw->bounds[1][0] < brush->bounds[0][0]
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|| tw->bounds[1][1] < brush->bounds[0][1]
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|| tw->bounds[1][2] < brush->bounds[0][2]
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) {
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return;
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}
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// the first six planes are the axial planes, so we only
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// need to test the remainder
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for ( i = 6 ; i < brush->numsides ; i++ ) {
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side = brush->sides + i;
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#ifdef _XBOX
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plane = &cmg.planes[side->planeNum.GetValue()];
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#else
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plane = side->plane;
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#endif
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// adjust the plane distance apropriately for mins/maxs
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dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
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d1 = DotProduct( tw->start, plane->normal ) - dist;
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// if completely in front of face, no intersection
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if ( d1 > 0 ) {
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return;
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}
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}
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// inside this brush
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tw->trace.startsolid = tw->trace.allsolid = qtrue;
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tw->trace.fraction = 0;
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tw->trace.contents = brush->contents;
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}
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/*
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================
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CM_PlaneCollision
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Returns false for a quick getout
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================
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*/
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bool CM_PlaneCollision(traceWork_t *tw, cbrushside_t *side)
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{
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float dist, f;
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float d1, d2;
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#ifdef _XBOX
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cplane_t *plane = &cmg.planes[side->planeNum.GetValue()];
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#else
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cplane_t *plane = side->plane;
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#endif
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// adjust the plane distance apropriately for mins/maxs
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dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
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d1 = DotProduct( tw->start, plane->normal ) - dist;
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d2 = DotProduct( tw->end, plane->normal ) - dist;
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if (d2 > 0.0f)
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{
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// endpoint is not in solid
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tw->getout = true;
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}
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if (d1 > 0.0f)
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{
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// startpoint is not in solid
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tw->startout = true;
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}
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// if completely in front of face, no intersection with the entire brush
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if ((d1 > 0.0f) && ( (d2 >= SURFACE_CLIP_EPSILON) || (d2 >= d1) ) )
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{
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return(false);
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}
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// if it doesn't cross the plane, the plane isn't relevent
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if ((d1 <= 0.0f) && (d2 <= 0.0f))
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{
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return(true);
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}
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// crosses face
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if (d1 > d2)
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{ // enter
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f = (d1 - SURFACE_CLIP_EPSILON);
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if ( f < 0.0f )
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{
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f = 0.0f;
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if (f > tw->enterFrac)
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{
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tw->enterFrac = f;
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tw->clipplane = plane;
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tw->leadside = side;
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}
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}
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else if (f > tw->enterFrac * (d1 - d2) )
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{
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tw->enterFrac = f / (d1 - d2);
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tw->clipplane = plane;
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tw->leadside = side;
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}
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}
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else
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{ // leave
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f = (d1 + SURFACE_CLIP_EPSILON);
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if ( f < (d1 - d2) )
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{
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f = 1.0f;
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if (f < tw->leaveFrac)
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{
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tw->leaveFrac = f;
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}
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}
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else if (f > tw->leaveFrac * (d1 - d2) )
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{
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tw->leaveFrac = f / (d1 - d2);
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}
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}
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return(true);
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}
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/*
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================
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CM_TraceThroughBrush
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================
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*/
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void CM_TraceThroughBrush( traceWork_t *tw, trace_t &trace, cbrush_t *brush, bool infoOnly )
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{
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int i;
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cbrushside_t *side;
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tw->enterFrac = -1.0f;
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tw->leaveFrac = 1.0f;
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tw->clipplane = NULL;
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if ( !brush->numsides )
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{
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return;
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}
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tw->getout = false;
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tw->startout = false;
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tw->leadside = NULL;
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//
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// compare the trace against all planes of the brush
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// find the latest time the trace crosses a plane towards the interior
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// and the earliest time the trace crosses a plane towards the exterior
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//
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for (i = 0; i < brush->numsides; i++)
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{
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side = brush->sides + i;
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if(!CM_PlaneCollision(tw, side))
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{
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return;
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}
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}
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//
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// all planes have been checked, and the trace was not
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// completely outside the brush
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//
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if (!tw->startout)
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{
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if(!infoOnly)
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{
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// original point was inside brush
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trace.startsolid = qtrue;
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if (!tw->getout)
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{
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trace.allsolid = qtrue;
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trace.fraction = 0.0f;
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}
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}
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tw->enterFrac = 0.0f;
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return;
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}
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if (tw->enterFrac < tw->leaveFrac)
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{
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if ((tw->enterFrac > -1.0f) && (tw->enterFrac < trace.fraction))
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{
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if (tw->enterFrac < 0.0f)
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{
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tw->enterFrac = 0.0f;
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}
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if(!infoOnly)
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{
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trace.fraction = tw->enterFrac;
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trace.plane = *tw->clipplane;
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trace.surfaceFlags = cmg.shaders[tw->leadside->shaderNum].surfaceFlags;
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// tw->trace.sideNum = tw->leadside - cmg.brushsides;
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trace.contents = brush->contents;
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}
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}
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}
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}
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#ifndef BSPC
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#ifndef _XBOX // Removing terrain from Xbox
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void CM_TraceThroughTerrain( traceWork_t *tw, trace_t &trace, cbrush_t *brush )
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{
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CCMLandScape *landscape;
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vec3_t tBegin, tEnd, tDistance, tStep;
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vec3_t baseStart;
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vec3_t baseEnd;
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int count;
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int i;
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float fraction;
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// At this point we know we may be colliding with a terrain brush (and we know we have a valid terrain structure)
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landscape = cmg.landScape;
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if (!landscape)
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{
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assert(landscape);
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Com_Error(ERR_FATAL,"Brush had surfaceparm terrain, but there is no Terrain entity on this map!");
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}
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// Check for absolutely no connection
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if(!CM_GenericBoxCollide(tw->bounds, landscape->GetBounds()))
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{
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return;
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}
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// Now we know that at least some part of the trace needs to collide with the terrain
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// The regular brush collision is handled elsewhere, so advance the ray to an edge in the terrain brush
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CM_TraceThroughBrush( tw, trace, brush, true );
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// Remember the base entering and leaving fractions
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tw->baseEnterFrac = tw->enterFrac;
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tw->baseLeaveFrac = tw->leaveFrac;
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// Reset to full spread within the brush
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tw->enterFrac = -1.0f;
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tw->leaveFrac = 1.0f;
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// Work out the corners of the AABB when the trace first hits the terrain brush and when it leaves
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VectorAdvance(tw->start, tw->baseEnterFrac, tw->end, tBegin);
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VectorAdvance(tw->start, tw->baseLeaveFrac, tw->end, tEnd);
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VectorSubtract(tEnd, tBegin, tDistance);
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// Calculate number of iterations to process
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count = ceilf(VectorLength(tDistance) / (landscape->GetPatchScalarSize() * TERRAIN_STEP_MAGIC));
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count = 1;
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fraction = trace.fraction;
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VectorScale(tDistance, 1.0f / count, tStep);
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// Save the base start and end vectors
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VectorCopy ( tw->start, baseStart );
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VectorCopy ( tw->end, baseEnd );
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// Use the terrain vectors. Start both at the beginning since the
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// step will be added to the end as the first step of the loop
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VectorCopy ( tBegin, tw->start );
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VectorCopy ( tBegin, tw->end );
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// Step thru terrain patches moving on about 1 patch at a time
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for ( i = 0; i < count; i ++ )
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{
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// Add the step to the end
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VectorAdd(tw->end, tStep, tw->end);
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CM_CalcExtents(tBegin, tw->end, tw, tw->localBounds);
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landscape->PatchCollide(tw, trace, tw->start, tw->end, brush->checkcount);
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// If collision with something closer than water then just stop here
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if ( trace.fraction < fraction )
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{
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// Convert the fraction of this sub tract into the full trace's fraction
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trace.fraction = i * (1.0f / count) + (1.0f / count) * trace.fraction;
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break;
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}
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// Move the end to the start so the next trace starts
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// where this one left off
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VectorCopy(tw->end, tw->start);
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}
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// Put the original start and end back
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VectorCopy ( baseStart, tw->start );
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VectorCopy ( baseEnd, tw->end );
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// Convert to global fraction only if something was hit along the way
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if ( trace.fraction != 1.0 )
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{
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trace.fraction = tw->baseEnterFrac + ((tw->baseLeaveFrac - tw->baseEnterFrac) * trace.fraction);
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trace.contents = brush->contents;
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}
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// Collide with any water
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if ( tw->contents & CONTENTS_WATER )
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{
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fraction = landscape->WaterCollide(tw->start, tw->end, trace.fraction);
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if( fraction < trace.fraction )
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{
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VectorSet(trace.plane.normal, 0.0f, 0.0f, 1.0f);
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trace.contents = landscape->GetWaterContents();
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trace.fraction = fraction;
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trace.surfaceFlags = landscape->GetWaterSurfaceFlags();
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}
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}
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}
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#endif // _XBOX
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#endif
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#ifdef _XBOX
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static int CM_GetSurfaceIndex(int firstLeafSurface)
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{
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if(!tr.world ||
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firstLeafSurface > tr.world->nummarksurfaces ||
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firstLeafSurface < 0) {
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return cmg.leafsurfaces[ firstLeafSurface ] ;
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} else {
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return tr.world->marksurfaces[firstLeafSurface] - tr.world->surfaces;
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}
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}
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#endif
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/*
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================
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CM_TestInLeaf
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================
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*/
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void CM_TestInLeaf( traceWork_t *tw, cLeaf_t *leaf, clipMap_t *local ) {
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int k;
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int brushnum;
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cbrush_t *b;
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cPatch_t *patch;
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// test box position against all brushes in the leaf
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for (k=0 ; k<leaf->numLeafBrushes ; k++) {
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brushnum = local->leafbrushes[leaf->firstLeafBrush+k];
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b = &local->brushes[brushnum];
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if (b->checkcount == local->checkcount) {
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continue; // already checked this brush in another leaf
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}
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b->checkcount = local->checkcount;
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if ( !(b->contents & tw->contents)) {
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continue;
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}
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#ifndef BSPC
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#ifndef _XBOX // Removing terrain from Xbox
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if (com_terrainPhysics->integer && cmg.landScape && (b->contents & CONTENTS_TERRAIN) )
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{
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// Invalidate the checkcount for terrain as the terrain brush has to be processed
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// many times.
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b->checkcount--;
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CM_TraceThroughTerrain( tw, tw->trace, b );
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// If inside a terrain brush don't bother with regular brush collision
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continue;
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}
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#endif
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#endif
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CM_TestBoxInBrush( tw, b );
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if ( tw->trace.allsolid ) {
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return;
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}
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}
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// test against all patches
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#ifdef BSPC
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if (1) {
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#else
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if ( !cm_noCurves->integer ) {
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#endif //BSPC
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for ( k = 0 ; k < leaf->numLeafSurfaces ; k++ ) {
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#ifdef _XBOX
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int index = CM_GetSurfaceIndex(leaf->firstLeafSurface + k);
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patch = cmg.surfaces[ index ];
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#else
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patch = local->surfaces[ local->leafsurfaces[ leaf->firstLeafSurface + k ] ];
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#endif
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if ( !patch ) {
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continue;
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}
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if ( patch->checkcount == local->checkcount ) {
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continue; // already checked this brush in another leaf
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}
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patch->checkcount = local->checkcount;
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if ( !(patch->contents & tw->contents)) {
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continue;
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}
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if ( CM_PositionTestInPatchCollide( tw, patch->pc ) ) {
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tw->trace.startsolid = tw->trace.allsolid = qtrue;
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tw->trace.fraction = 0;
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tw->trace.contents = patch->contents;
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return;
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}
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}
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}
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}
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/*
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==================
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CM_PositionTest
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==================
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*/
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#define MAX_POSITION_LEAFS 1024
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void CM_PositionTest( traceWork_t *tw ) {
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int leafs[MAX_POSITION_LEAFS];
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int i;
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leafList_t ll;
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// identify the leafs we are touching
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VectorAdd( tw->start, tw->size[0], ll.bounds[0] );
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VectorAdd( tw->start, tw->size[1], ll.bounds[1] );
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for (i=0 ; i<3 ; i++) {
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ll.bounds[0][i] -= 1;
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ll.bounds[1][i] += 1;
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}
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ll.count = 0;
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ll.maxcount = MAX_POSITION_LEAFS;
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ll.list = leafs;
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ll.storeLeafs = CM_StoreLeafs;
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ll.lastLeaf = 0;
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ll.overflowed = qfalse;
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cmg.checkcount++;
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CM_BoxLeafnums_r( &ll, 0 );
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cmg.checkcount++;
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// test the contents of the leafs
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for (i=0 ; i < ll.count ; i++) {
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CM_TestInLeaf( tw, &cmg.leafs[leafs[i]], &cmg );
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if ( tw->trace.allsolid ) {
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break;
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}
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}
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}
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/*
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===============================================================================
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BOX TRACING
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===============================================================================
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*/
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/*
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================
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CM_TraceThroughPatch
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================
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*/
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void CM_TraceThroughPatch( traceWork_t *tw, cPatch_t *patch ) {
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float oldFrac;
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c_patch_traces++;
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oldFrac = tw->trace.fraction;
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CM_TraceThroughPatchCollide( tw, patch->pc );
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if ( tw->trace.fraction < oldFrac ) {
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tw->trace.surfaceFlags = patch->surfaceFlags;
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tw->trace.contents = patch->contents;
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}
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}
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/*
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================
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CM_TraceThroughBrush
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================
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*/
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void CM_TraceThroughBrush( traceWork_t *tw, cbrush_t *brush ) {
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int i;
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cplane_t *plane, *clipplane;
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float dist;
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float enterFrac, leaveFrac;
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float d1, d2;
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qboolean getout, startout;
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float f;
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cbrushside_t *side, *leadside;
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enterFrac = -1.0;
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leaveFrac = 1.0;
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clipplane = NULL;
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if ( !brush->numsides ) {
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return;
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}
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// I'm not sure if test is strictly correct. Are all
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// bboxes axis aligned? Do I care? It seems to work
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// good enough...
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if ( tw->bounds[0][0] > brush->bounds[1][0]
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|| tw->bounds[0][1] > brush->bounds[1][1]
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|| tw->bounds[0][2] > brush->bounds[1][2]
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|| tw->bounds[1][0] < brush->bounds[0][0]
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|| tw->bounds[1][1] < brush->bounds[0][1]
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|| tw->bounds[1][2] < brush->bounds[0][2]
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) {
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return;
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}
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c_brush_traces++;
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getout = qfalse;
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startout = qfalse;
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leadside = NULL;
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//
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// compare the trace against all planes of the brush
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// find the latest time the trace crosses a plane towards the interior
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|
// and the earliest time the trace crosses a plane towards the exterior
|
|
//
|
|
for (i=0 ; i<brush->numsides ; i++) {
|
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side = brush->sides + i;
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#ifdef _XBOX
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|
plane = &cmg.planes[side->planeNum.GetValue()];
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|
#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;
|
|
d2 = DotProduct( tw->end, plane->normal ) - dist;
|
|
|
|
if (d2 > 0) {
|
|
getout = qtrue; // endpoint is not in solid
|
|
}
|
|
if (d1 > 0) {
|
|
startout = qtrue;
|
|
}
|
|
|
|
// if completely in front of face, no intersection with the entire brush
|
|
if (d1 > 0 && ( d2 >= SURFACE_CLIP_EPSILON || d2 >= d1 ) ) {
|
|
return;
|
|
}
|
|
|
|
// if it doesn't cross the plane, the plane isn't relevent
|
|
if (d1 <= 0 && d2 <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// crosses face
|
|
if (d1 > d2) { // enter
|
|
f = (d1-SURFACE_CLIP_EPSILON) / (d1-d2);
|
|
if ( f < 0 ) {
|
|
f = 0;
|
|
}
|
|
if (f > enterFrac) {
|
|
enterFrac = f;
|
|
clipplane = plane;
|
|
leadside = side;
|
|
}
|
|
} else { // leave
|
|
f = (d1+SURFACE_CLIP_EPSILON) / (d1-d2);
|
|
if ( f > 1 ) {
|
|
f = 1;
|
|
}
|
|
if (f < leaveFrac) {
|
|
leaveFrac = f;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// all planes have been checked, and the trace was not
|
|
// completely outside the brush
|
|
//
|
|
if (!startout) { // original point was inside brush
|
|
tw->trace.startsolid = qtrue;
|
|
tw->trace.contents |= brush->contents; //note, we always want to know the contents of something we're inside of
|
|
if (!getout)
|
|
{ //endpoint was inside brush
|
|
tw->trace.allsolid = qtrue;
|
|
tw->trace.fraction = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (enterFrac < leaveFrac) {
|
|
if (enterFrac > -1 && enterFrac < tw->trace.fraction) {
|
|
if (enterFrac < 0) {
|
|
enterFrac = 0;
|
|
}
|
|
tw->trace.fraction = enterFrac;
|
|
tw->trace.plane = *clipplane;
|
|
tw->trace.surfaceFlags = cmg.shaders[leadside->shaderNum].surfaceFlags;
|
|
tw->trace.contents = brush->contents;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
CM_TraceThroughBrush(tw, brush);
|
|
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_TraceToLeaf
|
|
================
|
|
*/
|
|
void CM_TraceToLeaf( traceWork_t *tw, 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
|
|
#ifndef _XBOX // Removing terrain from Xbox
|
|
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, tw->trace, b );
|
|
// If inside a terrain brush don't bother with regular brush collision
|
|
continue;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
//if (b->contents & CONTENTS_PLAYERCLIP) continue;
|
|
|
|
CM_TraceThroughBrush( tw, b );
|
|
if ( !tw->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 = cmg.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, patch );
|
|
if ( !tw->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, 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;
|
|
|
|
#ifdef _XBOX
|
|
if(!tr.world) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (tw->trace.fraction <= p1f) {
|
|
return; // already hit something nearer
|
|
}
|
|
|
|
// if < 0, we are in a leaf node
|
|
if (num < 0) {
|
|
CM_TraceToLeaf( tw, &local->leafs[-1-num], local );
|
|
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 + tr.world->nodes[num].planeNum;
|
|
#else mnode_s
|
|
plane = node->plane;
|
|
#endif
|
|
|
|
#if 0
|
|
// uncomment this to test against every leaf in the world for debugging
|
|
CM_TraceThroughTree( tw, local, node->children[0], p1f, p2f, p1, p2 );
|
|
CM_TraceThroughTree( tw, local, node->children[1], p1f, p2f, p1, p2 );
|
|
return;
|
|
#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 {
|
|
// 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;
|
|
#if 0
|
|
CM_TraceThroughTree( tw, local, node->children[0], p1f, p2f, p1, p2 );
|
|
CM_TraceThroughTree( tw, local, node->children[1], p1f, p2f, p1, p2 );
|
|
return;
|
|
#endif
|
|
offset = tw->maxOffset;
|
|
offset = 2048;
|
|
}
|
|
}
|
|
|
|
// see which sides we need to consider
|
|
if ( t1 >= offset + 1 && t2 >= offset + 1 ) {
|
|
CM_TraceThroughTree( tw, local, node->children[0], p1f, p2f, p1, p2 );
|
|
return;
|
|
}
|
|
if ( t1 < -offset - 1 && t2 < -offset - 1 ) {
|
|
CM_TraceThroughTree( tw, 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, 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, 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_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 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
|
|
memset( &tw, 0, sizeof(tw) - sizeof(tw.trace.G2CollisionMap));
|
|
tw.trace.fraction = 1; // assume it goes the entire distance until shown otherwise
|
|
|
|
if (!local->numNodes) {
|
|
*results = tw.trace;
|
|
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];
|
|
}
|
|
|
|
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
|
|
//
|
|
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]) {
|
|
if ( model ) {
|
|
CM_TestInLeaf( &tw, &cmod->leaf, local );
|
|
} else {
|
|
CM_PositionTest( &tw );
|
|
}
|
|
} 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 ) {
|
|
CM_TraceToLeaf( &tw, &cmod->leaf, local );
|
|
} else {
|
|
CM_TraceThroughTree( &tw, local, 0, 0, 1, tw.start, tw.end );
|
|
}
|
|
}
|
|
|
|
// generate endpos from the original, unmodified start/end
|
|
if ( tw.trace.fraction == 1 ) {
|
|
VectorCopy (end, tw.trace.endpos);
|
|
} else {
|
|
for ( i=0 ; i<3 ; i++ ) {
|
|
tw.trace.endpos[i] = start[i] + tw.trace.fraction * (end[i] - start[i]);
|
|
}
|
|
}
|
|
|
|
*results = tw.trace;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CM_TransformedBoxTrace
|
|
|
|
Handles offseting and rotation of the end points for moving and
|
|
rotating entities
|
|
==================
|
|
*/
|
|
void CM_TransformedBoxTrace( trace_t *results, 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) {
|
|
trace_t trace;
|
|
vec3_t start_l, end_l;
|
|
vec3_t a;
|
|
vec3_t forward, right, up;
|
|
vec3_t temp;
|
|
qboolean rotated;
|
|
vec3_t offset;
|
|
vec3_t symetricSize[2];
|
|
int i;
|
|
|
|
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;
|
|
}
|
|
|
|
if (rotated) {
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
VectorCopy (start_l, temp);
|
|
start_l[0] = DotProduct (temp, forward);
|
|
start_l[1] = -DotProduct (temp, right);
|
|
start_l[2] = DotProduct (temp, up);
|
|
|
|
VectorCopy (end_l, temp);
|
|
end_l[0] = DotProduct (temp, forward);
|
|
end_l[1] = -DotProduct (temp, right);
|
|
end_l[2] = DotProduct (temp, up);
|
|
}
|
|
|
|
// sweep the box through the model
|
|
CM_BoxTrace( &trace, start_l, end_l, symetricSize[0], symetricSize[1], model, brushmask);
|
|
|
|
if ( rotated && trace.fraction != 1.0 ) {
|
|
// FIXME: figure out how to do this with existing angles
|
|
VectorNegate (angles, a);
|
|
AngleVectors (a, forward, right, up);
|
|
|
|
VectorCopy (trace.plane.normal, temp);
|
|
trace.plane.normal[0] = DotProduct (temp, forward);
|
|
trace.plane.normal[1] = -DotProduct (temp, right);
|
|
trace.plane.normal[2] = DotProduct (temp, up);
|
|
}
|
|
|
|
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]);
|
|
|
|
*results = trace;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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];
|
|
}
|
|
|
|
//rwwFIXMEFIXME: Was not ! before. But that seems the way it should be and it works that way. Why?
|
|
return(!CM_CullBox(frustum, transformed));
|
|
}
|