/* ================== PM_TraceTexture find the face where the traceline hit assume physentity is valid ================== */ msurface_t *PM_TraceSurface( physent_t *pe, vec3_t start, vec3_t end ) { matrix4x4 matrix; model_t *bmodel; hull_t *hull; vec3_t start_l, end_l; vec3_t offset; bmodel = pe->model; if( !bmodel || bmodel->type != mod_brush ) return NULL; hull = &pe->model->hulls[0]; VectorSubtract( hull->clip_mins, vec3_origin, offset ); VectorAdd( offset, pe->origin, offset ); VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); // rotate start and end into the models frame of reference if( !VectorIsNull( pe->angles )) { Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, start, start_l ); Matrix4x4_VectorITransform( matrix, end, end_l ); } return PM_RecursiveSurfCheck( bmodel, &bmodel->nodes[hull->firstclipnode], start_l, end_l ); }
static float pfnTraceModel( physent_t *pe, float *start, float *end, trace_t *trace ) { int old_usehull; vec3_t start_l, end_l; vec3_t offset, temp; qboolean rotated; matrix4x4 matrix; hull_t *hull; old_usehull = clgame.pmove->usehull; clgame.pmove->usehull = 2; hull = PM_HullForBsp( pe, clgame.pmove, offset ); clgame.pmove->usehull = old_usehull; if( pe->solid == SOLID_BSP && !VectorIsNull( pe->angles )) rotated = true; else rotated = false; if( rotated ) { Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, start, start_l ); Matrix4x4_VectorITransform( matrix, end, end_l ); } else { VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); } SV_RecursiveHullCheck( hull, hull->firstclipnode, 0, 1, start_l, end_l, trace ); trace->ent = NULL; if( rotated ) { VectorCopy( trace->plane.normal, temp ); Matrix4x4_TransformPositivePlane( matrix, temp, trace->plane.dist, trace->plane.normal, &trace->plane.dist ); } VectorLerp( start, trace->fraction, end, trace->endpos ); return trace->fraction; }
/* ============= CL_TruePointContents ============= */ int CL_TruePointContents( const vec3_t p ) { int i, contents; int oldhull; hull_t *hull; vec3_t test, offset; physent_t *pe; // sanity check if( !p ) return CONTENTS_NONE; oldhull = clgame.pmove->usehull; // get base contents from world contents = PM_HullPointContents( &cl.worldmodel->hulls[0], 0, p ); for( i = 0; i < clgame.pmove->nummoveent; i++ ) { pe = &clgame.pmove->moveents[i]; if( pe->solid != SOLID_NOT ) // disabled ? continue; // only brushes can have special contents if( !pe->model || pe->model->type != mod_brush ) continue; // check water brushes accuracy clgame.pmove->usehull = 2; hull = PM_HullForBsp( pe, clgame.pmove, offset ); clgame.pmove->usehull = oldhull; // offset the test point appropriately for this hull. VectorSubtract( p, offset, test ); if( (pe->model->flags & MODEL_HAS_ORIGIN) && !VectorIsNull( pe->angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, p, test ); }; // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; // compare contents ranking if( RankForContents( pe->skin ) > RankForContents( contents )) contents = pe->skin; // new content has more priority }; return contents; }
/* ============= CL_WaterEntity ============= */ int CL_WaterEntity( const float *rgflPos ) { physent_t *pe; hull_t *hull; vec3_t test, offset; int i, oldhull; if( !rgflPos ) return -1; oldhull = clgame.pmove->usehull; for( i = 0; i < clgame.pmove->nummoveent; i++ ) { pe = &clgame.pmove->moveents[i]; if( pe->solid != SOLID_NOT ) // disabled ? continue; // only brushes can have special contents if( !pe->model || pe->model->type != mod_brush ) continue; // check water brushes accuracy clgame.pmove->usehull = 2; hull = PM_HullForBsp( pe, clgame.pmove, offset ); clgame.pmove->usehull = oldhull; // offset the test point appropriately for this hull. VectorSubtract( rgflPos, offset, test ); if( (pe->model->flags & MODEL_HAS_ORIGIN) && !VectorIsNull( pe->angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, rgflPos, test ); }; // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; // found water entity return pe->info; } return -1; }
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, vec3_t saxis, float scale ) { decalinfo_t decalInfo; hull_t *hull; cl_entity_t *ent = NULL; model_t *model = NULL; int width, height; if( textureIndex <= 0 || textureIndex >= MAX_TEXTURES ) { MsgDev( D_ERROR, "Decal has invalid texture!\n" ); return; } if( entityIndex > 0 ) { ent = CL_GetEntityByIndex( entityIndex ); if( modelIndex > 0 ) model = Mod_Handle( modelIndex ); else if( ent != NULL ) model = Mod_Handle( ent->curstate.modelindex ); else return; } else if( modelIndex > 0 ) model = Mod_Handle( modelIndex ); else model = cl.worldmodel; if( !model ) return; if( model->type != mod_brush ) { MsgDev( D_ERROR, "Decals must hit mod_brush!\n" ); return; } decalInfo.m_pModel = model; hull = &model->hulls[0]; // always use #0 hull if( ent && !( flags & FDECAL_LOCAL_SPACE )) { vec3_t pos_l; // transform decal position in local bmodel space if( !VectorIsNull( ent->angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, ent->angles, ent->origin, 1.0f ); Matrix4x4_VectorITransform( matrix, pos, pos_l ); } else { VectorSubtract( pos, ent->origin, pos_l ); } VectorCopy( pos_l, decalInfo.m_Position ); flags |= FDECAL_LOCAL_SPACE; // decal position moved into local space } else { // pass position in global VectorCopy( pos, decalInfo.m_Position ); } // deal with the s axis if one was passed in if( saxis ) { flags |= FDECAL_USESAXIS; VectorCopy( saxis, decalInfo.m_SAxis ); } // this decal must use landmark for correct transition if(!( model->flags & MODEL_HAS_ORIGIN )) { flags |= FDECAL_USE_LANDMARK; } // more state used by R_DecalNode() decalInfo.m_iTexture = textureIndex; decalInfo.m_Entity = entityIndex; decalInfo.m_Flags = flags; R_GetDecalDimensions( textureIndex, &width, &height ); decalInfo.m_Size = width >> 1; if(( height >> 1 ) > decalInfo.m_Size ) decalInfo.m_Size = height >> 1; decalInfo.m_scale = bound( MIN_DECAL_SCALE, scale, MAX_DECAL_SCALE ); // compute the decal dimensions in world space decalInfo.m_decalWidth = width / decalInfo.m_scale; decalInfo.m_decalHeight = height / decalInfo.m_scale; R_DecalNode( model, &model->nodes[hull->firstclipnode], &decalInfo ); }
/* ================= R_FindBmodelMirrors Check all bmodel surfaces and make personal mirror chain ================= */ void R_FindBmodelMirrors( cl_entity_t *e, qboolean static_entity ) { mextrasurf_t *extrasurf; vec3_t mins, maxs; msurface_t *psurf; model_t *clmodel; qboolean rotated; int i, clipFlags; clmodel = e->model; if( static_entity ) { Matrix4x4_LoadIdentity( RI.objectMatrix ); if( R_CullBox( clmodel->mins, clmodel->maxs, RI.clipFlags )) return; VectorCopy( RI.cullorigin, tr.modelorg ); clipFlags = RI.clipFlags; } else { if( !VectorIsNull( e->angles )) { for( i = 0; i < 3; i++ ) { mins[i] = e->origin[i] - clmodel->radius; maxs[i] = e->origin[i] + clmodel->radius; } rotated = true; } else { VectorAdd( e->origin, clmodel->mins, mins ); VectorAdd( e->origin, clmodel->maxs, maxs ); rotated = false; } if( R_CullBox( mins, maxs, RI.clipFlags )) return; if( !VectorIsNull( e->origin ) || !VectorIsNull( e->angles )) { if( rotated ) Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, 1.0f ); else Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, 1.0f ); } else Matrix4x4_LoadIdentity( RI.objectMatrix ); e->visframe = tr.framecount; // visible if( rotated ) Matrix4x4_VectorITransform( RI.objectMatrix, RI.cullorigin, tr.modelorg ); else VectorSubtract( RI.cullorigin, e->origin, tr.modelorg ); clipFlags = 0; } psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; for( i = 0; i < clmodel->nummodelsurfaces; i++, psurf++ ) { if(!( psurf->flags & SURF_REFLECT )) continue; if( R_CullSurface( psurf, clipFlags )) continue; extrasurf = SURF_INFO( psurf, RI.currentmodel ); extrasurf->mirrorchain = tr.mirror_entities[tr.num_mirror_entities].chain; tr.mirror_entities[tr.num_mirror_entities].chain = extrasurf; } // store new mirror entity if( !static_entity && tr.mirror_entities[tr.num_mirror_entities].chain != NULL ) { tr.mirror_entities[tr.num_mirror_entities].ent = RI.currententity; tr.num_mirror_entities++; } }
/* ============ SV_PushRotate ============ */ static edict_t *SV_PushRotate( edict_t *pusher, float movetime ) { int i, e, block, oldsolid; matrix4x4 start_l, end_l; vec3_t lmove, amove; sv_pushed_t *p, *pushed_p; vec3_t org, org2, temp; edict_t *check; if( svgame.globals->changelevel || VectorIsNull( pusher->v.avelocity )) { pusher->v.ltime += movetime; return NULL; } for( i = 0; i < 3; i++ ) amove[i] = pusher->v.avelocity[i] * movetime; // create pusher initial position Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f ); pushed_p = svgame.pushed; // save the pusher's original position pushed_p->ent = pusher; VectorCopy( pusher->v.origin, pushed_p->origin ); VectorCopy( pusher->v.angles, pushed_p->angles ); pushed_p++; // move the pusher to it's final position SV_AngularMove( pusher, movetime, pusher->v.friction ); SV_LinkEdict( pusher, false ); pusher->v.ltime += movetime; oldsolid = pusher->v.solid; // non-solid pushers can't push anything if( pusher->v.solid == SOLID_NOT ) return NULL; // create pusher final position Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f ); // see if any solid entities are inside the final position for( e = 1; e < svgame.numEntities; e++ ) { check = EDICT_NUM( e ); if( !SV_IsValidEdict( check )) continue; // filter movetypes to collide with if( !SV_CanPushed( check )) continue; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition( check, pusher ); pusher->v.solid = oldsolid; if( block ) continue; // if the entity is standing on the pusher, it will definately be moved if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher )) { if( check->v.absmin[0] >= pusher->v.absmax[0] || check->v.absmin[1] >= pusher->v.absmax[1] || check->v.absmin[2] >= pusher->v.absmax[2] || check->v.absmax[0] <= pusher->v.absmin[0] || check->v.absmax[1] <= pusher->v.absmin[1] || check->v.absmax[2] <= pusher->v.absmin[2] ) continue; // see if the ent's bbox is inside the pusher's final position if( !SV_TestEntityPosition( check, NULL )) continue; } // save original position of contacted entity pushed_p->ent = check; VectorCopy( check->v.origin, pushed_p->origin ); VectorCopy( check->v.angles, pushed_p->angles ); pushed_p->fixangle = check->v.fixangle; pushed_p++; // calculate destination position if( check->v.movetype == MOVETYPE_PUSHSTEP || check->v.movetype == MOVETYPE_STEP ) VectorAverage( check->v.absmin, check->v.absmax, org ); else VectorCopy( check->v.origin, org ); Matrix4x4_VectorITransform( start_l, org, temp ); Matrix4x4_VectorTransform( end_l, temp, org2 ); VectorSubtract( org2, org, lmove ); // i can't clear FL_ONGROUND in all cases because many bad things may be happen if( check->v.movetype != MOVETYPE_WALK ) { if( lmove[2] != 0.0f ) check->v.flags &= ~FL_ONGROUND; if( lmove[2] < 0.0f && !pusher->v.dmg ) lmove[2] = 0.0f; // let's the free falling } // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity( check, lmove, amove, &block ); pusher->v.solid = oldsolid; // pushed entity blocked by wall if( block && check->v.movetype != MOVETYPE_WALK ) check->v.flags &= ~FL_ONGROUND; // if it is still inside the pusher, block if( SV_TestEntityPosition( check, NULL ) && block ) { if( !SV_CanBlock( check )) continue; pusher->v.ltime -= movetime; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for( p = pushed_p - 1; p >= svgame.pushed; p-- ) { VectorCopy( p->origin, p->ent->v.origin ); VectorCopy( p->angles, p->ent->v.angles ); SV_LinkEdict( p->ent, (p->ent == check) ? true : false ); p->ent->v.fixangle = p->fixangle; } return check; } } return NULL; }