- floatified clipbox/MultiClip of SW

This commit is contained in:
Christoph Oelckers 2022-09-03 22:12:32 +02:00
parent 17b117e86b
commit d80b39d184
6 changed files with 34 additions and 46 deletions

View file

@ -1496,11 +1496,9 @@ struct SECTOR_OBJECT
ang, // angle facing
ang_moving, // angle the SO is facing
clipdist, // cliping distance for operational sector objects
clipbox_dist[MAX_CLIPBOX], // mult-clip box variables
_clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables
_clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables
_clipbox_ang[MAX_CLIPBOX], // mult-clip box variables
_clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables
clipbox_dist[MAX_CLIPBOX]; // mult-clip box variables (clipdist equivalent)
double clipbox_vdist[MAX_CLIPBOX]; // mult-clip box variables
DAngle clipbox_ang[MAX_CLIPBOX]; // mult-clip box variables
int16_t clipbox_num,
ang_tgt, // target angle
ang_orig, // original angle

View file

@ -39,30 +39,29 @@ BEGIN_SW_NS
Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
{
double zz = z * inttoworld;
int i;
vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
DVector3 opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
SECTOR_OBJECT* sop = pp->sop;
short ang;
short min_ndx = 0;
int min_dist = 999999;
int dist;
double min_dist = 999999;
double dist;
int ret;
Collision min_ret{};
int xvect,yvect;
for (i = 0; i < sop->clipbox_num; i++)
{
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->_clipbox_ang[i]);
DAngle ang = (pp->angle.ang + sop->clipbox_ang[i]);
DVector3 spos(pp->pos, zz);
vec3_t spos = { pp->int_ppos().X, pp->int_ppos().Y, z };
xvect = sop->_clipbox_vdist[i] * bcos(ang);
yvect = sop->_clipbox_vdist[i] * bsin(ang);
DVector2 vect = ang.ToVector() * 1024 * sop->clipbox_vdist[i];
Collision coll;
int xvect = vect.X * 16 * worldtoint; // note: this means clipmove input is Q18.14!
int yvect = vect.Y * 16 * worldtoint;
clipmove(spos, &pp->cursector, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll, 1);
if (coll.type != kHitNone)
@ -71,15 +70,13 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
min_dist = 0;
min_ndx = i;
// ox is where it should be
opos[i].X = pos[i].X = pp->int_ppos().X + MulScale(sop->_clipbox_vdist[i], bcos(ang), 14);
opos[i].Y = pos[i].Y = pp->int_ppos().Y + MulScale(sop->_clipbox_vdist[i], bsin(ang), 14);
opos[i].XY() = pp->pos + ang.ToVector() * sop->clipbox_vdist[i];
// spos.x is where it hit
pos[i].X = spos.X;
pos[i].Y = spos.Y;
pos[i].XY() = spos.XY();
// see the dist moved
dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].Y - opos[i].Y));
dist = (pos[i].XY() - opos[i].XY()).Length();
// save it off
if (dist < min_dist)
@ -99,7 +96,7 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
clipmove(pos[i], &pp->cursector, pp->vect.X, pp->vect.Y, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
// save the dist moved
dist = ksqrt(SQ(pos[i].X - opos[i].X) + SQ(pos[i].Y - opos[i].Y));
dist = (pos[i].XY() - opos[i].XY()).Length();
if (dist < min_dist)
{
@ -111,33 +108,31 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
}
// put posx and y off from offset
pp->add_int_ppos_XY({ pos[min_ndx].X - opos[min_ndx].X, pos[min_ndx].Y - opos[min_ndx].Y });
pp->pos.XY() += pos[min_ndx].XY() - opos[min_ndx].XY();
return min_ret;
}
short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist)
short MultiClipTurn(PLAYER* pp, DAngle new_ang, int z, int floor_dist)
{
double zz = z * inttoworld;
int i;
SECTOR_OBJECT* sop = pp->sop;
int ret;
int x,y;
short ang;
int xvect, yvect;
auto cursect = pp->cursector;
for (i = 0; i < sop->clipbox_num; i++)
{
ang = NORM_ANGLE(new_ang + sop->_clipbox_ang[i]);
DAngle ang = new_ang + sop->clipbox_ang[i];
vec3_t pos = { pp->int_ppos().X, pp->int_ppos().Y, z };
DVector3 spos(pp->pos, zz);
xvect = sop->_clipbox_vdist[i] * bcos(ang);
yvect = sop->_clipbox_vdist[i] * bsin(ang);
// move the box
DVector2 vect = ang.ToVector() * 1024 * sop->clipbox_vdist[i];
Collision coll;
clipmove(pos, &cursect, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
int xvect = vect.X * 16 * worldtoint; // note: this means clipmove input is Q18.14!
int yvect = vect.Y * 16 * worldtoint;
clipmove(spos, &cursect, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER, coll);
ASSERT(cursect);

View file

@ -28,7 +28,7 @@ BEGIN_SW_NS
#define RECT_CLIP 1
Collision MultiClipMove(PLAYER* pp, int z, int floor_dist);
short MultiClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist);
short MultiClipTurn(PLAYER* pp, DAngle new_ang, int z, int floor_dist);
int RectClipMove(PLAYER* pp, DVector2* qpos);
int testpointinquad(const DVector2& pt, const DVector2* quad);
//short RectClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist, int *qx, int *qy);

View file

@ -1469,7 +1469,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist)
if (avel != 0)
{
auto sum = pp->angle.ang + DAngle::fromDeg(avel);
if (MultiClipTurn(pp, NORM_ANGLE(sum.Buildang()), z, floor_dist))
if (MultiClipTurn(pp, sum, z, floor_dist))
{
pp->angle.ang = sum;
pp->actor->set_int_ang(pp->angle.ang.Buildang());

View file

@ -684,10 +684,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SECTOR_OBJECT& w,
("scale_dist_max", w.scale_dist_max, def->scale_dist_max)
("scale_rand_freq", w.scale_rand_freq, def->scale_rand_freq)
.Array("clipbox_dist", w.clipbox_dist, def->clipbox_dist, w.clipbox_num)
.Array("clipbox_xoff", w._clipbox_xoff, def->_clipbox_xoff, w.clipbox_num)
.Array("clipbox_yoff", w._clipbox_yoff, def->_clipbox_yoff, w.clipbox_num)
.Array("clipbox_ang", w._clipbox_ang, def->_clipbox_ang, w.clipbox_num)
.Array("clipbox_vdist", w._clipbox_vdist, def->_clipbox_vdist, w.clipbox_num)
.Array("clipbox_ang", w.clipbox_ang, def->clipbox_ang, w.clipbox_num)
.Array("clipbox_vdist", w.clipbox_vdist, def->clipbox_vdist, w.clipbox_num)
.Array("scale_point_dist", w.scale_point_dist, def->scale_point_dist, MAX_SO_POINTS)
.Array("scale_point_speed", w.scale_point_speed, def->scale_point_speed, MAX_SO_POINTS)
("scale_point_base_speed", w.scale_point_base_speed, def->scale_point_base_speed)

View file

@ -803,16 +803,13 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
{
case SO_CLIP_BOX:
{
short ang2;
sop->clipdist = 0;
sop->clipbox_dist[sop->clipbox_num] = itActor->spr.lotag;
sop->_clipbox_xoff[sop->clipbox_num] = sop->int_pmid().X - itActor->int_pos().X;
sop->_clipbox_yoff[sop->clipbox_num] = sop->int_pmid().Y - itActor->int_pos().Y;
sop->_clipbox_vdist[sop->clipbox_num] = ksqrt(SQ(sop->int_pmid().X - itActor->int_pos().X) + SQ(sop->int_pmid().Y - itActor->int_pos().Y));
sop->clipbox_vdist[sop->clipbox_num] = (sop->pmid.XY() - itActor->spr.pos.XY()).Length();
ang2 = getangle(itActor->int_pos().X - sop->int_pmid().X, itActor->int_pos().Y - sop->int_pmid().Y);
sop->_clipbox_ang[sop->clipbox_num] = getincangle(ang2, sop->ang);
auto ang2 = VecToAngle(itActor->spr.pos.XY() - sop->pmid.XY());
sop->clipbox_ang[sop->clipbox_num] = deltaangle(ang2, DAngle::fromBuild(sop->ang));
sop->clipbox_num++;
KillActor(itActor);