colbrushf_t *Collision_AllocBrushFloat(mempool_t *mempool, int numpoints, int numplanes, int numtriangles, int supercontents)
{
colbrushf_t *brush;
- brush = Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colpointf_t) * numpoints + sizeof(colplanef_t) * numplanes + sizeof(int[3]) * numtriangles);
+ brush = (colbrushf_t *)Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colpointf_t) * numpoints + sizeof(colplanef_t) * numplanes + sizeof(int[3]) * numtriangles);
brush->supercontents = supercontents;
brush->numplanes = numplanes;
brush->numpoints = numpoints;
brush->numtriangles = numtriangles;
- brush->planes = (void *)(brush + 1);
- brush->points = (void *)(brush->planes + brush->numplanes);
- brush->elements = (void *)(brush->points + brush->numpoints);
+ brush->planes = (colplanef_t *)(brush + 1);
+ brush->points = (colpointf_t *)(brush->planes + brush->numplanes);
+ brush->elements = (int *)(brush->points + brush->numpoints);
return brush;
}
colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, int numpoints, float *points, int supercontents)
{
colbrushf_t *brush;
- brush = Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colplanef_t) * (numpoints + 2));
+ brush = (colbrushf_t *)Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colplanef_t) * (numpoints + 2));
brush->supercontents = supercontents;
brush->numpoints = numpoints;
brush->numplanes = numpoints + 2;
- brush->planes = (void *)(brush + 1);
+ brush->planes = (colplanef_t *)(brush + 1);
brush->points = (colpointf_t *)points;
- Sys_Error("Collision_AllocBrushFromPermanentPolygonFloat: FIXME: this code needs to be updated to generate a mesh...\n");
+ Sys_Error("Collision_AllocBrushFromPermanentPolygonFloat: FIXME: this code needs to be updated to generate a mesh...");
return brush;
}
float enterfrac, leavefrac, d1, d2, f, imove, newimpactnormal[3], enterfrac2;
const colplanef_t *startplane, *endplane;
+ VectorClear(newimpactnormal);
enterfrac = -1;
enterfrac2 = -1;
leavefrac = 1;
float enterfrac, leavefrac, d1, d2, f, imove, newimpactnormal[3], enterfrac2;
const colplanef_t *startplane, *endplane;
+ VectorClear(newimpactnormal);
enterfrac = -1;
enterfrac2 = -1;
leavefrac = 1;
Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, boxbrush, boxbrush);
}
-// LordHavoc: currently unused and not yet tested
+//pseudocode for detecting line/sphere overlap without calculating an impact point
+//linesphereorigin = sphereorigin - linestart;linediff = lineend - linestart;linespherefrac = DotProduct(linesphereorigin, linediff) / DotProduct(linediff, linediff);return VectorLength2(linesphereorigin - bound(0, linespherefrac, 1) * linediff) >= sphereradius*sphereradius;
+
+// LordHavoc: currently unused, but tested
// note: this can be used for tracing a moving sphere vs a stationary sphere,
// by simply adding the moving sphere's radius to the sphereradius parameter,
// all the results are correct (impactpoint, impactnormal, and fraction)
double dir[3], scale, v[3], deviationdist, impactdist, linelength;
// make sure the impactpoint and impactnormal are valid even if there is
// no collision
- impactpoint[0] = lineend[0];
- impactpoint[1] = lineend[1];
- impactpoint[2] = lineend[2];
- impactnormal[0] = 0;
- impactnormal[1] = 0;
- impactnormal[2] = 0;
+ VectorCopy(lineend, impactpoint);
+ VectorClear(impactnormal);
// calculate line direction
- dir[0] = lineend[0] - linestart[0];
- dir[1] = lineend[1] - linestart[1];
- dir[2] = lineend[2] - linestart[2];
+ VectorSubtract(lineend, linestart, dir);
// normalize direction
- linelength = sqrt(dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]);
+ linelength = VectorLength(dir);
if (linelength)
{
scale = 1.0 / linelength;
- dir[0] *= scale;
- dir[1] *= scale;
- dir[2] *= scale;
+ VectorScale(dir, scale, dir);
}
// this dotproduct calculates the distance along the line at which the
// sphere origin is (nearest point to the sphere origin on the line)
- impactdist = dir[0] * (sphereorigin[0] - linestart[0]) + dir[1] * (sphereorigin[1] - linestart[1]) + dir[2] * (sphereorigin[2] - linestart[2]);
+ impactdist = DotProduct(sphereorigin, dir) - DotProduct(linestart, dir);
// calculate point on line at that distance, and subtract the
// sphereorigin from it, so we have a vector to measure for the distance
// of the line from the sphereorigin (deviation, how off-center it is)
- v[0] = linestart[0] + impactdist * dir[0] - sphereorigin[0];
- v[1] = linestart[1] + impactdist * dir[1] - sphereorigin[1];
- v[2] = linestart[2] + impactdist * dir[2] - sphereorigin[2];
- deviationdist = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
+ VectorMA(linestart, impactdist, dir, v);
+ VectorSubtract(v, sphereorigin, v);
+ deviationdist = VectorLength2(v);
// if outside the radius, it's a miss for sure
// (we do this comparison using squared radius to avoid a sqrt)
if (deviationdist > sphereradius*sphereradius)
return 1; // miss (off to the side)
// nudge back to find the correct impact distance
- impactdist += (sqrt(deviationdist) - sphereradius);
+ impactdist += deviationdist - sphereradius;
if (impactdist >= linelength)
return 1; // miss (not close enough)
if (impactdist < 0)
return 1; // miss (linestart is past or inside sphere)
// calculate new impactpoint
- impactpoint[0] = linestart[0] + impactdist * dir[0];
- impactpoint[1] = linestart[1] + impactdist * dir[1];
- impactpoint[2] = linestart[2] + impactdist * dir[2];
+ VectorMA(linestart, impactdist, dir, impactpoint);
// calculate impactnormal (surface normal at point of impact)
- impactnormal[0] = impactpoint[0] - sphereorigin[0];
- impactnormal[1] = impactpoint[1] - sphereorigin[1];
- impactnormal[2] = impactpoint[2] - sphereorigin[2];
+ VectorSubtract(impactpoint, sphereorigin, impactnormal);
// normalize impactnormal
- scale = impactnormal[0] * impactnormal[0] + impactnormal[1] * impactnormal[1] + impactnormal[2] * impactnormal[2];
- if (scale)
- {
- scale = 1.0 / sqrt(scale);
- impactnormal[0] *= scale;
- impactnormal[1] *= scale;
- impactnormal[2] *= scale;
- }
+ VectorNormalize(impactnormal);
// return fraction of movement distance
return impactdist / linelength;
}
colbsp_t *Collision_CreateCollisionBSP(mempool_t *mempool)
{
colbsp_t *bsp;
- bsp = Mem_Alloc(mempool, sizeof(colbsp_t));
+ bsp = (colbsp_t *)Mem_Alloc(mempool, sizeof(colbsp_t));
bsp->mempool = mempool;
- bsp->nodes = Mem_Alloc(bsp->mempool, sizeof(colbspnode_t));
+ bsp->nodes = (colbspnode_t *)Mem_Alloc(bsp->mempool, sizeof(colbspnode_t));
return bsp;
}