Calculate a real bounding box for rotating entities

This commit is contained in:
Yamagi Burmeister 2011-10-11 13:21:59 +00:00
parent 9e03494cfb
commit ec9958f82a

View file

@ -303,6 +303,118 @@ void SV_AddGravity (edict_t *ent)
ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME; ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
} }
/*
* Returns the actual bounding box of a bmodel.
* This is a big improvement over what q2 normally
* does with rotating bmodels - q2 sets absmin,
* absmax to a cube that will completely contain
* the bmodel at *any* rotation on *any* axis, whether
* the bmodel can actually rotate to that angle or not.
* This leads to a lot of false block tests in SV_Push
* if another bmodel is in the vicinity.
*/
void
RealBoundingBox(edict_t *ent, vec3_t mins, vec3_t maxs)
{
vec3_t forward, left, up, f1, l1, u1;
vec3_t p[8];
int i, j, k, j2, k4;
for (k = 0; k < 2; k++)
{
k4 = k * 4;
if (k)
{
p[k4][2] = ent->maxs[2];
}
else
{
p[k4][2] = ent->mins[2];
}
p[k4 + 1][2] = p[k4][2];
p[k4 + 2][2] = p[k4][2];
p[k4 + 3][2] = p[k4][2];
for (j = 0; j < 2; j++)
{
j2 = j * 2;
if (j)
{
p[j2 + k4][1] = ent->maxs[1];
}
else
{
p[j2 + k4][1] = ent->mins[1];
}
p[j2 + k4 + 1][1] = p[j2 + k4][1];
for (i = 0; i < 2; i++)
{
if (i)
{
p[i + j2 + k4][0] = ent->maxs[0];
}
else
{
p[i + j2 + k4][0] = ent->mins[0];
}
}
}
}
AngleVectors(ent->s.angles, forward, left, up);
for (i = 0; i < 8; i++)
{
VectorScale(forward, p[i][0], f1);
VectorScale(left, -p[i][1], l1);
VectorScale(up, p[i][2], u1);
VectorAdd(ent->s.origin, f1, p[i]);
VectorAdd(p[i], l1, p[i]);
VectorAdd(p[i], u1, p[i]);
}
VectorCopy(p[0], mins);
VectorCopy(p[0], maxs);
for (i = 1; i < 8; i++)
{
if (mins[0] > p[i][0])
{
mins[0] = p[i][0];
}
if (mins[1] > p[i][1])
{
mins[1] = p[i][1];
}
if (mins[2] > p[i][2])
{
mins[2] = p[i][2];
}
if (maxs[0] < p[i][0])
{
maxs[0] = p[i][0];
}
if (maxs[1] < p[i][1])
{
maxs[1] = p[i][1];
}
if (maxs[2] < p[i][2])
{
maxs[2] = p[i][2];
}
}
}
/* /*
=============================================================================== ===============================================================================
@ -386,6 +498,7 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
vec3_t mins, maxs; vec3_t mins, maxs;
pushed_t *p; pushed_t *p;
vec3_t org, org2, move2, forward, right, up; vec3_t org, org2, move2, forward, right, up;
vec3_t realmins, realmaxs;
// clamp the move to 1/8 units, so the position will // clamp the move to 1/8 units, so the position will
// be accurate for client side prediction // be accurate for client side prediction
@ -424,6 +537,10 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
VectorAdd (pusher->s.angles, amove, pusher->s.angles); VectorAdd (pusher->s.angles, amove, pusher->s.angles);
gi.linkentity (pusher); gi.linkentity (pusher);
/* Create a real bounding box for
rotating brush models. */
RealBoundingBox(pusher,realmins,realmaxs);
// see if any solid entities are inside the final position // see if any solid entities are inside the final position
check = g_edicts+1; check = g_edicts+1;
for (e = 1; e < globals.num_edicts; e++, check++) for (e = 1; e < globals.num_edicts; e++, check++)
@ -443,13 +560,15 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
if (check->groundentity != pusher) if (check->groundentity != pusher)
{ {
// see if the ent needs to be tested // see if the ent needs to be tested
if ( check->absmin[0] >= maxs[0] if ((check->absmin[0] >= realmaxs[0]) ||
|| check->absmin[1] >= maxs[1] (check->absmin[1] >= realmaxs[1]) ||
|| check->absmin[2] >= maxs[2] (check->absmin[2] >= realmaxs[2]) ||
|| check->absmax[0] <= mins[0] (check->absmax[0] <= realmins[0]) ||
|| check->absmax[1] <= mins[1] (check->absmax[1] <= realmins[1]) ||
|| check->absmax[2] <= mins[2] ) (check->absmax[2] <= realmins[2]))
{
continue; continue;
}
// see if the ent's bbox is inside the pusher's final position // see if the ent's bbox is inside the pusher's final position
if (!SV_TestEntityPosition (check)) if (!SV_TestEntityPosition (check))