1267 lines
37 KiB
C++
1267 lines
37 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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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/*
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*
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* New home for find_vector_intersection()
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*
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*/
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#include <algorithm>
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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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#include "pstypes.h"
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#include "u_mem.h"
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#include "dxxerror.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 "gameseg.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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#include "compiler-range_for.h"
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#include "segiter.h"
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using std::min;
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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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//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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static int find_plane_line_intersection(vms_vector &new_pnt,const vms_vector &plane_pnt,const vms_vector &plane_norm,const vms_vector &p0,const vms_vector &p1,fix rad)
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{
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fix num,den;
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auto d = vm_vec_sub(p1,p0);
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const auto w = vm_vec_sub(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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num -= rad; //move point out by rad
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if (den == 0) // moving parallel to wall, so can't hit it
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return 0;
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//check for various bad values
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if (den > 0 && (-num>>15) >= den) //will overflow (large negative)
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num = (f1_0-f0_5)*den;
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if (den > 0 && num > den) //frac greater than one
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return 0;
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if (den < 0 && num < den) //frac greater than one
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return 0;
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if (labs (num) / (f1_0 / 2) >= labs (den))
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return 0;
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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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return 1;
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}
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struct vec2d {
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fix i,j;
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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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struct ij_pair
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{
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fix vms_vector::*largest_normal;
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fix vms_vector::*i;
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fix vms_vector::*j;
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};
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static ij_pair find_largest_normal(vms_vector t)
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{
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t.x = labs(t.x);
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t.y = labs(t.y);
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t.z = labs(t.z);
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if (t.x > t.y)
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{
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if (t.x > t.z)
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return {&vms_vector::x, &vms_vector::z, &vms_vector::y};
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}
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else if (t.y > t.z)
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return {&vms_vector::y, &vms_vector::x, &vms_vector::z};
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return {&vms_vector::z, &vms_vector::y, &vms_vector::x};
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}
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//see if a point in inside a face by projecting into 2d
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static uint check_point_to_face(const vms_vector &checkp, const side *s,int facenum,int nv, const vertex_array_list_t &vertex_list)
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{
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///
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int edge;
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uint edgemask;
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fix check_i,check_j;
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vms_vector norm = s->normals[facenum];
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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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ij_pair ij = find_largest_normal(norm);
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if (norm.*ij.largest_normal <= 0)
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{
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using std::swap;
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swap(ij.i, ij.j);
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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.*ij.i;
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check_j = checkp.*ij.j;
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for (edge=edgemask=0;edge<nv;edge++) {
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vec2d edgevec,checkvec;
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fix64 d;
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const vms_vector &v0 = Vertices[vertex_list[facenum*3+edge]];
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const vms_vector &v1 = Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
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edgevec.i = v1.*ij.i - v0.*ij.i;
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edgevec.j = v1.*ij.j - v0.*ij.j;
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checkvec.i = check_i - v0.*ij.i;
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checkvec.j = check_j - v0.*ij.j;
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d = fixmul64(checkvec.i,edgevec.j) - fixmul64(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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static int check_sphere_to_face(const vms_vector &pnt, const side *s,int facenum,int nv,fix rad,const vertex_array_list_t &vertex_list)
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{
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const auto 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; //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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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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const auto &v0 = Vertices[vertex_list[facenum*3+edgenum]];
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const auto &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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const auto checkvec = vm_vec_sub(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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static int check_line_to_face(vms_vector &newp,const vms_vector &p0,const vms_vector &p1,const vcsegptridx_t seg,int side,int facenum,int nv,fix rad)
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{
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int pli;
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const struct side *s=&seg->sides[side];
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int vertnum;
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vms_vector norm;
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norm = seg->sides[side].normals[facenum];
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const auto v = create_abs_vertex_lists(seg, side);
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const auto &num_faces = v.first;
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const auto &vertex_list = v.second;
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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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auto b = begin(vertex_list);
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vertnum = *std::min_element(b, std::next(b, 4));
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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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auto 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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static fix calc_det_value(const 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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static int check_line_to_line(fix *t1,fix *t2,const vms_vector &p1,const vms_vector &v1,const vms_vector &p2,const 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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*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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*t2 = fixdiv(d,cross_mag2);
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return 1; //found point
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}
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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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static int special_check_line_to_face(vms_vector &newp,const vms_vector &p0,const vms_vector &p1,const vcsegptridx_t seg,int side,int facenum,int nv,fix rad)
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{
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fix edge_t=0,move_t=0,edge_t2=0,move_t2=0,closest_dist=0;
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fix edge_len=0,move_len=0;
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int edgenum;
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uint edgemask;
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const struct side *s=&seg->sides[side];
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//calc some basic stuff
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const auto v = create_abs_vertex_lists(seg, side);
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const auto &vertex_list = v.second;
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auto move_vec = vm_vec_sub(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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const auto &edge_v0 = Vertices[vertex_list[facenum*3+edgenum]];
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const auto &edge_v1 = Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
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auto edge_vec = vm_vec_sub(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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const auto closest_point_edge = vm_vec_scale_add(edge_v0,edge_vec,edge_t2);
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const auto closest_point_move = vm_vec_scale_add(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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static int check_vector_to_sphere_1(vms_vector &intp,const vms_vector &p0,const vms_vector &p1,const vms_vector &sphere_pos,fix sphere_rad)
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{
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vms_vector dn;
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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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const auto d = vm_vec_sub(p1,p0);
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const auto w = vm_vec_sub(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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const auto closest_point = vm_vec_scale_add(p0,dn,w_dist);
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dist = vm_vec_dist(closest_point,sphere_pos);
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if (dist < sphere_rad) {
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fix dist2,rad2,shorten;
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dist2 = fixmul(dist,dist);
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rad2 = fixmul(sphere_rad,sphere_rad);
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shorten = fix_sqrt(rad2 - dist2);
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int_dist = w_dist-shorten;
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if (int_dist > mag_d || int_dist < 0) //past one or the other end of vector, which means we're inside
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{
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//past one or the other end of vector, which means we're inside? WRONG! Either you're inside OR you didn't quite make it!
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if(vm_vec_dist(p0, sphere_pos) < sphere_rad)
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{
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intp = p0; //don't move at all
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return 1; // note that we do not calculate a valid collision point. This is up to collision handling.
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} else {
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return 0;
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}
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}
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vm_vec_scale_add(intp,p0,dn,int_dist); //calc intersection point
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return int_dist;
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}
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else
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return 0;
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}
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/*
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//$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
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//$$
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//$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
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//$$ "mov eax,ebx" \
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//$$ "imul eax" \
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//$$ \
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//$$ "mov ebx,eax" \
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//$$ "mov eax,ecx" \
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//$$ "mov ecx,edx" \
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//$$ \
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//$$ "imul eax" \
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//$$ \
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//$$ "sub eax,ebx" \
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//$$ "sbb edx,ecx" \
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//$$ \
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//$$ "call quad_sqrt" \
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//$$ \
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//$$ "push eax" \
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//$$ \
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//$$ "push ebx" \
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//$$ "push ecx" \
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//$$ \
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//$$ "mov eax,[esi]" \
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//$$ "imul eax" \
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//$$ "mov ebx,eax" \
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//$$ "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
|
|
static fix check_vector_to_object(vms_vector &intp,const vms_vector &p0,const vms_vector &p1,fix rad,const vcobjptr_t obj,const vcobjptr_t otherobj)
|
|
{
|
|
fix size = obj->size;
|
|
|
|
if (obj->type == OBJ_ROBOT && Robot_info[get_robot_id(obj)].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
|
|
struct fvi_segment_visit_count_t
|
|
{
|
|
unsigned count;
|
|
fvi_segment_visit_count_t() : count(0)
|
|
{
|
|
}
|
|
};
|
|
struct fvi_segments_visited_t : public fvi_segment_visit_count_t, public visited_segment_bitarray_t
|
|
{
|
|
};
|
|
|
|
int fvi_nest_count;
|
|
|
|
//these vars are used to pass vars from fvi_sub() to find_vector_intersection()
|
|
objnum_t fvi_hit_object; // object number of object hit in last find_vector_intersection call.
|
|
segnum_t 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
|
|
segnum_t fvi_hit_seg2; // what segment the hit point is in
|
|
|
|
static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vcsegptridx_t startseg,const vms_vector &p1,fix rad,objnum_t thisobjnum,const objnum_t *ignore_obj_list,int flags,fvi_info::segment_array_t &seglist,segnum_t entry_seg, fvi_segments_visited_t &visited);
|
|
|
|
//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;
|
|
segnum_t hit_seg2;
|
|
vms_vector hit_pnt;
|
|
|
|
Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
|
|
|
|
fvi_hit_seg = segment_none;
|
|
fvi_hit_side = -1;
|
|
|
|
fvi_hit_object = object_none;
|
|
|
|
//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
|
|
|
|
// invalid segnum, so say there is no hit.
|
|
if(fq->startseg < 0 || fq->startseg > Highest_segment_index)
|
|
{
|
|
|
|
hit_data->hit_type = HIT_BAD_P0;
|
|
hit_data->hit_pnt = *fq->p0;
|
|
hit_data->hit_seg = hit_data->hit_side = hit_data->hit_object = 0;
|
|
hit_data->hit_side_seg = segment_none;
|
|
|
|
return hit_data->hit_type;
|
|
}
|
|
|
|
// Viewer is not in segment as claimed, so say there is no hit.
|
|
if(!(get_seg_masks(*fq->p0, fq->startseg, 0, __FILE__, __LINE__).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 = segment_none;
|
|
|
|
return hit_data->hit_type;
|
|
}
|
|
|
|
fvi_segments_visited_t visited;
|
|
visited[fq->startseg] = true;
|
|
|
|
fvi_nest_count = 0;
|
|
|
|
hit_seg2 = fvi_hit_seg2 = segment_none;
|
|
|
|
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,segment_exit,visited);
|
|
segnum_t hit_seg;
|
|
if (hit_seg2 != segment_none && !get_seg_masks(hit_pnt, hit_seg2, 0, __FILE__, __LINE__).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==segment_none)
|
|
if (fvi_hit_seg2 != segment_none && get_seg_masks(hit_pnt, fvi_hit_seg2, 0, __FILE__, __LINE__).centermask == 0)
|
|
hit_seg = fvi_hit_seg2;
|
|
|
|
if (hit_seg == segment_none) {
|
|
int new_hit_type;
|
|
segnum_t new_hit_seg2=segment_none;
|
|
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,segment_exit,visited);
|
|
(void)new_hit_type; // FIXME! This should become hit_type, right?
|
|
|
|
if (new_hit_seg2 != segment_none) {
|
|
hit_seg = new_hit_seg2;
|
|
hit_pnt = new_hit_pnt;
|
|
}
|
|
}
|
|
|
|
|
|
if (hit_seg!=segment_none && fq->flags&FQ_GET_SEGLIST)
|
|
{
|
|
if (hit_data->seglist.empty() || (hit_data->seglist.count() < hit_data->seglist.size() && hit_seg != hit_data->seglist.back()))
|
|
hit_data->seglist.emplace_back(hit_seg);
|
|
|
|
fvi_info::segment_array_t::iterator i = hit_data->seglist.find(hit_seg), e = hit_data->seglist.end();
|
|
if (i != e)
|
|
hit_data->seglist.erase(++i);
|
|
}
|
|
|
|
//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==object_none));
|
|
|
|
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, __FILE__, __LINE__).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-- }
|
|
|
|
static int obj_in_list(objnum_t objnum,const objnum_t *obj_list)
|
|
{
|
|
objnum_t t;
|
|
|
|
while ((t=*obj_list)!=object_none && t!=objnum) obj_list++;
|
|
|
|
return (t==objnum);
|
|
|
|
}
|
|
|
|
static int check_trans_wall(const vms_vector &pnt,const vcsegptridx_t seg,int sidenum,int facenum);
|
|
|
|
static void append_segments(fvi_info::segment_array_t &dst, const fvi_info::segment_array_t &src)
|
|
{
|
|
/* Avoid overflow. Original code had n_segs < MAX_SEGS_VISITED-1,
|
|
* so leave an extra slot on min.
|
|
*/
|
|
size_t scount = src.count(), dcount=dst.count(), count = std::min(scount, dst.size() - dcount - 1);
|
|
std::copy(src.begin(), src.begin() + count, std::back_inserter(dst));
|
|
}
|
|
|
|
static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vcsegptridx_t startseg,const vms_vector &p1,fix rad,objnum_t thisobjnum,const objnum_t *ignore_obj_list,int flags,fvi_info::segment_array_t &seglist,segnum_t entry_seg, fvi_segments_visited_t &visited)
|
|
{
|
|
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
|
|
segmasks masks;
|
|
vms_vector hit_point,closest_hit_point = ZERO_VECTOR; //where we hit
|
|
fix d,closest_d=0x7fffffff; //distance to hit point
|
|
int hit_type=HIT_NONE; //what sort of hit
|
|
segnum_t hit_seg=segment_none;
|
|
segnum_t hit_none_seg=segment_none;
|
|
fvi_info::segment_array_t hit_none_seglist;
|
|
int cur_nest_level = fvi_nest_count;
|
|
|
|
//fvi_hit_object = -1;
|
|
|
|
seglist.clear();
|
|
if (flags&FQ_GET_SEGLIST)
|
|
seglist.emplace_back(startseg);
|
|
|
|
auto &seg = startseg; //the segment we're looking at
|
|
|
|
fvi_nest_count++;
|
|
|
|
//first, see if vector hit any objects in this segment
|
|
if (flags & FQ_CHECK_OBJS)
|
|
range_for (auto objnum, objects_in(*seg))
|
|
if ( !(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 != object_none) &&
|
|
(CollisionResult[Objects[thisobjnum].type][objnum->type] == RESULT_NOTHING ) &&
|
|
(CollisionResult[objnum->type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
|
|
int fudged_rad = rad;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set
|
|
if (objnum->type == OBJ_POWERUP)
|
|
if (flags & FQ_IGNORE_POWERUPS)
|
|
continue;
|
|
#endif
|
|
|
|
// 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 (objnum->type == OBJ_ROBOT)
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (!(Robot_info[get_robot_id(objnum)].attack_type && Robot_info[get_robot_id(&Objects[thisobjnum])].attack_type))
|
|
#endif
|
|
// -- 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[get_robot_id(&Objects[thisobjnum])].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 &&
|
|
((objnum->type == OBJ_PLAYER) ||
|
|
((Game_mode&GM_MULTI_COOP) && objnum->type == OBJ_WEAPON && 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,objnum,&Objects[thisobjnum]);
|
|
|
|
if (d) //we have intersection
|
|
if (d < closest_d) {
|
|
fvi_hit_object = objnum;
|
|
Assert(fvi_hit_object!=object_none);
|
|
closest_d = d;
|
|
closest_hit_point = hit_point;
|
|
hit_type=HIT_OBJECT;
|
|
}
|
|
}
|
|
|
|
if ( (thisobjnum != object_none ) && (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, __FILE__, __LINE__).facemask;
|
|
|
|
masks = get_seg_masks(p1, startseg, rad, __FILE__, __LINE__); //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?
|
|
|
|
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
|
|
//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
|
|
auto wid_flag = WALL_IS_DOORWAY(seg, side);
|
|
|
|
//if what we have hit is a door, check the adjoining seg
|
|
|
|
if ( (thisobjnum == Players[Player_num].objnum) && (cheats.ghostphysics) ) {
|
|
if (seg->children[side] >= 0 )
|
|
wid_flag |= WID_FLY_FLAG;
|
|
}
|
|
|
|
if ((wid_flag & WID_FLY_FLAG) ||
|
|
(
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
(wid_flag == WID_TRANSPARENT_WALL) &&
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) &&
|
|
#endif
|
|
((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(hit_point,seg,side,face))))) {
|
|
|
|
segnum_t newsegnum,sub_hit_seg;
|
|
vms_vector sub_hit_point;
|
|
int sub_hit_type;
|
|
vms_vector save_wall_norm = wall_norm;
|
|
auto save_hit_objnum = fvi_hit_object;
|
|
|
|
//do the check recursively on the next seg.
|
|
|
|
newsegnum = seg->children[side];
|
|
|
|
if (!visited[newsegnum]) { //haven't visited here yet
|
|
visited[newsegnum] = true;
|
|
++ visited.count;
|
|
|
|
if (visited.count >= MAX_SEGS_VISITED)
|
|
goto quit_looking; //we've looked a long time, so give up
|
|
|
|
fvi_info::segment_array_t temp_seglist;
|
|
sub_hit_type = fvi_sub(sub_hit_point,sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,startseg,visited);
|
|
|
|
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!=segment_none) hit_seg = sub_hit_seg;
|
|
|
|
//copy seglist
|
|
if (flags&FQ_GET_SEGLIST) {
|
|
append_segments(seglist, temp_seglist);
|
|
}
|
|
}
|
|
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!=segment_none) hit_none_seg = sub_hit_seg;
|
|
//copy seglist
|
|
if (flags&FQ_GET_SEGLIST) {
|
|
hit_none_seglist = temp_seglist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
|
|
wall_norm = seg->sides[side].normals[face];
|
|
|
|
|
|
if (get_seg_masks(hit_point, startseg, rad, __FILE__, __LINE__).centermask == 0)
|
|
hit_seg = startseg; //hit in this segment
|
|
else
|
|
fvi_hit_seg2 = startseg;
|
|
|
|
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
|
|
intp = p1;
|
|
ints = hit_none_seg;
|
|
//MATT: MUST FIX THIS!!!!
|
|
//Assert(!centermask);
|
|
|
|
if (hit_none_seg!=segment_none) { ///(centermask == 0)
|
|
if (flags&FQ_GET_SEGLIST)
|
|
//copy seglist
|
|
append_segments(seglist, hit_none_seglist);
|
|
}
|
|
else
|
|
if (cur_nest_level!=0)
|
|
seglist.clear();
|
|
|
|
}
|
|
else {
|
|
intp = closest_hit_point;
|
|
if (hit_seg==segment_none)
|
|
if (fvi_hit_seg2 != segment_none)
|
|
ints = fvi_hit_seg2;
|
|
else
|
|
ints = hit_none_seg;
|
|
else
|
|
ints = hit_seg;
|
|
}
|
|
|
|
Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==object_none));
|
|
|
|
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,const vms_vector &pnt,const vcsegptridx_t seg,int sidenum,int facenum)
|
|
{
|
|
const side *side = &seg->sides[sidenum];
|
|
uvl uvls[3];
|
|
fix k0,k1;
|
|
int i;
|
|
|
|
//do lasers pass through illusory walls?
|
|
|
|
//when do I return 0 & 1 for non-transparent walls?
|
|
|
|
segnum_t segnum = seg;
|
|
if (segnum < 0 || segnum > Highest_segment_index) {
|
|
*u = *v = 0;
|
|
return;
|
|
}
|
|
|
|
const auto vx = create_abs_vertex_lists(seg, sidenum);
|
|
const auto &vertex_list = vx.second;
|
|
const auto vn = create_all_vertnum_lists(seg, sidenum);
|
|
const auto &vertnum_list = vn.second;
|
|
|
|
//now the hard work.
|
|
|
|
//1. find what plane to project this wall onto to make it a 2d case
|
|
|
|
vms_vector normal_array = side->normals[facenum];
|
|
auto fmax = [](const vms_vector &v, fix vms_vector::*a, fix vms_vector::*b) {
|
|
return abs(v.*a) > abs(v.*b) ? a : b;
|
|
};
|
|
const auto biggest = fmax(normal_array, &vms_vector::z, fmax(normal_array, &vms_vector::y, &vms_vector::x));
|
|
const auto ii = (biggest == &vms_vector::x) ? &vms_vector::y : &vms_vector::x;
|
|
const auto jj = (biggest == &vms_vector::z) ? &vms_vector::y : &vms_vector::z;
|
|
|
|
//2. compute u,v of intersection point
|
|
|
|
//vec from 1 -> 0
|
|
const vms_vector &vf1 = Vertices[vertex_list[facenum*3+1]];
|
|
const vec2d p1{vf1.*ii, vf1.*jj};
|
|
|
|
const vms_vector &vf0 = Vertices[vertex_list[facenum*3+0]];
|
|
const vec2d vec0{vf0.*ii - p1.i, vf0.*jj - p1.j};
|
|
//vec from 1 -> 2
|
|
const vms_vector &vf2 = Vertices[vertex_list[facenum*3+2]];
|
|
const vec2d vec1{vf2.*ii - p1.i, vf2.*jj - p1.j};
|
|
|
|
//vec from 1 -> checkpoint
|
|
const vec2d checkp{pnt.*ii, pnt.*jj};
|
|
|
|
//@@checkv.i = checkp.i - p1.i;
|
|
//@@checkv.j = checkp.j - p1.j;
|
|
|
|
k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (vec0.i)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (abs(vec0.i) > abs(vec0.j))
|
|
#endif
|
|
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);
|
|
|
|
for (i=0;i<3;i++)
|
|
uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
|
|
|
|
auto p = [&uvls, k0, k1](fix uvl::*p) {
|
|
return uvls[1].*p + fixmul(k0,uvls[0].*p - uvls[1].*p) + fixmul(k1,uvls[2].*p - uvls[1].*p);
|
|
};
|
|
*u = p(&uvl::u);
|
|
*v = p(&uvl::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(const vms_vector &pnt,const vcsegptridx_t seg,int sidenum,int facenum)
|
|
{
|
|
auto *side = &seg->sides[sidenum];
|
|
int bmx,bmy;
|
|
fix u,v;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
|
|
#endif
|
|
|
|
find_hitpoint_uv(&u,&v,pnt,seg,sidenum,facenum); // Don't compute light value.
|
|
|
|
const grs_bitmap &rbm = (side->tmap_num2 != 0) ? texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 ) :
|
|
GameBitmaps[Textures[PIGGY_PAGE_IN(Textures[side->tmap_num]), side->tmap_num].index];
|
|
const auto bm = rle_expand_texture(rbm);
|
|
|
|
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.
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
return (gr_gpixel (*bm, bmx, bmy) == 255);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR);
|
|
#endif
|
|
}
|
|
|
|
//new function for Mike
|
|
//note: n_segs_visited must be set to zero before this is called
|
|
static int sphere_intersects_wall(const vms_vector &pnt,const vcsegptridx_t segnum,fix rad,segnum_t *hseg,int *hside,int *hface, fvi_segments_visited_t &visited)
|
|
{
|
|
int facemask;
|
|
visited[segnum] = true;
|
|
++visited.count;
|
|
|
|
facemask = get_seg_masks(pnt, segnum, rad, __FILE__, __LINE__).facemask;
|
|
|
|
const auto &seg = 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?
|
|
|
|
//did we go through this wall/door?
|
|
const auto v = create_abs_vertex_lists(seg, side);
|
|
const auto &num_faces = v.first;
|
|
const auto &vertex_list = v.second;
|
|
|
|
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
|
|
//if what we have hit is a door, check the adjoining seg
|
|
|
|
auto child = seg->children[side];
|
|
|
|
if (!IS_CHILD(child))
|
|
{
|
|
if (hseg) *hseg = segnum;
|
|
if (hside) *hside = side;
|
|
if (hface) *hface = face;
|
|
return 1;
|
|
}
|
|
else if (!visited[child]) { //haven't visited here yet
|
|
if (sphere_intersects_wall(pnt,child,rad,hseg,hside,hface,visited))
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//Returns true if the object is through any walls
|
|
int object_intersects_wall(const vobjptr_t objp)
|
|
{
|
|
fvi_segments_visited_t visited;
|
|
return sphere_intersects_wall(objp->pos,objp->segnum,objp->size,nullptr,nullptr,nullptr,visited);
|
|
}
|
|
|
|
int object_intersects_wall_d(const vobjptr_t objp,segnum_t *hseg,int *hside,int *hface)
|
|
{
|
|
fvi_segments_visited_t visited;
|
|
return sphere_intersects_wall(objp->pos,objp->segnum,objp->size,hseg,hside,hface,visited);
|
|
}
|