quakeforge/qw/source/pmovetst.c

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/*
pmovetst.c
(description)
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "compat.h"
#include "QF/console.h"
#include "QF/model.h"
#include "pmove.h"
#include "QF/qtypes.h"
#include "QF/sys.h"
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
/*
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] = 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;
}
}
/*
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;
}
/*
PM_HullPointContents
*/
int
PM_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)
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;
}
/*
PM_PointContents
*/
int
PM_PointContents (vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
hull_t *hull;
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;
}
/*
LINE TESTING IN HULLS
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
PM_RecursiveHullCheck
*/
qboolean
PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, pmtrace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
loc0:
// 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
}
// 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");
// 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;
}
// LordHavoc: recursion optimization
if (t1 >= 0 && t2 >= 0) {
num = node->children[0];
goto loc0;
}
if (t1 < 0 && t2 < 0) {
num = node->children[1];
goto loc0;
}
// put the crosspoint DIST_EPSILON pixels on the near side so that both
// p1 and mid are on the same side of the plane
side = (t1 < 0);
if (side)
frac = bound (0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
else
frac = bound (0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
// move up to the node
if (!PM_RecursiveHullCheck (hull, node->children[side],
p1f, midf, p1, mid, trace))
return false;
#ifdef PARANOID
if (PM_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],
mid) != CONTENTS_SOLID) {
// go past the node
return PM_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 {
// invert plane paramterers
trace->plane.normal[0] = -plane->normal[0];
trace->plane.normal[1] = -plane->normal[1];
trace->plane.normal[2] = -plane->normal[2];
trace->plane.dist = -plane->dist;
}
while (PM_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_DPrintf ("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;
}
/*
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
*/
qboolean
PM_TestPlayerPosition (vec3_t pos)
{
int i;
physent_t *pe;
vec3_t mins, maxs, test;
hull_t *hull;
for (i = 0; i < pmove.numphysent; i++) {
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
hull = &pmove.physents[i].model->hulls[1];
else {
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
VectorSubtract (pos, pe->origin, test);
if (PM_HullPointContents (hull, hull->firstclipnode, test) ==
CONTENTS_SOLID) return false;
}
return true;
}
/*
PM_PlayerMove
*/
pmtrace_t
PM_PlayerMove (vec3_t start, vec3_t end)
{
pmtrace_t trace, total;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
int i;
physent_t *pe;
vec3_t mins, maxs;
// fill in a default trace
memset (&total, 0, sizeof (pmtrace_t));
total.fraction = 1;
total.ent = -1;
VectorCopy (end, total.endpos);
for (i = 0; i < pmove.numphysent; i++) {
pe = &pmove.physents[i];
// get the clipping hull
if (pe->model)
hull = &pmove.physents[i].model->hulls[1];
else {
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
// PM_HullForEntity (ent, mins, maxs, offset);
VectorCopy (pe->origin, offset);
VectorSubtract (start, offset, start_l);
VectorSubtract (end, offset, end_l);
// fill in a default trace
memset (&trace, 0, sizeof (pmtrace_t));
trace.fraction = 1;
trace.allsolid = true;
// trace.startsolid = true;
VectorCopy (end, trace.endpos);
// trace a line through the apropriate clipping hull
PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
&trace);
if (trace.allsolid)
trace.startsolid = true;
if (trace.startsolid)
trace.fraction = 0;
// did we clip the move?
if (trace.fraction < total.fraction) {
// fix trace up by the offset
VectorAdd (trace.endpos, offset, trace.endpos);
total = trace;
total.ent = i;
}
}
return total;
}