/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "q_shared.h" #include "qcommon.h" #include "cm_polylib.h" #ifdef ELITEFORCE #define MAX_SUBMODELS 8192 #define BOX_MODEL_HANDLE MAX_SUBMODELS-1 #define CAPSULE_MODEL_HANDLE BOX_MODEL_HANDLE-2 #else #define MAX_SUBMODELS 256 #define BOX_MODEL_HANDLE 255 #define CAPSULE_MODEL_HANDLE 254 #endif typedef struct { cplane_t *plane; int children[2]; // negative numbers are leafs } cNode_t; typedef struct { int cluster; int area; int firstLeafBrush; int numLeafBrushes; int firstLeafSurface; int numLeafSurfaces; } cLeaf_t; typedef struct cmodel_s { vec3_t mins, maxs; cLeaf_t leaf; // submodels don't reference the main tree } cmodel_t; typedef struct { cplane_t *plane; int surfaceFlags; int shaderNum; } cbrushside_t; typedef struct { int shaderNum; // the shader that determined the contents int contents; vec3_t bounds[2]; int numsides; cbrushside_t *sides; int checkcount; // to avoid repeated testings } cbrush_t; typedef struct { int checkcount; // to avoid repeated testings int surfaceFlags; int contents; struct patchCollide_s *pc; } cPatch_t; typedef struct { int floodnum; int floodvalid; } cArea_t; typedef struct { char name[MAX_QPATH]; int numShaders; dshader_t *shaders; int numBrushSides; cbrushside_t *brushsides; int numPlanes; cplane_t *planes; int numNodes; cNode_t *nodes; int numLeafs; cLeaf_t *leafs; int numLeafBrushes; int *leafbrushes; int numLeafSurfaces; int *leafsurfaces; int numSubModels; cmodel_t *cmodels; int numBrushes; cbrush_t *brushes; int numClusters; int clusterBytes; byte *visibility; qboolean vised; // if false, visibility is just a single cluster of ffs int numEntityChars; char *entityString; int numAreas; cArea_t *areas; int *areaPortals; // [ numAreas*numAreas ] reference counts int numSurfaces; cPatch_t **surfaces; // non-patches will be NULL int floodvalid; int checkcount; // incremented on each trace } clipMap_t; // keep 1/8 unit away to keep the position valid before network snapping // and to avoid various numeric issues #define SURFACE_CLIP_EPSILON (0.125) extern clipMap_t cm; extern int c_pointcontents; extern int c_traces, c_brush_traces, c_patch_traces; extern cvar_t *cm_noAreas; extern cvar_t *cm_noCurves; extern cvar_t *cm_playerCurveClip; // cm_test.c // Used for oriented capsule collision detection typedef struct { qboolean use; float radius; float halfheight; vec3_t offset; } sphere_t; typedef struct { vec3_t start; vec3_t end; vec3_t size[2]; // size of the box being swept through the model vec3_t offsets[8]; // [signbits][x] = either size[0][x] or size[1][x] float maxOffset; // longest corner length from origin vec3_t extents; // greatest of abs(size[0]) and abs(size[1]) vec3_t bounds[2]; // enclosing box of start and end surrounding by size vec3_t modelOrigin;// origin of the model tracing through int contents; // ored contents of the model tracing through qboolean isPoint; // optimized case trace_t trace; // returned from trace call sphere_t sphere; // sphere for oriendted capsule collision } traceWork_t; typedef struct leafList_s { int count; int maxcount; qboolean overflowed; int *list; vec3_t bounds[2]; int lastLeaf; // for overflows where each leaf can't be stored individually void (*storeLeafs)( struct leafList_s *ll, int nodenum ); } leafList_t; int CM_BoxBrushes( const vec3_t mins, const vec3_t maxs, cbrush_t **list, int listsize ); void CM_StoreLeafs( leafList_t *ll, int nodenum ); void CM_StoreBrushes( leafList_t *ll, int nodenum ); void CM_BoxLeafnums_r( leafList_t *ll, int nodenum ); cmodel_t *CM_ClipHandleToModel( clipHandle_t handle ); qboolean CM_BoundsIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t mins2, const vec3_t maxs2 ); qboolean CM_BoundsIntersectPoint( const vec3_t mins, const vec3_t maxs, const vec3_t point ); // cm_patch.c struct patchCollide_s *CM_GeneratePatchCollide( int width, int height, vec3_t *points ); void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc ); qboolean CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc ); void CM_ClearLevelPatches( void );