/* 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, 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. =================== */ 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_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->needload) 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, p, p, pmove.player_mins, pmove.player_maxs, &tr, pe->origin, pe->angles)) continue; if (tr.startsolid) 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, 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) { 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, 0, axis, start_l, end_l, player_mins, player_maxs, 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, 0, NULL, start_l, end_l, player_mins, player_maxs, 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, 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, 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->needload) { 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, 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, 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, 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); }