This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
+/*
+typedef struct link_s
+{
+ struct link_s *prev, *next;
+} link_t;
+*/
+
+
+void ClearLink (link_t *l);
+void RemoveLink (link_t *l);
+void InsertLinkBefore (link_t *l, link_t *before);
+void InsertLinkAfter (link_t *l, link_t *after);
+
+// (type *)STRUCT_FROM_LINK(link_t *link, type, member)
+// ent = STRUCT_FROM_LINK(link,entity_t,order)
+// FIXME: remove this mess!
+//#define STRUCT_FROM_LINK(l,t,m) ((t *)((byte *)l - (int)&(((t *)0)->m)))
+
+#define EDICT_FROM_AREA(l) ((edict_t *)((byte *)l - (int)&(((edict_t *)0)->area)))
+
+//============================================================================
+
+// ClearLink is used for new headnodes
+void ClearLink (link_t *l)
+{
+ l->prev = l->next = l;
+}
+
+void RemoveLink (link_t *l)
+{
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+}
+
+void InsertLinkBefore (link_t *l, link_t *before)
+{
+ l->next = before;
+ l->prev = before->prev;
+ l->prev->next = l;
+ l->next->prev = l;
+}
+void InsertLinkAfter (link_t *l, link_t *after)
+{
+ l->next = after->next;
+ l->prev = after;
+ l->prev->next = l;
+ l->next->prev = l;
+}
+
typedef struct
{
testing object's origin to get a point to use with the returned hull.
================
*/
-extern qboolean hlbsp;
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
model_t *model;
VectorSubtract (ent->v.mins, maxs, hullmins);
VectorSubtract (ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
-
+
VectorCopy (ent->v.origin, offset);
}
ClearLink (&anode->trigger_edicts);
ClearLink (&anode->solid_edicts);
-
+
if (depth == AREA_DEPTH)
{
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
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);
-
+ 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);
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);
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] )
+ || 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_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;
-
+
// LordHavoc: optimized recursion
// 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]);
*/
void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
- mplane_t *splitplane;
- mleaf_t *leaf;
- int sides;
- int leafnum;
-
loc0:
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)
+ {
+ Con_DPrintf("FindTouchedLeafs overflow\n");
return;
+ }
- leaf = (mleaf_t *)node;
- leafnum = leaf - sv.worldmodel->leafs - 1;
-
- ent->leafnums[ent->num_leafs] = leafnum;
- ent->num_leafs++;
+ ent->leafnums[ent->num_leafs++] = (mleaf_t *)node - sv.worldmodel->leafs - 1;
return;
}
-
-// NODE_MIXED
- splitplane = node->plane;
- sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
-
// recurse down the contacted sides
- // LordHavoc: optimized recursion
+
+// sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, node->plane);
// if (sides & 1) SV_FindTouchedLeafs (ent, node->children[0]);
// if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]);
- switch (sides)
+
+ // LordHavoc: optimized recursion
+ switch (BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, node->plane))
{
case 1:
node = node->children[0];
// set the abs box
// LordHavoc: enabling rotating bmodels
- if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
- { // expand for rotation
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
+ {
+ // expand for rotation
float max, v;
int i;
+ max = DotProduct(ent->v.mins, ent->v.mins);
+ v = DotProduct(ent->v.maxs, ent->v.maxs);
+ if (max < v)
+ max = v;
+ max = sqrt(max);
+ /*
max = 0;
for (i=0 ; i<3 ; i++)
{
- v =fabs( ent->v.mins[i]);
- if (v > max)
+ v = fabs(ent->v.mins[i]);
+ if (max < v)
max = v;
- v =fabs( ent->v.maxs[i]);
- if (v > max)
+ v = fabs(ent->v.maxs[i]);
+ if (max < v)
max = v;
}
+ */
for (i=0 ; i<3 ; i++)
{
ent->v.absmin[i] = ent->v.origin[i] - max;
}
else
{
- VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
+ VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
}
ent->v.absmax[1] += 15;
}
else
- { // because movement is clipped an epsilon away from an actual edge,
+ {
+ // 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.absmax[1] += 1;
ent->v.absmax[2] += 1;
}
-
+
// link to PVS leafs
ent->num_leafs = 0;
if (ent->v.modelindex)
else
break; // crosses the node
}
-
-// link it in
+
+// 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 descend for more
if (touch_triggers)
SV_TouchLinks ( ent, sv_areanodes );
===============================================================================
*/
-// SV_HullPointContents moved to cpu_noasm.c
+/*
+==================
+SV_HullPointContents
+
+==================
+*/
+int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
+{
+ while (num >= 0)
+ num = hull->clipnodes[num].children[(hull->planes[hull->clipnodes[num].planenum].type < 3 ? p[hull->planes[hull->clipnodes[num].planenum].type] : DotProduct (hull->planes[hull->clipnodes[num].planenum].normal, p)) < hull->planes[hull->clipnodes[num].planenum].dist];
+
+ return num;
+}
/*
============
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;
==================
*/
+/*
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
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);
// mid would need to be duplicated during recursion...
+*/
/*
{
p1f = midf;
goto loc0;
}
*/
+/*
if (trace->allsolid)
return false; // never got out of the solid area
}
else
{
- // LordHavoc: unrolled vector operation because the compiler can't be sure vec3_origin is 0
-// VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
- trace->plane.normal[0] = -plane->normal[0];
- trace->plane.normal[1] = -plane->normal[1];
- trace->plane.normal[2] = -plane->normal[2];
+ VectorNegate (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;
+}
+*/
+
+// LordHavoc: backported from my optimizations to PM_RecursiveHullCheck in QuakeForge newtree (QW)
+qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
+{
+ dclipnode_t *node;
+ mplane_t *plane;
+ float t1, t2;
+ float frac;
+ int i;
+ vec3_t mid;
+ int side;
+ float midf;
+
+ // LordHavoc: a goto! everyone flee in terror... :)
+loc0:
+// 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
+ }
+
+// 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 = DotProduct (plane->normal, p1) - plane->dist;
+ t2 = DotProduct (plane->normal, p2) - plane->dist;
+ }
+
+ // LordHavoc: recursion optimization
+ if (t1 >= 0 && t2 >= 0)
+ {
+ num = node->children[0];
+ goto loc0;
+ }
+ if (t1 < 0 && t2 < 0)
+ {
+ num = node->children[1];
+ goto loc0;
+ }
+
+// put the crosspoint DIST_EPSILON pixels on the near side
+ side = (t1 < 0);
+ if (side)
+ frac = bound(0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
+ else
+ frac = bound(0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
+
+ midf = p1f + (p2f - p1f)*frac;
+ for (i=0 ; i<3 ; i++)
+ mid[i] = p1[i] + frac*(p2[i] - p1[i]);
+
+// move up to the node
+ if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
+ return false;
+
+#ifdef PARANOID
+ if (SV_HullPointContents (pm_hullmodel, mid, node->children[side]) == CONTENTS_SOLID)
+ {
+ Con_Printf ("mid PointInHullSolid\n");
+ return false;
+ }
+#endif
+
+ // LordHavoc: warning to the clumsy, this recursion can not be optimized because mid would need to be duplicated on a stack
+ 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
+ {
+ VectorNegate (plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
if (node->children[side] == CONTENTS_SOLID)
return false;
return SV_TestLine(hull, node->children[!side], mid, p2);
-// num = node->children[!side];
-// VectorCopy(mid, p1);
-// goto loc0;
}
else if (SV_TestLine(hull, node->children[side], p1, mid))
- {
return SV_TestLine(hull, node->children[!side], mid, p2);
-// num = node->children[!side];
-// VectorCopy(mid, p1);
-// goto loc0;
- }
else
return false;
}
// LordHavoc: enabling rotating bmodels
// rotate start and end into the models frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t forward, right, up;
vec3_t temp;
// LordHavoc: enabling rotating bmodels
// rotate endpos back to world frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t a;
vec3_t forward, right, up;
if (trace.fraction != 1)
{
- VectorSubtract (vec3_origin, ent->v.angles, a);
+ VectorNegate (ent->v.angles, a);
AngleVectors (a, forward, right, up);
VectorCopy (trace.endpos, temp);
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] )
+ || 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!=0 && clip->passedict->v.size[0] && !touch->v.size[0])
+ if (clip->passedict != NULL && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
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)
+ if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
if (clip->trace.startsolid)
else if (trace.startsolid)
clip->trace.startsolid = true;
}
-
+
// recurse down both sides
if (node->axis == -1)
return;