/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // world.c -- world query functions #include "quakedef.h" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ /* typedef struct link_s { struct link_s *prev, *next; } link_t; */ void ClearLink (link_t *l); void RemoveLink (link_t *l); void InsertLinkBefore (link_t *l, link_t *before); void InsertLinkAfter (link_t *l, link_t *after); // (type *)STRUCT_FROM_LINK(link_t *link, type, member) // ent = STRUCT_FROM_LINK(link,entity_t,order) // FIXME: remove this mess! //#define STRUCT_FROM_LINK(l,t,m) ((t *)((byte *)l - (int)&(((t *)0)->m))) #define EDICT_FROM_AREA(l) ((edict_t *)((byte *)l - (int)&(((edict_t *)0)->area))) //============================================================================ // ClearLink is used for new headnodes void ClearLink (link_t *l) { l->prev = l->next = l; } void RemoveLink (link_t *l) { l->next->prev = l->prev; l->prev->next = l->next; } void InsertLinkBefore (link_t *l, link_t *before) { l->next = before; l->prev = before->prev; l->prev->next = l; l->next->prev = l; } void InsertLinkAfter (link_t *l, link_t *after) { l->next = after->next; l->prev = after; l->prev->next = l; l->next->prev = l; } typedef struct { vec3_t boxmins, boxmaxs;// enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; int type; edict_t *passedict; } moveclip_t; /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* =================== SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void SV_InitBoxHull (void) { int i; int side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for (i=0 ; i<6 ; i++) { box_clipnodes[i].planenum = i; side = i&1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if (i != 5) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; } } /* =================== SV_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *SV_HullForBox (vec3_t mins, vec3_t maxs) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================ SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // decide which clipping hull to use, based on the size if (ent->v.solid == SOLID_BSP) { // explicit hulls in the BSP model if (ent->v.movetype != MOVETYPE_PUSH) Host_Error ("SOLID_BSP without MOVETYPE_PUSH"); model = sv.models[ (int)ent->v.modelindex ]; Mod_CheckLoaded(model); // LordHavoc: fixed SOLID_BSP error message if (!model || model->type != mod_brush) { Con_Printf ("SOLID_BSP with a non bsp model, entity dump:\n"); ED_Print (ent); Host_Error ("SOLID_BSP with a non bsp model\n"); } VectorSubtract (maxs, mins, size); // LordHavoc: FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if (sv.worldmodel->ishlbsp) { 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 { 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); VectorAdd (offset, ent->v.origin, offset); } else { // create a temp hull from bounding box sizes VectorSubtract (ent->v.mins, maxs, hullmins); VectorSubtract (ent->v.maxs, mins, hullmaxs); hull = SV_HullForBox (hullmins, hullmaxs); VectorCopy (ent->v.origin, offset); } return hull; } /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ typedef struct areanode_s { int axis; // -1 = leaf node float dist; struct areanode_s *children[2]; link_t trigger_edicts; link_t solid_edicts; } areanode_t; #define AREA_DEPTH 4 #define AREA_NODES 32 static areanode_t sv_areanodes[AREA_NODES]; static int sv_numareanodes; /* =============== SV_CreateAreaNode =============== */ areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1, mins2, maxs2; anode = &sv_areanodes[sv_numareanodes]; sv_numareanodes++; ClearLink (&anode->trigger_edicts); ClearLink (&anode->solid_edicts); if (depth == AREA_DEPTH) { anode->axis = -1; anode->children[0] = anode->children[1] = NULL; return anode; } VectorSubtract (maxs, mins, size); if (size[0] > size[1]) anode->axis = 0; else anode->axis = 1; anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]); VectorCopy (mins, mins1); VectorCopy (mins, mins2); VectorCopy (maxs, maxs1); VectorCopy (maxs, maxs2); maxs1[anode->axis] = mins2[anode->axis] = anode->dist; anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2); anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1); return anode; } /* =============== SV_ClearWorld =============== */ void SV_ClearWorld (void) { SV_InitBoxHull (); memset (sv_areanodes, 0, sizeof(sv_areanodes)); sv_numareanodes = 0; Mod_CheckLoaded(sv.worldmodel); SV_CreateAreaNode (0, sv.worldmodel->normalmins, sv.worldmodel->normalmaxs); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict (edict_t *ent) { if (!ent->area.prev) return; // not linked in anywhere RemoveLink (&ent->area); ent->area.prev = ent->area.next = NULL; } /* ==================== SV_TouchLinks ==================== */ void SV_TouchLinks ( edict_t *ent, areanode_t *node ) { link_t *l, *next; edict_t *touch; int old_self, old_other; loc0: // touch linked edicts for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch == ent) continue; if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER) continue; if (ent->v.absmin[0] > touch->v.absmax[0] || ent->v.absmin[1] > touch->v.absmax[1] || ent->v.absmin[2] > touch->v.absmax[2] || ent->v.absmax[0] < touch->v.absmin[0] || ent->v.absmax[1] < touch->v.absmin[1] || ent->v.absmax[2] < touch->v.absmin[2]) continue; old_self = pr_global_struct->self; old_other = pr_global_struct->other; 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_global_struct->self = old_self; pr_global_struct->other = old_other; } // recurse down both sides if (node->axis == -1) return; // LordHavoc: optimized recursion // if (ent->v.absmax[node->axis] > node->dist) SV_TouchLinks (ent, node->children[0]); // if (ent->v.absmin[node->axis] < node->dist) SV_TouchLinks (ent, node->children[1]); if (ent->v.absmax[node->axis] > node->dist) { if (ent->v.absmin[node->axis] < node->dist) SV_TouchLinks(ent, node->children[1]); // order reversed to reduce code node = node->children[0]; goto loc0; } else { if (ent->v.absmin[node->axis] < node->dist) { node = node->children[1]; goto loc0; } } } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (edict_t *ent, qboolean touch_triggers) { areanode_t *node; if (ent->area.prev) SV_UnlinkEdict (ent); // unlink from old position if (ent == sv.edicts) return; // don't add the world if (ent->free) return; // 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])) { // 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 (max < v) max = v; 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[i] = ent->v.origin[i] + max; } } else { VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin); VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax); } // // to make items easier to pick up and allow them to be grabbed off // of shelves, the abs sizes are expanded // if ((int)ent->v.flags & FL_ITEM) { ent->v.absmin[0] -= 15; ent->v.absmin[1] -= 15; ent->v.absmax[0] += 15; ent->v.absmax[1] += 15; } else { // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ent->v.absmin[0] -= 1; ent->v.absmin[1] -= 1; ent->v.absmin[2] -= 1; ent->v.absmax[0] += 1; ent->v.absmax[1] += 1; ent->v.absmax[2] += 1; } if (ent->v.solid == SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_areanodes; while (1) { if (node->axis == -1) break; if (ent->v.absmin[node->axis] > node->dist) node = node->children[0]; else if (ent->v.absmax[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in if (ent->v.solid == SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); // if touch_triggers, touch all entities at this node and descend for more if (touch_triggers) SV_TouchLinks ( ent, sv_areanodes ); } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ /* ================== SV_HullPointContents ================== */ int SV_HullPointContents (hull_t *hull, int num, vec3_t p) { while (num >= 0) num = hull->clipnodes[num].children[(hull->planes[hull->clipnodes[num].planenum].type < 3 ? p[hull->planes[hull->clipnodes[num].planenum].type] : DotProduct (hull->planes[hull->clipnodes[num].planenum].normal, p)) < hull->planes[hull->clipnodes[num].planenum].dist]; return num; } /* ============ SV_TestEntityPosition This could be a lot more efficient... ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent); if (trace.startsolid) return sv.edicts; return NULL; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ // 1/32 epsilon to keep floating point happy //#define DIST_EPSILON (0.03125) #define DIST_EPSILON (0.125) #define HULLCHECKSTATE_EMPTY 0 #define HULLCHECKSTATE_SOLID 1 #define HULLCHECKSTATE_DONE 2 // LordHavoc: FIXME: this is not thread safe, if threading matters here, pass // this as a struct to RecursiveHullCheck, RecursiveHullCheck_Impact, etc... RecursiveHullCheckTraceInfo_t RecursiveHullCheckInfo; #define RHC RecursiveHullCheckInfo void SV_RecursiveHullCheck_Impact (mplane_t *plane, int side) { // LordHavoc: using doubles for extra accuracy double t1, t2, frac; // LordHavoc: now that we have found the impact, recalculate the impact // point from scratch for maximum accuracy, with an epsilon bias on the // surface distance frac = plane->dist; if (side) { frac -= DIST_EPSILON; VectorNegate (plane->normal, RHC.trace->plane.normal); RHC.trace->plane.dist = -plane->dist; } else { frac += DIST_EPSILON; VectorCopy (plane->normal, RHC.trace->plane.normal); RHC.trace->plane.dist = plane->dist; } if (plane->type < 3) { t1 = RHC.start[plane->type] - frac; t2 = RHC.start[plane->type] + RHC.dist[plane->type] - frac; } else { t1 = plane->normal[0] * RHC.start[0] + plane->normal[1] * RHC.start[1] + plane->normal[2] * RHC.start[2] - frac; t2 = plane->normal[0] * (RHC.start[0] + RHC.dist[0]) + plane->normal[1] * (RHC.start[1] + RHC.dist[1]) + plane->normal[2] * (RHC.start[2] + RHC.dist[2]) - frac; } frac = t1 / (t1 - t2); frac = bound(0.0f, frac, 1.0f); RHC.trace->fraction = frac; RHC.trace->endpos[0] = RHC.start[0] + frac * RHC.dist[0]; RHC.trace->endpos[1] = RHC.start[1] + frac * RHC.dist[1]; RHC.trace->endpos[2] = RHC.start[2] + frac * RHC.dist[2]; } int SV_RecursiveHullCheck (int num, float p1f, float p2f, vec3_t p1, vec3_t p2) { dclipnode_t *node; vec3_t mid; int side; float midf; // LordHavoc: FIXME: this is not thread safe... if threading matters here, // remove the static prefixes static int ret; static mplane_t *plane; static float t1, t2, frac; // LordHavoc: a goto! everyone flee in terror... :) loc0: // check for empty if (num < 0) { RHC.trace->endcontents = num; if (RHC.trace->startcontents) { if (num == RHC.trace->startcontents) RHC.trace->allsolid = false; else { // if the first leaf is solid, set startsolid if (RHC.trace->allsolid) RHC.trace->startsolid = true; return HULLCHECKSTATE_SOLID; } return HULLCHECKSTATE_EMPTY; } else { if (num != CONTENTS_SOLID) { RHC.trace->allsolid = false; if (num == CONTENTS_EMPTY) RHC.trace->inopen = true; else RHC.trace->inwater = true; } else { // if the first leaf is solid, set startsolid if (RHC.trace->allsolid) RHC.trace->startsolid = true; return HULLCHECKSTATE_SOLID; } return HULLCHECKSTATE_EMPTY; } } // find the point distances node = RHC.hull->clipnodes + num; plane = RHC.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: rearranged the side/frac code if (t1 >= 0) { if (t2 >= 0) { num = node->children[0]; goto loc0; } // put the crosspoint DIST_EPSILON pixels on the near side side = 0; } else { if (t2 < 0) { num = node->children[1]; goto loc0; } // put the crosspoint DIST_EPSILON pixels on the near side side = 1; } frac = t1 / (t1 - t2); frac = bound(0.0f, frac, 1.0f); midf = p1f + ((p2f - p1f) * frac); mid[0] = RHC.start[0] + midf * RHC.dist[0]; mid[1] = RHC.start[1] + midf * RHC.dist[1]; mid[2] = RHC.start[2] + midf * RHC.dist[2]; // front side first ret = SV_RecursiveHullCheck (node->children[side], p1f, midf, p1, mid); if (ret != HULLCHECKSTATE_EMPTY) return ret; // solid or done ret = SV_RecursiveHullCheck (node->children[!side], midf, p2f, mid, p2); if (ret != HULLCHECKSTATE_SOLID) return ret; // empty or done // front is air and back is solid, this is the impact point... SV_RecursiveHullCheck_Impact(RHC.hull->planes + node->planenum, side); return HULLCHECKSTATE_DONE; } /* qboolean SV_RecursiveHullCheckContentBoundary (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 != trace->startcontents) trace->startsolid = true; else trace->allsolid = false; 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: rearranged the side/frac code // LordHavoc: recursion optimization if (t1 >= 0) { if (t2 >= 0) { num = node->children[0]; goto loc0; } // put the crosspoint DIST_EPSILON pixels on the near side side = 0; } else { if (t2 < 0) { num = node->children[1]; goto loc0; } // put the crosspoint DIST_EPSILON pixels on the near side side = 1; } frac = t1 / (t1 - t2); frac = bound(0.0f, frac, 1.0f); midf = p1f + ((p2f - p1f) * frac); mid[0] = p1[0] + ((p2[0] - p1[0]) * frac); mid[1] = p1[1] + ((p2[1] - p1[1]) * frac); mid[2] = p1[2] + ((p2[2] - p1[2]) * frac); // 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]) != trace->startcontents) { 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) == trace->startcontents) // 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) != trace->startcontents) { // 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; 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]); } */ /* frac = t1; if (side) frac += DIST_EPSILON; else frac -= DIST_EPSILON; frac /= (t1 - t2); frac = bound(0.0f, frac, 1.0f); trace->fraction = p1f + (p2f - p1f)*frac; trace->endpos[0] = p1[0] + frac*(p2[0] - p1[0]); trace->endpos[1] = p1[1] + frac*(p2[1] - p1[1]); trace->endpos[2] = p1[2] + frac*(p2[2] - p1[2]); return false; } */ /* // FIXME: this is broken and I'm not interested in figuring out what is broken about it right now 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; if (node->children[0] < 0) { if (node->children[0] == CONTENTS_SOLID) return false; if (node->children[1] < 0) return node->children[1] != CONTENTS_SOLID; } else if (node->children[1] == CONTENTS_SOLID) return false; 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; } if (t1 >= 0) { if (t2 >= 0) { num = node->children[0]; goto loc0; } side = 0; } else { if (t2 < 0) { num = node->children[1]; goto loc0; } side = 1; } if (node->children[side] < 0) { if (node->children[side] == CONTENTS_SOLID) return false; if (node->children[!side] < 0) return node->children[!side] != CONTENTS_SOLID; else { frac = t1 / (t1 - t2); frac = bound(0, frac, 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]); return SV_TestLine(hull, node->children[!side], mid, p2); } } else { if (node->children[!side] < 0) { if (node->children[!side] == CONTENTS_SOLID) return false; frac = t1 / (t1 - t2); frac = bound(0, frac, 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]); return SV_TestLine(hull, node->children[side], p1, mid); } else { frac = t1 / (t1 - t2); frac = bound(0, frac, 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 (SV_TestLine(hull, node->children[side], p1, mid)) return SV_TestLine(hull, node->children[!side], mid, p2); else return false; } } } */ /* ================== SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { trace_t trace; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; // fill in a default trace memset (&trace, 0, sizeof(trace_t)); trace.fraction = 1; trace.allsolid = true; VectorCopy (end, trace.endpos); // get the clipping hull hull = SV_HullForEntity (ent, mins, maxs, offset); VectorSubtract (start, offset, start_l); VectorSubtract (end, offset, end_l); // 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])) { vec3_t forward, right, up; vec3_t temp; AngleVectors (ent->v.angles, forward, right, up); VectorCopy (start_l, temp); start_l[0] = DotProduct (temp, forward); start_l[1] = -DotProduct (temp, right); start_l[2] = DotProduct (temp, up); VectorCopy (end_l, temp); end_l[0] = DotProduct (temp, forward); end_l[1] = -DotProduct (temp, right); end_l[2] = DotProduct (temp, up); } // trace a line through the appropriate clipping hull VectorCopy(start_l, RecursiveHullCheckInfo.start); VectorSubtract(end_l, start_l, RecursiveHullCheckInfo.dist); RecursiveHullCheckInfo.hull = hull; RecursiveHullCheckInfo.trace = &trace; SV_RecursiveHullCheck (hull->firstclipnode, 0, 1, start_l, end_l); // 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])) { vec3_t a; vec3_t forward, right, up; vec3_t temp; if (trace.fraction != 1) { VectorNegate (ent->v.angles, a); AngleVectors (a, forward, right, up); VectorCopy (trace.endpos, temp); trace.endpos[0] = DotProduct (temp, forward); trace.endpos[1] = -DotProduct (temp, right); trace.endpos[2] = DotProduct (temp, up); VectorCopy (trace.plane.normal, temp); trace.plane.normal[0] = DotProduct (temp, forward); trace.plane.normal[1] = -DotProduct (temp, right); trace.plane.normal[2] = DotProduct (temp, up); } } // fix trace up by the offset if (trace.fraction != 1) VectorAdd (trace.endpos, offset, trace.endpos); // did we clip the move? if (trace.fraction < 1 || trace.startsolid ) trace.ent = ent; return trace; } //=========================================================================== /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; trace_t trace; loc0: // touch linked edicts for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch->v.solid == SOLID_NOT) continue; if (touch == clip->passedict) continue; if (touch->v.solid == SOLID_TRIGGER) Sys_Error ("Trigger in clipping list"); if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP) continue; if (clip->boxmins[0] > touch->v.absmax[0] || clip->boxmins[1] > touch->v.absmax[1] || clip->boxmins[2] > touch->v.absmax[2] || clip->boxmaxs[0] < touch->v.absmin[0] || clip->boxmaxs[1] < touch->v.absmin[1] || clip->boxmaxs[2] < touch->v.absmin[2]) continue; if (clip->passedict != NULL && clip->passedict->v.size[0] && !touch->v.size[0]) continue; // points never interact // might intersect, so do an exact clip if (clip->trace.allsolid) return; if (clip->passedict) { if (PROG_TO_EDICT(touch->v.owner) == clip->passedict) continue; // don't clip against own missiles if (PROG_TO_EDICT(clip->passedict->v.owner) == touch) continue; // don't clip against owner // LordHavoc: corpse code if (clip->passedict->v.solid == SOLID_CORPSE && touch->v.solid == SOLID_SLIDEBOX) continue; if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE) continue; } if ((int)touch->v.flags & FL_MONSTER) trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end); else trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } // recurse down both sides if (node->axis == -1) return; // LordHavoc: optimized recursion // if (clip->boxmaxs[node->axis] > node->dist) SV_ClipToLinks(node->children[0], clip); // if (clip->boxmins[node->axis] < node->dist) SV_ClipToLinks(node->children[1], clip); if (clip->boxmaxs[node->axis] > node->dist) { if (clip->boxmins[node->axis] < node->dist) SV_ClipToLinks(node->children[1], clip); node = node->children[0]; goto loc0; } else if (clip->boxmins[node->axis] < node->dist) { node = node->children[1]; goto loc0; } } /* ================== SV_MoveBounds ================== */ void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs) { #if 0 // debug to test against everything boxmins[0] = boxmins[1] = boxmins[2] = -9999; boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999; #else int i; for (i=0 ; i<3 ; i++) { if (end[i] > start[i]) { boxmins[i] = start[i] + mins[i] - 1; boxmaxs[i] = end[i] + maxs[i] + 1; } else { boxmins[i] = end[i] + mins[i] - 1; boxmaxs[i] = start[i] + maxs[i] + 1; } } #endif } /* ================== SV_Move ================== */ trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict) { moveclip_t clip; int i; memset ( &clip, 0, sizeof ( moveclip_t ) ); // clip to world clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end ); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = passedict; if (type == MOVE_MISSILE) { for (i=0 ; i<3 ; i++) { clip.mins2[i] = -15; clip.maxs2[i] = 15; } } else { VectorCopy (mins, clip.mins2); VectorCopy (maxs, clip.maxs2); } // create the bounding box of the entire move SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities SV_ClipToLinks ( sv_areanodes, &clip ); return clip.trace; }