#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
+#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
#define SURFRENDER_OPAQUE 0
#define SURFRENDER_ALPHA 1
struct surfmesh_s *chain;
int numverts; // number of vertices in the mesh
int numtriangles; // number of triangles in the mesh
- float *verts; // float[verts*4] vertex locations
- float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
- float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
- float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
+ float *vertex3f; // float[verts*3] vertex locations
+ float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *str; // float[verts*4] texcoords for surface texture
- float *uvw; // float[verts*4] texcoords for lightmap texture
- float *abc; // float[verts*4] texcoords for detail texture
- int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ float *texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
}
surfmesh_t;
// avoid redundent addition of dlights
int lightframe;
+ // avoid multiple collision traces with a surface polygon
+ int colframe;
+
// these are just 3D points defining the outline of the polygon,
// no texcoord info (that can be generated from these)
int poly_numverts;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
-void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+void Mod_FindNonSolidLocation(vec3_t in, vec3_t out, struct model_s *mod, vec_t radius);
mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
int Mod_PointContents (const float *p, struct model_s *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);