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fteqw/engine/common/pmovetst.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
/*
===================
PM_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void PM_InitBoxHull (void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
Q1BSP_SetHullFuncs(&box_hull);
for (i=0 ; i<6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i&1;
box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side^1] = i + 1;
else
box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID;
box_planes[i].type = i>>1;
box_planes[i].normal[i>>1] = 1;
}
}
/*
===================
PM_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
int PM_TransformedHullPointContents (hull_t *hull, vec3_t p, vec3_t origin, vec3_t angles)
{
vec3_t p_l, forward, up, right, temp;
VectorSubtract (p, origin, p_l);
if (!player_mins[2])
p_l[2] -= hull->clip_mins[2]+0.1;
// rotate start and end into the models frame of reference
if (hull != &box_hull &&
(angles[0] || angles[1] || angles[2]) )
{
AngleVectors (angles, forward, right, up);
VectorCopy (p_l, temp);
p_l[0] = DotProduct (temp, forward);
p_l[1] = -DotProduct (temp, right);
p_l[2] = DotProduct (temp, up);
}
return hull->funcs.HullPointContents(hull, p_l);
}
/*
==================
PM_PointContents
==================
*/
int PM_PointContents (vec3_t p)
{
hull_t *hull;
int num;
int pc;
hull = &pmove.physents[0].model->hulls[0];
pc = hull->funcs.HullPointContents(hull, p);
//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
for (num = 1; num < pmove.numphysent; num++)
{
if (pmove.physents[num].model)
pc |= PM_TransformedHullPointContents(&pmove.physents[num].model->hulls[0], p, pmove.physents[num].origin, pmove.physents[num].angles);
}
return pc;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
vec3_t trace_extents;
qboolean PM_TransformedHullCheck (hull_t *hull, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles)
{
vec3_t start_l, end_l;
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
qboolean rotated;
qboolean result;
// subtract origin offset
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
if (!player_mins[2]) //hmm.. hull bigger than player? Or is this hexen2?
{
start_l[2] -= hull->clip_mins[2]+0.1;
end_l[2] -= hull->clip_mins[2]+0.1;
}
// rotate start and end into the models frame of reference
if (hull != &box_hull &&
(angles[0] || angles[1] || angles[2]) )
rotated = true;
else
rotated = false;
if (rotated)
{
AngleVectors (angles, forward, right, up);
VectorCopy (start_l, temp);
start_l[0] = DotProduct (temp, forward);
start_l[1] = -DotProduct (temp, right);
start_l[2] = DotProduct (temp, up);
VectorCopy (end_l, temp);
end_l[0] = DotProduct (temp, forward);
end_l[1] = -DotProduct (temp, right);
end_l[2] = DotProduct (temp, up);
}
// sweep the box through the model
result = hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
if (rotated && trace->fraction != 1.0)
{
// FIXME: figure out how to do this with existing angles
// VectorNegate (angles, a);
a[0] = angles[0];
a[1] = angles[1];
a[2] = angles[2];
AngleVectors (a, forward, right, up);
VectorCopy (trace->plane.normal, temp);
trace->plane.normal[0] = DotProduct (temp, forward);
trace->plane.normal[1] = -DotProduct (temp, right);
trace->plane.normal[2] = DotProduct (temp, up);
}
trace->endpos[0] = start[0] + trace->fraction * (end[0] - start[0]);
trace->endpos[1] = start[1] + trace->fraction * (end[1] - start[1]);
trace->endpos[2] = start[2] + trace->fraction * (end[2] - start[2]);
// if (!player_mins[2]) //hmm.. hull bigger than player? Or is this hexen2?
// trace->endpos[2] += hull->clip_mins[2]+0.1;
return result;
}
/*
================
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
================
*/
int CM_TransformedPointContents (vec3_t p, int headnode, vec3_t origin, vec3_t angles);
qboolean PM_TestPlayerPosition (vec3_t pos)
{
int i;
physent_t *pe;
vec3_t mins, maxs;
hull_t *hull;
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
{
#ifdef Q2BSPS
if (pe->model->fromgame == fg_quake2 || pe->model->fromgame == fg_quake3)
{
trace_t trace = CM_TransformedBoxTrace(pos, pos, player_mins, player_maxs, pe->model->hulls[0].firstclipnode, MASK_PLAYERSOLID, pe->origin, pe->angles);
if (trace.fraction == 0)
return false;
continue;
}
#endif
hull = &pe->model->hulls[pmove.hullnum];
if (!hull->available || !hull->planes || !hull->clipnodes)
hull = &pe->model->hulls[1];
}
else
{
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
if (PM_TransformedHullPointContents (hull, pos, pe->origin, pe->angles) & FTECONTENTS_SOLID)
return false;
}
return true;
}
/*
================
PM_PlayerTrace
================
*/
trace_t PM_PlayerTrace (vec3_t start, vec3_t end)
{
trace_t trace, total;
hull_t *hull;
int i;
physent_t *pe;
vec3_t mins, maxs;
// fill in a default trace
memset (&total, 0, sizeof(trace_t));
total.fraction = 1;
total.entnum = -1;
VectorCopy (end, total.endpos);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
{
hull = &pmove.physents[i].model->hulls[pmove.hullnum];
if (!hull->available || !hull->clipnodes || !hull->planes)
hull = &pmove.physents[i].model->hulls[1]; //fallback
}
else
{
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
// fill in a default trace
memset (&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
// trace.startsolid = true;
VectorCopy (end, trace.endpos);
// trace a line through the apropriate clipping hull
#ifdef Q2BSPS
if (pmove.physents[i].model && (pmove.physents[i].model->fromgame == fg_quake2 || pmove.physents[i].model->fromgame == fg_quake3))
{
trace_t tr;
tr = CM_TransformedBoxTrace (start, end, player_mins, player_maxs, pmove.physents[i].model->hulls[0].firstclipnode, MASK_PLAYERSOLID, pe->origin, pe->angles);
trace.startsolid = tr.startsolid;
trace.allsolid = tr.allsolid;
trace.fraction = tr.fraction;
memcpy(&trace.plane, &tr.plane, sizeof(tr.plane));
VectorCopy(tr.endpos, trace.endpos);
}
else
#endif
PM_TransformedHullCheck (hull, start, end, &trace, pe->origin, pe->angles);
if (trace.allsolid)
trace.startsolid = true;
if (trace.startsolid)
{
if (!pmove.physents[i].model) //caught inside annother model
continue; //don't count this.
trace.fraction = 0;
}
// did we clip the move?
if (trace.fraction < total.fraction)
{
// fix trace up by the offset
total = trace;
total.entnum = i;
}
}
return total;
}
//for use outside the pmove code. lame, but works.
trace_t PM_TraceLine (vec3_t start, vec3_t end)
{
pmove.hullnum = 0;
return PM_PlayerTrace(start, end);
}