mirror of
https://github.com/DrBeef/QuakeQuest.git
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191 lines
9.8 KiB
C
191 lines
9.8 KiB
C
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#ifndef COLLISION_H
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#define COLLISION_H
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typedef struct plane_s
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{
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vec3_t normal;
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float dist;
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}
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plane_t;
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struct texture_s;
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typedef struct trace_s
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{
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// if true, the entire trace was in solid (see hitsupercontentsmask)
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int allsolid;
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// if true, the initial point was in solid (see hitsupercontentsmask)
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int startsolid;
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// this is set to true in world.c if startsolid was set in a trace against world
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int worldstartsolid;
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// this is set to true in world.c if startsolid was set in a trace against a SOLID_BSP entity, in other words this is true if the entity is stuck in a door or wall, but not if stuck in another normal entity
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int bmodelstartsolid;
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// if true, the trace passed through empty somewhere
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// (set only by Q1BSP tracing)
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int inopen;
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// if true, the trace passed through water/slime/lava somewhere
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// (set only by Q1BSP tracing)
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int inwater;
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// fraction of the total distance that was traveled before impact
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// (1.0 = did not hit anything)
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double fraction;
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// like fraction but is not nudged away from the surface (better for
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// comparisons between two trace structs, as only one nudge for the final
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// result is ever needed)
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double realfraction;
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// final position of the trace (simply a point between start and end)
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double endpos[3];
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// surface normal at impact (not really correct for edge collisions)
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plane_t plane;
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// entity the surface is on
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// (not set by trace functions, only by physics)
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void *ent;
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// which SUPERCONTENTS bits to collide with, I.E. to consider solid
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// (this also affects startsolid/allsolid)
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int hitsupercontentsmask;
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// the supercontents mask at the start point
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int startsupercontents;
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// the supercontents of the impacted surface
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int hitsupercontents;
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// the q3 surfaceflags of the impacted surface
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int hitq3surfaceflags;
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// the texture of the impacted surface
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const struct texture_s *hittexture;
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// initially false, set when the start leaf is found
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// (set only by Q1BSP tracing and entity box tracing)
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int startfound;
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// if startsolid, contains the minimum penetration depth found in the
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// trace, and the normal needed to push it out of that solid
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double startdepth;
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double startdepthnormal[3];
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}
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trace_t;
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void Collision_Init(void);
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void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture);
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void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture);
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void Collision_Cache_Reset(qboolean resetlimits);
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void Collision_Cache_Init(mempool_t *mempool);
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void Collision_Cache_NewFrame(void);
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typedef struct colpointf_s
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{
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vec3_t v;
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}
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colpointf_t;
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typedef struct colplanef_s
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{
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const struct texture_s *texture;
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int q3surfaceflags;
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vec3_t normal;
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vec_t dist;
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}
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colplanef_t;
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typedef struct colbrushf_s
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{
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// culling box
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vec3_t mins;
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vec3_t maxs;
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// used to avoid tracing against the same brush more than once per sweep
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int markframe;
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// the content flags of this brush
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int supercontents;
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// bounding planes (face planes) of this brush
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int numplanes;
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colplanef_t *planes;
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// edge directions (normals) of this brush
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int numedgedirs;
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colpointf_t *edgedirs;
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// points (corners) of this brush
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int numpoints;
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colpointf_t *points;
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// renderable triangles representing this brush, using the points
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int numtriangles;
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int *elements;
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// texture data for cases where an edgedir is used
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const struct texture_s *texture;
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int q3surfaceflags;
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// optimized collisions for common cases
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int isaabb; // indicates this is an axis aligned box
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int hasaabbplanes; // indicates this has precomputed planes for AABB collisions
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}
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colbrushf_t;
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typedef struct colboxbrushf_s
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{
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colpointf_t points[8];
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colpointf_t edgedirs[6];
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colplanef_t planes[6];
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colbrushf_t brush;
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}
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colboxbrushf_t;
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void Collision_CalcPlanesForTriangleBrushFloat(colbrushf_t *brush);
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colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, int numpoints, float *points, int supercontents, int q3surfaceflags, const texture_t *texture);
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colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents, int q3surfaceflags, const texture_t *texture, int hasaabbplanes);
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void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const colbrushf_t *thatbrush_start, const colbrushf_t *thatbrush_end);
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void Collision_TraceBrushTriangleMeshFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numtriangles, const int *element3i, const float *vertex3f, int stride, float *bbox6f, int supercontents, int q3surfaceflags, const texture_t *texture, const vec3_t segmentmins, const vec3_t segmentmaxs);
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void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const colbrushf_t *thatbrush_start, const colbrushf_t *thatbrush_end);
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void Collision_TraceLineTriangleMeshFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, int numtriangles, const int *element3i, const float *vertex3f, int stride, float *bbox6f, int supercontents, int q3surfaceflags, const texture_t *texture, const vec3_t segmentmins, const vec3_t segmentmaxs);
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void Collision_TracePointBrushFloat(trace_t *trace, const vec3_t point, const colbrushf_t *thatbrush);
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qboolean Collision_PointInsideBrushFloat(const vec3_t point, const colbrushf_t *brush);
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void Collision_BrushForBox(colboxbrushf_t *boxbrush, const vec3_t mins, const vec3_t maxs, int supercontents, int q3surfaceflags, const texture_t *texture);
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void Collision_BoundingBoxOfBrushTraceSegment(const colbrushf_t *start, const colbrushf_t *end, vec3_t mins, vec3_t maxs, float startfrac, float endfrac);
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float Collision_ClipTrace_Line_Sphere(double *linestart, double *lineend, double *sphereorigin, double sphereradius, double *impactpoint, double *impactnormal);
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void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const float *point0, const float *point1, const float *point2, int supercontents, int q3surfaceflags, const texture_t *texture);
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void Collision_TraceBrushTriangleFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const float *v0, const float *v1, const float *v2, int supercontents, int q3surfaceflags, const texture_t *texture);
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// traces a box move against a single entity
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// mins and maxs are relative
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//
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// if the entire move stays in a single solid brush, trace.allsolid will be set
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//
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// if the starting point is in a solid, it will be allowed to move out to an
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// open area, and trace.startsolid will be set
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//
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// type is one of the MOVE_ values such as MOVE_NOMONSTERS which skips box
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// entities, only colliding with SOLID_BSP entities (doors, lifts)
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//
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// passedict is excluded from clipping checks
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struct frameblend_s;
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struct skeleton_s;
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void Collision_ClipToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask);
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void Collision_ClipLineToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t end, int hitsupercontentsmask, qboolean hitsurfaces);
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void Collision_ClipPointToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, int hitsupercontentsmask);
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// like above but does not do a transform and does nothing if model is NULL
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void Collision_ClipToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontents);
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void Collision_ClipLineToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t end, int hitsupercontents, qboolean hitsurfaces);
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void Collision_ClipPointToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, int hitsupercontents);
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// caching surface trace for renderer (NOT THREAD SAFE)
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void Collision_Cache_ClipLineToGenericEntitySurfaces(trace_t *trace, dp_model_t *model, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t end, int hitsupercontentsmask);
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void Collision_Cache_ClipLineToWorldSurfaces(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t end, int hitsupercontents);
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// combines data from two traces:
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// merges contents flags, startsolid, allsolid, inwater
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// updates fraction, endpos, plane and surface info if new fraction is shorter
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void Collision_CombineTraces(trace_t *cliptrace, const trace_t *trace, void *touch, qboolean isbmodel);
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// shorten a trace by the given factor
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void Collision_ShortenTrace(trace_t *trace, float shorten_factor, const vec3_t end);
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// this enables rather large debugging spew!
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// settings:
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// 0 = no spew
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// 1 = spew trace calls if something odd is happening
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// 2 = spew trace calls always
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// 3 = spew detailed trace flow (bsp tree recursion info)
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#define COLLISIONPARANOID 0
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// make every trace <collision_endposnudge>qu longer, and shorten the result, to work around a stupid bug somewhere
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#define COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND
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#ifdef COLLISION_STUPID_TRACE_ENDPOS_IN_SOLID_WORKAROUND
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extern cvar_t collision_endposnudge;
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#endif
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#endif
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