quakeforge/qw/source/pmovetst.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
2020-06-25 11:35:37 +09:00

339 lines
7.8 KiB
C

/*
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
*/
#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 "QF/console.h"
#include "QF/model.h"
#include "QF/qtypes.h"
#include "QF/sys.h"
#include "compat.h"
#include "qw/pmove.h"
#include "world.h"
static hull_t box_hull;
static mclipnode_t box_clipnodes[6];
static plane_t box_planes[6];
/*
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 side, i;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
box_hull.depth = 6;
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.
*/
static inline hull_t *
PM_HullForBox (const vec3_t mins, const 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;
}
inline int
PM_HullPointContents (hull_t *hull, int num, const vec3_t p)
{
float d;
mclipnode_t *node;
plane_t *plane;
while (num >= 0) {
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;
}
int
PM_PointContents (const vec3_t p)
{
float d;
int num;
mclipnode_t *node;
hull_t *hull;
plane_t *plane;
hull = &pmove.physents[0].model->hulls[0];
num = hull->firstclipnode;
while (num >= 0) {
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_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
*/
qboolean
PM_TestPlayerPosition (const vec3_t pos)
{
hull_t *hull;
int i;
physent_t *pe;
vec3_t mins, maxs, test;
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;
}
static inline int
bboxes_touch (const vec3_t min1, const vec3_t max1,
const vec3_t min2, const vec3_t max2)
{
if (min1[0] > max2[0] || max1[0] < min2[0])
return 0;
if (min1[1] > max2[1] || max1[1] < min2[1])
return 0;
if (min1[2] > max2[2] || max1[2] < min2[2])
return 0;
return 1;
}
/* PM_PlayerMove */
trace_t
PM_PlayerMove (const vec3_t start, const vec3_t end)
{
hull_t *hull;
int i, check_box, move_missed;
physent_t *pe;
trace_t trace, total;
vec3_t maxs, mins, offset, start_l, end_l;
vec3_t move[2];
vec3_t forward, right, up;
int rot = 0;
vec3_t temp;
// fill in a default trace
memset (&total, 0, sizeof (trace_t));
total.fraction = 1;
total.ent = 0;
VectorCopy (end, total.endpos);
for (i = 0; i < pmove.numphysent; i++) {
pe = &pmove.physents[i];
// get the clipping hull
if (pe->hull) {
hull = pe->hull;
check_box = 0;
VectorZero (mins);
VectorZero (maxs);
} else {
check_box = 1;
if (pe->model) {
hull = &pe->model->hulls[1];
VectorSubtract (pe->model->mins, player_maxs, mins);
VectorSubtract (pe->model->maxs, player_mins, maxs);
} 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);
rot = 0;
if (i && pe->model && pe->model->type == mod_brush
&& !VectorIsZero (pe->angles)) {
rot = 1;
AngleVectors (pe->angles, forward, right, up);
VectorNegate (right, right); // convert lhs to rhs
VectorCopy (start_l, temp);
start_l[0] = DotProduct (temp, forward);
start_l[1] = DotProduct (temp, right);
start_l[2] = DotProduct (temp, up);
VectorCopy (end_l, temp);
end_l[0] = DotProduct (temp, forward);
end_l[1] = DotProduct (temp, right);
end_l[2] = DotProduct (temp, up);
}
// fill in a default trace
memset (&trace, 0, sizeof (trace_t));
trace.fraction = 1;
trace.allsolid = true;
// trace.startsolid = true;
VectorCopy (end, trace.endpos);
move_missed = 0;
if (check_box) {
move[0][0] = min (start_l[0], end_l[0]);
move[0][1] = min (start_l[1], end_l[1]);
move[0][2] = min (start_l[2], end_l[2]);
move[1][0] = max (start_l[0], end_l[0]);
move[1][1] = max (start_l[1], end_l[1]);
move[1][2] = max (start_l[2], end_l[2]);
if (!bboxes_touch (move[0], move[1], mins, maxs)) {
move_missed = 1;
if (PM_HullPointContents (hull, hull->firstclipnode,
start_l) != CONTENTS_SOLID) {
// since the move missed the entity entirely, the start
// point is outside the entity and the entity's outside
// is not solid, the whole trace is not solid
trace.allsolid = false;
}
}
}
if (!move_missed) {
// trace a line through the appropriate clipping hull
MOD_TraceLine (hull, hull->firstclipnode, 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 up trace by the offset
if (rot) {
vec_t t;
// transpose the rotation matrix to get its inverse
t = forward[1]; forward[1] = right[0]; right[0] = t;
t = forward[2]; forward[2] = up[0]; up[0] = t;
t = right[2]; right[2] = up[1]; up[1] = t;
VectorCopy (trace.endpos, temp);
trace.endpos[0] = DotProduct (temp, forward);
trace.endpos[1] = DotProduct (temp, right);
trace.endpos[2] = DotProduct (temp, up);
VectorCopy (trace.plane.normal, temp);
trace.plane.normal[0] = DotProduct (temp, forward);
trace.plane.normal[1] = DotProduct (temp, right);
trace.plane.normal[2] = DotProduct (temp, up);
}
VectorAdd (trace.endpos, offset, trace.endpos);
total = trace;
total.ent = (struct edict_s *) &pmove.physents[i];
}
}
return total;
}