mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 16:10:53 +00:00
400 lines
8.4 KiB
C
400 lines
8.4 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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$Id$
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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 "compat.h"
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#include "QF/console.h"
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#include "QF/model.h"
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#include "pmove.h"
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#include "QF/qtypes.h"
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#include "QF/sys.h"
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static hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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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 i;
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int side;
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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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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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hull_t *
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PM_HullForBox (vec3_t mins, 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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/*
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PM_HullPointContents
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*/
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int
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PM_HullPointContents (hull_t *hull, int num, vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mplane_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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/*
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PM_PointContents
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*/
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int
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PM_PointContents (vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mplane_t *plane;
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hull_t *hull;
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int num;
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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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LINE TESTING IN HULLS
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*/
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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (0.03125)
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/*
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PM_RecursiveHullCheck
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*/
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qboolean
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PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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vec3_t p2, pmtrace_t *trace)
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{
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dclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac;
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int i;
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vec3_t mid;
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int side;
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float midf;
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loc0:
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// check for empty
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if (num < 0) {
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if (num != CONTENTS_SOLID) {
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trace->allsolid = false;
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if (num == CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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} else
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trace->startsolid = true;
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return true; // empty
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}
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// find the point distances
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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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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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} else {
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t1 = DotProduct (plane->normal, p1) - plane->dist;
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t2 = DotProduct (plane->normal, p2) - plane->dist;
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}
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// LordHavoc: recursion optimization
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if (t1 >= 0 && t2 >= 0) {
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num = node->children[0];
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goto loc0;
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}
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if (t1 < 0 && t2 < 0) {
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num = node->children[1];
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goto loc0;
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}
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// put the crosspoint DIST_EPSILON pixels on the near side so that both
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// p1 and mid are on the same side of the plane
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side = (t1 < 0);
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if (side)
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frac = bound (0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
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else
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frac = bound (0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
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midf = p1f + (p2f - p1f) * frac;
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for (i = 0; i < 3; i++)
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mid[i] = p1[i] + frac * (p2[i] - p1[i]);
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// move up to the node
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if (!PM_RecursiveHullCheck (hull, node->children[side],
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p1f, midf, p1, mid, trace))
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return false;
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#ifdef PARANOID
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if (PM_HullPointContents (pm_hullmodel, mid, node->children[side]) ==
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CONTENTS_SOLID) {
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Con_Printf ("mid PointInHullSolid\n");
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return false;
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}
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#endif
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if (PM_HullPointContents (hull, node->children[side ^ 1],
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mid) != CONTENTS_SOLID) {
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// go past the node
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return PM_RecursiveHullCheck (hull, node->children[side ^ 1], midf, p2f,
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mid, p2, trace);
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}
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if (trace->allsolid)
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return false; // never got out of the solid area
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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if (!side) {
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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} else {
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// invert plane paramterers
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trace->plane.normal[0] = -plane->normal[0];
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trace->plane.normal[1] = -plane->normal[1];
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trace->plane.normal[2] = -plane->normal[2];
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trace->plane.dist = -plane->dist;
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}
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while (PM_HullPointContents (hull, hull->firstclipnode,
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mid) == CONTENTS_SOLID) {
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// shouldn't really happen, but does occasionally
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frac -= 0.1;
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if (frac < 0) {
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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Con_DPrintf ("backup past 0\n");
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return false;
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}
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midf = p1f + (p2f - p1f) * frac;
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for (i = 0; i < 3; i++)
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mid[i] = p1[i] + frac * (p2[i] - p1[i]);
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}
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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return false;
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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 (vec3_t pos)
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{
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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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hull_t *hull;
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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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/*
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PM_PlayerMove
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*/
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pmtrace_t
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PM_PlayerMove (vec3_t start, vec3_t end)
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{
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pmtrace_t trace, total;
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vec3_t offset;
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vec3_t start_l, end_l;
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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;
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// fill in a default trace
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memset (&total, 0, sizeof (pmtrace_t));
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total.fraction = 1;
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total.ent = -1;
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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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} else {
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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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}
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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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// fill in a default trace
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memset (&trace, 0, sizeof (pmtrace_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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// trace a line through the apropriate clipping hull
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PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
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&trace);
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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 trace up by the offset
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VectorAdd (trace.endpos, offset, trace.endpos);
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total = trace;
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total.ent = i;
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}
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}
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return total;
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}
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