Adapt P_ClosestPointOnLine3D() to be much like FV3_ClosestPointOnLine() and use vector3_t's as args, save for the hypotenuse calculation, which remains the same; the output should be the same as before.

Adapt the rope hang snapping to the new function's form.
This commit is contained in:
Nev3r 2020-01-04 18:05:03 +01:00
parent a6926e339f
commit 91222f7527
3 changed files with 37 additions and 73 deletions

View file

@ -78,68 +78,37 @@ void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result)
return; return;
} }
// /// Similar to FV3_ClosestPointOnLine() except it actually works.
// P_ClosestPointOnLine3D void P_ClosestPointOnLine3D(const vector3_t *p, const vector3_t *Line, vector3_t *result)
// Finds the closest point on a given line to the supplied point IN 3D!!!
//
void P_ClosestPointOnLine3D(fixed_t x, fixed_t y, fixed_t z, line_t *line, vertex_t *result)
{ {
fixed_t startx = line->v1->x; const vector3_t* v1 = &Line[0];
fixed_t starty = line->v1->y; const vector3_t* v2 = &Line[1];
fixed_t startz = line->v1->z; vector3_t c, V, n;
fixed_t dx = line->dx; fixed_t t, d;
fixed_t dy = line->dy; FV3_SubEx(v2, v1, &V);
fixed_t dz = line->v2->z - line->v1->z; FV3_SubEx(p, v1, &c);
// Determine t (the length of the vector from <20>Line[0]<5D> to <20>p<EFBFBD>) d = R_PointToDist2(0, v2->z, R_PointToDist2(v2->x, v2->y, v1->x, v1->y), v1->z);
fixed_t cx, cy, cz; FV3_Copy(&n, &V);
fixed_t vx, vy, vz; FV3_Divide(&n, d);
fixed_t magnitude;
fixed_t t;
//Sub (p, &Line[0], &c); t = FV3_Dot(&n, &c);
cx = x - startx;
cy = y - starty;
cz = z - startz;
//Sub (&Line[1], &Line[0], &V);
vx = dx;
vy = dy;
vz = dz;
//Normalize (&V, &V);
magnitude = R_PointToDist2(0, line->v2->z, R_PointToDist2(line->v2->x, line->v2->y, startx, starty), startz);
vx = FixedDiv(vx, magnitude);
vy = FixedDiv(vy, magnitude);
vz = FixedDiv(vz, magnitude);
t = (FixedMul(vx, cx) + FixedMul(vy, cy) + FixedMul(vz, cz));
// Set closest point to the end if it extends past -Red // Set closest point to the end if it extends past -Red
if (t <= 0) if (t <= 0)
{ {
result->x = line->v1->x; FV3_Copy(result, v1);
result->y = line->v1->y;
result->z = line->v1->z;
return; return;
} }
else if (t >= magnitude) else if (t >= d)
{ {
result->x = line->v2->x; FV3_Copy(result, v2);
result->y = line->v2->y;
result->z = line->v2->z;
return; return;
} }
// Return the point between <20>Line[0]<5D> and <20>Line[1]<5D> FV3_Mul(&n, t);
vx = FixedMul(vx, t);
vy = FixedMul(vy, t);
vz = FixedMul(vz, t);
//Add (&Line[0], &V, out); FV3_AddEx(v1, &n, result);
result->x = startx + vx;
result->y = starty + vy;
result->z = startz + vz;
return; return;
} }

View file

@ -43,7 +43,7 @@ boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2,
FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy); FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result); void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result);
void P_ClosestPointOnLine3D(fixed_t x, fixed_t y, fixed_t z, line_t *line, vertex_t *result); void P_ClosestPointOnLine3D(const vector3_t *p, const vector3_t *line, vector3_t *result);
INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line); INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line);
void P_MakeDivline(line_t *li, divline_t *dl); void P_MakeDivline(line_t *li, divline_t *dl);
void P_CameraLineOpening(line_t *plinedef); void P_CameraLineOpening(line_t *plinedef);

View file

@ -5038,8 +5038,7 @@ DoneSection2:
mobj_t *waypointlow = NULL; mobj_t *waypointlow = NULL;
mobj_t *mo2; mobj_t *mo2;
mobj_t *closest = NULL; mobj_t *closest = NULL;
line_t junk; vector3_t p, line[2], resulthigh, resultlow;
vertex_t v1, v2, resulthigh, resultlow;
mobj_t *highest = NULL; mobj_t *highest = NULL;
if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG) if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG)
@ -5186,38 +5185,34 @@ DoneSection2:
// Next, we need to find the closest point on the line between each set, and determine which one we're // Next, we need to find the closest point on the line between each set, and determine which one we're
// closest to. // closest to.
p.x = player->mo->x;
p.y = player->mo->y;
p.z = player->mo->z;
// Waypointmid and Waypointlow: // Waypointmid and Waypointlow:
if (waypointlow) if (waypointlow)
{ {
v1.x = waypointmid->x; line[0].x = waypointmid->x;
v1.y = waypointmid->y; line[0].y = waypointmid->y;
v1.z = waypointmid->z; line[0].z = waypointmid->z;
v2.x = waypointlow->x; line[1].x = waypointlow->x;
v2.y = waypointlow->y; line[1].y = waypointlow->y;
v2.z = waypointlow->z; line[1].z = waypointlow->z;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resultlow); P_ClosestPointOnLine3D(&p, line, &resultlow);
} }
// Waypointmid and Waypointhigh: // Waypointmid and Waypointhigh:
if (waypointhigh) if (waypointhigh)
{ {
v1.x = waypointmid->x; line[0].x = waypointmid->x;
v1.y = waypointmid->y; line[0].y = waypointmid->y;
v1.z = waypointmid->z; line[0].z = waypointmid->z;
v2.x = waypointhigh->x; line[1].x = waypointhigh->x;
v2.y = waypointhigh->y; line[1].y = waypointhigh->y;
v2.z = waypointhigh->z; line[1].z = waypointhigh->z;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resulthigh); P_ClosestPointOnLine3D(&p, line, &resulthigh);
} }
// 3D support now available. Disregard the previous notice here. -Red // 3D support now available. Disregard the previous notice here. -Red