fteqw/engine/common/pmovetst.c
Spoike 49ae9573b8 reworked clipboard handling to avoid stalls when pasting in linux.
made a load of functions static (just code style stuff).
downloads menu now deselects any autoselected items, to avoid confusion.
csqc traces can now hit networked ents. I probably need to make some more tweaks to this.
arg completion for flocate+dir+modelviewer commands.
fix autosave not cycling saves when using the vanilla save format.
fix patch collisions with q3bsp submodels.
md3 now supports framegroups too.
added some more buttons to make xonotic happy.
gl_polyblend 2 shows the screen flashes at the edge of the screen instead of the middle.
colormod no longer applies to fullbrights (matching DP). this fixes an issue with xonotic.
fix uninitialised local that was causing issues with bones used as tags.
rewrote qc search_* to use a dynamic array instead of a linked list. this should make it faster to read when there's many handles open at a time.
fte's saved games can now save buffers properly.
fix issue with raster freetype fonts (read: coloured emoji).
initial support for struct-based classes (instead of entity-based classes). still has issues.
execing configs in untrusted packages will no longer run out of sync (fixing a number of afterquake issues).
fix stupid bug with the te_gunshot/etc builtins.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5317 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-10-11 10:31:23 +00:00

541 lines
15 KiB
C

/*
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 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);
int Q1BSP_HullPointContents(hull_t *hull, vec3_t p);
static hull_t box_hull;
static mclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
/*
===================
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;
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.
===================
*/
static 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;
}
static int PM_TransformedModelPointContents (model_t *mod, vec3_t p, vec3_t origin, vec3_t angles)
{
vec3_t p_l, axis[3];
VectorSubtract (p, origin, p_l);
if (!mod->funcs.PointContents)
return FTECONTENTS_EMPTY;
// rotate start and end into the models frame of reference
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
return mod->funcs.PointContents(mod, axis, p_l);
}
return mod->funcs.PointContents(mod, NULL, p_l);
}
/*
==================
PM_PointContents
==================
*/
int PM_PointContents (vec3_t p)
{
int num;
int pc;
physent_t *pe;
model_t *pm;
//check world.
pm = pmove.physents[0].model;
if (!pm || pm->loadstate != MLS_LOADED)
return FTECONTENTS_EMPTY;
pc = pm->funcs.PointContents(pm, NULL, p);
//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
for (num = 1; num < pmove.numphysent; num++)
{
pe = &pmove.physents[num];
if (pe->info == pmove.skipent)
continue;
pm = pe->model;
if (pm)
{
if (p[0] >= pe->origin[0]+pm->mins[0] && p[0] <= pe->origin[0]+pm->maxs[0] &&
p[1] >= pe->origin[1]+pm->mins[1] && p[1] <= pe->origin[1]+pm->maxs[1] &&
p[2] >= pe->origin[2]+pm->mins[2] && p[2] <= pe->origin[2]+pm->maxs[2])
{
if (pe->forcecontentsmask)
{
if (PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles))
pc |= pe->forcecontentsmask;
}
else
{
if (pe->nonsolid)
continue;
pc |= PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles);
}
}
}
else if (pe->forcecontentsmask)
{
if (p[0] >= pe->origin[0]+pe->mins[0] && p[0] <= pe->origin[0]+pe->maxs[0] &&
p[1] >= pe->origin[1]+pe->mins[1] && p[1] <= pe->origin[1]+pe->maxs[1] &&
p[2] >= pe->origin[2]+pe->mins[2] && p[2] <= pe->origin[2]+pe->maxs[2])
pc |= pe->forcecontentsmask;
}
}
return pc;
}
int PM_ExtraBoxContents (vec3_t p)
{
int num;
int pc = 0;
physent_t *pe;
model_t *pm;
trace_t tr;
for (num = 1; num < pmove.numphysent; num++)
{
pe = &pmove.physents[num];
if (!pe->nonsolid)
continue;
pm = pe->model;
if (pm)
{
if (pe->forcecontentsmask)
{
if (!PM_TransformedHullCheck(pm, PE_FRAMESTATE, p, p, pmove.player_mins, pmove.player_maxs, &tr, pe->origin, pe->angles))
continue;
if (tr.startsolid || tr.inwater)
pc |= pe->forcecontentsmask;
}
}
else if (pe->forcecontentsmask)
{
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] &&
p[1]+pmove.player_maxs[1] >= pe->origin[1]+pe->mins[1] && p[1]+pmove.player_mins[1] <= pe->origin[1]+pe->maxs[1] &&
p[2]+pmove.player_maxs[2] >= pe->origin[2]+pe->mins[2] && p[2]+pmove.player_mins[2] <= pe->origin[2]+pe->maxs[2])
pc |= pe->forcecontentsmask;
}
}
return pc;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
/*returns if it actually did a trace*/
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)
{
vec3_t start_l, end_l;
int i;
vec3_t axis[3];
// subtract origin offset
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
// sweep the box through the model
if (model && model->funcs.NativeTrace)
{
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
model->funcs.NativeTrace(model, 0, framestate, axis, start_l, end_l, player_mins, player_maxs, pmove.capsule, MASK_PLAYERSOLID, trace);
}
else
{
for (i = 0; i < 3; i++)
{
if (start_l[i]+player_mins[i] > model->maxs[i] && end_l[i] + player_mins[i] > model->maxs[i])
return false;
if (start_l[i]+player_maxs[i] < model->mins[i] && end_l[i] + player_maxs[i] < model->mins[i])
return false;
}
model->funcs.NativeTrace(model, 0, framestate, NULL, start_l, end_l, player_mins, player_maxs, pmove.capsule, MASK_PLAYERSOLID, trace);
}
}
else
{
for (i = 0; i < 3; i++)
{
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)
return false;
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)
return false;
}
Q1BSP_RecursiveHullCheck (&box_hull, box_hull.firstclipnode, 0, 1, start_l, end_l, trace);
}
trace->endpos[0] += origin[0];
trace->endpos[1] += origin[1];
trace->endpos[2] += origin[2];
return true;
}
//a portal is flush with a world surface behind it.
//this causes problems. namely that we can't pass through the portal plane if the bsp behind it prevents out origin from getting through.
//so if the trace was clipped and ended infront of the portal, continue the trace to the edges of the portal cutout instead.
static void PM_PortalCSG(physent_t *portal, int entnum, float *trmin, float *trmax, vec3_t start, vec3_t end, trace_t *trace)
{
vec4_t planes[6]; //far, near, right, left, up, down
int plane;
vec3_t worldpos;
float portalradius = 128;
int hitplane = -1;
float bestfrac;
//only run this code if we impacted on the portal's parent.
if (trace->fraction == 1 && !trace->startsolid)
return;
if (!portalradius)
return;
if (trace->startsolid)
VectorCopy(start, worldpos); //make sure we use a sane valid position.
else
VectorCopy(trace->endpos, worldpos);
//determine the csg area. normals should be facing in
AngleVectors(portal->angles, planes[1], planes[3], planes[5]);
VectorNegate(planes[1], planes[0]);
VectorNegate(planes[3], planes[2]);
VectorNegate(planes[5], planes[4]);
portalradius/=2;
planes[0][3] = DotProduct(portal->origin, planes[0]) - (4.0/32);
planes[1][3] = DotProduct(portal->origin, planes[1]) - (4.0/32); //an epsilon beyond the portal. this needs to cover funny angle differences
planes[2][3] = DotProduct(portal->origin, planes[2]) - portalradius;
planes[3][3] = DotProduct(portal->origin, planes[3]) - portalradius;
planes[4][3] = DotProduct(portal->origin, planes[4]) - portalradius;
planes[5][3] = DotProduct(portal->origin, planes[5]) - portalradius;
//if we're actually inside the csg region
for (plane = 0; plane < 6; plane++)
{
vec3_t nearest;
float d = DotProduct(worldpos, planes[plane]);
int k;
for (k = 0; k < 3; k++)
nearest[k] = (planes[plane][k]>=0)?trmax[k]:trmin[k];
if (!plane) //front plane gets further away with side
planes[plane][3] -= DotProduct(nearest, planes[plane]);
else if (plane>1) //side planes get nearer with size
planes[plane][3] += 24;//+= DotProduct(nearest, planes[plane]);
if (d - planes[plane][3] >= 0)
continue; //endpos is inside
else
return; //end is already outside
}
//yup, we're inside, the trace shouldn't end where it actually did
bestfrac = 1;
hitplane = -1;
for (plane = 0; plane < 6; plane++)
{
float ds = DotProduct(start, planes[plane]) - planes[plane][3];
float de = DotProduct(end, planes[plane]) - planes[plane][3];
float frac;
if (ds >= 0 && de < 0)
{
frac = (ds - (1/32.0)) / (ds - de);
if (frac < bestfrac)
{
if (frac < 0)
frac = 0;
hitplane = plane;
bestfrac = frac;
VectorInterpolate(start, frac, end, trace->endpos);
}
}
}
trace->startsolid = trace->allsolid = false;
//if we cross the front of the portal, don't shorten the trace, that will artificially clip us
if (hitplane == 0 && trace->fraction > bestfrac)
return;
//okay, elongate to clip to the portal hole properly.
trace->fraction = bestfrac;
VectorInterpolate(start, bestfrac, end, trace->endpos);
if (hitplane >= 0)
{
VectorCopy(planes[hitplane], trace->plane.normal);
trace->plane.dist = planes[hitplane][3];
if (hitplane == 1)
trace->entnum = entnum;
}
}
/*
================
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
================
*/
qboolean PM_TestPlayerPosition (vec3_t pos, qboolean ignoreportals)
{
int i, j;
physent_t *pe;
vec3_t mins, maxs;
hull_t *hull;
trace_t trace;
int csged = false;
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->info == pmove.skipent)
continue;
if (pe->nonsolid)
continue;
if (pe->forcecontentsmask && !(pe->forcecontentsmask & MASK_PLAYERSOLID))
continue;
// get the clipping hull
if (pe->isportal)
{
if (ignoreportals)
continue;
//if the trace ended up inside a portal region, then its not valid.
if (pe->model)
{
if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, pos, pos, vec3_origin, vec3_origin, &trace, pe->origin, pe->angles))
continue;
if (trace.allsolid)
return false;
}
else
{
hull = PM_HullForBox (pe->mins, pe->maxs);
VectorSubtract(pos, pe->origin, mins);
if (Q1BSP_HullPointContents(hull, mins) & MASK_PLAYERSOLID)
return false;
}
}
else
{
if (pe->model)
{
if (!PM_TransformedHullCheck (pe->model, PE_FRAMESTATE, pos, pos, 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, pos, pos, &trace);
}
if (trace.allsolid)
return false;
csged = true;
}
}
else
{
VectorSubtract (pe->mins, pmove.player_maxs, mins);
VectorSubtract (pe->maxs, pmove.player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
VectorSubtract(pos, pe->origin, mins);
if (Q1BSP_HullPointContents(hull, mins) & MASK_PLAYERSOLID)
return false;
}
}
}
if (!csged && !ignoreportals)
{
//the point the player is returned to if the portal dissipates
pmove.safeorigin_known = true;
VectorCopy (pmove.origin, pmove.safeorigin);
}
return true;
}
/*
================
PM_PlayerTrace
================
*/
trace_t PM_PlayerTrace (vec3_t start, vec3_t end, unsigned int solidmask)
{
trace_t trace, total;
int i, j;
physent_t *pe;
// 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];
if (pe->nonsolid)
continue;
if (pe->info == pmove.skipent)
continue;
if (pe->forcecontentsmask && !(pe->forcecontentsmask & solidmask))
continue;
if (!pe->model || pe->model->loadstate != MLS_LOADED)
{
vec3_t mins, maxs;
VectorSubtract (pe->mins, pmove.player_maxs, mins);
VectorSubtract (pe->maxs, pmove.player_mins, maxs);
PM_HullForBox (mins, maxs);
// trace a line through the apropriate clipping hull
if (!PM_TransformedHullCheck (NULL, NULL, start, end, pmove.player_mins, pmove.player_maxs, &trace, pe->origin, pe->angles))
continue;
}
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);
}