ref: 9ce925452bc4b22c27133ea3bc26ad7b191d37e0
dir: /world.c/
#include <u.h> #include <libc.h> #include "dat.h" #include "quakedef.h" #include "fns.h" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ 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; int SV_HullPointContents (hull_t *hull, int num, vec3_t p); /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static mclipnode_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) fatal ("SOLID_BSP without MOVETYPE_PUSH"); model = sv.models[ (int)ent->v.modelindex ]; if (!model || model->type != mod_brush) fatal ("MOVETYPE_PUSH with a non bsp model"); VectorSubtract (maxs, mins, size); if (size[0] < 3) hull = &model->hulls[0]; else if (size[0] <= 32) hull = &model->hulls[1]; else hull = &model->hulls[2]; // 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] = nil; 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; SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs); } /* =============== 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 = nil; } /* ==================== SV_TouchLinks ==================== */ void SV_TouchLinks ( edict_t *ent, areanode_t *node ) { link_t *l, *next; edict_t *touch; int old_self, old_other; // touch linked edicts for (l = node->trigger_edicts.next ; l != nil && 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; 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; 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) 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 if (sides & 1) SV_FindTouchedLeafs (ent, node->children[0]); if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]); } /* =============== 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 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; } // 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; // 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 decend 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) { float d; mclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) fatal ("SV_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProductDouble(plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } /* ================== SV_PointContents ================== */ int SV_PointContents (vec3_t p) { int cont; cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN) cont = CONTENTS_WATER; return cont; } int SV_TruePointContents (vec3_t p) { return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); } //=========================================================================== /* ============ 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, 0, ent); if (trace.startsolid) return sv.edicts; return nil; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ // 1/32 epsilon to keep floating point happy #define DIST_EPSILON (0.03125) /* ================== SV_RecursiveHullCheck ================== */ qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { mclipnode_t *node; mplane_t *plane; float t1, t2; float frac; int i; vec3_t mid; int side; float midf; // 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 trace->startsolid = true; return true; // empty } if (num < hull->firstclipnode || num > hull->lastclipnode) fatal ("SV_RecursiveHullCheck: bad node number"); // // 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 = DotProductDouble(plane->normal, p1) - plane->dist; t2 = DotProductDouble(plane->normal, p2) - plane->dist; } /* 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); */ if (t1 >= 0 && t2 >= 0) return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); // put the crosspoint DIST_EPSILON pixels on the near side if (t1 < 0) frac = (t1 + DIST_EPSILON)/(t1-t2); else frac = (t1 - DIST_EPSILON)/(t1-t2); if (frac < 0) frac = 0; if (frac > 1) frac = 1; midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); side = (t1 < 0); // move up to the node if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) ) return false; #ifdef PARANOID /* was sv_hullmodel */ if (SV_HullPointContents (hull, node->children[side], mid) == CONTENTS_SOLID) { Con_Printf ("mid PointInHullSolid\n"); return false; } #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); 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 { VectorSubtract (vec3_origin, 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) { trace->fraction = midf; VectorCopy (mid, trace->endpos); Con_DPrintf("backup past 0\n"); return false; } midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); } trace->fraction = midf; VectorCopy (mid, trace->endpos); 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); 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); // trace a line through the apropriate clipping hull SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace); // 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; // 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) fatal ("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 && 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 } 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; 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 ); } /* ================== SV_MoveBounds ================== */ void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs) { /* debug to test against everything boxmins[0] = boxmins[1] = boxmins[2] = -Q_MAXFLOAT; boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = Q_MAXFLOAT; */ 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; } } } /* ================== 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 clip); // 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; }