/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // world.c -- world query functions #include "q_defs.h" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ typedef struct { vec3_t boxmins, boxmaxs;// enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; int32_t type; edict_t *passedict; } moveclip_t; int32_t SV_HullPointContents(hull_t *hull, int32_t num, vec3_t p); /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static mclipnode_t box_clipnodes[6]; //johnfitz -- was dclipnode_t static mplane_t box_planes[6]; /* =================== SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void SV_InitBoxHull(void) { int32_t i; int32_t side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for(i = 0 ; i < 6 ; i++) { box_clipnodes[i].planenum = i; side = i & 1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if(i != 5) box_clipnodes[i].children[side ^ 1] = i + 1; else box_clipnodes[i].children[side ^ 1] = CONTENTS_SOLID; box_planes[i].type = i >> 1; box_planes[i].normal[i >> 1] = 1; } } /* =================== SV_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *SV_HullForBox(vec3_t mins, vec3_t maxs) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================ SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ hull_t *SV_HullForEntity(edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { qmodel_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // decide which clipping hull to use, based on the size if(ED_Float(ent, ED_solid) == SOLID_BSP) { // explicit hulls in the BSP model if(ED_Float(ent, ED_movetype) != MOVETYPE_PUSH) Host_Error("SOLID_BSP without MOVETYPE_PUSH (%s at %f %f %f)", ED_String(ent, ED_classname), ED_Vector(ent, ED_origin)[0], ED_Vector(ent, ED_origin)[1], ED_Vector(ent, ED_origin)[2]); model = sv.models[(int32_t)ED_Float(ent, ED_modelindex) ]; if(!model || model->type != mod_brush) Host_Error("SOLID_BSP with a non bsp model (%s at %f %f %f)", ED_String(ent, ED_classname), ED_Vector(ent, ED_origin)[0], ED_Vector(ent, ED_origin)[1], ED_Vector(ent, ED_origin)[2]); VectorSubtract(maxs, mins, size); if(size[0] < 3) hull = &model->hulls[0]; else if(size[0] <= 32) hull = &model->hulls[1]; else hull = &model->hulls[2]; // calculate an offset value to center the origin VectorSubtract(hull->clip_mins, mins, offset); VectorAdd(offset, ED_Vector(ent, ED_origin), offset); } else { // create a temp hull from bounding box sizes VectorSubtract(ED_Vector(ent, ED_mins), maxs, hullmins); VectorSubtract(ED_Vector(ent, ED_maxs), mins, hullmaxs); hull = SV_HullForBox(hullmins, hullmaxs); VectorCopy(ED_Vector(ent, ED_origin), offset); } return hull; } /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ typedef struct areanode_s { int32_t axis; // -1 = leaf node float dist; struct areanode_s *children[2]; link_t trigger_edicts; link_t solid_edicts; } areanode_t; #define AREA_DEPTH 4 #define AREA_NODES 32 static areanode_t sv_areanodes[AREA_NODES]; static int32_t sv_numareanodes; /* =============== SV_CreateAreaNode =============== */ areanode_t *SV_CreateAreaNode(int32_t depth, vec3_t mins, vec3_t maxs) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1, mins2, maxs2; anode = &sv_areanodes[sv_numareanodes]; sv_numareanodes++; 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); 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); return anode; } /* =============== SV_ClearWorld =============== */ 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); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict(edict_t *ent) { if(!ent->area.prev) return; // not linked in anywhere RemoveLink(&ent->area); ent->area.prev = ent->area.next = NULL; } /* ==================== SV_AreaTriggerEdicts Spike -- just builds a list of entities within the area, rather than walking them and risking the list getting corrupt. ==================== */ static void SV_AreaTriggerEdicts(edict_t *ent, areanode_t *node, edict_t **list, int32_t *listcount, const int32_t listspace) { link_t *l, *next; edict_t *touch; // touch linked edicts for(l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if(touch == ent) continue; if(!ED_Func(touch, ED_touch) || ED_Float(touch, ED_solid) != SOLID_TRIGGER) continue; if(ED_Vector(ent, ED_absmin)[0] > ED_Vector(touch, ED_absmax)[0] || ED_Vector(ent, ED_absmin)[1] > ED_Vector(touch, ED_absmax)[1] || ED_Vector(ent, ED_absmin)[2] > ED_Vector(touch, ED_absmax)[2] || ED_Vector(ent, ED_absmax)[0] < ED_Vector(touch, ED_absmin)[0] || ED_Vector(ent, ED_absmax)[1] < ED_Vector(touch, ED_absmin)[1] || ED_Vector(ent, ED_absmax)[2] < ED_Vector(touch, ED_absmin)[2]) continue; if(*listcount == listspace) return; // should never happen list[*listcount] = touch; (*listcount)++; } // recurse down both sides if(node->axis == -1) return; if(ED_Vector(ent, ED_absmax)[node->axis] > node->dist) SV_AreaTriggerEdicts(ent, node->children[0], list, listcount, listspace); if(ED_Vector(ent, ED_absmin)[node->axis] < node->dist) SV_AreaTriggerEdicts(ent, node->children[1], list, listcount, listspace); } /* ==================== SV_TouchLinks ericw -- copy the touching edicts to an array (on the hunk) so we can avoid iteating the trigger_edicts linked list while calling PR_ExecuteProgram which could potentially corrupt the list while it's being iterated. Based on code from Spike. ==================== */ void SV_TouchLinks(edict_t *ent) { edict_t **list; edict_t *touch; int32_t old_self, old_other; int32_t i, listcount; int32_t mark; mark = Hunk_LowMark(); list = Hunk_AllocName(sv.num_edicts * sizeof(edict_t *), __func__); listcount = 0; SV_AreaTriggerEdicts(ent, sv_areanodes, list, &listcount, sv.num_edicts); for(i = 0; i < listcount; i++) { touch = list[i]; // re-validate in case of PR_ExecuteProgram having side effects that make // edicts later in the list no longer touch if(touch == ent) continue; if(!ED_Func(touch, ED_touch) || ED_Float(touch, ED_solid) != SOLID_TRIGGER) continue; if(ED_Vector(ent, ED_absmin)[0] > ED_Vector(touch, ED_absmax)[0] || ED_Vector(ent, ED_absmin)[1] > ED_Vector(touch, ED_absmax)[1] || ED_Vector(ent, ED_absmin)[2] > ED_Vector(touch, ED_absmax)[2] || ED_Vector(ent, ED_absmax)[0] < ED_Vector(touch, ED_absmin)[0] || ED_Vector(ent, ED_absmax)[1] < ED_Vector(touch, ED_absmin)[1] || ED_Vector(ent, ED_absmax)[2] < ED_Vector(touch, ED_absmin)[2]) continue; old_self = G_PEdict(GBL_self); old_other = G_PEdict(GBL_other); G_PEdict(GBL_self) = EdictProg(touch); G_PEdict(GBL_other) = EdictProg(ent); G_Float(GBL_time) = sv.time; PR_ExecuteProgram(ED_Func(touch, ED_touch)); G_PEdict(GBL_self) = old_self; G_PEdict(GBL_other) = old_other; } // free hunk-allocated edicts array Hunk_FreeToLowMark(mark); } /* =============== SV_FindTouchedLeafs =============== */ void SV_FindTouchedLeafs(edict_t *ent, mnode_t *node) { mplane_t *splitplane; mleaf_t *leaf; int32_t sides; int32_t leafnum; 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) return; leaf = (mleaf_t *)node; leafnum = leaf - sv.worldmodel->leafs - 1; ent->leafnums[ent->num_leafs] = leafnum; ent->num_leafs++; return; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE(ED_Vector(ent, ED_absmin), ED_Vector(ent, ED_absmax), splitplane); // recurse down the contacted sides if(sides & 1) SV_FindTouchedLeafs(ent, node->children[0]); if(sides & 2) SV_FindTouchedLeafs(ent, node->children[1]); } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict(edict_t *ent, bool touch_triggers) { areanode_t *node; if(ent->area.prev) SV_UnlinkEdict(ent); // unlink from old position if(ent == sv.edicts) return; // don't add the world if(ent->free) return; // set the abs box VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_absmin)); VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_maxs), ED_Vector(ent, ED_absmax)); // // to make items easier to pick up and allow them to be grabbed off // of shelves, the abs sizes are expanded // if((int32_t)ED_Float(ent, ED_flags) & FL_ITEM) { ED_Vector(ent, ED_absmin)[0] -= 15; ED_Vector(ent, ED_absmin)[1] -= 15; ED_Vector(ent, ED_absmax)[0] += 15; ED_Vector(ent, ED_absmax)[1] += 15; } else { // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ED_Vector(ent, ED_absmin)[0] -= 1; ED_Vector(ent, ED_absmin)[1] -= 1; ED_Vector(ent, ED_absmin)[2] -= 1; ED_Vector(ent, ED_absmax)[0] += 1; ED_Vector(ent, ED_absmax)[1] += 1; ED_Vector(ent, ED_absmax)[2] += 1; } // link to PVS leafs ent->num_leafs = 0; if(ED_Float(ent, ED_modelindex)) SV_FindTouchedLeafs(ent, sv.worldmodel->nodes); if(ED_Float(ent, ED_solid) == SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_areanodes; while(1) { if(node->axis == -1) break; if(ED_Vector(ent, ED_absmin)[node->axis] > node->dist) node = node->children[0]; else if(ED_Vector(ent, ED_absmax)[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in if(ED_Float(ent, ED_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 decend for more if(touch_triggers) SV_TouchLinks(ent); } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ /* ================== SV_HullPointContents ================== */ int32_t SV_HullPointContents(hull_t *hull, int32_t num, vec3_t p) { float d; mclipnode_t *node; //johnfitz -- was dclipnode_t 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 = DoublePrecisionDotProduct(plane->normal, p) - plane->dist; if(d < 0) num = node->children[1]; else num = node->children[0]; } return num; } /* ================== SV_PointContents ================== */ int32_t SV_PointContents(vec3_t p) { int32_t cont; cont = SV_HullPointContents(&sv.worldmodel->hulls[0], 0, p); if(cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN) cont = CONTENTS_WATER; return cont; } int32_t SV_TruePointContents(vec3_t p) { return SV_HullPointContents(&sv.worldmodel->hulls[0], 0, p); } //=========================================================================== /* ============ SV_TestEntityPosition This could be a lot more efficient... ============ */ edict_t *SV_TestEntityPosition(edict_t *ent) { trace_t trace; trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), ED_Vector(ent, ED_origin), 0, ent); if(trace.startsolid) return sv.edicts; return NULL; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ /* ================== SV_RecursiveHullCheck ================== */ bool SV_RecursiveHullCheck(hull_t *hull, int32_t num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { mclipnode_t *node; //johnfitz -- was dclipnode_t mplane_t *plane; float t1, t2; float frac; int32_t i; vec3_t mid; int32_t side; float midf; // 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 } if(num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error("SV_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 = DoublePrecisionDotProduct(plane->normal, p1) - plane->dist; t2 = DoublePrecisionDotProduct(plane->normal, p2) - plane->dist; } if(t1 >= 0 && t2 >= 0) return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace); if(t1 < 0 && t2 < 0) return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace); // 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(!SV_RecursiveHullCheck(hull, node->children[side], p1f, midf, p1, mid, trace)) return false; #if defined(PARANOID) if(SV_HullPointContents(sv_hullmodel, mid, node->children[side]) == CONTENTS_SOLID) { Con_Printf("mid PointInHullSolid\n"); 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); 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 { VectorSubtract(vec3_origin, 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; } /* ================== SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ trace_t SV_ClipMoveToEntity(edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { trace_t trace; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; // fill in a default trace memset(&trace, 0, sizeof(trace_t)); trace.fraction = 1; trace.allsolid = true; VectorCopy(end, trace.endpos); // get the clipping hull hull = SV_HullForEntity(ent, mins, maxs, offset); VectorSubtract(start, offset, start_l); VectorSubtract(end, offset, end_l); // trace a line through the apropriate clipping hull SV_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace); // fix trace up by the offset if(trace.fraction != 1) VectorAdd(trace.endpos, offset, trace.endpos); // did we clip the move? if(trace.fraction < 1 || trace.startsolid) trace.ent = ent; return trace; } //=========================================================================== /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ void SV_ClipToLinks(areanode_t *node, moveclip_t *clip) { link_t *l, *next; edict_t *touch; trace_t trace; // touch linked edicts for(l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if(ED_Float(touch, ED_solid) == SOLID_NOT) continue; if(touch == clip->passedict) continue; if(ED_Float(touch, ED_solid) == SOLID_TRIGGER) Sys_Error("Trigger in clipping list"); if(clip->type == MOVE_NOMONSTERS && ED_Float(touch, ED_solid) != SOLID_BSP) continue; if(clip->boxmins[0] > ED_Vector(touch, ED_absmax)[0] || clip->boxmins[1] > ED_Vector(touch, ED_absmax)[1] || clip->boxmins[2] > ED_Vector(touch, ED_absmax)[2] || clip->boxmaxs[0] < ED_Vector(touch, ED_absmin)[0] || clip->boxmaxs[1] < ED_Vector(touch, ED_absmin)[1] || clip->boxmaxs[2] < ED_Vector(touch, ED_absmin)[2]) continue; if(clip->passedict && ED_Vector(clip->passedict, ED_size)[0] && !ED_Vector(touch, ED_size)[0]) continue; // points never interact // might intersect, so do an exact clip if(clip->trace.allsolid) return; if(clip->passedict) { if(ProgEdict(ED_PEdict(touch, ED_owner)) == clip->passedict) continue; // don't clip against own missiles if(ProgEdict(ED_PEdict(clip->passedict, ED_owner)) == touch) continue; // don't clip against owner } if((int32_t)ED_Float(touch, ED_flags) & FL_MONSTER) 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) { trace.ent = touch; if(clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if(trace.startsolid) clip->trace.startsolid = true; } // recurse down both sides if(node->axis == -1) return; if(clip->boxmaxs[node->axis] > node->dist) SV_ClipToLinks(node->children[0], clip); if(clip->boxmins[node->axis] < node->dist) SV_ClipToLinks(node->children[1], clip); } /* ================== SV_MoveBounds ================== */ void SV_MoveBounds(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs) { int32_t i; for(i = 0 ; i < 3 ; i++) { if(end[i] > start[i]) { boxmins[i] = start[i] + mins[i] - 1; boxmaxs[i] = end[i] + maxs[i] + 1; } else { boxmins[i] = end[i] + mins[i] - 1; boxmaxs[i] = start[i] + maxs[i] + 1; } } } /* ================== SV_Move ================== */ trace_t SV_Move(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int32_t type, edict_t *passedict) { moveclip_t clip; int32_t i; memset(&clip, 0, sizeof(moveclip_t)); // clip to world clip.trace = SV_ClipMoveToEntity(sv.edicts, start, mins, maxs, end); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = passedict; if(type == MOVE_MISSILE) { for(i = 0 ; i < 3 ; i++) { clip.mins2[i] = -15; clip.maxs2[i] = 15; } } else { VectorCopy(mins, clip.mins2); VectorCopy(maxs, clip.maxs2); } // create the bounding box of the entire move SV_MoveBounds(start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs); // clip to entities SV_ClipToLinks(sv_areanodes, &clip); return clip.trace; }