#include "quakedef.h" #include "pr_common.h" /* ============================================================================ Physics functions (common) */ #if !id386 /* ================== SV_HullPointContents ================== */ static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p) { float d; dclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("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 = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } #else int VARGS Q1_HullPointContents (hull_t *hull, int num, vec3_t p); #endif // !id386 #define DIST_EPSILON (0.03125) qboolean Q1BSP_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; // check for empty if (num < 0) { if (num != Q1CONTENTS_SOLID) { trace->allsolid = false; if (num == Q1CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; // empty } if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("Q1BSP_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 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; } #if 1 if (t1 >= 0 && t2 >= 0) return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); #else if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) ) return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) ) return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); #endif // 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 (!Q1BSP_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) ) return false; #ifdef PARANOID if (Q1BSP_RecursiveHullCheck (sv_hullmodel, mid, node->children[side]) == Q1CONTENTS_SOLID) { Con_Printf ("mid PointInHullSolid\n"); return false; } #endif if (Q1_HullPointContents (hull, node->children[side^1], mid) != Q1CONTENTS_SOLID) // go past the node return Q1BSP_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; } while (Q1_HullPointContents (hull, hull->firstclipnode, mid) == Q1CONTENTS_SOLID) { // shouldn't really happen, but does occasionally if (!(frac < 10000000) && !(frac > -10000000)) { trace->fraction = 0; VectorClear (trace->endpos); Con_Printf ("nan in traceline\n"); return false; } 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; } int Q1BSP_HullPointContents(hull_t *hull, vec3_t p) { switch(Q1_HullPointContents(hull, hull->firstclipnode, p)) { case Q1CONTENTS_EMPTY: return FTECONTENTS_EMPTY; case Q1CONTENTS_SOLID: return FTECONTENTS_SOLID; case Q1CONTENTS_WATER: return FTECONTENTS_WATER; case Q1CONTENTS_SLIME: return FTECONTENTS_SLIME; case Q1CONTENTS_LAVA: return FTECONTENTS_LAVA; case Q1CONTENTS_SKY: return FTECONTENTS_SKY; default: Sys_Error("Q1_PointContents: Unknown contents type"); return FTECONTENTS_SOLID; } } void Q1BSP_SetHullFuncs(hull_t *hull) { // hull->funcs.HullPointContents = Q1BSP_HullPointContents; } unsigned int Q1BSP_PointContents(model_t *model, vec3_t point) { return Q1BSP_HullPointContents(&model->hulls[0], point); } qboolean Q1BSP_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace) { hull_t *hull; vec3_t size; vec3_t start_l, end_l; vec3_t offset; memset (trace, 0, sizeof(trace_t)); trace->fraction = 1; trace->allsolid = true; VectorSubtract (maxs, mins, size); if (forcehullnum >= 1 && forcehullnum <= MAX_MAP_HULLSM && model->hulls[forcehullnum-1].available) hull = &model->hulls[forcehullnum-1]; else { if (model->hulls[5].available) { //choose based on hexen2 sizes. if (size[0] < 3) // Point hull = &model->hulls[0]; else if (size[0] <= 32 && size[2] <= 28) // Half Player hull = &model->hulls[3]; else if (size[0] <= 32) // Full Player hull = &model->hulls[1]; else // Golumn hull = &model->hulls[5]; } else { if (size[0] < 3 || !model->hulls[1].available) hull = &model->hulls[0]; else if (size[0] <= 32) { if (size[2] < 54 && model->hulls[3].available) hull = &model->hulls[3]; // 32x32x36 (half-life's crouch) else hull = &model->hulls[1]; } else hull = &model->hulls[2]; } } // calculate an offset value to center the origin VectorSubtract (hull->clip_mins, mins, offset); VectorSubtract(start, offset, start_l); VectorSubtract(end, offset, end_l); Q1BSP_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, trace); if (trace->fraction == 1) { VectorCopy (end, trace->endpos); } else { VectorAdd (trace->endpos, offset, trace->endpos); } return trace->fraction != 1; } /* Physics functions (common) ============================================================================ Rendering functions (Client only) */ #ifndef SERVERONLY extern int r_dlightframecount; //goes through the nodes marking the surfaces near the dynamic light as lit. void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; float l, maxdist; int j, s, t; vec3_t impact; if (node->contents < 0) return; splitplane = node->plane; if (splitplane->type < 3) dist = light->origin[splitplane->type] - splitplane->dist; else dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { Q1BSP_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { Q1BSP_MarkLights (light, bit, node->children[1]); return; } maxdist = light->radius*light->radius; // mark the polygons surf = currentmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { //Yeah, you can blame LordHavoc for this alternate code here. for (j=0 ; j<3 ; j++) impact[j] = light->origin[j] - surf->plane->normal[j]*dist; // clamp center of light to corner and check brightness l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; s = l - s; l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; t = l - t; // compare to minimum light if ((s*s+t*t+dist*dist) < maxdist) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = bit; surf->dlightframe = r_dlightframecount; } else surf->dlightbits |= bit; } } Q1BSP_MarkLights (light, bit, node->children[0]); Q1BSP_MarkLights (light, bit, node->children[1]); } #define MAXFRAGMENTTRIS 256 vec3_t decalfragmentverts[MAXFRAGMENTTRIS*3]; typedef struct { vec3_t center; vec3_t normal; // vec3_t tangent1; // vec3_t tangent2; vec3_t planenorm[6]; float planedist[6]; int numplanes; vec_t radius; int numtris; } fragmentdecal_t; //#define SHOWCLIPS //#define FRAGMENTASTRIANGLES //works, but produces more fragments. #ifdef FRAGMENTASTRIANGLES //if the triangle is clipped away, go recursive if there are tris left. void Fragment_ClipTriToPlane(int trinum, float *plane, float planedist, fragmentdecal_t *dec) { float *point[3]; float dotv[3]; vec3_t impact1, impact2; float t; int i, i2, i3; int clippedverts = 0; for (i = 0; i < 3; i++) { point[i] = decalfragmentverts[trinum*3+i]; dotv[i] = DotProduct(point[i], plane)-planedist; clippedverts += dotv[i] < 0; } //if they're all clipped away, scrap the tri switch (clippedverts) { case 0: return; //plane does not clip the triangle. case 1: //split into 3, disregard the clipped vert for (i = 0; i < 3; i++) { if (dotv[i] < 0) { //This is the vertex that's getting clipped. if (dotv[i] > -DIST_EPSILON) return; //it's only over the line by a tiny ammount. i2 = (i+1)%3; i3 = (i+2)%3; if (dotv[i2] < DIST_EPSILON) return; if (dotv[i3] < DIST_EPSILON) return; //work out where the two lines impact the plane t = (dotv[i]) / (dotv[i]-dotv[i2]); VectorInterpolate(point[i], t, point[i2], impact1); t = (dotv[i]) / (dotv[i]-dotv[i3]); VectorInterpolate(point[i], t, point[i3], impact2); #ifdef SHOWCLIPS if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact2, decalfragmentverts[dec->numtris*3+0]); VectorCopy(decalfragmentverts[trinum*3+i], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact1, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } #endif //shrink the tri, putting the impact into the killed vertex. VectorCopy(impact2, point[i]); if (dec->numtris == MAXFRAGMENTTRIS) return; //:( //build the second tri VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(decalfragmentverts[trinum*3+i2], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; return; } } Sys_Error("Fragment_ClipTriToPlane: Clipped vertex not founc\n"); return; //can't handle it case 2: //split into 3, disregarding both the clipped. for (i = 0; i < 3; i++) { if (!(dotv[i] < 0)) { //This is the vertex that's staying. if (dotv[i] < DIST_EPSILON) break; //only just inside i2 = (i+1)%3; i3 = (i+2)%3; //work out where the two lines impact the plane t = (dotv[i]) / (dotv[i]-dotv[i2]); VectorInterpolate(point[i], t, point[i2], impact1); t = (dotv[i]) / (dotv[i]-dotv[i3]); VectorInterpolate(point[i], t, point[i3], impact2); //shrink the tri, putting the impact into the killed vertex. #ifdef SHOWCLIPS if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(point[i2], decalfragmentverts[dec->numtris*3+1]); VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } if (dec->numtris != MAXFRAGMENTTRIS) { VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]); VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+1]); VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } #endif VectorCopy(impact1, point[i2]); VectorCopy(impact2, point[i3]); return; } } case 3://scrap it //fill the verts with the verts of the last and go recursive (due to the nature of Fragment_ClipTriangle, which doesn't actually know if we clip them away) #ifndef SHOWCLIPS dec->numtris--; VectorCopy(decalfragmentverts[dec->numtris*3+0], decalfragmentverts[trinum*3+0]); VectorCopy(decalfragmentverts[dec->numtris*3+1], decalfragmentverts[trinum*3+1]); VectorCopy(decalfragmentverts[dec->numtris*3+2], decalfragmentverts[trinum*3+2]); if (trinum < dec->numtris) Fragment_ClipTriToPlane(trinum, plane, planedist, dec); #endif return; } } void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c) { //emit the triangle, and clip it's fragments. int start, i; int p; if (dec->numtris == MAXFRAGMENTTRIS) return; //:( start = dec->numtris; VectorCopy(a, decalfragmentverts[dec->numtris*3+0]); VectorCopy(b, decalfragmentverts[dec->numtris*3+1]); VectorCopy(c, decalfragmentverts[dec->numtris*3+2]); dec->numtris++; //clip all the fragments to all of the planes. //This will produce a quad if the source triangle was big enough. for (p = 0; p < 6; p++) { for (i = start; i < dec->numtris; i++) Fragment_ClipTriToPlane(i, dec->planenorm[p], dec->plantdist[p], dec); } } #else #define MAXFRAGMENTVERTS 360 int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float *plane, float planedist) { float dotv[MAXFRAGMENTVERTS+1]; char keep[MAXFRAGMENTVERTS+1]; #define KEEP_KILL 0 #define KEEP_KEEP 1 #define KEEP_BORDER 2 int i; int outcount = 0; int clippedcount = 0; float d, *p1, *p2, *out; #define FRAG_EPSILON 0.5 for (i = 0; i < incount; i++) { dotv[i] = DotProduct((inverts+i*3), plane) - planedist; if (dotv[i]<-FRAG_EPSILON) { keep[i] = KEEP_KILL; clippedcount++; } else if (dotv[i] > FRAG_EPSILON) keep[i] = KEEP_KEEP; else keep[i] = KEEP_BORDER; } dotv[i] = dotv[0]; keep[i] = keep[0]; if (clippedcount == incount) return 0; //all were clipped if (clippedcount == 0) { //none were clipped memcpy(outverts, inverts, sizeof(float)*3*incount); return incount; } for (i = 0; i < incount; i++) { p1 = inverts+i*3; if (keep[i] == KEEP_BORDER) { out = outverts+outcount++*3; VectorCopy(p1, out); continue; } if (keep[i] == KEEP_KEEP) { out = outverts+outcount++*3; VectorCopy(p1, out); } if (keep[i+1] == KEEP_BORDER || keep[i] == keep[i+1]) continue; p2 = inverts+((i+1)%incount)*3; d = dotv[i] - dotv[i+1]; if (d) d = dotv[i] / d; out = outverts+outcount++*3; VectorInterpolate(p1, d, p2, out); } return outcount; } void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts) { //emit the triangle, and clip it's fragments. int p; float verts[MAXFRAGMENTVERTS*3]; float verts2[MAXFRAGMENTVERTS*3]; float *cverts; int flip; if (numverts > MAXFRAGMENTTRIS) return; if (dec->numtris == MAXFRAGMENTTRIS) return; //don't bother //clip to the first plane specially, so we don't have extra copys numverts = Fragment_ClipPolyToPlane(inverts, verts, numverts, dec->planenorm[0], dec->planedist[0]); //clip the triangle to the 6 planes. flip = 0; for (p = 1; p < dec->numplanes; p++) { flip^=1; if (flip) numverts = Fragment_ClipPolyToPlane(verts, verts2, numverts, dec->planenorm[p], dec->planedist[p]); else numverts = Fragment_ClipPolyToPlane(verts2, verts, numverts, dec->planenorm[p], dec->planedist[p]); if (numverts < 3) //totally clipped. return; } if (flip) cverts = verts2; else cverts = verts; //decompose the resultant polygon into triangles. while(numverts>2) { if (dec->numtris == MAXFRAGMENTTRIS) return; numverts--; VectorCopy((cverts+3*0), decalfragmentverts[dec->numtris*3+0]); VectorCopy((cverts+3*(numverts-1)), decalfragmentverts[dec->numtris*3+1]); VectorCopy((cverts+3*numverts), decalfragmentverts[dec->numtris*3+2]); dec->numtris++; } } #endif //this could be inlined, but I'm lazy. void Fragment_Mesh (fragmentdecal_t *dec, mesh_t *mesh) { int i; vec3_t verts[3]; /*if its a triangle fan/poly/quad then we can just submit the entire thing without generating extra fragments*/ if (mesh->istrifan) { Fragment_ClipPoly(dec, mesh->numvertexes, mesh->xyz_array[0]); return; } //Fixme: optimise q3 patches (quad strips with bends between each strip) /*otherwise it goes in and out in weird places*/ for (i = 0; i < mesh->numindexes; i+=3) { if (dec->numtris == MAXFRAGMENTTRIS) break; VectorCopy(mesh->xyz_array[mesh->indexes[i+0]], verts[0]); VectorCopy(mesh->xyz_array[mesh->indexes[i+1]], verts[1]); VectorCopy(mesh->xyz_array[mesh->indexes[i+2]], verts[2]); Fragment_ClipPoly(dec, 3, verts[0]); } } void Q1BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist; if (dist > dec->radius) { Q1BSP_ClipDecalToNodes (dec, node->children[0]); return; } if (dist < -dec->radius) { Q1BSP_ClipDecalToNodes (dec, node->children[1]); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_PLANEBACK) { if (-DotProduct(surf->plane->normal, dec->normal) > -0.5) continue; } else { if (DotProduct(surf->plane->normal, dec->normal) > -0.5) continue; } Fragment_Mesh(dec, surf->mesh); } Q1BSP_ClipDecalToNodes (dec, node->children[0]); Q1BSP_ClipDecalToNodes (dec, node->children[1]); } #ifdef RTLIGHTS extern int sh_shadowframe; #else static int sh_shadowframe; #endif #ifdef Q3BSPS void Q3BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t **msurf; msurface_t *surf; mleaf_t *leaf; int i; if (node->contents != -1) { leaf = (mleaf_t *)node; // mark the polygons msurf = leaf->firstmarksurface; for (i=0 ; inummarksurfaces ; i++, msurf++) { surf = *msurf; //only check each surface once. it can appear in multiple leafs. if (surf->shadowframe == sh_shadowframe) continue; surf->shadowframe = sh_shadowframe; Fragment_Mesh(dec, surf->mesh); } return; } splitplane = node->plane; dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist; if (dist > dec->radius) { Q3BSP_ClipDecalToNodes (dec, node->children[0]); return; } if (dist < -dec->radius) { Q3BSP_ClipDecalToNodes (dec, node->children[1]); return; } Q3BSP_ClipDecalToNodes (dec, node->children[0]); Q3BSP_ClipDecalToNodes (dec, node->children[1]); } #endif int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangent2, float size, float **out) { //quad marks a full, independant quad int p; fragmentdecal_t dec; VectorCopy(center, dec.center); VectorCopy(normal, dec.normal); dec.radius = size/2; dec.numtris = 0; VectorCopy(tangent1, dec.planenorm[0]); VectorNegate(tangent1, dec.planenorm[1]); VectorCopy(tangent2, dec.planenorm[2]); VectorNegate(tangent2, dec.planenorm[3]); VectorCopy(dec.normal, dec.planenorm[4]); VectorNegate(dec.normal, dec.planenorm[5]); for (p = 0; p < 6; p++) dec.planedist[p] = -(dec.radius - DotProduct(dec.center, dec.planenorm[p])); dec.numplanes = 6; sh_shadowframe++; if (cl.worldmodel->fromgame == fg_quake) Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes); #ifdef Q3BSPS else if (cl.worldmodel->fromgame == fg_quake3) Q3BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes); #endif *out = (float *)decalfragmentverts; return dec.numtris; } //This is spike's testing function, and is only usable by gl. :) /* #include "glquake.h" void Q1BSP_TestClipDecal(void) { int i; int numtris; vec3_t fwd; vec3_t start; vec3_t center, normal, tangent, tangent2; float *verts; if (cls.state != ca_active) return; VectorCopy(r_origin, start); // start[2]+=22; VectorMA(start, 10000, vpn, fwd); if (!TraceLineN(start, fwd, center, normal)) { VectorCopy(start, center); normal[0] = 0; normal[1] = 0; normal[2] = 1; } CrossProduct(fwd, normal, tangent); VectorNormalize(tangent); CrossProduct(normal, tangent, tangent2); numtris = Q1BSP_ClipDecal(center, normal, tangent, tangent2, 128, &verts); PPL_RevertToKnownState(); qglDisable(GL_TEXTURE_2D); qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglDisable(GL_DEPTH_TEST); qglColor3f(1, 0, 0); qglShadeModel(GL_SMOOTH); qglBegin(GL_TRIANGLES); for (i = 0; i < numtris; i++) { qglVertex3fv(verts+i*9+0); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+6); } qglEnd(); qglColor3f(1, 1, 1); qglBegin(GL_LINES); for (i = 0; i < numtris; i++) { qglVertex3fv(verts+i*9+0); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+3); qglVertex3fv(verts+i*9+6); qglVertex3fv(verts+i*9+6); qglVertex3fv(verts+i*9+0); } qglVertex3fv(center); VectorMA(center, 10, normal, fwd); qglVertex3fv(fwd); qglColor3f(0, 1, 0); qglVertex3fv(center); VectorMA(center, 10, tangent, fwd); qglVertex3fv(fwd); qglColor3f(0, 0, 1); qglVertex3fv(center); CrossProduct(tangent, normal, fwd); VectorMA(center, 10, fwd, fwd); qglVertex3fv(fwd); qglColor3f(1, 1, 1); qglEnd(); qglEnable(GL_TEXTURE_2D); qglEnable(GL_DEPTH_TEST); PPL_RevertToKnownState(); } */ #endif /* Rendering functions (Client only) ============================================================================== Server only functions */ #ifndef CLIENTONLY //does the recursive work of Q1BSP_FatPVS void SV_Q1BSP_AddToFatPVS (model_t *mod, vec3_t org, mnode_t *node, qbyte *buffer, unsigned int buffersize) { int i; qbyte *pvs; mplane_t *plane; float d; while (1) { // if this is a leaf, accumulate the pvs bits if (node->contents < 0) { if (node->contents != Q1CONTENTS_SOLID) { pvs = Q1BSP_LeafPVS (mod, (mleaf_t *)node, NULL, 0); for (i=0; iplane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_Q1BSP_AddToFatPVS (mod, org, node->children[0], buffer, buffersize); node = node->children[1]; } } } /* ============= Q1BSP_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ unsigned int Q1BSP_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean add) { unsigned int fatbytes = (mod->numleafs+31)>>3; if (fatbytes > buffersize) Sys_Error("map had too much pvs data (too many leaves)\n");; if (!add) Q_memset (pvsbuffer, 0, fatbytes); SV_Q1BSP_AddToFatPVS (mod, org, mod->nodes, pvsbuffer, fatbytes); return fatbytes; } qboolean Q1BSP_EdictInFatPVS(model_t *mod, wedict_t *ent, qbyte *pvs) { int i; if (ent->num_leafs == MAX_ENT_LEAFS+1) return true; //it's in too many leafs for us to cope with. Just trivially accept it. for (i=0 ; i < ent->num_leafs ; i++) if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) )) return true; //we might be able to see this one. return false; //none of this ents leafs were visible, so neither is the ent. } /* =============== SV_FindTouchedLeafs Links the edict to the right leafs so we can get it's potential visability. =============== */ void Q1BSP_RFindTouchedLeafs (world_t *w, wedict_t *ent, mnode_t *node, float *mins, float *maxs) { mplane_t *splitplane; mleaf_t *leaf; int sides; int leafnum; if (node->contents == Q1CONTENTS_SOLID) return; // add an efrag if the node is a leaf if ( node->contents < 0) { if (ent->num_leafs >= MAX_ENT_LEAFS) { ent->num_leafs = MAX_ENT_LEAFS+1; //too many. mark it as such so we can trivially accept huge mega-big brush models. return; } leaf = (mleaf_t *)node; leafnum = leaf - w->worldmodel->leafs - 1; ent->leafnums[ent->num_leafs] = leafnum; ent->num_leafs++; return; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE(mins, maxs, splitplane); // recurse down the contacted sides if (sides & 1) Q1BSP_RFindTouchedLeafs (w, ent, node->children[0], mins, maxs); if (sides & 2) Q1BSP_RFindTouchedLeafs (w, ent, node->children[1], mins, maxs); } void Q1BSP_FindTouchedLeafs(world_t *w, model_t *mod, wedict_t *ent, float *mins, float *maxs) { ent->num_leafs = 0; if (ent->v->modelindex) Q1BSP_RFindTouchedLeafs (w, ent, mod->nodes, mins, maxs); } #endif /* Server only functions ============================================================================== PVS type stuff */ /* =================== Mod_DecompressVis =================== */ qbyte *Q1BSP_DecompressVis (qbyte *in, model_t *model, qbyte *decompressed, unsigned int buffersize) { int c; qbyte *out; int row; row = (model->numleafs+7)>>3; out = decompressed; if (buffersize < row) row = buffersize; #if 0 memcpy (out, in, row); #else if (!in) { // no vis info, so make all visible while (row) { *out++ = 0xff; row--; } return decompressed; } do { if (*in) { *out++ = *in++; continue; } c = in[1]; in += 2; while (c) { *out++ = 0; c--; } } while (out - decompressed < row); #endif return decompressed; } static qbyte mod_novis[MAX_MAP_LEAFS/8]; qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer, unsigned int buffersize) { static qbyte decompressed[MAX_MAP_LEAFS/8]; if (leaf == model->leafs) return mod_novis; if (!buffer) { buffer = decompressed; buffersize = sizeof(decompressed); } return Q1BSP_DecompressVis (leaf->compressed_vis, model, buffer, buffersize); } qbyte *Q1BSP_LeafnumPVS (model_t *model, int leafnum, qbyte *buffer, unsigned int buffersize) { return Q1BSP_LeafPVS(model, model->leafs + leafnum, buffer, buffersize); } //returns the leaf number, which is used as a bit index into the pvs. int Q1BSP_LeafnumForPoint (model_t *model, vec3_t p) { mnode_t *node; float d; mplane_t *plane; if (!model) { Sys_Error ("Mod_PointInLeaf: bad model"); } if (!model->nodes) return 0; node = model->nodes; while (1) { if (node->contents < 0) return (mleaf_t *)node - model->leafs; plane = node->plane; d = DotProduct (p,plane->normal) - plane->dist; if (d > 0) node = node->children[0]; else node = node->children[1]; } return 0; // never reached } mleaf_t *Q1BSP_LeafForPoint (model_t *model, vec3_t p) { return model->leafs + Q1BSP_LeafnumForPoint(model, p); } /* PVS type stuff ============================================================================== Init stuff */ void Q1BSP_Init(void) { memset (mod_novis, 0xff, sizeof(mod_novis)); } //sets up the functions a server needs. //fills in bspfuncs_t void Q1BSP_SetModelFuncs(model_t *mod) { #ifndef CLIENTONLY mod->funcs.FatPVS = Q1BSP_FatPVS; mod->funcs.EdictInFatPVS = Q1BSP_EdictInFatPVS; mod->funcs.FindTouchedLeafs_Q1 = Q1BSP_FindTouchedLeafs; #endif mod->funcs.LightPointValues = NULL; mod->funcs.StainNode = NULL; mod->funcs.MarkLights = NULL; mod->funcs.LeafnumForPoint = Q1BSP_LeafnumForPoint; mod->funcs.LeafPVS = Q1BSP_LeafnumPVS; mod->funcs.Trace = Q1BSP_Trace; mod->funcs.PointContents = Q1BSP_PointContents; }