ref: d308fcf8a67f13bf34be3ed9862d3386de49c21d
dir: /qw/pmovetst.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "quakedef.h" static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; extern vec3_t player_mins; extern vec3_t player_maxs; /* =================== PM_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void PM_InitBoxHull (void) { int i; int side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for (i=0 ; i<6 ; i++) { box_clipnodes[i].planenum = i; side = i&1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if (i != 5) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; } } /* =================== PM_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================== PM_HullPointContents ================== */ int PM_HullPointContents (hull_t *hull, int num, vec3_t p) { float d; dclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("PM_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } /* ================== PM_PointContents ================== */ int PM_PointContents (vec3_t p) { float d; dclipnode_t *node; mplane_t *plane; hull_t *hull; int num; hull = &pmove.physents[0].model->hulls[0]; num = hull->firstclipnode; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("PM_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ // 1/32 epsilon to keep floating point happy #define DIST_EPSILON (0.03125) /* ================== PM_RecursiveHullCheck ================== */ qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace) { dclipnode_t *node; mplane_t *plane; float t1, t2; float frac; int i; vec3_t mid; int side; float midf; // check for empty if (num < 0) { if (num != CONTENTS_SOLID) { trace->allsolid = false; if (num == CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; // empty } if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("PM_RecursiveHullCheck: bad node number"); // // find the point distances // node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, p1) - plane->dist; t2 = DotProduct (plane->normal, p2) - plane->dist; } /* if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) ) return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) ) return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); */ if (t1 >= 0 && t2 >= 0) return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace); // put the crosspoint DIST_EPSILON pixels on the near side if (t1 < 0) frac = (t1 + DIST_EPSILON)/(t1-t2); else frac = (t1 - DIST_EPSILON)/(t1-t2); if (frac < 0) frac = 0; if (frac > 1) frac = 1; midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); side = (t1 < 0); // move up to the node if (!PM_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) ) return false; #ifdef PARANOID // if (PM_HullPointContents (pm_hullmodel, mid, node->children[side]) == CONTENTS_SOLID) if(PM_HullPointContents(hull, node->children[side], mid) == CONTENTS_SOLID){ Con_Printf("mid PointInHullSolid\n"); return false; } #endif if (PM_HullPointContents (hull, node->children[side^1], mid) != CONTENTS_SOLID) // go past the node return PM_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace); if (trace->allsolid) return false; // never got out of the solid area //================== // the other side of the node is solid, this is the impact point //================== if (!side) { VectorCopy (plane->normal, trace->plane.normal); trace->plane.dist = plane->dist; } else { VectorSubtract (vec3_origin, plane->normal, trace->plane.normal); trace->plane.dist = -plane->dist; } while (PM_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID) { // shouldn't really happen, but does occasionally frac -= 0.1; if (frac < 0) { trace->fraction = midf; VectorCopy (mid, trace->endpos); Con_DPrintf ("backup past 0\n"); return false; } midf = p1f + (p2f - p1f)*frac; for (i=0 ; i<3 ; i++) mid[i] = p1[i] + frac*(p2[i] - p1[i]); } trace->fraction = midf; VectorCopy (mid, trace->endpos); return false; } /* ================ PM_TestPlayerPosition Returns false if the given player position is not valid (in solid) ================ */ qboolean PM_TestPlayerPosition (vec3_t pos) { int i; physent_t *pe; vec3_t mins, maxs, test; hull_t *hull; for (i=0 ; i< pmove.numphysent ; i++) { pe = &pmove.physents[i]; // get the clipping hull if (pe->model) hull = &pmove.physents[i].model->hulls[1]; else { VectorSubtract (pe->mins, player_maxs, mins); VectorSubtract (pe->maxs, player_mins, maxs); hull = PM_HullForBox (mins, maxs); } VectorSubtract (pos, pe->origin, test); if (PM_HullPointContents (hull, hull->firstclipnode, test) == CONTENTS_SOLID) return false; } return true; } /* ================ PM_PlayerMove ================ */ pmtrace_t PM_PlayerMove (vec3_t start, vec3_t end) { pmtrace_t trace, total; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; int i; physent_t *pe; vec3_t mins, maxs; // fill in a default trace memset (&total, 0, sizeof(pmtrace_t)); total.fraction = 1; total.ent = -1; VectorCopy (end, total.endpos); for (i=0 ; i< pmove.numphysent ; i++) { pe = &pmove.physents[i]; // get the clipping hull if (pe->model) hull = &pmove.physents[i].model->hulls[1]; else { VectorSubtract (pe->mins, player_maxs, mins); VectorSubtract (pe->maxs, player_mins, maxs); hull = PM_HullForBox (mins, maxs); } // PM_HullForEntity (ent, mins, maxs, offset); VectorCopy (pe->origin, offset); VectorSubtract (start, offset, start_l); VectorSubtract (end, offset, end_l); // fill in a default trace memset (&trace, 0, sizeof(pmtrace_t)); trace.fraction = 1; trace.allsolid = true; // trace.startsolid = true; VectorCopy (end, trace.endpos); // trace a line through the apropriate clipping hull PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace); if (trace.allsolid) trace.startsolid = true; if (trace.startsolid) trace.fraction = 0; // did we clip the move? if (trace.fraction < total.fraction) { // fix trace up by the offset VectorAdd (trace.endpos, offset, trace.endpos); total = trace; total.ent = i; } } return total; }