quake4-sdk/source/mpgame/physics/Clip.h

408 lines
15 KiB
C
Raw Normal View History

2007-06-15 00:00:00 +00:00
#ifndef __CLIP_H__
#define __CLIP_H__
// RAVEN BEGIN
// ddynerman: SD's clip sector code
const int CLIPSECTOR_DEPTH = 6;
const int CLIPSECTOR_WIDTH = 1 << CLIPSECTOR_DEPTH;
// RAVEN END
/*
===============================================================================
Handles collision detection with the world and between physics objects.
===============================================================================
*/
#define CLIPMODEL_ID_TO_JOINT_HANDLE( id ) ( ( id ) >= 0 ? INVALID_JOINT : ((jointHandle_t) ( -1 - id )) )
#define JOINT_HANDLE_TO_CLIPMODEL_ID( id ) ( -1 - id )
class idClip;
class idClipModel;
class idEntity;
//===============================================================
//
// idClipModel
//
//===============================================================
class idClipModel {
friend class idClip;
public:
idClipModel( void );
explicit idClipModel( const char *name );
explicit idClipModel( const idTraceModel &trm, const idMaterial *material = NULL );
explicit idClipModel( const int renderModelHandle );
explicit idClipModel( const idClipModel *model );
~idClipModel( void );
// RAVEN BEGIN
// ddynerman: SD's clip sector code
void UpdateDynamicContents( void );
// RAVEN END
bool LoadModel( const char *name );
void LoadModel( const idTraceModel &trm, const idMaterial *material, bool notHashed = false );
void LoadModel( const int renderModelHandle );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// RAVEN BEGIN
// ddynerman: multiple clip worlds
void Link( void ); // must have been linked with an entity and id before
void Link( idEntity *ent, int newId, const idVec3 &newOrigin, const idMat3 &newAxis, int renderModelHandle = -1 );
// RAVEN END
void Unlink( void ); // unlink from sectors
void SetPosition( const idVec3 &newOrigin, const idMat3 &newAxis ); // unlinks the clip model
void Translate( const idVec3 &translation ); // unlinks the clip model
void Rotate( const idRotation &rotation ); // unlinks the clip model
void Enable( void ); // enable for clipping
void Disable( void ); // keep linked but disable for clipping
void SetContents( int newContents ); // override contents
int GetContents( void ) const;
void SetEntity( idEntity *newEntity );
idEntity * GetEntity( void ) const;
void SetId( int newId );
int GetId( void ) const;
void SetOwner( idEntity *newOwner );
idEntity * GetOwner( void ) const;
const idBounds & GetBounds( void ) const;
const idBounds & GetAbsBounds( void ) const;
const idVec3 & GetOrigin( void ) const;
const idMat3 & GetAxis( void ) const;
bool IsTraceModel( void ) const; // returns true if this is a trace model
bool IsRenderModel( void ) const; // returns true if this is a render model
bool IsLinked( void ) const; // returns true if the clip model is linked
bool IsEnabled( void ) const; // returns true if enabled for collision detection
bool IsEqual( const idTraceModel &trm ) const;
idCollisionModel * GetCollisionModel( void ) const; // returns handle used to collide vs this model
const idTraceModel * GetTraceModel( void ) const;
void GetMassProperties( const float density, float &mass, idVec3 &centerOfMass, idMat3 &inertiaTensor ) const;
static void ClearTraceModelCache( void );
static int TraceModelCacheSize( void );
static void SaveTraceModels( idSaveGame *savefile );
static void RestoreTraceModels( idRestoreGame *savefile );
private:
bool enabled; // true if this clip model is used for clipping
// RAVEN BEGIN
bool checked; // Splash's clip model code
// RAVEN END
idEntity * entity; // entity using this clip model
int id; // id for entities that use multiple clip models
idEntity * owner; // owner of the entity that owns this clip model
idVec3 origin; // origin of clip model
idMat3 axis; // orientation of clip model
idBounds bounds; // bounds
idBounds absBounds; // absolute bounds
int contents; // all contents ored together
idCollisionModel * collisionModel; // handle to collision model
int traceModelIndex; // trace model used for collision detection
int renderModelHandle; // render model def handle
struct clipLink_s * clipLinks; // links into sectors
int touchCount;
void Init( void ); // initialize
void FreeModel( void );
void Link_r( struct clipSector_s *node );
static void CacheCollisionModels( void );
static int AllocTraceModel( const idTraceModel &trm, const idMaterial *material, bool notHashed = false );
static void ReplaceTraceModel( int index, const idTraceModel &trm, const idMaterial *material, bool notHashed = false );
static void FreeTraceModel( int traceModelIndex );
static int CopyTraceModel( const int traceModelIndex );
static idTraceModel * GetCachedTraceModel( int traceModelIndex );
static idCollisionModel*GetCachedCollisionModel( int traceModelIndex );
static int GetTraceModelHashKey( const idTraceModel &trm );
};
ID_INLINE void idClipModel::Translate( const idVec3 &translation ) {
Unlink();
origin += translation;
}
ID_INLINE void idClipModel::Rotate( const idRotation &rotation ) {
Unlink();
origin *= rotation;
axis *= rotation.ToMat3();
}
ID_INLINE void idClipModel::Enable( void ) {
enabled = true;
}
ID_INLINE void idClipModel::Disable( void ) {
enabled = false;
}
ID_INLINE void idClipModel::SetContents( int newContents ) {
contents = newContents;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
UpdateDynamicContents();
// RAVEN END
}
ID_INLINE int idClipModel::GetContents( void ) const {
return contents;
}
ID_INLINE void idClipModel::SetEntity( idEntity *newEntity ) {
entity = newEntity;
}
ID_INLINE idEntity *idClipModel::GetEntity( void ) const {
return entity;
}
ID_INLINE void idClipModel::SetId( int newId ) {
id = newId;
}
ID_INLINE int idClipModel::GetId( void ) const {
return id;
}
ID_INLINE void idClipModel::SetOwner( idEntity *newOwner ) {
owner = newOwner;
}
ID_INLINE idEntity *idClipModel::GetOwner( void ) const {
return owner;
}
ID_INLINE const idBounds &idClipModel::GetBounds( void ) const {
return bounds;
}
ID_INLINE const idBounds &idClipModel::GetAbsBounds( void ) const {
return absBounds;
}
ID_INLINE const idVec3 &idClipModel::GetOrigin( void ) const {
return origin;
}
ID_INLINE const idMat3 &idClipModel::GetAxis( void ) const {
return axis;
}
ID_INLINE bool idClipModel::IsRenderModel( void ) const {
return ( renderModelHandle != -1 );
}
ID_INLINE bool idClipModel::IsTraceModel( void ) const {
return ( traceModelIndex != -1 );
}
ID_INLINE bool idClipModel::IsLinked( void ) const {
return ( clipLinks != NULL );
}
ID_INLINE bool idClipModel::IsEnabled( void ) const {
return enabled;
}
ID_INLINE bool idClipModel::IsEqual( const idTraceModel &trm ) const {
return ( traceModelIndex != -1 && *GetCachedTraceModel( traceModelIndex ) == trm );
}
ID_INLINE const idTraceModel *idClipModel::GetTraceModel( void ) const {
if ( !IsTraceModel() ) {
return NULL;
}
return idClipModel::GetCachedTraceModel( traceModelIndex );
}
//===============================================================
//
// idClip
//
//===============================================================
class idClip {
friend class idClipModel;
public:
idClip( void );
void Init( void );
void Shutdown( void );
// clip versus the rest of the world
// RAVEN BEGIN
// nmckenzie: we have cases where both a guy and his target need to be ignored by a translation
bool Translation( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 = 0 );
// RAVEN END
bool Rotation( trace_t &results, const idVec3 &start, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
bool Motion( trace_t &results, const idVec3 &start, const idVec3 &end, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
int Contacts( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
// RAVEN BEGIN
// AReis: Added ability to get the entity that was touched as well.
int Contents( const idVec3 &start,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, idEntity **touchedEntity = NULL );
// RAVEN END
// special case translations versus the rest of the world
bool TracePoint( trace_t &results, const idVec3 &start, const idVec3 &end,
int contentMask, const idEntity *passEntity );
bool TraceBounds( trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds,
int contentMask, const idEntity *passEntity );
// clip versus a specific model
void TranslationModel( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
void RotationModel( trace_t &results, const idVec3 &start, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
int ContactsModel( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
int ContentsModel( const idVec3 &start,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
// clip versus all entities but not the world
// RAVEN BEGIN
// nmckenzie: had to add a second pass entity so we can safely ignore both a guy and his target in some cases
void TranslationEntities( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 = 0 );
// RAVEN END
// get a contact feature
bool GetModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding ) const;
// get entities/clip models within or touching the given bounds
int EntitiesTouchingBounds( const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount ) const;
int ClipModelsTouchingBounds( const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount ) const;
// RAVEN BEGIN
// ddynerman: another helper function, useful in MP
int PlayersTouchingBounds( const idBounds &bounds, int contentMask, idPlayer **entityList, int maxCount ) const;
// RAVEN END
const idBounds & GetWorldBounds( void ) const;
idCollisionModel * GetWorldCollisionModel( void ) const { return world; }
// RAVEN BEGIN
// ddynerman: change to static
static idClipModel * DefaultClipModel( void );
static void FreeDefaultClipModel( void );
// RAVEN END
// stats and debug drawing
void PrintStatistics( void );
void DrawClipModels( const idVec3 &eye, const float radius, const idEntity *passEntity, const idTypeInfo* type = NULL );
bool DrawModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, int lifetime ) const;
// RAVEN BEGIN
// rjohnson: added debug hud support
void DebugHudStatistics( void );
void ClearStatistics( void );
// RAVEN END
// RAVEN BEGIN
// ddynerman: SD's clip sector code
void CoordsForBounds( int* coords, idBounds& bounds ) const;
void DrawClipSectors( void ) const;
void DrawAreaClipSectors( float range ) const;
static void UpdateDynamicContents( struct clipSector_s* sector );
static void UpdateDynamicContents( idClipModel* clipModel );
// RAVEN END
private:
// RAVEN BEGIN
// ddynerman: SD's clip sector code
idVec3 nodeScale;
idVec3 nodeOffset;
idVec3 nodeOffsetVisual;
// ddynerman: change to static
static idClipModel defaultClipModel;
// RAVEN END
struct clipSector_s * clipSectors;
idCollisionModel * world;
idBounds worldBounds;
idClipModel temporaryClipModel;
mutable int touchCount;
// statistics
int numTranslations;
int numRotations;
int numMotions;
int numRenderModelTraces;
int numContents;
int numContacts;
private:
struct clipSector_s * CreateClipSectors_r( const int depth, const idBounds &bounds, idVec3 &maxSector );
void ClipModelsTouchingBounds_r( const struct clipSector_s *node, struct listParms_s &parms ) const;
const idTraceModel * TraceModelForClipModel( const idClipModel *mdl ) const;
// RAVEN BEGIN
// nmckenzie: had to add a second pass entity so we can safely ignore both a guy and his target in some cases
int GetTraceClipModels( const idBounds &bounds, int contentMask, const idEntity *passEntity, idClipModel **clipModelList, const idEntity *passEntity2 = 0 ) const;
// RAVEN END
void TraceRenderModel( trace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, const idMat3 &axis, idClipModel *touch ) const;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
void GetClipSectorsStaticContents( void );
// RAVEN END
};
ID_INLINE bool idClip::TracePoint( trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask, const idEntity *passEntity ) {
Translation( results, start, end, NULL, mat3_identity, contentMask, passEntity );
return ( results.fraction < 1.0f );
}
ID_INLINE bool idClip::TraceBounds( trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds, int contentMask, const idEntity *passEntity ) {
temporaryClipModel.LoadModel( idTraceModel( bounds ), NULL, true );
Translation( results, start, end, &temporaryClipModel, mat3_identity, contentMask, passEntity );
return ( results.fraction < 1.0f );
}
ID_INLINE const idBounds & idClip::GetWorldBounds( void ) const {
return worldBounds;
}
// RAVEN BEGIN
// ddynerman: SD's clip sector code
ID_INLINE void idClip::CoordsForBounds( int* coords, idBounds& bounds ) const {
float fCoords[ 4 ];
fCoords[ 0 ] = ( bounds[ 0 ].x - nodeOffset.x ) * nodeScale.x;
fCoords[ 1 ] = ( bounds[ 0 ].y - nodeOffset.y ) * nodeScale.y;
fCoords[ 2 ] = ( bounds[ 1 ].x - nodeOffset.x ) * nodeScale.x;
fCoords[ 3 ] = ( bounds[ 1 ].y - nodeOffset.y ) * nodeScale.y;
int i;
for( i = 0; i < 4; i++ ) {
coords[ i ] = idMath::FtoiFast( fCoords[ i ] );
if( coords[ i ] < 0 ) {
coords[ i ] = 0;
} else if( coords[ i ] > CLIPSECTOR_WIDTH - 1 ) {
coords[ i ] = CLIPSECTOR_WIDTH - 1;
}
}
coords[ 2 ]++; coords[ 3 ]++;
}
// RAVEN END
#endif /* !__CLIP_H__ */