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Calculate a real bounding box for rotating entities
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parent
71d6ee0935
commit
59bfb6f8c4
1 changed files with 125 additions and 7 deletions
132
src/g_phys.c
132
src/g_phys.c
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@ -303,6 +303,118 @@ void SV_AddGravity (edict_t *ent)
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ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
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}
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/*
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* Returns the actual bounding box of a bmodel.
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* This is a big improvement over what q2 normally
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* does with rotating bmodels - q2 sets absmin,
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* absmax to a cube that will completely contain
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* the bmodel at *any* rotation on *any* axis, whether
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* the bmodel can actually rotate to that angle or not.
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* This leads to a lot of false block tests in SV_Push
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* if another bmodel is in the vicinity.
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*/
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void
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RealBoundingBox(edict_t *ent, vec3_t mins, vec3_t maxs)
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{
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vec3_t forward, left, up, f1, l1, u1;
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vec3_t p[8];
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int i, j, k, j2, k4;
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for (k = 0; k < 2; k++)
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{
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k4 = k * 4;
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if (k)
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{
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p[k4][2] = ent->maxs[2];
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}
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else
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{
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p[k4][2] = ent->mins[2];
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}
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p[k4 + 1][2] = p[k4][2];
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p[k4 + 2][2] = p[k4][2];
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p[k4 + 3][2] = p[k4][2];
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for (j = 0; j < 2; j++)
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{
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j2 = j * 2;
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if (j)
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{
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p[j2 + k4][1] = ent->maxs[1];
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}
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else
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{
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p[j2 + k4][1] = ent->mins[1];
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}
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p[j2 + k4 + 1][1] = p[j2 + k4][1];
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for (i = 0; i < 2; i++)
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{
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if (i)
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{
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p[i + j2 + k4][0] = ent->maxs[0];
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}
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else
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{
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p[i + j2 + k4][0] = ent->mins[0];
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}
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}
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}
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}
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AngleVectors(ent->s.angles, forward, left, up);
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for (i = 0; i < 8; i++)
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{
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VectorScale(forward, p[i][0], f1);
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VectorScale(left, -p[i][1], l1);
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VectorScale(up, p[i][2], u1);
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VectorAdd(ent->s.origin, f1, p[i]);
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VectorAdd(p[i], l1, p[i]);
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VectorAdd(p[i], u1, p[i]);
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}
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VectorCopy(p[0], mins);
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VectorCopy(p[0], maxs);
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for (i = 1; i < 8; i++)
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{
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if (mins[0] > p[i][0])
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{
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mins[0] = p[i][0];
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}
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if (mins[1] > p[i][1])
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{
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mins[1] = p[i][1];
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}
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if (mins[2] > p[i][2])
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{
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mins[2] = p[i][2];
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}
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if (maxs[0] < p[i][0])
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{
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maxs[0] = p[i][0];
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}
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if (maxs[1] < p[i][1])
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{
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maxs[1] = p[i][1];
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}
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if (maxs[2] < p[i][2])
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{
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maxs[2] = p[i][2];
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}
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}
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}
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/*
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===============================================================================
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@ -388,6 +500,7 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
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vec3_t mins, maxs;
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pushed_t *p;
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vec3_t org, org2, move2, forward, right, up;
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vec3_t realmins, realmaxs;
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// clamp the move to 1/8 units, so the position will
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// be accurate for client side prediction
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@ -426,6 +539,10 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
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VectorAdd (pusher->s.angles, amove, pusher->s.angles);
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gi.linkentity (pusher);
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/* Create a real bounding box for
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rotating brush models. */
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RealBoundingBox(pusher,realmins,realmaxs);
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// see if any solid entities are inside the final position
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check = g_edicts+1;
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for (e = 1; e < globals.num_edicts; e++, check++)
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@ -444,14 +561,15 @@ qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
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// if the entity is standing on the pusher, it will definitely be moved
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if (check->groundentity != pusher)
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{
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// see if the ent needs to be tested
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if ( check->absmin[0] >= maxs[0]
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|| check->absmin[1] >= maxs[1]
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|| check->absmin[2] >= maxs[2]
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|| check->absmax[0] <= mins[0]
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|| check->absmax[1] <= mins[1]
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|| check->absmax[2] <= mins[2] )
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if ((check->absmin[0] >= realmaxs[0]) ||
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(check->absmin[1] >= realmaxs[1]) ||
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(check->absmin[2] >= realmaxs[2]) ||
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(check->absmax[0] <= realmins[0]) ||
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(check->absmax[1] <= realmins[1]) ||
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(check->absmax[2] <= realmins[2]))
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{
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continue;
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}
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// see if the ent's bbox is inside the pusher's final position
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if (!SV_TestEntityPosition (check))
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