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https://git.code.sf.net/p/quake/quakeforge
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Rotating bsp model support.
This is based on the code presented on http://forums.inside3d.com/viewtopic.php?t=2376 (and updates linked from that thread), but with modifications for hopefully supporting rotating trains (and not duplicating big fuctions). For now, only nq. qw will come after some more testing.
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0e677ce0f0
commit
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2 changed files with 100 additions and 17 deletions
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@ -397,24 +397,35 @@ SV_PushEntity (edict_t *ent, vec3_t push)
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}
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static qboolean
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SV_Push (edict_t *pusher, vec3_t move)
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SV_Push (edict_t *pusher, vec3_t tmove, vec3_t amove)
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{
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float solid_save;
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int num_moved, i, e;
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edict_t *check, *block;
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edict_t **moved_edict;
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vec3_t entorig;
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vec3_t mins, maxs, pushorig;
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vec3_t entorig, move, org, org2;
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vec3_t mins, maxs, pushtorig, pushaorig;
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vec3_t *moved_from;
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vec3_t forward = {1, 0, 0};
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vec3_t right = {0, -1, 0};
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vec3_t up = {0, 0, 1};
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int mark;
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VectorAdd (SVvector (pusher, absmin), move, mins);
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VectorAdd (SVvector (pusher, absmax), move, maxs);
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VectorAdd (SVvector (pusher, absmin), tmove, mins);
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VectorAdd (SVvector (pusher, absmax), tmove, maxs);
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VectorCopy (SVvector (pusher, origin), pushorig);
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if (!VectorIsZero (amove)) {
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vec3_t a;
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VectorSubtract (vec3_origin, amove, a);
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AngleVectors (a, forward, right, up);
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}
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VectorCopy (SVvector (pusher, origin), pushtorig);
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VectorCopy (SVvector (pusher, angles), pushaorig);
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// move the pusher to it's final position
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VectorAdd (SVvector (pusher, origin), move, SVvector (pusher, origin));
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VectorAdd (SVvector (pusher, origin), tmove, SVvector (pusher, origin));
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VectorAdd (SVvector (pusher, angles), amove, SVvector (pusher, angles));
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SV_LinkEdict (pusher, false);
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mark = Hunk_LowMark ();
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@ -460,6 +471,15 @@ SV_Push (edict_t *pusher, vec3_t move)
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moved_edict[num_moved] = check;
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num_moved++;
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// calculate destination position
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VectorSubtract (SVvector (check, origin),
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SVvector (pusher, origin), org);
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org2[0] = DotProduct (org, forward);
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org2[1] = -DotProduct (org, right);
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org2[2] = DotProduct (org, up);
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VectorSubtract (org2, org, move);
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VectorAdd (move, tmove, move);
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// try moving the contacted entity
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solid_save = SVfloat (pusher, solid);
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SVfloat (pusher, solid) = SOLID_NOT;
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@ -468,6 +488,8 @@ SV_Push (edict_t *pusher, vec3_t move)
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block = SV_TestEntityPosition (check);
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if (!block) {
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VectorAdd (SVvector (check, angles), amove,
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SVvector (check, angles));
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continue;
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}
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// if it is still inside the pusher, block
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@ -484,7 +506,8 @@ SV_Push (edict_t *pusher, vec3_t move)
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VectorCopy (entorig, SVvector (check, origin));
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SV_LinkEdict (check, true);
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VectorCopy (pushorig, SVvector (pusher, origin));
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VectorCopy (pushtorig, SVvector (pusher, origin));
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VectorCopy (pushaorig, SVvector (pusher, angles));
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SV_LinkEdict (pusher, false);
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// if the pusher has a "blocked" function, call it
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@ -495,6 +518,8 @@ SV_Push (edict_t *pusher, vec3_t move)
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// move back any entities we already moved
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for (i = 0; i < num_moved; i++) {
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VectorCopy (moved_from[i], SVvector (moved_edict[i], origin));
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VectorSubtract (SVvector (moved_edict[i], angles), amove,
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SVvector (moved_edict[i], angles));
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SV_LinkEdict (moved_edict[i], false);
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}
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Hunk_FreeToLowMark (mark);
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@ -508,15 +533,18 @@ static void
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SV_PushMove (edict_t *pusher, float movetime)
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{
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vec3_t move;
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vec3_t amove;
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if (VectorIsZero (SVvector (pusher, velocity))) {
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if (VectorIsZero (SVvector (pusher, velocity))
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&& VectorIsZero (SVvector (pusher, avelocity))) {
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SVfloat (pusher, ltime) += movetime;
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return;
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}
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VectorScale (SVvector (pusher, velocity), movetime, move);
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VectorScale (SVvector (pusher, avelocity), movetime, amove);
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if (SV_Push (pusher, move))
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if (SV_Push (pusher, move, amove))
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SVfloat (pusher, ltime) += movetime;
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}
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@ -455,11 +455,25 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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if (ent->free)
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return;
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// set the abs box
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VectorAdd (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, absmin));
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VectorAdd (SVvector (ent, origin), SVvector (ent, maxs),
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SVvector (ent, absmax));
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if (SVfloat (ent, solid) == SOLID_BSP
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&& !VectorIsZero (SVvector (ent, angles)) && ent != sv.edicts) {
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float m, v;
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vec3_t r;
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m = DotProduct (SVvector (ent, mins), SVvector (ent, mins));
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v = DotProduct (SVvector (ent, maxs), SVvector (ent, maxs));
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if (m < v)
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m = v;
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m = sqrt (m);
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VectorSet (m, m, m, r);
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VectorSubtract (SVvector (ent, origin), r, SVvector (ent, absmin));
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VectorAdd (SVvector (ent, origin), r, SVvector (ent, absmax));
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} else {
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// set the abs box
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VectorAdd (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, absmin));
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VectorAdd (SVvector (ent, origin), SVvector (ent, maxs),
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SVvector (ent, absmax));
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}
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// to make items easier to pick up and allow them to be grabbed off
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// of shelves, the abs sizes are expanded
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@ -591,6 +605,9 @@ SV_ClipMoveToEntity (edict_t *touched, const vec3_t start,
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hull_t *hull;
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trace_t trace;
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vec3_t offset, start_l, end_l;
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vec3_t forward, right, up;
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int rot = 0;
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vec3_t temp;
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// fill in a default trace
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memset (&trace, 0, sizeof (trace_t));
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@ -607,12 +624,50 @@ SV_ClipMoveToEntity (edict_t *touched, const vec3_t start,
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VectorSubtract (start, offset, start_l);
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VectorSubtract (end, offset, end_l);
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if (SVfloat (touched, solid) == SOLID_BSP
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&& !VectorIsZero (SVvector (touched, angles))
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&& touched != sv.edicts) {
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rot = 1;
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AngleVectors (SVvector (touched, angles), forward, right, up);
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VectorNegate (right, right); // convert lhs to rhs
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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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// trace a line through the apropriate clipping hull
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MOD_TraceLine (hull, hull->firstclipnode, start_l, end_l, &trace);
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// fix trace up by the offset
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if (trace.fraction != 1)
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// fix trace up by the rotation and offset
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if (trace.fraction != 1) {
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if (rot) {
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vec_t t;
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// transpose the rotation matrix to get its inverse
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t = forward[1]; forward[1] = right[0]; right[0] = t;
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t = forward[2]; forward[2] = up[0]; up[0] = t;
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t = right[2]; right[2] = up[1]; up[1] = t;
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VectorCopy (trace.endpos, temp);
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trace.endpos[0] = DotProduct (temp, forward);
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trace.endpos[1] = DotProduct (temp, right);
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trace.endpos[2] = DotProduct (temp, 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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VectorAdd (trace.endpos, offset, trace.endpos);
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}
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// did we clip the move?
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if (trace.fraction < 1 || trace.startsolid)
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