testing object's origin to get a point to use with the returned hull.
================
*/
+extern qboolean hlbsp;
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
model_t *model;
VectorSubtract (maxs, mins, size);
// LordHavoc: FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- if (size[0] < 3)
- hull = &model->hulls[0];
- else if (size[0] <= 32)
- hull = &model->hulls[1];
+ if (hlbsp)
+ {
+ if (size[0] < 3)
+ hull = &model->hulls[0]; // 0x0x0
+ else if (size[0] <= 32)
+ {
+ if (size[2] < 54) // pick the nearest of 36 or 72
+ hull = &model->hulls[3]; // 32x32x36
+ else
+ hull = &model->hulls[1]; // 32x32x72
+ }
+ else
+ hull = &model->hulls[2]; // 64x64x64
+ }
else
- hull = &model->hulls[2];
+ {
+ if (size[0] < 3)
+ hull = &model->hulls[0]; // 0x0x0
+ else if (size[0] <= 32)
+ hull = &model->hulls[1]; // 32x32x56
+ else
+ hull = &model->hulls[2]; // 64x64x88
+ }
// calculate an offset value to center the origin
VectorSubtract (hull->clip_mins, mins, offset);
pr_global_struct->self = EDICT_TO_PROG(touch);
pr_global_struct->other = EDICT_TO_PROG(ent);
pr_global_struct->time = sv.time;
- PR_ExecuteProgram (touch->v.touch);
+ PR_ExecuteProgram (touch->v.touch, "");
pr_global_struct->self = old_self;
pr_global_struct->other = old_other;
if ( node->contents < 0)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
+ {
+ Con_DPrintf("FindTouchedLeafs overflow\n");
return;
+ }
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
// set the abs box
// LordHavoc: enabling rotating bmodels
- if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{ // expand for rotation
float max, v;
int i;
+ max = DotProduct(ent->v.mins, ent->v.mins);
+ v = DotProduct(ent->v.maxs, ent->v.maxs);
+ if (max < v)
+ max = v;
+ max = sqrt(max);
+ /*
max = 0;
for (i=0 ; i<3 ; i++)
{
- v =fabs( ent->v.mins[i]);
- if (v > max)
+ v = fabs(ent->v.mins[i]);
+ if (max < v)
max = v;
- v =fabs( ent->v.maxs[i]);
- if (v > max)
+ v = fabs(ent->v.maxs[i]);
+ if (max < v)
max = v;
}
+ */
for (i=0 ; i<3 ; i++)
{
ent->v.absmin[i] = ent->v.origin[i] - max;
ent->v.absmax[1] += 1;
ent->v.absmax[2] += 1;
}
-
+
// link to PVS leafs
ent->num_leafs = 0;
if (ent->v.modelindex)
else
break; // crosses the node
}
-
+
// link it in
if (ent->v.solid == SOLID_TRIGGER)
===============================================================================
*/
-#if !id386
-
-/*
-==================
-SV_HullPointContents
-
-==================
-*/
-int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
-{
- dclipnode_t *node;
- mplane_t *plane;
-
- while (num >= 0)
- {
- if (num < hull->firstclipnode || num > hull->lastclipnode)
- Sys_Error ("SV_HullPointContents: bad node number");
-
- node = hull->clipnodes + num;
- plane = hull->planes + node->planenum;
-
-// LordHavoc: optimized this slightly (probably no actual impact due to compiler optimization)
- if (plane->type < 3)
- num = node->children[p[plane->type] < plane->dist];
- else
- num = node->children[DotProduct (plane->normal, p) < plane->dist];
- }
-
- return num;
-}
-
-#endif // !id386
-
+// SV_HullPointContents moved to cpu_noasm.c
/*
============
==================
*/
+/*
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
- if (plane->type < 3)
- {
- t1 = p1[plane->type] - plane->dist;
- t2 = p2[plane->type] - plane->dist;
- }
- else
- {
- t1 = DotProduct (plane->normal, p1) - plane->dist;
- t2 = DotProduct (plane->normal, p2) - plane->dist;
- }
+ t1 = PlaneDiff(p1, plane);
+ t2 = PlaneDiff(p2, plane);
#if 1
if (t1 >= 0 && t2 >= 0)
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
- frac = (t1 + DIST_EPSILON)/(t1-t2);
+ frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
else
- frac = (t1 - DIST_EPSILON)/(t1-t2);
- if (frac < 0)
- frac = 0;
- if (frac > 1)
- frac = 1;
+ frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
midf = p1f + (p2f - p1f)*frac;
- for (i=0 ; i<3 ; i++)
- mid[i] = p1[i] + frac*(p2[i] - p1[i]);
+ mid[0] = p1[0] + frac*(p2[0] - p1[0]);
+ mid[1] = p1[1] + frac*(p2[1] - p1[1]);
+ mid[2] = p1[2] + frac*(p2[2] - p1[2]);
side = (t1 < 0);
return false;
}
#endif
-
+
if (SV_HullPointContents (hull, node->children[side^1], mid) != CONTENTS_SOLID)
// go past the node
return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
// mid would need to be duplicated during recursion...
+*/
/*
{
p1f = midf;
goto loc0;
}
*/
+/*
if (trace->allsolid)
return false; // never got out of the solid area
}
else
{
- // LordHavoc: unrolled vector operation because the compiler can't be sure vec3_origin is 0
-// VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
- trace->plane.normal[0] = -plane->normal[0];
- trace->plane.normal[1] = -plane->normal[1];
- trace->plane.normal[2] = -plane->normal[2];
+ VectorNegate (plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
return false;
}
+*/
+
+// LordHavoc: backported from my optimizations to PM_RecursiveHullCheck in QuakeForge newtree (QW)
+qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
+{
+ dclipnode_t *node;
+ mplane_t *plane;
+ float t1, t2;
+ float frac;
+ int i;
+ vec3_t mid;
+ int side;
+ float midf;
+
+ // LordHavoc: a goto! everyone flee in terror... :)
+loc0:
+// check for empty
+ if (num < 0)
+ {
+ if (num != CONTENTS_SOLID)
+ {
+ trace->allsolid = false;
+ if (num == CONTENTS_EMPTY)
+ trace->inopen = true;
+ else
+ trace->inwater = true;
+ }
+ else
+ trace->startsolid = true;
+ return true; // empty
+ }
+
+// find the point distances
+ node = hull->clipnodes + num;
+ plane = hull->planes + node->planenum;
+
+ if (plane->type < 3)
+ {
+ t1 = p1[plane->type] - plane->dist;
+ t2 = p2[plane->type] - plane->dist;
+ }
+ else
+ {
+ t1 = DotProduct (plane->normal, p1) - plane->dist;
+ t2 = DotProduct (plane->normal, p2) - plane->dist;
+ }
+
+ // LordHavoc: recursion optimization
+ if (t1 >= 0 && t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ if (t1 < 0 && t2 < 0)
+ {
+ num = node->children[1];
+ goto loc0;
+ }
+
+// put the crosspoint DIST_EPSILON pixels on the near side
+ side = (t1 < 0);
+ if (side)
+ frac = bound(0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
+ else
+ frac = bound(0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
+
+ midf = p1f + (p2f - p1f)*frac;
+ for (i=0 ; i<3 ; i++)
+ mid[i] = p1[i] + frac*(p2[i] - p1[i]);
+
+// move up to the node
+ if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
+ return false;
+
+#ifdef PARANOID
+ if (SV_HullPointContents (pm_hullmodel, mid, node->children[side]) == CONTENTS_SOLID)
+ {
+ Con_Printf ("mid PointInHullSolid\n");
+ return false;
+ }
+#endif
+
+ // LordHavoc: warning to the clumsy, this recursion can not be optimized because mid would need to be duplicated on a stack
+ if (SV_HullPointContents (hull, node->children[side^1], mid) != CONTENTS_SOLID)
+// go past the node
+ return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
+
+ if (trace->allsolid)
+ return false; // never got out of the solid area
+
+//==================
+// the other side of the node is solid, this is the impact point
+//==================
+ if (!side)
+ {
+ VectorCopy (plane->normal, trace->plane.normal);
+ trace->plane.dist = plane->dist;
+ }
+ else
+ {
+ VectorNegate (plane->normal, trace->plane.normal);
+ trace->plane.dist = -plane->dist;
+ }
+
+ while (SV_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID)
+ { // shouldn't really happen, but does occasionally
+ frac -= 0.1;
+ if (frac < 0)
+ {
+ trace->fraction = midf;
+ VectorCopy (mid, trace->endpos);
+ Con_DPrintf ("backup past 0\n");
+ return false;
+ }
+ midf = p1f + (p2f - p1f)*frac;
+ for (i=0 ; i<3 ; i++)
+ mid[i] = p1[i] + frac*(p2[i] - p1[i]);
+ }
+
+ trace->fraction = midf;
+ VectorCopy (mid, trace->endpos);
+
+ return false;
+}
+
+qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2)
+{
+ dclipnode_t *node;
+ mplane_t *plane;
+ float t1, t2, frac;
+ vec3_t mid;
+ int side;
+
+loc0:
+// check for empty
+ if (num < 0)
+ return num != CONTENTS_SOLID;
+
+ if (num < hull->firstclipnode || num > hull->lastclipnode)
+ Sys_Error ("SV_RecursiveHullCheck: bad node number");
+
+//
+// find the point distances
+//
+ node = hull->clipnodes + num;
+ plane = hull->planes + node->planenum;
+
+ t1 = PlaneDiff(p1, plane);
+ t2 = PlaneDiff(p2, plane);
+
+ if (t1 >= 0 && t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ if (t1 < 0 && t2 < 0)
+ {
+ num = node->children[1];
+ goto loc0;
+ }
+
+// put the crosspoint DIST_EPSILON pixels on the near side
+ side = (t1 < 0);
+
+ if (side)
+ frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
+ else
+ frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
+
+ mid[0] = p1[0] + frac*(p2[0] - p1[0]);
+ mid[1] = p1[1] + frac*(p2[1] - p1[1]);
+ mid[2] = p1[2] + frac*(p2[2] - p1[2]);
+
+ if (node->children[side] < 0)
+ {
+ if (node->children[side] == CONTENTS_SOLID)
+ return false;
+ return SV_TestLine(hull, node->children[!side], mid, p2);
+ }
+ else if (SV_TestLine(hull, node->children[side], p1, mid))
+ return SV_TestLine(hull, node->children[!side], mid, p2);
+ else
+ return false;
+}
/*
// LordHavoc: enabling rotating bmodels
// rotate start and end into the models frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t forward, right, up;
vec3_t temp;
// LordHavoc: enabling rotating bmodels
// rotate endpos back to world frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t a;
vec3_t forward, right, up;
if (trace.fraction != 1)
{
- VectorSubtract (vec3_origin, ent->v.angles, a);
+ VectorNegate (ent->v.angles, a);
AngleVectors (a, forward, right, up);
VectorCopy (trace.endpos, temp);
|| clip->boxmaxs[2] < touch->v.absmin[2] )
continue;
- if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
+ if (clip->passedict!=0 && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip