// 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;
typedef struct colpointf_s
{
- float v[3];
+ vec3_t v;
}
colpointf_t;
{
struct texture_s *texture;
int q3surfaceflags;
- float normal[3];
- float dist;
+ 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;
- // the number of bounding planes on this brush
+ // bounding planes (face planes) of this brush
int numplanes;
- // the number of corner points on this brush
- int numpoints;
- // the number of renderable triangles on this brush
- int numtriangles;
- // array of bounding planes on this brush
colplanef_t *planes;
- // array of corner points on this brush
+ // edge directions (normals) of this brush
+ int numedgedirs;
+ colpointf_t *edgedirs;
+ // points (corners) of this brush
+ int numpoints;
colpointf_t *points;
- // renderable triangles, as int[3] elements indexing the points
+ // renderable triangles representing this brush, using the points
+ int numtriangles;
int *elements;
- // used to avoid tracing against the same brush more than once
- int markframe;
- // culling box
- vec3_t mins;
- vec3_t maxs;
+ // texture data for cases where an edgedir is used
+ 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_CalcPlanesForPolygonBrushFloat(colbrushf_t *brush);
-colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, int numpoints, float *points, int supercontents);
-colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents);
+colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, int numpoints, float *points, int supercontents, int q3surfaceflags, texture_t *texture);
+colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents, int q3surfaceflags, 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_TraceBrushPolygonFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numpoints, const float *points, int supercontents);
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, 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_TraceLinePolygonFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, int numpoints, const float *points, int supercontents);
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, 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_TraceBrushPolygonTransformFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numpoints, const float *points, const matrix4x4_t *polygonmatrixstart, const matrix4x4_t *polygonmatrixend, int supercontents, int q3surfaceflags, texture_t *texture);
-
-colbrushf_t *Collision_BrushForBox(const matrix4x4_t *matrix, const vec3_t mins, const vec3_t maxs, int supercontents, int q3surfaceflags, texture_t *texture);
+void Collision_BrushForBox(colboxbrushf_t *boxbrush, const vec3_t mins, const vec3_t maxs, int supercontents, int q3surfaceflags, texture_t *texture);
void Collision_BoundingBoxOfBrushTraceSegment(const colbrushf_t *start, const colbrushf_t *end, vec3_t mins, vec3_t maxs, float startfrac, float endfrac);
// entities, only colliding with SOLID_BSP entities (doors, lifts)
//
// passedict is excluded from clipping checks
-void Collision_ClipToGenericEntity(trace_t *trace, dp_model_t *model, int frame, 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, int frame, 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);
-void Collision_ClipPointToGenericEntity(trace_t *trace, dp_model_t *model, int frame, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, int hitsupercontentsmask);
+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);
+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);
// 3 = spew detailed trace flow (bsp tree recursion info)
#define COLLISIONPARANOID 0
-// make every trace 1qu longer, and shorten the result, to work around a stupid bug somewhere
+// 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