Fixed odd merge bugs

This commit is contained in:
ZZYZX 2015-06-07 20:54:36 +03:00
parent a520d35d89
commit 31cad858d9
3 changed files with 464 additions and 0 deletions

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@ -951,6 +951,7 @@ add_executable( zdoom WIN32 MACOSX_BUNDLE
p_xlat.cpp
parsecontext.cpp
po_man.cpp
portal.cpp
r_swrenderer.cpp
r_utility.cpp
r_3dfloors.cpp

390
src/portal.cpp Normal file
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#include "portal.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "c_cvars.h"
#include "m_bbox.h"
// simulation recurions maximum
CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
PortalDrawseg* CurrentPortal = NULL;
int CurrentPortalUniq = 0;
// [ZZ] lots of floats here to avoid overflowing a lot
bool R_IntersectLines(fixed_t o1x, fixed_t o1y, fixed_t p1x, fixed_t p1y,
fixed_t o2x, fixed_t o2y, fixed_t p2x, fixed_t p2y,
fixed_t& rx, fixed_t& ry)
{
float xx = FIXED2FLOAT(o2x) - FIXED2FLOAT(o1x);
float xy = FIXED2FLOAT(o2y) - FIXED2FLOAT(o1y);
float d1x = FIXED2FLOAT(p1x) - FIXED2FLOAT(o1x);
float d1y = FIXED2FLOAT(p1y) - FIXED2FLOAT(o1y);
if (d1x > d1y)
{
d1y = d1y / d1x * 32767.0f;
d1x = 32767.0;
}
else
{
d1x = d1x / d1y * 32767.0f;
d1y = 32767.0;
}
float d2x = FIXED2FLOAT(p2x) - FIXED2FLOAT(o2x);
float d2y = FIXED2FLOAT(p2y) - FIXED2FLOAT(o2y);
float cross = d1x*d2y - d1y*d2x;
if (fabs(cross) < 1e-8)
return false;
float t1 = (xx * d2y - xy * d2x)/cross;
rx = o1x + FLOAT2FIXED(d1x * t1);
ry = o1y + FLOAT2FIXED(d1y * t1);
return true;
}
bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind)
{
// we do this only if simple check doesn't clip away the line
bool behind1 = !!P_PointOnLineSide(line->v1->x, line->v1->y, portal);
bool behind2 = !!P_PointOnLineSide(line->v2->x, line->v2->y, portal);
// [ZZ] update 16.12.2014: if a vertex equals to one of portal's vertices, it's treated as being behind the portal.
// this is required in order to clip away diagonal lines around the portal (example: 1-sided triangle shape with a mirror on it's side)
if ((line->v1->x == portal->v1->x && line->v1->y == portal->v1->y) ||
(line->v1->x == portal->v2->x && line->v1->y == portal->v2->y))
behind1 = samebehind;
if ((line->v2->x == portal->v1->x && line->v2->y == portal->v1->y) ||
(line->v2->x == portal->v2->x && line->v2->y == portal->v2->y))
behind2 = samebehind;
if (behind1 && behind2)
return true;
if ((behind1 || behind2) && partial)
{
fixed_t v1x = line->v1->x;
fixed_t v1y = line->v1->y;
fixed_t v2x = line->v2->x;
fixed_t v2y = line->v2->y;
fixed_t check1X = viewx;
fixed_t check1Y = viewy;
fixed_t check2X = portal->v2->x;
fixed_t check2Y = portal->v2->y;
fixed_t in1x = v1x;
fixed_t in1y = v1y;
bool i1 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in1x, in1y);
check2X = portal->v1->x;
check2Y = portal->v1->y;
fixed_t in2x = v2x;
fixed_t in2y = v2y;
bool i2 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in2x, in2y);
//if (log) Printf("intersection = %d [at %.2f, %.2f]; %d [at %.2f, %.2f]\n", i1, FIXED2FLOAT(in1x), FIXED2FLOAT(in1y), i2, FIXED2FLOAT(in2x), FIXED2FLOAT(in2y));
// now, to cull the shitty line that obstructs the view, we check if any of intersected points are on behind of the portal :)
behind1 = !!P_PointOnLineSide(in1x, in1y, portal);
behind2 = !!P_PointOnLineSide(in2x, in2y, portal);
if (behind1 && behind2)
return true;
}
return false;
}
bool P_CheckPortal(line_t* line)
{
if (line->special == Line_Mirror)
{
line->portal = true;
line->portal_mirror = true;
line->portal_passive = true;
line->portal_dst = line;
}
else if (line->special == Line_SetPortal ||
line->special == Line_SetVisualPortal)
{
// portal destination is special argument #0
line_t* dst = NULL;
if (line->args[0] > 0)
{
int linenum = -1;
for (int i = 0; i < numlines; i++)
{
if (&lines[i] == line)
continue;
if (lines[i].id == line->args[0])
{
dst = &lines[i];
break;
}
}
}
if (dst)
{
line->portal = true;
line->portal_mirror = false;
line->portal_passive = (line->special == Line_SetVisualPortal);
line->portal_dst = dst;
}
else
{
line->portal = false;
line->portal_mirror = false;
line->portal_passive = false;
line->portal_dst = NULL;
}
}
else
{
line->portal = false;
line->portal_mirror = false;
line->portal_passive = false;
line->portal_dst = NULL;
}
return (line->portal);
}
void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
{
if (!src || !dst)
return;
fixed_t nposx, nposy; // offsets from line
// Get the angle between the two linedefs, for rotating
// orientation and velocity. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t angle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
angle += ANGLE_180;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t tx, ty;
nposx = x - src->v1->x;
nposy = y - src->v1->y;
// Rotate position along normal to match exit linedef
tx = FixedMul(nposx, c) - FixedMul(nposy, s);
ty = FixedMul(nposy, c) + FixedMul(nposx, s);
tx += dst->v2->x;
ty += dst->v2->y;
x = tx;
y = ty;
}
void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy)
{
angle_t angle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
angle += ANGLE_180;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t orig_velx = vx;
fixed_t orig_vely = vy;
vx = FixedMul(orig_velx, c) - FixedMul(orig_vely, s);
vy = FixedMul(orig_vely, c) + FixedMul(orig_velx, s);
}
void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle)
{
if (!src || !dst)
return;
// Get the angle between the two linedefs, for rotating
// orientation and velocity. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t xangle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
xangle += ANGLE_180;
angle += xangle;
}
void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z)
{
// args[2] = 0 - no teleport
// args[2] = 1 - adjust by floor difference
// args[2] = 2 - adjust by ceiling difference
if (src->args[2] == 1)
{
z = z - src->frontsector->floorplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->floorplane.ZatPoint(dst->v2->x, dst->v2->y);
}
else if (src->args[2] == 2)
{
z = z - src->frontsector->ceilingplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->ceilingplane.ZatPoint(dst->v2->x, dst->v2->y);
}
}
// calculate shortest distance from a point (x,y) to a linedef
fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y)
{
angle_t angle = R_PointToAngle2(0, 0, line->dx, line->dy);
angle += ANGLE_180;
fixed_t dx = line->v1->x - x;
fixed_t dy = line->v1->y - y;
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t d2x = FixedMul(dx, c) - FixedMul(dy, s);
return abs(d2x);
}
void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy)
{
float _vx = FIXED2FLOAT(vx);
float _vy = FIXED2FLOAT(vy);
float len = sqrt(_vx*_vx+_vy*_vy);
vx = FLOAT2FIXED(_vx/len);
vy = FLOAT2FIXED(_vy/len);
}
// portal tracer code
PortalTracer::PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
{
this->startx = startx;
this->starty = starty;
this->endx = endx;
this->endy = endy;
intx = endx;
inty = endy;
intxIn = intx;
intyIn = inty;
z = 0;
angle = 0;
depth = 0;
frac = 0;
in = NULL;
out = NULL;
vx = 0;
vy = 0;
}
bool PortalTracer::TraceStep()
{
if (depth > sv_portal_recursions)
return false;
this->in = NULL;
this->out = NULL;
this->vx = 0;
this->vy = 0;
int oDepth = depth;
fixed_t dirx = endx-startx;
fixed_t diry = endy-starty;
P_NormalizeVXVY(dirx, diry);
dirx = 0;
diry = 0;
FPathTraverse it(startx-dirx, starty-diry, endx+dirx, endy+diry, PT_ADDLINES | PT_COMPATIBLE);
intercept_t *in;
while ((in = it.Next()))
{
line_t* li;
if (in->isaline)
{
li = in->d.line;
if (li->portal && !li->portal_passive)
{
if (P_PointOnLineSide(startx-dirx, starty-diry, li))
continue; // we're at the back side of this line
line_t* out = li->portal_dst;
this->in = li;
this->out = out;
// we only know that we crossed it, but we also need to know WHERE we crossed it
fixed_t vx = it.Trace().dx;
fixed_t vy = it.Trace().dy;
fixed_t x = it.Trace().x + FixedMul(vx, in->frac);
fixed_t y = it.Trace().y + FixedMul(vy, in->frac);
P_NormalizeVXVY(vx, vy);
this->vx = vx;
this->vy = vy;
// teleport our trace
if (!out->backsector)
{
intx = x + vx;
inty = y + vy;
}
else
{
intx = x - vx;
inty = y - vy;
}
//P_TranslateCoordinatesAndAngle(li, out, startx, starty, noangle);
//P_TranslateCoordinatesAndAngle(li, out, endx, endy, angle);
//if (hdeltaZ)
// P_TranslateZ(li, out, deltaZ);
//P_TranslateCoordinatesAndAngle(li, out, vx, vy, noangle);
P_TranslatePortalXY(li, out, startx, starty);
P_TranslatePortalVXVY(li, out, this->vx, this->vy);
intxIn = intx;
intyIn = inty;
P_TranslatePortalXY(li, out, intx, inty);
P_TranslatePortalXY(li, out, endx, endy);
P_TranslatePortalAngle(li, out, angle);
P_TranslatePortalZ(li, out, z);
frac += in->frac;
depth++;
break; // breaks to outer loop
}
if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
return false; // stop tracing, 2D blocking line
}
}
//Printf("returning %d; vx = %.2f; vy = %.2f\n", (oDepth != depth), FIXED2FLOAT(this->vx), FIXED2FLOAT(this->vy));
return (oDepth != depth); // if a portal has been found, return false
}

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src/portal.h Normal file
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#ifndef _PORTALS_H_
#define _PORTALS_H_
#include "basictypes.h"
#include "v_video.h"
#include "r_defs.h"
#include "actor.h"
#include "p_local.h"
#include "m_bbox.h"
/* portal structure, this is used in r_ code in order to store drawsegs with portals (and mirrors) */
struct PortalDrawseg
{
line_t* src; // source line (the one drawn) this doesn't change over render loops
line_t* dst; // destination line (the one that the portal is linked with, equals 'src' for mirrors)
int x1; // drawseg x1
int x2; // drawseg x2
int len;
TArray<short> ceilingclip;
TArray<short> floorclip;
bool mirror; // true if this is a mirror (src should equal dst)
};
extern PortalDrawseg* CurrentPortal;
extern int CurrentPortalUniq;
/* code ported from prototype */
bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial = true, bool samebehind = true);
bool P_CheckPortal(line_t* line);
void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y);
void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy);
void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle);
void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z);
void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy);
// basically, this is a teleporting tracer function,
// which can be used by itself (to calculate portal-aware offsets, say, for projectiles)
// or to teleport normal tracers (like hitscan, railgun, autoaim tracers)
class PortalTracer
{
public:
PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
// trace to next portal
bool TraceStep();
// trace to last available portal on the path
void TraceAll() { while (TraceStep()) continue; }
int depth;
fixed_t startx;
fixed_t starty;
fixed_t intx;
fixed_t inty;
fixed_t intxIn;
fixed_t intyIn;
fixed_t endx;
fixed_t endy;
angle_t angle;
fixed_t z;
fixed_t frac;
line_t* in;
line_t* out;
fixed_t vx;
fixed_t vy;
};
/* new code */
fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y);
#endif