3250de5851
Added gl_texture_lodbias cvar for the luls. Fix some serious-but-situational traceline issues. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5402 fc73d0e0-1445-4013-8a0c-d673dee63da5
544 lines
15 KiB
C
544 lines
15 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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static qboolean PM_TransformedHullCheck (model_t *model, framestate_t *framestate, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace, vec3_t origin, vec3_t angles);
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int Q1BSP_HullPointContents(hull_t *hull, vec3_t p);
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static hull_t box_hull;
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static mclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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/*
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===================
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void PM_InitBoxHull (void)
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{
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int i;
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int side;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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for (i=0 ; i<6 ; i++)
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{
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box_clipnodes[i].planenum = i;
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side = i&1;
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box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY;
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if (i != 5)
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box_clipnodes[i].children[side^1] = i + 1;
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else
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box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID;
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box_planes[i].type = i>>1;
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box_planes[i].normal[i>>1] = 1;
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}
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}
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/*
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===================
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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static hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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static int PM_TransformedModelPointContents (model_t *mod, vec3_t p, vec3_t origin, vec3_t angles)
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{
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vec3_t p_l, axis[3];
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VectorSubtract (p, origin, p_l);
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if (!mod->funcs.PointContents)
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return FTECONTENTS_EMPTY;
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// rotate start and end into the models frame of reference
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if (angles[0] || angles[1] || angles[2])
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{
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AngleVectors (angles, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1], axis[1]);
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return mod->funcs.PointContents(mod, axis, p_l);
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}
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return mod->funcs.PointContents(mod, NULL, p_l);
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}
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/*
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==================
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PM_PointContents
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==================
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*/
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int PM_PointContents (vec3_t p)
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{
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int num;
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int pc;
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physent_t *pe;
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model_t *pm;
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//check world.
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pm = pmove.physents[0].model;
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if (!pm || pm->loadstate != MLS_LOADED)
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return FTECONTENTS_EMPTY;
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pc = pm->funcs.PointContents(pm, NULL, p);
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//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
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for (num = 1; num < pmove.numphysent; num++)
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{
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pe = &pmove.physents[num];
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if (pe->info == pmove.skipent)
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continue;
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pm = pe->model;
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if (pm)
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{
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if (p[0] >= pe->origin[0]+pm->mins[0] && p[0] <= pe->origin[0]+pm->maxs[0] &&
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p[1] >= pe->origin[1]+pm->mins[1] && p[1] <= pe->origin[1]+pm->maxs[1] &&
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p[2] >= pe->origin[2]+pm->mins[2] && p[2] <= pe->origin[2]+pm->maxs[2])
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{
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if (pe->forcecontentsmask)
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{
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if (PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles))
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pc |= pe->forcecontentsmask;
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}
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else
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{
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if (pe->nonsolid)
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continue;
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pc |= PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles);
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}
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0] >= pe->origin[0]+pe->mins[0] && p[0] <= pe->origin[0]+pe->maxs[0] &&
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p[1] >= pe->origin[1]+pe->mins[1] && p[1] <= pe->origin[1]+pe->maxs[1] &&
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p[2] >= pe->origin[2]+pe->mins[2] && p[2] <= pe->origin[2]+pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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}
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return pc;
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}
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int PM_ExtraBoxContents (vec3_t p)
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{
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int num;
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int pc = 0;
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physent_t *pe;
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model_t *pm;
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trace_t tr;
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for (num = 1; num < pmove.numphysent; num++)
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{
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pe = &pmove.physents[num];
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if (!pe->nonsolid)
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continue;
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pm = pe->model;
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if (pm)
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{
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if (pe->forcecontentsmask)
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{
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if (!PM_TransformedHullCheck(pm, PE_FRAMESTATE, p, p, pmove.player_mins, pmove.player_maxs, &tr, pe->origin, pe->angles))
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continue;
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if (tr.startsolid || tr.inwater)
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pc |= pe->forcecontentsmask;
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0]+pmove.player_maxs[0] >= pe->origin[0]+pe->mins[0] && p[0]+pmove.player_mins[0] <= pe->origin[0]+pe->maxs[0] &&
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p[1]+pmove.player_maxs[1] >= pe->origin[1]+pe->mins[1] && p[1]+pmove.player_mins[1] <= pe->origin[1]+pe->maxs[1] &&
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p[2]+pmove.player_maxs[2] >= pe->origin[2]+pe->mins[2] && p[2]+pmove.player_mins[2] <= pe->origin[2]+pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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}
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return pc;
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}
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/*
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===============================================================================
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LINE TESTING IN HULLS
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===============================================================================
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*/
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/*returns if it actually did a trace*/
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static qboolean PM_TransformedHullCheck (model_t *model, framestate_t *framestate, vec3_t start, vec3_t end, vec3_t player_mins, vec3_t player_maxs, trace_t *trace, vec3_t origin, vec3_t angles)
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{
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vec3_t start_l, end_l;
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int i;
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vec3_t axis[3];
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// subtract origin offset
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VectorSubtract (start, origin, start_l);
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VectorSubtract (end, origin, end_l);
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// sweep the box through the model
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if (model && model->funcs.NativeTrace)
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{
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if (angles[0] || angles[1] || angles[2])
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{
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AngleVectors (angles, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1], axis[1]);
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model->funcs.NativeTrace(model, 0, framestate, axis, start_l, end_l, player_mins, player_maxs, pmove.capsule, MASK_PLAYERSOLID, trace);
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}
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else
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{
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for (i = 0; i < 3; i++)
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{
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if (start_l[i]+player_mins[i] > model->maxs[i] && end_l[i] + player_mins[i] > model->maxs[i])
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return false;
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if (start_l[i]+player_maxs[i] < model->mins[i] && end_l[i] + player_maxs[i] < model->mins[i])
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return false;
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}
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model->funcs.NativeTrace(model, 0, framestate, NULL, start_l, end_l, player_mins, player_maxs, pmove.capsule, MASK_PLAYERSOLID, trace);
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}
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}
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else
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{
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for (i = 0; i < 3; i++)
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{
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if (start_l[i]+player_mins[i] > box_planes[0+i*2].dist && end_l[i] + player_mins[i] > box_planes[0+i*2].dist)
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return false;
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if (start_l[i]+player_maxs[i] < box_planes[1+i*2].dist && end_l[i] + player_maxs[i] < box_planes[1+i*2].dist)
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return false;
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}
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memset (trace, 0, sizeof(trace_t));
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trace->fraction = 1;
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trace->allsolid = true;
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Q1BSP_RecursiveHullCheck (&box_hull, box_hull.firstclipnode, start_l, end_l, MASK_PLAYERSOLID, trace);
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}
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trace->endpos[0] += origin[0];
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trace->endpos[1] += origin[1];
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trace->endpos[2] += origin[2];
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return true;
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}
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//a portal is flush with a world surface behind it.
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//this causes problems. namely that we can't pass through the portal plane if the bsp behind it prevents out origin from getting through.
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//so if the trace was clipped and ended infront of the portal, continue the trace to the edges of the portal cutout instead.
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static void PM_PortalCSG(physent_t *portal, int entnum, float *trmin, float *trmax, vec3_t start, vec3_t end, trace_t *trace)
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{
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vec4_t planes[6]; //far, near, right, left, up, down
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int plane;
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vec3_t worldpos;
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float portalradius = 128;
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int hitplane = -1;
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float bestfrac;
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//only run this code if we impacted on the portal's parent.
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if (trace->fraction == 1 && !trace->startsolid)
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return;
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if (!portalradius)
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return;
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if (trace->startsolid)
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VectorCopy(start, worldpos); //make sure we use a sane valid position.
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else
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VectorCopy(trace->endpos, worldpos);
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//determine the csg area. normals should be facing in
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AngleVectors(portal->angles, planes[1], planes[3], planes[5]);
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VectorNegate(planes[1], planes[0]);
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VectorNegate(planes[3], planes[2]);
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VectorNegate(planes[5], planes[4]);
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portalradius/=2;
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planes[0][3] = DotProduct(portal->origin, planes[0]) - (4.0/32);
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planes[1][3] = DotProduct(portal->origin, planes[1]) - (4.0/32); //an epsilon beyond the portal. this needs to cover funny angle differences
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planes[2][3] = DotProduct(portal->origin, planes[2]) - portalradius;
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planes[3][3] = DotProduct(portal->origin, planes[3]) - portalradius;
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planes[4][3] = DotProduct(portal->origin, planes[4]) - portalradius;
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planes[5][3] = DotProduct(portal->origin, planes[5]) - portalradius;
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//if we're actually inside the csg region
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for (plane = 0; plane < 6; plane++)
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{
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vec3_t nearest;
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float d = DotProduct(worldpos, planes[plane]);
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int k;
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for (k = 0; k < 3; k++)
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nearest[k] = (planes[plane][k]>=0)?trmax[k]:trmin[k];
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if (!plane) //front plane gets further away with side
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planes[plane][3] -= DotProduct(nearest, planes[plane]);
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else if (plane>1) //side planes get nearer with size
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planes[plane][3] += 24;//+= DotProduct(nearest, planes[plane]);
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if (d - planes[plane][3] >= 0)
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continue; //endpos is inside
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else
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return; //end is already outside
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}
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//yup, we're inside, the trace shouldn't end where it actually did
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bestfrac = 1;
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hitplane = -1;
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for (plane = 0; plane < 6; plane++)
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{
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float ds = DotProduct(start, planes[plane]) - planes[plane][3];
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float de = DotProduct(end, planes[plane]) - planes[plane][3];
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float frac;
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if (ds >= 0 && de < 0)
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{
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frac = (ds - (1/32.0)) / (ds - de);
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if (frac < bestfrac)
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{
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if (frac < 0)
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frac = 0;
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hitplane = plane;
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bestfrac = frac;
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VectorInterpolate(start, frac, end, trace->endpos);
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}
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}
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}
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trace->startsolid = trace->allsolid = false;
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//if we cross the front of the portal, don't shorten the trace, that will artificially clip us
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if (hitplane == 0 && trace->fraction > bestfrac)
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return;
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//okay, elongate to clip to the portal hole properly.
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trace->fraction = bestfrac;
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VectorInterpolate(start, bestfrac, end, trace->endpos);
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if (hitplane >= 0)
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{
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VectorCopy(planes[hitplane], trace->plane.normal);
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trace->plane.dist = planes[hitplane][3];
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if (hitplane == 1)
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trace->entnum = entnum;
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}
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}
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/*
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================
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PM_TestPlayerPosition
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Returns false if the given player position is not valid (in solid)
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================
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*/
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qboolean PM_TestPlayerPosition (vec3_t pos, qboolean ignoreportals)
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{
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int i, j;
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physent_t *pe;
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vec3_t mins, maxs;
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hull_t *hull;
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trace_t trace;
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int csged = false;
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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if (pe->info == pmove.skipent)
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continue;
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if (pe->nonsolid)
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continue;
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if (pe->forcecontentsmask && !(pe->forcecontentsmask & MASK_PLAYERSOLID))
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continue;
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// get the clipping hull
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if (pe->isportal)
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{
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if (ignoreportals)
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continue;
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//if the trace ended up inside a portal region, then its not valid.
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if (pe->model)
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{
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if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, pos, pos, vec3_origin, vec3_origin, &trace, pe->origin, pe->angles))
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continue;
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if (trace.allsolid)
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return false;
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}
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else
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{
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hull = PM_HullForBox (pe->mins, pe->maxs);
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VectorSubtract(pos, pe->origin, mins);
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if (Q1BSP_HullPointContents(hull, mins) & MASK_PLAYERSOLID)
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return false;
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}
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}
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else
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{
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if (pe->model)
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{
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if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, pos, pos, pmove.player_mins, pmove.player_maxs, &trace, pe->origin, pe->angles))
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continue;
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if (trace.allsolid)
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{
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for (j = i+1; j < pmove.numphysent && trace.allsolid; j++)
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{
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pe = &pmove.physents[j];
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if (pe->isportal)
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PM_PortalCSG(pe, j, pmove.player_mins, pmove.player_maxs, pos, pos, &trace);
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}
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if (trace.allsolid)
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return false;
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csged = true;
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}
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}
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else
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{
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VectorSubtract (pe->mins, pmove.player_maxs, mins);
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VectorSubtract (pe->maxs, pmove.player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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VectorSubtract(pos, pe->origin, mins);
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if (Q1BSP_HullPointContents(hull, mins) & MASK_PLAYERSOLID)
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return false;
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}
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}
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}
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if (!csged && !ignoreportals)
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{
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//the point the player is returned to if the portal dissipates
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pmove.safeorigin_known = true;
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VectorCopy (pmove.origin, pmove.safeorigin);
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}
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return true;
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}
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/*
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================
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PM_PlayerTrace
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================
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*/
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trace_t PM_PlayerTrace (vec3_t start, vec3_t end, unsigned int solidmask)
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{
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trace_t trace, total;
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int i, j;
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physent_t *pe;
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// fill in a default trace
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memset (&total, 0, sizeof(trace_t));
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total.fraction = 1;
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total.entnum = -1;
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VectorCopy (end, total.endpos);
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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if (pe->nonsolid)
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continue;
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if (pe->info == pmove.skipent)
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continue;
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if (pe->forcecontentsmask && !(pe->forcecontentsmask & solidmask))
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continue;
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if (!pe->model || pe->model->loadstate != MLS_LOADED)
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{
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vec3_t mins, maxs;
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VectorSubtract (pe->mins, pmove.player_maxs, mins);
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VectorSubtract (pe->maxs, pmove.player_mins, maxs);
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PM_HullForBox (mins, maxs);
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// trace a line through the apropriate clipping hull
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if (!PM_TransformedHullCheck (NULL, NULL, start, end, pmove.player_mins, pmove.player_maxs, &trace, pe->origin, pe->angles))
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continue;
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}
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|
else if (pe->isportal)
|
|
{
|
|
//make sure we don't hit the world if we're inside the portal
|
|
PM_PortalCSG(pe, i, pmove.player_mins, pmove.player_maxs, start, end, &total);
|
|
|
|
// trace a line through the apropriate clipping hull
|
|
if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, start, end, vec3_origin, vec3_origin, &trace, pe->origin, pe->angles))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// trace a line through the apropriate clipping hull
|
|
if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, start, end, pmove.player_mins, pmove.player_maxs, &trace, pe->origin, pe->angles))
|
|
continue;
|
|
|
|
if (trace.allsolid)
|
|
{
|
|
for (j = i+1; j < pmove.numphysent && trace.allsolid; j++)
|
|
{
|
|
pe = &pmove.physents[j];
|
|
if (pe->isportal)
|
|
PM_PortalCSG(pe, j, pmove.player_mins, pmove.player_maxs, start, end, &trace);
|
|
}
|
|
pe = &pmove.physents[i];
|
|
}
|
|
}
|
|
|
|
if (trace.allsolid)
|
|
trace.startsolid = true;
|
|
if (trace.startsolid && pe->isportal)
|
|
trace.startsolid = false;
|
|
// if (trace.startsolid)
|
|
// trace.fraction = 0;
|
|
|
|
// did we clip the move?
|
|
if (trace.fraction < total.fraction || (trace.startsolid && !total.startsolid))
|
|
{
|
|
// fix trace up by the offset
|
|
total = trace;
|
|
total.entnum = i;
|
|
}
|
|
}
|
|
|
|
// //this is needed to avoid *2 friction. some id bug.
|
|
if (total.startsolid)
|
|
total.fraction = 0;
|
|
return total;
|
|
}
|
|
|
|
//for use outside the pmove code. lame, but works.
|
|
trace_t PM_TraceLine (vec3_t start, vec3_t end)
|
|
{
|
|
VectorClear(pmove.player_mins);
|
|
VectorClear(pmove.player_maxs);
|
|
return PM_PlayerTrace(start, end, MASK_PLAYERSOLID);
|
|
}
|