vec3_t paddedmins, paddedmaxs;
int igrid[3], igridmins[3], igridmaxs[3];
- // LordHavoc: discovered this actually causes its own bugs (dm6 teleporters being too close to info_teleport_destination)
+ // avoid crash in showtex code on level change
+ if (prog == NULL || prog->num_edicts < 1)
+ return 0;
+
+ // LadyHavoc: discovered this actually causes its own bugs (dm6 teleporters being too close to info_teleport_destination)
//VectorSet(paddedmins, requestmins[0] - 1.0f, requestmins[1] - 1.0f, requestmins[2] - 1.0f);
//VectorSet(paddedmaxs, requestmaxs[0] + 1.0f, requestmaxs[1] + 1.0f, requestmaxs[2] + 1.0f);
VectorCopy(requestmins, paddedmins);
//============================================================================
#ifdef USEODE
-cvar_t physics_ode_quadtree_depth = {0, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
-cvar_t physics_ode_allowconvex = {0, "physics_ode_allowconvex", "0", "allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used."};
-cvar_t physics_ode_contactsurfacelayer = {0, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
-cvar_t physics_ode_worldstep_iterations = {0, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep"};
-cvar_t physics_ode_contact_mu = {0, "physics_ode_contact_mu", "1", "contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)"};
-cvar_t physics_ode_contact_erp = {0, "physics_ode_contact_erp", "0.96", "contact solver erp parameter - Error Restitution Percent (see ODE User Guide)"};
-cvar_t physics_ode_contact_cfm = {0, "physics_ode_contact_cfm", "0", "contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)"};
-cvar_t physics_ode_contact_maxpoints = {0, "physics_ode_contact_maxpoints", "16", "maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32"};
-cvar_t physics_ode_world_erp = {0, "physics_ode_world_erp", "-1", "world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_cfm = {0, "physics_ode_world_cfm", "-1", "world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1"};
-cvar_t physics_ode_world_damping = {0, "physics_ode_world_damping", "1", "enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type"};
-cvar_t physics_ode_world_damping_linear = {0, "physics_ode_world_damping_linear", "0.01", "world linear damping scale (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_linear_threshold = {0, "physics_ode_world_damping_linear_threshold", "0.1", "world linear damping threshold (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_angular = {0, "physics_ode_world_damping_angular", "0.05", "world angular damping scale (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.1", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
-cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
-cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
-cvar_t physics_ode_autodisable_steps = {0, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
-cvar_t physics_ode_autodisable_time = {0, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
-cvar_t physics_ode_autodisable_threshold_linear = {0, "physics_ode_autodisable_threshold_linear", "0.6", "body will be disabled if it's linear move below this value"};
-cvar_t physics_ode_autodisable_threshold_angular = {0, "physics_ode_autodisable_threshold_angular", "6", "body will be disabled if it's angular move below this value"};
-cvar_t physics_ode_autodisable_threshold_samples = {0, "physics_ode_autodisable_threshold_samples", "5", "average threshold with this number of samples"};
-cvar_t physics_ode_movelimit = {0, "physics_ode_movelimit", "0.5", "clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type"};
-cvar_t physics_ode_spinlimit = {0, "physics_ode_spinlimit", "10000", "reset spin velocity if it gets too large"};
-cvar_t physics_ode_trick_fixnan = {0, "physics_ode_trick_fixnan", "1", "engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix"};
-cvar_t physics_ode_printstats = {0, "physics_ode_printstats", "0", "print ODE stats each frame"};
-
-cvar_t physics_ode = {0, "physics_ode", "0", "run ODE physics (VERY experimental and potentially buggy)"};
-
-// LordHavoc: this large chunk of definitions comes from the ODE library
+cvar_t physics_ode_quadtree_depth = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
+cvar_t physics_ode_allowconvex = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_allowconvex", "0", "allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used."};
+cvar_t physics_ode_contactsurfacelayer = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
+cvar_t physics_ode_worldstep_iterations = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep"};
+cvar_t physics_ode_contact_mu = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_mu", "1", "contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)"};
+cvar_t physics_ode_contact_erp = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_erp", "0.96", "contact solver erp parameter - Error Restitution Percent (see ODE User Guide)"};
+cvar_t physics_ode_contact_cfm = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_cfm", "0", "contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)"};
+cvar_t physics_ode_contact_maxpoints = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_maxpoints", "16", "maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32"};
+cvar_t physics_ode_world_erp = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_erp", "-1", "world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_cfm = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_cfm", "-1", "world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1"};
+cvar_t physics_ode_world_damping = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping", "1", "enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type"};
+cvar_t physics_ode_world_damping_linear = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_linear", "0.01", "world linear damping scale (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_linear_threshold = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_linear_threshold", "0.1", "world linear damping threshold (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_angular = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_angular", "0.05", "world angular damping scale (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_angular_threshold = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_angular_threshold", "0.1", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_gravitymod = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
+cvar_t physics_ode_iterationsperframe = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
+cvar_t physics_ode_constantstep = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
+cvar_t physics_ode_autodisable = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
+cvar_t physics_ode_autodisable_steps = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
+cvar_t physics_ode_autodisable_time = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
+cvar_t physics_ode_autodisable_threshold_linear = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_linear", "0.6", "body will be disabled if it's linear move below this value"};
+cvar_t physics_ode_autodisable_threshold_angular = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_angular", "6", "body will be disabled if it's angular move below this value"};
+cvar_t physics_ode_autodisable_threshold_samples = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_samples", "5", "average threshold with this number of samples"};
+cvar_t physics_ode_movelimit = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_movelimit", "0.5", "clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type"};
+cvar_t physics_ode_spinlimit = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_spinlimit", "10000", "reset spin velocity if it gets too large"};
+cvar_t physics_ode_trick_fixnan = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_trick_fixnan", "1", "engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix"};
+cvar_t physics_ode_printstats = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_printstats", "0", "print ODE stats each frame"};
+
+cvar_t physics_ode = {CVAR_CLIENT | CVAR_SERVER, "physics_ode", "0", "run ODE physics (VERY experimental and potentially buggy)"};
+
+// LadyHavoc: this large chunk of definitions comes from the ODE library
// include files.
-#ifdef ODE_STATIC
+#ifdef LINK_TO_LIBODE
#include "ode/ode.h"
#else
#ifdef WINAPI
static void World_Physics_Init(void)
{
#ifdef USEODE
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
const char* dllnames [] =
{
# if defined(WIN32)
+ "libode3.dll",
+ "libode2.dll",
"libode1.dll",
# elif defined(MACOSX)
+ "libode.3.dylib",
+ "libode.2.dylib",
"libode.1.dylib",
# else
+ "libode.so.3",
+ "libode.so.2",
"libode.so.1",
# endif
NULL
Cvar_RegisterVariable(&physics_ode_allowconvex);
Cvar_RegisterVariable(&physics_ode);
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
// Load the DLL
if (Sys_LoadLibrary (dllnames, &ode_dll, odefuncs))
#endif
{
dInitODE();
// dInitODE2(0);
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
# ifdef dSINGLE
if (!dCheckConfiguration("ODE_single_precision"))
# else
static void World_Physics_Shutdown(void)
{
#ifdef USEODE
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
if (ode_dll)
#endif
{
dCloseODE();
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
Sys_UnloadLibrary(&ode_dll);
ode_dll = NULL;
#endif
dVector3 center, extents;
if (world->physics.ode)
return;
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
if (!ode_dll)
return;
#endif
void World_Physics_ApplyCmd(prvm_edict_t *ed, edict_odefunc_t *f)
{
+#ifdef USEODE
dBodyID body = (dBodyID)ed->priv.server->ode_body;
-#ifdef USEODE
switch(f->type)
{
case ODEFUNC_ENABLE:
prvm_prog_t *prog = world->prog;
const float *iv;
const int *ie;
- dBodyID body = (dBodyID)ed->priv.server->ode_body;
+ dBodyID body;
dMass mass;
const dReal *ovelocity, *ospinvelocity;
void *dataID;
qboolean *mapped, *used, convex_compatible;
int numplanes = 0, numpoints = 0, i;
-#ifdef ODE_DYNAMIC
+#ifndef LINK_TO_LIBODE
if (!ode_dll)
return;
#endif
pointsData[(polygons[1]*3)+2]*pointsData[(polygons[2]*3)+1]*pointsData[(polygons[3]*3)+0] -
pointsData[(polygons[1]*3)+1]*pointsData[(polygons[2]*3)+0]*pointsData[(polygons[3]*3)+2] -
pointsData[(polygons[1]*3)+0]*pointsData[(polygons[2]*3)+2]*pointsData[(polygons[3]*3)+1]) < 0)
- Con_Printf("WARNING: Polygon %d is not defined counterclockwise\n", i);
+ Con_Warnf("WARNING: Polygon %d is not defined counterclockwise\n", i);
if (planesData[(i*4)+3] < 0)
- Con_Printf("WARNING: Plane %d does not contain the origin\n", i);
+ Con_Warnf("WARNING: Plane %d does not contain the origin\n", i);
polygons += (*polygons + 1);
}
// create geom
void World_Physics_Frame(world_t *world, double frametime, double gravity)
{
+#ifdef USEODE
prvm_prog_t *prog = world->prog;
double tdelta, tdelta2, tdelta3, simulationtime, collisiontime;
tdelta = Sys_DirtyTime();
-#ifdef USEODE
if (world->physics.ode && physics_ode.integer)
{
int i;