X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=collision.h;h=9984a166fef6cc89022680fbcbd6c997710cb9a3;hp=a2ae05345b6bc671efa1ef266fc9548af2acdd8d;hb=85a33377d64ae8438e6582a7b8472f5a4bd41942;hpb=8b9682f5e1b81bc4fce815c81b14b41a9935a8d4 diff --git a/collision.h b/collision.h index a2ae0534..9984a166 100644 --- a/collision.h +++ b/collision.h @@ -2,19 +2,26 @@ #ifndef COLLISION_H #define COLLISION_H -typedef struct plane_s +typedef union plane_s { - vec3_t normal; - float dist; + struct + { + vec3_t normal; + vec_t dist; + }; + vec4_t normal_and_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 world + int worldstartsolid; // 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 @@ -24,12 +31,9 @@ typedef struct trace_s // (set only by Q1BSP tracing) int inwater; // fraction of the total distance that was traveled before impact + // in case of impact this is actually nudged a bit off the surface // (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) @@ -40,74 +44,143 @@ typedef struct trace_s // which SUPERCONTENTS bits to collide with, I.E. to consider solid // (this also affects startsolid/allsolid) int hitsupercontentsmask; + // deliberately skip surfaces matching this mask (e.g. SUPERCONTENTS_SKY allows you to bypass sky surfaces in q1bsp/q2bsp which are SUPERCONTENTS_SKY | SUPERCONTENTS_SOLID) + int skipsupercontentsmask; + // deliberately skip surfaces matching this mask on materialflags (e.g. MATERIALFLAGMASK_TRANSLUCENT) + int skipmaterialflagsmask; // 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 + const struct texture_s *hittexture; // initially false, set when the start leaf is found // (set only by Q1BSP tracing and entity box tracing) int startfound; + // if startsolid, contains the minimum penetration depth found in the + // trace, and the normal needed to push it out of that solid + double startdepth; + double startdepthnormal[3]; + const struct texture_s *starttexture; } 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); +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 skipsupercontentsmask, int skipmaterialflagsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture); +void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture); + +void Collision_Cache_Reset(qboolean resetlimits); +void Collision_Cache_Init(mempool_t *mempool); +void Collision_Cache_NewFrame(void); typedef struct colpointf_s { - float v[3]; + vec3_t v; } colpointf_t; typedef struct colplanef_s { - float normal[3]; - float dist; + const struct texture_s *texture; + int q3surfaceflags; + union + { + struct + { + vec3_t normal; + vec_t dist; + }; + vec4_t normal_and_dist; + }; } colplanef_t; typedef struct colbrushf_s { + // culling box + vec3_t mins; + vec3_t maxs; + // used to avoid tracing against the same brush more than once per sweep + int markframe; // the content flags of this brush int supercontents; - // the number of bounding planes on this brush + // bounding planes (face planes) of 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 + // edge directions (normals) of this brush + int numedgedirs; + colpointf_t *edgedirs; + // points (corners) of this brush + int numpoints; colpointf_t *points; - // renderable triangles, as int[3] elements indexing the points + // renderable triangles representing this brush, using the points + int numtriangles; int *elements; - // used to avoid tracing against the same brush more than once - int markframe; - // culling box - vec3_t mins; - vec3_t maxs; + // texture data for cases where an edgedir is used + const struct texture_s *texture; + int q3surfaceflags; + // optimized collisions for common cases + int isaabb; // indicates this is an axis aligned box + int hasaabbplanes; // indicates this has precomputed planes for AABB collisions } colbrushf_t; -colbrushf_t *Collision_AllocBrushFloat(mempool_t *mempool, int numpoints, int numplanes, int numtriangles, int supercontents); -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 mplane_t *originalplanes, int supercontents); +typedef struct colboxbrushf_s +{ + colpointf_t points[8]; + colpointf_t edgedirs[6]; + colplanef_t planes[6]; + colbrushf_t brush; +} +colboxbrushf_t; + +void Collision_CalcPlanesForTriangleBrushFloat(colbrushf_t *brush); +colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents, int q3surfaceflags, const texture_t *texture, int hasaabbplanes); 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, const vec3_t segmentmins, const vec3_t segmentmaxs); +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 stride, float *bbox6f, int supercontents, int q3surfaceflags, const 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, const vec3_t segmentmins, const vec3_t segmentmaxs); +void Collision_TraceLineTriangleMeshFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, int numtriangles, const int *element3i, const float *vertex3f, int stride, float *bbox6f, int supercontents, int q3surfaceflags, const 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); - -colbrushf_t *Collision_BrushForBox(const matrix4x4_t *matrix, const vec3_t mins, const vec3_t maxs); +void Collision_BrushForBox(colboxbrushf_t *boxbrush, const vec3_t mins, const vec3_t maxs, int supercontents, int q3surfaceflags, const 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); +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, const texture_t *texture); +void Collision_TraceBrushTriangleFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const float *v0, const float *v1, const float *v2, int supercontents, int q3surfaceflags, const 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 +struct frameblend_s; +struct skeleton_s; +void Collision_ClipToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, 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, int skipsupercontentsmask, int skipmaterialflagsmask, float extend); +void Collision_ClipLineToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, float extend, qboolean hitsurfaces); +void Collision_ClipPointToGenericEntity(trace_t *trace, dp_model_t *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); +// 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 hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, float extend); +void Collision_ClipLineToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, float extend, qboolean hitsurfaces); +void Collision_ClipPointToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); +// caching surface trace for renderer (NOT THREAD SAFE) +void Collision_Cache_ClipLineToGenericEntitySurfaces(trace_t *trace, dp_model_t *model, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); +void Collision_Cache_ClipLineToWorldSurfaces(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); +// 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: @@ -117,4 +190,10 @@ void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, co // 3 = spew detailed trace flow (bsp tree recursion info) #define COLLISIONPARANOID 0 +extern cvar_t collision_impactnudge; +extern cvar_t collision_extendtracelinelength; +extern cvar_t collision_extendtraceboxlength; +extern cvar_t collision_extendmovelength; +extern cvar_t collision_bih_fullrecursion; + #endif