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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
+/*
+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
{
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;
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)
VectorSubtract (maxs, mins, size);
// LordHavoc: FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- if (hlbsp)
+ if (sv.worldmodel->ishlbsp)
{
if (size[0] < 3)
hull = &model->hulls[0]; // 0x0x0
VectorSubtract (ent->v.mins, maxs, hullmins);
VectorSubtract (ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
-
+
VectorCopy (ent->v.origin, offset);
}
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);
-
+ 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);
void SV_ClearWorld (void)
{
SV_InitBoxHull ();
-
+
memset (sv_areanodes, 0, sizeof(sv_areanodes));
sv_numareanodes = 0;
- SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
+ Mod_CheckLoaded(sv.worldmodel);
+ SV_CreateAreaNode (0, sv.worldmodel->normalmins, sv.worldmodel->normalmaxs);
}
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] )
+ || 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 = 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]);
}
-/*
-===============
-SV_FindTouchedLeafs
-
-===============
-*/
-void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
-{
- mplane_t *splitplane;
- mleaf_t *leaf;
- int sides;
- int leafnum;
-
-loc0:
- if (node->contents == CONTENTS_SOLID)
- return;
-
-// add an efrag if the node is a leaf
-
- 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;
-
- ent->leafnums[ent->num_leafs] = leafnum;
- ent->num_leafs++;
- return;
- }
-
-// NODE_MIXED
-
- splitplane = node->plane;
- sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
-
-// recurse down the contacted sides
- // LordHavoc: optimized recursion
-// if (sides & 1) SV_FindTouchedLeafs (ent, node->children[0]);
-// if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]);
- switch (sides)
- {
- case 1:
- node = node->children[0];
- goto loc0;
- case 2:
- node = node->children[1];
- goto loc0;
- default: // 3
- if (node->children[0]->contents != CONTENTS_SOLID)
- SV_FindTouchedLeafs (ent, node->children[0]);
- node = node->children[1];
- goto loc0;
- }
-}
-
/*
===============
SV_LinkEdict
// 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
+ {
+ // expand for rotation
float max, v;
int i;
}
else
{
- VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
+ VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
}
ent->v.absmax[1] += 15;
}
else
- { // because movement is clipped an epsilon away from an actual edge,
+ {
+ // 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.absmax[2] += 1;
}
-// link to PVS leafs
- ent->num_leafs = 0;
- if (ent->v.modelindex)
- SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
-
if (ent->v.solid == SOLID_NOT)
return;
break; // crosses the node
}
-// link it in
+// 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 );
{
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;
}
{
trace_t trace;
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);
-
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent);
+
if (trace.startsolid)
return sv.edicts;
*/
// 1/32 epsilon to keep floating point happy
-#define DIST_EPSILON (0.03125)
+//#define DIST_EPSILON (0.03125)
+#define DIST_EPSILON (0.125)
-/*
-==================
-SV_RecursiveHullCheck
+#define HULLCHECKSTATE_EMPTY 0
+#define HULLCHECKSTATE_SOLID 1
+#define HULLCHECKSTATE_DONE 2
-==================
-*/
-/*
-qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
+// 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;
- mplane_t *plane;
- float t1, t2;
- float frac;
- int i;
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
+ // check for empty
if (num < 0)
{
- if (num != CONTENTS_SOLID)
+ RHC.trace->endcontents = num;
+ if (RHC.trace->startcontents)
{
- trace->allsolid = false;
- if (num == CONTENTS_EMPTY)
- trace->inopen = true;
+ if (num == RHC.trace->startcontents)
+ RHC.trace->allsolid = false;
else
- trace->inwater = true;
+ {
+ // if the first leaf is solid, set startsolid
+ if (RHC.trace->allsolid)
+ RHC.trace->startsolid = true;
+ return HULLCHECKSTATE_SOLID;
+ }
+ return HULLCHECKSTATE_EMPTY;
}
else
- trace->startsolid = true;
- return true; // empty
+ {
+ 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;
+ }
}
- 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;
+ // find the point distances
+ node = RHC.hull->clipnodes + num;
- t1 = PlaneDiff(p1, plane);
- t2 = PlaneDiff(p2, plane);
-
-#if 1
- if (t1 >= 0 && t2 >= 0)
- // LordHavoc: optimized recursion
-// return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
- {
- num = node->children[0];
- goto loc0;
- }
- if (t1 < 0 && t2 < 0)
-// return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
+ plane = RHC.hull->planes + node->planenum;
+ if (plane->type < 3)
{
- num = node->children[1];
- goto loc0;
+ t1 = p1[plane->type] - plane->dist;
+ t2 = p2[plane->type] - plane->dist;
}
-#else
- if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
- return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
- if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
- return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
-#endif
-
-// put the crosspoint DIST_EPSILON pixels on the near side
- if (t1 < 0)
- frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
else
- frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
-
- 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]);
-
- side = (t1 < 0);
-
-// move up to the node
- if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
- return false;
-
-#ifdef PARANOID
- if (SV_HullPointContents (hull, node->children[side], mid) == CONTENTS_SOLID)
{
- Con_Printf ("mid PointInHullSolid\n");
- return false;
+ t1 = DotProduct (plane->normal, p1) - plane->dist;
+ t2 = DotProduct (plane->normal, p2) - plane->dist;
}
-#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...
-*/
- /*
+ // LordHavoc: rearranged the side/frac code
+ if (t1 >= 0)
{
- p1f = midf;
- p1 = mid;
- num = node->children[side^1];
- goto loc0;
- }
- */
-/*
-
- 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;
+ if (t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ // put the crosspoint DIST_EPSILON pixels on the near side
+ side = 0;
}
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)
+ if (t2 < 0)
{
- trace->fraction = midf;
- VectorCopy (mid, trace->endpos);
- Con_DPrintf ("backup past 0\n");
- return false;
+ num = node->children[1];
+ goto loc0;
}
- midf = p1f + (p2f - p1f)*frac;
- for (i=0 ; i<3 ; i++)
- mid[i] = p1[i] + frac*(p2[i] - p1[i]);
+ // put the crosspoint DIST_EPSILON pixels on the near side
+ side = 1;
}
- trace->fraction = midf;
- VectorCopy (mid, trace->endpos);
+ frac = t1 / (t1 - t2);
+ frac = bound(0.0f, frac, 1.0f);
- return false;
+ 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;
}
-*/
-// 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)
+/*
+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;
// 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
+ if (num != trace->startcontents)
trace->startsolid = true;
+ else
+ trace->allsolid = false;
return true; // empty
}
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
+ // LordHavoc: rearranged the side/frac code
// LordHavoc: recursion optimization
- if (t1 >= 0 && t2 >= 0)
+ if (t1 >= 0)
{
- num = node->children[0];
- goto loc0;
+ if (t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ // put the crosspoint DIST_EPSILON pixels on the near side
+ side = 0;
}
- if (t1 < 0 && t2 < 0)
+ else
{
- num = node->children[1];
- goto loc0;
+ if (t2 < 0)
+ {
+ num = node->children[1];
+ goto loc0;
+ }
+ // put the crosspoint DIST_EPSILON pixels on the near side
+ side = 1;
}
-// 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]);
+ 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]) == CONTENTS_SOLID)
+ 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) != CONTENTS_SOLID)
+ 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
//==================
trace->plane.dist = -plane->dist;
}
- while (SV_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID)
- { // shouldn't really happen, but does occasionally
+*/
+ /*
+ while (SV_HullPointContents (hull, hull->firstclipnode, mid) != trace->startcontents)
+ {
+ // shouldn't really happen, but does occasionally
frac -= 0.1;
if (frac < 0)
{
return false;
}
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]);
}
+ */
+/*
+
+ frac = t1;
+ if (side)
+ frac += DIST_EPSILON;
+ else
+ frac -= DIST_EPSILON;
+
+ frac /= (t1 - t2);
+ frac = bound(0.0f, frac, 1.0f);
- trace->fraction = midf;
- VectorCopy (mid, trace->endpos);
+ 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;
// 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;
- t1 = PlaneDiff(p1, plane);
- t2 = PlaneDiff(p2, plane);
-
- if (t1 >= 0 && t2 >= 0)
+ if (plane->type < 3)
{
- num = node->children[0];
- goto loc0;
+ t1 = p1[plane->type] - plane->dist;
+ t2 = p2[plane->type] - plane->dist;
}
- if (t1 < 0 && t2 < 0)
+ else
{
- num = node->children[1];
- goto loc0;
+ t1 = DotProduct (plane->normal, p1) - plane->dist;
+ t2 = DotProduct (plane->normal, p2) - plane->dist;
}
-// put the crosspoint DIST_EPSILON pixels on the near side
- side = (t1 < 0);
-
- if (side)
- frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
+ if (t1 >= 0)
+ {
+ if (t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ side = 0;
+ }
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 (t2 < 0)
+ {
+ num = node->children[1];
+ goto loc0;
+ }
+ side = 1;
+ }
if (node->children[side] < 0)
{
if (node->children[side] == CONTENTS_SOLID)
return false;
- return SV_TestLine(hull, node->children[!side], mid, p2);
+
+ 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 (SV_TestLine(hull, node->children[side], p1, mid))
- return SV_TestLine(hull, node->children[!side], mid, p2);
else
- return false;
+ {
+ 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;
+ }
+ }
}
+*/
/*
}
// trace a line through the apropriate clipping hull
- SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
+ 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
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] )
+ || 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!=0 && clip->passedict->v.size[0] && !touch->v.size[0])
+ if (clip->passedict != NULL && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
else if (trace.startsolid)
clip->trace.startsolid = true;
}
-
+
// recurse down both sides
if (node->axis == -1)
return;
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 );