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https://git.code.sf.net/p/quake/quakeforge
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925300716b
It was added only because FitzQuake used it in its pre-bsp2 large-map support. That support has been hidden in bspfile.c for some time now. This doesn't gain much other than having one less type to worry about. Well tested on Conflagrant Rodent (the map that caused the need for mclipnode_t in the first place).
188 lines
4.3 KiB
C
188 lines
4.3 KiB
C
/*
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trace.c
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BSP line tracing
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Copyright (C) 2004 Bill Currie
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Author: Bill Currie <bill@taniwha.org>
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Date: 2004/9/25
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/model.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "world.h"
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/* LINE TESTING IN HULLS */
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// 1/32 epsilon to keep floating point happy
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#ifndef DIST_EPSILON
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#define DIST_EPSILON (0.03125)
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#endif
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typedef struct {
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vec3_t end;
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int side;
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int num;
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mplane_t *plane;
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} tracestack_t;
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static inline void
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calc_impact (trace_t *trace, const vec3_t start, const vec3_t end,
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mplane_t *plane)
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{
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vec_t t1, t2, frac;
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vec3_t dist;
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t1 = PlaneDiff (start, plane);
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t2 = PlaneDiff (end, plane);
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if (t1 < 0) {
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frac = (t1 + DIST_EPSILON) / (t1 - t2);
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// invert plane paramterers
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VectorNegate (plane->normal, trace->plane.normal);
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trace->plane.dist = -plane->dist;
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} else {
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frac = (t1 - DIST_EPSILON) / (t1 - t2);
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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}
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frac = bound (0, frac, 1);
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trace->fraction = frac;
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VectorSubtract (end, start, dist);
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VectorMultAdd (start, frac, dist, trace->endpos);
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}
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VISIBLE void
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MOD_TraceLine (hull_t *hull, int num,
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const vec3_t start_point, const vec3_t end_point,
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trace_t *trace)
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{
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vec_t start_dist, end_dist, frac;
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vec3_t start, end, dist;
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int side, empty, solid;
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tracestack_t *tstack;
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tracestack_t tracestack[256];
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dclipnode_t *node;
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mplane_t *plane, *split_plane;
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VectorCopy (start_point, start);
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VectorCopy (end_point, end);
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tstack = tracestack;
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empty = 0;
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solid = 0;
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split_plane = 0;
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while (1) {
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while (num < 0) {
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if (!solid && num != CONTENTS_SOLID) {
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empty = 1;
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if (num == CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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} else if (!empty && num == CONTENTS_SOLID) {
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solid = 1;
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} else if (solid && num != CONTENTS_SOLID) {
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//FIXME not sure what I want
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//made it out of the solid and into open space, continue
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//on as if we were always in empty space
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empty = 1;
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solid = 0;
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trace->startsolid = 1;
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if (num == CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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} else if (empty/* || solid*/) {//FIXME not sure what I want
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// DONE!
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trace->allsolid = solid & (num == CONTENTS_SOLID);
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trace->startsolid = solid;
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calc_impact (trace, start_point, end_point, split_plane);
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return;
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}
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// pop up the stack for a back side
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if (tstack-- == tracestack) {
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// we've finished.
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trace->allsolid = solid & (num == CONTENTS_SOLID);
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trace->startsolid = solid;
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return;
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}
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// set the hit point for this plane
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VectorCopy (end, start);
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// go down the back side
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VectorCopy (tstack->end, end);
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side = tstack->side;
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split_plane = tstack->plane;
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num = hull->clipnodes[tstack->num].children[side ^ 1];
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}
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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start_dist = PlaneDiff (start, plane);
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end_dist = PlaneDiff (end, plane);
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if (start_dist >= 0 && end_dist >= 0) {
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// entirely in front of the plane
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num = node->children[0];
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continue;
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}
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if (start_dist < 0 && end_dist < 0) {
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// entirely behind the plane
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num = node->children[1];
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continue;
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}
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side = start_dist < 0;
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frac = start_dist / (start_dist - end_dist);
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frac = bound (0, frac, 1);
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tstack->num = num;
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tstack->side = side;
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tstack->plane = plane;
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VectorCopy (end, tstack->end);
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tstack++;
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VectorSubtract (end, start, dist);
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VectorMultAdd (start, frac, dist, end);
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num = node->children[side];
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}
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}
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