quakeforge/libs/models/trace.c
Bill Currie 981622f969 Make MOD_TraceLine behave "correctly".
MOD_TraceLine now behaves the same as id's SV_RecursiveHullCheck (from
WinQuake). This means that even if the trace would escape from solid space
into non-solid space, the trace is treated as allsolid if it crosses from
one solid space to another before hitting the empty space.

trace-id.c is used only for establishing the behaviour of id's code.
2010-12-06 15:30:56 +09:00

195 lines
4.4 KiB
C

/*
trace.c
BSP line tracing
Copyright (C) 2004 Bill Currie
Author: Bill Currie <bill@taniwha.org>
Date: 2004/9/25
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
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/model.h"
#include "QF/sys.h"
#include "compat.h"
#include "world.h"
/* LINE TESTING IN HULLS */
// 1/32 epsilon to keep floating point happy
#ifndef DIST_EPSILON
#define DIST_EPSILON (0.03125)
#endif
typedef struct {
vec3_t end;
int side;
int num;
mplane_t *plane;
} tracestack_t;
static inline void
calc_impact (trace_t *trace, const vec3_t start, const vec3_t end,
mplane_t *plane)
{
vec_t t1, t2, frac;
vec3_t dist;
t1 = PlaneDiff (start, plane);
t2 = PlaneDiff (end, plane);
if (t1 < 0) {
frac = (t1 + DIST_EPSILON) / (t1 - t2);
// invert plane paramterers
VectorNegate (plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
} else {
frac = (t1 - DIST_EPSILON) / (t1 - t2);
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
}
frac = bound (0, frac, 1);
trace->fraction = frac;
VectorSubtract (end, start, dist);
VectorMultAdd (start, frac, dist, trace->endpos);
}
VISIBLE void
MOD_TraceLine (hull_t *hull, int num,
const vec3_t start_point, const vec3_t end_point,
trace_t *trace)
{
vec_t start_dist, end_dist, frac;
vec3_t start, end, dist;
int side;
qboolean empty, solid;
tracestack_t *tstack;
tracestack_t tracestack[256];
mclipnode_t *node;
mplane_t *plane, *split_plane;
VectorCopy (start_point, start);
VectorCopy (end_point, end);
tstack = tracestack;
empty = 0;
solid = 0;
split_plane = 0;
trace->allsolid = false;
trace->startsolid = false;
trace->inopen = false;
trace->inwater = false;
trace->fraction = 1.0;
while (1) {
while (num < 0) {
if (num == CONTENTS_SOLID) {
if (!empty && !solid) {
// this is the first leaf visited, thus the start leaf
trace->startsolid = solid = true;
} else if (solid) {
// if crossing from one solid leaf to another, treat the
// whole trace as solid (this is what id does)
trace->allsolid = true;
return;
} else if (empty) {
// crossing from an empty leaf to a solid leaf: the trace
// has collided.
calc_impact (trace, start_point, end_point, split_plane);
return;
}
} else {
empty = true;
solid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
}
// pop up the stack for a back side
if (tstack-- == tracestack) {
// we've finished.
return;
}
// set the hit point for this plane
VectorCopy (end, start);
// go down the back side
VectorCopy (tstack->end, end);
side = tstack->side;
split_plane = tstack->plane;
num = hull->clipnodes[tstack->num].children[side ^ 1];
}
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
start_dist = PlaneDiff (start, plane);
end_dist = PlaneDiff (end, plane);
if (start_dist >= 0 && end_dist >= 0) {
// entirely in front of the plane
num = node->children[0];
continue;
}
if (start_dist < 0 && end_dist < 0) {
// entirely behind the plane
num = node->children[1];
continue;
}
// cross the plane
side = start_dist < 0;
frac = start_dist / (start_dist - end_dist);
frac = bound (0, frac, 1);
tstack->num = num;
tstack->side = side;
tstack->plane = plane;
VectorCopy (end, tstack->end);
tstack++;
VectorSubtract (end, start, dist);
VectorMultAdd (start, frac, dist, end);
num = node->children[side];
}
}