#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 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 struct texture_s *hittexture; // initially false, set when the start leaf is found // (set only by Q1BSP tracing and entity box tracing) int startfound; } 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, texture_t *boxtexture); typedef struct colpointf_s { float v[3]; } colpointf_t; typedef struct colplanef_s { struct texture_s *texture; int q3surfaceflags; float normal[3]; float dist; } colplanef_t; typedef struct colbrushf_s { // the content flags of this brush int supercontents; // the number of bounding planes on 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 colpointf_t *points; // renderable triangles, as int[3] elements indexing the points int *elements; // used to avoid tracing against the same brush more than once int markframe; // culling box vec3_t mins; vec3_t maxs; } colbrushf_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); 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 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 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_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, 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 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); // 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); // 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); // 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 #endif