mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
This commit is contained in:
parent
4eecaada67
commit
9ff7f338fd
2 changed files with 45 additions and 1 deletions
|
@ -85,6 +85,7 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
#include "i_time.h"
|
||||
#include "nodebuild.h"
|
||||
|
||||
void STAT_StartNewGame(const char *lev);
|
||||
void STAT_ChangeLevel(const char *newl);
|
||||
|
@ -2004,10 +2005,51 @@ void FLevelLocals::SetMusicVolume(float f)
|
|||
}
|
||||
|
||||
//==========================================================================
|
||||
// IsPointInMap
|
||||
//
|
||||
//
|
||||
// Checks to see if a point is inside the void or not.
|
||||
// Made by dpJudas, modified and implemented by Major Cooke
|
||||
//==========================================================================
|
||||
|
||||
|
||||
bool IsPointInMap(DVector3 p)
|
||||
{
|
||||
subsector_t *subsector = R_PointInSubsector(FLOAT2FIXED(p.X), FLOAT2FIXED(p.Y));
|
||||
if (!subsector) return false;
|
||||
|
||||
for (uint32_t i = 0; i < subsector->numlines; i++)
|
||||
{
|
||||
// Skip single sided lines.
|
||||
seg_t *seg = subsector->firstline + i;
|
||||
if (seg->backsector != nullptr) continue;
|
||||
|
||||
int sx = (int)seg->v1->fX();
|
||||
int sy = (int)seg->v1->fY();
|
||||
int dx = (int)seg->v2->fX() - sx;
|
||||
int dy = (int)seg->v2->fY() - sy;
|
||||
int res = FNodeBuilder::PointOnSide(sx, sy, (int)p.X, (int)p.Y, dx, dy);
|
||||
bool pointOnSide = (res > 0);
|
||||
if (!pointOnSide) return false;
|
||||
}
|
||||
|
||||
double ceilingZ = subsector->sector->ceilingplane.ZatPoint(p.X, p.Y);
|
||||
if (p.Z > ceilingZ) return false;
|
||||
|
||||
double floorZ = subsector->sector->floorplane.ZatPoint(p.X, p.Y);
|
||||
if (p.Z < floorZ) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(FLevelLocals, IsPointInMap)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
ACTION_RETURN_BOOL(IsPointInMap(DVector3(x,y,z)));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T VecDiff(const T& v1, const T& v2)
|
||||
{
|
||||
|
|
|
@ -670,6 +670,8 @@ struct LevelLocals native
|
|||
native bool IsCrouchingAllowed() const;
|
||||
native bool IsFreelookAllowed() const;
|
||||
|
||||
native static clearscope bool IsPointInMap(vector3 p);
|
||||
|
||||
native static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
|
||||
native static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
|
||||
native static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
|
||||
|
|
Loading…
Reference in a new issue