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210 lines
4.1 KiB
C
210 lines
4.1 KiB
C
/*
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gl_refrag.c - store entity fragments
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "entity_types.h"
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#include "studio.h"
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#include "world.h" // BOX_ON_PLANE_SIDE
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#include "client.h"
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#include "xash3d_mathlib.h"
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/*
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===============================================================================
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ENTITY FRAGMENT FUNCTIONS
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===============================================================================
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*/
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static efrag_t **lastlink;
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static mnode_t *r_pefragtopnode;
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static vec3_t r_emins, r_emaxs;
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static cl_entity_t *r_addent;
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/*
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================
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R_RemoveEfrags
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Call when removing an object from the world or moving it to another position
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================
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*/
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void R_RemoveEfrags( cl_entity_t *ent )
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{
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efrag_t *ef, *old, *walk, **prev;
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ef = ent->efrag;
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while( ef )
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{
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prev = &ef->leaf->efrags;
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while( 1 )
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{
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walk = *prev;
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if( !walk ) break;
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if( walk == ef )
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{
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// remove this fragment
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*prev = ef->leafnext;
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break;
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}
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else prev = &walk->leafnext;
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}
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old = ef;
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ef = ef->entnext;
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// put it on the free list
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old->entnext = clgame.free_efrags;
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clgame.free_efrags = old;
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}
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ent->efrag = NULL;
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}
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/*
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===================
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R_SplitEntityOnNode
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===================
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*/
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static void R_SplitEntityOnNode( mnode_t *node )
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{
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efrag_t *ef;
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mleaf_t *leaf;
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int sides;
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if( node->contents == CONTENTS_SOLID )
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return;
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// add an efrag if the node is a leaf
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if( node->contents < 0 )
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{
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if( !r_pefragtopnode )
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r_pefragtopnode = node;
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leaf = (mleaf_t *)node;
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// grab an efrag off the free list
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ef = clgame.free_efrags;
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if( !ef )
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{
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Con_Printf( S_ERROR "too many efrags!\n" );
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return; // no free fragments...
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}
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clgame.free_efrags = ef->entnext;
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ef->entity = r_addent;
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// add the entity link
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*lastlink = ef;
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lastlink = &ef->entnext;
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ef->entnext = NULL;
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// set the leaf links
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ef->leaf = leaf;
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ef->leafnext = leaf->efrags;
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leaf->efrags = ef;
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return;
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}
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// NODE_MIXED
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sides = BOX_ON_PLANE_SIDE( r_emins, r_emaxs, node->plane );
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if( sides == 3 )
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{
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// split on this plane
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// if this is the first splitter of this bmodel, remember it
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if( !r_pefragtopnode ) r_pefragtopnode = node;
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}
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// recurse down the contacted sides
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if( sides & 1 ) R_SplitEntityOnNode( node->children[0] );
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if( sides & 2 ) R_SplitEntityOnNode( node->children[1] );
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}
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/*
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===========
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R_AddEfrags
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===========
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*/
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void R_AddEfrags( cl_entity_t *ent )
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{
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matrix3x4 transform;
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vec3_t outmins, outmaxs;
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int i;
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if( !ent->model )
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return;
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r_addent = ent;
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lastlink = &ent->efrag;
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r_pefragtopnode = NULL;
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// handle entity rotation for right bbox expanding
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Matrix3x4_CreateFromEntity( transform, ent->angles, vec3_origin, 1.0f );
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Matrix3x4_TransformAABB( transform, ent->model->mins, ent->model->maxs, outmins, outmaxs );
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for( i = 0; i < 3; i++ )
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{
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r_emins[i] = ent->origin[i] + outmins[i];
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r_emaxs[i] = ent->origin[i] + outmaxs[i];
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}
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R_SplitEntityOnNode( cl.worldmodel->nodes );
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ent->topnode = r_pefragtopnode;
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}
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/*
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================
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R_StoreEfrags
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================
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*/
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void R_StoreEfrags( efrag_t **ppefrag, int framecount )
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{
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cl_entity_t *pent;
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model_t *clmodel;
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efrag_t *pefrag;
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while(( pefrag = *ppefrag ) != NULL )
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{
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pent = pefrag->entity;
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clmodel = pent->model;
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switch( clmodel->type )
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{
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case mod_alias:
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case mod_brush:
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case mod_studio:
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case mod_sprite:
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pent = pefrag->entity;
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if( pent->visframe != framecount )
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{
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if( CL_AddVisibleEntity( pent, ET_FRAGMENTED ))
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{
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// mark that we've recorded this entity for this frame
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pent->curstate.messagenum = cl.parsecount;
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pent->visframe = framecount;
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}
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}
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ppefrag = &pefrag->leafnext;
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break;
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default:
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break;
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}
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}
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}
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