hexen2/H2W/Client/pmovetst.c
2000-11-10 00:00:00 +00:00

508 lines
11 KiB
C

#include "quakedef.h"
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
extern vec3_t player_maxs_crouch;
extern vec3_t beast_mins;
extern vec3_t beast_maxs;
/*
===================
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 i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
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.
===================
*/
hull_t *PM_HullForBox (vec3_t mins, 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;
}
/*
==================
PM_HullPointContents
==================
*/
int PM_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
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_PointContents
==================
*/
int PM_PointContents (vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
hull_t *hull;
int num;
hull = &pmove.physents[0].model->hulls[0];
num = hull->firstclipnode;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_HullPointContents: bad node number");
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;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
==================
PM_RecursiveHullCheck
==================
*/
qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0)
{
if (num != CONTENTS_SOLID)
{
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
}
else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("PM_RecursiveHullCheck: bad node number");
//
// find the point distances
//
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
{
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
}
else
{
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0)
return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if (t1 < 0 && t2 < 0)
return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON)/(t1-t2);
else
frac = (t1 - DIST_EPSILON)/(t1-t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if (!PM_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
return false;
#ifdef PARANOID
if (PM_HullPointContents (pm_hullmodel, mid, node->children[side])
== CONTENTS_SOLID)
{
Con_Printf ("mid PointInHullSolid\n");
return false;
}
#endif
if (PM_HullPointContents (hull, node->children[side^1], mid)
!= CONTENTS_SOLID)
// go past the node
return PM_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
if (trace->allsolid)
return false; // never got out of the solid area
//==================
// the other side of the node is solid, this is the impact point
//==================
if (!side)
{
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
}
else
{
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
while (PM_HullPointContents (hull, hull->firstclipnode, mid)
== CONTENTS_SOLID)
{ // shouldn't really happen, but does occasionally
frac -= 0.1;
if (frac < 0)
{
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
Con_DPrintf ("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
/*
================
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
================
*/
qboolean PM_TestPlayerPosition (vec3_t pos)
{
int i;
physent_t *pe;
vec3_t mins, maxs, test;
hull_t *hull;
pmtrace_t trace;
trace = PM_PlayerMove (pos, pos);
if (trace.allsolid || trace.startsolid)
{
return false;
}
return true;
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if(0){}/*shitbox
pmove.hasted==1.666)//hacky- beast speed
{
VectorCopy (beast_maxs, maxs);
VectorCopy (beast_mins, mins);
hull = &pmove.physents[i].model->hulls[5];
}*/
else if (pe->model)
{
if(pmove.crouched)
{
hull = &pmove.physents[i].model->hulls[3];
}
else
{
hull = &pmove.physents[i].model->hulls[1];
}
}
else
{
if(pmove.crouched)
{
VectorSubtract (pe->mins, player_maxs_crouch, mins);
}
else
{
VectorSubtract (pe->mins, player_maxs, mins);
}
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
}
VectorSubtract (pos, pe->origin, test);
// rjr will need to adjust for player when going into different hulls
test[2] -= hull->clip_mins[2];
if (PM_HullPointContents (hull, hull->firstclipnode, test) == CONTENTS_SOLID)
return false;
}
return true;
}
/*
================
PM_PlayerMove
================
*/
pmtrace_t PM_PlayerMove (vec3_t start, vec3_t end)
{
pmtrace_t trace, total;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
int i;
physent_t *pe;
vec3_t mins, maxs;
// fill in a default trace
memset (&total, 0, sizeof(pmtrace_t));
total.fraction = 1;
total.ent = -1;
VectorCopy (end, total.endpos);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
// get the clipping hull
if(0){}/*shitbox
pmove.hasted==1.666)//hacky- beast speed
{
VectorCopy (beast_maxs, maxs);
VectorCopy (beast_mins, mins);
hull = &pmove.physents[i].model->hulls[5];
}*/
else if (pe->model)
{
if(pmove.crouched)
{
hull = &pmove.physents[i].model->hulls[3];
}
else
{
hull = &pmove.physents[i].model->hulls[1];
}
}
else
{
if(pmove.crouched)
{
VectorSubtract (pe->mins, player_maxs_crouch, mins);
}
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);
if (pe->model && (fastfabs(pe->angles[0]) > 1 || fastfabs(pe->angles[1]) > 1 || fastfabs(pe->angles[2]) > 1) )
{
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
AngleVectors (pe->angles, forward, right, up);
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);
}
// rjr will need to adjust for player when going into different hulls
start_l[2] -= hull->clip_mins[2];
end_l[2] -= hull->clip_mins[2];
// fill in a default trace
memset (&trace, 0, sizeof(pmtrace_t));
trace.fraction = 1;
trace.allsolid = true;
// trace.startsolid = true;
VectorCopy (end, trace.endpos);
// rjr will need to adjust for player when going into different hulls
trace.endpos[2] -= hull->clip_mins[2];
// trace a line through the apropriate clipping hull
PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
// rjr will need to adjust for player when going into different hulls
trace.endpos[2] += hull->clip_mins[2];
if (pe->model && (fastfabs(pe->angles[0]) > 1 || fastfabs(pe->angles[1]) > 1 || fastfabs(pe->angles[2]) > 1) )
{
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
if (trace.fraction != 1)
{
VectorSubtract (vec3_origin, pe->angles, a);
AngleVectors (a, forward, right, up);
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);
}
}
if (trace.allsolid)
trace.startsolid = true;
if (trace.startsolid)
trace.fraction = 0;
// did we clip the move?
if (trace.fraction < total.fraction)
{
// fix trace up by the offset
VectorAdd (trace.endpos, offset, trace.endpos);
total = trace;
total.ent = i;
}
}
return total;
}