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2011 lines
63 KiB
C++
2011 lines
63 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "engine/IEngineTrace.h"
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#include "icliententitylist.h"
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#include "ispatialpartitioninternal.h"
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#include "icliententity.h"
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#include "cmodel_engine.h"
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#include "dispcoll_common.h"
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#include "staticpropmgr.h"
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#include "server.h"
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#include "edict.h"
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#include "gl_model_private.h"
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#include "world.h"
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#include "vphysics_interface.h"
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#include "client_class.h"
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#include "server_class.h"
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#include "debugoverlay.h"
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#include "collisionutils.h"
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#include "tier0/vprof.h"
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#include "convar.h"
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#include "mathlib/polyhedron.h"
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#include "sys_dll.h"
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#include "vphysics/virtualmesh.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Various statistics to gather
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//-----------------------------------------------------------------------------
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enum
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{
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TRACE_STAT_COUNTER_TRACERAY = 0,
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TRACE_STAT_COUNTER_POINTCONTENTS,
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TRACE_STAT_COUNTER_ENUMERATE,
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NUM_TRACE_STAT_COUNTER
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};
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//-----------------------------------------------------------------------------
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// Used to visualize raycasts going on
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//-----------------------------------------------------------------------------
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#ifdef _DEBUG
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ConVar debugrayenable( "debugrayenable", "0", NULL, "Use this to enable ray testing. To reset: bind \"F1\" \"clearalloverlays; debugrayreset 0; host_framerate 66.66666667\"" );
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ConVar debugrayreset( "debugrayreset", "0" );
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ConVar debugraylimit( "debugraylimit", "500", NULL, "number of rays per frame that you have to hit before displaying them all" );
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static CUtlVector<Ray_t> s_FrameRays;
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#endif
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#define BENCHMARK_RAY_TEST 0
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#if BENCHMARK_RAY_TEST
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static CUtlVector<Ray_t> s_BenchmarkRays;
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#endif
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//-----------------------------------------------------------------------------
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// Implementation of IEngineTrace
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//-----------------------------------------------------------------------------
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abstract_class CEngineTrace : public IEngineTrace
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{
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public:
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CEngineTrace() { m_pRootMoveParent = NULL; }
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// Returns the contents mask at a particular world-space position
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virtual int GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity );
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virtual int GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition );
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// Traces a ray against a particular edict
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virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEntity, trace_t *pTrace );
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// A version that simply accepts a ray (can work as a traceline or tracehull)
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virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
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// A version that sets up the leaf and entity lists and allows you to pass those in for collision.
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virtual void SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData );
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virtual void SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData );
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virtual void TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
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// A version that sweeps a collideable through the world
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// abs start + abs end represents the collision origins you want to sweep the collideable through
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// vecAngles represents the collision angles of the collideable during the sweep
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virtual void SweepCollideable( ICollideable *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
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const QAngle &vecAngles, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
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// Enumerates over all entities along a ray
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// If triggers == true, it enumerates all triggers along a ray
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virtual void EnumerateEntities( const Ray_t &ray, bool triggers, IEntityEnumerator *pEnumerator );
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// Same thing, but enumerate entitys within a box
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virtual void EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator );
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// FIXME: Different versions for client + server. Eventually we need to make these go away
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virtual void HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName ) = 0;
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virtual ICollideable *GetWorldCollideable() = 0;
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// Traces a ray against a particular edict
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virtual void ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace );
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// HACKHACK: Temp
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virtual int GetStatByIndex( int index, bool bClear );
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//finds brushes in an AABB, prone to some false positives
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virtual void GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask = 0xFFFFFFFF );
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//Creates a CPhysCollide out of all displacements wholly or partially contained in the specified AABB
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virtual CPhysCollide* GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs );
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//retrieve brush planes and contents, returns true if data is being returned in the output pointers, false if the brush doesn't exist
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virtual bool GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut );
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virtual bool PointOutsideWorld( const Vector &ptTest ); //Tests a point to see if it's outside any playable area
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// Walks bsp to find the leaf containing the specified point
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virtual int GetLeafContainingPoint( const Vector &ptTest );
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private:
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// FIXME: Different versions for client + server. Eventually we need to make these go away
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virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace ) = 0;
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virtual ICollideable *GetCollideable( IHandleEntity *pEntity ) = 0;
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virtual int SpatialPartitionMask() const = 0;
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virtual int SpatialPartitionTriggerMask() const = 0;
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// Figure out point contents for entities at a particular position
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int EntityContents( const Vector &vecAbsPosition );
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// Should we perform the custom raytest?
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bool ShouldPerformCustomRayTest( const Ray_t& ray, ICollideable *pCollideable ) const;
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// Performs the custom raycast
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bool ClipRayToCustom( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace );
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// Perform vphysics trace
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bool ClipRayToVPhysics( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, studiohdr_t *pStudioHdr, trace_t *pTrace );
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// Perform hitbox trace
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bool ClipRayToHitboxes( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace );
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// Perform bsp trace
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bool ClipRayToBSP( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, trace_t *pTrace );
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// bbox
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bool ClipRayToBBox( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, trace_t *pTrace );
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// OBB
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bool ClipRayToOBB( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace );
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// Clips a trace to another trace
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bool ClipTraceToTrace( trace_t &clipTrace, trace_t *pFinalTrace );
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private:
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int m_traceStatCounters[NUM_TRACE_STAT_COUNTER];
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const matrix3x4_t *m_pRootMoveParent;
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friend void RayBench( const CCommand &args );
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};
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class CEngineTraceServer : public CEngineTrace
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{
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private:
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virtual void HandleEntityToCollideable( IHandleEntity *pEnt, ICollideable **ppCollide, const char **ppDebugName );
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virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace );
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virtual int SpatialPartitionMask() const;
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virtual int SpatialPartitionTriggerMask() const;
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virtual ICollideable *GetWorldCollideable();
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friend void RayBench( const CCommand &args );
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public:
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// IEngineTrace
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virtual ICollideable *GetCollideable( IHandleEntity *pEntity );
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};
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#ifndef SWDS
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class CEngineTraceClient : public CEngineTrace
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{
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private:
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virtual void HandleEntityToCollideable( IHandleEntity *pEnt, ICollideable **ppCollide, const char **ppDebugName );
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virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace );
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virtual int SpatialPartitionMask() const;
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virtual int SpatialPartitionTriggerMask() const;
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virtual ICollideable *GetWorldCollideable();
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public:
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// IEngineTrace
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virtual ICollideable *GetCollideable( IHandleEntity *pEntity );
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};
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#endif
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//-----------------------------------------------------------------------------
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// Expose CVEngineServer to the game + client DLLs
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//-----------------------------------------------------------------------------
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static CEngineTraceServer s_EngineTraceServer;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEngineTraceServer, IEngineTrace, INTERFACEVERSION_ENGINETRACE_SERVER, s_EngineTraceServer);
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#ifndef SWDS
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static CEngineTraceClient s_EngineTraceClient;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEngineTraceClient, IEngineTrace, INTERFACEVERSION_ENGINETRACE_CLIENT, s_EngineTraceClient);
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#endif
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//-----------------------------------------------------------------------------
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// Expose CVEngineServer to the engine.
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//-----------------------------------------------------------------------------
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IEngineTrace *g_pEngineTraceServer = &s_EngineTraceServer;
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#ifndef SWDS
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IEngineTrace *g_pEngineTraceClient = &s_EngineTraceClient;
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#endif
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//-----------------------------------------------------------------------------
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// Client-server neutral method of getting at collideables
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//-----------------------------------------------------------------------------
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#ifndef SWDS
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ICollideable *CEngineTraceClient::GetCollideable( IHandleEntity *pEntity )
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{
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Assert( pEntity );
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ICollideable *pProp = StaticPropMgr()->GetStaticProp( pEntity );
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if ( pProp )
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return pProp;
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IClientUnknown *pUnk = entitylist->GetClientUnknownFromHandle( pEntity->GetRefEHandle() );
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return pUnk->GetCollideable();
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}
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#endif
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ICollideable *CEngineTraceServer::GetCollideable( IHandleEntity *pEntity )
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{
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Assert( pEntity );
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ICollideable *pProp = StaticPropMgr()->GetStaticProp( pEntity );
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if ( pProp )
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return pProp;
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IServerUnknown *pNetUnknown = static_cast<IServerUnknown*>(pEntity);
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return pNetUnknown->GetCollideable();
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}
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//-----------------------------------------------------------------------------
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// Spatial partition masks for iteration
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//-----------------------------------------------------------------------------
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#ifndef SWDS
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int CEngineTraceClient::SpatialPartitionMask() const
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{
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return PARTITION_CLIENT_SOLID_EDICTS;
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}
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#endif
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int CEngineTraceServer::SpatialPartitionMask() const
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{
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return PARTITION_ENGINE_SOLID_EDICTS;
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}
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#ifndef SWDS
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int CEngineTraceClient::SpatialPartitionTriggerMask() const
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{
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return 0;
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}
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#endif
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int CEngineTraceServer::SpatialPartitionTriggerMask() const
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{
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return PARTITION_ENGINE_TRIGGER_EDICTS;
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}
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//-----------------------------------------------------------------------------
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// Spatial partition enumerator looking for entities that we may lie within
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//-----------------------------------------------------------------------------
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class CPointContentsEnum : public IPartitionEnumerator
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{
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public:
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CPointContentsEnum( CEngineTrace *pEngineTrace, const Vector &pos ) : m_Contents(CONTENTS_EMPTY)
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{
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m_pEngineTrace = pEngineTrace;
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m_Pos = pos;
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m_pCollide = NULL;
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}
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static inline bool TestEntity(
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CEngineTrace *pEngineTrace,
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ICollideable *pCollide,
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const Vector &vPos,
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int *pContents,
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ICollideable **pWorldCollideable )
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{
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// Deal with static props
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// NOTE: I could have added static props to a different list and
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// enumerated them separately, but that would have been less efficient
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if ( StaticPropMgr()->IsStaticProp( pCollide->GetEntityHandle() ) )
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{
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Ray_t ray;
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trace_t trace;
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ray.Init( vPos, vPos );
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pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace );
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if (trace.startsolid)
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{
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// We're in a static prop; that's solid baby
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// Pretend we hit the world
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*pContents = CONTENTS_SOLID;
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*pWorldCollideable = pEngineTrace->GetWorldCollideable();
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return true;
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}
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return false;
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}
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// We only care about solid volumes
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if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0)
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return false;
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model_t* pModel = (model_t*)pCollide->GetCollisionModel();
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if ( pModel && pModel->type == mod_brush )
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{
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Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 );
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int nHeadNode = GetModelHeadNode( pCollide );
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int contents = CM_TransformedPointContents( vPos, nHeadNode,
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pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() );
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if (contents != CONTENTS_EMPTY)
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{
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// Return the contents of the first thing we hit
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*pContents = contents;
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*pWorldCollideable = pCollide;
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return true;
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}
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}
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return false;
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}
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IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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ICollideable *pCollide;
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const char *pDbgName;
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m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName );
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if (!pCollide)
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return ITERATION_CONTINUE;
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if ( CPointContentsEnum::TestEntity( m_pEngineTrace, pCollide, m_Pos, &m_Contents, &m_pCollide ) )
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return ITERATION_STOP;
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else
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return ITERATION_CONTINUE;
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}
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private:
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static int GetModelHeadNode( ICollideable *pCollide )
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{
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int modelindex = pCollide->GetCollisionModelIndex();
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if(modelindex >= MAX_MODELS || modelindex < 0)
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return -1;
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model_t *pModel = (model_t*)pCollide->GetCollisionModel();
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if(!pModel)
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return -1;
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if(cmodel_t *pCModel = CM_InlineModelNumber(modelindex-1))
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return pCModel->headnode;
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else
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return -1;
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}
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public:
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int m_Contents;
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ICollideable *m_pCollide;
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private:
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CEngineTrace *m_pEngineTrace;
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Vector m_Pos;
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};
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//-----------------------------------------------------------------------------
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// Returns the contents mask at a particular world-space position
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//-----------------------------------------------------------------------------
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int CEngineTrace::GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity )
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{
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VPROF( "CEngineTrace_GetPointContents" );
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// VPROF_BUDGET( "CEngineTrace_GetPointContents", "CEngineTrace_GetPointContents" );
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m_traceStatCounters[TRACE_STAT_COUNTER_POINTCONTENTS]++;
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// First check the collision model
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int nContents = CM_PointContents( vecAbsPosition, 0 );
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if ( nContents & MASK_CURRENT )
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{
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nContents = CONTENTS_WATER;
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}
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if ( nContents != CONTENTS_SOLID )
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{
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CPointContentsEnum contentsEnum(this, vecAbsPosition);
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SpatialPartition()->EnumerateElementsAtPoint( SpatialPartitionMask(),
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vecAbsPosition, false, &contentsEnum );
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int nEntityContents = contentsEnum.m_Contents;
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if ( nEntityContents & MASK_CURRENT )
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nContents = CONTENTS_WATER;
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if ( nEntityContents != CONTENTS_EMPTY )
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{
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if (ppEntity)
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{
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*ppEntity = contentsEnum.m_pCollide->GetEntityHandle();
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}
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return nEntityContents;
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}
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}
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if (ppEntity)
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{
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*ppEntity = GetWorldCollideable()->GetEntityHandle();
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}
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return nContents;
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}
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int CEngineTrace::GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition )
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{
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int contents = CONTENTS_EMPTY;
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ICollideable *pDummy;
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CPointContentsEnum::TestEntity( this, pCollide, vecAbsPosition, &contents, &pDummy );
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return contents;
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}
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//-----------------------------------------------------------------------------
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// Should we perform the custom raytest?
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//-----------------------------------------------------------------------------
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inline bool CEngineTrace::ShouldPerformCustomRayTest( const Ray_t& ray, ICollideable *pCollideable ) const
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{
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// No model? The entity's got its own collision detector maybe
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// Does the entity force box or ray tests to go through its code?
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return( (pCollideable->GetSolid() == SOLID_CUSTOM) ||
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(ray.m_IsRay && (pCollideable->GetSolidFlags() & FSOLID_CUSTOMRAYTEST )) ||
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(!ray.m_IsRay && (pCollideable->GetSolidFlags() & FSOLID_CUSTOMBOXTEST )) );
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}
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//-----------------------------------------------------------------------------
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// Performs the custom raycast
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//-----------------------------------------------------------------------------
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bool CEngineTrace::ClipRayToCustom( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace )
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{
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if ( pCollideable->TestCollision( ray, fMask, *pTrace ))
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{
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Performs the hitbox raycast, returns true if the hitbox test was made
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//-----------------------------------------------------------------------------
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bool CEngineTrace::ClipRayToHitboxes( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace )
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{
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trace_t hitboxTrace;
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CM_ClearTrace( &hitboxTrace );
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// Keep track of the contents of what was hit initially
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hitboxTrace.contents = pTrace->contents;
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VectorAdd( ray.m_Start, ray.m_StartOffset, hitboxTrace.startpos );
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VectorAdd( hitboxTrace.startpos, ray.m_Delta, hitboxTrace.endpos );
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// At the moment, it has to be a true ray to work with hitboxes
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if ( !ray.m_IsRay )
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return false;
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// If the hitboxes weren't even tested, then just use the original trace
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if (!pCollideable->TestHitboxes( ray, fMask, hitboxTrace ))
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return false;
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// If they *were* tested and missed, clear the original trace
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if (!hitboxTrace.DidHit())
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{
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CM_ClearTrace( pTrace );
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pTrace->startpos = hitboxTrace.startpos;
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pTrace->endpos = hitboxTrace.endpos;
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}
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else if ( pCollideable->GetSolid() != SOLID_VPHYSICS )
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{
|
|
// If we also hit the hitboxes, maintain fractionleftsolid +
|
|
// startpos because those are reasonable enough values and the
|
|
// hitbox code doesn't set those itself.
|
|
Vector vecStartPos = pTrace->startpos;
|
|
float flFractionLeftSolid = pTrace->fractionleftsolid;
|
|
|
|
*pTrace = hitboxTrace;
|
|
|
|
if (hitboxTrace.startsolid)
|
|
{
|
|
pTrace->startpos = vecStartPos;
|
|
pTrace->fractionleftsolid = flFractionLeftSolid;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Fill out the trace hitbox details
|
|
pTrace->contents = hitboxTrace.contents;
|
|
pTrace->hitgroup = hitboxTrace.hitgroup;
|
|
pTrace->hitbox = hitboxTrace.hitbox;
|
|
pTrace->physicsbone = hitboxTrace.physicsbone;
|
|
pTrace->surface = hitboxTrace.surface;
|
|
Assert( pTrace->physicsbone >= 0 );
|
|
// Fill out the surfaceprop details from the hitbox. Use the physics bone instead of the hitbox bone
|
|
Assert(pTrace->surface.flags == SURF_HITBOX);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int CEngineTrace::GetStatByIndex( int index, bool bClear )
|
|
{
|
|
if ( index >= NUM_TRACE_STAT_COUNTER )
|
|
return 0;
|
|
int out = m_traceStatCounters[index];
|
|
if ( bClear )
|
|
{
|
|
m_traceStatCounters[index] = 0;
|
|
}
|
|
return out;
|
|
}
|
|
|
|
|
|
|
|
static void FASTCALL GetBrushesInAABB_ParseLeaf( const Vector *pExtents, CCollisionBSPData *pBSPData, cleaf_t *pLeaf, CUtlVector<int> *pOutput, int iContentsMask, int *pCounters )
|
|
{
|
|
for( unsigned int i = 0; i != pLeaf->numleafbrushes; ++i )
|
|
{
|
|
int iBrushNumber = pBSPData->map_leafbrushes[pLeaf->firstleafbrush + i];
|
|
cbrush_t *pBrush = &pBSPData->map_brushes[iBrushNumber];
|
|
|
|
if( pCounters[iBrushNumber] )
|
|
continue;
|
|
|
|
pCounters[iBrushNumber] = 1;
|
|
|
|
if( (pBrush->contents & iContentsMask) == 0 )
|
|
continue;
|
|
|
|
if ( pBrush->IsBox() )
|
|
{
|
|
cboxbrush_t *pBox = &pBSPData->map_boxbrushes[pBrush->GetBox()];
|
|
if ( IsBoxIntersectingBox(pBox->mins, pBox->maxs, pExtents[0], pExtents[7]) )
|
|
{
|
|
pOutput->AddToTail(iBrushNumber);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unsigned int j;
|
|
for( j = 0; j != pBrush->numsides; ++j )
|
|
{
|
|
cplane_t *pPlane = pBSPData->map_brushsides[pBrush->firstbrushside + j].plane;
|
|
|
|
if( (pExtents[pPlane->signbits].Dot( pPlane->normal ) - pPlane->dist) > 0.0f )
|
|
break; //the bounding box extent that was most likely to be encapsulated by the plane is outside the halfspace, brush not in bbox
|
|
}
|
|
|
|
if( j == pBrush->numsides )
|
|
pOutput->AddToTail( iBrushNumber ); //brush was most likely in bbox
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CEngineTrace::GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask )
|
|
{
|
|
if( pOutput == NULL ) return;
|
|
CCollisionBSPData *pBSPData = GetCollisionBSPData();
|
|
|
|
Vector ptBBoxExtents[8]; //for fast plane checking
|
|
for( int i = 0; i != 8; ++i )
|
|
{
|
|
//set these up to be opposite that of cplane_t's signbits for it's normal
|
|
ptBBoxExtents[i].x = (i & (1<<0)) ? (vMaxs.x) : (vMins.x);
|
|
ptBBoxExtents[i].y = (i & (1<<1)) ? (vMaxs.y) : (vMins.y);
|
|
ptBBoxExtents[i].z = (i & (1<<2)) ? (vMaxs.z) : (vMins.z);
|
|
}
|
|
|
|
int *pLeafList = (int *)stackalloc( pBSPData->numleafs * 2 * sizeof( int ) ); // *2 just in case
|
|
int iNumLeafs = CM_BoxLeafnums( vMins, vMaxs, pLeafList, pBSPData->numleafs * 2, NULL );
|
|
|
|
CUtlVector<int> counters;
|
|
counters.SetSize( pBSPData->numbrushes );
|
|
memset( counters.Base(), 0, pBSPData->numbrushes * sizeof(int) );
|
|
for( int i = 0; i != iNumLeafs; ++i )
|
|
GetBrushesInAABB_ParseLeaf( ptBBoxExtents, pBSPData, &pBSPData->map_leafs[pLeafList[i]], pOutput, iContentsMask, counters.Base() );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used to copy the collision information of all displacement surfaces in a specified box
|
|
// Input : vMins - min vector of the AABB
|
|
// vMaxs - max vector of the AABB
|
|
// Output : CPhysCollide* the collision mesh created from all the displacements partially contained in the specified box
|
|
// Note: We're not clipping to the box. Collidable may be larger than the box provided.
|
|
//-----------------------------------------------------------------------------
|
|
CPhysCollide* CEngineTrace::GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs )
|
|
{
|
|
CCollisionBSPData *pBSPData = GetCollisionBSPData();
|
|
|
|
int *pLeafList = (int *)stackalloc( pBSPData->numleafs * sizeof( int ) );
|
|
int iLeafCount = CM_BoxLeafnums( vMins, vMaxs, pLeafList, pBSPData->numleafs, NULL );
|
|
|
|
// Get all the triangles for displacement surfaces in this box, add them to a polysoup
|
|
CPhysPolysoup *pDispCollideSoup = physcollision->PolysoupCreate();
|
|
|
|
// Count total triangles added to this poly soup- Can't support more than 65435.
|
|
int iTriCount = 0;
|
|
|
|
TraceInfo_t *pTraceInfo = BeginTrace();
|
|
|
|
TraceCounter_t *pCounters = pTraceInfo->GetDispCounters();
|
|
int count = pTraceInfo->GetCount();
|
|
|
|
// For each leaf in which the box lies, Get all displacements in that leaf and use their triangles to create the mesh
|
|
for ( int i = 0; i < iLeafCount; ++i )
|
|
{
|
|
// Current leaf
|
|
cleaf_t curLeaf = pBSPData->map_leafs[ pLeafList[i] ];
|
|
|
|
// Test box against all displacements in the leaf.
|
|
for( int k = 0; k < curLeaf.dispCount; k++ )
|
|
{
|
|
int dispIndex = pBSPData->map_dispList[curLeaf.dispListStart + k];
|
|
CDispCollTree *pDispTree = &g_pDispCollTrees[dispIndex];
|
|
|
|
// make sure we only check this brush once per trace/stab
|
|
if ( !pTraceInfo->Visit( pDispTree->m_iCounter, count, pCounters ) )
|
|
continue;
|
|
|
|
// If this displacement doesn't touch our test box, don't add it to the list.
|
|
if ( !IsBoxIntersectingBox( vMins, vMaxs, pDispTree->m_mins, pDispTree->m_maxs) )
|
|
continue;
|
|
|
|
// The the triangle mesh for this displacement surface
|
|
virtualmeshlist_t meshTriList;
|
|
pDispTree->GetVirtualMeshList( &meshTriList );
|
|
|
|
Assert ( meshTriList.indexCount%3 == 0 );
|
|
Assert ( meshTriList.indexCount != 0 );
|
|
Assert ( meshTriList.indexCount/3 == meshTriList.triangleCount );
|
|
|
|
// Don't allow more than 64k triangles in a collision model
|
|
// TODO: Return a list of collidables? How often do we break 64k triangles?
|
|
iTriCount += meshTriList.triangleCount;
|
|
if ( iTriCount > 65535 )
|
|
{
|
|
AssertMsg ( 0, "Displacement surfaces have too many triangles to duplicate in GetCollidableFromDisplacementsInBox." );
|
|
EndTrace( pTraceInfo );
|
|
return NULL;
|
|
}
|
|
|
|
for ( int j = 0; j < meshTriList.indexCount; j+=3 )
|
|
{
|
|
// Don't index past the index list
|
|
Assert( j+2 < meshTriList.indexCount );
|
|
|
|
if ( j+2 >= meshTriList.indexCount )
|
|
{
|
|
EndTrace( pTraceInfo );
|
|
physcollision->PolysoupDestroy( pDispCollideSoup );
|
|
return NULL;
|
|
}
|
|
|
|
unsigned short i0 = meshTriList.indices[j+0];
|
|
unsigned short i1 = meshTriList.indices[j+1];
|
|
unsigned short i2 = meshTriList.indices[j+2];
|
|
|
|
// Don't index past the end of the vert list
|
|
Assert ( i0 < meshTriList.vertexCount && i1 < meshTriList.vertexCount && i2 < meshTriList.vertexCount );
|
|
|
|
if ( i0 >= meshTriList.vertexCount || i1 >= meshTriList.vertexCount || i2 >= meshTriList.vertexCount )
|
|
{
|
|
EndTrace( pTraceInfo );
|
|
physcollision->PolysoupDestroy( pDispCollideSoup );
|
|
return NULL;
|
|
}
|
|
|
|
Vector v0 = meshTriList.pVerts[ i0 ];
|
|
Vector v1 = meshTriList.pVerts[ i1 ];
|
|
Vector v2 = meshTriList.pVerts[ i2 ];
|
|
|
|
Assert ( v0.IsValid() && v1.IsValid() && v2.IsValid() );
|
|
|
|
// We don't need exact clipping to the box... Include any triangle that has at least one vert on the inside
|
|
if ( IsPointInBox( v0, vMins, vMaxs ) || IsPointInBox( v1, vMins, vMaxs ) || IsPointInBox( v2, vMins, vMaxs ) )
|
|
{
|
|
// This is for collision only, so we don't need to worry about blending-- Use the first surface prop.
|
|
int nProp = pDispTree->GetSurfaceProps(0);
|
|
physcollision->PolysoupAddTriangle( pDispCollideSoup, v0, v1, v2, nProp );
|
|
}
|
|
|
|
}// triangle loop
|
|
|
|
}// for each displacement in leaf
|
|
|
|
}// for each leaf
|
|
|
|
EndTrace( pTraceInfo );
|
|
|
|
CPhysCollide* pCollide = physcollision->ConvertPolysoupToCollide ( pDispCollideSoup, false );
|
|
|
|
// clean up poly soup
|
|
physcollision->PolysoupDestroy( pDispCollideSoup );
|
|
|
|
return pCollide;
|
|
}
|
|
|
|
bool CEngineTrace::GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut )
|
|
{
|
|
CCollisionBSPData *pBSPData = GetCollisionBSPData();
|
|
|
|
if( iBrush < 0 || iBrush >= pBSPData->numbrushes )
|
|
return false;
|
|
|
|
cbrush_t *pBrush = &pBSPData->map_brushes[iBrush];
|
|
|
|
if( pPlanesOut )
|
|
{
|
|
pPlanesOut->RemoveAll();
|
|
Vector4D p;
|
|
if ( pBrush->IsBox() )
|
|
{
|
|
cboxbrush_t *pBox = &pBSPData->map_boxbrushes[pBrush->GetBox()];
|
|
|
|
for ( int i = 0; i < 6; i++ )
|
|
{
|
|
p.Init(0,0,0,0);
|
|
if ( i < 3 )
|
|
{
|
|
p[i] = 1.0f;
|
|
p[3] = pBox->maxs[i];
|
|
}
|
|
else
|
|
{
|
|
p[i-3] = -1.0f;
|
|
p[3] = -pBox->mins[i-3];
|
|
}
|
|
pPlanesOut->AddToTail( p );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cbrushside_t *stopside = &pBSPData->map_brushsides[pBrush->firstbrushside];
|
|
// Note: Don't do this in the [] since the final one on the last brushside will be past the end of the array end by one index
|
|
stopside += pBrush->numsides;
|
|
for( cbrushside_t *side = &pBSPData->map_brushsides[pBrush->firstbrushside]; side != stopside; ++side )
|
|
{
|
|
Vector4D pVec( side->plane->normal.x, side->plane->normal.y, side->plane->normal.z, side->plane->dist );
|
|
pPlanesOut->AddToTail( pVec );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( pContentsOut )
|
|
*pContentsOut = pBrush->contents;
|
|
|
|
return true;
|
|
}
|
|
|
|
//Tests a point to see if it's outside any playable area
|
|
bool CEngineTrace::PointOutsideWorld( const Vector &ptTest )
|
|
{
|
|
int iLeaf = CM_PointLeafnum( ptTest );
|
|
Assert( iLeaf >= 0 );
|
|
|
|
CCollisionBSPData *pBSPData = GetCollisionBSPData();
|
|
|
|
if( pBSPData->map_leafs[iLeaf].cluster == -1 )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Expose to the game dll a method for finding the leaf which contains a given point
|
|
// Input : &vPos - Returns the leaf which contains this point
|
|
// Output : int - The handle to the leaf
|
|
//-----------------------------------------------------------------------------
|
|
int CEngineTrace::GetLeafContainingPoint( const Vector &vPos )
|
|
{
|
|
return CM_PointLeafnum( vPos );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Convex info for studio + brush models
|
|
//-----------------------------------------------------------------------------
|
|
class CBrushConvexInfo : public IConvexInfo
|
|
{
|
|
public:
|
|
CBrushConvexInfo()
|
|
{
|
|
m_pBSPData = GetCollisionBSPData();
|
|
}
|
|
virtual unsigned int GetContents( int convexGameData )
|
|
{
|
|
return m_pBSPData->map_brushes[convexGameData].contents;
|
|
}
|
|
|
|
private:
|
|
CCollisionBSPData *m_pBSPData;
|
|
};
|
|
|
|
class CStudioConvexInfo : public IConvexInfo
|
|
{
|
|
public:
|
|
CStudioConvexInfo( studiohdr_t *pStudioHdr )
|
|
{
|
|
m_pStudioHdr = pStudioHdr;
|
|
}
|
|
|
|
virtual unsigned int GetContents( int convexGameData )
|
|
{
|
|
if ( convexGameData == 0 )
|
|
{
|
|
return m_pStudioHdr->contents;
|
|
}
|
|
|
|
Assert( convexGameData <= m_pStudioHdr->numbones );
|
|
mstudiobone_t *pBone = m_pStudioHdr->pBone(convexGameData - 1);
|
|
return pBone->contents;
|
|
}
|
|
|
|
private:
|
|
studiohdr_t *m_pStudioHdr;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Perform vphysics trace
|
|
//-----------------------------------------------------------------------------
|
|
bool CEngineTrace::ClipRayToVPhysics( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, studiohdr_t *pStudioHdr, trace_t *pTrace )
|
|
{
|
|
if ( pEntity->GetSolid() != SOLID_VPHYSICS )
|
|
return false;
|
|
|
|
bool bTraced = false;
|
|
|
|
// use the vphysics model for rotated brushes and vphysics simulated objects
|
|
const model_t *pModel = pEntity->GetCollisionModel();
|
|
|
|
if ( !pModel )
|
|
return false;
|
|
|
|
if ( pStudioHdr )
|
|
{
|
|
CStudioConvexInfo studioConvex( pStudioHdr );
|
|
vcollide_t *pCollide = g_pMDLCache->GetVCollide( pModel->studio );
|
|
if ( pCollide && pCollide->solidCount )
|
|
{
|
|
physcollision->TraceBox(
|
|
ray,
|
|
fMask,
|
|
&studioConvex,
|
|
pCollide->solids[0], // UNDONE: Support other solid indices?!?!?!? (forced zero)
|
|
pEntity->GetCollisionOrigin(),
|
|
pEntity->GetCollisionAngles(),
|
|
pTrace );
|
|
bTraced = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Assert(pModel->type != mod_studio);
|
|
// use the regular code for raytraces against brushes
|
|
// do ray traces with normal code, but use vphysics to do box traces
|
|
if ( !ray.m_IsRay || pModel->type != mod_brush )
|
|
{
|
|
int nModelIndex = pEntity->GetCollisionModelIndex();
|
|
|
|
// BUGBUG: This only works when the vcollide in question is the first solid in the model
|
|
vcollide_t *pCollide = CM_VCollideForModel( nModelIndex, (model_t*)pModel );
|
|
|
|
if ( pCollide && pCollide->solidCount )
|
|
{
|
|
CBrushConvexInfo brushConvex;
|
|
|
|
IConvexInfo *pConvexInfo = (pModel->type) == mod_brush ? &brushConvex : NULL;
|
|
physcollision->TraceBox(
|
|
ray,
|
|
fMask,
|
|
pConvexInfo,
|
|
pCollide->solids[0], // UNDONE: Support other solid indices?!?!?!? (forced zero)
|
|
pEntity->GetCollisionOrigin(),
|
|
pEntity->GetCollisionAngles(),
|
|
pTrace );
|
|
bTraced = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bTraced;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Perform bsp trace
|
|
//-----------------------------------------------------------------------------
|
|
bool CEngineTrace::ClipRayToBSP( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
|
|
{
|
|
int nModelIndex = pEntity->GetCollisionModelIndex();
|
|
cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 );
|
|
int nHeadNode = pCModel->headnode;
|
|
|
|
CM_TransformedBoxTrace( ray, nHeadNode, fMask, pEntity->GetCollisionOrigin(), pEntity->GetCollisionAngles(), *pTrace );
|
|
return true;
|
|
}
|
|
|
|
|
|
// NOTE: Switched over to SIMD ray/box test since there is a bug we haven't hunted down yet in the scalar version
|
|
bool CEngineTrace::ClipRayToBBox( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
|
|
{
|
|
extern bool IntersectRayWithBox( const Ray_t &ray, const VectorAligned &inInvDelta, const VectorAligned &inBoxMins, const VectorAligned &inBoxMaxs, trace_t *RESTRICT pTrace );
|
|
|
|
if ( pEntity->GetSolid() != SOLID_BBOX )
|
|
return false;
|
|
|
|
// We can't use the OBBMins/Maxs unless the collision angles are world-aligned
|
|
Assert( pEntity->GetCollisionAngles() == vec3_angle );
|
|
|
|
VectorAligned vecAbsMins, vecAbsMaxs;
|
|
VectorAligned vecInvDelta;
|
|
// NOTE: If m_pRootMoveParent is set, then the boxes should be rotated into the root parent's space
|
|
if ( !ray.m_IsRay && m_pRootMoveParent )
|
|
{
|
|
Ray_t ray_l;
|
|
|
|
ray_l.m_Extents = ray.m_Extents;
|
|
|
|
VectorIRotate( ray.m_Delta, *m_pRootMoveParent, ray_l.m_Delta );
|
|
ray_l.m_StartOffset.Init();
|
|
VectorITransform( ray.m_Start, *m_pRootMoveParent, ray_l.m_Start );
|
|
|
|
vecInvDelta = ray_l.InvDelta();
|
|
Vector localEntityOrigin;
|
|
VectorITransform( pEntity->GetCollisionOrigin(), *m_pRootMoveParent, localEntityOrigin );
|
|
ray_l.m_IsRay = ray.m_IsRay;
|
|
ray_l.m_IsSwept = ray.m_IsSwept;
|
|
|
|
VectorAdd( localEntityOrigin, pEntity->OBBMins(), vecAbsMins );
|
|
VectorAdd( localEntityOrigin, pEntity->OBBMaxs(), vecAbsMaxs );
|
|
IntersectRayWithBox( ray_l, vecInvDelta, vecAbsMins, vecAbsMaxs, pTrace );
|
|
|
|
if ( pTrace->DidHit() )
|
|
{
|
|
Vector temp;
|
|
VectorCopy (pTrace->plane.normal, temp);
|
|
VectorRotate( temp, *m_pRootMoveParent, pTrace->plane.normal );
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
|
|
if (pTrace->fraction == 1)
|
|
{
|
|
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos);
|
|
}
|
|
else
|
|
{
|
|
VectorMA( pTrace->startpos, pTrace->fraction, ray.m_Delta, pTrace->endpos );
|
|
}
|
|
pTrace->plane.dist = DotProduct( pTrace->endpos, pTrace->plane.normal );
|
|
if ( pTrace->fractionleftsolid < 1 )
|
|
{
|
|
pTrace->startpos += ray.m_Delta * pTrace->fractionleftsolid;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
vecInvDelta = ray.InvDelta();
|
|
VectorAdd( pEntity->GetCollisionOrigin(), pEntity->OBBMins(), vecAbsMins );
|
|
VectorAdd( pEntity->GetCollisionOrigin(), pEntity->OBBMaxs(), vecAbsMaxs );
|
|
IntersectRayWithBox( ray, vecInvDelta, vecAbsMins, vecAbsMaxs, pTrace);
|
|
return true;
|
|
}
|
|
|
|
bool CEngineTrace::ClipRayToOBB( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
|
|
{
|
|
if ( pEntity->GetSolid() != SOLID_OBB )
|
|
return false;
|
|
|
|
// NOTE: This is busted because it doesn't compute fractionleftsolid, which at the
|
|
// moment is required for the engine trace system.
|
|
IntersectRayWithOBB( ray, pEntity->GetCollisionOrigin(), pEntity->GetCollisionAngles(),
|
|
pEntity->OBBMins(), pEntity->OBBMaxs(), DIST_EPSILON, pTrace );
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main entry point for clipping rays to entities
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef SWDS
|
|
void CEngineTraceClient::SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace )
|
|
{
|
|
if ( !pTrace->DidHit() )
|
|
return;
|
|
|
|
// FIXME: This is only necessary because of traces occurring during
|
|
// LevelInit (a suspect time to be tracing)
|
|
if (!pCollideable)
|
|
{
|
|
pTrace->m_pEnt = NULL;
|
|
return;
|
|
}
|
|
|
|
IClientUnknown *pUnk = (IClientUnknown*)pCollideable->GetEntityHandle();
|
|
if ( !StaticPropMgr()->IsStaticProp( pUnk ) )
|
|
{
|
|
pTrace->m_pEnt = (CBaseEntity*)(pUnk->GetIClientEntity());
|
|
}
|
|
else
|
|
{
|
|
// For static props, point to the world, hitbox is the prop index
|
|
pTrace->m_pEnt = (CBaseEntity*)(entitylist->GetClientEntity(0));
|
|
pTrace->hitbox = StaticPropMgr()->GetStaticPropIndex( pUnk ) + 1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void CEngineTraceServer::SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace )
|
|
{
|
|
if ( !pTrace->DidHit() )
|
|
return;
|
|
|
|
IHandleEntity *pHandleEntity = pCollideable->GetEntityHandle();
|
|
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
|
|
{
|
|
pTrace->m_pEnt = (CBaseEntity*)(pHandleEntity);
|
|
}
|
|
else
|
|
{
|
|
// For static props, point to the world, hitbox is the prop index
|
|
pTrace->m_pEnt = (CBaseEntity*)(sv.edicts->GetIServerEntity());
|
|
pTrace->hitbox = StaticPropMgr()->GetStaticPropIndex( pHandleEntity ) + 1;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Traces a ray against a particular edict
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
|
|
{
|
|
CM_ClearTrace( pTrace );
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
|
|
|
|
const model_t *pModel = pEntity->GetCollisionModel();
|
|
bool bIsStudioModel = false;
|
|
studiohdr_t *pStudioHdr = NULL;
|
|
if ( pModel && pModel->type == mod_studio )
|
|
{
|
|
bIsStudioModel = true;
|
|
pStudioHdr = (studiohdr_t *)modelloader->GetExtraData( (model_t*)pModel );
|
|
// Cull if the collision mask isn't set + we're not testing hitboxes.
|
|
if ( (( fMask & CONTENTS_HITBOX ) == 0) )
|
|
{
|
|
if ( ( fMask & pStudioHdr->contents ) == 0)
|
|
return;
|
|
}
|
|
}
|
|
|
|
const matrix3x4_t *pOldRoot = m_pRootMoveParent;
|
|
if ( pEntity->GetSolidFlags() & FSOLID_ROOT_PARENT_ALIGNED )
|
|
{
|
|
m_pRootMoveParent = pEntity->GetRootParentToWorldTransform();
|
|
}
|
|
bool bTraced = false;
|
|
bool bCustomPerformed = false;
|
|
if ( ShouldPerformCustomRayTest( ray, pEntity ) )
|
|
{
|
|
ClipRayToCustom( ray, fMask, pEntity, pTrace );
|
|
bTraced = true;
|
|
bCustomPerformed = true;
|
|
}
|
|
else
|
|
{
|
|
bTraced = ClipRayToVPhysics( ray, fMask, pEntity, pStudioHdr, pTrace );
|
|
}
|
|
|
|
// FIXME: Why aren't we using solid type to check what kind of collisions to test against?!?!
|
|
if ( !bTraced && pModel && pModel->type == mod_brush )
|
|
{
|
|
bTraced = ClipRayToBSP( ray, fMask, pEntity, pTrace );
|
|
}
|
|
|
|
if ( !bTraced )
|
|
{
|
|
bTraced = ClipRayToOBB( ray, fMask, pEntity, pTrace );
|
|
}
|
|
|
|
// Hitboxes..
|
|
bool bTracedHitboxes = false;
|
|
if ( bIsStudioModel && (fMask & CONTENTS_HITBOX) )
|
|
{
|
|
// Until hitboxes are no longer implemented as custom raytests,
|
|
// don't bother to do the work twice
|
|
if (!bCustomPerformed)
|
|
{
|
|
bTraced = ClipRayToHitboxes( ray, fMask, pEntity, pTrace );
|
|
if ( bTraced )
|
|
{
|
|
// Hitboxes will set the surface properties
|
|
bTracedHitboxes = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bTraced )
|
|
{
|
|
ClipRayToBBox( ray, fMask, pEntity, pTrace );
|
|
}
|
|
|
|
if ( bIsStudioModel && !bTracedHitboxes && pTrace->DidHit() && (!bCustomPerformed || pTrace->surface.surfaceProps == 0) )
|
|
{
|
|
pTrace->contents = pStudioHdr->contents;
|
|
// use the default surface properties
|
|
pTrace->surface.name = "**studio**";
|
|
pTrace->surface.flags = 0;
|
|
pTrace->surface.surfaceProps = physprop->GetSurfaceIndex( pStudioHdr->pszSurfaceProp() );
|
|
}
|
|
|
|
if (!pTrace->m_pEnt && pTrace->DidHit())
|
|
{
|
|
SetTraceEntity( pEntity, pTrace );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
Vector vecOffset, vecEndTest;
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, vecOffset );
|
|
VectorMA( vecOffset, pTrace->fractionleftsolid, ray.m_Delta, vecEndTest );
|
|
Assert( VectorsAreEqual( vecEndTest, pTrace->startpos, 0.1f ) );
|
|
VectorMA( vecOffset, pTrace->fraction, ray.m_Delta, vecEndTest );
|
|
Assert( VectorsAreEqual( vecEndTest, pTrace->endpos, 0.1f ) );
|
|
#endif
|
|
m_pRootMoveParent = pOldRoot;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main entry point for clipping rays to entities
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEntity, trace_t *pTrace )
|
|
{
|
|
ClipRayToCollideable( ray, fMask, GetCollideable(pEntity), pTrace );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Grabs all entities along a ray
|
|
//-----------------------------------------------------------------------------
|
|
class CEntitiesAlongRay : public IPartitionEnumerator
|
|
{
|
|
public:
|
|
CEntitiesAlongRay( ) : m_EntityHandles(0, 32) {}
|
|
|
|
void Reset()
|
|
{
|
|
m_EntityHandles.RemoveAll();
|
|
}
|
|
|
|
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
m_EntityHandles.AddToTail( pHandleEntity );
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
CUtlVector< IHandleEntity * > m_EntityHandles;
|
|
};
|
|
|
|
class CEntityListAlongRay : public IPartitionEnumerator
|
|
{
|
|
public:
|
|
|
|
enum { MAX_ENTITIES_ALONGRAY = 1024 };
|
|
|
|
CEntityListAlongRay()
|
|
{
|
|
m_nCount = 0;
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
m_nCount = 0;
|
|
}
|
|
|
|
int Count()
|
|
{
|
|
return m_nCount;
|
|
}
|
|
|
|
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
if ( m_nCount < MAX_ENTITIES_ALONGRAY )
|
|
{
|
|
m_EntityHandles[m_nCount] = pHandleEntity;
|
|
m_nCount++;
|
|
}
|
|
else
|
|
{
|
|
DevMsg( 1, "Max entity count along ray exceeded!\n" );
|
|
}
|
|
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
int m_nCount;
|
|
IHandleEntity *m_EntityHandles[MAX_ENTITIES_ALONGRAY];
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Makes sure the final trace is clipped to the clip trace
|
|
// Returns true if clipping occurred
|
|
//-----------------------------------------------------------------------------
|
|
bool CEngineTrace::ClipTraceToTrace( trace_t &clipTrace, trace_t *pFinalTrace )
|
|
{
|
|
if (clipTrace.allsolid || clipTrace.startsolid || (clipTrace.fraction < pFinalTrace->fraction))
|
|
{
|
|
if (pFinalTrace->startsolid)
|
|
{
|
|
float flFractionLeftSolid = pFinalTrace->fractionleftsolid;
|
|
Vector vecStartPos = pFinalTrace->startpos;
|
|
|
|
*pFinalTrace = clipTrace;
|
|
pFinalTrace->startsolid = true;
|
|
|
|
if ( flFractionLeftSolid > clipTrace.fractionleftsolid )
|
|
{
|
|
pFinalTrace->fractionleftsolid = flFractionLeftSolid;
|
|
pFinalTrace->startpos = vecStartPos;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*pFinalTrace = clipTrace;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (clipTrace.startsolid)
|
|
{
|
|
pFinalTrace->startsolid = true;
|
|
|
|
if ( clipTrace.fractionleftsolid > pFinalTrace->fractionleftsolid )
|
|
{
|
|
pFinalTrace->fractionleftsolid = clipTrace.fractionleftsolid;
|
|
pFinalTrace->startpos = clipTrace.startpos;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a user id to a collideable + username
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTraceServer::HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName )
|
|
{
|
|
*ppCollide = StaticPropMgr()->GetStaticProp( pHandleEntity );
|
|
if ( *ppCollide )
|
|
{
|
|
*ppDebugName = "static prop";
|
|
return;
|
|
}
|
|
|
|
IServerUnknown *pServerUnknown = static_cast<IServerUnknown*>(pHandleEntity);
|
|
if ( !pServerUnknown || ! pServerUnknown->GetNetworkable())
|
|
{
|
|
*ppCollide = NULL;
|
|
*ppDebugName = "<null>";
|
|
return;
|
|
}
|
|
|
|
*ppCollide = pServerUnknown->GetCollideable();
|
|
*ppDebugName = pServerUnknown->GetNetworkable()->GetClassName();
|
|
}
|
|
|
|
#ifndef SWDS
|
|
void CEngineTraceClient::HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName )
|
|
{
|
|
*ppCollide = StaticPropMgr()->GetStaticProp( pHandleEntity );
|
|
if ( *ppCollide )
|
|
{
|
|
*ppDebugName = "static prop";
|
|
return;
|
|
}
|
|
|
|
IClientUnknown *pUnk = static_cast<IClientUnknown*>(pHandleEntity);
|
|
if ( !pUnk )
|
|
{
|
|
*ppCollide = NULL;
|
|
*ppDebugName = "<null>";
|
|
return;
|
|
}
|
|
|
|
*ppCollide = pUnk->GetCollideable();
|
|
*ppDebugName = "client entity";
|
|
IClientNetworkable *pNetwork = pUnk->GetClientNetworkable();
|
|
if (pNetwork)
|
|
{
|
|
if (pNetwork->GetClientClass())
|
|
{
|
|
*ppDebugName = pNetwork->GetClientClass()->m_pNetworkName;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the world collideable for trace setting
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef SWDS
|
|
ICollideable *CEngineTraceClient::GetWorldCollideable()
|
|
{
|
|
IClientEntity *pUnk = entitylist->GetClientEntity( 0 );
|
|
AssertOnce( pUnk );
|
|
return pUnk ? pUnk->GetCollideable() : NULL;
|
|
}
|
|
#endif
|
|
|
|
ICollideable *CEngineTraceServer::GetWorldCollideable()
|
|
{
|
|
if (!sv.edicts)
|
|
return NULL;
|
|
return sv.edicts->GetCollideable();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debugging code to render all ray casts since the last time this call was made
|
|
//-----------------------------------------------------------------------------
|
|
void EngineTraceRenderRayCasts()
|
|
{
|
|
#if defined _DEBUG && !defined SWDS
|
|
if( debugrayenable.GetBool() && s_FrameRays.Count() > debugraylimit.GetInt() && !debugrayreset.GetInt() )
|
|
{
|
|
Warning( "m_FrameRays.Count() == %d\n", s_FrameRays.Count() );
|
|
debugrayreset.SetValue( 1 );
|
|
int i;
|
|
for( i = 0; i < s_FrameRays.Count(); i++ )
|
|
{
|
|
Ray_t &ray = s_FrameRays[i];
|
|
if( ray.m_Extents.x != 0.0f || ray.m_Extents.y != 0.0f || ray.m_Extents.z != 0.0f )
|
|
{
|
|
CDebugOverlay::AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 0, 0, 255, true, 3600.0f );
|
|
}
|
|
else
|
|
{
|
|
CDebugOverlay::AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 255, 0, 255, true, 3600.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
s_FrameRays.RemoveAll( );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData )
|
|
{
|
|
if ( !ray.m_IsSwept )
|
|
{
|
|
Vector vecMin, vecMax;
|
|
VectorSubtract( ray.m_Start, ray.m_Extents, vecMin );
|
|
VectorAdd( ray.m_Start, ray.m_Extents, vecMax );
|
|
SetupLeafAndEntityListBox( vecMin, vecMax, traceData );
|
|
return;
|
|
}
|
|
|
|
// Get the leaves that intersect the ray.
|
|
traceData.LeafCountReset();
|
|
CM_RayLeafnums( ray, traceData.m_aLeafList.Base(), traceData.LeafCountMax(), traceData.m_nLeafCount );
|
|
|
|
// Find all the entities in the voxels that intersect this ray.
|
|
traceData.EntityCountReset();
|
|
SpatialPartition()->EnumerateElementsAlongRay( SpatialPartitionMask(), ray, false, &traceData );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gives an AABB and returns a leaf and entity list.
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData )
|
|
{
|
|
// Get the leaves that intersect this box.
|
|
int iTopNode = -1;
|
|
traceData.LeafCountReset();
|
|
traceData.m_nLeafCount = CM_BoxLeafnums( vecBoxMin, vecBoxMax, traceData.m_aLeafList.Base(), traceData.LeafCountMax(), &iTopNode );
|
|
|
|
// Find all entities in the voxels that intersect this box.
|
|
traceData.EntityCountReset();
|
|
SpatialPartition()->EnumerateElementsInBox( SpatialPartitionMask(), vecBoxMin, vecBoxMax, false, &traceData );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: the fMask is redundant with the stuff below, what do I want to do???
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData,
|
|
unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
|
|
{
|
|
// Setup the trace data.
|
|
CM_ClearTrace ( pTrace );
|
|
|
|
// Make sure we have some kind of trace filter.
|
|
CTraceFilterHitAll traceFilter;
|
|
if ( !pTraceFilter )
|
|
{
|
|
pTraceFilter = &traceFilter;
|
|
}
|
|
|
|
// Collide with the world.
|
|
if ( pTraceFilter->GetTraceType() != TRACE_ENTITIES_ONLY )
|
|
{
|
|
ICollideable *pCollide = GetWorldCollideable();
|
|
|
|
// Make sure the world entity is unrotated
|
|
// FIXME: BAH! The !pCollide test here is because of
|
|
// CStaticProp::PrecacheLighting.. it's occurring too early
|
|
// need to fix that later
|
|
Assert( !pCollide || pCollide->GetCollisionOrigin() == vec3_origin );
|
|
Assert( !pCollide || pCollide->GetCollisionAngles() == vec3_angle );
|
|
|
|
CM_BoxTraceAgainstLeafList( ray, traceData.m_aLeafList.Base(), traceData.LeafCount(), fMask, true, *pTrace );
|
|
SetTraceEntity( pCollide, pTrace );
|
|
|
|
// Blocked by the world or early out because we only are tracing against the world.
|
|
if ( ( pTrace->fraction == 0 ) || ( pTraceFilter->GetTraceType() == TRACE_WORLD_ONLY ) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Set initial start and endpos. This is necessary if the world isn't traced against,
|
|
// because we may not trace against anything below.
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
|
|
}
|
|
|
|
// Save the world collision fraction.
|
|
float flWorldFraction = pTrace->fraction;
|
|
|
|
// Create a ray that extends only until we hit the world and adjust the trace accordingly
|
|
Ray_t entityRay = ray;
|
|
VectorScale( entityRay.m_Delta, pTrace->fraction, entityRay.m_Delta );
|
|
|
|
// We know this is safe because if pTrace->fraction == 0, we would have exited above.
|
|
pTrace->fractionleftsolid /= pTrace->fraction;
|
|
pTrace->fraction = 1.0;
|
|
|
|
// Collide with entities.
|
|
bool bNoStaticProps = pTraceFilter->GetTraceType() == TRACE_ENTITIES_ONLY;
|
|
bool bFilterStaticProps = pTraceFilter->GetTraceType() == TRACE_EVERYTHING_FILTER_PROPS;
|
|
|
|
trace_t trace;
|
|
ICollideable *pCollideable;
|
|
const char *pDebugName;
|
|
for ( int iEntity = 0; iEntity < traceData.m_nEntityCount; ++iEntity )
|
|
{
|
|
// Generate a collideable.
|
|
IHandleEntity *pHandleEntity = traceData.m_aEntityList[iEntity];
|
|
HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
|
|
|
|
// Check for error condition.
|
|
if ( !IsSolid( pCollideable->GetSolid(), pCollideable->GetSolidFlags() ) )
|
|
{
|
|
Assert( 0 );
|
|
Msg("%s in solid list (not solid)\n", pDebugName );
|
|
continue;
|
|
}
|
|
|
|
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
|
|
{
|
|
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: Could remove this check here by
|
|
// using a different spatial partition mask. Look into it
|
|
// if we want more speedups here.
|
|
if ( bNoStaticProps )
|
|
continue;
|
|
|
|
if ( bFilterStaticProps )
|
|
{
|
|
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
ClipRayToCollideable( entityRay, fMask, pCollideable, &trace );
|
|
|
|
// Make sure the ray is always shorter than it currently is
|
|
ClipTraceToTrace( trace, pTrace );
|
|
|
|
// Stop if we're in allsolid
|
|
if ( pTrace->allsolid )
|
|
break;
|
|
}
|
|
|
|
// Fix up the fractions so they are appropriate given the original unclipped-to-world ray.
|
|
pTrace->fraction *= flWorldFraction;
|
|
pTrace->fractionleftsolid *= flWorldFraction;
|
|
|
|
if ( !ray.m_IsRay )
|
|
{
|
|
// Make sure no fractionleftsolid can be used with box sweeps.
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
pTrace->fractionleftsolid = 0;
|
|
}
|
|
}
|
|
|
|
#if BENCHMARK_RAY_TEST
|
|
|
|
CON_COMMAND( ray_save, "Save the rays" )
|
|
{
|
|
int count = s_BenchmarkRays.Count();
|
|
if ( count )
|
|
{
|
|
FileHandle_t hFile = g_pFileSystem->Open("rays.bin", "wb");
|
|
if ( hFile )
|
|
{
|
|
g_pFileSystem->Write( &count, sizeof(count), hFile );
|
|
g_pFileSystem->Write( s_BenchmarkRays.Base(), sizeof(s_BenchmarkRays[0])*count, hFile );
|
|
g_pFileSystem->Close( hFile );
|
|
}
|
|
}
|
|
|
|
Msg("Saved %d rays\n", count );
|
|
}
|
|
|
|
CON_COMMAND( ray_load, "Load the rays" )
|
|
{
|
|
s_BenchmarkRays.RemoveAll();
|
|
FileHandle_t hFile = g_pFileSystem->Open("rays.bin", "rb");
|
|
if ( hFile )
|
|
{
|
|
int count = 0;
|
|
g_pFileSystem->Read( &count, sizeof(count), hFile );
|
|
if ( count )
|
|
{
|
|
s_BenchmarkRays.EnsureCount( count );
|
|
g_pFileSystem->Read( s_BenchmarkRays.Base(), sizeof(s_BenchmarkRays[0])*count, hFile );
|
|
}
|
|
g_pFileSystem->Close( hFile );
|
|
}
|
|
|
|
Msg("Loaded %d rays\n", s_BenchmarkRays.Count() );
|
|
}
|
|
|
|
CON_COMMAND( ray_clear, "Clear the current rays" )
|
|
{
|
|
s_BenchmarkRays.RemoveAll();
|
|
Msg("Reset rays!\n");
|
|
}
|
|
|
|
|
|
CON_COMMAND_EXTERN( ray_bench, RayBench, "Time the rays" )
|
|
{
|
|
#if VPROF_LEVEL > 0
|
|
g_VProfCurrentProfile.Start();
|
|
g_VProfCurrentProfile.Reset();
|
|
g_VProfCurrentProfile.ResetPeaks();
|
|
#endif
|
|
{
|
|
double tStart = Plat_FloatTime();
|
|
trace_t trace;
|
|
int hit = 0;
|
|
int miss = 0;
|
|
int rayVsProp = 0;
|
|
int boxVsProp = 0;
|
|
for ( int i = 0; i < s_BenchmarkRays.Count(); i++ )
|
|
{
|
|
CM_BoxTrace( s_BenchmarkRays[i], 0, MASK_SOLID, true, trace );
|
|
if ( 0 )
|
|
{
|
|
VPROF("QueryStaticProps");
|
|
// Create a ray that extends only until we hit the world and adjust the trace accordingly
|
|
Ray_t entityRay = s_BenchmarkRays[i];
|
|
VectorScale( entityRay.m_Delta, trace.fraction, entityRay.m_Delta );
|
|
CEntityListAlongRay enumerator;
|
|
enumerator.Reset();
|
|
SpatialPartition()->EnumerateElementsAlongRay( PARTITION_ENGINE_SOLID_EDICTS, entityRay, false, &enumerator );
|
|
trace_t tr;
|
|
ICollideable *pCollideable;
|
|
int nCount = enumerator.Count();
|
|
const char *pDebugName = NULL;
|
|
//float flWorldFraction = trace.fraction;
|
|
if ( 0 )
|
|
{
|
|
|
|
VPROF("IntersectStaticProps");
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
// Generate a collideable
|
|
IHandleEntity *pHandleEntity = enumerator.m_EntityHandles[i];
|
|
|
|
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
|
|
continue;
|
|
if ( entityRay.m_IsRay )
|
|
rayVsProp++;
|
|
else
|
|
boxVsProp++;
|
|
s_EngineTraceServer.HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
|
|
s_EngineTraceServer.ClipRayToCollideable( entityRay, MASK_SOLID, pCollideable, &tr );
|
|
|
|
// Make sure the ray is always shorter than it currently is
|
|
s_EngineTraceServer.ClipTraceToTrace( tr, &trace );
|
|
}
|
|
}
|
|
}
|
|
if ( trace.DidHit() )
|
|
hit++;
|
|
else
|
|
miss++;
|
|
#if VPROF_LEVEL > 0
|
|
g_VProfCurrentProfile.MarkFrame();
|
|
#endif
|
|
}
|
|
double tEnd = Plat_FloatTime();
|
|
float ms = (tEnd - tStart) * 1000.0f;
|
|
int swept = 0;
|
|
int point = 0;
|
|
for ( int i = 0; i < s_BenchmarkRays.Count(); i++ )
|
|
{
|
|
swept += s_BenchmarkRays[i].m_IsSwept ? 1 : 0;
|
|
point += s_BenchmarkRays[i].m_IsRay ? 1 : 0;
|
|
}
|
|
Msg("RAY TEST: %d hits, %d misses, %.2fms (%d rays, %d sweeps) (%d ray/prop, %d box/prop)\n", hit, miss, ms, point, swept, rayVsProp, boxVsProp );
|
|
}
|
|
#if VPROF_LEVEL > 0
|
|
g_VProfCurrentProfile.MarkFrame();
|
|
g_VProfCurrentProfile.Stop();
|
|
g_VProfCurrentProfile.OutputReport( VPRT_FULL & ~VPRT_HIERARCHY, NULL );
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A version that simply accepts a ray (can work as a traceline or tracehull)
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
|
|
{
|
|
#if defined _DEBUG && !defined SWDS
|
|
if( debugrayenable.GetBool() )
|
|
{
|
|
s_FrameRays.AddToTail( ray );
|
|
}
|
|
#endif
|
|
|
|
#if BENCHMARK_RAY_TEST
|
|
if( s_BenchmarkRays.Count() < 15000 )
|
|
{
|
|
s_BenchmarkRays.EnsureCapacity(15000);
|
|
s_BenchmarkRays.AddToTail( ray );
|
|
}
|
|
#endif
|
|
|
|
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s:%d", __FUNCTION__, __LINE__ );
|
|
VPROF_INCREMENT_COUNTER( "TraceRay", 1 );
|
|
m_traceStatCounters[TRACE_STAT_COUNTER_TRACERAY]++;
|
|
// VPROF_BUDGET( "CEngineTrace::TraceRay", "Ray/Hull Trace" );
|
|
|
|
CTraceFilterHitAll traceFilter;
|
|
if ( !pTraceFilter )
|
|
{
|
|
pTraceFilter = &traceFilter;
|
|
}
|
|
|
|
CM_ClearTrace( pTrace );
|
|
|
|
// Collide with the world.
|
|
if ( pTraceFilter->GetTraceType() != TRACE_ENTITIES_ONLY )
|
|
{
|
|
ICollideable *pCollide = GetWorldCollideable();
|
|
Assert( pCollide );
|
|
|
|
// Make sure the world entity is unrotated
|
|
// FIXME: BAH! The !pCollide test here is because of
|
|
// CStaticProp::PrecacheLighting.. it's occurring too early
|
|
// need to fix that later
|
|
Assert(!pCollide || pCollide->GetCollisionOrigin() == vec3_origin );
|
|
Assert(!pCollide || pCollide->GetCollisionAngles() == vec3_angle );
|
|
|
|
CM_BoxTrace( ray, 0, fMask, true, *pTrace );
|
|
SetTraceEntity( pCollide, pTrace );
|
|
|
|
// inside world, no need to check being inside anything else
|
|
if ( pTrace->startsolid )
|
|
return;
|
|
|
|
// Early out if we only trace against the world
|
|
if ( pTraceFilter->GetTraceType() == TRACE_WORLD_ONLY )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Set initial start + endpos, necessary if the world isn't traced against
|
|
// because we may not trace against *anything* below.
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
|
|
}
|
|
|
|
// Save the world collision fraction.
|
|
float flWorldFraction = pTrace->fraction;
|
|
float flWorldFractionLeftSolidScale = flWorldFraction;
|
|
|
|
// Create a ray that extends only until we hit the world
|
|
// and adjust the trace accordingly
|
|
Ray_t entityRay = ray;
|
|
|
|
if ( pTrace->fraction == 0 )
|
|
{
|
|
entityRay.m_Delta.Init();
|
|
flWorldFractionLeftSolidScale = pTrace->fractionleftsolid;
|
|
pTrace->fractionleftsolid = 1.0f;
|
|
pTrace->fraction = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// Explicitly compute end so that this computation happens at the quantization of
|
|
// the output (endpos). That way we won't miss any intersections we would get
|
|
// by feeding these results back in to the tracer
|
|
// This is not the same as entityRay.m_Delta *= pTrace->fraction which happens
|
|
// at a quantization that is more precise as m_Start moves away from the origin
|
|
Vector end;
|
|
VectorMA( entityRay.m_Start, pTrace->fraction, entityRay.m_Delta, end );
|
|
VectorSubtract(end, entityRay.m_Start, entityRay.m_Delta);
|
|
// We know this is safe because pTrace->fraction != 0
|
|
pTrace->fractionleftsolid /= pTrace->fraction;
|
|
pTrace->fraction = 1.0;
|
|
}
|
|
|
|
// Collide with entities along the ray
|
|
// FIXME: Hitbox code causes this to be re-entrant for the IK stuff.
|
|
// If we could eliminate that, this could be static and therefore
|
|
// not have to reallocate memory all the time
|
|
CEntityListAlongRay enumerator;
|
|
enumerator.Reset();
|
|
SpatialPartition()->EnumerateElementsAlongRay( SpatialPartitionMask(), entityRay, false, &enumerator );
|
|
|
|
bool bNoStaticProps = pTraceFilter->GetTraceType() == TRACE_ENTITIES_ONLY;
|
|
bool bFilterStaticProps = pTraceFilter->GetTraceType() == TRACE_EVERYTHING_FILTER_PROPS;
|
|
|
|
trace_t tr;
|
|
ICollideable *pCollideable;
|
|
const char *pDebugName;
|
|
int nCount = enumerator.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
// Generate a collideable
|
|
IHandleEntity *pHandleEntity = enumerator.m_EntityHandles[i];
|
|
HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
|
|
|
|
// Check for error condition
|
|
if ( IsPC() && IsDebug() && !IsSolid( pCollideable->GetSolid(), pCollideable->GetSolidFlags() ) )
|
|
{
|
|
Assert( 0 );
|
|
Msg( "%s in solid list (not solid)\n", pDebugName );
|
|
continue;
|
|
}
|
|
|
|
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
|
|
{
|
|
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: Could remove this check here by
|
|
// using a different spatial partition mask. Look into it
|
|
// if we want more speedups here.
|
|
if ( bNoStaticProps )
|
|
continue;
|
|
|
|
if ( bFilterStaticProps )
|
|
{
|
|
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
ClipRayToCollideable( entityRay, fMask, pCollideable, &tr );
|
|
|
|
// Make sure the ray is always shorter than it currently is
|
|
ClipTraceToTrace( tr, pTrace );
|
|
|
|
// Stop if we're in allsolid
|
|
if (pTrace->allsolid)
|
|
break;
|
|
}
|
|
|
|
// Fix up the fractions so they are appropriate given the original
|
|
// unclipped-to-world ray
|
|
pTrace->fraction *= flWorldFraction;
|
|
pTrace->fractionleftsolid *= flWorldFractionLeftSolidScale;
|
|
|
|
#ifdef _DEBUG
|
|
Vector vecOffset, vecEndTest;
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, vecOffset );
|
|
VectorMA( vecOffset, pTrace->fractionleftsolid, ray.m_Delta, vecEndTest );
|
|
Assert( VectorsAreEqual( vecEndTest, pTrace->startpos, 0.1f ) );
|
|
VectorMA( vecOffset, pTrace->fraction, ray.m_Delta, vecEndTest );
|
|
Assert( VectorsAreEqual( vecEndTest, pTrace->endpos, 0.1f ) );
|
|
// Assert( !ray.m_IsRay || pTrace->allsolid || pTrace->fraction >= pTrace->fractionleftsolid );
|
|
#endif
|
|
|
|
if ( !ray.m_IsRay )
|
|
{
|
|
// Make sure no fractionleftsolid can be used with box sweeps
|
|
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
|
|
pTrace->fractionleftsolid = 0;
|
|
|
|
#ifdef _DEBUG
|
|
pTrace->fractionleftsolid = VEC_T_NAN;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A version that sweeps a collideable through the world
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::SweepCollideable( ICollideable *pCollide,
|
|
const Vector &vecAbsStart, const Vector &vecAbsEnd, const QAngle &vecAngles,
|
|
unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
|
|
{
|
|
const matrix3x4_t *pOldRoot = m_pRootMoveParent;
|
|
Ray_t ray;
|
|
Assert( vecAngles == vec3_angle );
|
|
if ( pCollide->GetSolidFlags() & FSOLID_ROOT_PARENT_ALIGNED )
|
|
{
|
|
m_pRootMoveParent = pCollide->GetRootParentToWorldTransform();
|
|
}
|
|
ray.Init( vecAbsStart, vecAbsEnd, pCollide->OBBMins(), pCollide->OBBMaxs() );
|
|
TraceRay( ray, fMask, pTraceFilter, pTrace );
|
|
m_pRootMoveParent = pOldRoot;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Lets clients know about all edicts along a ray
|
|
//-----------------------------------------------------------------------------
|
|
class CEnumerationFilter : public IPartitionEnumerator
|
|
{
|
|
public:
|
|
CEnumerationFilter( CEngineTrace *pEngineTrace, IEntityEnumerator* pEnumerator ) :
|
|
m_pEngineTrace(pEngineTrace), m_pEnumerator(pEnumerator) {}
|
|
|
|
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
// Don't enumerate static props
|
|
if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) )
|
|
return ITERATION_CONTINUE;
|
|
|
|
if ( !m_pEnumerator->EnumEntity( pHandleEntity ) )
|
|
{
|
|
return ITERATION_STOP;
|
|
}
|
|
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
private:
|
|
IEntityEnumerator* m_pEnumerator;
|
|
CEngineTrace *m_pEngineTrace;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enumerates over all entities along a ray
|
|
// If triggers == true, it enumerates all triggers along a ray
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::EnumerateEntities( const Ray_t &ray, bool bTriggers, IEntityEnumerator *pEnumerator )
|
|
{
|
|
m_traceStatCounters[TRACE_STAT_COUNTER_ENUMERATE]++;
|
|
// FIXME: If we store CBaseHandles directly in the spatial partition, this method
|
|
// basically becomes obsolete. The spatial partition can be queried directly.
|
|
CEnumerationFilter enumerator( this, pEnumerator );
|
|
|
|
int fMask = !bTriggers ? SpatialPartitionMask() : SpatialPartitionTriggerMask();
|
|
|
|
// NOTE: Triggers currently don't exist on the client
|
|
if (fMask)
|
|
{
|
|
SpatialPartition()->EnumerateElementsAlongRay( fMask, ray, false, &enumerator );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Lets clients know about all entities in a box
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTrace::EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator )
|
|
{
|
|
m_traceStatCounters[TRACE_STAT_COUNTER_ENUMERATE]++;
|
|
// FIXME: If we store CBaseHandles directly in the spatial partition, this method
|
|
// basically becomes obsolete. The spatial partition can be queried directly.
|
|
CEnumerationFilter enumerator( this, pEnumerator );
|
|
SpatialPartition()->EnumerateElementsInBox( SpatialPartitionMask(),
|
|
vecAbsMins, vecAbsMaxs, false, &enumerator );
|
|
}
|
|
|
|
|
|
class CEntList : public IEntityEnumerator
|
|
{
|
|
public:
|
|
virtual bool EnumEntity( IHandleEntity *pHandleEntity )
|
|
{
|
|
IServerUnknown *pNetEntity = static_cast<IServerUnknown*>(pHandleEntity);
|
|
ICollideable *pCollide = pNetEntity->GetCollideable();
|
|
if ( !pCollide )
|
|
return true;
|
|
|
|
Vector vecCenter;
|
|
VectorMA( MainViewOrigin(), 100.0f, MainViewForward(), vecCenter );
|
|
float flDist = (vecCenter - pCollide->GetCollisionOrigin()).LengthSqr();
|
|
if (flDist < m_flClosestDist)
|
|
{
|
|
m_flClosestDist = flDist;
|
|
m_pClosest = pCollide;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
ICollideable *m_pClosest;
|
|
float m_flClosestDist;
|
|
|
|
|
|
};
|
|
|
|
#ifdef _DEBUG
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A method to test out sweeps
|
|
//-----------------------------------------------------------------------------
|
|
CON_COMMAND( test_sweepaabb, "method to test out sweeps" )
|
|
{
|
|
Vector vecStartPoint;
|
|
VectorMA( MainViewOrigin(), 50.0f, MainViewForward(), vecStartPoint );
|
|
|
|
Vector endPoint;
|
|
VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
|
|
|
|
Ray_t ray;
|
|
ray.Init( vecStartPoint, endPoint );
|
|
|
|
trace_t tr;
|
|
// CTraceFilterHitAll traceFilter;
|
|
// g_pEngineTraceServer->TraceRay( ray, MASK_ALL, &traceFilter, &tr );
|
|
|
|
CEntList list;
|
|
list.m_pClosest = NULL;
|
|
list.m_flClosestDist = FLT_MAX;
|
|
g_pEngineTraceServer->EnumerateEntities( MainViewOrigin() - Vector( 200, 200, 200 ), MainViewOrigin() + Vector( 200, 200, 200 ), &list );
|
|
|
|
if ( !list.m_pClosest )
|
|
return;
|
|
|
|
// Visualize the intersection test
|
|
ICollideable *pCollide = list.m_pClosest;
|
|
if ( pCollide->GetCollisionOrigin() == vec3_origin )
|
|
return;
|
|
|
|
QAngle test( 0, 45, 0 );
|
|
#ifndef SWDS
|
|
CDebugOverlay::AddBoxOverlay( pCollide->GetCollisionOrigin(),
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pCollide->OBBMins(), pCollide->OBBMaxs(),
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test /*pCollide->GetCollisionAngles()*/, 0, 0, 255, 128, 5.0f );
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#endif
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VectorMA( MainViewOrigin(), 200.0f, MainViewForward(), endPoint );
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ray.Init( vecStartPoint, endPoint, Vector( -10, -20, -10 ), Vector( 30, 30, 20 ) );
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bool bIntersect = IntersectRayWithOBB( ray, pCollide->GetCollisionOrigin(), test, pCollide->OBBMins(),
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pCollide->OBBMaxs(), 0.0f, &tr );
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unsigned char r, g, b, a;
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b = 0;
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a = 255;
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r = bIntersect ? 255 : 0;
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g = bIntersect ? 0 : 255;
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#ifndef SWDS
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CDebugOverlay::AddSweptBoxOverlay( tr.startpos, tr.endpos,
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Vector( -10, -20, -10 ), Vector( 30, 30, 20 ), vec3_angle, r, g, b, a, 5.0 );
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#endif
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}
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#endif
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