1355 lines
37 KiB
C
1355 lines
37 KiB
C
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#define NEW_FVI_STUFF 1
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef MACINTOSH
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#include <Memory.h>
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#endif
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#include "pstypes.h"
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#include "u_mem.h"
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#include "error.h"
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#include "mono.h"
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#include "inferno.h"
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#include "fvi.h"
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#include "segment.h"
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#include "object.h"
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#include "wall.h"
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#include "laser.h"
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#include "rle.h"
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#include "robot.h"
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#include "piggy.h"
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#include "player.h"
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extern int Physics_cheat_flag;
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#define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num))
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#include "fvi_a.h"
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//find the point on the specified plane where the line intersects
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//returns true if point found, false if line parallel to plane
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//new_pnt is the found point on the plane
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//plane_pnt & plane_norm describe the plane
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//p0 & p1 are the ends of the line
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int find_plane_line_intersection(vms_vector *new_pnt,vms_vector *plane_pnt,vms_vector *plane_norm,vms_vector *p0,vms_vector *p1,fix rad)
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{
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vms_vector d,w;
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fix num,den;
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vm_vec_sub(&d,p1,p0);
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vm_vec_sub(&w,p0,plane_pnt);
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num = vm_vec_dot(plane_norm,&w);
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den = -vm_vec_dot(plane_norm,&d);
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//Why does this assert hit so often
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// Assert(num > -rad);
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num -= rad; //move point out by rad
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//check for various bad values
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if ( (den==0) || //moving parallel to wall, so can't hit it
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((den>0) &&
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( (num>den) || //frac greater than one
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(-num>>15)>=den)) || //will overflow (large negative)
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(den<0 && num<den)) //frac greater than one
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return 0;
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//if (num>0) {mprintf(1,"HEY! num>0 in FVI!!!"); return 0;}
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//?? Assert(num>=0);
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// Assert(num >= den);
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//do check for potenial overflow
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{
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fix k;
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if (labs(num)/(f1_0/2) >= labs(den)) {Int3(); return 0;}
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k = fixdiv(num,den);
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Assert(k<=f1_0); //should be trapped above
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// Assert(k>=0);
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if (oflow_check(d.x,k) || oflow_check(d.y,k) || oflow_check(d.z,k)) return 0;
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//Note: it is ok for k to be greater than 1, since this might mean
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//that an object with a non-zero radius that moved from p0 to p1
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//actually hit the wall on the "other side" of p0.
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}
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vm_vec_scale2(&d,num,den);
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vm_vec_add(new_pnt,p0,&d);
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//we should have vm_vec_scale2_add2()
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return 1;
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}
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typedef struct vec2d {
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fix i,j;
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} vec2d;
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//given largest componant of normal, return i & j
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//if largest componant is negative, swap i & j
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int ij_table[3][2] = {
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{2,1}, //pos x biggest
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{0,2}, //pos y biggest
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{1,0}, //pos z biggest
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};
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//intersection types
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#define IT_NONE 0 //doesn't touch face at all
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#define IT_FACE 1 //touches face
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#define IT_EDGE 2 //touches edge of face
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#define IT_POINT 3 //touches vertex
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//see if a point in inside a face by projecting into 2d
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uint check_point_to_face(vms_vector *checkp, side *s,int facenum,int nv,int *vertex_list)
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{
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vms_vector_array *checkp_array;
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vms_vector_array norm;
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vms_vector t;
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int biggest;
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///
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int i,j,edge;
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uint edgemask;
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fix check_i,check_j;
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vms_vector_array *v0,*v1;
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#ifdef COMPACT_SEGS
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get_side_normal(sp, s-sp->sides, facenum, (vms_vector *)&norm );
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#else
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memcpy( &norm, &s->normals[facenum], sizeof(vms_vector_array));
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#endif
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checkp_array = (vms_vector_array *)checkp;
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//now do 2d check to see if point is in side
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//project polygon onto plane by finding largest component of normal
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t.x = labs(norm.xyz[0]); t.y = labs(norm.xyz[1]); t.z = labs(norm.xyz[2]);
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if (t.x > t.y) if (t.x > t.z) biggest=0; else biggest=2;
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else if (t.y > t.z) biggest=1; else biggest=2;
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if (norm.xyz[biggest] > 0) {
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i = ij_table[biggest][0];
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j = ij_table[biggest][1];
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}
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else {
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i = ij_table[biggest][1];
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j = ij_table[biggest][0];
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}
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//now do the 2d problem in the i,j plane
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check_i = checkp_array->xyz[i];
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check_j = checkp_array->xyz[j];
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for (edge=edgemask=0;edge<nv;edge++) {
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vec2d edgevec,checkvec;
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fix d;
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v0 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+edge]];
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v1 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
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edgevec.i = v1->xyz[i] - v0->xyz[i];
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edgevec.j = v1->xyz[j] - v0->xyz[j];
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checkvec.i = check_i - v0->xyz[i];
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checkvec.j = check_j - v0->xyz[j];
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d = fixmul(checkvec.i,edgevec.j) - fixmul(checkvec.j,edgevec.i);
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if (d < 0) //we are outside of triangle
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edgemask |= (1<<edge);
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}
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return edgemask;
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}
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//check if a sphere intersects a face
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int check_sphere_to_face(vms_vector *pnt, side *s,int facenum,int nv,fix rad,int *vertex_list)
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{
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vms_vector checkp=*pnt;
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uint edgemask;
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//now do 2d check to see if point is in side
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edgemask = check_point_to_face(pnt,s,facenum,nv,vertex_list);
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//we've gone through all the sides, are we inside?
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if (edgemask == 0)
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return IT_FACE;
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else {
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vms_vector edgevec,checkvec; //this time, real 3d vectors
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vms_vector closest_point;
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fix edgelen,d,dist;
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vms_vector *v0,*v1;
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int itype;
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int edgenum;
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//get verts for edge we're behind
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for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++);
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v0 = &Vertices[vertex_list[facenum*3+edgenum]];
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v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
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//check if we are touching an edge or point
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vm_vec_sub(&checkvec,&checkp,v0);
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edgelen = vm_vec_normalized_dir(&edgevec,v1,v0);
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//find point dist from planes of ends of edge
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d = vm_vec_dot(&edgevec,&checkvec);
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if (d+rad < 0) return IT_NONE; //too far behind start point
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if (d-rad > edgelen) return IT_NONE; //too far part end point
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//find closest point on edge to check point
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itype = IT_POINT;
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if (d < 0) closest_point = *v0;
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else if (d > edgelen) closest_point = *v1;
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else {
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itype = IT_EDGE;
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//vm_vec_scale(&edgevec,d);
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//vm_vec_add(&closest_point,v0,&edgevec);
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vm_vec_scale_add(&closest_point,v0,&edgevec,d);
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}
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dist = vm_vec_dist(&checkp,&closest_point);
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if (dist <= rad)
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return (itype==IT_POINT)?IT_NONE:itype;
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else
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return IT_NONE;
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}
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}
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//returns true if line intersects with face. fills in newp with intersection
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//point on plane, whether or not line intersects side
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//facenum determines which of four possible faces we have
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//note: the seg parm is temporary, until the face itself has a point field
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int check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
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{
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vms_vector checkp;
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int pli;
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struct side *s=&seg->sides[side];
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int vertex_list[6];
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int num_faces;
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int vertnum;
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vms_vector norm;
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#ifdef COMPACT_SEGS
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get_side_normal(seg, side, facenum, &norm );
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#else
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norm = seg->sides[side].normals[facenum];
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#endif
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if ((seg-Segments)==-1)
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Error("segnum == -1 in check_line_to_face()");
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create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
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//use lowest point number
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if (num_faces==2) {
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vertnum = min(vertex_list[0],vertex_list[2]);
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}
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else {
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int i;
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vertnum = vertex_list[0];
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for (i=1;i<4;i++)
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if (vertex_list[i] < vertnum)
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vertnum = vertex_list[i];
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}
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pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad);
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if (!pli) return IT_NONE;
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checkp = *newp;
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//if rad != 0, project the point down onto the plane of the polygon
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if (rad!=0)
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vm_vec_scale_add2(&checkp,&norm,-rad);
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return check_sphere_to_face(&checkp,s,facenum,nv,rad,vertex_list);
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}
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//returns the value of a determinant
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fix calc_det_value(vms_matrix *det)
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{
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return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) -
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fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) -
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fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) +
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fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) +
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fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) -
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fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x));
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}
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//computes the parameters of closest approach of two lines
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//fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1
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int check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector *p2,vms_vector *v2)
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{
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vms_matrix det;
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fix d,cross_mag2; //mag squared cross product
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vm_vec_sub(&det.rvec,p2,p1);
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vm_vec_cross(&det.fvec,v1,v2);
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cross_mag2 = vm_vec_dot(&det.fvec,&det.fvec);
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if (cross_mag2 == 0)
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return 0; //lines are parallel
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det.uvec = *v2;
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d = calc_det_value(&det);
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if (oflow_check(d,cross_mag2))
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return 0;
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else
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*t1 = fixdiv(d,cross_mag2);
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det.uvec = *v1;
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d = calc_det_value(&det);
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if (oflow_check(d,cross_mag2))
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return 0;
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else
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*t2 = fixdiv(d,cross_mag2);
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return 1; //found point
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}
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#ifdef NEW_FVI_STUFF
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int disable_new_fvi_stuff=0;
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#else
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#define disable_new_fvi_stuff 1
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#endif
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//this version is for when the start and end positions both poke through
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//the plane of a side. In this case, we must do checks against the edge
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//of faces
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int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
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{
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vms_vector move_vec;
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fix edge_t,move_t,edge_t2,move_t2,closest_dist;
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fix edge_len,move_len;
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int vertex_list[6];
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int num_faces,edgenum;
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uint edgemask;
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vms_vector *edge_v0,*edge_v1,edge_vec;
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struct side *s=&seg->sides[side];
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vms_vector closest_point_edge,closest_point_move;
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if (disable_new_fvi_stuff)
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return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
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//calc some basic stuff
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if ((seg-Segments)==-1)
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Error("segnum == -1 in special_check_line_to_face()");
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create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
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vm_vec_sub(&move_vec,p1,p0);
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//figure out which edge(s) to check against
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edgemask = check_point_to_face(p0,s,facenum,nv,vertex_list);
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if (edgemask == 0)
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return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
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for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++);
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edge_v0 = &Vertices[vertex_list[facenum*3+edgenum]];
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edge_v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
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vm_vec_sub(&edge_vec,edge_v1,edge_v0);
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//is the start point already touching the edge?
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//??
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//first, find point of closest approach of vec & edge
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edge_len = vm_vec_normalize(&edge_vec);
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move_len = vm_vec_normalize(&move_vec);
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check_line_to_line(&edge_t,&move_t,edge_v0,&edge_vec,p0,&move_vec);
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//make sure t values are in valid range
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if (move_t<0 || move_t>move_len+rad)
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return IT_NONE;
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if (move_t > move_len)
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move_t2 = move_len;
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else
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move_t2 = move_t;
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if (edge_t < 0) //saturate at points
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edge_t2 = 0;
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else
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edge_t2 = edge_t;
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if (edge_t2 > edge_len) //saturate at points
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edge_t2 = edge_len;
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//now, edge_t & move_t determine closest points. calculate the points.
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vm_vec_scale_add(&closest_point_edge,edge_v0,&edge_vec,edge_t2);
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vm_vec_scale_add(&closest_point_move,p0,&move_vec,move_t2);
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//find dist between closest points
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closest_dist = vm_vec_dist(&closest_point_edge,&closest_point_move);
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//could we hit with this dist?
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//note massive tolerance here
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// if (closest_dist < (rad*18)/20) { //we hit. figure out where
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if (closest_dist < (rad*15)/20) { //we hit. figure out where
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//now figure out where we hit
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vm_vec_scale_add(newp,p0,&move_vec,move_t-rad);
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return IT_EDGE;
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}
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else
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return IT_NONE; //no hit
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}
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//maybe this routine should just return the distance and let the caller
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//decide it it's close enough to hit
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//determine if and where a vector intersects with a sphere
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//vector defined by p0,p1
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//returns dist if intersects, and fills in intp
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//else returns 0
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int check_vector_to_sphere_1(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
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{
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vms_vector d,dn,w,closest_point;
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fix mag_d,dist,w_dist,int_dist;
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//this routine could be optimized if it's taking too much time!
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vm_vec_sub(&d,p1,p0);
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vm_vec_sub(&w,sphere_pos,p0);
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mag_d = vm_vec_copy_normalize(&dn,&d);
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if (mag_d == 0) {
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int_dist = vm_vec_mag(&w);
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*intp = *p0;
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return (int_dist<sphere_rad)?int_dist:0;
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}
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w_dist = vm_vec_dot(&dn,&w);
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if (w_dist < 0) //moving away from object
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return 0;
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if (w_dist > mag_d+sphere_rad)
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return 0; //cannot hit
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vm_vec_scale_add(&closest_point,p0,&dn,w_dist);
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dist = vm_vec_dist(&closest_point,sphere_pos);
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|
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if (dist < sphere_rad) {
|
|
fix dist2,rad2,shorten;
|
|
|
|
dist2 = fixmul(dist,dist);
|
|
rad2 = fixmul(sphere_rad,sphere_rad);
|
|
|
|
shorten = fix_sqrt(rad2 - dist2);
|
|
|
|
int_dist = w_dist-shorten;
|
|
|
|
if (int_dist > mag_d || int_dist < 0) {
|
|
//past one or the other end of vector, which means we're inside
|
|
|
|
*intp = *p0; //don't move at all
|
|
return 1;
|
|
}
|
|
|
|
vm_vec_scale_add(intp,p0,&dn,int_dist); //calc intersection point
|
|
|
|
// {
|
|
// fix dd = vm_vec_dist(intp,sphere_pos);
|
|
// Assert(dd == sphere_rad);
|
|
// mprintf(0,"dd=%x, rad=%x, delta=%x\n",dd,sphere_rad,dd-sphere_rad);
|
|
// }
|
|
|
|
|
|
return int_dist;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
//$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
|
|
//$$
|
|
//$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
|
|
//$$ "mov eax,ebx" \
|
|
//$$ "imul eax" \
|
|
//$$ \
|
|
//$$ "mov ebx,eax" \
|
|
//$$ "mov eax,ecx" \
|
|
//$$ "mov ecx,edx" \
|
|
//$$ \
|
|
//$$ "imul eax" \
|
|
//$$ \
|
|
//$$ "sub eax,ebx" \
|
|
//$$ "sbb edx,ecx" \
|
|
//$$ \
|
|
//$$ "call quad_sqrt" \
|
|
//$$ \
|
|
//$$ "push eax" \
|
|
//$$ \
|
|
//$$ "push ebx" \
|
|
//$$ "push ecx" \
|
|
//$$ \
|
|
//$$ "mov eax,[esi]" \
|
|
//$$ "imul eax" \
|
|
//$$ "mov ebx,eax" \
|
|
//$$ "mov ecx,edx" \
|
|
//$$ "mov eax,4[esi]" \
|
|
//$$ "imul eax" \
|
|
//$$ "add ebx,eax" \
|
|
//$$ "adc ecx,edx" \
|
|
//$$ "mov eax,8[esi]" \
|
|
//$$ "imul eax" \
|
|
//$$ "add eax,ebx" \
|
|
//$$ "adc edx,ecx" \
|
|
//$$ \
|
|
//$$ "pop ecx" \
|
|
//$$ "pop ebx" \
|
|
//$$ \
|
|
//$$ "sub eax,ebx" \
|
|
//$$ "sbb edx,ecx" \
|
|
//$$ \
|
|
//$$ "call quad_sqrt" \
|
|
//$$ \
|
|
//$$ "pop ebx" \
|
|
//$$ "sub eax,ebx";
|
|
//$$
|
|
//$$
|
|
//$$//determine if and where a vector intersects with a sphere
|
|
//$$//vector defined by p0,p1
|
|
//$$//returns dist if intersects, and fills in intp. if no intersect, return 0
|
|
//$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
|
|
//$${
|
|
//$$ vms_vector d,w,c;
|
|
//$$ fix mag_d,dist,mag_c,mag_w;
|
|
//$$ vms_vector wn,dn;
|
|
//$$
|
|
//$$ vm_vec_sub(&d,p1,p0);
|
|
//$$ vm_vec_sub(&w,sphere_pos,p0);
|
|
//$$
|
|
//$$ //wn = w; mag_w = vm_vec_normalize(&wn);
|
|
//$$ //dn = d; mag_d = vm_vec_normalize(&dn);
|
|
//$$
|
|
//$$ mag_w = vm_vec_copy_normalize(&wn,&w);
|
|
//$$ mag_d = vm_vec_copy_normalize(&dn,&d);
|
|
//$$
|
|
//$$ //vm_vec_cross(&c,&w,&d);
|
|
//$$ vm_vec_cross(&c,&wn,&dn);
|
|
//$$
|
|
//$$ mag_c = vm_vec_mag(&c);
|
|
//$$ //mag_d = vm_vec_mag(&d);
|
|
//$$
|
|
//$$ //dist = fixdiv(mag_c,mag_d);
|
|
//$$
|
|
//$$dist = fixmul(mag_c,mag_w);
|
|
//$$
|
|
//$$ if (dist < sphere_rad) { //we intersect. find point of intersection
|
|
//$$ fix int_dist; //length of vector to intersection point
|
|
//$$ fix k; //portion of p0p1 we want
|
|
//$$//@@ fix dist2,rad2,shorten,mag_w2;
|
|
//$$
|
|
//$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude
|
|
//$$//@@ //WHAT ABOUT OVERFLOW???
|
|
//$$//@@ dist2 = fixmul(dist,dist);
|
|
//$$//@@ rad2 = fixmul(sphere_rad,sphere_rad);
|
|
//$$//@@ shorten = fix_sqrt(rad2 - dist2);
|
|
//$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten;
|
|
//$$
|
|
//$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad);
|
|
//$$
|
|
//$$if (labs(int_dist) > mag_d) //I don't know why this would happen
|
|
//$$ if (int_dist > 0)
|
|
//$$ k = f1_0;
|
|
//$$ else
|
|
//$$ k = -f1_0;
|
|
//$$else
|
|
//$$ k = fixdiv(int_dist,mag_d);
|
|
//$$
|
|
//$$// vm_vec_scale(&d,k); //vec from p0 to intersection point
|
|
//$$// vm_vec_add(intp,p0,&d); //intersection point
|
|
//$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point
|
|
//$$
|
|
//$$ return int_dist;
|
|
//$$ }
|
|
//$$ else
|
|
//$$ return 0; //no intersection
|
|
//$$}
|
|
*/
|
|
|
|
//determine if a vector intersects with an object
|
|
//if no intersects, returns 0, else fills in intp and returns dist
|
|
fix check_vector_to_object(vms_vector *intp,vms_vector *p0,vms_vector *p1,fix rad,object *obj,object *otherobj)
|
|
{
|
|
fix size = obj->size;
|
|
|
|
if (obj->type == OBJ_ROBOT && Robot_info[obj->id].attack_type)
|
|
size = (size*3)/4;
|
|
|
|
//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
|
|
if (obj->type == OBJ_PLAYER &&
|
|
((otherobj->type == OBJ_PLAYER) ||
|
|
((Game_mode&GM_MULTI_COOP) && otherobj->type == OBJ_WEAPON && otherobj->ctype.laser_info.parent_type == OBJ_PLAYER)))
|
|
size = size/2;
|
|
|
|
return check_vector_to_sphere_1(intp,p0,p1,&obj->pos,size+rad);
|
|
|
|
}
|
|
|
|
|
|
#define MAX_SEGS_VISITED 100
|
|
int n_segs_visited;
|
|
short segs_visited[MAX_SEGS_VISITED];
|
|
|
|
int fvi_nest_count;
|
|
|
|
//these vars are used to pass vars from fvi_sub() to find_vector_intersection()
|
|
int fvi_hit_object; // object number of object hit in last find_vector_intersection call.
|
|
int fvi_hit_seg; // what segment the hit point is in
|
|
int fvi_hit_side; // what side was hit
|
|
int fvi_hit_side_seg;// what seg the hitside is in
|
|
vms_vector wall_norm; //ptr to surface normal of hit wall
|
|
int fvi_hit_seg2; // what segment the hit point is in
|
|
|
|
int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg);
|
|
|
|
//What the hell is fvi_hit_seg for???
|
|
|
|
//Find out if a vector intersects with anything.
|
|
//Fills in hit_data, an fvi_info structure (see header file).
|
|
//Parms:
|
|
// p0 & startseg describe the start of the vector
|
|
// p1 the end of the vector
|
|
// rad the radius of the cylinder
|
|
// thisobjnum used to prevent an object with colliding with itself
|
|
// ingore_obj ignore collisions with this object
|
|
// check_obj_flag determines whether collisions with objects are checked
|
|
//Returns the hit_data->hit_type
|
|
int find_vector_intersection(fvi_query *fq,fvi_info *hit_data)
|
|
{
|
|
int hit_type,hit_seg,hit_seg2;
|
|
vms_vector hit_pnt;
|
|
int i;
|
|
|
|
Assert(fq->ignore_obj_list != (int *)(-1));
|
|
Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
|
|
|
|
fvi_hit_seg = -1;
|
|
fvi_hit_side = -1;
|
|
|
|
fvi_hit_object = -1;
|
|
|
|
//check to make sure start point is in seg its supposed to be in
|
|
//Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg
|
|
|
|
// Viewer is not in segment as claimed, so say there is no hit.
|
|
if(!(get_seg_masks(fq->p0,fq->startseg,0).centermask==0)) {
|
|
|
|
hit_data->hit_type = HIT_BAD_P0;
|
|
hit_data->hit_pnt = *fq->p0;
|
|
hit_data->hit_seg = fq->startseg;
|
|
hit_data->hit_side = hit_data->hit_object = 0;
|
|
hit_data->hit_side_seg = -1;
|
|
|
|
return hit_data->hit_type;
|
|
}
|
|
|
|
segs_visited[0] = fq->startseg;
|
|
|
|
n_segs_visited=1;
|
|
|
|
fvi_nest_count = 0;
|
|
|
|
hit_seg2 = fvi_hit_seg2 = -1;
|
|
|
|
hit_type = fvi_sub(&hit_pnt,&hit_seg2,fq->p0,fq->startseg,fq->p1,fq->rad,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
|
|
//!!hit_seg = find_point_seg(&hit_pnt,fq->startseg);
|
|
if (hit_seg2!=-1 && !get_seg_masks(&hit_pnt,hit_seg2,0).centermask)
|
|
hit_seg = hit_seg2;
|
|
else
|
|
hit_seg = find_point_seg(&hit_pnt,fq->startseg);
|
|
|
|
//MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
|
|
if (hit_type == HIT_WALL && hit_seg==-1)
|
|
if (fvi_hit_seg2!=-1 && get_seg_masks(&hit_pnt,fvi_hit_seg2,0).centermask==0)
|
|
hit_seg = fvi_hit_seg2;
|
|
|
|
if (hit_seg == -1) {
|
|
int new_hit_type;
|
|
int new_hit_seg2=-1;
|
|
vms_vector new_hit_pnt;
|
|
|
|
//because of code that deal with object with non-zero radius has
|
|
//problems, try using zero radius and see if we hit a wall
|
|
|
|
new_hit_type = fvi_sub(&new_hit_pnt,&new_hit_seg2,fq->p0,fq->startseg,fq->p1,0,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
|
|
|
|
if (new_hit_seg2 != -1) {
|
|
hit_seg = new_hit_seg2;
|
|
hit_pnt = new_hit_pnt;
|
|
}
|
|
}
|
|
|
|
|
|
if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
|
|
if (hit_seg != hit_data->seglist[hit_data->n_segs-1] && hit_data->n_segs<MAX_FVI_SEGS-1)
|
|
hit_data->seglist[hit_data->n_segs++] = hit_seg;
|
|
|
|
if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
|
|
for (i=0;i<hit_data->n_segs && i<MAX_FVI_SEGS-1;i++)
|
|
if (hit_data->seglist[i] == hit_seg) {
|
|
hit_data->n_segs = i+1;
|
|
break;
|
|
}
|
|
|
|
//I'm sorry to say that sometimes the seglist isn't correct. I did my
|
|
//best. Really.
|
|
|
|
|
|
//{ //verify hit list
|
|
//
|
|
// int i,ch;
|
|
//
|
|
// Assert(hit_data->seglist[0] == startseg);
|
|
//
|
|
// for (i=0;i<hit_data->n_segs-1;i++) {
|
|
// for (ch=0;ch<6;ch++)
|
|
// if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1])
|
|
// break;
|
|
// Assert(ch<6);
|
|
// }
|
|
//
|
|
// Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg);
|
|
//}
|
|
|
|
|
|
//MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS!
|
|
//!! Assert(hit_seg!=-1);
|
|
//!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1)));
|
|
//When this assert happens, get Matt. Matt: Look at hit_seg2 &
|
|
//fvi_hit_seg. At least one of these should be set. Why didn't
|
|
//find_new_seg() find something?
|
|
|
|
// Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg);
|
|
|
|
Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
|
|
|
|
hit_data->hit_type = hit_type;
|
|
hit_data->hit_pnt = hit_pnt;
|
|
hit_data->hit_seg = hit_seg;
|
|
hit_data->hit_side = fvi_hit_side; //looks at global
|
|
hit_data->hit_side_seg = fvi_hit_side_seg; //looks at global
|
|
hit_data->hit_object = fvi_hit_object; //looks at global
|
|
hit_data->hit_wallnorm = wall_norm; //looks at global
|
|
|
|
// if(hit_seg!=-1 && get_seg_masks(&hit_data->hit_pnt,hit_data->hit_seg,0).centermask!=0)
|
|
// Int3();
|
|
|
|
return hit_type;
|
|
|
|
}
|
|
|
|
//--unused-- fix check_dist(vms_vector *v0,vms_vector *v1)
|
|
//--unused-- {
|
|
//--unused-- return vm_vec_dist(v0,v1);
|
|
//--unused-- }
|
|
|
|
int obj_in_list(int objnum,int *obj_list)
|
|
{
|
|
int t;
|
|
|
|
while ((t=*obj_list)!=-1 && t!=objnum) obj_list++;
|
|
|
|
return (t==objnum);
|
|
|
|
}
|
|
|
|
int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum);
|
|
|
|
int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg)
|
|
{
|
|
segment *seg; //the segment we're looking at
|
|
int startmask,endmask; //mask of faces
|
|
//@@int sidemask; //mask of sides - can be on back of face but not side
|
|
int centermask; //where the center point is
|
|
int objnum;
|
|
segmasks masks;
|
|
vms_vector hit_point,closest_hit_point; //where we hit
|
|
fix d,closest_d=0x7fffffff; //distance to hit point
|
|
int hit_type=HIT_NONE; //what sort of hit
|
|
int hit_seg=-1;
|
|
int hit_none_seg=-1;
|
|
int hit_none_n_segs=0;
|
|
int hit_none_seglist[MAX_FVI_SEGS];
|
|
int cur_nest_level = fvi_nest_count;
|
|
|
|
//fvi_hit_object = -1;
|
|
|
|
if (flags&FQ_GET_SEGLIST)
|
|
*seglist = startseg;
|
|
*n_segs=1;
|
|
|
|
seg = &Segments[startseg];
|
|
|
|
fvi_nest_count++;
|
|
|
|
//first, see if vector hit any objects in this segment
|
|
if (flags & FQ_CHECK_OBJS)
|
|
for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
|
|
if ( !(Objects[objnum].flags & OF_SHOULD_BE_DEAD) &&
|
|
!(thisobjnum == objnum ) &&
|
|
(ignore_obj_list==NULL || !obj_in_list(objnum,ignore_obj_list)) &&
|
|
!laser_are_related( objnum, thisobjnum ) &&
|
|
!((thisobjnum > -1) &&
|
|
(CollisionResult[Objects[thisobjnum].type][Objects[objnum].type] == RESULT_NOTHING ) &&
|
|
(CollisionResult[Objects[objnum].type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
|
|
int fudged_rad = rad;
|
|
|
|
// If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set
|
|
if (Objects[objnum].type == OBJ_POWERUP)
|
|
if (flags & FQ_IGNORE_POWERUPS)
|
|
continue;
|
|
|
|
// If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
|
|
if (Objects[thisobjnum].type == OBJ_ROBOT)
|
|
if (Objects[objnum].type == OBJ_ROBOT)
|
|
// -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
|
|
continue;
|
|
|
|
if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[Objects[thisobjnum].id].attack_type)
|
|
fudged_rad = (rad*3)/4;
|
|
|
|
//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
|
|
if (Objects[thisobjnum].type == OBJ_PLAYER &&
|
|
((Objects[objnum].type == OBJ_PLAYER) ||
|
|
((Game_mode&GM_MULTI_COOP) && Objects[objnum].type == OBJ_WEAPON && Objects[objnum].ctype.laser_info.parent_type == OBJ_PLAYER)))
|
|
fudged_rad = rad/2; //(rad*3)/4;
|
|
|
|
d = check_vector_to_object(&hit_point,p0,p1,fudged_rad,&Objects[objnum],&Objects[thisobjnum]);
|
|
|
|
if (d) //we have intersection
|
|
if (d < closest_d) {
|
|
fvi_hit_object = objnum;
|
|
Assert(fvi_hit_object!=-1);
|
|
closest_d = d;
|
|
closest_hit_point = hit_point;
|
|
hit_type=HIT_OBJECT;
|
|
}
|
|
}
|
|
|
|
if ( (thisobjnum > -1 ) && (CollisionResult[Objects[thisobjnum].type][OBJ_WALL] == RESULT_NOTHING ) )
|
|
rad = 0; //HACK - ignore when edges hit walls
|
|
|
|
//now, check segment walls
|
|
|
|
startmask = get_seg_masks(p0,startseg,rad).facemask;
|
|
|
|
masks = get_seg_masks(p1,startseg,rad); //on back of which faces?
|
|
endmask = masks.facemask;
|
|
//@@sidemask = masks.sidemask;
|
|
centermask = masks.centermask;
|
|
|
|
if (centermask==0) hit_none_seg = startseg;
|
|
|
|
if (endmask != 0) { //on the back of at least one face
|
|
|
|
int side,bit,face;
|
|
|
|
//for each face we are on the back of, check if intersected
|
|
|
|
for (side=0,bit=1;side<6 && endmask>=bit;side++) {
|
|
int num_faces;
|
|
num_faces = get_num_faces(&seg->sides[side]);
|
|
|
|
if (num_faces == 0)
|
|
num_faces = 1;
|
|
|
|
// commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1;
|
|
|
|
for (face=0;face<2;face++,bit<<=1) {
|
|
|
|
if (endmask & bit) { //on the back of this face
|
|
int face_hit_type; //in what way did we hit the face?
|
|
|
|
|
|
if (seg->children[side] == entry_seg)
|
|
continue; //don't go back through entry side
|
|
|
|
//did we go through this wall/door?
|
|
|
|
//#ifdef NEW_FVI_STUFF
|
|
if (startmask & bit) //start was also though. Do extra check
|
|
face_hit_type = special_check_line_to_face( &hit_point,
|
|
p0,p1,seg,side,
|
|
face,
|
|
((num_faces==1)?4:3),rad);
|
|
else
|
|
//#endif
|
|
//NOTE LINK TO ABOVE!!
|
|
face_hit_type = check_line_to_face( &hit_point,
|
|
p0,p1,seg,side,
|
|
face,
|
|
((num_faces==1)?4:3),rad);
|
|
|
|
|
|
if (face_hit_type) { //through this wall/door
|
|
int wid_flag;
|
|
|
|
//if what we have hit is a door, check the adjoining seg
|
|
|
|
if ( (thisobjnum == Players[Player_num].objnum) && (Physics_cheat_flag==0xBADA55) ) {
|
|
wid_flag = WALL_IS_DOORWAY(seg, side);
|
|
if (seg->children[side] >= 0 )
|
|
wid_flag |= WID_FLY_FLAG;
|
|
} else {
|
|
wid_flag = WALL_IS_DOORWAY(seg, side);
|
|
}
|
|
|
|
if ((wid_flag & WID_FLY_FLAG) ||
|
|
(((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) &&
|
|
((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(&hit_point,seg,side,face))))) {
|
|
|
|
int newsegnum;
|
|
vms_vector sub_hit_point;
|
|
int sub_hit_type,sub_hit_seg;
|
|
vms_vector save_wall_norm = wall_norm;
|
|
int save_hit_objnum=fvi_hit_object;
|
|
int i;
|
|
|
|
//do the check recursively on the next seg.
|
|
|
|
newsegnum = seg->children[side];
|
|
|
|
for (i=0;i<n_segs_visited && newsegnum!=segs_visited[i];i++);
|
|
|
|
if (i==n_segs_visited) { //haven't visited here yet
|
|
int temp_seglist[MAX_FVI_SEGS],temp_n_segs;
|
|
|
|
segs_visited[n_segs_visited++] = newsegnum;
|
|
|
|
if (n_segs_visited >= MAX_SEGS_VISITED)
|
|
goto quit_looking; //we've looked a long time, so give up
|
|
|
|
sub_hit_type = fvi_sub(&sub_hit_point,&sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,&temp_n_segs,startseg);
|
|
|
|
if (sub_hit_type != HIT_NONE) {
|
|
|
|
d = vm_vec_dist(&sub_hit_point,p0);
|
|
|
|
if (d < closest_d) {
|
|
|
|
closest_d = d;
|
|
closest_hit_point = sub_hit_point;
|
|
hit_type = sub_hit_type;
|
|
if (sub_hit_seg!=-1) hit_seg = sub_hit_seg;
|
|
|
|
//copy seglist
|
|
if (flags&FQ_GET_SEGLIST) {
|
|
int ii;
|
|
for (ii=0;i<temp_n_segs && *n_segs<MAX_FVI_SEGS-1;)
|
|
seglist[(*n_segs)++] = temp_seglist[ii++];
|
|
}
|
|
|
|
Assert(*n_segs < MAX_FVI_SEGS);
|
|
}
|
|
else {
|
|
wall_norm = save_wall_norm; //global could be trashed
|
|
fvi_hit_object = save_hit_objnum;
|
|
}
|
|
|
|
}
|
|
else {
|
|
wall_norm = save_wall_norm; //global could be trashed
|
|
if (sub_hit_seg!=-1) hit_none_seg = sub_hit_seg;
|
|
//copy seglist
|
|
if (flags&FQ_GET_SEGLIST) {
|
|
int ii;
|
|
for (ii=0;ii<temp_n_segs && ii<MAX_FVI_SEGS-1;ii++)
|
|
hit_none_seglist[ii] = temp_seglist[ii];
|
|
}
|
|
hit_none_n_segs = temp_n_segs;
|
|
}
|
|
}
|
|
}
|
|
else { //a wall
|
|
|
|
//is this the closest hit?
|
|
|
|
d = vm_vec_dist(&hit_point,p0);
|
|
|
|
if (d < closest_d) {
|
|
closest_d = d;
|
|
closest_hit_point = hit_point;
|
|
hit_type = HIT_WALL;
|
|
|
|
#ifdef COMPACT_SEGS
|
|
get_side_normal(seg, side, face, &wall_norm );
|
|
#else
|
|
wall_norm = seg->sides[side].normals[face];
|
|
#endif
|
|
|
|
|
|
if (get_seg_masks(&hit_point,startseg,rad).centermask==0)
|
|
hit_seg = startseg; //hit in this segment
|
|
else
|
|
fvi_hit_seg2 = startseg;
|
|
|
|
//@@else {
|
|
//@@ mprintf( 0, "Warning on line 991 in physics.c\n" );
|
|
//@@ hit_seg = startseg; //hit in this segment
|
|
//@@ //Int3();
|
|
//@@}
|
|
|
|
fvi_hit_seg = hit_seg;
|
|
fvi_hit_side = side;
|
|
fvi_hit_side_seg = startseg;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Assert(centermask==0 || hit_seg!=startseg);
|
|
|
|
// Assert(sidemask==0); //Error("Didn't find side we went though");
|
|
|
|
quit_looking:
|
|
;
|
|
|
|
if (hit_type == HIT_NONE) { //didn't hit anything, return end point
|
|
int i;
|
|
|
|
*intp = *p1;
|
|
*ints = hit_none_seg;
|
|
//MATT: MUST FIX THIS!!!!
|
|
//Assert(!centermask);
|
|
|
|
if (hit_none_seg!=-1) { ///(centermask == 0)
|
|
if (flags&FQ_GET_SEGLIST)
|
|
//copy seglist
|
|
for (i=0;i<hit_none_n_segs && *n_segs<MAX_FVI_SEGS-1;)
|
|
seglist[(*n_segs)++] = hit_none_seglist[i++];
|
|
}
|
|
else
|
|
if (cur_nest_level!=0)
|
|
*n_segs=0;
|
|
|
|
}
|
|
else {
|
|
*intp = closest_hit_point;
|
|
if (hit_seg==-1)
|
|
if (fvi_hit_seg2 != -1)
|
|
*ints = fvi_hit_seg2;
|
|
else
|
|
*ints = hit_none_seg;
|
|
else
|
|
*ints = hit_seg;
|
|
}
|
|
|
|
Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
|
|
|
|
return hit_type;
|
|
|
|
}
|
|
|
|
/*
|
|
//--unused-- //compute the magnitude of a 2d vector
|
|
//--unused-- fix mag2d(vec2d *v);
|
|
//--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \
|
|
//--unused-- "mov eax,[esi]" \
|
|
//--unused-- "imul eax" \
|
|
//--unused-- "mov ebx,eax" \
|
|
//--unused-- "mov ecx,edx" \
|
|
//--unused-- "mov eax,4[esi]" \
|
|
//--unused-- "imul eax" \
|
|
//--unused-- "add eax,ebx" \
|
|
//--unused-- "adc edx,ecx" \
|
|
//--unused-- "call quad_sqrt";
|
|
*/
|
|
|
|
//--unused-- //returns mag
|
|
//--unused-- fix normalize_2d(vec2d *v)
|
|
//--unused-- {
|
|
//--unused-- fix mag;
|
|
//--unused--
|
|
//--unused-- mag = mag2d(v);
|
|
//--unused--
|
|
//--unused-- v->i = fixdiv(v->i,mag);
|
|
//--unused-- v->j = fixdiv(v->j,mag);
|
|
//--unused--
|
|
//--unused-- return mag;
|
|
//--unused-- }
|
|
|
|
#include "textures.h"
|
|
#include "texmerge.h"
|
|
|
|
#define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i))
|
|
|
|
//finds the uv coords of the given point on the given seg & side
|
|
//fills in u & v. if l is non-NULL fills it in also
|
|
void find_hitpoint_uv(fix *u,fix *v,fix *l,vms_vector *pnt,segment *seg,int sidenum,int facenum)
|
|
{
|
|
vms_vector_array *pnt_array;
|
|
vms_vector_array normal_array;
|
|
int segnum = seg-Segments;
|
|
int num_faces;
|
|
int biggest,ii,jj;
|
|
side *side = &seg->sides[sidenum];
|
|
int vertex_list[6],vertnum_list[6];
|
|
vec2d p1,vec0,vec1,checkp; //@@,checkv;
|
|
uvl uvls[3];
|
|
fix k0,k1;
|
|
int i;
|
|
|
|
//mprintf(0,"\ncheck_trans_wall vec=%x,%x,%x\n",pnt->x,pnt->y,pnt->z);
|
|
|
|
//do lasers pass through illusory walls?
|
|
|
|
//when do I return 0 & 1 for non-transparent walls?
|
|
|
|
if (segnum < 0 || segnum > Highest_segment_index) {
|
|
mprintf((0,"Bad segnum (%d) in find_hitpoint_uv()\n",segnum));
|
|
*u = *v = 0;
|
|
return;
|
|
}
|
|
|
|
if (segnum==-1)
|
|
Error("segnum == -1 in find_hitpoint_uv()");
|
|
|
|
create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum);
|
|
create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum);
|
|
|
|
//now the hard work.
|
|
|
|
//1. find what plane to project this wall onto to make it a 2d case
|
|
|
|
#ifdef COMPACT_SEGS
|
|
get_side_normal(seg, sidenum, facenum, (vms_vector *)&normal_array );
|
|
#else
|
|
memcpy( &normal_array, &side->normals[facenum], sizeof(vms_vector_array) );
|
|
#endif
|
|
biggest = 0;
|
|
|
|
if (abs(normal_array.xyz[1]) > abs(normal_array.xyz[biggest])) biggest = 1;
|
|
if (abs(normal_array.xyz[2]) > abs(normal_array.xyz[biggest])) biggest = 2;
|
|
|
|
if (biggest == 0) ii=1; else ii=0;
|
|
if (biggest == 2) jj=1; else jj=2;
|
|
|
|
//2. compute u,v of intersection point
|
|
|
|
//vec from 1 -> 0
|
|
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+1]];
|
|
p1.i = pnt_array->xyz[ii];
|
|
p1.j = pnt_array->xyz[jj];
|
|
|
|
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+0]];
|
|
vec0.i = pnt_array->xyz[ii] - p1.i;
|
|
vec0.j = pnt_array->xyz[jj] - p1.j;
|
|
|
|
//vec from 1 -> 2
|
|
pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+2]];
|
|
vec1.i = pnt_array->xyz[ii] - p1.i;
|
|
vec1.j = pnt_array->xyz[jj] - p1.j;
|
|
|
|
//vec from 1 -> checkpoint
|
|
pnt_array = (vms_vector_array *)pnt;
|
|
checkp.i = pnt_array->xyz[ii];
|
|
checkp.j = pnt_array->xyz[jj];
|
|
|
|
//@@checkv.i = checkp.i - p1.i;
|
|
//@@checkv.j = checkp.j - p1.j;
|
|
|
|
//mprintf(0," vec0 = %x,%x ",vec0.i,vec0.j);
|
|
//mprintf(0," vec1 = %x,%x ",vec1.i,vec1.j);
|
|
//mprintf(0," checkv = %x,%x\n",checkv.i,checkv.j);
|
|
|
|
k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
|
|
if (abs(vec0.i) > abs(vec0.j))
|
|
k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i);
|
|
else
|
|
k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j);
|
|
|
|
//mprintf(0," k0,k1 = %x,%x\n",k0,k1);
|
|
|
|
for (i=0;i<3;i++)
|
|
uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
|
|
|
|
*u = uvls[1].u + fixmul( k0,uvls[0].u - uvls[1].u) + fixmul(k1,uvls[2].u - uvls[1].u);
|
|
*v = uvls[1].v + fixmul( k0,uvls[0].v - uvls[1].v) + fixmul(k1,uvls[2].v - uvls[1].v);
|
|
|
|
if (l)
|
|
*l = uvls[1].l + fixmul( k0,uvls[0].l - uvls[1].l) + fixmul(k1,uvls[2].l - uvls[1].l);
|
|
|
|
//mprintf(0," u,v = %x,%x\n",*u,*v);
|
|
}
|
|
|
|
//check if a particular point on a wall is a transparent pixel
|
|
//returns 1 if can pass though the wall, else 0
|
|
int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum)
|
|
{
|
|
grs_bitmap *bm;
|
|
side *side = &seg->sides[sidenum];
|
|
int bmx,bmy;
|
|
fix u,v;
|
|
|
|
// Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
|
|
|
|
find_hitpoint_uv(&u,&v,NULL,pnt,seg,sidenum,facenum); // Don't compute light value.
|
|
|
|
if (side->tmap_num2 != 0) {
|
|
bm = texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 );
|
|
} else {
|
|
bm = &GameBitmaps[Textures[side->tmap_num].index];
|
|
PIGGY_PAGE_IN( Textures[side->tmap_num] );
|
|
}
|
|
|
|
if (bm->bm_flags & BM_FLAG_RLE)
|
|
bm = rle_expand_texture(bm);
|
|
|
|
bmx = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
|
|
bmy = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
|
|
|
|
//note: the line above had -v, but that was wrong, so I changed it. if
|
|
//something doesn't work, and you want to make it negative again, you
|
|
//should figure out what's going on.
|
|
|
|
//mprintf(0," bmx,y = %d,%d, color=%x\n",bmx,bmy,bm->bm_data[bmy*64+bmx]);
|
|
|
|
return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR);
|
|
}
|
|
|
|
//new function for Mike
|
|
//note: n_segs_visited must be set to zero before this is called
|
|
int sphere_intersects_wall(vms_vector *pnt,int segnum,fix rad)
|
|
{
|
|
int facemask;
|
|
segment *seg;
|
|
|
|
segs_visited[n_segs_visited++] = segnum;
|
|
|
|
facemask = get_seg_masks(pnt,segnum,rad).facemask;
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
if (facemask != 0) { //on the back of at least one face
|
|
|
|
int side,bit,face;
|
|
|
|
//for each face we are on the back of, check if intersected
|
|
|
|
for (side=0,bit=1;side<6 && facemask>=bit;side++) {
|
|
|
|
for (face=0;face<2;face++,bit<<=1) {
|
|
|
|
if (facemask & bit) { //on the back of this face
|
|
int face_hit_type; //in what way did we hit the face?
|
|
int num_faces,vertex_list[6];
|
|
|
|
//did we go through this wall/door?
|
|
|
|
if ((seg-Segments)==-1)
|
|
Error("segnum == -1 in sphere_intersects_wall()");
|
|
|
|
create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
|
|
|
|
face_hit_type = check_sphere_to_face( pnt,&seg->sides[side],
|
|
face,((num_faces==1)?4:3),rad,vertex_list);
|
|
|
|
if (face_hit_type) { //through this wall/door
|
|
int child,i;
|
|
|
|
//if what we have hit is a door, check the adjoining seg
|
|
|
|
child = seg->children[side];
|
|
|
|
for (i=0;i<n_segs_visited && child!=segs_visited[i];i++);
|
|
|
|
if (i==n_segs_visited) { //haven't visited here yet
|
|
|
|
if (!IS_CHILD(child))
|
|
return 1;
|
|
else {
|
|
|
|
if (sphere_intersects_wall(pnt,child,rad))
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//Returns true if the object is through any walls
|
|
int object_intersects_wall(object *objp)
|
|
{
|
|
n_segs_visited = 0;
|
|
|
|
return sphere_intersects_wall(&objp->pos,objp->segnum,objp->size);
|
|
}
|
|
|
|
|