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https://github.com/FWGS/xash3d-fwgs
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727 lines
17 KiB
C
727 lines
17 KiB
C
/*
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pm_trace.c - pmove player trace code
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "xash3d_mathlib.h"
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#include "mod_local.h"
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#include "pm_local.h"
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#include "pm_movevars.h"
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#include "enginefeatures.h"
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#include "studio.h"
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#include "world.h"
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#define PM_AllowHitBoxTrace( model, hull ) ( model && model->type == mod_studio && ( FBitSet( model->flags, STUDIO_TRACE_HITBOX ) || hull == 2 ))
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static mplane_t pm_boxplanes[6];
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static mclipnode_t pm_boxclipnodes[6];
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static hull_t pm_boxhull;
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// default hullmins
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static const vec3_t pm_hullmins[MAX_MAP_HULLS] =
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{
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{ -16, -16, -36 },
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{ -16, -16, -18 },
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{ 0, 0, 0 },
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{ -32, -32, -32 },
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};
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// defualt hullmaxs
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static const vec3_t pm_hullmaxs[MAX_MAP_HULLS] =
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{
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{ 16, 16, 36 },
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{ 16, 16, 18 },
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{ 0, 0, 0 },
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{ 32, 32, 32 },
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};
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void Pmove_Init( void )
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{
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PM_InitBoxHull ();
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// init default hull sizes
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memcpy( host.player_mins, pm_hullmins, sizeof( pm_hullmins ));
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memcpy( host.player_maxs, pm_hullmaxs, sizeof( pm_hullmaxs ));
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}
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/*
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===================
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void PM_InitBoxHull( void )
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{
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int i, side;
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pm_boxhull.clipnodes = pm_boxclipnodes;
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pm_boxhull.planes = pm_boxplanes;
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pm_boxhull.firstclipnode = 0;
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pm_boxhull.lastclipnode = 5;
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for( i = 0; i < 6; i++ )
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{
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pm_boxclipnodes[i].planenum = i;
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side = i & 1;
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pm_boxclipnodes[i].children[side] = CONTENTS_EMPTY;
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if( i != 5 ) pm_boxclipnodes[i].children[side^1] = i + 1;
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else pm_boxclipnodes[i].children[side^1] = CONTENTS_SOLID;
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pm_boxplanes[i].type = i>>1;
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pm_boxplanes[i].normal[i>>1] = 1.0f;
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pm_boxplanes[i].signbits = 0;
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}
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}
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/*
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===================
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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hull_t *PM_HullForBox( const vec3_t mins, const vec3_t maxs )
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{
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pm_boxplanes[0].dist = maxs[0];
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pm_boxplanes[1].dist = mins[0];
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pm_boxplanes[2].dist = maxs[1];
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pm_boxplanes[3].dist = mins[1];
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pm_boxplanes[4].dist = maxs[2];
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pm_boxplanes[5].dist = mins[2];
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return &pm_boxhull;
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}
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void PM_ConvertTrace( trace_t *out, pmtrace_t *in, edict_t *ent )
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{
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memcpy( out, in, 48 ); // matched
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out->hitgroup = in->hitgroup;
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out->ent = ent;
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}
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/*
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==================
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PM_HullPointContents
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==================
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*/
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int PM_HullPointContents( hull_t *hull, int num, const vec3_t p )
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{
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mplane_t *plane;
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if( !hull || !hull->planes ) // fantom bmodels?
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return CONTENTS_NONE;
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while( num >= 0 )
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{
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plane = &hull->planes[hull->clipnodes[num].planenum];
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num = hull->clipnodes[num].children[PlaneDiff( p, plane ) < 0];
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}
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return num;
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}
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/*
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==================
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PM_HullForBsp
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assume physent is valid
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==================
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*/
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hull_t *PM_HullForBsp( physent_t *pe, playermove_t *pmove, float *offset )
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{
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hull_t *hull;
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Assert( pe != NULL );
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Assert( pe->model != NULL );
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switch( pmove->usehull )
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{
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case 1:
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hull = &pe->model->hulls[3];
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break;
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case 2:
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hull = &pe->model->hulls[0];
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break;
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case 3:
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hull = &pe->model->hulls[2];
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break;
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default:
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hull = &pe->model->hulls[1];
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break;
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}
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Assert( hull != NULL );
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// calculate an offset value to center the origin
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VectorSubtract( hull->clip_mins, pmove->player_mins[pmove->usehull], offset );
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VectorAdd( offset, pe->origin, offset );
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return hull;
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}
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/*
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==================
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PM_HullForStudio
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generate multiple hulls as hitboxes
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==================
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*/
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hull_t *PM_HullForStudio( physent_t *pe, playermove_t *pmove, int *numhitboxes )
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{
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vec3_t size;
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VectorSubtract( pmove->player_maxs[pmove->usehull], pmove->player_mins[pmove->usehull], size );
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VectorScale( size, 0.5f, size );
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return Mod_HullForStudio( pe->studiomodel, pe->frame, pe->sequence, pe->angles, pe->origin, size, pe->controller, pe->blending, numhitboxes, NULL );
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}
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/*
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==================
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PM_RecursiveHullCheck
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==================
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*/
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qboolean PM_RecursiveHullCheck( hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace )
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{
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mclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac, midf;
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int side;
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vec3_t mid;
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loc0:
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// check for empty
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if( num < 0 )
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{
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if( num != CONTENTS_SOLID )
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{
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trace->allsolid = false;
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if( num == CONTENTS_EMPTY )
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trace->inopen = true;
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else trace->inwater = true;
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}
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else trace->startsolid = true;
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return true; // empty
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}
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if( hull->firstclipnode >= hull->lastclipnode )
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{
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// empty hull?
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trace->allsolid = false;
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trace->inopen = true;
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return true;
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}
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if( num < hull->firstclipnode || num > hull->lastclipnode )
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Host_Error( "PM_RecursiveHullCheck: bad node number %i\n", num );
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// find the point distances
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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t1 = PlaneDiff( p1, plane );
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t2 = PlaneDiff( p2, plane );
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if( t1 >= 0.0f && t2 >= 0.0f )
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{
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num = node->children[0];
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goto loc0;
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}
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if( t1 < 0.0f && t2 < 0.0f )
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{
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num = node->children[1];
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goto loc0;
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}
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// put the crosspoint DIST_EPSILON pixels on the near side
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side = (t1 < 0.0f);
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if( side ) frac = ( t1 + DIST_EPSILON ) / ( t1 - t2 );
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else frac = ( t1 - DIST_EPSILON ) / ( t1 - t2 );
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if( frac < 0.0f ) frac = 0.0f;
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if( frac > 1.0f ) frac = 1.0f;
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midf = p1f + ( p2f - p1f ) * frac;
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VectorLerp( p1, frac, p2, mid );
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// move up to the node
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if( !PM_RecursiveHullCheck( hull, node->children[side], p1f, midf, p1, mid, trace ))
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return false;
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// this recursion can not be optimized because mid would need to be duplicated on a stack
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if( PM_HullPointContents( hull, node->children[side^1], mid ) != CONTENTS_SOLID )
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{
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// go past the node
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return PM_RecursiveHullCheck( hull, node->children[side^1], midf, p2f, mid, p2, trace );
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}
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// never got out of the solid area
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if( trace->allsolid )
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return false;
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// the other side of the node is solid, this is the impact point
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if( !side )
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{
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VectorCopy( plane->normal, trace->plane.normal );
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trace->plane.dist = plane->dist;
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}
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else
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{
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VectorNegate( plane->normal, trace->plane.normal );
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trace->plane.dist = -plane->dist;
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}
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while( PM_HullPointContents( hull, hull->firstclipnode, mid ) == CONTENTS_SOLID )
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{
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// shouldn't really happen, but does occasionally
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frac -= 0.1f;
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if( frac < 0.0f )
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{
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trace->fraction = midf;
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VectorCopy( mid, trace->endpos );
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Con_Reportf( S_WARN "trace backed up past 0.0\n" );
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return false;
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}
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midf = p1f + ( p2f - p1f ) * frac;
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VectorLerp( p1, frac, p2, mid );
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}
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trace->fraction = midf;
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VectorCopy( mid, trace->endpos );
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return false;
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}
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pmtrace_t PM_PlayerTraceExt( playermove_t *pmove, vec3_t start, vec3_t end, int flags, int numents, physent_t *ents, int ignore_pe, pfnIgnore pmFilter )
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{
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physent_t *pe;
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matrix4x4 matrix;
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pmtrace_t trace_bbox;
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pmtrace_t trace_hitbox;
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pmtrace_t trace_total;
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vec3_t offset, start_l, end_l;
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vec3_t temp, mins, maxs;
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int i, j, hullcount;
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qboolean rotated, transform_bbox;
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hull_t *hull = NULL;
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memset( &trace_total, 0, sizeof( trace_total ));
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VectorCopy( end, trace_total.endpos );
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trace_total.fraction = 1.0f;
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trace_total.ent = -1;
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for( i = 0; i < numents; i++ )
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{
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pe = &ents[i];
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if( i != 0 && ( flags & PM_WORLD_ONLY ))
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break;
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// run custom user filter
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if( pmFilter != NULL )
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{
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if( pmFilter( pe ))
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continue;
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}
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else if( ignore_pe != -1 )
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{
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if( i == ignore_pe )
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continue;
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}
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if( pe->model != NULL && pe->solid == SOLID_NOT && pe->skin != CONTENTS_NONE )
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continue;
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if(( flags & PM_GLASS_IGNORE ) && pe->rendermode != kRenderNormal )
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continue;
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if(( flags & PM_CUSTOM_IGNORE ) && pe->solid == SOLID_CUSTOM )
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continue;
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hullcount = 1;
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if( pe->solid == SOLID_CUSTOM )
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{
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VectorCopy( pmove->player_mins[pmove->usehull], mins );
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VectorCopy( pmove->player_maxs[pmove->usehull], maxs );
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VectorClear( offset );
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}
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else if( pe->model )
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{
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hull = PM_HullForBsp( pe, pmove, offset );
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}
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else
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{
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if( pe->studiomodel )
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{
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if( FBitSet( flags, PM_STUDIO_IGNORE ))
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continue;
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if( PM_AllowHitBoxTrace( pe->studiomodel, pmove->usehull ) && !FBitSet( flags, PM_STUDIO_BOX ))
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{
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hull = PM_HullForStudio( pe, pmove, &hullcount );
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VectorClear( offset );
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}
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else
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{
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VectorSubtract( pe->mins, pmove->player_maxs[pmove->usehull], mins );
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VectorSubtract( pe->maxs, pmove->player_mins[pmove->usehull], maxs );
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hull = PM_HullForBox( mins, maxs );
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VectorCopy( pe->origin, offset );
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}
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}
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else
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{
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VectorSubtract( pe->mins, pmove->player_maxs[pmove->usehull], mins );
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VectorSubtract( pe->maxs, pmove->player_mins[pmove->usehull], maxs );
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hull = PM_HullForBox( mins, maxs );
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VectorCopy( pe->origin, offset );
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}
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}
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if( pe->solid == SOLID_BSP && !VectorIsNull( pe->angles ))
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rotated = true;
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else rotated = false;
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if( FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT ))
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{
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if(( check_angles( pe->angles[0] ) || check_angles( pe->angles[2] )) && pmove->usehull != 2 )
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transform_bbox = true;
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else transform_bbox = false;
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}
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else transform_bbox = false;
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if( rotated )
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{
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if( transform_bbox )
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Matrix4x4_CreateFromEntity( matrix, pe->angles, pe->origin, 1.0f );
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else Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
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Matrix4x4_VectorITransform( matrix, start, start_l );
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Matrix4x4_VectorITransform( matrix, end, end_l );
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if( transform_bbox )
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{
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World_TransformAABB( matrix, pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], mins, maxs );
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VectorSubtract( hull->clip_mins, mins, offset ); // calc new local offset
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for( j = 0; j < 3; j++ )
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{
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if( start_l[j] >= 0.0f )
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start_l[j] -= offset[j];
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else start_l[j] += offset[j];
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if( end_l[j] >= 0.0f )
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end_l[j] -= offset[j];
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else end_l[j] += offset[j];
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}
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}
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}
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else
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{
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VectorSubtract( start, offset, start_l );
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VectorSubtract( end, offset, end_l );
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}
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PM_InitPMTrace( &trace_bbox, end );
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if( hullcount < 1 )
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{
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// g-cont. probably this never happens
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trace_bbox.allsolid = false;
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}
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else if( pe->solid == SOLID_CUSTOM )
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{
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// run custom sweep callback
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if( pmove->server || Host_IsLocalClient( ))
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SV_ClipPMoveToEntity( pe, start, mins, maxs, end, &trace_bbox );
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#if !XASH_DEDICATED
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else CL_ClipPMoveToEntity( pe, start, mins, maxs, end, &trace_bbox );
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#endif
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}
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else if( hullcount == 1 )
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{
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PM_RecursiveHullCheck( hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace_bbox );
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}
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else
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{
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int last_hitgroup;
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for( last_hitgroup = 0, j = 0; j < hullcount; j++ )
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{
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PM_InitPMTrace( &trace_hitbox, end );
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PM_RecursiveHullCheck( &hull[j], hull[j].firstclipnode, 0, 1, start_l, end_l, &trace_hitbox );
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if( j == 0 || trace_hitbox.allsolid || trace_hitbox.startsolid || trace_hitbox.fraction < trace_bbox.fraction )
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{
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if( trace_bbox.startsolid )
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{
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trace_bbox = trace_hitbox;
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trace_bbox.startsolid = true;
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}
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else trace_bbox = trace_hitbox;
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last_hitgroup = j;
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}
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}
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trace_bbox.hitgroup = Mod_HitgroupForStudioHull( last_hitgroup );
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}
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if( trace_bbox.allsolid )
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trace_bbox.startsolid = true;
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if( trace_bbox.startsolid )
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trace_bbox.fraction = 0.0f;
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if( !trace_bbox.startsolid )
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{
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VectorLerp( start, trace_bbox.fraction, end, trace_bbox.endpos );
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if( rotated )
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{
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VectorCopy( trace_bbox.plane.normal, temp );
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Matrix4x4_TransformPositivePlane( matrix, temp, trace_bbox.plane.dist, trace_bbox.plane.normal, &trace_bbox.plane.dist );
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}
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else
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{
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trace_bbox.plane.dist = DotProduct( trace_bbox.endpos, trace_bbox.plane.normal );
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}
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}
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if( trace_bbox.fraction < trace_total.fraction )
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{
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trace_total = trace_bbox;
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trace_total.ent = i;
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}
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}
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return trace_total;
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}
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int PM_TestPlayerPosition( playermove_t *pmove, vec3_t pos, pmtrace_t *ptrace, pfnIgnore pmFilter )
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{
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int i, j, hullcount;
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vec3_t pos_l, offset;
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hull_t *hull = NULL;
|
|
vec3_t mins, maxs;
|
|
pmtrace_t trace;
|
|
physent_t *pe;
|
|
|
|
trace = PM_PlayerTraceExt( pmove, pmove->origin, pmove->origin, 0, pmove->numphysent, pmove->physents, -1, pmFilter );
|
|
if( ptrace ) *ptrace = trace;
|
|
|
|
for( i = 0; i < pmove->numphysent; i++ )
|
|
{
|
|
pe = &pmove->physents[i];
|
|
|
|
// run custom user filter
|
|
if( pmFilter != NULL )
|
|
{
|
|
if( pmFilter( pe ))
|
|
continue;
|
|
}
|
|
|
|
if( pe->model != NULL && pe->solid == SOLID_NOT && pe->skin != CONTENTS_NONE )
|
|
continue;
|
|
|
|
hullcount = 1;
|
|
|
|
if( pe->solid == SOLID_CUSTOM )
|
|
{
|
|
VectorCopy( pmove->player_mins[pmove->usehull], mins );
|
|
VectorCopy( pmove->player_maxs[pmove->usehull], maxs );
|
|
VectorClear( offset );
|
|
}
|
|
else if( pe->model )
|
|
{
|
|
hull = PM_HullForBsp( pe, pmove, offset );
|
|
}
|
|
else if( PM_AllowHitBoxTrace( pe->studiomodel, pmove->usehull ))
|
|
{
|
|
hull = PM_HullForStudio( pe, pmove, &hullcount );
|
|
VectorClear( offset );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( pe->mins, pmove->player_maxs[pmove->usehull], mins );
|
|
VectorSubtract( pe->maxs, pmove->player_mins[pmove->usehull], maxs );
|
|
|
|
hull = PM_HullForBox( mins, maxs );
|
|
VectorCopy( pe->origin, offset );
|
|
}
|
|
|
|
// CM_TransformedPointContents :-)
|
|
if( pe->solid == SOLID_BSP && !VectorIsNull( pe->angles ))
|
|
{
|
|
qboolean transform_bbox = false;
|
|
matrix4x4 matrix;
|
|
|
|
if( FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT ))
|
|
{
|
|
if(( check_angles( pe->angles[0] ) || check_angles( pe->angles[2] )) && pmove->usehull != 2 )
|
|
transform_bbox = true;
|
|
}
|
|
|
|
if( transform_bbox )
|
|
Matrix4x4_CreateFromEntity( matrix, pe->angles, pe->origin, 1.0f );
|
|
else Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
|
|
|
|
Matrix4x4_VectorITransform( matrix, pos, pos_l );
|
|
|
|
if( transform_bbox )
|
|
{
|
|
World_TransformAABB( matrix, pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], mins, maxs );
|
|
VectorSubtract( hull->clip_mins, mins, offset ); // calc new local offset
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
if( pos_l[j] >= 0.0f )
|
|
pos_l[j] -= offset[j];
|
|
else pos_l[j] += offset[j];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// offset the test point appropriately for this hull.
|
|
VectorSubtract( pos, offset, pos_l );
|
|
}
|
|
|
|
if( pe->solid == SOLID_CUSTOM )
|
|
{
|
|
pmtrace_t trace;
|
|
|
|
PM_InitPMTrace( &trace, pos );
|
|
|
|
// run custom sweep callback
|
|
if( pmove->server || Host_IsLocalClient( ))
|
|
SV_ClipPMoveToEntity( pe, pos, mins, maxs, pos, &trace );
|
|
#if !XASH_DEDICATED
|
|
else CL_ClipPMoveToEntity( pe, pos, mins, maxs, pos, &trace );
|
|
#endif
|
|
|
|
// if we inside the custom hull
|
|
if( trace.allsolid )
|
|
return i;
|
|
}
|
|
else if( hullcount == 1 )
|
|
{
|
|
if( PM_HullPointContents( hull, hull->firstclipnode, pos_l ) == CONTENTS_SOLID )
|
|
return i;
|
|
}
|
|
else
|
|
{
|
|
for( j = 0; j < hullcount; j++ )
|
|
{
|
|
if( PM_HullPointContents( &hull[j], hull[j].firstclipnode, pos_l ) == CONTENTS_SOLID )
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1; // didn't hit anything
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_TruePointContents
|
|
|
|
=============
|
|
*/
|
|
int PM_TruePointContents( playermove_t *pmove, const vec3_t p )
|
|
{
|
|
hull_t *hull = &pmove->physents[0].model->hulls[0];
|
|
|
|
if( hull )
|
|
{
|
|
return PM_HullPointContents( hull, hull->firstclipnode, p );
|
|
}
|
|
else
|
|
{
|
|
return CONTENTS_EMPTY;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_PointContents
|
|
|
|
=============
|
|
*/
|
|
int PM_PointContents( playermove_t *pmove, const vec3_t p )
|
|
{
|
|
int i, contents;
|
|
hull_t *hull;
|
|
vec3_t test;
|
|
physent_t *pe;
|
|
|
|
// sanity check
|
|
if( !p || !pmove->physents[0].model )
|
|
return CONTENTS_NONE;
|
|
|
|
// get base contents from world
|
|
contents = PM_HullPointContents( &pmove->physents[0].model->hulls[0], 0, p );
|
|
|
|
for( i = 1; i < pmove->numphysent; i++ )
|
|
{
|
|
pe = &pmove->physents[i];
|
|
|
|
if( pe->solid != SOLID_NOT ) // disabled ?
|
|
continue;
|
|
|
|
// only brushes can have special contents
|
|
if( !pe->model ) continue;
|
|
|
|
// check water brushes accuracy
|
|
hull = &pe->model->hulls[0];
|
|
|
|
if( FBitSet( pe->model->flags, MODEL_HAS_ORIGIN ) && !VectorIsNull( pe->angles ))
|
|
{
|
|
matrix4x4 matrix;
|
|
|
|
Matrix4x4_CreateFromEntity( matrix, pe->angles, pe->origin, 1.0f );
|
|
Matrix4x4_VectorITransform( matrix, p, test );
|
|
}
|
|
else
|
|
{
|
|
// offset the test point appropriately for this hull.
|
|
VectorSubtract( p, pe->origin, test );
|
|
}
|
|
|
|
// test hull for intersection with this model
|
|
if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
|
|
continue;
|
|
|
|
// compare contents ranking
|
|
if( RankForContents( pe->skin ) > RankForContents( contents ))
|
|
contents = pe->skin; // new content has more priority
|
|
}
|
|
|
|
return contents;
|
|
}
|