gzdoom/src/p_trace.cpp

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/*
** p_trace.cpp
** Generalized trace function, like most 3D games have
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "p_trace.h"
#include "p_local.h"
#include "i_system.h"
#include "r_sky.h"
#include "doomstat.h"
#include "p_maputl.h"
#include "r_defs.h"
#include "p_spec.h"
//==========================================================================
//
//
//
//==========================================================================
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struct FTraceInfo
{
DVector3 Start;
DVector3 Vec;
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ActorFlags ActorMask;
DWORD WallMask;
AActor *IgnoreThis;
FTraceResults *Results;
sector_t *CurSector;
double MaxDist;
double EnterDist;
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ETraceStatus (*TraceCallback)(FTraceResults &res, void *data);
void *TraceCallbackData;
DWORD TraceFlags;
int inshootthrough;
double startfrac;
double limitz;
int ptflags;
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// These are required for 3D-floor checking
// to create a fake sector with a floor
// or ceiling plane coming from a 3D-floor
sector_t DummySector[2];
int sectorsel;
void Setup3DFloors();
bool LineCheck(intercept_t *in, double dist, DVector3 hit);
bool ThingCheck(intercept_t *in, double dist, DVector3 hit);
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bool TraceTraverse (int ptflags);
bool CheckPlane(const secplane_t &plane);
void EnterLinePortal(FPathTraverse &pt, intercept_t *in);
void EnterSectorPortal(FPathTraverse &pt, int position, double frac, sector_t *entersec);
bool CheckSectorPlane(const sector_t *sector, bool checkFloor)
{
return CheckPlane(checkFloor ? sector->floorplane : sector->ceilingplane);
}
bool Check3DFloorPlane(const F3DFloor *ffloor, bool checkBottom)
{
return CheckPlane(checkBottom? *(ffloor->bottom.plane) : *(ffloor->top.plane));
}
void SetSourcePosition()
{
Results->SrcFromTarget = Start;
Results->HitVector = Vec;
Results->SrcAngleFromTarget = Results->HitVector.Angle();
}
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};
static bool EditTraceResult (DWORD flags, FTraceResults &res);
static void GetPortalTransition(DVector3 &pos, sector_t *&sec)
{
bool moved = false;
double testz = pos.Z;
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
if (pos.Z > sec->GetPortalPlaneZ(sector_t::ceiling))
{
pos += sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(pos);
moved = true;
}
else break;
}
if (!moved)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
if (pos.Z <= sec->GetPortalPlaneZ(sector_t::floor))
{
pos += sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(pos);
}
else break;
}
}
}
//==========================================================================
//
// Trace entry point
//
//==========================================================================
bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, double maxDist,
ActorFlags actorMask, DWORD wallMask, AActor *ignore, FTraceResults &res, DWORD flags,
ETraceStatus(*callback)(FTraceResults &res, void *), void *callbackdata)
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{
FTraceInfo inf;
FTraceResults tempResult;
memset(&tempResult, 0, sizeof(tempResult));
tempResult.Fraction = tempResult.Distance = NO_VALUE;
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inf.Start = start;
GetPortalTransition(inf.Start, sector);
inf.ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS|PT_COMPATIBLE : PT_ADDLINES;
inf.Vec = direction;
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inf.ActorMask = actorMask;
inf.WallMask = wallMask;
inf.IgnoreThis = ignore;
inf.CurSector = sector;
inf.MaxDist = maxDist;
inf.EnterDist = 0;
inf.TraceCallback = callback;
inf.TraceCallbackData = callbackdata;
inf.TraceFlags = flags;
inf.Results = &res;
inf.inshootthrough = true;
inf.sectorsel=0;
inf.startfrac = 0;
inf.limitz = inf.Start.Z;
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memset(&res, 0, sizeof(res));
if ((flags & TRACE_ReportPortals) && callback != NULL)
{
tempResult.HitType = TRACE_CrossingPortal;
tempResult.HitPos = tempResult.SrcFromTarget = inf.Start;
tempResult.HitVector = inf.Vec;
callback(tempResult, inf.TraceCallbackData);
}
bool reslt = inf.TraceTraverse(inf.ptflags);
if ((flags & TRACE_ReportPortals) && callback != NULL)
{
tempResult.HitType = TRACE_CrossingPortal;
tempResult.HitPos = tempResult.SrcFromTarget = inf.Results->HitPos;
tempResult.HitVector = inf.Vec;
callback(tempResult, inf.TraceCallbackData);
}
if (reslt)
{
return flags ? EditTraceResult(flags, res) : true;
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}
else
{
return false;
}
}
//============================================================================
//
// traverses a sector portal
//
//============================================================================
void FTraceInfo::EnterSectorPortal(FPathTraverse &pt, int position, double frac, sector_t *entersec)
{
DVector2 displacement = entersec->GetPortalDisplacement(position);;
double enterdist = MaxDist * frac;
DVector3 exit = Start + enterdist * Vec;
DVector3 enter = exit + displacement;
Start += displacement;
CurSector = P_PointInSector(enter);
inshootthrough = true;
startfrac = frac;
EnterDist = enterdist;
pt.PortalRelocate(entersec->GetPortal(position)->mDisplacement, ptflags, frac);
if ((TraceFlags & TRACE_ReportPortals) && TraceCallback != NULL)
{
enterdist = MaxDist * frac;
Results->HitType = TRACE_CrossingPortal;
Results->HitPos = exit;
Results->SrcFromTarget = enter;
Results->HitVector = Vec;
TraceCallback(*Results, TraceCallbackData);
}
Setup3DFloors();
}
//============================================================================
//
// traverses a line portal
//
//============================================================================
void FTraceInfo::EnterLinePortal(FPathTraverse &pt, intercept_t *in)
{
line_t *li = in->d.line;
FLinePortal *port = li->getPortal();
double frac = in->frac + EQUAL_EPSILON;
double enterdist = MaxDist * frac;
DVector3 exit = Start + MaxDist * in->frac * Vec;
P_TranslatePortalXY(li, Start.X, Start.Y);
P_TranslatePortalZ(li, Start.Z);
P_TranslatePortalVXVY(li, Vec.X, Vec.Y);
P_TranslatePortalZ(li, limitz);
CurSector = P_PointInSector(Start + enterdist * Vec);
EnterDist = enterdist;
inshootthrough = true;
startfrac = frac;
Results->unlinked |= (port->mType != PORTT_LINKED);
pt.PortalRelocate(in, ptflags);
if ((TraceFlags & TRACE_ReportPortals) && TraceCallback != NULL)
{
enterdist = MaxDist * in->frac;
Results->HitType = TRACE_CrossingPortal;
Results->HitPos = exit;
P_TranslatePortalXY(li, exit.X, exit.Y);
P_TranslatePortalZ(li, exit.Z);
Results->SrcFromTarget = exit;
Results->HitVector = Vec;
TraceCallback(*Results, TraceCallbackData);
}
}
//==========================================================================
//
// Checks 3D floors at trace start and sets up related data
//
//==========================================================================
void FTraceInfo::Setup3DFloors()
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{
TDeletingArray<F3DFloor*> &ff = CurSector->e->XFloor.ffloors;
if (ff.Size())
{
memcpy(&DummySector[0], CurSector, sizeof(sector_t));
CurSector = &DummySector[0];
sectorsel = 1;
double sdist = MaxDist * startfrac;
DVector3 pos = Start + Vec * sdist;
double bf = CurSector->floorplane.ZatPoint(pos);
double bc = CurSector->ceilingplane.ZatPoint(pos);
for (auto rover : ff)
{
if (!(rover->flags&FF_EXISTS))
continue;
if (rover->flags&FF_SWIMMABLE && Results->Crossed3DWater == NULL)
{
if (Check3DFloorPlane(rover, false))
{
// only consider if the plane is above the actual floor.
if (rover->top.plane->ZatPoint(Results->HitPos) > bf)
{
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
Results->Distance = 0;
}
}
}
if (!(rover->flags&FF_SHOOTTHROUGH))
{
double ff_bottom = rover->bottom.plane->ZatPoint(pos);
double ff_top = rover->top.plane->ZatPoint(pos);
// clip to the part of the sector we are in
if (pos.Z > ff_top)
{
// above
if (bf < ff_top)
{
CurSector->floorplane = *rover->top.plane;
CurSector->SetTexture(sector_t::floor, *rover->top.texture, false);
CurSector->ClearPortal(sector_t::floor);
bf = ff_top;
}
}
else if (pos.Z < ff_bottom)
{
//below
if (bc > ff_bottom)
{
CurSector->ceilingplane = *rover->bottom.plane;
CurSector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
bc = ff_bottom;
CurSector->ClearPortal(sector_t::ceiling);
}
}
else
{
// inside
if (bf < ff_bottom)
{
CurSector->floorplane = *rover->bottom.plane;
CurSector->SetTexture(sector_t::floor, *rover->bottom.texture, false);
CurSector->ClearPortal(sector_t::floor);
bf = ff_bottom;
}
if (bc > ff_top)
{
CurSector->ceilingplane = *rover->top.plane;
CurSector->SetTexture(sector_t::ceiling, *rover->top.texture, false);
CurSector->ClearPortal(sector_t::ceiling);
bc = ff_top;
}
inshootthrough = false;
}
}
}
}
}
//==========================================================================
//
// Processes one line intercept
//
//==========================================================================
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bool FTraceInfo::LineCheck(intercept_t *in, double dist, DVector3 hit)
{
int lineside;
sector_t *entersector;
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double ff, fc, bf = 0, bc = 0;
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if (in->d.line->frontsector->sectornum == CurSector->sectornum)
{
lineside = 0;
}
else if (in->d.line->backsector && in->d.line->backsector->sectornum == CurSector->sectornum)
{
lineside = 1;
}
else
{ // Dammit. Why does Doom have to allow non-closed sectors?
if (in->d.line->backsector == NULL)
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{
lineside = 0;
CurSector = in->d.line->frontsector;
}
else
{
lineside = P_PointOnLineSide(Start, in->d.line);
CurSector = lineside ? in->d.line->backsector : in->d.line->frontsector;
}
}
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if (!(in->d.line->flags & ML_TWOSIDED))
{
entersector = NULL;
}
else
{
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
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// For backwards compatibility: Ignore lines with the same sector on both sides.
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15) need it.
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
{
// We must check special activation here because the code below is never reached.
if (TraceFlags & TRACE_PCross)
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{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_PCross);
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}
if (TraceFlags & TRACE_Impact)
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{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
return true;
}
}
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ff = CurSector->floorplane.ZatPoint(hit);
fc = CurSector->ceilingplane.ZatPoint(hit);
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if (entersector != NULL)
{
bf = entersector->floorplane.ZatPoint(hit);
bc = entersector->ceilingplane.ZatPoint(hit);
}
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sector_t *hsec = CurSector->GetHeightSec();
if (Results->CrossedWater == NULL &&
hsec != NULL &&
Start.Z > hsec->floorplane.ZatPoint(Start) &&
hit.Z <= hsec->floorplane.ZatPoint(hit))
{
// hit crossed a water plane
if (CheckSectorPlane(hsec, true))
{
Results->CrossedWater = &sectors[CurSector->sectornum];
Results->CrossedWaterPos = Results->HitPos;
Results->Distance = 0;
}
}
if (hit.Z <= ff)
{
// hit floor in front of wall
Results->HitType = TRACE_HitFloor;
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
}
else if (hit.Z >= fc)
{
// hit ceiling in front of wall
Results->HitType = TRACE_HitCeiling;
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
}
else if (entersector == NULL ||
hit.Z < bf || hit.Z > bc ||
in->d.line->flags & WallMask)
{
// hit the wall
Results->HitType = TRACE_HitWall;
Results->Tier =
entersector == NULL ? TIER_Middle :
hit.Z <= bf ? TIER_Lower :
hit.Z >= bc ? TIER_Upper : TIER_Middle;
if (TraceFlags & TRACE_Impact)
{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
}
}
else
{ // made it past the wall
// check for 3D floors first
if (entersector->e->XFloor.ffloors.Size())
{
memcpy(&DummySector[sectorsel], entersector, sizeof(sector_t));
entersector = &DummySector[sectorsel];
sectorsel ^= 1;
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for (auto rover : entersector->e->XFloor.ffloors)
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{
int entershootthrough = !!(rover->flags&FF_SHOOTTHROUGH);
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if (entershootthrough != inshootthrough && rover->flags&FF_EXISTS)
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{
double ff_bottom = rover->bottom.plane->ZatPoint(hit);
double ff_top = rover->top.plane->ZatPoint(hit);
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// clip to the part of the sector we are in
if (hit.Z > ff_top)
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{
// 3D floor height is the same as the floor height. We need to test a second spot to see if it is above or below
if (fabs(bf - ff_top) < EQUAL_EPSILON)
{
double cf = entersector->floorplane.ZatPoint(entersector->centerspot);
double ffc = rover->top.plane->ZatPoint(entersector->centerspot);
if (ffc > cf)
{
bf = ff_top - EQUAL_EPSILON;
}
}
// above
if (bf < ff_top)
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{
entersector->floorplane = *rover->top.plane;
entersector->SetTexture(sector_t::floor, *rover->top.texture, false);
entersector->ClearPortal(sector_t::floor);
bf = ff_top;
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}
}
else if (hit.Z < ff_bottom)
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{
// 3D floor height is the same as the ceiling height. We need to test a second spot to see if it is above or below
if (fabs(bc - ff_bottom) < EQUAL_EPSILON)
{
double cc = entersector->ceilingplane.ZatPoint(entersector->centerspot);
double fcc = rover->bottom.plane->ZatPoint(entersector->centerspot);
if (fcc < cc)
{
bc = ff_bottom + EQUAL_EPSILON;
}
}
//below
if (bc > ff_bottom)
{
entersector->ceilingplane = *rover->bottom.plane;
entersector->SetTexture(sector_t::ceiling, *rover->bottom.texture, false);
entersector->ClearPortal(sector_t::ceiling);
bc = ff_bottom;
}
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}
else
{
//hit the edge - equivalent to hitting the wall
Results->HitType = TRACE_HitWall;
Results->Tier = TIER_FFloor;
Results->ffloor = rover;
if ((TraceFlags & TRACE_Impact) && in->d.line->special)
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{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
goto cont;
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}
}
}
}
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Results->HitType = TRACE_HitNone;
if (TraceFlags & TRACE_PCross)
{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_PCross);
}
if (TraceFlags & TRACE_Impact)
{ // This is incorrect for "impact", but Hexen did this, so
// we need to as well, for compatibility
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
}
}
cont:
if (Results->HitType != TRACE_HitNone)
{
// We hit something, so figure out where exactly
Results->Sector = &sectors[CurSector->sectornum];
if (Results->HitType != TRACE_HitWall &&
!CheckSectorPlane(CurSector, Results->HitType == TRACE_HitFloor))
{ // trace is parallel to the plane (or right on it)
if (entersector == NULL)
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{
Results->HitType = TRACE_HitWall;
Results->Tier = TIER_Middle;
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}
else
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{
if (hit.Z <= bf || hit.Z >= bc)
{
Results->HitType = TRACE_HitWall;
Results->Tier =
hit.Z <= bf ? TIER_Lower :
hit.Z >= bc ? TIER_Upper : TIER_Middle;
}
else
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{
Results->HitType = TRACE_HitNone;
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}
}
if (Results->HitType == TRACE_HitWall && TraceFlags & TRACE_Impact)
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{
P_ActivateLine(in->d.line, IgnoreThis, lineside, SPAC_Impact);
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}
}
if (Results->HitType == TRACE_HitWall)
{
Results->HitPos = hit;
SetSourcePosition();
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Line = in->d.line;
Results->Side = lineside;
}
}
if (TraceCallback != NULL && Results->HitType != TRACE_HitNone)
{
switch (TraceCallback(*Results, TraceCallbackData))
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{
case TRACE_Stop: return false;
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
case TRACE_Skip: Results->HitType = TRACE_HitNone; break;
default: break;
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}
}
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if (Results->HitType == TRACE_HitNone)
{
CurSector = entersector;
EnterDist = dist;
return true;
}
else
{
return false;
}
}
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//==========================================================================
//
//
//
//==========================================================================
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bool FTraceInfo::ThingCheck(intercept_t *in, double dist, DVector3 hit)
{
if (hit.Z > in->d.thing->Top())
{
// trace enters above actor
if (Vec.Z >= 0) return true; // Going up: can't hit
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// Does it hit the top of the actor?
dist = (in->d.thing->Top() - Start.Z) / Vec.Z;
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if (dist > MaxDist) return true;
in->frac = dist / MaxDist;
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hit = Start + Vec * dist;
// calculated coordinate is outside the actor's bounding box
if (fabs(hit.X - in->d.thing->X()) > in->d.thing->radius ||
fabs(hit.Y - in->d.thing->Y()) > in->d.thing->radius) return true;
}
else if (hit.Z < in->d.thing->Z())
{ // trace enters below actor
if (Vec.Z <= 0) return true; // Going down: can't hit
// Does it hit the bottom of the actor?
dist = (in->d.thing->Z() - Start.Z) / Vec.Z;
if (dist > MaxDist) return true;
in->frac = dist / MaxDist;
hit = Start + Vec * dist;
// calculated coordinate is outside the actor's bounding box
if (fabs(hit.X - in->d.thing->X()) > in->d.thing->radius ||
fabs(hit.Y - in->d.thing->Y()) > in->d.thing->radius) return true;
}
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if (CurSector->e->XFloor.ffloors.Size())
{
// check for 3D floor hits first.
double ff_floor = CurSector->floorplane.ZatPoint(hit);
double ff_ceiling = CurSector->ceilingplane.ZatPoint(hit);
if (hit.Z > ff_ceiling && CurSector->PortalBlocksMovement(sector_t::ceiling)) // actor is hit above the current ceiling
{
Results->HitType = TRACE_HitCeiling;
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
}
else if (hit.Z < ff_floor && CurSector->PortalBlocksMovement(sector_t::floor)) // actor is hit below the current floor
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{
Results->HitType = TRACE_HitFloor;
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
}
else goto cont1;
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// the trace hit a 3D floor before the thing.
// Calculate an intersection and abort.
Results->Sector = &sectors[CurSector->sectornum];
if (!CheckSectorPlane(CurSector, Results->HitType == TRACE_HitFloor))
{
Results->HitType = TRACE_HitNone;
}
if (TraceCallback != NULL)
{
switch (TraceCallback(*Results, TraceCallbackData))
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{
case TRACE_Continue: return true;
case TRACE_Stop: return false;
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
case TRACE_Skip: Results->HitType = TRACE_HitNone; return true;
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}
}
else
{
return false;
}
}
cont1:
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Results->HitType = TRACE_HitActor;
Results->HitPos = hit;
SetSourcePosition();
Results->Distance = dist;
Results->Fraction = in->frac;
Results->Actor = in->d.thing;
if (TraceCallback != NULL)
{
switch (TraceCallback(*Results, TraceCallbackData))
{
case TRACE_Stop: return false;
case TRACE_Abort: Results->HitType = TRACE_HitNone; return false;
case TRACE_Skip: Results->HitType = TRACE_HitNone; return true;
default: return true;
}
}
else
{
return false;
}
}
//==========================================================================
//
//
//
//==========================================================================
bool FTraceInfo::TraceTraverse (int ptflags)
{
// Do a 3D floor check in the starting sector
Setup3DFloors();
FPathTraverse it(Start.X, Start.Y, Vec.X * MaxDist, Vec.Y * MaxDist, ptflags | PT_DELTA, startfrac);
intercept_t *in;
int lastsplashsector = -1;
while ((in = it.Next()))
{
// Deal with splashes in 3D floors (but only run once per sector, not each iteration - and stop if something was found.)
if (Results->Crossed3DWater == NULL && lastsplashsector != CurSector->sectornum)
{
for (auto rover : CurSector->e->XFloor.ffloors)
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{
if ((rover->flags & FF_EXISTS) && (rover->flags&FF_SWIMMABLE))
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{
if (Check3DFloorPlane(rover, false))
{
// only consider if the plane is above the actual floor.
if (rover->top.plane->ZatPoint(Results->HitPos) > CurSector->floorplane.ZatPoint(Results->HitPos))
{
Results->Crossed3DWater = rover;
Results->Crossed3DWaterPos = Results->HitPos;
Results->Distance = 0;
}
}
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}
}
lastsplashsector = CurSector->sectornum;
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}
double dist = MaxDist * in->frac;
DVector3 hit = Start + Vec * dist;
// Crossed a floor portal?
if (Vec.Z < 0 && !CurSector->PortalBlocksMovement(sector_t::floor))
{
// calculate position where the portal is crossed
double portz = CurSector->GetPortalPlaneZ(sector_t::floor);
if (hit.Z < portz && limitz > portz)
{
limitz = portz;
EnterSectorPortal(it, sector_t::floor, (portz - Start.Z) / (Vec.Z * MaxDist), CurSector);
continue;
}
}
// ... or a ceiling portal?
else if (Vec.Z > 0 && !CurSector->PortalBlocksMovement(sector_t::ceiling))
{
// calculate position where the portal is crossed
double portz = CurSector->GetPortalPlaneZ(sector_t::ceiling);
if (hit.Z > portz && limitz < portz)
{
limitz = portz;
EnterSectorPortal(it, sector_t::ceiling, (portz - Start.Z) / (Vec.Z * MaxDist), CurSector);
continue;
}
}
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if (in->isaline)
{
if (in->d.line->isLinePortal() && P_PointOnLineSidePrecise(Start, in->d.line) == 0)
{
sector_t *entersector = in->d.line->backsector;
if (entersector == NULL || (hit.Z >= entersector->floorplane.ZatPoint(hit) && hit.Z <= entersector->ceilingplane.ZatPoint(hit)))
{
FLinePortal *port = in->d.line->getPortal();
// The caller cannot handle portals without global offset.
if (port->mType == PORTT_LINKED || !(TraceFlags & TRACE_PortalRestrict))
{
EnterLinePortal(it, in);
continue;
}
}
}
if (!LineCheck(in, dist, hit)) break;
}
else if ((in->d.thing->flags & ActorMask) && in->d.thing != IgnoreThis)
{
if (!ThingCheck(in, dist, hit)) break;
}
}
if (Results->HitType == TRACE_HitNone)
{
if (CurSector->PortalBlocksMovement(sector_t::floor) && CheckSectorPlane(CurSector, true))
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{
Results->HitType = TRACE_HitFloor;
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
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}
else if (CurSector->PortalBlocksMovement(sector_t::ceiling) && CheckSectorPlane(CurSector, false))
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{
Results->HitType = TRACE_HitCeiling;
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
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}
}
// check for intersection with floor/ceiling
Results->Sector = &sectors[CurSector->sectornum];
if (Results->CrossedWater == NULL &&
CurSector->heightsec != NULL &&
CurSector->heightsec->floorplane.ZatPoint(Start) < Start.Z &&
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.Z)
{
// Save the result so that the water check doesn't destroy it.
FTraceResults *res = Results;
FTraceResults hsecResult;
Results = &hsecResult;
if (CheckSectorPlane(CurSector->heightsec, true))
{
Results->CrossedWater = &sectors[CurSector->sectornum];
Results->CrossedWaterPos = Results->HitPos;
Results->Distance = 0;
}
Results = res;
}
if (Results->HitType == TRACE_HitNone && Results->Distance == 0)
{
Results->HitPos = Start + Vec * MaxDist;
SetSourcePosition();
Results->Distance = MaxDist;
Results->Fraction = 1.;
}
return Results->HitType != TRACE_HitNone;
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}
//==========================================================================
//
//
//
//==========================================================================
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bool FTraceInfo::CheckPlane (const secplane_t &plane)
{
double den = plane.Normal() | Vec;
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if (den != 0)
{
double num = (plane.Normal() | Start) + plane.fD();
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double hitdist = -num / den;
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if (hitdist > EnterDist && hitdist < MaxDist)
{
Results->HitPos = Start + Vec * hitdist;
SetSourcePosition();
Results->Distance = hitdist;
Results->Fraction = hitdist / MaxDist;
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return true;
}
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
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static bool EditTraceResult (DWORD flags, FTraceResults &res)
{
if (flags & TRACE_NoSky)
{ // Throw away sky hits
if (res.HitType == TRACE_HitFloor || res.HitType == TRACE_HitCeiling)
{
if (res.HitTexture == skyflatnum)
{
res.HitType = TRACE_HitNone;
return false;
}
}
else if (res.HitType == TRACE_HitWall)
{
if (res.Tier == TIER_Upper &&
res.Line->frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
res.Line->backsector->GetTexture(sector_t::ceiling) == skyflatnum)
{
res.HitType = TRACE_HitNone;
return false;
}
}
}
return true;
}