#include "../common/mathlib.h" #include "../common/const.h" #include "../common/com_model.h" #include "../common/vector_util.h" #include "../engine/studio.h" #include "CollisionUtil.h" #include #include #include #include #include #include "../localassert.h" #include "../engine/progdefs.h" #ifdef AVH_SERVER #include "../engine/edict.h" #include "../engine/eiface.h" #include "../dlls/enginecallback.h" #endif #ifdef AVH_CLIENT #include "../common/cl_entity.h" #endif #include "AnimationUtil.h" #include "../pm_shared/pm_defs.h" const float AVH_INFINITY = -logf(0); const float AVH_EPSILON = 0.001f; #define PITCH 0 #define YAW 1 #define ROLL 2 // These definitions are taken from the QuakeWorld source code. #define SURF_PLANEBACK 2 #define SURF_DRAWSKY 4 #define SURF_DRAWSPRITE 8 #define SURF_DRAWTURB 0x10 #define SURF_DRAWTILED 0x20 #define SURF_DRAWBACKGROUND 0x40 #define SURF_UNDERWATER 0x80 #define SURF_DONTWARP 0x100 #define VERTEXSIZE 7 typedef struct glpoly_s { struct glpoly_s *next; struct glpoly_s *chain; int numverts; int flags; // for SURF_UNDERWATER float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2) } glpoly_t; typedef struct glmnode_s { // common with leaf int contents; // 0, to differentiate from leafs int visframe; // node needs to be traversed if current float minmaxs[6]; // for bounding box culling struct mnode_s *parent; // node specific mplane_t *plane; struct mnode_s *children[2]; unsigned short firstsurface; unsigned short numsurfaces; } glmnode_t; typedef struct glmleaf_s { // common with node int contents; // wil be a negative contents number int visframe; // node needs to be traversed if current float minmaxs[6]; // for bounding box culling struct mnode_s *parent; // leaf specific byte *compressed_vis; struct efrag_s *efrags; msurface_t **firstmarksurface; int nummarksurfaces; int key; // BSP sequence number for leaf's contents byte ambient_sound_level[NUM_AMBIENTS]; } glmleaf_t; typedef struct glmsurface_s { int visframe; // should be drawn when node is crossed mplane_t *plane; int flags; int firstedge; // look up in model->surfedges[], negative numbers int numedges; // are backwards edges short texturemins[2]; short extents[2]; int light_s, light_t; // gl lightmap coordinates glpoly_t *polys; // multiple if warped struct msurface_s *texturechain; mtexinfo_t *texinfo; // lighting info int dlightframe; int dlightbits; int lightmaptexturenum; byte styles[MAXLIGHTMAPS]; int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap qboolean cached_dlight; // true if dynamic light in cache // byte *samples; // [numstyles*surfsize] color24 *samples; // note: this is the actual lightmap data for this surface decal_t *pdecals; } glmsurface_t; #define NODE glmnode_t #define SURFACE glmsurface_t /** * Returns the distance between a point and a plane. */ float NS_PointToPlaneDistance(const vec3_t point, const mplane_t* plane) { if (plane->type < 3) { return point[plane->type] - plane->dist; } else { return DotProduct(point, plane->normal) - plane->dist; } } /** * Returns the square of the distance between two points. */ float NS_PointToPointDistanceSquared(const vec3_t p1, const vec3_t p2) { vec3_t v; VectorSubtract(p2, p1, v); return DotProduct(v, v); } /** * Returns the minimum distance from a point to the perimeter of a surface * of a model. */ float NS_PointToSurfaceEdgeDistance(const model_t* model, const SURFACE* surface, const vec3_t point) { float minDistance = FLT_MAX; int lastEdge = surface->firstedge + surface->numedges; for (int i = surface->firstedge; i < lastEdge; ++i) { ASSERT(i >= 0 && i < model->numsurfedges); int edge = model->surfedges[i]; const mvertex_t* v1; const mvertex_t* v2; if (edge >= 0) { v1 = &model->vertexes[model->edges[edge].v[0]]; v2 = &model->vertexes[model->edges[edge].v[1]]; } else { v1 = &model->vertexes[model->edges[-edge].v[1]]; v2 = &model->vertexes[model->edges[-edge].v[0]]; } // Compute the closest point on the line to the point. vec3_t a; vec3_t b; VectorSubtract(point, v1->position, a); VectorSubtract(v2->position, v1->position, b); float t = DotProduct(a, b) / DotProduct(b, b); // Restrict the point to being on the line segment. if (t < 0) t = 0; if (t > 1) t = 1; vec3_t closestPoint; VectorScale(b, t, closestPoint); VectorAdd(closestPoint, v1->position, closestPoint); // Compute the distance. float distance = NS_PointToPointDistanceSquared(point, closestPoint); if (distance < minDistance) { minDistance = distance; } } return sqrtf(minDistance); } /** * Tests if a point lies on a surface of a model. The point must lie on the * plane of the surface. */ bool NS_PointOnSurface(const model_t* model, const SURFACE* surface, const vec3_t point) { int lastEdge = surface->firstedge + surface->numedges; int x = (surface->plane->type + 1) % 3; int y = (surface->plane->type + 2) % 3; int crossings = 0; for (int i = surface->firstedge; i < lastEdge; ++i) { ASSERT(i >= 0 && i < model->numsurfedges); int edge = model->surfedges[i]; const mvertex_t* v1; const mvertex_t* v2; if (edge >= 0) { v1 = &model->vertexes[model->edges[edge].v[0]]; v2 = &model->vertexes[model->edges[edge].v[1]]; } else { v1 = &model->vertexes[model->edges[-edge].v[1]]; v2 = &model->vertexes[model->edges[-edge].v[0]]; } // Check for a crossing. if ((v1->position[y] - point[y] >= 0) != (v2->position[y] - point[y] >= 0)) { float dx = v1->position[x] - v2->position[x]; float dy = v1->position[y] - v2->position[y]; if (v2->position[x] - (v1->position[y] - point[y]) * dx / dy >= point[x]) { ++crossings; // For a convex polygon, a straight line can only intersect the // perimeter a maximum of two times. if (crossings == 2) { return false; } } } } return (crossings % 2) == 1; } /** * Computes the area of intersection between a circle and a surface. The * circle and the surface must intersect. */ float NS_CircleSurfaceIntersectionArea(const model_t* model, const SURFACE* surface, const vec3_t point, float radius) { float area = 0; int lastEdge = surface->firstedge + surface->numedges; int x = (surface->plane->type + 1) % 3; int y = (surface->plane->type + 2) % 3; float radiusSquared = radius * radius; for (int i = surface->firstedge; i < lastEdge; ++i) { ASSERT(i >= 0 && i < model->numsurfedges); int edge = model->surfedges[i]; const mvertex_t* v1; const mvertex_t* v2; if (edge >= 0) { v1 = &model->vertexes[model->edges[edge].v[0]]; v2 = &model->vertexes[model->edges[edge].v[1]]; } else { v1 = &model->vertexes[model->edges[-edge].v[1]]; v2 = &model->vertexes[model->edges[-edge].v[0]]; } bool v1Inside = NS_PointToPointDistanceSquared(v1->position, point) < radiusSquared; bool v2Inside = NS_PointToPointDistanceSquared(v2->position, point) < radiusSquared; if (v1Inside && v2Inside) { // Add the signed area of triangle v1, v2, origin. } else if (v1Inside && !v2Inside) { // Find the interection of v1, v2 with the circle. // Add the signed area of triangle v1, intersection, origin // chordStart = v1 } else if (!v1Inside && v2Inside) { // Find the interection of v1, v2 with the circle. // Add the signed area of triangle intersection, v2, origin // Add the area partitioned by the chord chordStart, intersection } else if (!v1Inside && !v2Inside) { // Check if v1, v2 intersects the circle. } } return area; } /** * Tests if the model structure is a software rendering model structure. */ bool NS_IsSoftwareModel(const model_t* model) { if (model->nodes[0].parent != NULL) { return false; } const mnode_t* child = model->nodes[0].children[0]; if (child < model->nodes || child > model->nodes + model->numnodes) { return false; } if (child->parent != &model->nodes[0]) { return false; } return true; } int NS_GetAverageNormalInsideSphere(const model_t* model, const NODE* node, const vec3_t point, float radius, vec3_t normal) { // Check for a leaf node. if (node->contents < 0) { return 0; } float distance = NS_PointToPlaneDistance(point, node->plane); int numSurfaces = 0; if (distance > radius) { // The sphere is completely in front of the plane. numSurfaces = NS_GetAverageNormalInsideSphere(model, (const NODE*)node->children[0], point, radius, normal); } else if (distance < -radius) { // The sphere is completely behind the plane. numSurfaces = NS_GetAverageNormalInsideSphere(model, (const NODE*)node->children[1], point, radius, normal); } else { // Compute the projection of the point onto the plane. vec3_t projection; VectorScale(node->plane->normal, distance, projection); VectorAdd(point, projection, projection); // Test if the sphere intersects any of the surfaces in this node. unsigned short lastSurface = node->firstsurface + node->numsurfaces; for (unsigned short i = node->firstsurface; i < lastSurface; ++i) { ASSERT(i < model->numsurfaces); const SURFACE* surface = &((const SURFACE*)model->surfaces)[i]; ASSERT(surface->plane == node->plane); if (NS_PointOnSurface(model, surface, projection) || NS_PointToSurfaceEdgeDistance(model, surface, point) < radius) { // Compute a weighting factor for the normal based on the // intersection area of the sphere and plane. float weight = radius * radius - distance * distance; vec3_t surfaceNormal; if (surface->flags & SURF_PLANEBACK) { VectorScale(node->plane->normal, -weight, surfaceNormal); } else { VectorScale(node->plane->normal, weight, surfaceNormal); } VectorAdd(normal, surfaceNormal, normal); ++numSurfaces; } } // Recursively test the child nodes. numSurfaces += NS_GetAverageNormalInsideSphere(model, (const NODE*)node->children[0], point, radius, normal); numSurfaces += NS_GetAverageNormalInsideSphere(model, (const NODE*)node->children[1], point, radius, normal); } return numSurfaces; } int NS_GetAverageNormalInsideSphere(const model_t* model, const vec3_t point, float radius, vec3_t normal) { ASSERT(!NS_IsSoftwareModel(model)); normal[0] = 0; normal[1] = 0; normal[2] = 0; int numSurfaces = NS_GetAverageNormalInsideSphere(model, (const NODE*)(model->nodes), point, radius, normal); if (numSurfaces > 0) { VectorNormalize(normal); } return numSurfaces; } int NS_UpdateNodeContent(int old_content, int new_content) { if(new_content == CONTENTS_EMPTY) { return old_content; } if(old_content == CONTENTS_EMPTY) { return new_content; } return max(old_content,new_content); } /** * Returns world content value in a sphere - solid beats liquid beats empty */ int NS_SphereContents(const hull_t *hull, int num, float origin[3], float radius) { ASSERT(radius >= 0); int contents = CONTENTS_EMPTY; if(hull->firstclipnode <= hull->lastclipnode) { float d; dclipnode_t *node; mplane_t *plane; std::queue nodelist; //list of clipnodes to check nodelist.push(num); while(!nodelist.empty()) { ASSERT(num >= hull->firstclipnode && num <= hull->lastclipnode); num = nodelist.front(); nodelist.pop(); node = hull->clipnodes + num; plane = hull->planes + node->planenum; d = NS_PointToPlaneDistance(origin,plane); if(d < radius) { ASSERT(node->children[1] != num); if(node->children[1] < 0) { contents = NS_UpdateNodeContent(contents,node->children[1]); } else { nodelist.push(node->children[1]); } } if(d > -radius) { ASSERT(node->children[0] != num); if(node->children[0] < 0) { contents = NS_UpdateNodeContent(contents,node->children[0]); } else { nodelist.push(node->children[0]); } } } } return contents; } /** * Returns whether a box is in front, behind, or intersecting a plane */ int NS_BoxPlaneIntersectionType(float mins[3], float maxs[3], mplane_t* plane) { int intersect_type = INTERSECT_NONE; float orientedMins[3] = { plane->normal[0] < 0 ? maxs[0] : mins[0], plane->normal[1] < 0 ? maxs[1] : mins[1], plane->normal[2] < 0 ? maxs[2] : mins[2] }; float orientedMaxes[3] = { plane->normal[0] < 0 ? mins[0] : maxs[0], plane->normal[1] < 0 ? mins[1] : maxs[1], plane->normal[2] < 0 ? mins[2] : maxs[2] }; intersect_type |= (NS_PointToPlaneDistance(orientedMins,plane) < 0) ? INTERSECT_BACK : INTERSECT_FRONT; intersect_type |= (NS_PointToPlaneDistance(orientedMaxes,plane) < 0) ? INTERSECT_BACK : INTERSECT_FRONT; return intersect_type; } /** * Returns world content value in a box - solid beats liquid beats empty */ int NS_BoxContents(const hull_t *hull, int num, float mins[3], float maxs[3]) { ASSERT(mins[0] <= maxs[0]); ASSERT(mins[1] <= maxs[1]); ASSERT(mins[2] <= maxs[2]); int contents = CONTENTS_EMPTY; if(hull->firstclipnode <= hull->lastclipnode) { int intersection_type; dclipnode_t *node; mplane_t *plane; std::queue nodelist; //list of clipnodes to check nodelist.push(num); while(!nodelist.empty()) { ASSERT(num >= hull->firstclipnode && num <= hull->lastclipnode); num = nodelist.front(); nodelist.pop(); node = hull->clipnodes + num; plane = hull->planes + node->planenum; intersection_type = NS_BoxPlaneIntersectionType(mins,maxs,plane); if(intersection_type & INTERSECT_BACK) { ASSERT(node->children[1] != num); if(node->children[1] < 0) { contents = NS_UpdateNodeContent(contents,node->children[1]); } else { nodelist.push(node->children[1]); } } if(intersection_type & INTERSECT_FRONT) { ASSERT(node->children[0] != num); if(node->children[0] < 0) { contents = NS_UpdateNodeContent(contents,node->children[0]); } else { nodelist.push(node->children[0]); } } } } return contents; } int NS_PointContents(const hull_t *hull, int num, float p[3]) { float d; dclipnode_t *node; mplane_t *plane; if (hull->firstclipnode > hull->lastclipnode) { return CONTENTS_EMPTY; } while (num >= 0) { ASSERT(num >= hull->firstclipnode && num <= hull->lastclipnode); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) { ASSERT(node->children[1] != num); num = node->children[1]; } else { ASSERT(node->children[0] != num); num = node->children[0]; } } return num; } bool NS_TraceLine(const hull_t* hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t* trace) { //const float DIST_EPSILON = 0.03125f; const float DIST_EPSILON = 0.1f; dclipnode_t *node; mplane_t *plane; float t1, t2; float frac; int i; vec3_t mid; int side; float midf; // check for empty if (num < 0) { if (num != CONTENTS_SOLID) { trace->allsolid = false; if (num == CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; // empty } ASSERT(num >= hull->firstclipnode && num <= hull->lastclipnode); // // find the point distances // node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; } if (t1 >= 0 && t2 >= 0) return NS_TraceLine(hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) return NS_TraceLine(hull, node->children[1], p1f, p2f, p1, p2, trace); // put the crosspoint DIST_EPSILON pixels on the near side if (t1 < 0) frac = (t1 + DIST_EPSILON)/(t1-t2); else frac = (t1 - DIST_EPSILON)/(t1-t2); if (frac < 0) frac = 0; if (frac > 1) frac = 1; midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); side = (t1 < 0); // move up to the node if (!NS_TraceLine(hull, node->children[side], p1f, midf, p1, mid, trace) ) return false; if (NS_PointContents(hull, node->children[side^1], mid) != CONTENTS_SOLID) // go past the node return NS_TraceLine(hull, node->children[side^1], midf, p2f, mid, p2, trace); if (trace->allsolid) return false; // never got out of the solid area //================== // the other side of the node is solid, this is the impact point //================== if (!side) { VectorCopy (plane->normal, trace->plane.normal); trace->plane.dist = plane->dist; } else { VectorSubtract (vec3_origin, plane->normal, trace->plane.normal); trace->plane.dist = -plane->dist; } while (NS_PointContents(hull, hull->firstclipnode, mid) == CONTENTS_SOLID) { // shouldn't really happen, but does occasionally frac -= 0.1f; if (frac < 0) { trace->fraction = midf; VectorCopy (mid, trace->endpos); // backup past 0 return false; } midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); } trace->fraction = midf; VectorCopy (mid, trace->endpos); return false; } void NS_TraceLine(const hull_t* hull, vec3_t srcPoint, vec3_t dstPoint, trace_t* trace) { memset(trace, 0, sizeof(trace_t)); trace->fraction = 1; trace->allsolid = true; VectorCopy(dstPoint, trace->endpos); if (hull->firstclipnode <= hull->lastclipnode) { NS_TraceLine(hull, hull->firstclipnode, 0, 1, srcPoint, dstPoint, trace); } if (trace->allsolid) { trace->startsolid = true; } if (trace->startsolid) { trace->fraction = 0; } } void NS_TraceLine(vec3_t min, vec3_t max, vec3_t srcPoint, vec3_t dstPoint, trace_t* trace) { memset(trace, 0, sizeof(trace_t)); vec3_t direction; VectorSubtract(dstPoint, srcPoint, direction); vec3_t tMax; tMax[0] = -1; tMax[1] = -1; tMax[2] = -1; vec3_t result; bool inside = true; // Find candidate planes. for (int i = 0; i < 3; ++i) { if (srcPoint[i] <= min[i]) { result[i] = min[i]; inside = false; // Calculate the distances to the candidate planes. if (direction[i] != 0) { tMax[i] = (min[i] - srcPoint[i]) / direction[i]; } } else if (srcPoint[i] >= max[i]) { result[i] = max[i]; inside = false; // Calculate the distances to the candidate planes. if (direction[i] != 0) { tMax[i] = (max[i] - srcPoint[i]) / direction[i]; } } } // Check if the trace origin is inside the box. if (inside) { trace->startsolid = true; trace->fraction = 0; VectorCopy(srcPoint, trace->endpos); return; } // Get the largest of the tMax's for the final choice of intersection. int axis = 0; if (tMax[1] > tMax[axis]) axis = 1; if (tMax[2] > tMax[axis]) axis = 2; // Check that the intersection is actually inside the line segment. trace->fraction = 1; VectorCopy(dstPoint, trace->endpos); if (tMax[axis] <= 0 || tMax[axis] > 1) { return; } for (int j = 0; j < 3; ++j) { if (j != axis) { result[j] = srcPoint[j] + tMax[axis] * direction[j]; if (result[j] < min[j] || result[j] > max[j]) { return; } } } trace->fraction = tMax[axis]; VectorCopy(result, trace->endpos); } bool NS_BoxesOverlap(float origin1[3], float size1[3], float origin2[3], float size2[3]) { for (int i = 0; i < 3; ++i) { float distance = (float)fabs(origin2[i] - origin1[i]); if (distance > size1[i] + size2[i]) { return false; } } return true; } //----------------------------------------------------------------------------- void NS_GetHitBoxesForEntity(int inEntityIndex, int inMaxNumBoxes, OBBox outBoxes[], int& outNumBoxes, float time) { outNumBoxes = 0; NS_AnimationData theAnimationData; if (!NS_GetEntityAnimationData(inEntityIndex, theAnimationData)) { return; } studiohdr_t* theModelHeader = theAnimationData.mModelHeader; if (theAnimationData.mModelHeader == NULL) { return; } if (theModelHeader->numhitboxes > inMaxNumBoxes) { outNumBoxes = inMaxNumBoxes; } else { outNumBoxes = theModelHeader->numhitboxes; } mstudiobbox_t* theHitBoxes = (mstudiobbox_t*)((byte*)theModelHeader + theModelHeader->hitboxindex); NS_Matrix3x4 theBoneMatrix[MAXSTUDIOBONES]; NS_GetBoneMatrices(theAnimationData, time, theBoneMatrix); for (int i = 0; i < outNumBoxes; ++i) { int theBone = theHitBoxes[i].bone; for (int r = 0; r < 3; ++r) { for (int c = 0; c < 3; ++c) { outBoxes[i].mAxis[c][r] = theBoneMatrix[theBone][r][c]; } } outBoxes[i].mOrigin[0] = theBoneMatrix[theBone][0][3]; outBoxes[i].mOrigin[1] = theBoneMatrix[theBone][1][3]; outBoxes[i].mOrigin[2] = theBoneMatrix[theBone][2][3]; vec3_t temp; VectorSubtract(theHitBoxes[i].bbmax, theHitBoxes[i].bbmin, temp); VectorScale(temp, 0.5, outBoxes[i].mExtents); VectorAdd(theHitBoxes[i].bbmax, theHitBoxes[i].bbmin, temp); VectorScale(temp, 0.5, temp); VectorMA(outBoxes[i].mOrigin, temp[0], outBoxes[i].mAxis[0], outBoxes[i].mOrigin); VectorMA(outBoxes[i].mOrigin, temp[1], outBoxes[i].mAxis[1], outBoxes[i].mOrigin); VectorMA(outBoxes[i].mOrigin, temp[2], outBoxes[i].mAxis[2], outBoxes[i].mOrigin); } } //----------------------------------------------------------------------------- float NS_GetIntersection(const OBBox& inBox, const vec3_t inRayOrigin, const vec3_t inRayDirection) { // Ray/Box intersection test from "Real-Time Rendering" by Tomas Moller // and Eric Haines. float tMin = -AVH_INFINITY; float tMax = AVH_INFINITY; vec3_t p; VectorSubtract(inBox.mOrigin, inRayOrigin, p); for (int i = 0; i < 3; i++) { float e = DotProduct(inBox.mAxis[i], p); float f = DotProduct(inBox.mAxis[i], inRayDirection); // Check that the ray and the slab are not parallel if (fabs(f) > AVH_EPSILON) { float t1 = (e + inBox.mExtents[i]) / f; float t2 = (e - inBox.mExtents[i]) / f; if (t1 > t2) { std::swap(t1, t2); } if (t1 > tMin) { tMin = t1; } if (t2 < tMax) { tMax = t2; } if (tMin > tMax) { return AVH_INFINITY; } if (tMax < 0) { return AVH_INFINITY; } } else if (-e - inBox.mExtents[i] > 0 || -e + inBox.mExtents[i] < 0) { return AVH_INFINITY; } } if (tMin > 0) { return tMin; } else { return tMax; } } //----------------------------------------------------------------------------- float NS_TraceLineAgainstEntity(int inEntityIndex, float inTime, const vec3_t inRayOrigin, const vec3_t inRayDirection) { /* // Do an early out test to see if the ray collides with the bounding box. NS_AnimationData theAnimationData; if (!NS_GetEntityAnimationData(inEntityIndex, theAnimationData)) { return AVH_INFINITY; } OBBox theBoundingBox; theBoundingBox.mAxis[0][0] = theAnimationData.mMatrix[0][0]; theBoundingBox.mAxis[0][1] = theAnimationData.mMatrix[1][0]; theBoundingBox.mAxis[0][2] = theAnimationData.mMatrix[2][0]; theBoundingBox.mAxis[1][0] = theAnimationData.mMatrix[0][1]; theBoundingBox.mAxis[1][1] = theAnimationData.mMatrix[1][1]; theBoundingBox.mAxis[1][2] = theAnimationData.mMatrix[2][1]; theBoundingBox.mAxis[2][0] = theAnimationData.mMatrix[0][2]; theBoundingBox.mAxis[2][1] = theAnimationData.mMatrix[1][2]; theBoundingBox.mAxis[2][2] = theAnimationData.mMatrix[2][2]; theBoundingBox.mOrigin[0] = theAnimationData.mMatrix[0][3]; theBoundingBox.mOrigin[1] = theAnimationData.mMatrix[1][3]; theBoundingBox.mOrigin[2] = theAnimationData.mMatrix[2][3]; vec3_t temp; VectorSubtract(theAnimationData.mMins, theAnimationData.mMaxs, temp); VectorScale(temp, 0.5, theBoundingBox.mExtents); VectorAdd(theAnimationData.mMins, theAnimationData.mMaxs, temp); VectorScale(temp, 0.5, theBoundingBox.mOrigin); // Wrong space, but probably good enough. if (NS_GetIntersection(theBoundingBox, inRayOrigin, inRayDirection) == AVH_INFINITY) { return AVH_INFINITY; } */ // Do the full hit box test. const int kMaxNumBoxes = 255; OBBox theBoxes[kMaxNumBoxes]; int theNumBoxes; NS_GetHitBoxesForEntity(inEntityIndex, kMaxNumBoxes, theBoxes, theNumBoxes, inTime); float tMin = AVH_INFINITY; for (int i = 0; i < theNumBoxes; ++i) { float t = NS_GetIntersection(theBoxes[i], inRayOrigin, inRayDirection); if (t < tMin) { tMin = t; } } return tMin; } //----------------------------------------------------------------------------- int NS_GetValveHull(int inHull) { int theHull = inHull; switch(inHull) { case 0: theHull = 1; break; case 1: theHull = 3; break; case 2: theHull = 0; break; case 3: theHull = 2; break; default: ASSERT(false); break; } return theHull; }