quake4-sdk/source/game/physics/Clip.cpp
2007-06-15 00:00:00 +00:00

2167 lines
56 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#define MAX_SECTOR_DEPTH 12
#define MAX_SECTORS ((1<<(MAX_SECTOR_DEPTH+1))-1)
// RAVEN BEGIN
// ddynerman: SD's clip sector code
typedef struct clipSector_s {
int contents;
int dynamicContents;
struct clipLink_s * clipLinks;
} clipSector_t;
// RAVEN END
typedef struct clipLink_s {
idClipModel * clipModel;
struct clipSector_s * sector;
struct clipLink_s * prevInSector;
struct clipLink_s * nextInSector;
struct clipLink_s * nextLink;
} clipLink_t;
typedef struct trmCache_s {
idTraceModel trm;
int refCount;
float volume;
idVec3 centerOfMass;
idMat3 inertiaTensor;
const idMaterial * material;
idCollisionModel * collisionModel;
int hash; // only used to identify non-hashed trm's in a save.
} trmCache_t;
idVec3 vec3_boxEpsilon( CM_BOX_EPSILON, CM_BOX_EPSILON, CM_BOX_EPSILON );
// RAVEN BEGIN
// jnewquist: Mark memory tags for idBlockAlloc
idBlockAlloc<clipLink_t, 1024, MA_PHYSICS> clipLinkAllocator;
// RAVEN END
typedef enum {
CPT_NONE = -1,
CPT_TRANSLATION,
CPT_CONTACTS,
CPT_CONTENTS,
CPT_MAX_TYPES
} CLIP_PROFILE_TYPES;
#if 0
static idTimer clipProfileTimer[ CPT_MAX_TYPES ];
static CLIP_PROFILE_TYPES currentProfileType = CPT_NONE;
static int clipProfileDepth = 0;
static void BeginClipProfile( CLIP_PROFILE_TYPES type ) {
clipProfileDepth++;
if ( clipProfileDepth == 1 ) {
clipProfileTimer[ type ].Start();
currentProfileType = type;
}
}
static void EndClipProfile( CLIP_PROFILE_TYPES type ) {
clipProfileDepth--;
if ( clipProfileDepth == 0 ) {
clipProfileTimer[ currentProfileType ].Stop();
currentProfileType = CPT_NONE;
}
}
void ClearClipProfile( void ) {
for( int i = 0; i < CPT_MAX_TYPES; i++ ) {
clipProfileTimer[ i ].Clear();
}
}
void DisplayClipProfile( void ) {
for( int i = 0; i < CPT_MAX_TYPES; i++ ) {
common->Printf( "%d:%d ", i, ( int )clipProfileTimer[ i ].Milliseconds() );
}
common->Printf( "\n" );
}
#else
#define BeginClipProfile( type )
#define EndClipProfile( type )
#endif
/*
===============================================================
idClipModel trace model cache
===============================================================
*/
static idList<trmCache_s*> traceModelCache;
static idHashIndex traceModelHash;
/*
===============
idClipModel::ClearTraceModelCache
===============
*/
void idClipModel::ClearTraceModelCache( void ) {
int i;
for ( i = 0; i < traceModelCache.Num(); i++ ) {
collisionModelManager->FreeModel( traceModelCache[i]->collisionModel );
traceModelCache[i]->collisionModel = NULL;
}
traceModelCache.DeleteContents( true );
traceModelHash.Free();
}
/*
===============
idClipModel::CacheCollisionModels
===============
*/
void idClipModel::CacheCollisionModels( void ) {
int i;
for ( i = 0; i < traceModelCache.Num(); i++ ) {
if ( traceModelCache[i]->collisionModel == NULL ) {
traceModelCache[i]->collisionModel = collisionModelManager->ModelFromTrm( gameLocal.GetMapName(), va( "traceModel%d", i ), traceModelCache[i]->trm, traceModelCache[i]->material );
}
}
}
/*
===============
idClipModel::TraceModelCacheSize
===============
*/
int idClipModel::TraceModelCacheSize( void ) {
return traceModelCache.Num() * sizeof( idTraceModel );
}
/*
===============
idClipModel::AllocTraceModel
===============
*/
int idClipModel::AllocTraceModel( const idTraceModel &trm, const idMaterial *material, bool notHashed ) {
int i, hashKey, traceModelIndex;
trmCache_t *entry;
if ( notHashed ) {
hashKey = 0xffffffff;
} else {
hashKey = GetTraceModelHashKey( trm );
for ( i = traceModelHash.First( hashKey ); i >= 0; i = traceModelHash.Next( i ) ) {
if ( traceModelCache[i]->trm == trm ) {
traceModelCache[i]->refCount++;
return i;
}
}
}
entry = new trmCache_t;
entry->trm = trm;
entry->trm.GetMassProperties( 1.0f, entry->volume, entry->centerOfMass, entry->inertiaTensor );
entry->refCount = 1;
entry->material = material;
entry->hash = hashKey;
traceModelIndex = traceModelCache.Append( entry );
if ( !notHashed ) {
traceModelHash.Add( hashKey, traceModelIndex );
}
entry->collisionModel = collisionModelManager->ModelFromTrm( gameLocal.GetMapName(), va( "traceModel%d", traceModelIndex ), trm, material );
return traceModelIndex;
}
/*
===============
idClipModel::Replace
===============
*/
void idClipModel::ReplaceTraceModel( int index, const idTraceModel &trm, const idMaterial *material, bool notHashed ) {
if ( !notHashed ) {
common->Error( "ReplaceTraceModel was misused. Replace can only be used on non-hashed models right now.\n" );
return;
}
trmCache_t *entry = traceModelCache[ index ];
entry->trm = trm;
entry->trm.GetMassProperties( 1.0f, entry->volume, entry->centerOfMass, entry->inertiaTensor );
entry->refCount = 1;
entry->hash = 0xffffffff;
entry->material = material;
if(entry->collisionModel)
{
collisionModelManager->FreeModel( entry->collisionModel );
}
entry->collisionModel = collisionModelManager->ModelFromTrm( gameLocal.GetMapName(), va( "traceModel%d", index ), trm, material );
}
/*
===============
idClipModel::FreeTraceModel
===============
*/
void idClipModel::FreeTraceModel( int traceModelIndex ) {
if ( traceModelIndex < 0 || traceModelIndex >= traceModelCache.Num() || traceModelCache[traceModelIndex]->refCount <= 0 ) {
gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
return;
}
traceModelCache[traceModelIndex]->refCount--;
}
/*
===============
idClipModel::CopyTraceModel
===============
*/
int idClipModel::CopyTraceModel( const int traceModelIndex ) {
if ( traceModelIndex < 0 || traceModelIndex >= traceModelCache.Num() || traceModelCache[traceModelIndex]->refCount <= 0 ) {
gameLocal.Warning( "idClipModel::CopyTraceModel: tried to copy an uncached trace model" );
return -1;
}
traceModelCache[traceModelIndex]->refCount++;
return traceModelIndex;
}
/*
===============
idClipModel::GetCachedTraceModel
===============
*/
idTraceModel *idClipModel::GetCachedTraceModel( int traceModelIndex ) {
return &traceModelCache[traceModelIndex]->trm;
}
/*
===============
idClipModel::GetCachedTraceModel
===============
*/
idCollisionModel *idClipModel::GetCachedCollisionModel( int traceModelIndex ) {
return traceModelCache[traceModelIndex]->collisionModel;
}
/*
===============
idClipModel::GetTraceModelHashKey
===============
*/
int idClipModel::GetTraceModelHashKey( const idTraceModel &trm ) {
const idVec3 &v = trm.bounds[0];
return ( trm.type << 8 ) ^ ( trm.numVerts << 4 ) ^ ( trm.numEdges << 2 ) ^ ( trm.numPolys << 0 ) ^ idMath::FloatHash( v.ToFloatPtr(), v.GetDimension() );
}
/*
===============
idClipModel::SaveTraceModels
===============
*/
void idClipModel::SaveTraceModels( idSaveGame *savefile ) {
int i;
savefile->WriteInt( traceModelCache.Num() );
for ( i = 0; i < traceModelCache.Num(); i++ ) {
trmCache_t *entry = traceModelCache[i];
savefile->Write( &entry->trm, sizeof( entry->trm ) );
savefile->WriteFloat( entry->volume );
savefile->WriteVec3( entry->centerOfMass );
savefile->WriteMat3( entry->inertiaTensor );
savefile->WriteMaterial( entry->material );
savefile->WriteInt( entry->hash );
}
}
/*
===============
idClipModel::RestoreTraceModels
===============
*/
void idClipModel::RestoreTraceModels( idRestoreGame *savefile ) {
int i, num;
ClearTraceModelCache();
savefile->ReadInt( num );
traceModelCache.SetNum( num );
for ( i = 0; i < num; i++ ) {
trmCache_t *entry = new trmCache_t;
savefile->Read( &entry->trm, sizeof( entry->trm ) );
savefile->ReadFloat( entry->volume );
savefile->ReadVec3( entry->centerOfMass );
savefile->ReadMat3( entry->inertiaTensor );
savefile->ReadMaterial( entry->material );
savefile->ReadInt( entry->hash );
entry->refCount = 0;
entry->collisionModel = NULL;
traceModelCache[i] = entry;
if ( entry->hash != 0xffffffff ) {
traceModelHash.Add( GetTraceModelHashKey( entry->trm ), i );
}
}
CacheCollisionModels();
}
/*
===============================================================
idClipModel
===============================================================
*/
/*
================
idClipModel::FreeModel
================
*/
void idClipModel::FreeModel( void ) {
if ( traceModelIndex != -1 ) {
FreeTraceModel( traceModelIndex );
traceModelIndex = -1;
}
if ( collisionModel != NULL ) {
collisionModelManager->FreeModel( collisionModel );
collisionModel = NULL;
}
renderModelHandle = -1;
}
// RAVEN BEGIN
// ddynerman: SD's clip sector code
/*
================
idClipModel::UpdateDynamicContents
================
*/
void idClipModel::UpdateDynamicContents( void ) {
idClip::UpdateDynamicContents( this );
}
// RAVEN END
/*
================
idClipModel::LoadModel
================
*/
bool idClipModel::LoadModel( const char *name ) {
FreeModel();
collisionModel = collisionModelManager->LoadModel( gameLocal.GetMapName(), name );
if ( collisionModel != NULL ) {
collisionModel->GetBounds( bounds );
collisionModel->GetContents( contents );
return true;
} else {
bounds.Zero();
return false;
}
}
/*
================
idClipModel::LoadModel
================
*/
void idClipModel::LoadModel( const idTraceModel &trm, const idMaterial *material, bool notHashed ) {
if ( !notHashed || traceModelIndex == -1 ) {
FreeModel();
traceModelIndex = AllocTraceModel( trm, material, notHashed );
} else {
ReplaceTraceModel( traceModelIndex, trm, material, notHashed );
}
bounds = trm.bounds;
}
/*
================
idClipModel::LoadModel
================
*/
void idClipModel::LoadModel( const int renderModelHandle ) {
FreeModel();
this->renderModelHandle = renderModelHandle;
if ( renderModelHandle != -1 ) {
const renderEntity_t *renderEntity = gameRenderWorld->GetRenderEntity( renderModelHandle );
if ( renderEntity ) {
bounds = renderEntity->bounds;
}
}
}
/*
================
idClipModel::Init
================
*/
void idClipModel::Init( void ) {
enabled = true;
entity = NULL;
id = 0;
owner = NULL;
origin.Zero();
axis.Identity();
bounds.Zero();
absBounds.Zero();
contents = CONTENTS_BODY;
collisionModel = NULL;
renderModelHandle = -1;
traceModelIndex = -1;
clipLinks = NULL;
touchCount = -1;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
checked = false;
// RAVEN END
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( void ) {
Init();
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const char *name ) {
Init();
LoadModel( name );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idTraceModel &trm, const idMaterial *material ) {
Init();
LoadModel( trm, material );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const int renderModelHandle ) {
Init();
contents = CONTENTS_RENDERMODEL;
LoadModel( renderModelHandle );
}
/*
================
idClipModel::idClipModel
================
*/
idClipModel::idClipModel( const idClipModel *model ) {
enabled = model->enabled;
entity = model->entity;
id = model->id;
owner = model->owner;
origin = model->origin;
axis = model->axis;
bounds = model->bounds;
absBounds = model->absBounds;
contents = model->contents;
collisionModel = NULL;
if ( model->collisionModel != NULL ) {
collisionModel = collisionModelManager->LoadModel( gameLocal.GetMapName(), model->collisionModel->GetName() );
}
traceModelIndex = -1;
if ( model->traceModelIndex != -1 ) {
traceModelIndex = CopyTraceModel( model->traceModelIndex );
}
renderModelHandle = model->renderModelHandle;
clipLinks = NULL;
touchCount = -1;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
checked = false;
// RAVEN END
}
/*
================
idClipModel::~idClipModel
================
*/
idClipModel::~idClipModel( void ) {
// make sure the clip model is no longer linked
Unlink();
FreeModel();
}
/*
================
idClipModel::Save
================
*/
void idClipModel::Save( idSaveGame *savefile ) const {
savefile->WriteBool( enabled );
savefile->WriteObject( entity );
savefile->WriteInt( id );
savefile->WriteObject( owner );
savefile->WriteVec3( origin );
savefile->WriteMat3( axis );
savefile->WriteBounds( bounds );
savefile->WriteBounds( absBounds );
savefile->WriteInt( contents );
if ( collisionModel != NULL ) {
savefile->WriteString( collisionModel->GetName() );
} else {
savefile->WriteString( "" );
}
savefile->WriteInt( traceModelIndex );
savefile->WriteInt( renderModelHandle );
savefile->WriteBool( clipLinks != NULL );
savefile->WriteInt( touchCount );
savefile->WriteBool ( checked ); // cnicholson: Added unsaved var
}
/*
================
idClipModel::Restore
================
*/
void idClipModel::Restore( idRestoreGame *savefile ) {
idStr collisionModelName;
bool linked;
savefile->ReadBool( enabled );
savefile->ReadObject( reinterpret_cast<idClass *&>( entity ) );
savefile->ReadInt( id );
savefile->ReadObject( reinterpret_cast<idClass *&>( owner ) );
savefile->ReadVec3( origin );
savefile->ReadMat3( axis );
savefile->ReadBounds( bounds );
savefile->ReadBounds( absBounds );
savefile->ReadInt( contents );
savefile->ReadString( collisionModelName );
if ( collisionModelName.Length() ) {
collisionModel = collisionModelManager->LoadModel( gameLocal.GetMapName(), collisionModelName );
} else {
collisionModel = NULL;
}
savefile->ReadInt( traceModelIndex );
if ( traceModelIndex >= 0 ) {
traceModelCache[traceModelIndex]->refCount++;
}
savefile->ReadInt( renderModelHandle );
savefile->ReadBool( linked );
savefile->ReadInt( touchCount );
savefile->ReadBool ( checked ); // cnicholson: Added unrestored var
// the render model will be set when the clip model is linked
renderModelHandle = -1;
clipLinks = NULL;
touchCount = -1;
if ( linked ) {
// RAVEN BEGIN
// ddynerman: multiple clip worlds
Link( entity, id, origin, axis, renderModelHandle );
// RAVEN END
}
}
/*
================
idClipModel::SetPosition
================
*/
void idClipModel::SetPosition( const idVec3 &newOrigin, const idMat3 &newAxis ) {
if ( clipLinks ) {
Unlink(); // unlink from old position
}
origin = newOrigin;
axis = newAxis;
}
/*
================
idClipModel::GetCollisionModel
================
*/
idCollisionModel * idClipModel::GetCollisionModel( void ) const {
assert( renderModelHandle == -1 );
if ( collisionModel != NULL ) {
return collisionModel;
} else if ( traceModelIndex != -1 ) {
return GetCachedCollisionModel( traceModelIndex );
} else {
// this happens in multiplayer on the combat models
if ( entity ) {
gameLocal.Warning( "idClipModel::GetCollisionModel: clip model %d on '%s' (%x) is not a collision or trace model", id, entity->name.c_str(), entity->entityNumber );
}
return 0;
}
}
/*
================
idClipModel::GetMassProperties
================
*/
void idClipModel::GetMassProperties( const float density, float &mass, idVec3 &centerOfMass, idMat3 &inertiaTensor ) const {
if ( traceModelIndex == -1 ) {
gameLocal.Error( "idClipModel::GetMassProperties: clip model %d on '%s' is not a trace model\n", id, entity->name.c_str() );
}
trmCache_t *entry = traceModelCache[traceModelIndex];
mass = entry->volume * density;
centerOfMass = entry->centerOfMass;
inertiaTensor = density * entry->inertiaTensor;
}
/*
===============
idClipModel::Unlink
===============
*/
void idClipModel::Unlink( void ) {
clipLink_t *link;
for ( link = clipLinks; link; link = clipLinks ) {
clipLinks = link->nextLink;
if ( link->prevInSector ) {
link->prevInSector->nextInSector = link->nextInSector;
} else {
link->sector->clipLinks = link->nextInSector;
}
if ( link->nextInSector ) {
link->nextInSector->prevInSector = link->prevInSector;
}
// RAVEN BEGIN
// ddynerman: SD's clip sector code
idClip::UpdateDynamicContents( link->sector );
// RAVEN END
clipLinkAllocator.Free( link );
}
}
/*
===============
idClipModel::Link
===============
*/
// RAVEN BEGIN
// ddynerman: multiple clip worlds
void idClipModel::Link( void ) {
assert( idClipModel::entity );
if ( !idClipModel::entity ) {
return;
}
idClip* clp = gameLocal.GetEntityClipWorld( idClipModel::entity );
if ( clipLinks ) {
Unlink(); // unlink from old position
}
if ( bounds.IsCleared() ) {
return;
}
// set the abs box
if ( axis.IsRotated() ) {
// expand for rotation
absBounds.FromTransformedBounds( bounds, origin, axis );
} else {
// normal
absBounds[0] = bounds[0] + origin;
absBounds[1] = bounds[1] + origin;
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
absBounds[0] -= vec3_boxEpsilon;
absBounds[1] += vec3_boxEpsilon;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
int coords[ 4 ];
clp->CoordsForBounds( coords, absBounds );
int x, y;
for( x = coords[ 0 ]; x < coords[ 2 ]; x++ ) {
for( y = coords[ 1 ]; y < coords[ 3 ]; y++ ) {
clipSector_t* sector = &clp->clipSectors[ x + ( y << CLIPSECTOR_DEPTH ) ];
sector->dynamicContents |= GetContents();
clipLink_t* link = clipLinkAllocator.Alloc();
link->clipModel = this;
link->sector = sector;
link->nextInSector = sector->clipLinks;
link->prevInSector = NULL;
if ( sector->clipLinks ) {
sector->clipLinks->prevInSector = link;
}
sector->clipLinks = link;
link->nextLink = clipLinks;
clipLinks = link;
}
}
// RAVEN END
}
/*
===============
idClipModel::Link
===============
*/
// RAVEN BEGIN
// ddynerman: multiple clip worlds
void idClipModel::Link( idEntity *ent, int newId, const idVec3 &newOrigin, const idMat3 &newAxis, int renderModelHandle ) {
this->entity = ent;
this->id = newId;
this->origin = newOrigin;
this->axis = newAxis;
if ( renderModelHandle != -1 ) {
this->renderModelHandle = renderModelHandle;
const renderEntity_t *renderEntity = gameRenderWorld->GetRenderEntity( renderModelHandle );
if ( renderEntity ) {
this->bounds = renderEntity->bounds;
}
}
this->Link();
}
// RAVEN END
/*
===============================================================
idClip
===============================================================
*/
// RAVEN BEGIN
// ddynerman: change to static
idClipModel idClip::defaultClipModel;
idClipModel *idClip::DefaultClipModel( void ) {
// initialize a default clip model
if( defaultClipModel.traceModelIndex == -1 ) {
defaultClipModel.LoadModel( idTraceModel( idBounds( idVec3( 0, 0, 0 ) ).Expand( 8 ) ), NULL );
}
return &defaultClipModel;
}
void idClip::FreeDefaultClipModel( void ) {
if ( defaultClipModel.traceModelIndex != -1 ) {
idClipModel::FreeTraceModel( defaultClipModel.traceModelIndex );
defaultClipModel.traceModelIndex = -1;
}
}
// RAVEN END
/*
===============
idClip::idClip
===============
*/
idClip::idClip( void ) {
clipSectors = NULL;
world = NULL;
worldBounds.Zero();
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
/*
===============
idClip::CreateClipSectors_r
Builds a uniformly subdivided tree for the given world size
===============
*/
clipSector_t *idClip::CreateClipSectors_r( const int depth, const idBounds &bounds, idVec3 &maxSector ) {
// RAVEN BEGIN
// ddynerman: SD's clip sector code
if( clipSectors ) {
delete[] clipSectors;
clipSectors = NULL;
}
nodeOffsetVisual = bounds[ 0 ];
int i;
for( i = 0; i < 3; i++ ) {
//jshepard: this crashes too often
#ifdef _DEBUG
if( bounds[ 1 ][ i ] - bounds[ 0 ][ i ] ) {
nodeScale[ i ] = depth / ( bounds[ 1 ][ i ] - bounds[ 0 ][ i ] );
} else {
gameLocal.Error("zero size bounds while creating clipsectors");
nodeScale[ i ] = depth;
}
if( nodeScale[ i ] ) {
nodeOffset[ i ] = nodeOffsetVisual[ i ] + ( 0.5f / nodeScale[ i ] );
} else {
gameLocal.Error("zero size nodeScale while creating clipsectors");
nodeOffset[ i] = nodeOffset[ i] + 0.5f;
}
#else
nodeScale[ i ] = depth / ( bounds[ 1 ][ i ] - bounds[ 0 ][ i ] );
nodeOffset[ i ] = nodeOffsetVisual[ i ] + ( 0.5f / nodeScale[ i ] );
#endif
}
clipSectors = new clipSector_t[ Square( depth ) ];
memset( clipSectors, 0, Square( depth ) * sizeof( clipSector_t ) );
return clipSectors;
// RAVEN END
}
/*
===============
idClip::Init
===============
*/
void idClip::Init( void ) {
idVec3 size, maxSector = vec3_origin;
// get world map bounds
world = collisionModelManager->LoadModel( gameLocal.GetMapName(), WORLD_MODEL_NAME );
world->GetBounds( worldBounds );
// create world sectors
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
RV_PUSH_HEAP_MEM(this);
// ddynerman: SD's clip sector code
CreateClipSectors_r( CLIPSECTOR_WIDTH, worldBounds, maxSector );
GetClipSectorsStaticContents();
// mwhitlock: Dynamic memory consolidation
RV_POP_HEAP();
// RAVEN END
size = worldBounds[1] - worldBounds[0];
gameLocal.Printf( "map bounds are (%1.1f, %1.1f, %1.1f)\n", size[0], size[1], size[2] );
gameLocal.Printf( "max clip sector is (%1.1f, %1.1f, %1.1f)\n", maxSector[0], maxSector[1], maxSector[2] );
// set counters to zero
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
/*
===============
idClip::Shutdown
===============
*/
void idClip::Shutdown( void ) {
delete[] clipSectors;
clipSectors = NULL;
// free the trace model used for the temporaryClipModel
if ( temporaryClipModel.traceModelIndex != -1 ) {
idClipModel::FreeTraceModel( temporaryClipModel.traceModelIndex );
temporaryClipModel.traceModelIndex = -1;
}
clipLinkAllocator.Shutdown();
}
/*
====================
idClip::ClipModelsTouchingBounds_r
====================
*/
typedef struct listParms_s {
idBounds bounds;
int contentMask;
idClipModel ** list;
int count;
int maxCount;
} listParms_t;
/*
================
idClip::ClipModelsTouchingBounds
================
*/
int idClip::ClipModelsTouchingBounds( const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount ) const {
listParms_t parms;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
int clipCount = 0;
static idClipModel* clipModels[ MAX_GENTITIES ];
assert( maxCount <= MAX_GENTITIES );
if( maxCount > MAX_GENTITIES ) {
maxCount = MAX_GENTITIES;
}
// RAVEN END
if ( bounds[0][0] > bounds[1][0] ||
bounds[0][1] > bounds[1][1] ||
bounds[0][2] > bounds[1][2] ) {
// we should not go through the tree for degenerate or backwards bounds
assert( false );
return 0;
}
parms.bounds[0] = bounds[0] - vec3_boxEpsilon;
parms.bounds[1] = bounds[1] + vec3_boxEpsilon;
parms.contentMask = contentMask;
parms.list = clipModelList;
parms.count = 0;
parms.maxCount = maxCount;
// RAVEN BEGIN
// ddynerman: SD's clip sector code
int coords[ 4 ];
CoordsForBounds( coords, parms.bounds );
int x, y;
for( x = coords[ 0 ]; x < coords[ 2 ]; x++ ) {
for( y = coords[ 1 ]; y < coords[ 3 ]; y++ ) {
clipSector_t* sector = &clipSectors[ x + ( y << CLIPSECTOR_DEPTH ) ];
if( !( sector->dynamicContents & contentMask ) ) {
continue;
}
for ( clipLink_t* link = sector->clipLinks; link && clipCount < MAX_GENTITIES; link = link->nextInSector ) {
idClipModel* model = link->clipModel;
if( model->checked || !model->enabled || !( model->GetContents() & contentMask ) ) {
continue;
}
model->checked = true;
clipModels[ clipCount++ ] = model;
}
}
}
for( x = 0; x < clipCount; x++ ) {
clipModels[ x ]->checked = false;
}
for( x = 0; x < clipCount; x++ ) {
idClipModel* model = clipModels[ x ];
// if the bounds really do overlap
if ( model->absBounds[0].x > parms.bounds[1].x ||
model->absBounds[1].x < parms.bounds[0].x ||
model->absBounds[0].y > parms.bounds[1].y ||
model->absBounds[1].y < parms.bounds[0].y ||
model->absBounds[0].z > parms.bounds[1].z ||
model->absBounds[1].z < parms.bounds[0].z ) {
continue;
}
if( parms.count >= parms.maxCount ) {
// gameLocal.Warning( "idClip::ClipModelsTouchingBounds Max Count Hit\n" );
break;
}
parms.list[ parms.count++ ] = model;
}
// RAVEN END
return parms.count;
}
/*
================
idClip::EntitiesTouchingBounds
================
*/
int idClip::EntitiesTouchingBounds( const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount ) const {
idClipModel *clipModelList[MAX_GENTITIES];
int i, j, count, entCount;
count = idClip::ClipModelsTouchingBounds( bounds, contentMask, clipModelList, MAX_GENTITIES );
entCount = 0;
for ( i = 0; i < count; i++ ) {
// entity could already be in the list because an entity can use multiple clip models
for ( j = 0; j < entCount; j++ ) {
if ( entityList[j] == clipModelList[i]->entity ) {
break;
}
}
if ( j >= entCount ) {
if ( entCount >= maxCount ) {
gameLocal.Warning( "idClip::EntitiesTouchingBounds: max count" );
return entCount;
}
entityList[entCount] = clipModelList[i]->entity;
entCount++;
}
}
return entCount;
}
// RAVEN BEGIN
// ddynerman: MP helper function
/*
================
idClip::PlayersTouchingBounds
================
*/
int idClip::PlayersTouchingBounds( const idBounds &bounds, int contentMask, idPlayer **playerList, int maxCount ) const {
idClipModel *clipModelList[MAX_GENTITIES];
int i, j, count, playerCount;
count = idClip::ClipModelsTouchingBounds( bounds, contentMask, clipModelList, MAX_GENTITIES );
playerCount = 0;
for ( i = 0; i < count; i++ ) {
// entity could already be in the list because an entity can use multiple clip models
for ( j = 0; j < playerCount; j++ ) {
if ( playerList[j] == clipModelList[i]->entity ) {
break;
}
}
if ( j >= playerCount ) {
if ( playerCount >= maxCount ) {
gameLocal.Warning( "idClip::EntitiesTouchingBounds: max count" );
return playerCount;
}
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( clipModelList[i]->entity->IsType( idPlayer::GetClassType() ) ) {
// RAVEN END
playerList[playerCount] = static_cast<idPlayer*>(clipModelList[i]->entity);
playerCount++;
}
}
}
return playerCount;
}
// RAVEN END
// RAVEN BEGIN
// ddynerman: SD's clip sector code
/*
====================
idClip::DrawAreaClipSectors
====================
*/
void idClip::DrawAreaClipSectors( float range ) const {
idClipModel* clipModels[ MAX_GENTITIES ];
idPlayer* player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
idBounds bounds;
bounds[0] = player->GetPhysics()->GetOrigin() - idVec3( range, range, range );
bounds[1] = player->GetPhysics()->GetOrigin() + idVec3( range, range, range );
int count = ClipModelsTouchingBounds( bounds, MASK_ALL, clipModels, MAX_GENTITIES );
int i;
for ( i = 0; i < count; i++ ) {
idEntity* owner = clipModels[ i ]->GetEntity();
const idVec3& org = clipModels[ i ]->GetOrigin();
const idBounds& bounds = clipModels[ i ]->GetBounds();
gameRenderWorld->DebugBounds( colorCyan, bounds, org );
gameRenderWorld->DrawText( owner->GetClassname(), org, 0.5f, colorCyan, player->viewAngles.ToMat3(), 1 );
}
}
/*
====================
idClip::DrawClipSectors
====================
*/
void idClip::DrawClipSectors( void ) const {
idBounds bounds;
idPlayer* player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
int i;
idVec3 inverseNodeScale;
for( i = 0; i < 3; i++ ) {
inverseNodeScale[ i ] = 1 / nodeScale[ i ];
}
const char* filter = g_showClipSectorFilter.GetString();
idTypeInfo* type = idClass::GetClass( filter );
int x;
for( x = 0; x < CLIPSECTOR_WIDTH; x++ ) {
int y;
for( y = 0; y < CLIPSECTOR_WIDTH; y++ ) {
// idWinding w( 4 );
bounds[ 0 ].x = ( inverseNodeScale.x * x ) + nodeOffsetVisual.x + 1;
bounds[ 0 ].y = ( inverseNodeScale.y * y ) + nodeOffsetVisual.y + 1;
bounds[ 0 ].z = player->GetPhysics()->GetBounds()[0].z;
bounds[ 1 ].x = ( inverseNodeScale.x * ( x + 1 ) ) + nodeOffsetVisual.x - 1;
bounds[ 1 ].y = ( inverseNodeScale.y * ( y + 1 ) ) + nodeOffsetVisual.y - 1;
bounds[ 1 ].z = player->GetPhysics()->GetBounds()[1].z;
idVec3 point;
point.x = ( bounds[ 0 ].x + bounds[ 1 ].x ) * 0.5f;
point.y = ( bounds[ 0 ].y + bounds[ 1 ].y ) * 0.5f;
point.z = 0.f;
/* point.x = bounds[ 0 ].x;
point.y = bounds[ 0 ].y;
w.AddPoint( point );
point.x = bounds[ 1 ].x;
point.y = bounds[ 0 ].y;
w.AddPoint( point );
point.x = bounds[ 1 ].x;
point.y = bounds[ 1 ].y;
w.AddPoint( point );
point.x = bounds[ 0 ].x;
point.y = bounds[ 1 ].y;
w.AddPoint( point );*/
clipSector_t* sector = &clipSectors[ x + ( y << CLIPSECTOR_DEPTH ) ];
clipLink_t* link = sector->clipLinks;
while ( link ) {
if ( type && !link->clipModel->GetEntity()->IsType( *type ) ) {
link = link->nextInSector;
} else {
break;
}
}
if( link ) {
gameRenderWorld->DrawText( link->clipModel->GetEntity()->GetClassname(), point, 0.5f, colorCyan, player->viewAngles.ToMat3(), 1 );
gameRenderWorld->DebugBounds( colorMagenta, bounds );
gameRenderWorld->DebugBounds( colorYellow, link->clipModel->GetBounds(), link->clipModel->GetOrigin() );
} else {
// gameRenderWorld->DrawText( sector->clipLinks->clipModel->GetEntity()->GetClassname(), point, 0.08f, colorCyan, gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), 1 );
}
}
}
}
/*
====================
idClip::GetClipSectorsStaticContents
====================
*/
void idClip::GetClipSectorsStaticContents( void ) {
idBounds bounds;
bounds[ 0 ].x = 0;
bounds[ 0 ].y = 0;
bounds[ 0 ].z = worldBounds[ 0 ].z;
bounds[ 1 ].x = 1 / nodeScale.x;
bounds[ 1 ].y = 1 / nodeScale.y;
bounds[ 1 ].z = worldBounds[ 1 ].z;
idTraceModel* trm = new idTraceModel( bounds );
idVec3 org;
org.z = 0;
int x;
for( x = 0; x < CLIPSECTOR_WIDTH; x++ ) {
int y;
for( y = 0; y < CLIPSECTOR_WIDTH; y++ ) {
org.x = ( x / nodeScale.x ) + nodeOffset.x;
org.y = ( y / nodeScale.y ) + nodeOffset.y;
int contents = collisionModelManager->Contents( org, trm, mat3_identity, -1, world, vec3_origin, mat3_default );
clipSectors[ x + ( y << CLIPSECTOR_DEPTH ) ].contents = contents;
}
}
// mwhitlock: Fix leak in SD's code.
delete trm;
}
// RAVEN END
/*
====================
idClip::GetTraceClipModels
an ent will be excluded from testing if:
cm->entity == passEntity ( don't clip against the pass entity )
cm->entity == passOwner ( missiles don't clip with owner )
cm->owner == passEntity ( don't interact with your own missiles )
cm->owner == passOwner ( don't interact with other missiles from same owner )
====================
*/
// 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 idClip::GetTraceClipModels( const idBounds &bounds, int contentMask, const idEntity *passEntity, idClipModel **clipModelList, const idEntity *passEntity2 ) const {
// RAVEN END
int i, num;
idClipModel *cm;
idEntity *passOwner;
num = ClipModelsTouchingBounds( bounds, contentMask, clipModelList, MAX_GENTITIES );
if ( !passEntity ) {
return num;
}
if ( passEntity->GetPhysics()->GetNumClipModels() > 0 ) {
passOwner = passEntity->GetPhysics()->GetClipModel()->GetOwner();
} else {
passOwner = NULL;
}
for ( i = 0; i < num; i++ ) {
cm = clipModelList[i];
// check if we should ignore this entity
if ( cm->entity == passEntity ) {
clipModelList[i] = NULL; // don't clip against the pass entity
}
// RAVEN BEGIN
// nmckenzie: we have cases where both a guy and his target need to be ignored by a translation
else if ( cm->entity == passEntity2 ){
clipModelList[i] = NULL;
// RAVEN END
} else if ( cm->entity == passOwner ) {
clipModelList[i] = NULL; // missiles don't clip with their owner
} else if ( cm->owner ) {
if ( cm->owner == passEntity ) {
clipModelList[i] = NULL; // don't clip against own missiles
} else if ( cm->owner == passOwner ) {
clipModelList[i] = NULL; // don't clip against other missiles from same owner
}
}
}
return num;
}
/*
============
idClip::TraceRenderModel
============
*/
void idClip::TraceRenderModel( trace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, const idMat3 &axis, idClipModel *touch ) const {
trace.fraction = 1.0f;
// if the trace is passing through the bounds
if ( touch->absBounds.Expand( radius ).LineIntersection( start, end ) ) {
modelTrace_t modelTrace;
// test with exact render model and modify trace_t structure accordingly
if ( gameRenderWorld->ModelTrace( modelTrace, touch->renderModelHandle, start, end, radius ) ) {
trace.fraction = modelTrace.fraction;
trace.endAxis = axis;
trace.endpos = modelTrace.point;
trace.c.normal = modelTrace.normal;
trace.c.dist = modelTrace.point * modelTrace.normal;
trace.c.point = modelTrace.point;
trace.c.type = CONTACT_TRMVERTEX;
trace.c.modelFeature = 0;
trace.c.trmFeature = 0;
trace.c.contents = modelTrace.material->GetContentFlags();
trace.c.material = modelTrace.material;
// RAVEN BEGIN
// jscott: for material types
trace.c.materialType = modelTrace.materialType;
// RAVEN END
// NOTE: trace.c.id will be the joint number
touch->id = JOINT_HANDLE_TO_CLIPMODEL_ID( modelTrace.jointNumber );
}
}
}
/*
============
idClip::TraceModelForClipModel
============
*/
const idTraceModel *idClip::TraceModelForClipModel( const idClipModel *mdl ) const {
if ( !mdl ) {
return NULL;
} else {
if ( !mdl->IsTraceModel() ) {
if ( mdl->GetEntity() ) {
gameLocal.Error( "TraceModelForClipModel: clip model %d on '%s' is not a trace model\n", mdl->GetId(), mdl->GetEntity()->name.c_str() );
} else {
gameLocal.Error( "TraceModelForClipModel: clip model %d is not a trace model\n", mdl->GetId() );
}
}
return idClipModel::GetCachedTraceModel( mdl->traceModelIndex );
}
}
/*
============
idClip::TestHugeTranslation
============
*/
ID_INLINE bool TestHugeTranslation( trace_t &results, const idClipModel *mdl, const idVec3 &start, const idVec3 &end, const idMat3 &trmAxis ) {
if ( mdl != NULL && ( end - start ).LengthSqr() > Square( CM_MAX_TRACE_DIST ) ) {
assert( 0 );
results.fraction = 0.0f;
results.endpos = start;
results.endAxis = trmAxis;
memset( &results.c, 0, sizeof( results.c ) );
results.c.point = start;
results.c.entityNum = ENTITYNUM_WORLD;
if ( mdl->GetEntity() ) {
gameLocal.Printf( "huge translation for clip model %d on entity %d '%s'\n", mdl->GetId(), mdl->GetEntity()->entityNumber, mdl->GetEntity()->GetName() );
} else {
gameLocal.Printf( "huge translation for clip model %d\n", mdl->GetId() );
}
return true;
}
return false;
}
/*
============
idClip::TranslationEntities
============
*/
// 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 idClip::TranslationEntities( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 ) {
// RAVEN END
int i, num;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
float radius;
trace_t trace;
const idTraceModel *trm;
if ( TestHugeTranslation( results, mdl, start, end, trmAxis ) ) {
return;
}
trm = TraceModelForClipModel( mdl );
results.fraction = 1.0f;
results.endpos = end;
results.endAxis = trmAxis;
if ( !trm ) {
traceBounds.FromPointTranslation( start, end - start );
radius = 0.0f;
} else {
traceBounds.FromBoundsTranslation( trm->bounds, start, trmAxis, end - start );
radius = trm->bounds.GetRadius();
}
// RAVEN BEGIN
// nmckenzie: had to add a second pass entity so we can safely ignore both a guy and his target in some cases
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList, passEntity2 );
// RAVEN END
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
if ( touch->renderModelHandle != -1 ) {
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
} else {
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
}
if ( trace.fraction < results.fraction ) {
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
if ( results.fraction == 0.0f ) {
break;
}
}
}
}
/*
============
idClip::Translation
============
*/
// RAVEN BEGIN
// nmckenzie: we have cases where both a guy and his target need to be ignored by a translation
bool idClip::Translation( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, const idEntity *passEntity2 ) {
// RAVEN END
BeginClipProfile( CPT_TRANSLATION );
int i, num;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
float radius;
trace_t trace;
const idTraceModel *trm;
// RAVEN BEGIN
// rjohnson: added debug line drawing for traces
if ( g_showCollisionTraces.GetInteger() >= 2 && !g_stopTime.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, start, end, 1000 );
}
// RAVEN END
if ( TestHugeTranslation( results, mdl, start, end, trmAxis ) ) {
EndClipProfile( CPT_TRANSLATION );
return true;
}
trm = TraceModelForClipModel( mdl );
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// test world
idClip::numTranslations++;
collisionModelManager->Translation( &results, start, end, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
results.c.entityNum = results.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if ( results.fraction == 0.0f ) {
EndClipProfile( CPT_TRANSLATION );
return true; // blocked immediately by the world
}
} else {
memset( &results, 0, sizeof( results ) );
results.fraction = 1.0f;
results.endpos = end;
results.endAxis = trmAxis;
}
if ( !trm ) {
traceBounds.FromPointTranslation( start, results.endpos - start );
radius = 0.0f;
} else {
traceBounds.FromBoundsTranslation( trm->bounds, start, trmAxis, results.endpos - start );
radius = trm->bounds.GetRadius();
}
// RAVEN BEGIN
// nmckenzie: we have cases where both a guy and his target need to be ignored by a translation
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList, passEntity2 );
// RAVEN END
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
if ( touch->renderModelHandle != -1 ) {
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
} else {
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
}
if ( trace.fraction < results.fraction ) {
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
// RAVEN BEGIN
// jscott: for material types
results.c.materialType = trace.c.materialType;
// mekberg: copy contents
if ( touch->IsTraceModel( ) ) {
results.c.contents = touch->GetContents( );
}
// RAVEN END
if ( results.fraction == 0.0f ) {
break;
}
}
}
EndClipProfile( CPT_TRANSLATION );
return ( results.fraction < 1.0f );
}
/*
============
idClip::Rotation
============
*/
bool idClip::Rotation( trace_t &results, const idVec3 &start, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ) {
int i, num;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
trace_t trace;
const idTraceModel *trm;
trm = TraceModelForClipModel( mdl );
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// test world
idClip::numRotations++;
collisionModelManager->Rotation( &results, start, rotation, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
results.c.entityNum = results.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if ( results.fraction == 0.0f ) {
return true; // blocked immediately by the world
}
} else {
memset( &results, 0, sizeof( results ) );
results.fraction = 1.0f;
results.endpos = start;
results.endAxis = trmAxis * rotation.ToMat3();
}
if ( !trm ) {
traceBounds.FromPointRotation( start, rotation );
} else {
traceBounds.FromBoundsRotation( trm->bounds, start, trmAxis, rotation );
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
// no rotational collision with render models
if ( touch->renderModelHandle != -1 ) {
continue;
}
idClip::numRotations++;
collisionModelManager->Rotation( &trace, start, rotation, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
if ( trace.fraction < results.fraction ) {
results = trace;
results.c.entityNum = touch->entity->entityNumber;
results.c.id = touch->id;
if ( results.fraction == 0.0f ) {
break;
}
}
}
return ( results.fraction < 1.0f );
}
/*
============
idClip::Motion
============
*/
bool idClip::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 i, num;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idVec3 dir, endPosition;
idBounds traceBounds;
float radius;
trace_t translationalTrace, rotationalTrace, trace;
idRotation endRotation;
const idTraceModel *trm;
assert( rotation.GetOrigin() == start );
if ( TestHugeTranslation( results, mdl, start, end, trmAxis ) ) {
return true;
}
if ( mdl != NULL && rotation.GetAngle() != 0.0f && rotation.GetVec() != vec3_origin ) {
// if no translation
if ( start == end ) {
// pure rotation
return Rotation( results, start, rotation, mdl, trmAxis, contentMask, passEntity );
}
} else if ( start != end ) {
// pure translation
return Translation( results, start, end, mdl, trmAxis, contentMask, passEntity );
} else {
// no motion
results.fraction = 1.0f;
results.endpos = start;
results.endAxis = trmAxis;
return false;
}
trm = TraceModelForClipModel( mdl );
radius = trm->bounds.GetRadius();
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// translational collision with world
idClip::numTranslations++;
collisionModelManager->Translation( &translationalTrace, start, end, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
translationalTrace.c.entityNum = translationalTrace.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
} else {
memset( &translationalTrace, 0, sizeof( translationalTrace ) );
translationalTrace.fraction = 1.0f;
translationalTrace.endpos = end;
translationalTrace.endAxis = trmAxis;
}
if ( translationalTrace.fraction != 0.0f ) {
traceBounds.FromBoundsRotation( trm->bounds, start, trmAxis, rotation );
dir = translationalTrace.endpos - start;
for ( i = 0; i < 3; i++ ) {
if ( dir[i] < 0.0f ) {
traceBounds[0][i] += dir[i];
}
else {
traceBounds[1][i] += dir[i];
}
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
if ( touch->renderModelHandle != -1 ) {
idClip::numRenderModelTraces++;
TraceRenderModel( trace, start, end, radius, trmAxis, touch );
} else {
idClip::numTranslations++;
collisionModelManager->Translation( &trace, start, end, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
}
if ( trace.fraction < translationalTrace.fraction ) {
translationalTrace = trace;
translationalTrace.c.entityNum = touch->entity->entityNumber;
translationalTrace.c.id = touch->id;
if ( translationalTrace.fraction == 0.0f ) {
break;
}
}
}
} else {
num = -1;
}
endPosition = translationalTrace.endpos;
endRotation = rotation;
endRotation.SetOrigin( endPosition );
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// rotational collision with world
idClip::numRotations++;
collisionModelManager->Rotation( &rotationalTrace, endPosition, endRotation, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
rotationalTrace.c.entityNum = rotationalTrace.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
} else {
memset( &rotationalTrace, 0, sizeof( rotationalTrace ) );
rotationalTrace.fraction = 1.0f;
rotationalTrace.endpos = endPosition;
rotationalTrace.endAxis = trmAxis * rotation.ToMat3();
}
if ( rotationalTrace.fraction != 0.0f ) {
if ( num == -1 ) {
traceBounds.FromBoundsRotation( trm->bounds, endPosition, trmAxis, endRotation );
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
}
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
// no rotational collision detection with render models
if ( touch->renderModelHandle != -1 ) {
continue;
}
idClip::numRotations++;
collisionModelManager->Rotation( &trace, endPosition, endRotation, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
if ( trace.fraction < rotationalTrace.fraction ) {
rotationalTrace = trace;
rotationalTrace.c.entityNum = touch->entity->entityNumber;
rotationalTrace.c.id = touch->id;
if ( rotationalTrace.fraction == 0.0f ) {
break;
}
}
}
}
if ( rotationalTrace.fraction < 1.0f ) {
results = rotationalTrace;
} else {
results = translationalTrace;
results.endAxis = rotationalTrace.endAxis;
}
results.fraction = Max( translationalTrace.fraction, rotationalTrace.fraction );
return ( translationalTrace.fraction < 1.0f || rotationalTrace.fraction < 1.0f );
}
/*
============
idClip::Contacts
============
*/
int idClip::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 ) {
BeginClipProfile( CPT_CONTACTS );
int i, j, num, n, numContacts;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
const idTraceModel *trm;
trm = TraceModelForClipModel( mdl );
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// test world
idClip::numContacts++;
numContacts = collisionModelManager->Contacts( contacts, maxContacts, start, dir, depth, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
} else {
numContacts = 0;
}
for ( i = 0; i < numContacts; i++ ) {
contacts[i].entityNum = ENTITYNUM_WORLD;
contacts[i].id = 0;
}
if ( numContacts >= maxContacts ) {
EndClipProfile( CPT_CONTACTS );
return numContacts;
}
if ( !trm ) {
traceBounds = idBounds( start ).Expand( depth );
} else {
traceBounds.FromTransformedBounds( trm->bounds, start, trmAxis );
traceBounds.ExpandSelf( depth );
}
num = GetTraceClipModels( traceBounds, contentMask, passEntity, clipModelList );
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
// no contacts with render models
if ( touch->renderModelHandle != -1 ) {
continue;
}
idClip::numContacts++;
n = collisionModelManager->Contacts( contacts + numContacts, maxContacts - numContacts,
start, dir, depth, trm, trmAxis, contentMask,
touch->GetCollisionModel(), touch->origin, touch->axis );
for ( j = 0; j < n; j++ ) {
contacts[numContacts].entityNum = touch->entity->entityNumber;
contacts[numContacts].id = touch->id;
numContacts++;
}
if ( numContacts >= maxContacts ) {
break;
}
}
EndClipProfile( CPT_CONTACTS );
return numContacts;
}
/*
============
idClip::Contents
============
*/
// RAVEN BEGIN
// AReis: Added ability to get the entity that was touched as well.
int idClip::Contents( const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity, idEntity **touchedEntity ) {
// RAVEN END
BeginClipProfile( CPT_CONTENTS );
int i, num, contents;
idClipModel *touch, *clipModelList[MAX_GENTITIES];
idBounds traceBounds;
const idTraceModel *trm;
trm = TraceModelForClipModel( mdl );
if ( !passEntity || passEntity->entityNumber != ENTITYNUM_WORLD ) {
// test world
idClip::numContents++;
contents = collisionModelManager->Contents( start, trm, trmAxis, contentMask, world, vec3_origin, mat3_default );
} else {
contents = 0;
}
if ( !trm ) {
traceBounds[0] = start;
traceBounds[1] = start;
} else if ( trmAxis.IsRotated() ) {
traceBounds.FromTransformedBounds( trm->bounds, start, trmAxis );
} else {
traceBounds[0] = trm->bounds[0] + start;
traceBounds[1] = trm->bounds[1] + start;
}
num = GetTraceClipModels( traceBounds, -1, passEntity, clipModelList );
for ( i = 0; i < num; i++ ) {
touch = clipModelList[i];
if ( !touch ) {
continue;
}
// no contents test with render models
if ( touch->renderModelHandle != -1 ) {
continue;
}
// if the entity does not have any contents we are looking for
if ( ( touch->contents & contentMask ) == 0 ) {
continue;
}
// if the entity has no new contents flags
if ( ( touch->contents & contents ) == touch->contents ) {
continue;
}
idClip::numContents++;
if ( collisionModelManager->Contents( start, trm, trmAxis, contentMask, touch->GetCollisionModel(), touch->origin, touch->axis ) ) {
contents |= ( touch->contents & contentMask );
}
// RAVEN BEGIN
// Only sends back one entity for now. Ahh well, if this is a problem, have it send back a list...
if ( touchedEntity )
{
*touchedEntity = touch->GetEntity();
}
// RAVEN END
}
EndClipProfile( CPT_CONTENTS );
return contents;
}
/*
============
idClip::TranslationModel
============
*/
void idClip::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 ) {
const idTraceModel *trm = TraceModelForClipModel( mdl );
idClip::numTranslations++;
collisionModelManager->Translation( &results, start, end, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::RotationModel
============
*/
void idClip::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 ) {
const idTraceModel *trm = TraceModelForClipModel( mdl );
idClip::numRotations++;
collisionModelManager->Rotation( &results, start, rotation, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::ContactsModel
============
*/
int idClip::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 ) {
const idTraceModel *trm = TraceModelForClipModel( mdl );
idClip::numContacts++;
return collisionModelManager->Contacts( contacts, maxContacts, start, dir, depth, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::ContentsModel
============
*/
int idClip::ContentsModel( const idVec3 &start,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) {
const idTraceModel *trm = TraceModelForClipModel( mdl );
idClip::numContents++;
return collisionModelManager->Contents( start, trm, trmAxis, contentMask, model, modelOrigin, modelAxis );
}
/*
============
idClip::GetModelContactFeature
============
*/
bool idClip::GetModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding ) const {
int i;
idCollisionModel *model;
idVec3 start, end;
model = NULL;
winding.Clear();
if ( clipModel == NULL ) {
model = NULL;
} else {
if ( clipModel->renderModelHandle != -1 ) {
winding += contact.point;
return true;
} else if ( clipModel->traceModelIndex != -1 ) {
model = idClipModel::GetCachedCollisionModel( clipModel->traceModelIndex );
} else {
model = clipModel->collisionModel;
}
}
// if contact with a collision model
if ( model != NULL ) {
switch( contact.type ) {
case CONTACT_EDGE: {
// the model contact feature is a collision model edge
model->GetEdge( contact.modelFeature, start, end );
winding += start;
winding += end;
break;
}
case CONTACT_MODELVERTEX: {
// the model contact feature is a collision model vertex
model->GetVertex( contact.modelFeature, start );
winding += start;
break;
}
case CONTACT_TRMVERTEX: {
// the model contact feature is a collision model polygon
model->GetPolygon( contact.modelFeature, winding );
break;
}
}
}
// transform the winding to world space
if ( clipModel ) {
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
winding[i].ToVec3() *= clipModel->axis;
winding[i].ToVec3() += clipModel->origin;
}
}
return true;
}
/*
============
idClip::PrintStatistics
============
*/
void idClip::PrintStatistics( void ) {
// RAVEN BEGIN
// rjohnson: added trace model cache size
gameLocal.Printf( "t=%-3d, r=%-3d, m=%-3d, render=%-3d, contents=%-3d, contacts=%-3d, cache=%d\n",
numTranslations, numRotations, numMotions, numRenderModelTraces, numContents, numContacts, traceModelCache.Num() * sizeof( idTraceModel ) );
// RAVEN END
}
/*
============
idClip::DrawClipModels
============
*/
void idClip::DrawClipModels( const idVec3 &eye, const float radius, const idEntity *passEntity, const idTypeInfo* type ) {
int i, num;
idBounds bounds;
idClipModel *clipModelList[MAX_GENTITIES];
idClipModel *clipModel;
bounds = idBounds( eye ).Expand( radius );
num = idClip::ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
for ( i = 0; i < num; i++ ) {
clipModel = clipModelList[i];
if ( clipModel->GetEntity() == passEntity ) {
continue;
}
if ( type && !clipModel->GetEntity()->IsType( *type ) ) {
continue;
}
if ( clipModel->renderModelHandle != -1 ) {
gameRenderWorld->DebugBounds( colorCyan, clipModel->GetAbsBounds() );
continue;
}
idCollisionModel *model = clipModel->GetCollisionModel();
if ( model != NULL ) {
collisionModelManager->DrawModel( model, clipModel->GetOrigin(), clipModel->GetAxis(), eye, mat3_identity, radius );
}
}
}
/*
============
idClip::DrawModelContactFeature
============
*/
bool idClip::DrawModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, int lifetime ) const {
int i;
idMat3 axis;
idFixedWinding winding;
if ( !GetModelContactFeature( contact, clipModel, winding ) ) {
return false;
}
axis = contact.normal.ToMat3();
if ( winding.GetNumPoints() == 1 ) {
gameRenderWorld->DebugLine( colorCyan, winding[0].ToVec3(), winding[0].ToVec3() + 2.0f * axis[0], lifetime );
gameRenderWorld->DebugLine( colorWhite, winding[0].ToVec3() - 1.0f * axis[1], winding[0].ToVec3() + 1.0f * axis[1], lifetime );
gameRenderWorld->DebugLine( colorWhite, winding[0].ToVec3() - 1.0f * axis[2], winding[0].ToVec3() + 1.0f * axis[2], lifetime );
} else {
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
gameRenderWorld->DebugLine( colorCyan, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3(), lifetime );
}
}
axis[0] = -axis[0];
axis[2] = -axis[2];
gameRenderWorld->DrawText( contact.material->GetName(), winding.GetCenter() - 4.0f * axis[2], 0.1f, colorWhite, axis, 1, 5000 );
return true;
}
// RAVEN BEGIN
// rjohnson: added debug hud support
void idClip::DebugHudStatistics( void )
{
gameDebug.SetInt( "physics_translations", numTranslations );
gameDebug.SetInt( "physics_rotations", numRotations );
gameDebug.SetInt( "physics_motions", numMotions );
gameDebug.SetInt( "physics_render_model_traces", numRenderModelTraces );
gameDebug.SetInt( "physics_contents", numContents );
gameDebug.SetInt( "physics_contacts", numContacts );
}
void idClip::ClearStatistics( void )
{
numRotations = numTranslations = numMotions = numRenderModelTraces = numContents = numContacts = 0;
}
// RAVEN END
// RAVEN BEGIN
// ddynerman: SD's clip sector code
/*
============
idClip::UpdateDynamicContents
============
*/
void idClip::UpdateDynamicContents( clipSector_t* sector ) {
sector->dynamicContents = 0;
clipLink_t* link;
for( link = sector->clipLinks; link; link = link->nextInSector ) {
sector->dynamicContents |= link->clipModel->GetContents();
}
}
/*
============
idClip::UpdateDynamicContents
============
*/
void idClip::UpdateDynamicContents( idClipModel* clipModel ) {
clipLink_s* link = clipModel->clipLinks;
while ( link ) {
idClip::UpdateDynamicContents( link->sector );
link = link->nextLink;
}
}
// RAVEN END