Merged duplicate client/server functions (placed into PMOVETST.C).

PM/SV_RecursiveHullCheck -> HullCheck
PM/SV_InitBoxHull -> InitBoxHull
PM/SV_HullForBox -> HullForBox
PM/SV_HullPointContents > HullPointContents
Client now uses WORLDA.S (renamed func)

pmtrace_t replaced by trace_t with ent->entnum change

pmplane_t replaced by plane_t
This commit is contained in:
Dabb 2001-03-05 11:49:59 +00:00
parent bb39a9252b
commit e703935e9b
3 changed files with 56 additions and 312 deletions

View file

@ -54,13 +54,13 @@ vec3_t forward, right, up;
vec3_t player_mins = { -16, -16, -24 };
vec3_t player_maxs = { 16, 16, 32 };
void PM_InitBoxHull (void);
extern void InitBoxHull (void);
void PM_CategorizePosition (void);
void
Pmove_Init (void)
{
PM_InitBoxHull ();
InitBoxHull ();
}
void
@ -126,7 +126,7 @@ PM_FlyMove (void)
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity;
int i, j;
pmtrace_t trace;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
@ -161,7 +161,7 @@ PM_FlyMove (void)
break; // moved the entire distance
// save entity for contact
pmove.touchindex[pmove.numtouch] = trace.ent;
pmove.touchindex[pmove.numtouch] = trace.entnum;
pmove.numtouch++;
if (trace.plane.normal[2] > 0.7) {
@ -237,7 +237,7 @@ void
PM_FlymodeMove (void)
{
vec3_t start, dest, pmvel, pmtmp;
pmtrace_t trace;
trace_t trace;
float pmspeed;
pmvel[0] =
@ -280,7 +280,7 @@ void
PM_GroundMove (void)
{
vec3_t start, dest;
pmtrace_t trace;
trace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
@ -367,7 +367,7 @@ PM_Friction (void)
float friction;
float drop;
vec3_t start, stop;
pmtrace_t trace;
trace_t trace;
if (pmove.waterjumptime)
return;
@ -482,7 +482,7 @@ PM_WaterMove (void)
float wishspeed;
vec3_t wishdir;
vec3_t start, dest;
pmtrace_t trace;
trace_t trace;
//
// user intentions
@ -607,7 +607,7 @@ PM_CategorizePosition (void)
{
vec3_t point;
int cont;
pmtrace_t tr;
trace_t tr;
// if the player hull point one unit down is solid, the player
// is on ground
@ -623,15 +623,16 @@ PM_CategorizePosition (void)
if (tr.plane.normal[2] < 0.7)
onground = -1; // too steep
else
onground = tr.ent;
onground = tr.entnum;
if (onground != -1) {
pmove.waterjumptime = 0;
if (!tr.startsolid && !tr.allsolid)
VectorCopy (tr.endpos, pmove.origin);
}
// standing on an entity other than the world
if (tr.ent > 0) {
pmove.touchindex[pmove.numtouch] = tr.ent;
if (tr.entnum > 0) {
pmove.touchindex[pmove.numtouch] = tr.entnum;
pmove.numtouch++;
}
}

View file

@ -49,14 +49,16 @@ static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
int HullPointContents (hull_t *hull, int num, vec3_t p);
/*
PM_InitBoxHull
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)
InitBoxHull (void)
{
int i;
int side;
@ -85,13 +87,13 @@ PM_InitBoxHull (void)
/*
PM_HullForBox
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)
HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
@ -104,11 +106,12 @@ PM_HullForBox (vec3_t mins, vec3_t maxs)
}
#ifndef USE_INTEL_ASM
/*
PM_HullPointContents
HullPointContents
*/
int
PM_HullPointContents (hull_t *hull, int num, vec3_t p)
HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
@ -116,7 +119,7 @@ PM_HullPointContents (hull_t *hull, int num, vec3_t p)
while (num >= 0) {
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
Sys_Error ("HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
@ -133,6 +136,7 @@ PM_HullPointContents (hull_t *hull, int num, vec3_t p)
return num;
}
#endif // !USE_INTEL_ASM
/*
PM_PointContents
@ -140,34 +144,12 @@ PM_HullPointContents (hull_t *hull, int num, vec3_t p)
int
PM_PointContents (vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
hull_t *hull;
int num;
int num;
hull = &pmove.physents[0].model->hulls[0];
num = hull->firstclipnode;
while (num >= 0) {
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
return (HullPointContents (hull, num, p));
}
/*
@ -178,11 +160,11 @@ PM_PointContents (vec3_t p)
#define DIST_EPSILON (0.03125)
/*
PM_RecursiveHullCheck
RecursiveHullCheck
*/
qboolean
PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, pmtrace_t *trace)
RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
@ -209,7 +191,7 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
// LordHavoc: this can be eliminated by validating in the loader... but
// Mercury told me not to bother
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_RecursiveHullCheck: bad node number");
Sys_Error ("RecursiveHullCheck: bad node number");
// find the point distances
node = hull->clipnodes + num;
@ -245,22 +227,22 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
// move up to the node
if (!PM_RecursiveHullCheck (hull, node->children[side],
if (!RecursiveHullCheck (hull, node->children[side],
p1f, midf, p1, mid, trace))
return false;
#ifdef PARANOID
if (PM_HullPointContents (pm_hullmodel, mid, node->children[side]) ==
if (HullPointContents (pm_hullmodel, mid, node->children[side]) ==
CONTENTS_SOLID) {
Con_Printf ("mid PointInHullSolid\n");
return false;
}
#endif
if (PM_HullPointContents (hull, node->children[side ^ 1],
if (HullPointContents (hull, node->children[side ^ 1],
mid) != CONTENTS_SOLID) {
// go past the node
return PM_RecursiveHullCheck (hull, node->children[side ^ 1], midf, p2f,
return RecursiveHullCheck (hull, node->children[side ^ 1], midf, p2f,
mid, p2, trace);
}
@ -281,7 +263,7 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
trace->plane.dist = -plane->dist;
}
while (PM_HullPointContents (hull, hull->firstclipnode,
while (HullPointContents (hull, hull->firstclipnode,
mid) == CONTENTS_SOLID) {
// shouldn't really happen, but does occasionally
frac -= 0.1;
@ -324,12 +306,12 @@ PM_TestPlayerPosition (vec3_t pos)
else {
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
hull = HullForBox (mins, maxs);
}
VectorSubtract (pos, pe->origin, test);
if (PM_HullPointContents (hull, hull->firstclipnode, test) ==
if (HullPointContents (hull, hull->firstclipnode, test) ==
CONTENTS_SOLID) return false;
}
@ -339,10 +321,10 @@ PM_TestPlayerPosition (vec3_t pos)
/*
PM_PlayerMove
*/
pmtrace_t
trace_t
PM_PlayerMove (vec3_t start, vec3_t end)
{
pmtrace_t trace, total;
trace_t trace, total;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
@ -351,10 +333,10 @@ PM_PlayerMove (vec3_t start, vec3_t end)
vec3_t mins, maxs;
// fill in a default trace
memset (&total, 0, sizeof (pmtrace_t));
memset (&total, 0, sizeof (trace_t));
total.fraction = 1;
total.ent = -1;
total.entnum = -1;
VectorCopy (end, total.endpos);
for (i = 0; i < pmove.numphysent; i++) {
@ -365,7 +347,7 @@ PM_PlayerMove (vec3_t start, vec3_t end)
else {
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
hull = HullForBox (mins, maxs);
}
// PM_HullForEntity (ent, mins, maxs, offset);
@ -375,7 +357,7 @@ PM_PlayerMove (vec3_t start, vec3_t end)
VectorSubtract (end, offset, end_l);
// fill in a default trace
memset (&trace, 0, sizeof (pmtrace_t));
memset (&trace, 0, sizeof (trace_t));
trace.fraction = 1;
trace.allsolid = true;
@ -383,7 +365,7 @@ PM_PlayerMove (vec3_t start, vec3_t end)
VectorCopy (end, trace.endpos);
// trace a line through the apropriate clipping hull
PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
&trace);
if (trace.allsolid)
@ -396,7 +378,7 @@ PM_PlayerMove (vec3_t start, vec3_t end)
// fix trace up by the offset
VectorAdd (trace.endpos, offset, trace.endpos);
total = trace;
total.ent = i;
total.entnum = i;
}
}

View file

@ -52,7 +52,6 @@ line of sight checks trace->crosscontent, but bullets don't
*/
typedef struct {
vec3_t boxmins, boxmaxs; // enclose the test object along
// entire move
@ -65,73 +64,14 @@ typedef struct {
edict_t *passedict;
} moveclip_t;
extern qboolean RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, trace_t *trace);
int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
/*
HULL BOXES
*/
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
/*
SV_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
SV_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] = CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side ^ 1] = i + 1;
else
box_clipnodes[i].children[side ^ 1] = CONTENTS_SOLID;
box_planes[i].type = i >> 1;
box_planes[i].normal[i >> 1] = 1;
}
}
/*
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
*/
hull_t *
SV_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;
}
extern int HullPointContents (hull_t *hull, int num, vec3_t p);
extern void InitBoxHull (void);
extern hull_t *HullForBox (vec3_t mins, vec3_t maxs);
/*
SV_HullForEntity
@ -176,7 +116,7 @@ SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
VectorSubtract (ent->v.v.mins, maxs, hullmins);
VectorSubtract (ent->v.v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
hull = HullForBox (hullmins, hullmaxs);
VectorCopy (ent->v.v.origin, offset);
}
@ -241,7 +181,7 @@ SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
void
SV_ClearWorld (void)
{
SV_InitBoxHull ();
InitBoxHull ();
memset (sv_areanodes, 0, sizeof (sv_areanodes));
sv_numareanodes = 0;
@ -425,54 +365,13 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
SV_TouchLinks (ent, sv_areanodes);
}
/*
POINT TESTING IN HULLS
*/
#ifndef USE_INTEL_ASM
/*
SV_HullPointContents
*/
int
SV_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
while (num >= 0) {
if (num < hull->firstclipnode || num > hull->lastclipnode)
SV_Error ("SV_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
#endif // !USE_INTEL_ASM
/*
SV_PointContents
*/
int
SV_PointContents (vec3_t p)
{
return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
return HullPointContents (&sv.worldmodel->hulls[0], 0, p);
}
//===========================================================================
@ -498,144 +397,6 @@ SV_TestEntityPosition (edict_t *ent)
return NULL;
}
/*
LINE TESTING IN HULLS
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
SV_RecursiveHullCheck
*/
qboolean
SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0) {
if (num != CONTENTS_SOLID) {
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
} else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
SV_Error ("SV_RecursiveHullCheck: bad node number");
//
// find the point distances
//
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
} else {
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0)
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2,
trace);
if (t1 < 0 && t2 < 0)
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2,
trace);
#else
if ((t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0))
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2,
trace);
if ((t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0))
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2,
trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON) / (t1 - t2);
else
frac = (t1 - DIST_EPSILON) / (t1 - t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if (!SV_RecursiveHullCheck
(hull, node->children[side], p1f, midf, p1, mid, trace)) return false;
#ifdef PARANOID
if (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
== CONTENTS_SOLID) {
Con_Printf ("mid PointInHullSolid\n");
return false;
}
#endif
if (SV_HullPointContents (hull, node->children[side ^ 1], mid)
!= CONTENTS_SOLID)
// go past the node
return SV_RecursiveHullCheck (hull, node->children[side ^ 1], midf, p2f,
mid, p2, trace);
if (trace->allsolid)
return false; // never got out of the solid area
//==================
// the other side of the node is solid, this is the impact point
//==================
if (!side) {
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
} else {
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
while (SV_HullPointContents (hull, hull->firstclipnode, mid)
== CONTENTS_SOLID) { // shouldn't really happen, but does
// occasionally
frac -= 0.1;
if (frac < 0) {
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
Con_Printf ("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
/*
SV_ClipMoveToEntity
@ -666,7 +427,7 @@ SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs,
VectorSubtract (end, offset, end_l);
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
&trace);
// fix trace up by the offset
@ -844,7 +605,7 @@ SV_TestPlayerPosition (edict_t *ent, vec3_t origin)
// check world first
hull = &sv.worldmodel->hulls[1];
if (SV_HullPointContents (hull, hull->firstclipnode, origin) !=
if (HullPointContents (hull, hull->firstclipnode, origin) !=
CONTENTS_EMPTY) return sv.edicts;
// check all entities
@ -876,7 +637,7 @@ SV_TestPlayerPosition (edict_t *ent, vec3_t origin)
VectorSubtract (origin, offset, offset);
// test the point
if (SV_HullPointContents (hull, hull->firstclipnode, offset) !=
if (HullPointContents (hull, hull->firstclipnode, offset) !=
CONTENTS_EMPTY) return check;
}