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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * New home for find_vector_intersection() |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #include <algorithm> |
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| 27 | #include <stdio.h> |
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| 28 | #include <stdlib.h> |
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| 29 | #include <string.h> |
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| 30 | #include "pstypes.h" |
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| 31 | #include "u_mem.h" |
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| 32 | #include "dxxerror.h" |
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| 33 | #include "inferno.h" |
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| 34 | #include "fvi.h" |
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| 35 | #include "segment.h" |
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| 36 | #include "object.h" |
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| 37 | #include "wall.h" |
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| 38 | #include "laser.h" |
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| 39 | #include "gameseg.h" |
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| 40 | #include "rle.h" |
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| 41 | #include "robot.h" |
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| 42 | #include "piggy.h" |
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| 43 | #include "player.h" |
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| 44 | #include "compiler-range_for.h" |
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| 45 | #include "segiter.h" |
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| 46 | |||
| 47 | using std::min; |
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| 48 | |||
| 49 | #define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num)) |
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| 50 | |||
| 51 | //find the point on the specified plane where the line intersects |
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| 52 | //returns true if point found, false if line parallel to plane |
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| 53 | //new_pnt is the found point on the plane |
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| 54 | //plane_pnt & plane_norm describe the plane |
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| 55 | //p0 & p1 are the ends of the line |
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| 56 | __attribute_warn_unused_result |
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| 57 | 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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| 58 | { |
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| 59 | auto d = vm_vec_sub(p1,p0); |
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| 60 | const fix den = -vm_vec_dot(plane_norm,d); |
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| 61 | if (unlikely(!den)) // moving parallel to wall, so can't hit it |
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| 62 | return 0; |
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| 63 | |||
| 64 | const auto w = vm_vec_sub(p0,plane_pnt); |
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| 65 | fix num = vm_vec_dot(plane_norm,w) - rad; //move point out by rad |
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| 66 | |||
| 67 | //check for various bad values |
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| 68 | if (den > 0 && (-num>>15) >= den) //will overflow (large negative) |
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| 69 | num = (f1_0-f0_5)*den; |
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| 70 | if (den > 0 && num > den) //frac greater than one |
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| 71 | return 0; |
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| 72 | if (den < 0 && num < den) //frac greater than one |
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| 73 | return 0; |
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| 74 | if (labs (num) / (f1_0 / 2) >= labs (den)) |
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| 75 | return 0; |
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| 76 | |||
| 77 | vm_vec_scale2(d,num,den); |
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| 78 | vm_vec_add(new_pnt,p0,d); |
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| 79 | |||
| 80 | return 1; |
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| 81 | |||
| 82 | } |
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| 83 | |||
| 84 | namespace { |
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| 85 | |||
| 86 | struct vec2d { |
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| 87 | fix i,j; |
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| 88 | }; |
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| 89 | |||
| 90 | //intersection types |
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| 91 | #define IT_NONE 0 //doesn't touch face at all |
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| 92 | #define IT_FACE 1 //touches face |
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| 93 | #define IT_EDGE 2 //touches edge of face |
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| 94 | #define IT_POINT 3 //touches vertex |
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| 95 | |||
| 96 | struct ij_pair |
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| 97 | { |
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| 98 | fix vms_vector::*largest_normal; |
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| 99 | fix vms_vector::*i; |
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| 100 | fix vms_vector::*j; |
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| 101 | }; |
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| 102 | |||
| 103 | } |
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| 104 | |||
| 105 | __attribute_warn_unused_result |
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| 106 | static ij_pair find_largest_normal(vms_vector t) |
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| 107 | { |
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| 108 | t.x = labs(t.x); |
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| 109 | t.y = labs(t.y); |
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| 110 | t.z = labs(t.z); |
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| 111 | if (t.x > t.y) |
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| 112 | { |
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| 113 | if (t.x > t.z) |
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| 114 | return {&vms_vector::x, &vms_vector::z, &vms_vector::y}; |
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| 115 | } |
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| 116 | else if (t.y > t.z) |
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| 117 | return {&vms_vector::y, &vms_vector::x, &vms_vector::z}; |
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| 118 | return {&vms_vector::z, &vms_vector::y, &vms_vector::x}; |
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| 119 | } |
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| 120 | |||
| 121 | //see if a point in inside a face by projecting into 2d |
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| 122 | __attribute_warn_unused_result |
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| 123 | static unsigned check_point_to_face(const vms_vector &checkp, const vms_vector &norm, const unsigned facenum, const unsigned nv, const vertex_array_list_t &vertex_list) |
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| 124 | { |
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| 125 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 126 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 127 | /// |
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| 128 | int edge; |
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| 129 | uint edgemask; |
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| 130 | fix check_i,check_j; |
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| 131 | //now do 2d check to see if point is in side |
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| 132 | |||
| 133 | //project polygon onto plane by finding largest component of normal |
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| 134 | ij_pair ij = find_largest_normal(norm); |
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| 135 | if (norm.*ij.largest_normal <= 0) |
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| 136 | { |
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| 137 | using std::swap; |
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| 138 | swap(ij.i, ij.j); |
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| 139 | } |
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| 140 | |||
| 141 | //now do the 2d problem in the i,j plane |
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| 142 | |||
| 143 | check_i = checkp.*ij.i; |
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| 144 | check_j = checkp.*ij.j; |
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| 145 | |||
| 146 | auto &vcvertptr = Vertices.vcptr; |
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| 147 | for (edge=edgemask=0;edge<nv;edge++) { |
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| 148 | vec2d edgevec,checkvec; |
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| 149 | fix64 d; |
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| 150 | |||
| 151 | auto &v0 = *vcvertptr(vertex_list[facenum * 3 + edge]); |
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| 152 | auto &v1 = *vcvertptr(vertex_list[facenum * 3 + ((edge + 1) % nv)]); |
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| 153 | |||
| 154 | edgevec.i = v1.*ij.i - v0.*ij.i; |
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| 155 | edgevec.j = v1.*ij.j - v0.*ij.j; |
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| 156 | |||
| 157 | checkvec.i = check_i - v0.*ij.i; |
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| 158 | checkvec.j = check_j - v0.*ij.j; |
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| 159 | |||
| 160 | d = fixmul64(checkvec.i,edgevec.j) - fixmul64(checkvec.j,edgevec.i); |
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| 161 | |||
| 162 | if (d < 0) //we are outside of triangle |
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| 163 | edgemask |= (1<<edge); |
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| 164 | } |
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| 165 | |||
| 166 | return edgemask; |
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| 167 | |||
| 168 | } |
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| 169 | |||
| 170 | //check if a sphere intersects a face |
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| 171 | __attribute_warn_unused_result |
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| 172 | static int check_sphere_to_face(const vms_vector &pnt, const vms_vector &normal, const unsigned facenum, const unsigned nv, const fix rad, const vertex_array_list_t &vertex_list) |
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| 173 | { |
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| 174 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 175 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 176 | const auto checkp = pnt; |
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| 177 | uint edgemask; |
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| 178 | |||
| 179 | //now do 2d check to see if point is in side |
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| 180 | |||
| 181 | edgemask = check_point_to_face(pnt, normal, facenum, nv, vertex_list); |
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| 182 | |||
| 183 | //we've gone through all the sides, are we inside? |
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| 184 | |||
| 185 | if (edgemask == 0) |
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| 186 | return IT_FACE; |
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| 187 | else { |
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| 188 | vms_vector edgevec; //this time, real 3d vectors |
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| 189 | vms_vector closest_point; |
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| 190 | int itype; |
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| 191 | int edgenum; |
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| 192 | |||
| 193 | //get verts for edge we're behind |
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| 194 | |||
| 195 | for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++); |
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| 196 | |||
| 197 | auto &vcvertptr = Vertices.vcptr; |
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| 198 | auto &v0 = *vcvertptr(vertex_list[facenum * 3 + edgenum]); |
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| 199 | auto &v1 = *vcvertptr(vertex_list[facenum * 3 + ((edgenum + 1) % nv)]); |
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| 200 | |||
| 201 | //check if we are touching an edge or point |
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| 202 | |||
| 203 | const auto checkvec = vm_vec_sub(checkp,v0); |
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| 204 | const auto edgelen = vm_vec_normalized_dir(edgevec,v1,v0); |
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| 205 | |||
| 206 | //find point dist from planes of ends of edge |
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| 207 | |||
| 208 | const auto d = vm_vec_dot(edgevec,checkvec); |
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| 209 | if (d < 0) |
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| 210 | return IT_NONE; |
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| 211 | else if (d > edgelen) |
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| 212 | return IT_NONE; |
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| 213 | |||
| 214 | if (d+rad < 0) return IT_NONE; //too far behind start point |
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| 215 | |||
| 216 | if (d-rad > edgelen) return IT_NONE; //too far part end point |
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| 217 | |||
| 218 | //find closest point on edge to check point |
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| 219 | |||
| 220 | else { |
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| 221 | itype = IT_EDGE; |
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| 222 | |||
| 223 | //vm_vec_scale(&edgevec,d); |
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| 224 | //vm_vec_add(&closest_point,v0,&edgevec); |
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| 225 | |||
| 226 | vm_vec_scale_add(closest_point,v0,edgevec,d); |
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| 227 | } |
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| 228 | |||
| 229 | const auto dist = vm_vec_dist2(checkp,closest_point); |
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| 230 | const fix64 rad64 = rad; |
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| 231 | if (dist > vm_distance_squared{rad64 * rad64}) |
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| 232 | return IT_NONE; |
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| 233 | return itype; |
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| 234 | } |
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| 235 | |||
| 236 | |||
| 237 | } |
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| 238 | |||
| 239 | //returns true if line intersects with face. fills in newp with intersection |
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| 240 | //point on plane, whether or not line intersects side |
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| 241 | //facenum determines which of four possible faces we have |
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| 242 | //note: the seg parm is temporary, until the face itself has a point field |
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| 243 | __attribute_warn_unused_result |
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| 244 | static int check_line_to_face(vms_vector &newp, const vms_vector &p0, const vms_vector &p1, const shared_segment &seg, const unsigned side, const unsigned facenum, const unsigned nv, const fix rad) |
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| 245 | { |
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| 246 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 247 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 248 | auto &s = seg.sides[side]; |
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| 249 | const vms_vector &norm = s.normals[facenum]; |
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| 250 | |||
| 251 | const auto v = create_abs_vertex_lists(seg, s, side); |
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| 252 | const auto &num_faces = v.first; |
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| 253 | const auto &vertex_list = v.second; |
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| 254 | |||
| 255 | //use lowest point number |
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| 256 | unsigned vertnum; |
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| 257 | if (num_faces==2) { |
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| 258 | vertnum = min(vertex_list[0],vertex_list[2]); |
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| 259 | } |
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| 260 | else { |
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| 261 | auto b = begin(vertex_list); |
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| 262 | vertnum = *std::min_element(b, std::next(b, 4)); |
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| 263 | } |
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| 264 | |||
| 265 | auto &vcvertptr = Vertices.vcptr; |
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| 266 | auto pli = find_plane_line_intersection(newp, vcvertptr(vertnum), norm, p0, p1, rad); |
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| 267 | |||
| 268 | if (!pli) return IT_NONE; |
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| 269 | |||
| 270 | auto checkp = newp; |
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| 271 | |||
| 272 | //if rad != 0, project the point down onto the plane of the polygon |
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| 273 | |||
| 274 | if (rad!=0) |
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| 275 | vm_vec_scale_add2(checkp,norm,-rad); |
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| 276 | |||
| 277 | return check_sphere_to_face(checkp, s.normals[facenum], facenum, nv, rad, vertex_list); |
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| 278 | } |
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| 279 | |||
| 280 | //returns the value of a determinant |
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| 281 | __attribute_warn_unused_result |
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| 282 | static fix calc_det_value(const vms_matrix *det) |
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| 283 | { |
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| 284 | return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) - |
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| 285 | fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) - |
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| 286 | fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) + |
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| 287 | fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) + |
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| 288 | fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) - |
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| 289 | fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x)); |
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| 290 | } |
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| 291 | |||
| 292 | //computes the parameters of closest approach of two lines |
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| 293 | //fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1 |
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| 294 | 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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| 295 | { |
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| 296 | vms_matrix det; |
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| 297 | fix d,cross_mag2; //mag squared cross product |
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| 298 | |||
| 299 | vm_vec_cross(det.fvec,v1,v2); |
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| 300 | cross_mag2 = vm_vec_dot(det.fvec,det.fvec); |
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| 301 | |||
| 302 | if (cross_mag2 == 0) |
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| 303 | return 0; //lines are parallel |
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| 304 | |||
| 305 | vm_vec_sub(det.rvec,p2,p1); |
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| 306 | det.uvec = v2; |
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| 307 | d = calc_det_value(&det); |
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| 308 | *t1 = fixdiv(d,cross_mag2); |
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| 309 | |||
| 310 | det.uvec = v1; |
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| 311 | d = calc_det_value(&det); |
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| 312 | *t2 = fixdiv(d,cross_mag2); |
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| 313 | |||
| 314 | return 1; //found point |
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| 315 | } |
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| 316 | |||
| 317 | //this version is for when the start and end positions both poke through |
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| 318 | //the plane of a side. In this case, we must do checks against the edge |
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| 319 | //of faces |
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| 320 | __attribute_warn_unused_result |
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| 321 | static int special_check_line_to_face(vms_vector &newp, const vms_vector &p0, const vms_vector &p1, const shared_segment &seg, const unsigned side, const unsigned facenum, const unsigned nv, const fix rad) |
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| 322 | { |
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| 323 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 324 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 325 | fix edge_t=0,move_t=0,edge_t2=0,move_t2=0; |
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| 326 | int edgenum; |
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| 327 | auto &s = seg.sides[side]; |
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| 328 | |||
| 329 | //calc some basic stuff |
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| 330 | |||
| 331 | const auto v = create_abs_vertex_lists(seg, s, side); |
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| 332 | const auto &vertex_list = v.second; |
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| 333 | auto move_vec = vm_vec_sub(p1,p0); |
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| 334 | |||
| 335 | //figure out which edge(s) to check against |
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| 336 | |||
| 337 | unsigned edgemask = check_point_to_face(p0, s.normals[facenum], facenum, nv, vertex_list); |
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| 338 | |||
| 339 | if (edgemask == 0) |
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| 340 | return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad); |
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| 341 | |||
| 342 | for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++); |
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| 343 | |||
| 344 | auto &vcvertptr = Vertices.vcptr; |
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| 345 | auto &edge_v0 = *vcvertptr(vertex_list[facenum * 3 + edgenum]); |
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| 346 | auto &edge_v1 = *vcvertptr(vertex_list[facenum * 3 + ((edgenum + 1) % nv)]); |
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| 347 | |||
| 348 | auto edge_vec = vm_vec_sub(edge_v1,edge_v0); |
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| 349 | |||
| 350 | //is the start point already touching the edge? |
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| 351 | |||
| 352 | //?? |
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| 353 | |||
| 354 | //first, find point of closest approach of vec & edge |
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| 355 | |||
| 356 | const auto edge_len = vm_vec_normalize(edge_vec); |
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| 357 | const auto move_len = vm_vec_normalize(move_vec); |
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| 358 | |||
| 359 | check_line_to_line(&edge_t,&move_t,edge_v0,edge_vec,p0,move_vec); |
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| 360 | |||
| 361 | //make sure t values are in valid range |
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| 362 | if (move_t<0 || move_t>move_len+rad) |
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| 363 | return IT_NONE; |
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| 364 | |||
| 365 | if (move_t > move_len) |
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| 366 | move_t2 = move_len; |
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| 367 | else |
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| 368 | move_t2 = move_t; |
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| 369 | |||
| 370 | if (edge_t < 0) //saturate at points |
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| 371 | edge_t2 = 0; |
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| 372 | else |
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| 373 | edge_t2 = edge_t; |
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| 374 | |||
| 375 | if (edge_t2 > edge_len) //saturate at points |
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| 376 | edge_t2 = edge_len; |
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| 377 | |||
| 378 | //now, edge_t & move_t determine closest points. calculate the points. |
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| 379 | |||
| 380 | const auto closest_point_edge = vm_vec_scale_add(edge_v0,edge_vec,edge_t2); |
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| 381 | const auto closest_point_move = vm_vec_scale_add(p0,move_vec,move_t2); |
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| 382 | |||
| 383 | //find dist between closest points |
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| 384 | |||
| 385 | const auto closest_dist = vm_vec_dist2(closest_point_edge,closest_point_move); |
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| 386 | |||
| 387 | //could we hit with this dist? |
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| 388 | |||
| 389 | //note massive tolerance here |
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| 390 | const vm_distance fudge_rad{(rad * 15) / 20}; |
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| 391 | if (closest_dist.d2 < fudge_rad || closest_dist < fudge_rad * fudge_rad) //we hit. figure out where |
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| 392 | { |
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| 393 | |||
| 394 | //now figure out where we hit |
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| 395 | |||
| 396 | vm_vec_scale_add(newp,p0,move_vec,move_t-rad); |
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| 397 | |||
| 398 | return IT_EDGE; |
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| 399 | |||
| 400 | } |
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| 401 | else |
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| 402 | return IT_NONE; //no hit |
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| 403 | |||
| 404 | } |
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| 405 | |||
| 406 | //maybe this routine should just return the distance and let the caller |
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| 407 | //decide it it's close enough to hit |
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| 408 | //determine if and where a vector intersects with a sphere |
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| 409 | //vector defined by p0,p1 |
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| 410 | //returns dist if intersects, and fills in intp |
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| 411 | //else returns 0 |
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| 412 | __attribute_warn_unused_result |
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| 413 | static vm_distance_squared 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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| 414 | { |
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| 415 | vms_vector dn; |
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| 416 | |||
| 417 | //this routine could be optimized if it's taking too much time! |
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| 418 | |||
| 419 | const auto d = vm_vec_sub(p1,p0); |
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| 420 | const auto w = vm_vec_sub(sphere_pos,p0); |
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| 421 | |||
| 422 | const auto mag_d = vm_vec_copy_normalize(dn,d); |
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| 423 | |||
| 424 | if (mag_d == 0) { |
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| 425 | const auto int_dist = vm_vec_mag2(w); |
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| 426 | intp = p0; |
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| 427 | if (int_dist.d2 < sphere_rad) |
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| 428 | return int_dist; |
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| 429 | const fix64 sphere_rad64 = sphere_rad; |
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| 430 | if (int_dist < vm_distance_squared{sphere_rad64 * sphere_rad64}) |
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| 431 | return int_dist; |
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| 432 | return vm_distance_squared::minimum_value(); |
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| 433 | } |
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| 434 | |||
| 435 | const fix w_dist = vm_vec_dot(dn,w); |
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| 436 | |||
| 437 | if (w_dist < 0) //moving away from object |
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| 438 | return vm_distance_squared::minimum_value(); |
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| 439 | |||
| 440 | if (w_dist > mag_d+sphere_rad) |
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| 441 | return vm_distance_squared::minimum_value(); //cannot hit |
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| 442 | |||
| 443 | const auto closest_point = vm_vec_scale_add(p0,dn,w_dist); |
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| 444 | |||
| 445 | const auto dist2 = vm_vec_dist2(closest_point,sphere_pos); |
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| 446 | const fix64 sphere_rad64 = sphere_rad; |
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| 447 | const vm_distance_squared sphere_rad_squared{sphere_rad64 * sphere_rad64}; |
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| 448 | if (dist2 < sphere_rad_squared) |
||
| 449 | { |
||
| 450 | const fix64 delta_squared = static_cast<fix64>(sphere_rad_squared) - static_cast<fix64>(dist2); |
||
| 451 | const fix delta = static_cast<fix>(delta_squared >> 16); |
||
| 452 | const auto shorten = fix_sqrt(delta); |
||
| 453 | const auto int_dist = w_dist-shorten; |
||
| 454 | |||
| 455 | if (int_dist > mag_d || int_dist < 0) //past one or the other end of vector, which means we're inside |
||
| 456 | { |
||
| 457 | //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! |
||
| 458 | if (vm_vec_dist2(p0, sphere_pos) < sphere_rad_squared) |
||
| 459 | { |
||
| 460 | intp = p0; //don't move at all |
||
| 461 | return vm_distance_squared{static_cast<fix64>(1)}; // note that we do not calculate a valid collision point. This is up to collision handling. |
||
| 462 | } else { |
||
| 463 | return vm_distance_squared::minimum_value(); |
||
| 464 | } |
||
| 465 | } |
||
| 466 | |||
| 467 | vm_vec_scale_add(intp,p0,dn,int_dist); //calc intersection point |
||
| 468 | return vm_distance_squared{static_cast<fix64>(int_dist) * int_dist}; |
||
| 469 | } |
||
| 470 | else |
||
| 471 | return vm_distance_squared::minimum_value(); |
||
| 472 | } |
||
| 473 | |||
| 474 | /* |
||
| 475 | //$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad); |
||
| 476 | //$$ |
||
| 477 | //$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \ |
||
| 478 | //$$ "mov eax,ebx" \ |
||
| 479 | //$$ "imul eax" \ |
||
| 480 | //$$ \ |
||
| 481 | //$$ "mov ebx,eax" \ |
||
| 482 | //$$ "mov eax,ecx" \ |
||
| 483 | //$$ "mov ecx,edx" \ |
||
| 484 | //$$ \ |
||
| 485 | //$$ "imul eax" \ |
||
| 486 | //$$ \ |
||
| 487 | //$$ "sub eax,ebx" \ |
||
| 488 | //$$ "sbb edx,ecx" \ |
||
| 489 | //$$ \ |
||
| 490 | //$$ "call quad_sqrt" \ |
||
| 491 | //$$ \ |
||
| 492 | //$$ "push eax" \ |
||
| 493 | //$$ \ |
||
| 494 | //$$ "push ebx" \ |
||
| 495 | //$$ "push ecx" \ |
||
| 496 | //$$ \ |
||
| 497 | //$$ "mov eax,[esi]" \ |
||
| 498 | //$$ "imul eax" \ |
||
| 499 | //$$ "mov ebx,eax" \ |
||
| 500 | //$$ "mov ecx,edx" \ |
||
| 501 | //$$ "mov eax,4[esi]" \ |
||
| 502 | //$$ "imul eax" \ |
||
| 503 | //$$ "add ebx,eax" \ |
||
| 504 | //$$ "adc ecx,edx" \ |
||
| 505 | //$$ "mov eax,8[esi]" \ |
||
| 506 | //$$ "imul eax" \ |
||
| 507 | //$$ "add eax,ebx" \ |
||
| 508 | //$$ "adc edx,ecx" \ |
||
| 509 | //$$ \ |
||
| 510 | //$$ "pop ecx" \ |
||
| 511 | //$$ "pop ebx" \ |
||
| 512 | //$$ \ |
||
| 513 | //$$ "sub eax,ebx" \ |
||
| 514 | //$$ "sbb edx,ecx" \ |
||
| 515 | //$$ \ |
||
| 516 | //$$ "call quad_sqrt" \ |
||
| 517 | //$$ \ |
||
| 518 | //$$ "pop ebx" \ |
||
| 519 | //$$ "sub eax,ebx"; |
||
| 520 | //$$ |
||
| 521 | //$$ |
||
| 522 | //$$//determine if and where a vector intersects with a sphere |
||
| 523 | //$$//vector defined by p0,p1 |
||
| 524 | //$$//returns dist if intersects, and fills in intp. if no intersect, return 0 |
||
| 525 | //$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad) |
||
| 526 | //$${ |
||
| 527 | //$$ vms_vector d,w,c; |
||
| 528 | //$$ fix mag_d,dist,mag_c,mag_w; |
||
| 529 | //$$ vms_vector wn,dn; |
||
| 530 | //$$ |
||
| 531 | //$$ vm_vec_sub(&d,p1,p0); |
||
| 532 | //$$ vm_vec_sub(&w,sphere_pos,p0); |
||
| 533 | //$$ |
||
| 534 | //$$ //wn = w; mag_w = vm_vec_normalize(&wn); |
||
| 535 | //$$ //dn = d; mag_d = vm_vec_normalize(&dn); |
||
| 536 | //$$ |
||
| 537 | //$$ mag_w = vm_vec_copy_normalize(&wn,&w); |
||
| 538 | //$$ mag_d = vm_vec_copy_normalize(&dn,&d); |
||
| 539 | //$$ |
||
| 540 | //$$ //vm_vec_cross(&c,&w,&d); |
||
| 541 | //$$ vm_vec_cross(&c,&wn,&dn); |
||
| 542 | //$$ |
||
| 543 | //$$ mag_c = vm_vec_mag(&c); |
||
| 544 | //$$ //mag_d = vm_vec_mag(&d); |
||
| 545 | //$$ |
||
| 546 | //$$ //dist = fixdiv(mag_c,mag_d); |
||
| 547 | //$$ |
||
| 548 | //$$dist = fixmul(mag_c,mag_w); |
||
| 549 | //$$ |
||
| 550 | //$$ if (dist < sphere_rad) { //we intersect. find point of intersection |
||
| 551 | //$$ fix int_dist; //length of vector to intersection point |
||
| 552 | //$$ fix k; //portion of p0p1 we want |
||
| 553 | //$$//@@ fix dist2,rad2,shorten,mag_w2; |
||
| 554 | //$$ |
||
| 555 | //$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude |
||
| 556 | //$$//@@ //WHAT ABOUT OVERFLOW??? |
||
| 557 | //$$//@@ dist2 = fixmul(dist,dist); |
||
| 558 | //$$//@@ rad2 = fixmul(sphere_rad,sphere_rad); |
||
| 559 | //$$//@@ shorten = fix_sqrt(rad2 - dist2); |
||
| 560 | //$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten; |
||
| 561 | //$$ |
||
| 562 | //$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad); |
||
| 563 | //$$ |
||
| 564 | //$$if (labs(int_dist) > mag_d) //I don't know why this would happen |
||
| 565 | //$$ if (int_dist > 0) |
||
| 566 | //$$ k = f1_0; |
||
| 567 | //$$ else |
||
| 568 | //$$ k = -f1_0; |
||
| 569 | //$$else |
||
| 570 | //$$ k = fixdiv(int_dist,mag_d); |
||
| 571 | //$$ |
||
| 572 | //$$// vm_vec_scale(&d,k); //vec from p0 to intersection point |
||
| 573 | //$$// vm_vec_add(intp,p0,&d); //intersection point |
||
| 574 | //$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point |
||
| 575 | //$$ |
||
| 576 | //$$ return int_dist; |
||
| 577 | //$$ } |
||
| 578 | //$$ else |
||
| 579 | //$$ return 0; //no intersection |
||
| 580 | //$$} |
||
| 581 | */ |
||
| 582 | |||
| 583 | |||
| 584 | |||
| 585 | //determine if a vector intersects with an object |
||
| 586 | //if no intersects, returns 0, else fills in intp and returns dist |
||
| 587 | __attribute_warn_unused_result |
||
| 588 | static vm_distance_squared check_vector_to_object(vms_vector &intp, const vms_vector &p0, const vms_vector &p1, const fix rad, const object_base &obj, const object &otherobj) |
||
| 589 | { |
||
| 590 | fix size = obj.size; |
||
| 591 | |||
| 592 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
| 593 | if (obj.type == OBJ_ROBOT && Robot_info[get_robot_id(obj)].attack_type) |
||
| 594 | size = (size*3)/4; |
||
| 595 | |||
| 596 | //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius |
||
| 597 | if (obj.type == OBJ_PLAYER && |
||
| 598 | (otherobj.type == OBJ_PLAYER || |
||
| 599 | ((Game_mode & GM_MULTI_COOP) && otherobj.type == OBJ_WEAPON && otherobj.ctype.laser_info.parent_type == OBJ_PLAYER))) |
||
| 600 | size = size/2; |
||
| 601 | |||
| 602 | return check_vector_to_sphere_1(intp, p0, p1, obj.pos, size+rad); |
||
| 603 | } |
||
| 604 | |||
| 605 | |||
| 606 | namespace { |
||
| 607 | |||
| 608 | #define MAX_SEGS_VISITED 100 |
||
| 609 | struct fvi_segment_visit_count_t |
||
| 610 | { |
||
| 611 | unsigned count = 0; |
||
| 612 | }; |
||
| 613 | |||
| 614 | struct fvi_segments_visited_t : public fvi_segment_visit_count_t, public visited_segment_bitarray_t |
||
| 615 | { |
||
| 616 | }; |
||
| 617 | |||
| 618 | //these vars are used to pass vars from fvi_sub() to find_vector_intersection() |
||
| 619 | |||
| 620 | } |
||
| 621 | |||
| 622 | namespace dsx { |
||
| 623 | static int fvi_sub(vms_vector &intp, segnum_t &ints, const vms_vector &p0, const vcsegptridx_t startseg, const vms_vector &p1, fix rad, const icobjptridx_t thisobjnum, const std::pair<const vcobjidx_t *, const vcobjidx_t *> ignore_obj_list, int flags, fvi_info::segment_array_t &seglist, segnum_t entry_seg, fvi_segments_visited_t &visited, unsigned &fvi_hit_side, icsegidx_t &fvi_hit_side_seg, unsigned &fvi_nest_count, icsegidx_t &fvi_hit_pt_seg, const vms_vector *&wall_norm, icobjidx_t &fvi_hit_object); |
||
| 624 | |||
| 625 | //What the hell is fvi_hit_seg for??? |
||
| 626 | |||
| 627 | //Find out if a vector intersects with anything. |
||
| 628 | //Fills in hit_data, an fvi_info structure (see header file). |
||
| 629 | //Parms: |
||
| 630 | // p0 & startseg describe the start of the vector |
||
| 631 | // p1 the end of the vector |
||
| 632 | // rad the radius of the cylinder |
||
| 633 | // thisobjnum used to prevent an object with colliding with itself |
||
| 634 | // ingore_obj ignore collisions with this object |
||
| 635 | // check_obj_flag determines whether collisions with objects are checked |
||
| 636 | //Returns the hit_data->hit_type |
||
| 637 | } |
||
| 638 | int find_vector_intersection(const fvi_query &fq, fvi_info &hit_data) |
||
| 639 | { |
||
| 640 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
||
| 641 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 642 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
||
| 643 | auto &imobjptridx = Objects.imptridx; |
||
| 644 | int hit_type; |
||
| 645 | segnum_t hit_seg2; |
||
| 646 | vms_vector hit_pnt; |
||
| 647 | |||
| 648 | icobjidx_t fvi_hit_object = object_none; // object number of object hit in last find_vector_intersection call. |
||
| 649 | |||
| 650 | //check to make sure start point is in seg its supposed to be in |
||
| 651 | //Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg |
||
| 652 | |||
| 653 | // invalid segnum, so say there is no hit. |
||
| 654 | if(fq.startseg > Highest_segment_index) |
||
| 655 | { |
||
| 656 | Assert(fq.startseg <= Highest_segment_index); |
||
| 657 | hit_data.hit_type = HIT_BAD_P0; |
||
| 658 | hit_data.hit_pnt = *fq.p0; |
||
| 659 | hit_data.hit_seg = hit_data.hit_side = hit_data.hit_object = 0; |
||
| 660 | hit_data.hit_side_seg = segment_none; |
||
| 661 | |||
| 662 | return hit_data.hit_type; |
||
| 663 | } |
||
| 664 | |||
| 665 | auto &vcvertptr = Vertices.vcptr; |
||
| 666 | // Viewer is not in segment as claimed, so say there is no hit. |
||
| 667 | if(!(get_seg_masks(vcvertptr, *fq.p0, vcsegptr(fq.startseg), 0).centermask == 0)) |
||
| 668 | { |
||
| 669 | |||
| 670 | hit_data.hit_type = HIT_BAD_P0; |
||
| 671 | hit_data.hit_pnt = *fq.p0; |
||
| 672 | hit_data.hit_seg = fq.startseg; |
||
| 673 | hit_data.hit_side = hit_data.hit_object = 0; |
||
| 674 | hit_data.hit_side_seg = segment_none; |
||
| 675 | |||
| 676 | return hit_data.hit_type; |
||
| 677 | } |
||
| 678 | |||
| 679 | fvi_segments_visited_t visited; |
||
| 680 | visited[fq.startseg] = true; |
||
| 681 | |||
| 682 | unsigned fvi_hit_side = ~0u; |
||
| 683 | icsegidx_t fvi_hit_side_seg = segment_none; // what seg the hitside is in |
||
| 684 | unsigned fvi_nest_count = 0; |
||
| 685 | |||
| 686 | icsegidx_t fvi_hit_pt_seg = segment_none; // what segment the hit point is in |
||
| 687 | hit_seg2 = segment_none; |
||
| 688 | |||
| 689 | const vms_vector *wall_norm = nullptr; //surface normal of hit wall |
||
| 690 | hit_type = fvi_sub(hit_pnt, hit_seg2, *fq.p0, vcsegptridx(fq.startseg), *fq.p1, fq.rad, imobjptridx(fq.thisobjnum), fq.ignore_obj_list, fq.flags, hit_data.seglist, segment_exit, visited, fvi_hit_side, fvi_hit_side_seg, fvi_nest_count, fvi_hit_pt_seg, wall_norm, fvi_hit_object); |
||
| 691 | segnum_t hit_seg; |
||
| 692 | if (hit_seg2 != segment_none && !get_seg_masks(vcvertptr, hit_pnt, vcsegptr(hit_seg2), 0).centermask) |
||
| 693 | hit_seg = hit_seg2; |
||
| 694 | else |
||
| 695 | hit_seg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, hit_pnt, imsegptridx(fq.startseg)); |
||
| 696 | |||
| 697 | //MATT: TAKE OUT THIS HACK AND FIX THE BUGS! |
||
| 698 | if (hit_type == HIT_WALL && hit_seg==segment_none) |
||
| 699 | if (fvi_hit_pt_seg != segment_none && get_seg_masks(vcvertptr, hit_pnt, vcsegptr(fvi_hit_pt_seg), 0).centermask == 0) |
||
| 700 | hit_seg = fvi_hit_pt_seg; |
||
| 701 | |||
| 702 | if (hit_seg == segment_none) { |
||
| 703 | int new_hit_type; |
||
| 704 | segnum_t new_hit_seg2=segment_none; |
||
| 705 | vms_vector new_hit_pnt; |
||
| 706 | |||
| 707 | //because of code that deal with object with non-zero radius has |
||
| 708 | //problems, try using zero radius and see if we hit a wall |
||
| 709 | |||
| 710 | new_hit_type = fvi_sub(new_hit_pnt, new_hit_seg2, *fq.p0, vcsegptridx(fq.startseg), *fq.p1, 0, imobjptridx(fq.thisobjnum), fq.ignore_obj_list, fq.flags, hit_data.seglist, segment_exit, visited, fvi_hit_side, fvi_hit_side_seg, fvi_nest_count, fvi_hit_pt_seg, wall_norm, fvi_hit_object); |
||
| 711 | (void)new_hit_type; // FIXME! This should become hit_type, right? |
||
| 712 | |||
| 713 | if (new_hit_seg2 != segment_none) { |
||
| 714 | hit_seg = new_hit_seg2; |
||
| 715 | hit_pnt = new_hit_pnt; |
||
| 716 | } |
||
| 717 | } |
||
| 718 | |||
| 719 | |||
| 720 | if (hit_seg!=segment_none && (fq.flags & FQ_GET_SEGLIST)) |
||
| 721 | { |
||
| 722 | fvi_info::segment_array_t::iterator i = hit_data.seglist.find(hit_seg), e = hit_data.seglist.end(); |
||
| 723 | if (i != e) |
||
| 724 | hit_data.seglist.erase(++i); |
||
| 725 | else if (hit_data.seglist.size() < hit_data.seglist.max_size()) |
||
| 726 | hit_data.seglist.emplace_back(hit_seg); |
||
| 727 | } |
||
| 728 | |||
| 729 | //I'm sorry to say that sometimes the seglist isn't correct. I did my |
||
| 730 | //best. Really. |
||
| 731 | |||
| 732 | |||
| 733 | //{ //verify hit list |
||
| 734 | // |
||
| 735 | // int i,ch; |
||
| 736 | // |
||
| 737 | // Assert(hit_data->seglist[0] == startseg); |
||
| 738 | // |
||
| 739 | // for (i=0;i<hit_data->n_segs-1;i++) { |
||
| 740 | // for (ch=0;ch<6;ch++) |
||
| 741 | // if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1]) |
||
| 742 | // break; |
||
| 743 | // Assert(ch<6); |
||
| 744 | // } |
||
| 745 | // |
||
| 746 | // Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg); |
||
| 747 | //} |
||
| 748 | |||
| 749 | |||
| 750 | //MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS! |
||
| 751 | //!! Assert(hit_seg!=-1); |
||
| 752 | //!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1))); |
||
| 753 | //When this assert happens, get Matt. Matt: Look at hit_seg2 & |
||
| 754 | //fvi_hit_seg. At least one of these should be set. Why didn't |
||
| 755 | //find_new_seg() find something? |
||
| 756 | |||
| 757 | // Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg); |
||
| 758 | |||
| 759 | Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==object_none)); |
||
| 760 | |||
| 761 | hit_data.hit_type = hit_type; |
||
| 762 | hit_data.hit_pnt = hit_pnt; |
||
| 763 | hit_data.hit_seg = hit_seg; |
||
| 764 | hit_data.hit_side = fvi_hit_side; //looks at global |
||
| 765 | hit_data.hit_side_seg = fvi_hit_side_seg; //looks at global |
||
| 766 | hit_data.hit_object = fvi_hit_object; //looks at global |
||
| 767 | if (wall_norm) |
||
| 768 | hit_data.hit_wallnorm = *wall_norm; |
||
| 769 | else |
||
| 770 | { |
||
| 771 | hit_data.hit_wallnorm = {}; |
||
| 772 | DXX_MAKE_VAR_UNDEFINED(hit_data.hit_wallnorm); |
||
| 773 | } |
||
| 774 | |||
| 775 | // if(hit_seg != -1 && get_seg_masks(&hit_data->hit_pnt, hit_data->hit_seg, 0, __FILE__, __LINE__).centermask != 0) |
||
| 776 | // Int3(); |
||
| 777 | |||
| 778 | return hit_type; |
||
| 779 | |||
| 780 | } |
||
| 781 | |||
| 782 | __attribute_warn_unused_result |
||
| 783 | static bool obj_in_list(const vcobjidx_t objnum, const std::pair<const vcobjidx_t *, const vcobjidx_t *> obj_list) |
||
| 784 | { |
||
| 785 | if (unlikely(!obj_list.first)) |
||
| 786 | return false; |
||
| 787 | return std::find(obj_list.first, obj_list.second, objnum) != obj_list.second; |
||
| 788 | } |
||
| 789 | |||
| 790 | namespace dsx { |
||
| 791 | static int check_trans_wall(const vms_vector &pnt,vcsegptridx_t seg,int sidenum,int facenum); |
||
| 792 | } |
||
| 793 | |||
| 794 | static void append_segments(fvi_info::segment_array_t &dst, const fvi_info::segment_array_t &src) |
||
| 795 | { |
||
| 796 | /* Avoid overflow. Original code had n_segs < MAX_SEGS_VISITED-1, |
||
| 797 | * so leave an extra slot on min. |
||
| 798 | */ |
||
| 799 | const size_t scount = src.size(), dcount = dst.size(), count = std::min(scount, dst.max_size() - dcount - 1); |
||
| 800 | std::copy(src.begin(), src.begin() + count, std::back_inserter(dst)); |
||
| 801 | } |
||
| 802 | |||
| 803 | namespace dsx { |
||
| 804 | static int fvi_sub(vms_vector &intp, segnum_t &ints, const vms_vector &p0, const vcsegptridx_t startseg, const vms_vector &p1, fix rad, icobjptridx_t thisobjnum, const std::pair<const vcobjidx_t *, const vcobjidx_t *> ignore_obj_list, int flags, fvi_info::segment_array_t &seglist, segnum_t entry_seg, fvi_segments_visited_t &visited, unsigned &fvi_hit_side, icsegidx_t &fvi_hit_side_seg, unsigned &fvi_nest_count, icsegidx_t &fvi_hit_pt_seg, const vms_vector *&wall_norm, icobjidx_t &fvi_hit_object) |
||
| 805 | { |
||
| 806 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
||
| 807 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 808 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
||
| 809 | auto &vcobjptridx = Objects.vcptridx; |
||
| 810 | int startmask,endmask; //mask of faces |
||
| 811 | //@@int sidemask; //mask of sides - can be on back of face but not side |
||
| 812 | int centermask; //where the center point is |
||
| 813 | vms_vector closest_hit_point{}; //where we hit |
||
| 814 | auto closest_d = vm_distance_squared::maximum_value(); //distance to hit point |
||
| 815 | int hit_type=HIT_NONE; //what sort of hit |
||
| 816 | segnum_t hit_seg=segment_none; |
||
| 817 | segnum_t hit_none_seg=segment_none; |
||
| 818 | fvi_info::segment_array_t hit_none_seglist; |
||
| 819 | auto &Robot_info = LevelSharedRobotInfoState.Robot_info; |
||
| 820 | |||
| 821 | seglist.clear(); |
||
| 822 | if (flags&FQ_GET_SEGLIST) |
||
| 823 | seglist.emplace_back(startseg); |
||
| 824 | |||
| 825 | const unsigned cur_nest_level = fvi_nest_count; |
||
| 826 | fvi_nest_count++; |
||
| 827 | |||
| 828 | //first, see if vector hit any objects in this segment |
||
| 829 | if (flags & FQ_CHECK_OBJS) |
||
| 830 | { |
||
| 831 | const auto &collision = CollisionResult[likely(thisobjnum != object_none) ? thisobjnum->type : 0]; |
||
| 832 | range_for (const auto objnum, objects_in(*startseg, vcobjptridx, vcsegptr)) |
||
| 833 | { |
||
| 834 | if (objnum->flags & OF_SHOULD_BE_DEAD) |
||
| 835 | continue; |
||
| 836 | if (thisobjnum != object_none) |
||
| 837 | { |
||
| 838 | if (thisobjnum == objnum) |
||
| 839 | continue; |
||
| 840 | if (laser_are_related(objnum, thisobjnum)) |
||
| 841 | continue; |
||
| 842 | if (collision[objnum->type] == RESULT_NOTHING) |
||
| 843 | continue; |
||
| 844 | } |
||
| 845 | if (obj_in_list(objnum, ignore_obj_list)) |
||
| 846 | continue; |
||
| 847 | int fudged_rad = rad; |
||
| 848 | |||
| 849 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 850 | // If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set |
||
| 851 | if (objnum->type == OBJ_POWERUP) |
||
| 852 | if (flags & FQ_IGNORE_POWERUPS) |
||
| 853 | continue; |
||
| 854 | #endif |
||
| 855 | |||
| 856 | // If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy) |
||
| 857 | if (thisobjnum->type == OBJ_ROBOT) |
||
| 858 | if (objnum->type == OBJ_ROBOT) |
||
| 859 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 860 | if (!(Robot_info[get_robot_id(objnum)].attack_type && Robot_info[get_robot_id(thisobjnum)].attack_type)) |
||
| 861 | #endif |
||
| 862 | // -- 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)) |
||
| 863 | continue; |
||
| 864 | |||
| 865 | if (thisobjnum->type == OBJ_ROBOT && Robot_info[get_robot_id(thisobjnum)].attack_type) |
||
| 866 | fudged_rad = (rad*3)/4; |
||
| 867 | |||
| 868 | //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius |
||
| 869 | if (thisobjnum->type == OBJ_PLAYER && |
||
| 870 | ((objnum->type == OBJ_PLAYER) || |
||
| 871 | ((Game_mode&GM_MULTI_COOP) && objnum->type == OBJ_WEAPON && objnum->ctype.laser_info.parent_type == OBJ_PLAYER))) |
||
| 872 | fudged_rad = rad/2; //(rad*3)/4; |
||
| 873 | |||
| 874 | vms_vector hit_point; |
||
| 875 | const auto &&d = check_vector_to_object(hit_point,p0,p1,fudged_rad,objnum, thisobjnum); |
||
| 876 | |||
| 877 | if (d) //we have intersection |
||
| 878 | if (d < closest_d) { |
||
| 879 | fvi_hit_object = objnum; |
||
| 880 | Assert(fvi_hit_object!=object_none); |
||
| 881 | closest_d = d; |
||
| 882 | closest_hit_point = hit_point; |
||
| 883 | hit_type=HIT_OBJECT; |
||
| 884 | } |
||
| 885 | } |
||
| 886 | } |
||
| 887 | |||
| 888 | if (thisobjnum != object_none && CollisionResult[thisobjnum->type][OBJ_WALL] == RESULT_NOTHING) |
||
| 889 | rad = 0; //HACK - ignore when edges hit walls |
||
| 890 | |||
| 891 | //now, check segment walls |
||
| 892 | |||
| 893 | auto &vcvertptr = Vertices.vcptr; |
||
| 894 | startmask = get_seg_masks(vcvertptr, p0, startseg, rad).facemask; |
||
| 895 | |||
| 896 | const auto &&masks = get_seg_masks(vcvertptr, p1, startseg, rad); //on back of which faces? |
||
| 897 | endmask = masks.facemask; |
||
| 898 | //@@sidemask = masks.sidemask; |
||
| 899 | centermask = masks.centermask; |
||
| 900 | |||
| 901 | if (centermask==0) hit_none_seg = startseg; |
||
| 902 | |||
| 903 | if (endmask != 0) { //on the back of at least one face |
||
| 904 | |||
| 905 | int side,bit,face; |
||
| 906 | |||
| 907 | //for each face we are on the back of, check if intersected |
||
| 908 | |||
| 909 | for (side=0,bit=1;side<6 && endmask>=bit;side++) { |
||
| 910 | const unsigned nv = get_side_is_quad(startseg->shared_segment::sides[side]) ? 4 : 3; |
||
| 911 | // commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1; |
||
| 912 | |||
| 913 | for (face=0;face<2;face++,bit<<=1) { |
||
| 914 | |||
| 915 | if (endmask & bit) { //on the back of this face |
||
| 916 | int face_hit_type; //in what way did we hit the face? |
||
| 917 | |||
| 918 | |||
| 919 | if (startseg->children[side] == entry_seg) |
||
| 920 | continue; //don't go back through entry side |
||
| 921 | |||
| 922 | //did we go through this wall/door? |
||
| 923 | |||
| 924 | vms_vector hit_point; |
||
| 925 | if (startmask & bit) //start was also though. Do extra check |
||
| 926 | face_hit_type = special_check_line_to_face(hit_point, |
||
| 927 | p0,p1,startseg,side, |
||
| 928 | face, |
||
| 929 | nv,rad); |
||
| 930 | else |
||
| 931 | //NOTE LINK TO ABOVE!! |
||
| 932 | face_hit_type = check_line_to_face(hit_point, |
||
| 933 | p0,p1,startseg,side, |
||
| 934 | face, |
||
| 935 | nv,rad); |
||
| 936 | |||
| 937 | |||
| 938 | if (face_hit_type) { //through this wall/door |
||
| 939 | auto &Walls = LevelUniqueWallSubsystemState.Walls; |
||
| 940 | auto &vcwallptr = Walls.vcptr; |
||
| 941 | auto wid_flag = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, startseg, side); |
||
| 942 | |||
| 943 | //if what we have hit is a door, check the adjoining seg |
||
| 944 | |||
| 945 | if (thisobjnum == get_local_player().objnum && cheats.ghostphysics) |
||
| 946 | { |
||
| 947 | if (IS_CHILD(startseg->children[side])) |
||
| 948 | wid_flag |= WID_FLY_FLAG; |
||
| 949 | } |
||
| 950 | |||
| 951 | if ((wid_flag & WID_FLY_FLAG) || |
||
| 952 | ( |
||
| 953 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 954 | (wid_flag == WID_TRANSPARENT_WALL) && |
||
| 955 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 956 | ((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) && |
||
| 957 | #endif |
||
| 958 | ((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(hit_point,startseg,side,face))))) { |
||
| 959 | |||
| 960 | segnum_t newsegnum,sub_hit_seg; |
||
| 961 | vms_vector sub_hit_point; |
||
| 962 | int sub_hit_type; |
||
| 963 | const auto save_wall_norm = wall_norm; |
||
| 964 | auto save_hit_objnum = fvi_hit_object; |
||
| 965 | |||
| 966 | //do the check recursively on the next seg. |
||
| 967 | |||
| 968 | newsegnum = startseg->children[side]; |
||
| 969 | |||
| 970 | if (!visited[newsegnum]) { //haven't visited here yet |
||
| 971 | visited[newsegnum] = true; |
||
| 972 | ++ visited.count; |
||
| 973 | |||
| 974 | if (visited.count >= MAX_SEGS_VISITED) |
||
| 975 | goto quit_looking; //we've looked a long time, so give up |
||
| 976 | |||
| 977 | fvi_info::segment_array_t temp_seglist; |
||
| 978 | sub_hit_type = fvi_sub(sub_hit_point, sub_hit_seg, p0, startseg.absolute_sibling(newsegnum), p1, rad, thisobjnum, ignore_obj_list, flags, temp_seglist, startseg, visited, fvi_hit_side, fvi_hit_side_seg, fvi_nest_count, fvi_hit_pt_seg, wall_norm, fvi_hit_object); |
||
| 979 | |||
| 980 | if (sub_hit_type != HIT_NONE) { |
||
| 981 | |||
| 982 | const auto d = vm_vec_dist2(sub_hit_point,p0); |
||
| 983 | |||
| 984 | if (d < closest_d) { |
||
| 985 | |||
| 986 | closest_d = d; |
||
| 987 | closest_hit_point = sub_hit_point; |
||
| 988 | hit_type = sub_hit_type; |
||
| 989 | if (sub_hit_seg!=segment_none) hit_seg = sub_hit_seg; |
||
| 990 | |||
| 991 | //copy seglist |
||
| 992 | if (flags&FQ_GET_SEGLIST) { |
||
| 993 | append_segments(seglist, temp_seglist); |
||
| 994 | } |
||
| 995 | } |
||
| 996 | else { |
||
| 997 | wall_norm = save_wall_norm; //global could be trashed |
||
| 998 | fvi_hit_object = save_hit_objnum; |
||
| 999 | } |
||
| 1000 | |||
| 1001 | } |
||
| 1002 | else { |
||
| 1003 | wall_norm = save_wall_norm; //global could be trashed |
||
| 1004 | if (sub_hit_seg!=segment_none) hit_none_seg = sub_hit_seg; |
||
| 1005 | //copy seglist |
||
| 1006 | if (flags&FQ_GET_SEGLIST) { |
||
| 1007 | hit_none_seglist = temp_seglist; |
||
| 1008 | } |
||
| 1009 | } |
||
| 1010 | } |
||
| 1011 | } |
||
| 1012 | else { //a wall |
||
| 1013 | |||
| 1014 | //is this the closest hit? |
||
| 1015 | |||
| 1016 | const auto d = vm_vec_dist2(hit_point,p0); |
||
| 1017 | |||
| 1018 | if (d < closest_d) { |
||
| 1019 | closest_d = d; |
||
| 1020 | closest_hit_point = hit_point; |
||
| 1021 | hit_type = HIT_WALL; |
||
| 1022 | wall_norm = &startseg->shared_segment::sides[side].normals[face]; |
||
| 1023 | if (get_seg_masks(vcvertptr, hit_point, startseg, rad).centermask == 0) |
||
| 1024 | hit_seg = startseg; //hit in this segment |
||
| 1025 | else |
||
| 1026 | fvi_hit_pt_seg = startseg; |
||
| 1027 | |||
| 1028 | fvi_hit_side = side; |
||
| 1029 | fvi_hit_side_seg = startseg; |
||
| 1030 | |||
| 1031 | } |
||
| 1032 | } |
||
| 1033 | } |
||
| 1034 | } |
||
| 1035 | } |
||
| 1036 | } |
||
| 1037 | } |
||
| 1038 | |||
| 1039 | // Assert(centermask==0 || hit_seg!=startseg); |
||
| 1040 | |||
| 1041 | // Assert(sidemask==0); //Error("Didn't find side we went though"); |
||
| 1042 | |||
| 1043 | quit_looking: |
||
| 1044 | ; |
||
| 1045 | |||
| 1046 | if (hit_type == HIT_NONE) { //didn't hit anything, return end point |
||
| 1047 | intp = p1; |
||
| 1048 | ints = hit_none_seg; |
||
| 1049 | //MATT: MUST FIX THIS!!!! |
||
| 1050 | //Assert(!centermask); |
||
| 1051 | |||
| 1052 | if (hit_none_seg!=segment_none) { ///(centermask == 0) |
||
| 1053 | if (flags&FQ_GET_SEGLIST) |
||
| 1054 | //copy seglist |
||
| 1055 | append_segments(seglist, hit_none_seglist); |
||
| 1056 | } |
||
| 1057 | else |
||
| 1058 | if (cur_nest_level!=0) |
||
| 1059 | seglist.clear(); |
||
| 1060 | |||
| 1061 | } |
||
| 1062 | else { |
||
| 1063 | intp = closest_hit_point; |
||
| 1064 | if (hit_seg==segment_none) |
||
| 1065 | if (fvi_hit_pt_seg != segment_none) |
||
| 1066 | ints = fvi_hit_pt_seg; |
||
| 1067 | else |
||
| 1068 | ints = hit_none_seg; |
||
| 1069 | else |
||
| 1070 | ints = hit_seg; |
||
| 1071 | } |
||
| 1072 | |||
| 1073 | Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==object_none)); |
||
| 1074 | |||
| 1075 | return hit_type; |
||
| 1076 | |||
| 1077 | } |
||
| 1078 | } |
||
| 1079 | |||
| 1080 | /* |
||
| 1081 | //--unused-- //compute the magnitude of a 2d vector |
||
| 1082 | //--unused-- fix mag2d(vec2d *v); |
||
| 1083 | //--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \ |
||
| 1084 | //--unused-- "mov eax,[esi]" \ |
||
| 1085 | //--unused-- "imul eax" \ |
||
| 1086 | //--unused-- "mov ebx,eax" \ |
||
| 1087 | //--unused-- "mov ecx,edx" \ |
||
| 1088 | //--unused-- "mov eax,4[esi]" \ |
||
| 1089 | //--unused-- "imul eax" \ |
||
| 1090 | //--unused-- "add eax,ebx" \ |
||
| 1091 | //--unused-- "adc edx,ecx" \ |
||
| 1092 | //--unused-- "call quad_sqrt"; |
||
| 1093 | */ |
||
| 1094 | |||
| 1095 | //--unused-- //returns mag |
||
| 1096 | //--unused-- fix normalize_2d(vec2d *v) |
||
| 1097 | //--unused-- { |
||
| 1098 | //--unused-- fix mag; |
||
| 1099 | //--unused-- |
||
| 1100 | //--unused-- mag = mag2d(v); |
||
| 1101 | //--unused-- |
||
| 1102 | //--unused-- v->i = fixdiv(v->i,mag); |
||
| 1103 | //--unused-- v->j = fixdiv(v->j,mag); |
||
| 1104 | //--unused-- |
||
| 1105 | //--unused-- return mag; |
||
| 1106 | //--unused-- } |
||
| 1107 | |||
| 1108 | #include "textures.h" |
||
| 1109 | #include "texmerge.h" |
||
| 1110 | |||
| 1111 | #define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i)) |
||
| 1112 | |||
| 1113 | //finds the uv coords of the given point on the given seg & side |
||
| 1114 | //fills in u & v. if l is non-NULL fills it in also |
||
| 1115 | namespace dsx { |
||
| 1116 | fvi_hitpoint find_hitpoint_uv(const vms_vector &pnt, const cscusegment seg, const uint_fast32_t sidenum, const uint_fast32_t facenum) |
||
| 1117 | { |
||
| 1118 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
||
| 1119 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
||
| 1120 | auto &side = seg.s.sides[sidenum]; |
||
| 1121 | fix k0,k1; |
||
| 1122 | int i; |
||
| 1123 | |||
| 1124 | //do lasers pass through illusory walls? |
||
| 1125 | |||
| 1126 | //when do I return 0 & 1 for non-transparent walls? |
||
| 1127 | |||
| 1128 | const auto &&vn = create_all_vertnum_lists(seg, side, sidenum); |
||
| 1129 | |||
| 1130 | //now the hard work. |
||
| 1131 | |||
| 1132 | //1. find what plane to project this wall onto to make it a 2d case |
||
| 1133 | |||
| 1134 | const auto &normal_array = side.normals[facenum]; |
||
| 1135 | auto fmax = [](const vms_vector &v, fix vms_vector::*a, fix vms_vector::*b) { |
||
| 1136 | return abs(v.*a) > abs(v.*b) ? a : b; |
||
| 1137 | }; |
||
| 1138 | const auto biggest = fmax(normal_array, &vms_vector::z, fmax(normal_array, &vms_vector::y, &vms_vector::x)); |
||
| 1139 | const auto ii = (biggest == &vms_vector::x) ? &vms_vector::y : &vms_vector::x; |
||
| 1140 | const auto jj = (biggest == &vms_vector::z) ? &vms_vector::y : &vms_vector::z; |
||
| 1141 | |||
| 1142 | //2. compute u,v of intersection point |
||
| 1143 | |||
| 1144 | //vec from 1 -> 0 |
||
| 1145 | auto &vcvertptr = Vertices.vcptr; |
||
| 1146 | auto &vf1 = *vcvertptr(vn[facenum * 3 + 1].vertex); |
||
| 1147 | const vec2d p1{vf1.*ii, vf1.*jj}; |
||
| 1148 | |||
| 1149 | auto &vf0 = *vcvertptr(vn[facenum * 3 + 0].vertex); |
||
| 1150 | const vec2d vec0{vf0.*ii - p1.i, vf0.*jj - p1.j}; |
||
| 1151 | //vec from 1 -> 2 |
||
| 1152 | auto &vf2 = *vcvertptr(vn[facenum * 3 + 2].vertex); |
||
| 1153 | const vec2d vec1{vf2.*ii - p1.i, vf2.*jj - p1.j}; |
||
| 1154 | |||
| 1155 | //vec from 1 -> checkpoint |
||
| 1156 | const vec2d checkp{pnt.*ii, pnt.*jj}; |
||
| 1157 | |||
| 1158 | //@@checkv.i = checkp.i - p1.i; |
||
| 1159 | //@@checkv.j = checkp.j - p1.j; |
||
| 1160 | |||
| 1161 | k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1)); |
||
| 1162 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 1163 | if (vec0.i) |
||
| 1164 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 1165 | if (abs(vec0.i) > abs(vec0.j)) |
||
| 1166 | #endif |
||
| 1167 | k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i); |
||
| 1168 | else |
||
| 1169 | k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j); |
||
| 1170 | |||
| 1171 | std::array<uvl, 3> uvls; |
||
| 1172 | auto &uside = seg.u.sides[sidenum]; |
||
| 1173 | for (i=0;i<3;i++) |
||
| 1174 | uvls[i] = uside.uvls[vn[facenum * 3 + i].vertnum]; |
||
| 1175 | |||
| 1176 | auto p = [&uvls, k0, k1](fix uvl::*pmf) { |
||
| 1177 | return uvls[1].*pmf + fixmul(k0,uvls[0].*pmf - uvls[1].*pmf) + fixmul(k1,uvls[2].*pmf - uvls[1].*pmf); |
||
| 1178 | }; |
||
| 1179 | return { |
||
| 1180 | p(&uvl::u), |
||
| 1181 | p(&uvl::v) |
||
| 1182 | }; |
||
| 1183 | } |
||
| 1184 | |||
| 1185 | //check if a particular point on a wall is a transparent pixel |
||
| 1186 | //returns 1 if can pass though the wall, else 0 |
||
| 1187 | int check_trans_wall(const vms_vector &pnt,const vcsegptridx_t seg,int sidenum,int facenum) |
||
| 1188 | { |
||
| 1189 | auto &side = seg->unique_segment::sides[sidenum]; |
||
| 1190 | int bmx,bmy; |
||
| 1191 | |||
| 1192 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 1193 | #ifndef NDEBUG |
||
| 1194 | auto &Walls = LevelUniqueWallSubsystemState.Walls; |
||
| 1195 | auto &vcwallptr = Walls.vcptr; |
||
| 1196 | assert(WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, seg, sidenum) == WID_TRANSPARENT_WALL); |
||
| 1197 | #endif |
||
| 1198 | #endif |
||
| 1199 | |||
| 1200 | const auto hitpoint = find_hitpoint_uv(pnt,seg,sidenum,facenum); // Don't compute light value. |
||
| 1201 | auto &u = hitpoint.u; |
||
| 1202 | auto &v = hitpoint.v; |
||
| 1203 | |||
| 1204 | const auto tmap_num = side.tmap_num; |
||
| 1205 | const grs_bitmap &rbm = (side.tmap_num2 != 0) ? texmerge_get_cached_bitmap(tmap_num, side.tmap_num2 ) : |
||
| 1206 | GameBitmaps[Textures[PIGGY_PAGE_IN(Textures[tmap_num]), tmap_num].index]; |
||
| 1207 | const auto bm = rle_expand_texture(rbm); |
||
| 1208 | |||
| 1209 | bmx = static_cast<unsigned>(f2i(u*bm->bm_w)) % bm->bm_w; |
||
| 1210 | bmy = static_cast<unsigned>(f2i(v*bm->bm_h)) % bm->bm_h; |
||
| 1211 | |||
| 1212 | //note: the line above had -v, but that was wrong, so I changed it. if |
||
| 1213 | //something doesn't work, and you want to make it negative again, you |
||
| 1214 | //should figure out what's going on. |
||
| 1215 | |||
| 1216 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 1217 | return (gr_gpixel (*bm, bmx, bmy) == TRANSPARENCY_COLOR); |
||
| 1218 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 1219 | return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR); |
||
| 1220 | #endif |
||
| 1221 | } |
||
| 1222 | } |
||
| 1223 | |||
| 1224 | //new function for Mike |
||
| 1225 | //note: n_segs_visited must be set to zero before this is called |
||
| 1226 | static sphere_intersects_wall_result sphere_intersects_wall(fvcvertptr &vcvertptr, const vms_vector &pnt, const vcsegptridx_t seg, const fix rad, fvi_segments_visited_t &visited) |
||
| 1227 | { |
||
| 1228 | int facemask; |
||
| 1229 | visited[seg] = true; |
||
| 1230 | ++visited.count; |
||
| 1231 | |||
| 1232 | facemask = get_seg_masks(vcvertptr, pnt, seg, rad).facemask; |
||
| 1233 | |||
| 1234 | if (facemask != 0) { //on the back of at least one face |
||
| 1235 | |||
| 1236 | int bit,face; |
||
| 1237 | uint_fast32_t side; |
||
| 1238 | |||
| 1239 | //for each face we are on the back of, check if intersected |
||
| 1240 | |||
| 1241 | for (side=0,bit=1;side<6 && facemask>=bit;side++) { |
||
| 1242 | |||
| 1243 | for (face=0;face<2;face++,bit<<=1) { |
||
| 1244 | |||
| 1245 | if (facemask & bit) { //on the back of this face |
||
| 1246 | int face_hit_type; //in what way did we hit the face? |
||
| 1247 | |||
| 1248 | //did we go through this wall/door? |
||
| 1249 | auto &sidep = seg->shared_segment::sides[side]; |
||
| 1250 | const auto v = create_abs_vertex_lists(seg, sidep, side); |
||
| 1251 | const auto &num_faces = v.first; |
||
| 1252 | const auto &vertex_list = v.second; |
||
| 1253 | |||
| 1254 | face_hit_type = check_sphere_to_face(pnt, sidep.normals[face], |
||
| 1255 | face,((num_faces==1)?4:3),rad,vertex_list); |
||
| 1256 | |||
| 1257 | if (face_hit_type) { //through this wall/door |
||
| 1258 | //if what we have hit is a door, check the adjoining seg |
||
| 1259 | |||
| 1260 | auto child = seg->children[side]; |
||
| 1261 | |||
| 1262 | if (!IS_CHILD(child)) |
||
| 1263 | { |
||
| 1264 | return {static_cast<const segment *>(seg), side}; |
||
| 1265 | } |
||
| 1266 | else if (!visited[child]) { //haven't visited here yet |
||
| 1267 | const auto &&r = sphere_intersects_wall(vcvertptr, pnt, seg.absolute_sibling(child), rad, visited); |
||
| 1268 | if (r.seg) |
||
| 1269 | return r; |
||
| 1270 | } |
||
| 1271 | } |
||
| 1272 | } |
||
| 1273 | } |
||
| 1274 | } |
||
| 1275 | } |
||
| 1276 | return {}; |
||
| 1277 | } |
||
| 1278 | |||
| 1279 | sphere_intersects_wall_result sphere_intersects_wall(fvcvertptr &vcvertptr, const vms_vector &pnt, const vcsegptridx_t seg, const fix rad) |
||
| 1280 | { |
||
| 1281 | fvi_segments_visited_t visited; |
||
| 1282 | return sphere_intersects_wall(vcvertptr, pnt, seg, rad, visited); |
||
| 1283 | } |