mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
983 lines
23 KiB
C++
983 lines
23 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// world.c -- world query functions
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#include "../server/exe_headers.h"
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#include "../qcommon/cm_local.h"
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/*
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Ghoul2 Insert Start
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*/
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#if !defined(GHOUL2_SHARED_H_INC)
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#include "../game/ghoul2_shared.h" //for CGhoul2Info_v
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#endif
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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#if !defined (MINIHEAP_H_INC)
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#include "../qcommon/MiniHeap.h"
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#endif
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#ifdef _DEBUG
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#include <float.h>
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#endif //_DEBUG
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/*
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Ghoul2 Insert End
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*/
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#if 0 //G2_SUPERSIZEDBBOX is not being used
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static const float superSizedAdd=64.0f;
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#endif
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/*
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================
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SV_ClipHandleForEntity
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Returns a headnode that can be used for testing or clipping to a
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given entity. If the entity is a bsp model, the headnode will
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be returned, otherwise a custom box tree will be constructed.
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================
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*/
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clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent ) {
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if ( ent->bmodel ) {
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// explicit hulls in the BSP model
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return CM_InlineModel( ent->s.modelindex );
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}
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// create a temp tree from bounding box sizes
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return CM_TempBoxModel( ent->mins, ent->maxs );//, ent->contents );
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}
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/*
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===============================================================================
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ENTITY CHECKING
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To avoid linearly searching through lists of entities during environment testing,
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the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
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are kept in chains either at the final leafs, or at the first node that splits
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them, which prevents having to deal with multiple fragments of a single entity.
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===============================================================================
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*/
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typedef struct worldSector_s {
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int axis; // -1 = leaf node
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float dist;
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struct worldSector_s *children[2];
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svEntity_t *entities;
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} worldSector_t;
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#define AREA_DEPTH 8
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#define AREA_NODES 1024
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worldSector_t sv_worldSectors[AREA_NODES];
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int sv_numworldSectors;
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/*
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===============
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SV_CreateworldSector
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Builds a uniformly subdivided tree for the given world size
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===============
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*/
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worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
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worldSector_t *anode;
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vec3_t size;
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vec3_t mins1, maxs1, mins2, maxs2;
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anode = &sv_worldSectors[sv_numworldSectors];
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sv_numworldSectors++;
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if (depth == AREA_DEPTH) {
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anode->axis = -1;
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anode->children[0] = anode->children[1] = NULL;
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return anode;
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}
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VectorSubtract (maxs, mins, size);
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if (size[0] > size[1]) {
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anode->axis = 0;
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} else {
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anode->axis = 1;
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}
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anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
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VectorCopy (mins, mins1);
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VectorCopy (mins, mins2);
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VectorCopy (maxs, maxs1);
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VectorCopy (maxs, maxs2);
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maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
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anode->children[0] = SV_CreateworldSector (depth+1, mins2, maxs2);
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anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
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return anode;
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}
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/*
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===============
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SV_ClearWorld
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===============
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*/
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void SV_ClearWorld( void ) {
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clipHandle_t h;
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vec3_t mins, maxs;
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memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
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sv_numworldSectors = 0;
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// get world map bounds
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h = CM_InlineModel( 0 );
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CM_ModelBounds( cmg, h, mins, maxs );
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SV_CreateworldSector( 0, mins, maxs );
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}
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/*
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===============
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SV_UnlinkEntity
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===============
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*/
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void SV_UnlinkEntity( gentity_t *gEnt ) {
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svEntity_t *ent;
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svEntity_t *scan;
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worldSector_t *ws;
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// this should never be called with a freed entity
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if ( !gEnt->inuse ) {
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return;
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}
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ent = SV_SvEntityForGentity( gEnt );
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gEnt->linked = qfalse;
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ws = ent->worldSector;
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if ( !ws ) {
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return; // not linked in anywhere
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}
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ent->worldSector = NULL;
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if ( ws->entities == ent ) {
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ws->entities = ent->nextEntityInWorldSector;
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return;
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}
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for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
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if ( scan->nextEntityInWorldSector == ent ) {
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scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
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return;
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}
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}
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Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
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}
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/*
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===============
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SV_LinkEntity
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===============
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*/
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#define MAX_TOTAL_ENT_LEAFS 128
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void SV_LinkEntity( gentity_t *gEnt ) {
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worldSector_t *node;
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int leafs[MAX_TOTAL_ENT_LEAFS];
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int cluster;
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int num_leafs;
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int i, j, k;
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int area;
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int lastLeaf;
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float *origin, *angles;
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svEntity_t *ent;
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// this should never be called with a freed entity
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if ( !gEnt->inuse ) {
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return;
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}
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ent = SV_SvEntityForGentity( gEnt );
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if ( ent->worldSector ) {
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SV_UnlinkEntity( gEnt ); // unlink from old position
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}
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// encode the size into the entityState_t for client prediction
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if ( gEnt->bmodel ) {
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gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
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} else if ( gEnt->contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
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// assume that x/y are equal and symetric
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i = gEnt->maxs[0];
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if (i<1)
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i = 1;
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if (i>255)
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i = 255;
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// z is not symetric
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j = (-gEnt->mins[2]);
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if (j<1)
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j = 1;
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if (j>255)
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j = 255;
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// and z maxs can be negative...
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k = (gEnt->maxs[2]+32);
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if (k<1)
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k = 1;
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if (k>255)
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k = 255;
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gEnt->s.solid = (k<<16) | (j<<8) | i;
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} else {
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gEnt->s.solid = 0;
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}
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// get the position
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origin = gEnt->currentOrigin;
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angles = gEnt->currentAngles;
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// set the abs box
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if ( gEnt->bmodel && (angles[0] || angles[1] || angles[2]) )
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{ // expand for rotation
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float max;
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int i;
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max = RadiusFromBounds( gEnt->mins, gEnt->maxs );
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for (i=0 ; i<3 ; i++) {
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gEnt->absmin[i] = origin[i] - max;
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gEnt->absmax[i] = origin[i] + max;
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}
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} else {
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// normal
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VectorAdd (origin, gEnt->mins, gEnt->absmin);
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VectorAdd (origin, gEnt->maxs, gEnt->absmax);
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}
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// because movement is clipped an epsilon away from an actual edge,
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// we must fully check even when bounding boxes don't quite touch
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gEnt->absmin[0] -= 1;
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gEnt->absmin[1] -= 1;
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gEnt->absmin[2] -= 1;
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gEnt->absmax[0] += 1;
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gEnt->absmax[1] += 1;
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gEnt->absmax[2] += 1;
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// link to PVS leafs
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ent->numClusters = 0;
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ent->lastCluster = 0;
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ent->areanum = -1;
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ent->areanum2 = -1;
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//get all leafs, including solids
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num_leafs = CM_BoxLeafnums( gEnt->absmin, gEnt->absmax,
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leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
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// if none of the leafs were inside the map, the
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// entity is outside the world and can be considered unlinked
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if ( !num_leafs ) {
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return;
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}
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// set areas, even from clusters that don't fit in the entity array
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for (i=0 ; i<num_leafs ; i++) {
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area = CM_LeafArea (leafs[i]);
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if (area != -1)
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{ // doors may legally straggle two areas,
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// but nothing should evern need more than that
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if (ent->areanum != -1 && ent->areanum != area) {
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if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
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Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
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gEnt->s.number,
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gEnt->absmin[0], gEnt->absmin[1], gEnt->absmin[2]);
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}
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ent->areanum2 = area;
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} else {
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ent->areanum = area;
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}
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}
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}
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// store as many explicit clusters as we can
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ent->numClusters = 0;
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for (i=0 ; i < num_leafs ; i++) {
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cluster = CM_LeafCluster( leafs[i] );
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if ( cluster != -1 ) {
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ent->clusternums[ent->numClusters++] = cluster;
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if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
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break;
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}
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}
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}
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// store off a last cluster if we need to
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if ( i != num_leafs ) {
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ent->lastCluster = CM_LeafCluster( lastLeaf );
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}
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// find the first world sector node that the ent's box crosses
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node = sv_worldSectors;
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while (1)
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{
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if (node->axis == -1)
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break;
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if ( gEnt->absmin[node->axis] > node->dist)
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node = node->children[0];
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else if ( gEnt->absmax[node->axis] < node->dist)
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node = node->children[1];
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else
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break; // crosses the node
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}
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// link it in
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ent->worldSector = node;
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ent->nextEntityInWorldSector = node->entities;
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node->entities = ent;
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gEnt->linked = qtrue;
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}
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/*
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============================================================================
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AREA QUERY
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Fills in a list of all entities who's absmin / absmax intersects the given
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bounds. This does NOT mean that they actually touch in the case of bmodels.
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============================================================================
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*/
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typedef struct {
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const float *mins;
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const float *maxs;
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gentity_t **list;
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int count, maxcount;
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} areaParms_t;
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/*
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====================
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SV_AreaEntities_r
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====================
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*/
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void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
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svEntity_t *check, *next;
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gentity_t *gcheck;
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for ( check = node->entities ; check ; check = next ) {
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next = check->nextEntityInWorldSector;
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gcheck = SV_GEntityForSvEntity( check );
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if ( gcheck->absmin[0] > ap->maxs[0]
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|| gcheck->absmin[1] > ap->maxs[1]
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|| gcheck->absmin[2] > ap->maxs[2]
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|| gcheck->absmax[0] < ap->mins[0]
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|| gcheck->absmax[1] < ap->mins[1]
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|| gcheck->absmax[2] < ap->mins[2]) {
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continue;
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}
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if ( ap->count == ap->maxcount ) {
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Com_DPrintf ("SV_AreaEntities: reached maxcount (%d)\n",ap->maxcount);
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return;
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}
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ap->list[ap->count] = gcheck;
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ap->count++;
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}
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if (node->axis == -1) {
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return; // terminal node
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}
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// recurse down both sides
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if ( ap->maxs[node->axis] > node->dist ) {
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SV_AreaEntities_r ( node->children[0], ap );
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}
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if ( ap->mins[node->axis] < node->dist ) {
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SV_AreaEntities_r ( node->children[1], ap );
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}
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}
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/*
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================
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SV_AreaEntities
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================
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*/
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, gentity_t **elist, int maxcount ) {
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areaParms_t ap;
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ap.mins = mins;
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ap.maxs = maxs;
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ap.list = elist;
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ap.count = 0;
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ap.maxcount = maxcount;
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SV_AreaEntities_r( sv_worldSectors, &ap );
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return ap.count;
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}
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/*
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===============
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SV_SectorList_f
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===============
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*/
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#if 1
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void SV_SectorList_f( void ) {
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int i, c;
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worldSector_t *sec;
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svEntity_t *ent;
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for ( i = 0 ; i < AREA_NODES ; i++ ) {
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sec = &sv_worldSectors[i];
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c = 0;
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for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
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c++;
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}
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Com_Printf( "sector %i: %i entities\n", i, c );
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}
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}
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#else
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include <list>
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#include <map>
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#pragma warning (pop)
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class CBBox
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{
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public:
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float mMins[3];
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float mMaxs[3];
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CBBox(vec3_t mins,vec3_t maxs)
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{
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VectorCopy(mins,mMins);
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VectorCopy(maxs,mMaxs);
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}
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};
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static multimap<int,pair<int,list<CBBox> > > entStats;
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void SV_AreaEntitiesTree( worldSector_t *node, areaParms_t *ap, int level )
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{
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svEntity_t *check, *next;
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gentity_t *gcheck;
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int count;
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list<CBBox> bblist;
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count = 0;
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for ( check = node->entities ; check ; check = next )
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{
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next = check->nextEntityInWorldSector;
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gcheck = SV_GEntityForSvEntity( check );
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CBBox bBox(gcheck->absmin,gcheck->absmax);
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bblist.push_back(bBox);
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count++;
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}
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entStats.insert(pair<int,pair<int,list<CBBox> > >(level,pair<int,list<CBBox> >(count,bblist)));
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if (node->axis == -1)
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{
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return; // terminal node
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}
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// recurse down both sides
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SV_AreaEntitiesTree ( node->children[0], ap, level+1 );
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SV_AreaEntitiesTree ( node->children[1], ap, level+1 );
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}
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void SV_SectorList_f( void )
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{
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areaParms_t ap;
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// ap.mins = mins;
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// ap.maxs = maxs;
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// ap.list = list;
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// ap.count = 0;
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// ap.maxcount = maxcount;
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entStats.clear();
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SV_AreaEntitiesTree(sv_worldSectors,&ap,0);
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char mess[1000];
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multimap<int,pair<int,list<CBBox> > >::iterator j;
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for(j=entStats.begin();j!=entStats.end();j++)
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{
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sprintf(mess,"**************************************************\n");
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Sleep(5);
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OutputDebugString(mess);
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sprintf(mess,"level=%i, count=%i\n",(*j).first,(*j).second.first);
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Sleep(5);
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OutputDebugString(mess);
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list<CBBox>::iterator k;
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for(k=(*j).second.second.begin();k!=(*j).second.second.end();k++)
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{
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sprintf(mess,"mins=%f %f %f, maxs=%f %f %f\n",
|
|
(*k).mMins[0],(*k).mMins[1],(*k).mMins[2],(*k).mMaxs[0],(*k).mMaxs[1],(*k).mMaxs[2]);
|
|
OutputDebugString(mess);
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
//===========================================================================
|
|
|
|
|
|
typedef struct {
|
|
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
|
|
const float *mins;
|
|
const float *maxs; // size of the moving object
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
vec3_t start;
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
vec3_t end;
|
|
int passEntityNum;
|
|
int contentmask;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
EG2_Collision eG2TraceType;
|
|
int useLod;
|
|
trace_t trace; // make sure nothing goes under here for Ghoul2 collision purposes
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
} moveclip_t;
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_ClipMoveToEntities
|
|
|
|
====================
|
|
*/
|
|
void SV_ClipMoveToEntities( moveclip_t *clip ) {
|
|
int i, num;
|
|
gentity_t *touchlist[MAX_GENTITIES], *touch, *owner;
|
|
trace_t trace, oldTrace;
|
|
clipHandle_t clipHandle;
|
|
const float *origin, *angles;
|
|
|
|
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);
|
|
|
|
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
|
|
owner = ( SV_GentityNum( clip->passEntityNum ) )->owner;
|
|
} else {
|
|
owner = NULL;
|
|
}
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
if (clip->trace.allsolid) {
|
|
return;
|
|
}
|
|
touch = touchlist[i];
|
|
|
|
// see if we should ignore this entity
|
|
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
|
|
if (touch->s.number == clip->passEntityNum) {
|
|
continue; // don't clip against the pass entity
|
|
}
|
|
if (touch->owner && touch->owner->s.number == clip->passEntityNum) {
|
|
continue; // don't clip against own missiles
|
|
}
|
|
if ( owner == touch) {
|
|
continue; // don't clip against owner
|
|
}
|
|
if ( owner && touch->owner == owner) {
|
|
continue; // don't clip against other missiles from our owner
|
|
}
|
|
}
|
|
|
|
// if it doesn't have any brushes of a type we
|
|
// are looking for, ignore it
|
|
if ( ! ( clip->contentmask & touch->contents ) ) {
|
|
continue;
|
|
}
|
|
|
|
// might intersect, so do an exact clip
|
|
clipHandle = SV_ClipHandleForEntity (touch);
|
|
|
|
origin = touch->currentOrigin;
|
|
angles = touch->currentAngles;
|
|
|
|
|
|
if ( !touch->bmodel ) {
|
|
angles = vec3_origin; // boxes don't rotate
|
|
}
|
|
|
|
#if 0 //G2_SUPERSIZEDBBOX is not being used
|
|
bool shrinkBox=true;
|
|
|
|
if (clip->eG2TraceType != G2_SUPERSIZEDBBOX)
|
|
{
|
|
shrinkBox=false;
|
|
}
|
|
else if (trace.entityNum == touch->s.number&&touch->ghoul2.size()&&!(touch->contents & CONTENTS_LIGHTSABER))
|
|
{
|
|
shrinkBox=false;
|
|
}
|
|
if (shrinkBox)
|
|
{
|
|
vec3_t sh_mins;
|
|
vec3_t sh_maxs;
|
|
int j;
|
|
for ( j=0 ; j<3 ; j++ )
|
|
{
|
|
sh_mins[j]=clip->mins[j]+superSizedAdd;
|
|
sh_maxs[j]=clip->maxs[j]-superSizedAdd;
|
|
}
|
|
CM_TransformedBoxTrace ( &trace, clip->start, clip->end,
|
|
sh_mins, sh_maxs, clipHandle, clip->contentmask,
|
|
origin, angles);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef __MACOS__
|
|
// compiler bug with const
|
|
CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
|
|
(float *)clip->mins, (float *)clip->maxs, clipHandle, clip->contentmask,
|
|
origin, angles);
|
|
#else
|
|
CM_TransformedBoxTrace ( &trace, clip->start, clip->end,
|
|
clip->mins, clip->maxs, clipHandle, clip->contentmask,
|
|
origin, angles);
|
|
#endif
|
|
//FIXME: when startsolid in another ent, doesn't return correct entityNum
|
|
//ALSO: 2 players can be standing next to each other and this function will
|
|
//think they're in each other!!!
|
|
}
|
|
oldTrace = clip->trace;
|
|
|
|
if ( trace.allsolid )
|
|
{
|
|
if(!clip->trace.allsolid)
|
|
{//We didn't come in here all solid, so set the clip->trace's entityNum
|
|
clip->trace.entityNum = touch->s.number;
|
|
}
|
|
clip->trace.allsolid = qtrue;
|
|
trace.entityNum = touch->s.number;
|
|
}
|
|
else if ( trace.startsolid )
|
|
{
|
|
if(!clip->trace.startsolid)
|
|
{//We didn't come in here starting solid, so set the clip->trace's entityNum
|
|
clip->trace.entityNum = touch->s.number;
|
|
}
|
|
clip->trace.startsolid = qtrue;
|
|
trace.entityNum = touch->s.number;
|
|
}
|
|
|
|
if ( trace.fraction < clip->trace.fraction )
|
|
{
|
|
qboolean oldStart;
|
|
|
|
// make sure we keep a startsolid from a previous trace
|
|
oldStart = clip->trace.startsolid;
|
|
|
|
trace.entityNum = touch->s.number;
|
|
clip->trace = trace;
|
|
if ( oldStart )
|
|
{
|
|
clip->trace.startsolid = qtrue;
|
|
}
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
// decide if we should do the ghoul2 collision detection right here
|
|
if ((trace.entityNum == touch->s.number) && (clip->eG2TraceType != G2_NOCOLLIDE))
|
|
{
|
|
// do we actually have a ghoul2 model here?
|
|
if (touch->ghoul2.size() && !(touch->contents & CONTENTS_LIGHTSABER))
|
|
{
|
|
int oldTraceRecSize = 0;
|
|
int newTraceRecSize = 0;
|
|
int z;
|
|
|
|
// we have to do this because sometimes you may hit a model's bounding box, but not actually penetrate the Ghoul2 Models polygons
|
|
// this is, needless to say, not good. So we must check to see if we did actually hit the model, and if not, reset the trace stuff
|
|
// to what it was to begin with
|
|
|
|
// set our trace record size
|
|
for (z=0;z<MAX_G2_COLLISIONS;z++)
|
|
{
|
|
if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
|
|
{
|
|
oldTraceRecSize++;
|
|
}
|
|
}
|
|
|
|
// if we are looking at an entity then use the player state to get it's angles and origin from
|
|
float radius;
|
|
#if 0 //G2_SUPERSIZEDBBOX is not being used
|
|
if (clip->eG2TraceType == G2_SUPERSIZEDBBOX)
|
|
{
|
|
radius=(clip->maxs[0]-clip->mins[0]-2.0f*superSizedAdd)/2.0f;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
radius=(clip->maxs[0]-clip->mins[0])/2.0f;
|
|
}
|
|
if (touch->client)
|
|
{
|
|
vec3_t world_angles;
|
|
|
|
world_angles[PITCH] = 0;
|
|
//legs do not *always* point toward the viewangles!
|
|
//world_angles[YAW] = touch->client->viewangles[YAW];
|
|
world_angles[YAW] = touch->client->legsYaw;
|
|
world_angles[ROLL] = 0;
|
|
|
|
re.G2API_CollisionDetect(clip->trace.G2CollisionMap, touch->ghoul2,
|
|
world_angles, touch->client->origin, sv.time, touch->s.number, clip->start, clip->end, touch->s.modelScale, G2VertSpaceServer, clip->eG2TraceType, clip->useLod,radius);
|
|
}
|
|
// no, so use the normal entity state
|
|
else
|
|
{
|
|
//use the correct origin and angles! is this right now?
|
|
re.G2API_CollisionDetect(clip->trace.G2CollisionMap, touch->ghoul2,
|
|
touch->currentAngles, touch->currentOrigin, sv.time, touch->s.number, clip->start, clip->end, touch->s.modelScale, G2VertSpaceServer, clip->eG2TraceType, clip->useLod,radius);
|
|
}
|
|
|
|
// set our new trace record size
|
|
|
|
for (z=0;z<MAX_G2_COLLISIONS;z++)
|
|
{
|
|
if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
|
|
{
|
|
newTraceRecSize++;
|
|
}
|
|
}
|
|
|
|
// did we actually touch this model? If not, lets reset this ent as being hit..
|
|
if (newTraceRecSize == oldTraceRecSize)
|
|
{
|
|
clip->trace = oldTrace;
|
|
}
|
|
else//this trace was valid, so copy the best collision into quake trace place info
|
|
{
|
|
for (z=0;z<MAX_G2_COLLISIONS;z++)
|
|
{
|
|
if (clip->trace.G2CollisionMap[z].mEntityNum==touch->s.number)
|
|
{
|
|
clip->trace.plane.normal[0] = clip->trace.G2CollisionMap[z].mCollisionNormal[0];
|
|
clip->trace.plane.normal[1] = clip->trace.G2CollisionMap[z].mCollisionNormal[1];
|
|
clip->trace.plane.normal[2] = clip->trace.G2CollisionMap[z].mCollisionNormal[2];
|
|
break;
|
|
}
|
|
}
|
|
assert(z<MAX_G2_COLLISIONS); // hmm well ah, weird
|
|
assert(VectorLength(clip->trace.plane.normal)>0.1f);
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_Trace
|
|
|
|
Moves the given mins/maxs volume through the world from start to end.
|
|
passEntityNum and entities owned by passEntityNum are explicitly not checked.
|
|
==================
|
|
*/
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, const int passEntityNum, const int contentmask, const EG2_Collision eG2TraceType, const int useLod ) {
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
#ifdef _DEBUG
|
|
assert( !Q_isnan(start[0])&&!Q_isnan(start[1])&&!Q_isnan(start[2])&&!Q_isnan(end[0])&&!Q_isnan(end[1])&&!Q_isnan(end[2]));
|
|
#endif// _DEBUG
|
|
|
|
moveclip_t clip;
|
|
int i;
|
|
// int startMS, endMS;
|
|
float world_frac;
|
|
|
|
/*
|
|
startMS = Sys_Milliseconds ();
|
|
numTraces++;
|
|
*/
|
|
if ( !mins ) {
|
|
mins = vec3_origin;
|
|
}
|
|
if ( !maxs ) {
|
|
maxs = vec3_origin;
|
|
}
|
|
|
|
memset ( &clip, 0, sizeof ( moveclip_t ) - sizeof(clip.trace.G2CollisionMap ));
|
|
|
|
// clip to world
|
|
//NOTE: this will stop not only on static architecture but also entity brushes such as
|
|
//doors, etc. This prevents us from being able to shorten the trace so that we can
|
|
//ignore all ents past this endpoint... perhaps need to check the entityNum in this
|
|
//BoxTrace or have it not clip against entity brushes here.
|
|
CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask );
|
|
clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
|
|
if ( clip.trace.fraction == 0 )
|
|
{// blocked immediately by the world
|
|
*results = clip.trace;
|
|
// goto addtime;
|
|
return;
|
|
}
|
|
|
|
clip.contentmask = contentmask;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
VectorCopy( start, clip.start );
|
|
clip.eG2TraceType = eG2TraceType;
|
|
clip.useLod = useLod;
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
//Shorten the trace to the size of the trace until it hit the world
|
|
VectorCopy( clip.trace.endpos, clip.end );
|
|
//remember the current completion fraction
|
|
world_frac = clip.trace.fraction;
|
|
//set the fraction back to 1.0 for the trace vs. entities
|
|
clip.trace.fraction = 1.0f;
|
|
|
|
//VectorCopy( end, clip.end );
|
|
// create the bounding box of the entire move
|
|
// we can limit it to the part of the move not
|
|
// already clipped off by the world, which can be
|
|
// a significant savings for line of sight and shot traces
|
|
clip.passEntityNum = passEntityNum;
|
|
|
|
#if 0 //G2_SUPERSIZEDBBOX is not being used
|
|
vec3_t superMin;
|
|
vec3_t superMax; // prison, in boscobel
|
|
|
|
if (eG2TraceType==G2_SUPERSIZEDBBOX)
|
|
{
|
|
for ( i=0 ; i<3 ; i++ )
|
|
{
|
|
superMin[i]=mins[i]-superSizedAdd;
|
|
superMax[i]=maxs[i]+superSizedAdd;
|
|
}
|
|
clip.mins = superMin;
|
|
clip.maxs = superMax;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
clip.mins = mins;
|
|
clip.maxs = maxs;
|
|
}
|
|
|
|
for ( i=0 ; i<3 ; i++ ) {
|
|
if ( end[i] > start[i] ) {
|
|
clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1;
|
|
clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1;
|
|
} else {
|
|
clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1;
|
|
clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1;
|
|
}
|
|
}
|
|
|
|
// clip to other solid entities
|
|
SV_ClipMoveToEntities ( &clip );
|
|
|
|
//scale the trace back down by the previous fraction
|
|
clip.trace.fraction *= world_frac;
|
|
*results = clip.trace;
|
|
|
|
/*
|
|
addtime:
|
|
endMS = Sys_Milliseconds ();
|
|
|
|
timeInTrace += endMS - startMS;
|
|
*/
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_PointContents
|
|
=============
|
|
*/
|
|
int SV_PointContents( const vec3_t p, int passEntityNum ) {
|
|
gentity_t *touch[MAX_GENTITIES], *hit;
|
|
int i, num;
|
|
int contents, c2;
|
|
clipHandle_t clipHandle;
|
|
|
|
// get base contents from world
|
|
contents = CM_PointContents( p, 0 );
|
|
|
|
// or in contents from all the other entities
|
|
num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
hit = touch[i];
|
|
if ( hit->s.number == passEntityNum ) {
|
|
continue;
|
|
}
|
|
// might intersect, so do an exact clip
|
|
clipHandle = SV_ClipHandleForEntity( hit );
|
|
|
|
c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles);
|
|
|
|
contents |= c2;
|
|
}
|
|
|
|
return contents;
|
|
}
|
|
|
|
|