fteqw/engine/common/q1bsp.c

1203 lines
27 KiB
C

#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 ; i<node->numsurfaces ; 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 FloatInterpolate(a, bness, b, c) (c) = (a)*(1-bness) + (b)*bness
#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
//#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 ; i<node->numsurfaces ; 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 ; i<leaf->nummarksurfaces ; 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; i<buffersize; i++)
buffer[i] |= pvs[i];
}
return;
}
plane = node->plane;
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;
}