mirror of
https://github.com/ZDoom/qzdoom.git
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Fixed skybox clipping: things in a skybox shouldn't be clipped against current portal. Fixed: portal inside of a skybox sets CurrentPortalInSkybox to false.
This commit is contained in:
parent
4d518a220c
commit
605fce9008
3 changed files with 368 additions and 366 deletions
730
src/portal.cpp
730
src/portal.cpp
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@ -1,368 +1,368 @@
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#include "portal.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "c_cvars.h"
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#include "m_bbox.h"
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#include "p_tags.h"
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// simulation recurions maximum
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CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
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PortalDrawseg* CurrentPortal = NULL;
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int CurrentPortalUniq = 0;
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bool CurrentPortalInSkybox = false;
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// [ZZ] lots of floats here to avoid overflowing a lot
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bool R_IntersectLines(fixed_t o1x, fixed_t o1y, fixed_t p1x, fixed_t p1y,
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fixed_t o2x, fixed_t o2y, fixed_t p2x, fixed_t p2y,
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fixed_t& rx, fixed_t& ry)
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{
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float xx = FIXED2FLOAT(o2x) - FIXED2FLOAT(o1x);
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float xy = FIXED2FLOAT(o2y) - FIXED2FLOAT(o1y);
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float d1x = FIXED2FLOAT(p1x) - FIXED2FLOAT(o1x);
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float d1y = FIXED2FLOAT(p1y) - FIXED2FLOAT(o1y);
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if (d1x > d1y)
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{
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d1y = d1y / d1x * 32767.0f;
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d1x = 32767.0;
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}
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else
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{
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d1x = d1x / d1y * 32767.0f;
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d1y = 32767.0;
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}
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float d2x = FIXED2FLOAT(p2x) - FIXED2FLOAT(o2x);
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float d2y = FIXED2FLOAT(p2y) - FIXED2FLOAT(o2y);
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float cross = d1x*d2y - d1y*d2x;
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if (fabs(cross) < 1e-8)
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return false;
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float t1 = (xx * d2y - xy * d2x)/cross;
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rx = o1x + FLOAT2FIXED(d1x * t1);
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ry = o1y + FLOAT2FIXED(d1y * t1);
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return true;
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}
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#include "portal.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "c_cvars.h"
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#include "m_bbox.h"
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#include "p_tags.h"
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// simulation recurions maximum
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CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
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PortalDrawseg* CurrentPortal = NULL;
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int CurrentPortalUniq = 0;
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bool CurrentPortalInSkybox = false;
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// [ZZ] lots of floats here to avoid overflowing a lot
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bool R_IntersectLines(fixed_t o1x, fixed_t o1y, fixed_t p1x, fixed_t p1y,
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fixed_t o2x, fixed_t o2y, fixed_t p2x, fixed_t p2y,
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fixed_t& rx, fixed_t& ry)
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{
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float xx = FIXED2FLOAT(o2x) - FIXED2FLOAT(o1x);
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float xy = FIXED2FLOAT(o2y) - FIXED2FLOAT(o1y);
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float d1x = FIXED2FLOAT(p1x) - FIXED2FLOAT(o1x);
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float d1y = FIXED2FLOAT(p1y) - FIXED2FLOAT(o1y);
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if (d1x > d1y)
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{
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d1y = d1y / d1x * 32767.0f;
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d1x = 32767.0;
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}
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else
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{
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d1x = d1x / d1y * 32767.0f;
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d1y = 32767.0;
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}
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float d2x = FIXED2FLOAT(p2x) - FIXED2FLOAT(o2x);
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float d2y = FIXED2FLOAT(p2y) - FIXED2FLOAT(o2y);
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float cross = d1x*d2y - d1y*d2x;
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if (fabs(cross) < 1e-8)
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return false;
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float t1 = (xx * d2y - xy * d2x)/cross;
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rx = o1x + FLOAT2FIXED(d1x * t1);
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ry = o1y + FLOAT2FIXED(d1y * t1);
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return true;
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}
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inline int P_PointOnLineSideExplicit (fixed_t x, fixed_t y, fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
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{
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return DMulScale32 (y-y1, x2-x1, x1-x, y2-y1) > 0;
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}
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bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind)
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{
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// check if this line is between portal and the viewer. clip away if it is.
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bool behind1 = !!P_PointOnLineSide(line->v1->x, line->v1->y, portal);
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bool behind2 = !!P_PointOnLineSide(line->v2->x, line->v2->y, portal);
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// [ZZ] update 16.12.2014: if a vertex equals to one of portal's vertices, it's treated as being behind the portal.
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// 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)
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if ((line->v1->x == portal->v1->x && line->v1->y == portal->v1->y) ||
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(line->v1->x == portal->v2->x && line->v1->y == portal->v2->y))
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behind1 = samebehind;
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if ((line->v2->x == portal->v1->x && line->v2->y == portal->v1->y) ||
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(line->v2->x == portal->v2->x && line->v2->y == portal->v2->y))
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behind2 = samebehind;
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if (behind1 && behind2)
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{
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// line is behind the portal plane. now check if it's in front of two view plane borders (i.e. if it will get in the way of rendering)
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fixed_t dummyx, dummyy;
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bool infront1 = R_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v1->x, portal->v1->y, dummyx, dummyy);
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bool infront2 = R_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v2->x, portal->v2->y, dummyx, dummyy);
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if (infront1 && infront2)
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return true;
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}
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return false;
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}
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bool P_CheckPortal(line_t* line)
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{
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if (line->special == Line_Mirror)
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{
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line->portal = true;
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line->portal_mirror = true;
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line->portal_passive = true;
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line->portal_dst = line;
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}
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else if (line->special == Line_SetPortal ||
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line->special == Line_SetVisualPortal)
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{
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// portal destination is special argument #0
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line_t* dst = NULL;
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if (line->args[0] > 0)
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{
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int linenum = -1;
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for (int i = 0; i < numlines; i++)
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{
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if (&lines[i] == line)
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continue;
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if (tagManager.LineHasID(&lines[i], line->args[0]))
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{
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dst = &lines[i];
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break;
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}
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}
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}
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if (dst)
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{
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line->portal = true;
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line->portal_mirror = false;
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line->portal_passive = (line->special == Line_SetVisualPortal);
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line->portal_dst = dst;
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}
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else
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{
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line->portal = false;
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line->portal_mirror = false;
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line->portal_passive = false;
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line->portal_dst = NULL;
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}
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}
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else
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{
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line->portal = false;
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line->portal_mirror = false;
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line->portal_passive = false;
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line->portal_dst = NULL;
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}
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return (line->portal);
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}
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void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
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{
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if (!src || !dst)
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return;
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fixed_t nposx, nposy; // offsets from line
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// Get the angle between the two linedefs, for rotating
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// orientation and velocity. Rotate 180 degrees, and flip
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// the position across the exit linedef, if reversed.
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angle_t angle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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angle += ANGLE_180;
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// Sine, cosine of angle adjustment
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t tx, ty;
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nposx = x - src->v1->x;
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nposy = y - src->v1->y;
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// Rotate position along normal to match exit linedef
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tx = FixedMul(nposx, c) - FixedMul(nposy, s);
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ty = FixedMul(nposy, c) + FixedMul(nposx, s);
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tx += dst->v2->x;
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ty += dst->v2->y;
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x = tx;
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y = ty;
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}
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void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy)
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{
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angle_t angle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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angle += ANGLE_180;
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// Sine, cosine of angle adjustment
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t orig_velx = vx;
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fixed_t orig_vely = vy;
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vx = FixedMul(orig_velx, c) - FixedMul(orig_vely, s);
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vy = FixedMul(orig_vely, c) + FixedMul(orig_velx, s);
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}
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void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle)
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{
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if (!src || !dst)
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return;
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// Get the angle between the two linedefs, for rotating
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// orientation and velocity. Rotate 180 degrees, and flip
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// the position across the exit linedef, if reversed.
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angle_t xangle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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xangle += ANGLE_180;
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angle += xangle;
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}
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void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z)
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{
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// args[2] = 0 - no teleport
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// args[2] = 1 - adjust by floor difference
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// args[2] = 2 - adjust by ceiling difference
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if (src->args[2] == 1)
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{
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z = z - src->frontsector->floorplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->floorplane.ZatPoint(dst->v2->x, dst->v2->y);
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}
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else if (src->args[2] == 2)
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{
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z = z - src->frontsector->ceilingplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->ceilingplane.ZatPoint(dst->v2->x, dst->v2->y);
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}
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}
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// calculate shortest distance from a point (x,y) to a linedef
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fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y)
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{
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angle_t angle = R_PointToAngle2(0, 0, line->dx, line->dy);
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angle += ANGLE_180;
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fixed_t dx = line->v1->x - x;
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fixed_t dy = line->v1->y - y;
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t d2x = FixedMul(dx, c) - FixedMul(dy, s);
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return abs(d2x);
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}
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void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy)
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{
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float _vx = FIXED2FLOAT(vx);
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float _vy = FIXED2FLOAT(vy);
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float len = sqrt(_vx*_vx+_vy*_vy);
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vx = FLOAT2FIXED(_vx/len);
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vy = FLOAT2FIXED(_vy/len);
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}
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// portal tracer code
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PortalTracer::PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
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{
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this->startx = startx;
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this->starty = starty;
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this->endx = endx;
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this->endy = endy;
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intx = endx;
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inty = endy;
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intxIn = intx;
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intyIn = inty;
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z = 0;
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angle = 0;
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depth = 0;
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frac = 0;
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in = NULL;
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out = NULL;
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vx = 0;
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vy = 0;
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}
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bool PortalTracer::TraceStep()
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{
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if (depth > sv_portal_recursions)
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return false;
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this->in = NULL;
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this->out = NULL;
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this->vx = 0;
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this->vy = 0;
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int oDepth = depth;
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fixed_t dirx = endx-startx;
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fixed_t diry = endy-starty;
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P_NormalizeVXVY(dirx, diry);
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dirx = 0;
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diry = 0;
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FPathTraverse it(startx-dirx, starty-diry, endx+dirx, endy+diry, PT_ADDLINES | PT_COMPATIBLE);
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intercept_t *in;
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while ((in = it.Next()))
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{
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line_t* li;
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if (in->isaline)
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{
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li = in->d.line;
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if (li->portal && !li->portal_passive)
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{
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if (P_PointOnLineSide(startx-dirx, starty-diry, li))
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continue; // we're at the back side of this line
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line_t* out = li->portal_dst;
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this->in = li;
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this->out = out;
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// we only know that we crossed it, but we also need to know WHERE we crossed it
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fixed_t vx = it.Trace().dx;
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fixed_t vy = it.Trace().dy;
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fixed_t x = it.Trace().x + FixedMul(vx, in->frac);
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fixed_t y = it.Trace().y + FixedMul(vy, in->frac);
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P_NormalizeVXVY(vx, vy);
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this->vx = vx;
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this->vy = vy;
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// teleport our trace
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if (!out->backsector)
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{
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intx = x + vx;
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inty = y + vy;
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}
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else
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{
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intx = x - vx;
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inty = y - vy;
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}
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//P_TranslateCoordinatesAndAngle(li, out, startx, starty, noangle);
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//P_TranslateCoordinatesAndAngle(li, out, endx, endy, angle);
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//if (hdeltaZ)
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// P_TranslateZ(li, out, deltaZ);
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//P_TranslateCoordinatesAndAngle(li, out, vx, vy, noangle);
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P_TranslatePortalXY(li, out, startx, starty);
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P_TranslatePortalVXVY(li, out, this->vx, this->vy);
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intxIn = intx;
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intyIn = inty;
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P_TranslatePortalXY(li, out, intx, inty);
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P_TranslatePortalXY(li, out, endx, endy);
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P_TranslatePortalAngle(li, out, angle);
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P_TranslatePortalZ(li, out, z);
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frac += in->frac;
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depth++;
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break; // breaks to outer loop
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}
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if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
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return false; // stop tracing, 2D blocking line
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}
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}
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//Printf("returning %d; vx = %.2f; vy = %.2f\n", (oDepth != depth), FIXED2FLOAT(this->vx), FIXED2FLOAT(this->vy));
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return (oDepth != depth); // if a portal has been found, return false
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}
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}
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bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind)
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{
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// check if this line is between portal and the viewer. clip away if it is.
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bool behind1 = !!P_PointOnLineSide(line->v1->x, line->v1->y, portal);
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bool behind2 = !!P_PointOnLineSide(line->v2->x, line->v2->y, portal);
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// [ZZ] update 16.12.2014: if a vertex equals to one of portal's vertices, it's treated as being behind the portal.
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// 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)
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if ((line->v1->x == portal->v1->x && line->v1->y == portal->v1->y) ||
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(line->v1->x == portal->v2->x && line->v1->y == portal->v2->y))
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behind1 = samebehind;
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if ((line->v2->x == portal->v1->x && line->v2->y == portal->v1->y) ||
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(line->v2->x == portal->v2->x && line->v2->y == portal->v2->y))
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||||
behind2 = samebehind;
|
||||
|
||||
if (behind1 && behind2)
|
||||
{
|
||||
// line is behind the portal plane. now check if it's in front of two view plane borders (i.e. if it will get in the way of rendering)
|
||||
fixed_t dummyx, dummyy;
|
||||
bool infront1 = R_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v1->x, portal->v1->y, dummyx, dummyy);
|
||||
bool infront2 = R_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v2->x, portal->v2->y, dummyx, dummyy);
|
||||
if (infront1 && infront2)
|
||||
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 (tagManager.LineHasID(&lines[i], 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
|
||||
}
|
||||
|
||||
|
|
|
@ -766,6 +766,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
|
|||
|
||||
// some portals have height differences, account for this here
|
||||
R_3D_EnterSkybox(); // push 3D floor height map
|
||||
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
|
||||
|
||||
// first pass, set clipping
|
||||
memcpy (ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len*sizeof(*ceilingclip));
|
||||
|
|
|
@ -716,7 +716,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
|
|||
}
|
||||
|
||||
// [ZZ] Or less definitely not visible (hue)
|
||||
if (CurrentPortal && !!P_PointOnLineSide(thing->x, thing->y, CurrentPortal->dst))
|
||||
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
|
||||
if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSide(thing->x, thing->y, CurrentPortal->dst))
|
||||
return;
|
||||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
|
|
Loading…
Reference in a new issue