#include "quakedef.h" #include "cl_collision.h" /* // not yet used typedef struct physentity_s { // this may be a entity_t, or a prvm_edict_t, or whatever void *realentity; // can be NULL if it is a bbox object model_t *bmodel; // node this entity crosses // for avoiding unnecessary collisions physnode_t *node; // matrix for converting from model to world coordinates double modeltoworldmatrix[3][4]; // matrix for converting from world to model coordinates double worldtomodelmatrix[3][4]; // if this is a bmodel, this is used for culling it quickly // if this is not a bmodel, this is used for actual collisions double mins[3], maxs[3]; } physentity_t; */ trace_t CL_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitbmodels, int *hitent, int hitsupercontentsmask, qboolean hitplayers) { int n; entity_render_t *ent; vec3_t tracemins, tracemaxs; trace_t cliptrace, trace; vec3_t starttransformed, endtransformed, starttransformedmins, endtransformedmins, starttransformedmaxs, endtransformedmaxs; vec3_t startmins, startmaxs, endmins, endmaxs, entmins, entmaxs; vec_t *playermins, *playermaxs; VectorAdd(start, mins, startmins); VectorAdd(start, maxs, startmaxs); VectorAdd(end, mins, endmins); VectorAdd(end, maxs, endmaxs); memset (&cliptrace, 0 , sizeof(trace_t)); cliptrace.fraction = 1; cliptrace.realfraction = 1; Mod_CheckLoaded(cl.worldmodel); if (cl.worldmodel && cl.worldmodel->TraceBox) cl.worldmodel->TraceBox(cl.worldmodel, 0, &cliptrace, startmins, startmaxs, endmins, endmaxs, hitsupercontentsmask); if (hitent) *hitent = 0; if (hitbmodels && cl_num_brushmodel_entities) { tracemins[0] = min(start[0], end[0]) + mins[0]; tracemaxs[0] = max(start[0], end[0]) + maxs[0]; tracemins[1] = min(start[1], end[1]) + mins[1]; tracemaxs[1] = max(start[1], end[1]) + maxs[1]; tracemins[2] = min(start[2], end[2]) + mins[2]; tracemaxs[2] = max(start[2], end[2]) + maxs[2]; // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) { ent = &cl_entities[cl_brushmodel_entities[n]].render; if (!BoxesOverlap(tracemins, tracemaxs, ent->mins, ent->maxs)) continue; Matrix4x4_Transform(&ent->inversematrix, start, starttransformed); Matrix4x4_Transform(&ent->inversematrix, end, endtransformed); VectorAdd(starttransformed, mins, starttransformedmins); VectorAdd(starttransformed, maxs, starttransformedmaxs); VectorAdd(endtransformed, mins, endtransformedmins); VectorAdd(endtransformed, maxs, endtransformedmaxs); memset (&trace, 0 , sizeof(trace_t)); trace.fraction = 1; trace.realfraction = 1; if (ent->model && ent->model->TraceBox) ent->model->TraceBox(ent->model, 0, &trace, starttransformedmins, starttransformedmaxs, endtransformedmins, endtransformedmaxs, hitsupercontentsmask); // LordHavoc: take the 'best' answers from the new trace and combine with existing data if (trace.allsolid) cliptrace.allsolid = true; if (trace.startsolid) { cliptrace.startsolid = true; if (cliptrace.realfraction == 1) if (hitent) *hitent = cl_brushmodel_entities[n]; } // don't set this except on the world, because it can easily confuse // monsters underwater if there's a bmodel involved in the trace // (inopen && inwater is how they check water visibility) //if (trace.inopen) // cliptrace.inopen = true; if (trace.inwater) cliptrace.inwater = true; if (trace.realfraction < cliptrace.realfraction) { cliptrace.fraction = trace.fraction; cliptrace.realfraction = trace.realfraction; cliptrace.plane = trace.plane; if (hitent) *hitent = cl_brushmodel_entities[n]; Matrix4x4_Transform3x3(&ent->matrix, trace.plane.normal, cliptrace.plane.normal); } cliptrace.startsupercontents |= trace.startsupercontents; } } if (hitplayers) { tracemins[0] = min(start[0], end[0]) + mins[0]; tracemaxs[0] = max(start[0], end[0]) + maxs[0]; tracemins[1] = min(start[1], end[1]) + mins[1]; tracemaxs[1] = max(start[1], end[1]) + maxs[1]; tracemins[2] = min(start[2], end[2]) + mins[2]; tracemaxs[2] = max(start[2], end[2]) + maxs[2]; for (n = 1;n < cl.maxclients+1;n++) { if (n != cl.playerentity) { ent = &cl_entities[n].render; // FIXME: crouch playermins = cl_playerstandmins; playermaxs = cl_playerstandmaxs; VectorAdd(ent->origin, playermins, entmins); VectorAdd(ent->origin, playermaxs, entmaxs); if (!BoxesOverlap(tracemins, tracemaxs, entmins, entmaxs)) continue; memset (&trace, 0 , sizeof(trace_t)); trace.fraction = 1; trace.realfraction = 1; Matrix4x4_Transform(&ent->inversematrix, start, starttransformed); Matrix4x4_Transform(&ent->inversematrix, end, endtransformed); Collision_ClipTrace_Box(&trace, playermins, playermaxs, starttransformed, mins, maxs, endtransformed, hitsupercontentsmask, SUPERCONTENTS_SOLID); // LordHavoc: take the 'best' answers from the new trace and combine with existing data if (trace.allsolid) cliptrace.allsolid = true; if (trace.startsolid) { cliptrace.startsolid = true; if (cliptrace.realfraction == 1) if (hitent) *hitent = n; } // don't set this except on the world, because it can easily confuse // monsters underwater if there's a bmodel involved in the trace // (inopen && inwater is how they check water visibility) //if (trace.inopen) // cliptrace.inopen = true; if (trace.inwater) cliptrace.inwater = true; if (trace.realfraction < cliptrace.realfraction) { cliptrace.fraction = trace.fraction; cliptrace.realfraction = trace.realfraction; cliptrace.plane = trace.plane; if (hitent) *hitent = n; Matrix4x4_Transform3x3(&ent->matrix, trace.plane.normal, cliptrace.plane.normal); } cliptrace.startsupercontents |= trace.startsupercontents; } } } cliptrace.fraction = bound(0, cliptrace.fraction, 1); cliptrace.realfraction = bound(0, cliptrace.realfraction, 1); VectorLerp(start, cliptrace.fraction, end, cliptrace.endpos); return cliptrace; } float CL_SelectTraceLine(const vec3_t start, const vec3_t end, vec3_t impact, vec3_t normal, int *hitent, entity_render_t *ignoreent) { float maxfrac, maxrealfrac; int n; entity_render_t *ent; float tracemins[3], tracemaxs[3]; trace_t trace; float tempnormal[3], starttransformed[3], endtransformed[3]; memset (&trace, 0 , sizeof(trace_t)); trace.fraction = 1; trace.realfraction = 1; VectorCopy (end, trace.endpos); if (hitent) *hitent = 0; Mod_CheckLoaded(cl.worldmodel); if (cl.worldmodel && cl.worldmodel->TraceBox) cl.worldmodel->TraceBox(cl.worldmodel, 0, &trace, start, start, end, end, SUPERCONTENTS_SOLID); if (normal) VectorCopy(trace.plane.normal, normal); //cl_traceline_startsupercontents = trace.startsupercontents; maxfrac = trace.fraction; maxrealfrac = trace.realfraction; tracemins[0] = min(start[0], end[0]); tracemaxs[0] = max(start[0], end[0]); tracemins[1] = min(start[1], end[1]); tracemaxs[1] = max(start[1], end[1]); tracemins[2] = min(start[2], end[2]); tracemaxs[2] = max(start[2], end[2]); // look for embedded bmodels for (n = 0;n < cl_num_entities;n++) { if (!cl_entities_active[n]) continue; ent = &cl_entities[n].render; if (!BoxesOverlap(ent->mins, ent->maxs, tracemins, tracemaxs)) continue; if (!ent->model || !ent->model->TraceBox) continue; // if transparent and not selectable, skip entity if (!(cl_entities[n].state_current.effects & EF_SELECTABLE) && (ent->alpha < 1 || (ent->effects & (EF_ADDITIVE | EF_NODEPTHTEST)))) continue; if (ent == ignoreent) continue; Matrix4x4_Transform(&ent->inversematrix, start, starttransformed); Matrix4x4_Transform(&ent->inversematrix, end, endtransformed); if (ent->model && ent->model->TraceBox) ent->model->TraceBox(ent->model, ent->frameblend[0].frame, &trace, starttransformed, starttransformed, endtransformed, endtransformed, SUPERCONTENTS_SOLID); //cl_traceline_startsupercontents |= trace.startsupercontents; if (maxrealfrac > trace.realfraction) { if (hitent) *hitent = n; maxfrac = trace.fraction; maxrealfrac = trace.realfraction; if (normal) { VectorCopy(trace.plane.normal, tempnormal); Matrix4x4_Transform3x3(&ent->matrix, tempnormal, normal); } } } maxfrac = bound(0, maxfrac, 1); maxrealfrac = bound(0, maxrealfrac, 1); //if (maxfrac < 0 || maxfrac > 1) Con_Printf("fraction out of bounds %f %s:%d\n", maxfrac, __FILE__, __LINE__); if (impact) VectorLerp(start, maxfrac, end, impact); return maxfrac; } void CL_FindNonSolidLocation(const vec3_t in, vec3_t out, vec_t radius) { // FIXME: check multiple brush models if (cl.worldmodel && cl.worldmodel->brush.FindNonSolidLocation) cl.worldmodel->brush.FindNonSolidLocation(cl.worldmodel, in, out, radius); } int CL_PointQ1Contents(const vec3_t p) { return Mod_Q1BSP_NativeContentsFromSuperContents(NULL, CL_TraceBox(p, vec3_origin, vec3_origin, p, true, NULL, 0, false).startsupercontents); /* // FIXME: check multiple brush models if (cl.worldmodel && cl.worldmodel->brush.PointContentsQ1) return cl.worldmodel->brush.PointContentsQ1(cl.worldmodel, p); return 0; */ } int CL_PointSuperContents(const vec3_t p) { return CL_TraceBox(p, vec3_origin, vec3_origin, p, true, NULL, 0, false).startsupercontents; /* // FIXME: check multiple brush models if (cl.worldmodel && cl.worldmodel->brush.PointContentsQ1) return cl.worldmodel->brush.PointContentsQ1(cl.worldmodel, p); return 0; */ }