mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-02 17:12:55 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
339 lines
7.8 KiB
C
339 lines
7.8 KiB
C
/*
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pmovetst.c
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(description)
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/console.h"
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#include "QF/model.h"
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#include "QF/qtypes.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "qw/pmove.h"
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#include "world.h"
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static hull_t box_hull;
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static mclipnode_t box_clipnodes[6];
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static plane_t box_planes[6];
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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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void
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PM_InitBoxHull (void)
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{
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int side, i;
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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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box_hull.depth = 6;
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for (i = 0; i < 6; i++) {
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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] = CONTENTS_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] = CONTENTS_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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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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static inline hull_t *
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PM_HullForBox (const vec3_t mins, const 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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inline int
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PM_HullPointContents (hull_t *hull, int num, const vec3_t p)
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{
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float d;
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mclipnode_t *node;
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plane_t *plane;
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while (num >= 0) {
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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}
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int
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PM_PointContents (const vec3_t p)
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{
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float d;
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int num;
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mclipnode_t *node;
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hull_t *hull;
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plane_t *plane;
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hull = &pmove.physents[0].model->hulls[0];
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num = hull->firstclipnode;
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while (num >= 0) {
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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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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qboolean
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PM_TestPlayerPosition (const vec3_t pos)
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{
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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, test;
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for (i = 0; i < pmove.numphysent; i++) {
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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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hull = &pmove.physents[i].model->hulls[1];
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else {
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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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VectorSubtract (pos, pe->origin, test);
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if (PM_HullPointContents (hull, hull->firstclipnode, test) ==
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CONTENTS_SOLID) return false;
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}
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return true;
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}
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static inline int
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bboxes_touch (const vec3_t min1, const vec3_t max1,
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const vec3_t min2, const vec3_t max2)
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{
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if (min1[0] > max2[0] || max1[0] < min2[0])
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return 0;
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if (min1[1] > max2[1] || max1[1] < min2[1])
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return 0;
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if (min1[2] > max2[2] || max1[2] < min2[2])
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return 0;
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return 1;
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}
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/* PM_PlayerMove */
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trace_t
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PM_PlayerMove (const vec3_t start, const vec3_t end)
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{
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hull_t *hull;
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int i, check_box, move_missed;
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physent_t *pe;
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trace_t trace, total;
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vec3_t maxs, mins, offset, start_l, end_l;
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vec3_t move[2];
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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 (&total, 0, sizeof (trace_t));
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total.fraction = 1;
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total.ent = 0;
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VectorCopy (end, total.endpos);
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for (i = 0; i < pmove.numphysent; i++) {
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pe = &pmove.physents[i];
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// get the clipping hull
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if (pe->hull) {
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hull = pe->hull;
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check_box = 0;
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VectorZero (mins);
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VectorZero (maxs);
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} else {
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check_box = 1;
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if (pe->model) {
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hull = &pe->model->hulls[1];
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VectorSubtract (pe->model->mins, player_maxs, mins);
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VectorSubtract (pe->model->maxs, player_mins, maxs);
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} else {
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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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}
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// PM_HullForEntity (ent, mins, maxs, offset);
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VectorCopy (pe->origin, offset);
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VectorSubtract (start, offset, start_l);
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VectorSubtract (end, offset, end_l);
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rot = 0;
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if (i && pe->model && pe->model->type == mod_brush
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&& !VectorIsZero (pe->angles)) {
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rot = 1;
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AngleVectors (pe->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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// 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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move_missed = 0;
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if (check_box) {
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move[0][0] = min (start_l[0], end_l[0]);
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move[0][1] = min (start_l[1], end_l[1]);
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move[0][2] = min (start_l[2], end_l[2]);
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move[1][0] = max (start_l[0], end_l[0]);
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move[1][1] = max (start_l[1], end_l[1]);
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move[1][2] = max (start_l[2], end_l[2]);
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if (!bboxes_touch (move[0], move[1], mins, maxs)) {
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move_missed = 1;
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if (PM_HullPointContents (hull, hull->firstclipnode,
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start_l) != CONTENTS_SOLID) {
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// since the move missed the entity entirely, the start
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// point is outside the entity and the entity's outside
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// is not solid, the whole trace is not solid
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trace.allsolid = false;
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}
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}
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}
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if (!move_missed) {
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// trace a line through the appropriate clipping hull
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MOD_TraceLine (hull, hull->firstclipnode, start_l, end_l, &trace);
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}
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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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// fix up trace by the offset
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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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total = trace;
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total.ent = (struct edict_s *) &pmove.physents[i];
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}
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}
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return total;
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}
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