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a67a6355d2
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4 fc73d0e0-1445-4013-8a0c-d673dee63da5
344 lines
8.4 KiB
C
344 lines
8.4 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 hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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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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Q1BSP_SetHullFuncs(&box_hull);
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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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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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int PM_TransformedHullPointContents (hull_t *hull, vec3_t p, vec3_t origin, vec3_t angles)
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{
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vec3_t p_l, forward, up, right, temp;
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VectorSubtract (p, origin, p_l);
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if (!player_mins[2])
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p_l[2] -= hull->clip_mins[2]+0.1;
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// rotate start and end into the models frame of reference
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if (hull != &box_hull &&
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(angles[0] || angles[1] || angles[2]) )
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{
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AngleVectors (angles, forward, right, up);
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VectorCopy (p_l, temp);
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p_l[0] = DotProduct (temp, forward);
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p_l[1] = -DotProduct (temp, right);
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p_l[2] = DotProduct (temp, up);
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}
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return hull->funcs.HullPointContents(hull, 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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hull_t *hull;
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int num;
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int pc;
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hull = &pmove.physents[0].model->hulls[0];
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pc = hull->funcs.HullPointContents(hull, 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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if (pmove.physents[num].model)
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pc |= PM_TransformedHullPointContents(&pmove.physents[num].model->hulls[0], p, pmove.physents[num].origin, pmove.physents[num].angles);
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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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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (0.03125)
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vec3_t trace_extents;
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qboolean PM_TransformedHullCheck (hull_t *hull, vec3_t start, vec3_t end, 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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vec3_t a;
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vec3_t forward, right, up;
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vec3_t temp;
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qboolean rotated;
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qboolean result;
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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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if (!player_mins[2]) //hmm.. hull bigger than player? Or is this hexen2?
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{
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start_l[2] -= hull->clip_mins[2]+0.1;
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end_l[2] -= hull->clip_mins[2]+0.1;
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}
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// rotate start and end into the models frame of reference
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if (hull != &box_hull &&
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(angles[0] || angles[1] || angles[2]) )
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rotated = true;
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else
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rotated = false;
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if (rotated)
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{
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AngleVectors (angles, forward, right, up);
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VectorCopy (start_l, temp);
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start_l[0] = DotProduct (temp, forward);
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start_l[1] = -DotProduct (temp, right);
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start_l[2] = DotProduct (temp, up);
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VectorCopy (end_l, temp);
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end_l[0] = DotProduct (temp, forward);
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end_l[1] = -DotProduct (temp, right);
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end_l[2] = DotProduct (temp, up);
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}
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// sweep the box through the model
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result = hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
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if (rotated && trace->fraction != 1.0)
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{
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// FIXME: figure out how to do this with existing angles
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// VectorNegate (angles, a);
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a[0] = angles[0];
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a[1] = angles[1];
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a[2] = angles[2];
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AngleVectors (a, forward, right, up);
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VectorCopy (trace->plane.normal, temp);
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trace->plane.normal[0] = DotProduct (temp, forward);
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trace->plane.normal[1] = -DotProduct (temp, right);
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trace->plane.normal[2] = DotProduct (temp, up);
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}
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trace->endpos[0] = start[0] + trace->fraction * (end[0] - start[0]);
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trace->endpos[1] = start[1] + trace->fraction * (end[1] - start[1]);
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trace->endpos[2] = start[2] + trace->fraction * (end[2] - start[2]);
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// if (!player_mins[2]) //hmm.. hull bigger than player? Or is this hexen2?
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// trace->endpos[2] += hull->clip_mins[2]+0.1;
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return result;
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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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int CM_TransformedPointContents (vec3_t p, int headnode, vec3_t origin, vec3_t angles);
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qboolean PM_TestPlayerPosition (vec3_t pos)
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{
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int i;
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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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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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// get the clipping hull
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if (pe->model)
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{
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#ifdef Q2BSPS
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if (pe->model->fromgame == fg_quake2 || pe->model->fromgame == fg_quake3)
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{
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trace_t trace = CM_TransformedBoxTrace(pos, pos, player_mins, player_maxs, pe->model->hulls[0].firstclipnode, MASK_PLAYERSOLID, pe->origin, pe->angles);
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if (trace.fraction == 0)
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return false;
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continue;
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}
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#endif
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hull = &pe->model->hulls[pmove.hullnum];
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if (!hull->available || !hull->planes || !hull->clipnodes)
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hull = &pe->model->hulls[1];
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}
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else
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{
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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}
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if (PM_TransformedHullPointContents (hull, pos, pe->origin, pe->angles) & FTECONTENTS_SOLID)
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return false;
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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)
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{
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trace_t trace, total;
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hull_t *hull;
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int i;
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physent_t *pe;
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vec3_t mins, maxs;
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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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// get the clipping hull
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if (pe->model)
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{
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hull = &pmove.physents[i].model->hulls[pmove.hullnum];
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if (!hull->available || !hull->clipnodes || !hull->planes)
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hull = &pmove.physents[i].model->hulls[1]; //fallback
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}
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else
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{
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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}
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// fill in a default trace
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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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// trace.startsolid = true;
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VectorCopy (end, trace.endpos);
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// trace a line through the apropriate clipping hull
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#ifdef Q2BSPS
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if (pmove.physents[i].model && (pmove.physents[i].model->fromgame == fg_quake2 || pmove.physents[i].model->fromgame == fg_quake3))
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{
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trace_t tr;
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tr = CM_TransformedBoxTrace (start, end, player_mins, player_maxs, pmove.physents[i].model->hulls[0].firstclipnode, MASK_PLAYERSOLID, pe->origin, pe->angles);
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trace.startsolid = tr.startsolid;
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trace.allsolid = tr.allsolid;
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trace.fraction = tr.fraction;
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memcpy(&trace.plane, &tr.plane, sizeof(tr.plane));
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VectorCopy(tr.endpos, trace.endpos);
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}
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else
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#endif
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PM_TransformedHullCheck (hull, start, end, &trace, pe->origin, pe->angles);
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if (trace.allsolid)
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trace.startsolid = true;
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if (trace.startsolid)
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trace.fraction = 0;
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// did we clip the move?
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if (trace.fraction < total.fraction)
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{
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// fix trace up by the offset
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total = trace;
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total.entnum = i;
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}
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}
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return total;
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}
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