mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- floatified GetZRangeAtXYZ
This commit is contained in:
parent
9b9116986b
commit
99da5d78ab
2 changed files with 14 additions and 22 deletions
|
@ -525,43 +525,42 @@ void GetZRange(DBloodActor* actor, double* ceilZ, Collision* ceilColl, double* f
|
||||||
//
|
//
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
|
|
||||||
void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int* ceilZ, Collision* ceilColl, int* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilColl, double* floorZ, Collision* floorColl, int nDist, unsigned int nMask, unsigned int nClipParallax)
|
||||||
{
|
{
|
||||||
Collision scratch;
|
Collision scratch;
|
||||||
int32_t nTemp1;
|
double nTemp1;
|
||||||
vec3_t lpos = { x, y, z };
|
getzrange(pos, pSector, ceilZ, *ceilColl, floorZ, *floorColl, nDist, nMask);
|
||||||
getzrange(lpos, pSector, (int32_t*)ceilZ, *ceilColl, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
|
||||||
if (floorColl->type == kHitSector)
|
if (floorColl->type == kHitSector)
|
||||||
{
|
{
|
||||||
auto pHitSect = floorColl->hitSector;
|
auto pHitSect = floorColl->hitSector;
|
||||||
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY))
|
if ((nClipParallax & PARALLAXCLIP_FLOOR) == 0 && (pHitSect->floorstat & CSTAT_SECTOR_SKY))
|
||||||
*floorZ = 0x7fffffff;
|
*floorZ = 0x800000;
|
||||||
if (pHitSect->hasX())
|
if (pHitSect->hasX())
|
||||||
{
|
{
|
||||||
XSECTOR* pXSector = &pHitSect->xs();
|
XSECTOR* pXSector = &pHitSect->xs();
|
||||||
*floorZ += pXSector->Depth << 10;
|
*floorZ += pXSector->Depth << 2;
|
||||||
}
|
}
|
||||||
auto actor = barrier_cast<DBloodActor*>(pHitSect->upperLink);
|
auto actor = barrier_cast<DBloodActor*>(pHitSect->upperLink);
|
||||||
if (actor)
|
if (actor)
|
||||||
{
|
{
|
||||||
auto link = actor->GetOwner();
|
auto link = actor->GetOwner();
|
||||||
vec3_t newpos = lpos + link->int_pos() - actor->int_pos();
|
auto newpos = pos + link->spr.pos - actor->spr.pos;
|
||||||
getzrange(newpos, link->sector(), &nTemp1, scratch, (int32_t*)floorZ, *floorColl, nDist, nMask);
|
getzrange(newpos, link->sector(), &nTemp1, scratch, floorZ, *floorColl, nDist, nMask);
|
||||||
*floorZ -= link->int_pos().Z - actor->int_pos().Z;
|
*floorZ -= link->spr.pos.Z - actor->spr.pos.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (ceilColl->type == kHitSector)
|
if (ceilColl->type == kHitSector)
|
||||||
{
|
{
|
||||||
auto pHitSect = ceilColl->hitSector;
|
auto pHitSect = ceilColl->hitSector;
|
||||||
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY))
|
if ((nClipParallax & PARALLAXCLIP_CEILING) == 0 && (pHitSect->ceilingstat & CSTAT_SECTOR_SKY))
|
||||||
*ceilZ = 0x80000000;
|
*ceilZ = -0x800000;
|
||||||
auto actor = barrier_cast<DBloodActor*>(pHitSect->lowerLink);
|
auto actor = barrier_cast<DBloodActor*>(pHitSect->lowerLink);
|
||||||
if (actor)
|
if (actor)
|
||||||
{
|
{
|
||||||
auto link = actor->GetOwner();
|
auto link = actor->GetOwner();
|
||||||
vec3_t newpos = lpos + link->int_pos() - actor->int_pos();
|
auto newpos = pos + link->spr.pos - actor->spr.pos;
|
||||||
getzrange(newpos, link->sector(), (int32_t*)ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
|
getzrange(newpos, link->sector(), ceilZ, *ceilColl, &nTemp1, scratch, nDist, nMask);
|
||||||
*ceilZ -= link->int_pos().Z - actor->int_pos().Z;
|
*ceilZ -= link->spr.pos.Z - actor->spr.pos.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -54,15 +54,8 @@ int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVec
|
||||||
|
|
||||||
void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
||||||
|
|
||||||
void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int* ceilZ, Collision* ceilHit, int* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
||||||
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0)
|
|
||||||
{
|
|
||||||
vec3_t ipos = { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint)};
|
|
||||||
int cz, fz;
|
|
||||||
GetZRangeAtXYZ(ipos.X, ipos.Y, ipos.Z, pSector, &cz, ceilHit, &fz, floorHit, nDist, nMask);
|
|
||||||
*ceilZ = cz * zinttoworld;
|
|
||||||
*floorZ = fz * zinttoworld;
|
|
||||||
}
|
|
||||||
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
|
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
|
||||||
void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3);
|
void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3);
|
||||||
inline void ClipMove(DVector3& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3)
|
inline void ClipMove(DVector3& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3)
|
||||||
|
|
Loading…
Reference in a new issue