mirror of
https://github.com/ENSL/NS.git
synced 2024-11-15 09:21:54 +00:00
1214 lines
No EOL
27 KiB
C++
1214 lines
No EOL
27 KiB
C++
#include "../common/mathlib.h"
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#include "../common/const.h"
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#include "../common/com_model.h"
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#include "../common/vector_util.h"
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#include "../engine/studio.h"
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#include "CollisionUtil.h"
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#include <memory.h>
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#include <float.h>
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#include <math.h>
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#include <stdlib.h>
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#include <queue>
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#include "localassert.h"
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#include "../engine/progdefs.h"
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#ifdef AVH_SERVER
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#include "../engine/edict.h"
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#include "../engine/eiface.h"
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#include "../dlls/enginecallback.h"
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#endif
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#ifdef AVH_CLIENT
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#include "../common/cl_entity.h"
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#endif
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#include "AnimationUtil.h"
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#include "pm_shared/pm_defs.h"
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const float AVH_INFINITY = -logf(0);
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const float AVH_EPSILON = 0.001f;
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#define PITCH 0
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#define YAW 1
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#define ROLL 2
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// These definitions are taken from the QuakeWorld source code.
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#define SURF_PLANEBACK 2
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#define SURF_DRAWSKY 4
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#define SURF_DRAWSPRITE 8
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#define SURF_DRAWTURB 0x10
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#define SURF_DRAWTILED 0x20
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#define SURF_DRAWBACKGROUND 0x40
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#define SURF_UNDERWATER 0x80
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#define SURF_DONTWARP 0x100
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#define VERTEXSIZE 7
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typedef struct glpoly_s
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{
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struct glpoly_s *next;
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struct glpoly_s *chain;
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int numverts;
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int flags; // for SURF_UNDERWATER
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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} glpoly_t;
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typedef struct glmnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} glmnode_t;
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typedef struct glmleaf_s
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{
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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byte *compressed_vis;
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struct efrag_s *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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byte ambient_sound_level[NUM_AMBIENTS];
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} glmleaf_t;
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typedef struct glmsurface_s
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{
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int visframe; // should be drawn when node is crossed
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mplane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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short texturemins[2];
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short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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glpoly_t *polys; // multiple if warped
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struct msurface_s *texturechain;
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mtexinfo_t *texinfo;
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// lighting info
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int dlightframe;
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int dlightbits;
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int lightmaptexturenum;
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byte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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// byte *samples; // [numstyles*surfsize]
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color24 *samples; // note: this is the actual lightmap data for this surface
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decal_t *pdecals;
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} glmsurface_t;
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#define NODE glmnode_t
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#define SURFACE glmsurface_t
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/**
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* Returns the distance between a point and a plane.
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*/
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float NS_PointToPlaneDistance(const vec3_t point, const mplane_t* plane)
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{
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if (plane->type < 3)
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{
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return point[plane->type] - plane->dist;
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}
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else
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{
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return DotProduct(point, plane->normal) - plane->dist;
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}
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}
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/**
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* Returns the square of the distance between two points.
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*/
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float NS_PointToPointDistanceSquared(const vec3_t p1, const vec3_t p2)
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{
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vec3_t v;
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VectorSubtract(p2, p1, v);
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return DotProduct(v, v);
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}
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/**
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* Returns the minimum distance from a point to the perimeter of a surface
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* of a model.
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*/
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float NS_PointToSurfaceEdgeDistance(const model_t* model, const SURFACE* surface, const vec3_t point)
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{
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float minDistance = FLT_MAX;
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int lastEdge = surface->firstedge + surface->numedges;
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for (int i = surface->firstedge; i < lastEdge; ++i)
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{
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ASSERT(i >= 0 && i < model->numsurfedges);
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int edge = model->surfedges[i];
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const mvertex_t* v1;
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const mvertex_t* v2;
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if (edge >= 0)
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{
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v1 = &model->vertexes[model->edges[edge].v[0]];
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v2 = &model->vertexes[model->edges[edge].v[1]];
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}
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else
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{
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v1 = &model->vertexes[model->edges[-edge].v[1]];
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v2 = &model->vertexes[model->edges[-edge].v[0]];
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}
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// Compute the closest point on the line to the point.
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vec3_t a;
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vec3_t b;
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VectorSubtract(point, v1->position, a);
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VectorSubtract(v2->position, v1->position, b);
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float t = DotProduct(a, b) / DotProduct(b, b);
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// Restrict the point to being on the line segment.
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if (t < 0) t = 0;
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if (t > 1) t = 1;
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vec3_t closestPoint;
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VectorScale(b, t, closestPoint);
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VectorAdd(closestPoint, v1->position, closestPoint);
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// Compute the distance.
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float distance = NS_PointToPointDistanceSquared(point, closestPoint);
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if (distance < minDistance)
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{
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minDistance = distance;
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}
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}
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return sqrtf(minDistance);
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}
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/**
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* Tests if a point lies on a surface of a model. The point must lie on the
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* plane of the surface.
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*/
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bool NS_PointOnSurface(const model_t* model, const SURFACE* surface, const vec3_t point)
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{
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int lastEdge = surface->firstedge + surface->numedges;
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int x = (surface->plane->type + 1) % 3;
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int y = (surface->plane->type + 2) % 3;
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int crossings = 0;
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for (int i = surface->firstedge; i < lastEdge; ++i)
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{
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ASSERT(i >= 0 && i < model->numsurfedges);
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int edge = model->surfedges[i];
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const mvertex_t* v1;
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const mvertex_t* v2;
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if (edge >= 0)
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{
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v1 = &model->vertexes[model->edges[edge].v[0]];
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v2 = &model->vertexes[model->edges[edge].v[1]];
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}
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else
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{
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v1 = &model->vertexes[model->edges[-edge].v[1]];
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v2 = &model->vertexes[model->edges[-edge].v[0]];
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}
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// Check for a crossing.
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if ((v1->position[y] - point[y] >= 0) !=
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(v2->position[y] - point[y] >= 0))
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{
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float dx = v1->position[x] - v2->position[x];
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float dy = v1->position[y] - v2->position[y];
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if (v2->position[x] - (v1->position[y] - point[y]) * dx / dy >= point[x])
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{
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++crossings;
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// For a convex polygon, a straight line can only intersect the
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// perimeter a maximum of two times.
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if (crossings == 2)
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{
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return false;
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}
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}
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}
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}
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return (crossings % 2) == 1;
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}
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/**
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* Computes the area of intersection between a circle and a surface. The
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* circle and the surface must intersect.
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*/
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float NS_CircleSurfaceIntersectionArea(const model_t* model, const SURFACE* surface, const vec3_t point, float radius)
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{
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float area = 0;
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int lastEdge = surface->firstedge + surface->numedges;
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int x = (surface->plane->type + 1) % 3;
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int y = (surface->plane->type + 2) % 3;
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float radiusSquared = radius * radius;
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for (int i = surface->firstedge; i < lastEdge; ++i)
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{
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ASSERT(i >= 0 && i < model->numsurfedges);
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int edge = model->surfedges[i];
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const mvertex_t* v1;
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const mvertex_t* v2;
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if (edge >= 0)
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{
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v1 = &model->vertexes[model->edges[edge].v[0]];
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v2 = &model->vertexes[model->edges[edge].v[1]];
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}
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else
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{
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v1 = &model->vertexes[model->edges[-edge].v[1]];
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v2 = &model->vertexes[model->edges[-edge].v[0]];
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}
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bool v1Inside = NS_PointToPointDistanceSquared(v1->position, point) < radiusSquared;
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bool v2Inside = NS_PointToPointDistanceSquared(v2->position, point) < radiusSquared;
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if (v1Inside && v2Inside)
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{
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// Add the signed area of triangle v1, v2, origin.
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}
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else if (v1Inside && !v2Inside)
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{
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// Find the interection of v1, v2 with the circle.
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// Add the signed area of triangle v1, intersection, origin
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// chordStart = v1
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}
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else if (!v1Inside && v2Inside)
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{
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// Find the interection of v1, v2 with the circle.
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// Add the signed area of triangle intersection, v2, origin
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// Add the area partitioned by the chord chordStart, intersection
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}
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else if (!v1Inside && !v2Inside)
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{
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// Check if v1, v2 intersects the circle.
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}
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}
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return area;
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}
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/**
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* Tests if the model structure is a software rendering model structure.
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*/
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bool NS_IsSoftwareModel(const model_t* model)
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{
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if (model->nodes[0].parent != NULL)
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{
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return false;
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}
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const mnode_t* child = model->nodes[0].children[0];
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if (child < model->nodes || child > model->nodes + model->numnodes)
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{
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return false;
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}
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if (child->parent != &model->nodes[0])
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{
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return false;
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}
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return true;
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}
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int NS_GetAverageNormalInsideSphere(const model_t* model, const NODE* node, const vec3_t point, float radius, vec3_t normal)
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{
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// Check for a leaf node.
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if (node->contents < 0)
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{
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return 0;
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}
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float distance = NS_PointToPlaneDistance(point, node->plane);
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int numSurfaces = 0;
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if (distance > radius)
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{
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// The sphere is completely in front of the plane.
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numSurfaces = NS_GetAverageNormalInsideSphere(model,
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(const NODE*)node->children[0], point, radius, normal);
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}
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else if (distance < -radius)
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{
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// The sphere is completely behind the plane.
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numSurfaces = NS_GetAverageNormalInsideSphere(model,
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(const NODE*)node->children[1], point, radius, normal);
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}
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else
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{
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// Compute the projection of the point onto the plane.
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vec3_t projection;
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VectorScale(node->plane->normal, distance, projection);
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VectorAdd(point, projection, projection);
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// Test if the sphere intersects any of the surfaces in this node.
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unsigned short lastSurface = node->firstsurface + node->numsurfaces;
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for (unsigned short i = node->firstsurface; i < lastSurface; ++i)
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{
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ASSERT(i < model->numsurfaces);
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const SURFACE* surface = &((const SURFACE*)model->surfaces)[i];
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ASSERT(surface->plane == node->plane);
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if (NS_PointOnSurface(model, surface, projection) ||
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NS_PointToSurfaceEdgeDistance(model, surface, point) < radius)
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{
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// Compute a weighting factor for the normal based on the
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// intersection area of the sphere and plane.
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float weight = radius * radius - distance * distance;
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vec3_t surfaceNormal;
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if (surface->flags & SURF_PLANEBACK)
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{
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VectorScale(node->plane->normal, -weight, surfaceNormal);
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}
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else
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{
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VectorScale(node->plane->normal, weight, surfaceNormal);
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}
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VectorAdd(normal, surfaceNormal, normal);
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++numSurfaces;
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}
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}
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// Recursively test the child nodes.
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numSurfaces += NS_GetAverageNormalInsideSphere(model,
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(const NODE*)node->children[0], point, radius, normal);
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numSurfaces += NS_GetAverageNormalInsideSphere(model,
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(const NODE*)node->children[1], point, radius, normal);
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}
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return numSurfaces;
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}
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int NS_GetAverageNormalInsideSphere(const model_t* model, const vec3_t point, float radius, vec3_t normal)
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{
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ASSERT(!NS_IsSoftwareModel(model));
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normal[0] = 0;
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normal[1] = 0;
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normal[2] = 0;
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int numSurfaces = NS_GetAverageNormalInsideSphere(model, (const NODE*)(model->nodes), point, radius, normal);
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if (numSurfaces > 0)
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{
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VectorNormalize(normal);
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}
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return numSurfaces;
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}
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int NS_UpdateNodeContent(int old_content, int new_content)
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{
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if(new_content == CONTENTS_EMPTY)
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{
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return old_content;
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}
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if(old_content == CONTENTS_EMPTY)
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{
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return new_content;
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}
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return max(old_content,new_content);
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}
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/**
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* Returns world content value in a sphere - solid beats liquid beats empty
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*/
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int NS_SphereContents(const hull_t *hull, int num, float origin[3], float radius)
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{
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ASSERT(radius >= 0);
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int contents = CONTENTS_EMPTY;
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if(hull->firstclipnode <= hull->lastclipnode)
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{
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float d;
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dclipnode_t *node;
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mplane_t *plane;
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std::queue<int> nodelist; //list of clipnodes to check
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nodelist.push(num);
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while(!nodelist.empty())
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{
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ASSERT(num >= hull->firstclipnode && num <= hull->lastclipnode);
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num = nodelist.front();
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nodelist.pop();
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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d = NS_PointToPlaneDistance(origin,plane);
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if(d < radius)
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{
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ASSERT(node->children[1] != num);
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if(node->children[1] < 0)
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{
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contents = NS_UpdateNodeContent(contents,node->children[1]);
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}
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else
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{
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nodelist.push(node->children[1]);
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}
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}
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if(d > -radius)
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{
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ASSERT(node->children[0] != num);
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if(node->children[0] < 0)
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{
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contents = NS_UpdateNodeContent(contents,node->children[0]);
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}
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else
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{
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nodelist.push(node->children[0]);
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}
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}
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}
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}
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return contents;
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}
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/**
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* Returns whether a box is in front, behind, or intersecting a plane
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*/
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int NS_BoxPlaneIntersectionType(float mins[3], float maxs[3], mplane_t* plane)
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{
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int intersect_type = INTERSECT_NONE;
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float orientedMins[3] = {
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plane->normal[0] < 0 ? maxs[0] : mins[0],
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plane->normal[1] < 0 ? maxs[1] : mins[1],
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plane->normal[2] < 0 ? maxs[2] : mins[2]
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};
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float orientedMaxes[3] = {
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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<int> 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;
|
|
} |