quakequest/Projects/Android/jni/darkplaces/collision.h
2021-02-02 22:53:37 +00:00

191 lines
9.8 KiB
C

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