}
}
-static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
{
int i;
- vec3_t shiftstart, shiftend;
float segmentmins[3], segmentmaxs[3];
frameblend_t frameblend[MAX_FRAMEBLENDS];
msurface_t *surface;
maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
}
+ segmentmins[0] = min(start[0], end[0]) - 1;
+ segmentmins[1] = min(start[1], end[1]) - 1;
+ segmentmins[2] = min(start[2], end[2]) - 1;
+ segmentmaxs[0] = max(start[0], end[0]) + 1;
+ segmentmaxs[1] = max(start[1], end[1]) + 1;
+ segmentmaxs[2] = max(start[2], end[2]) + 1;
+ for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+ {
+ model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ }
+}
+
+static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+{
+ int i;
+ vec3_t shiftstart, shiftend;
+ float segmentmins[3], segmentmaxs[3];
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ msurface_t *surface;
+ static int maxvertices = 0;
+ static float *vertex3f = NULL;
+ colbrushf_t *thisbrush_start, *thisbrush_end;
+ vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
+
if (VectorCompare(boxmins, boxmaxs))
{
- // line trace
VectorAdd(start, boxmins, shiftstart);
VectorAdd(end, boxmins, shiftend);
- segmentmins[0] = min(shiftstart[0], shiftend[0]) - 1;
- segmentmins[1] = min(shiftstart[1], shiftend[1]) - 1;
- segmentmins[2] = min(shiftstart[2], shiftend[2]) - 1;
- segmentmaxs[0] = max(shiftstart[0], shiftend[0]) + 1;
- segmentmaxs[1] = max(shiftstart[1], shiftend[1]) + 1;
- segmentmaxs[2] = max(shiftstart[2], shiftend[2]) + 1;
- for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
- {
- model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
- Collision_TraceLineTriangleMeshFloat(trace, shiftstart, shiftend, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
- }
+ Mod_MDLMD2MD3_TraceLine(model, frame, trace, start, end, hitsupercontentsmask);
+ VectorSubtract(trace->endpos, boxmins, trace->endpos);
+ return;
}
- else
+
+ // box trace, performed as brush trace
+ memset(trace, 0, sizeof(*trace));
+ trace->fraction = 1;
+ trace->realfraction = 1;
+ trace->hitsupercontentsmask = hitsupercontentsmask;
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].subframe = frame;
+ frameblend[0].lerp = 1;
+ if (maxvertices < model->surfmesh.num_vertices)
{
- // box trace, performed as brush trace
- colbrushf_t *thisbrush_start, *thisbrush_end;
- vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
- segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
- segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
- segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
- segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1;
- segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1;
- segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1;
- VectorAdd(start, boxmins, boxstartmins);
- VectorAdd(start, boxmaxs, boxstartmaxs);
- VectorAdd(end, boxmins, boxendmins);
- VectorAdd(end, boxmaxs, boxendmaxs);
- thisbrush_start = Collision_BrushForBox(&identitymatrix, boxstartmins, boxstartmaxs, 0, 0, NULL);
- thisbrush_end = Collision_BrushForBox(&identitymatrix, boxendmins, boxendmaxs, 0, 0, NULL);
- for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+ if (vertex3f)
+ Z_Free(vertex3f);
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+ }
+ segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
+ segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
+ segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
+ segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1;
+ segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1;
+ segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1;
+ VectorAdd(start, boxmins, boxstartmins);
+ VectorAdd(start, boxmaxs, boxstartmaxs);
+ VectorAdd(end, boxmins, boxendmins);
+ VectorAdd(end, boxmaxs, boxendmaxs);
+ thisbrush_start = Collision_BrushForBox(&identitymatrix, boxstartmins, boxstartmaxs, 0, 0, NULL);
+ thisbrush_end = Collision_BrushForBox(&identitymatrix, boxendmins, boxendmaxs, 0, 0, NULL);
+ for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+ {
+ if (maxvertices < model->surfmesh.num_vertices)
{
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
- model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f)
+ Z_Free(vertex3f);
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
}
+ model->AnimateVertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
}
}
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->num_surfaces = 1;
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
// convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->numframes = pheader->numscenes;
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
// model bbox
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->synctype = ST_RAND;
loadmodel->Draw = R_Q1BSP_Draw;
loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
// parse the OBJ text now