- float version of face sprite collector.

This commit is contained in:
Christoph Oelckers 2022-10-23 13:23:09 +02:00
parent 3e3df527d2
commit 4acbfef1dc
4 changed files with 59 additions and 37 deletions

View file

@ -262,7 +262,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
clip.pos = { pos->X * inttoworld, pos->Y * inttoworld, pos->Z * zinttoworld }; clip.pos = { pos->X * inttoworld, pos->Y * inttoworld, pos->Z * zinttoworld };
////////// Walls ////////// ////////// Walls //////////
addWallsToClipList(clip, &sector[dasect]); processClipWalls(clip, &sector[dasect]);
if (clipmove_warned & 1) if (clipmove_warned & 1)
Printf("clipsectnum >= MAXCLIPSECTORS!\n"); Printf("clipsectnum >= MAXCLIPSECTORS!\n");
@ -292,22 +292,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
switch (cstat & (CSTAT_SPRITE_ALIGNMENT_MASK)) switch (cstat & (CSTAT_SPRITE_ALIGNMENT_MASK))
{ {
case CSTAT_SPRITE_ALIGNMENT_FACING: case CSTAT_SPRITE_ALIGNMENT_FACING:
if (p1.X >= clipMin.X && p1.X <= clipMax.X && p1.Y >= clipMin.Y && p1.Y <= clipMax.Y) processClipFaceSprites(clip, actor);
{
double height_, daz_ = actor->spr.pos.Z + actor->GetOffsetAndHeight(height_);
int height = int(height_ * zworldtoint), daz = int(daz_ * zworldtoint);
if (pos->Z > daz-height-flordist && pos->Z < daz+ceildist)
{
int cd = int(actor->clipdist * worldtoint);
int32_t bsz = cd + walldist;
if (diff.X < 0) bsz = -bsz;
addclipline(p1.X-bsz, p1.Y-bsz, p1.X-bsz, p1.Y+bsz, obj, false);
bsz = cd + walldist;
if (diff.Y < 0) bsz = -bsz;
addclipline(p1.X+bsz, p1.Y-bsz, p1.X-bsz, p1.Y-bsz, obj, false);
}
}
break; break;
case CSTAT_SPRITE_ALIGNMENT_WALL: case CSTAT_SPRITE_ALIGNMENT_WALL:

View file

@ -221,7 +221,7 @@ inline int BoxOnLineSide(const DVector2& boxtl, const DVector2& boxbr, const DVe
//========================================================================== //==========================================================================
// //
// BoxInRange // BoxInRange. Two variants becaise they cannot be that easily merged.
// //
//========================================================================== //==========================================================================
@ -240,3 +240,14 @@ inline bool BoxInRange2(const DVector2& boxtl, const DVector2& boxbr, const DVec
boxtl.Y <= max(start.Y, end.Y) && boxtl.Y <= max(start.Y, end.Y) &&
boxbr.Y >= min(start.Y, end.Y); boxbr.Y >= min(start.Y, end.Y);
} }
//==========================================================================
//
//
//
//==========================================================================
inline bool PointInRect(const DVector2& pt, const DVector2& min, const DVector2& max)
{
return pt.X >= min.X && pt.X <= max.X && pt.Y >= min.Y && pt.Y <= max.Y;
}

View file

@ -1256,6 +1256,21 @@ static int checkClipWall(const MoveClipper& clip, walltype* wal)
} }
} }
//==========================================================================
//
//
//
//==========================================================================
static void addPointToClipList(MoveClipper& clip, const DVector2& pos, double radius, CollisionBase& objtype)
{
double waldist = (clip.moveDelta.X < 0)? radius : -radius;
addClipLine(clip, pos + DVector2(waldist, waldist), pos + DVector2(waldist, -waldist), objtype);
waldist = (clip.moveDelta.Y < 0) ? radius : -radius;
addClipLine(clip, pos + DVector2(-waldist, waldist), pos + DVector2(waldist, waldist), objtype);
}
//========================================================================== //==========================================================================
// //
// To produce reproducable results, this of course needs to add the exact same // To produce reproducable results, this of course needs to add the exact same
@ -1273,24 +1288,11 @@ static void addWallToClipSet(MoveClipper& clip, walltype* wal)
auto endpt = wal->point2Wall()->pos; auto endpt = wal->point2Wall()->pos;
//Add caps around the wall's end points. Results may be a bit weird when moving in cardinal directions! //Add caps around the wall's end points. Results may be a bit weird when moving in cardinal directions!
double waldist = clip.walldist; addPointToClipList(clip, startpt, clip.walldist, objtype);
if (clip.moveDelta.X < 0) waldist = -waldist; addPointToClipList(clip, endpt, clip.walldist, objtype);
DVector2 distv1(-waldist, -waldist);
DVector2 distv2(-waldist, waldist);
addClipLine(clip, startpt + distv1, startpt + distv2, objtype);
addClipLine(clip, endpt + distv1, endpt + distv2, objtype);
waldist = clip.walldist;
if (clip.moveDelta.Y < 0) waldist = -waldist;
distv1 = { waldist, -waldist };
distv2 = { -waldist, -waldist };
addClipLine(clip, startpt + distv1, startpt + distv2, objtype);
addClipLine(clip, endpt + distv1, endpt + distv2, objtype);
// this is actually a very poor concept of 'distance' being used... // this is actually a very poor concept of 'distance' being used...
distv1 = { clip.walldist, clip.walldist }; DVector2 distv1(clip.walldist, clip.walldist);
if (wal->delta().Y > 0) distv1.X = -distv1.X; if (wal->delta().Y > 0) distv1.X = -distv1.X;
if (wal->delta().X < 0) distv1.Y = -distv1.Y; if (wal->delta().X < 0) distv1.Y = -distv1.Y;
@ -1314,7 +1316,7 @@ static void addWallToClipSet(MoveClipper& clip, walltype* wal)
// //
//========================================================================== //==========================================================================
void addWallsToClipList(MoveClipper& clip, sectortype* sec) void processClipWalls(MoveClipper& clip, sectortype* sec)
{ {
for(auto& wal : sec->walls) for(auto& wal : sec->walls)
{ {
@ -1337,6 +1339,30 @@ void addWallsToClipList(MoveClipper& clip, sectortype* sec)
// //
//========================================================================== //==========================================================================
void processClipFaceSprites(MoveClipper& clip, DCoreActor* actor)
{
auto spos = actor->spr.pos;
if (!PointInRect(spos.XY(), clip.rect.min, clip.rect.max)) return; // are we outside this sprite's bounding box?
double height, z = spos.Z + actor->GetOffsetAndHeight(height);
if (clip.pos.Z <= z - height - clip.floordist) return; // are we above the sprite?
if (clip.pos.Z >= z + clip.ceilingdist) return; // are we below the sprite?
// if we get here we have hit this sprite so add its box to the clip list.
CollisionBase objtype;
objtype.setSprite(actor);
addPointToClipList(clip, spos.XY(), actor->clipdist + clip.walldist, objtype);
}
//==========================================================================
//
//
//
//==========================================================================
int FindBestSector(const DVector3& pos) int FindBestSector(const DVector3& pos)
{ {
int bestnum = -1; int bestnum = -1;

View file

@ -255,9 +255,9 @@ struct MoveClipper
void addClipLine(MoveClipper& clip, const DVector2& start, const DVector2& end, const CollisionBase& daoval, int nofix = false); void addClipLine(MoveClipper& clip, const DVector2& start, const DVector2& end, const CollisionBase& daoval, int nofix = false);
void addClipSect(MoveClipper& clip, int sec); void addClipSect(MoveClipper& clip, int sec);
void addWallsToClipList(MoveClipper& clip, sectortype* sec); void processClipWalls(MoveClipper& clip, sectortype* sec);
void processClipFaceSprites(MoveClipper& clip, DCoreActor* actor);
int FindBestSector(const DVector3& pos); int FindBestSector(const DVector3& pos);