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collision.c
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/*===================================================================
* c o l l i s o n . c
* All routines needed to load in a .mc file....
* and do collision to any polygon in a specified group..
* or to the nearest polygon..
===================================================================*/
#include "main.h"
#include <stdio.h>
#include "new3d.h"
#include "quat.h"
#include "compobjects.h"
#include "bgobjects.h"
#include "object.h"
#include "networking.h"
#include "collision.h"
#include "trigarea.h"
#include "bsp.h"
#include "lines.h"
#include "controls.h"
#include "triggers.h"
#include "enemies.h"
#include "sphere.h"
#include "secondary.h"
#include "restart.h"
#include "util.h"
//#undef COLLISION_FUDGE
//#define COLLISION_FUDGE (0.065F)
#define MC_VERSION_NUMBER 1
#define BSP_ENABLE 1
#define BSP_ONLY
//#define BSP2
#undef BSP2
#define MAX_FEELER_RAYS (9)
#define MAX_QFEELER_RAYS (5)
#define BACKGROUND_PORTAL_TOLERANCE (12.0F * GLOBAL_SCALE)
#define PORTAL_IMPACTOFFSET (0.1F * GLOBAL_SCALE)
#define POINT_ON_PORTAL_TOLERANCE (0.1)
#define OUTSIDE_GROUP_TOLERANCE (25.0F)
extern bool PISDistRecursive( VECTOR *Pos, BSP_NODE *node);
extern void ObjForceExternalOneOff( OBJECT *Obj, VECTOR *force );
extern float MaxMoveSpeed;
extern float MoveAccell;
extern float MoveDecell;
extern float MaxTurboSpeed;
extern float TurboAccell;
extern float TurboDecell;
extern float MaxTurnSpeed;
extern float TurnAccell;
extern float TurnDecell;
extern float MaxRollSpeed;
extern float RollAccell;
extern float RollDecell;
extern float MaxBankAngle;
extern float BankAccell;
extern float BankDecell;
extern VECTOR SlideRight;
extern VECTOR SlideUp;
extern VECTOR Forward;
extern float framelag;
extern MLOADHEADER Mloadheader;
extern BGOBJECT * FirstBGObjectUsed;
extern BGOBJECT BGObjects[ MAXBGOBJECTS ];
extern LINE Lines[ MAXLINES ];
extern ENEMY Enemies[ MAXENEMIES ];
extern MCLOADHEADER MCloadheadert0; // 0 thickness collision map...
extern MCLOADHEADER MCloadheader; // ship collision map...
extern u_int16_t IsGroupVisible[MAXGROUPS];
extern bool DebugInfo;
int no_collision = 0;
int outside_group = 0;
DWORD GroupPolyCol_timeMax = 0;
static VECTOR ColPoint;
static ZONESIDE * ColSide;
static float ColDist;
//static COMP_OBJ * ColChild;
COMP_OBJ * ColChild;
static int ColCollided;
static float ColRadius;
static VECTOR ColDir;
static BGOBJECT * ColParent;
static int16_t ColZoneNum;
static u_int16_t CompEnemyHit = (u_int16_t) -1;
static u_int16_t AnyCompEnemyHit = (u_int16_t) -1;
static VECTOR CompEnemyHitPos;
static NORMAL CompEnemyHitNormal;
static float CompEnemyHitDist;
static VECTOR Origin;
static VECTOR ODir;
static VECTOR IPoint;
static float IDist;
static float *IPointp = (float *) &IPoint;
extern float CollisionRadius;
extern float SoundInfo[MAXGROUPS][MAXGROUPS];
extern RESTART * FirstRestartUsed;
extern float SoundInfo[MAXGROUPS][MAXGROUPS];
extern ENEMY * FirstEnemyUsed;
bool CheckRestartPointCol( u_int16_t Group, float Distance, VECTOR * ImpactPoint,
int collided, VECTOR * New_Pos, NORMAL * FaceNormal, BGOBJECT ** BGObject );
bool CheckEnemyPolyCol( u_int16_t Group, float Distance, VECTOR * ImpactPoint,
int collided, VECTOR * New_Pos, NORMAL * FaceNormal, BGOBJECT ** BGObject );
/*===================================================================
Procedure : Load .mc File Collision file..
Input : char * Filename , MCLOADHEADER * MCloadheader
Output : bool
===================================================================*/
bool MCload( char * Filename , MCLOADHEADER * MCloadheader )
{
#ifdef POLYGONAL_COLLISIONS
long File_Size;
long Read_Size;
char * Buffer;
u_int16_t * Uint16Pnt;
u_int32_t * Uint32Pnt;
int i;
u_int32_t MagicNumber;
u_int32_t VersionNumber;
File_Size = Get_File_Size( Filename );
if( !File_Size )
return ( false );
Buffer = malloc( File_Size );
if( Buffer == NULL )
return( false );
Read_Size = Read_File( Filename, Buffer, File_Size );
if( Read_Size != File_Size )
return( false );
MCloadheader->Buffer = Buffer;
Uint32Pnt = (u_int32_t *) Buffer;
MagicNumber = *Uint32Pnt++;
VersionNumber = *Uint32Pnt++;
Buffer = (char *) Uint32Pnt;
if( ( MagicNumber != MAGIC_NUMBER ) || ( VersionNumber != MC_VERSION_NUMBER ) )
{
Msg( "MCload() Incompatible collision ( .MC ) file %s", Filename );
return( false );
}
Uint16Pnt = (u_int16_t *) Buffer;
/* get the number of Groups */
MCloadheader->num_of_groups = *Uint16Pnt++;
Buffer = (char *) Uint16Pnt;
for( i=0 ; i<MCloadheader->num_of_groups;i++)
{
/* get the number of polys in the group */
Uint16Pnt = (u_int16_t *) Buffer;
MCloadheader->num_of_faces_in_group[i] = *Uint16Pnt++ ;
Buffer = (char *) Uint16Pnt;
/* make a note of the address of the Faces */
MCloadheader->GroupFacePnt[i] = (MCFACE *) Buffer;
Buffer += ( MCloadheader->num_of_faces_in_group[i] * sizeof(MCFACE) );
}
#endif // POLYGONAL_COLLISIONS
return( true );
}
#ifdef OPT_ON
#pragma optimize( "gty", on )
#endif
/*===================================================================
Procedure : Check Ray to Polygon intersection
Input : VECTOR * Point 0
: VECTOR * Point 1
: VECTOR * Point 2
: VECTOR * Origin
: VECTOR * Direction
: VECTOR * Intersect Point
Output : int true/ false
===================================================================*/
#ifdef USEINLINE
__inline
#endif
bool RayPolyIntersect( float * P0 , float * P1 , float * P2 , float * P3 ,
VERT * Point, NORMAL * FaceNormal , float D , float * TempDistance)
{
float t;
float Div, Num;
int i1, i2;
int ClockCount;
int AntiCount;
float Np0x;
float Np0y;
float Np1x;
float Np1y;
float Np2x;
float Np2y;
float Np3x = 0.f;
float Np3y = 0.f;
float Np4x;
float Np4y;
float Npcx;
float Npcy;
float *NP4;
/*===================================================================
Calculate D
===================================================================*/
// D = ( ( P0->x * FaceNormal->nx ) +
// ( P0->y * FaceNormal->ny ) +
// ( P0->z * FaceNormal->nz ) );
// D = -ColDotProduct( P0 , FaceNormal );
/*===================================================================
Calculate T
===================================================================*/
Div = ( ODir.x * FaceNormal->nx) +
( ODir.y * FaceNormal->ny) +
( ODir.z * FaceNormal->nz);
// Div = ColDotProduct( &ODir , FaceNormal );
if( Div >= 0.0F ) return false; /* Reject, Parallel */
Num = ( ( Origin.x * FaceNormal->nx ) +
( Origin.y * FaceNormal->ny ) +
( Origin.z * FaceNormal->nz ) ) + D ;
// Num = ( D + ColDotProduct( &Origin , FaceNormal) );
t = -( Num / Div );
if( t < 0.0F ) return false; /* Intersection behind origin */
if( t > 1.0F ) return false; /* Intersection Greater then ray length */
*TempDistance = t;
/*===================================================================
Do Polygon collision
===================================================================*/
Point->x = ( Origin.x + ( ODir.x * t ) );
Point->y = ( Origin.y + ( ODir.y * t ) );
Point->z = ( Origin.z + ( ODir.z * t ) );
/*===================================================================
Work out best axis to cast polygon onto
===================================================================*/
if( fabs( FaceNormal->nx ) >= fabs( FaceNormal->ny ) &&
fabs( FaceNormal->nx ) >= fabs( FaceNormal->nz ) )
{
i1 = ourY; /* Y Axis */
i2 = ourZ; /* and Z axis */
}else{
i1 = ourX; /* X Axis */
if( fabs( FaceNormal->ny ) >= fabs( FaceNormal->nx ) &&
fabs( FaceNormal->ny ) >= fabs( FaceNormal->nz ) )
{
i2 = ourZ; /* and Z axis */
}else{
i2 = ourY; /* and Y axis */
}
}
/*===================================================================
Check if point within triangles
===================================================================*/
AntiCount = 0;
ClockCount = 0;
NP4 = (float *) Point;
Np4x = NP4[ i1 ];
Np4y = NP4[ i2 ];
Np0x = P0[ i1 ];
Np0y = P0[ i2 ];
Np1x = P1[ i1 ];
Np1y = P1[ i2 ];
Np2x = P2[ i1 ];
Np2y = P2[ i2 ];
if( P3 == (float*) -1) //if -1 then only a tri....
{
///*
Npcx = ( Np0x + Np1x + Np2x) / 3.0F;
Npcy = ( Np0y + Np1y + Np2y) / 3.0F;
//*/
}else{
Np3x = P3[ i1 ];
Np3y = P3[ i2 ];
///*
Npcx = ( Np0x + Np1x + Np2x + Np3x ) * 0.25F; // same as divide by 4
Npcy = ( Np0y + Np1y + Np2y + Np3y ) * 0.25F; // same as divide by 4
Np3x = (Np3x - Npcx ) * SCALE_FUDGE;
Np3y = (Np3y - Npcy ) * SCALE_FUDGE;
//*/
}
///*
Np0x = (Np0x - Npcx ) * SCALE_FUDGE;
Np0y = (Np0y - Npcy ) * SCALE_FUDGE;
Np1x = (Np1x - Npcx ) * SCALE_FUDGE;
Np1y = (Np1y - Npcy ) * SCALE_FUDGE;
Np2x = (Np2x - Npcx ) * SCALE_FUDGE;
Np2y = (Np2y - Npcy ) * SCALE_FUDGE;
Np4x -= Npcx;
Np4y -= Npcy;
//*/
if( ( Np4x * ( Np0y - Np1y ) ) +
( Np0x * ( Np1y - Np4y ) ) +
( Np1x * ( Np4y - Np0y ) ) < 0.0F ) ClockCount++;
else AntiCount++;
if( ( Np4x * ( Np1y - Np2y ) ) +
( Np1x * ( Np2y - Np4y ) ) +
( Np2x * ( Np4y - Np1y ) ) < 0.0F )
{
if( AntiCount ) return false;
}else{
if( ClockCount ) return false;
}
if( P3 == (float*) -1) //if -1 then only a tri....
{
if( ( Np4x * ( Np2y - Np0y ) ) +
( Np2x * ( Np0y - Np4y ) ) +
( Np0x * ( Np4y - Np2y ) ) < 0.0F )
{
if( AntiCount ) return false;
}else{
if( ClockCount ) return false;
}
}else{ // otherwise it must be a quad...
if( ( Np4x * ( Np2y - Np3y ) ) +
( Np2x * ( Np3y - Np4y ) ) +
( Np3x * ( Np4y - Np2y ) ) < 0.0F )
{
if( AntiCount ) return false;
}else{
if( ClockCount ) return false;
}
if( ( Np4x * ( Np3y - Np0y ) ) +
( Np3x * ( Np0y - Np4y ) ) +
( Np0x * ( Np4y - Np3y ) ) < 0.0F )
{
if( AntiCount ) return false;
}else{
if( ClockCount ) return false;
}
}
return true;
}
typedef enum
{
X_Axis = 0,
Y_Axis = 1,
Z_Axis = 2
} AxisIndex;
#ifdef USEINLINE
__inline
#endif
bool ColRayPolyIntersect( MCFACE *face )
{
float t;
float Div, Num;
float v0x;
float v0y;
float v1x;
float v1y;
float v2x;
float v2y;
float v3x;
float v3y;
float ix;
float iy;
bool Clockwise;
if ( !DebugInfo && ( face->type & 0x800000L ) )
return false; // ignore backfacing patch collision polys unless debugging
/*===================================================================
Calculate T
===================================================================*/
Div = ( ODir.x * face->nx) +
( ODir.y * face->ny) +
( ODir.z * face->nz);
// Div = ColDotProduct( &ODir , (NORMAL *) &face->nx );
if( Div >= 0.0F ) return false; /* Reject, Parallel */
Num = ( ( Origin.x * face->nx ) +
( Origin.y * face->ny ) +
( Origin.z * face->nz ) ) + face->D ;
// Num = ( D + ColDotProduct( &Origin , (NORMAL *) face->nx) );
t = -( Num / Div );
/*===================================================================
Do Polygon collision
===================================================================*/
if( t < 0.0F ) return false; /* Intersection behind origin */
if( t > 1.0F ) return false; /* Intersection Greater then ray length */
IPoint.x = ( Origin.x + ( ODir.x * t ) );
IPoint.y = ( Origin.y + ( ODir.y * t ) );
IPoint.z = ( Origin.z + ( ODir.z * t ) );
/*===================================================================
Find projected 2D coords of vertices and intersection point
===================================================================*/
v0x = face->v[ 0 ].u;
v0y = face->v[ 0 ].v;
v1x = face->v[ 1 ].u;
v1y = face->v[ 1 ].v;
v2x = face->v[ 2 ].u;
v2y = face->v[ 2 ].v;
ix = IPointp[ ( face->type & 6 ) ? X_Axis : Y_Axis ];
iy = IPointp[ ( face->type & 4 ) ? Y_Axis : Z_Axis ];
/*===================================================================
Check if point within triangle
===================================================================*/
if( ( ix * ( v0y - v1y ) ) +
( v0x * ( v1y - iy ) ) +
( v1x * ( iy - v0y ) ) < 0.0F )
{
Clockwise = true;
}
else
{
Clockwise = false;
}
if( ( ix * ( v1y - v2y ) ) +
( v1x * ( v2y - iy ) ) +
( v2x * ( iy - v1y ) ) < 0.0F )
{
if( !Clockwise )
return false;
}
else
{
if( Clockwise )
return false;
}
if( face->type & 1 ) // face is a quad
{
v3x = face->v[ 3 ].u;
v3y = face->v[ 3 ].v;
if( ( ix * ( v2y - v3y ) ) +
( v2x * ( v3y - iy ) ) +
( v3x * ( iy - v2y ) ) < 0.0F )
{
if( !Clockwise )
return false;
}
else
{
if( Clockwise )
return false;
}
if( ( ix * ( v3y - v0y ) ) +
( v3x * ( v0y - iy ) ) +
( v0x * ( iy - v3y ) ) < 0.0F )
{
if( !Clockwise )
return false;
}
else
{
if( Clockwise )
return false;
}
}
else // face only a tri
{
if( ( ix * ( v2y - v0y ) ) +
( v2x * ( v0y - iy ) ) +
( v0x * ( iy - v2y ) ) < 0.0F )
{
if( !Clockwise )
return false;
}
else
{
if( Clockwise )
return false;
}
}
IDist = t;
return true;
}
bool ColRayPlaneIntersect( VECTOR *normal, float offset )
{
float t;
float Div, Num;
/*===================================================================
Calculate T
===================================================================*/
Div = ( ODir.x * normal->x) +
( ODir.y * normal->y) +
( ODir.z * normal->z);
// Div = ColDotProduct( &ODir , (NORMAL *) &normal->nx );
if( Div >= 0.0F ) return false; /* Reject, Parallel */
Num = ( ( Origin.x * normal->x ) +
( Origin.y * normal->y ) +
( Origin.z * normal->z ) ) + offset;
// Num = ( D + ColDotProduct( &Origin , (NORMAL *) face->nx) );
t = -( Num / Div );
/*===================================================================
Do plane collision
===================================================================*/
if( t < 0.0F ) return false; /* Intersection behind origin */
if( t > 1.0F ) return false; /* Intersection Greater then ray length */
IPoint.x = ( Origin.x + ( ODir.x * t ) );
IPoint.y = ( Origin.y + ( ODir.y * t ) );
IPoint.z = ( Origin.z + ( ODir.z * t ) );
IDist = t;
return true;
}
/*===================================================================
Procedure : Calculate the Dot product of a Vert and Normal
Input : VERT * a
: NORMAL * b
Output : float Dot Product
===================================================================*/
#if 1
#ifdef USEINLINE
__inline
#endif
float ColDotProduct( VECTOR * a , NORMAL * b )
{
return( ( a->x * b->nx ) +
( a->y * b->ny ) +
( a->z * b->nz ) );
}
#else
#ifdef USEINLINE
__inline
#endif
float ColDotProduct( VECTOR * vec0 , NORMAL * vec1 )
{
float dot;
__asm
{
fld [vec0+0]
fmul [vec1+0]
fld [vec0+4]
fmul [vec1+4]
fld [vec0+8]
fmul [vec1+8]
fxch st(1)
faddp st(0),st(2)
faddp st(0),st(1)
fstp [dot]
}
return dot;
}
#endif
#define NIL ((u_int16_t) -1)
static float hit_portal_offset = 0.0F;
// version 3...
/*
* BackgroundCollide
*
* Description
* checks for background collisions of a point moving between two positions
*
* Inputs
* c = background collision model
* m = background display model
* StartPos = start position
* StartGroup = group start position is in
* MoveOffset = movement offset
* BGCol = BGObject Collision wanted
*
* Outputs
* EndPos = final position (either collision impact point or target)
* EndGroup = group final position is in
* FaceNormal = normal of face collided with (if collided at all)
* NewTarget = new target position after sliding along collision face (if collided at all)
*
* Returns
* true if collided with background, false if no collision
*/
#ifdef BSP_ONLY
bool BackgroundCollide( MCLOADHEADER *c, MLOADHEADER *m,
VECTOR *StartPos, u_int16_t StartGroup, VECTOR *MoveOffset,
VECTOR *EndPos, u_int16_t *EndGroup,
NORMAL *FaceNormal, VECTOR *NewTarget, bool BGCol, BGOBJECT ** BGObject )
{
float poffset, pdist;
VECTOR ppos, pmove, epos, tpos;
NORMAL fnorm, pnorm; ZERO_STACK_MEM(pnorm);
u_int16_t group;
u_int16_t next_group;
u_int16_t last_group = 0;
bool hit_bg, hit_portal, hit_any_portal;
float dist_bg;
VECTOR dv;
float impact_offset;
VECTOR OldPMove;
VECTOR OldPPos;
float impact_dotp;
CompEnemyHit = (u_int16_t) -1;
AnyCompEnemyHit = (u_int16_t) -1;
next_group = StartGroup;
ppos = *StartPos;
pmove = *MoveOffset;
hit_any_portal = false;
do {
group = next_group;
hit_portal = false;
OldPMove = pmove;
OldPPos = ppos;
hit_bg = false;
if ( OneGroupPolyCol( c, m, group, &OldPPos, &OldPMove, &epos, &fnorm, &tpos, BGCol, BGObject ) )
{
BSP_PORTAL_GROUP *pg;
BSP_PORTAL *bp;
int j;
float d;
dv.x = epos.x - StartPos->x;
dv.y = epos.y - StartPos->y;
dv.z = epos.z - StartPos->z;
dist_bg = (float) sqrt( dv.x * dv.x + dv.y * dv.y + dv.z * dv.z );
pg = &Bsp_Portal_Header.group[ group ];
for ( j = 0; j < pg->portals; j++ )
{
bp = &pg->portal[ j ];
if ( DotProduct( &bp->normal, MoveOffset ) < 0.0F )
{
d = epos.x * bp->normal.x + epos.y * bp->normal.y + epos.z * bp->normal.z + bp->offset;
if ( fabs( d ) < POINT_ON_PORTAL_TOLERANCE )
{
if ( PISDistRecursive( &epos, bp->bsp.Root ) )
{
hit_portal = true;
next_group = bp->group;
pmove.x += ppos.x - epos.x;
pmove.y += ppos.y - epos.y;
pmove.z += ppos.z - epos.z;
ppos = epos;
hit_any_portal = true;
pnorm.nx = bp->normal.x;
pnorm.ny = bp->normal.y;
pnorm.nz = bp->normal.z;
hit_portal_offset = bp->offset;
last_group = group;
break;
}
}
}
}
if ( hit_portal )
{
hit_bg = false;
}
else
{
hit_bg = true;
dv = *MoveOffset;
NormaliseVector( &dv );
impact_dotp = -( dv.x * fnorm.nx + dv.y * fnorm.ny + dv.z * fnorm.nz );
impact_offset = ( impact_dotp ) ? COLLISION_FUDGE / impact_dotp : 2.0F * dist_bg;
if ( dist_bg > impact_offset )
{
epos.x -= dv.x * impact_offset;
epos.y -= dv.y * impact_offset;
epos.z -= dv.z * impact_offset;
if ( hit_any_portal )
{
// find distance of end point from portal plane
poffset = hit_portal_offset;
pdist = epos.x * pnorm.nx + epos.y * pnorm.ny + epos.z * pnorm.nz + poffset;
// NB this test is NOT perfect -- ideally should fire ray from StartPos to epos to find EndGroup more reliably
if ( pdist < 0.0F ) // end point still behind last portal plane -> collide in this group
*EndGroup = group;
else // end point now in front of portal plane -> collide in last group
*EndGroup = last_group;
}
else
{
*EndGroup = group;
}
}
else
{
epos = *StartPos;
*EndGroup = StartGroup;
}
*EndPos = epos;
*FaceNormal = fnorm;
*NewTarget = tpos;
}
}
} while ( !hit_bg && hit_portal );
if ( !hit_bg )
{
*EndGroup = group;
EndPos->x = StartPos->x + MoveOffset->x;
EndPos->y = StartPos->y + MoveOffset->y;
EndPos->z = StartPos->z + MoveOffset->z;
}
dv.x = (float) fabs( EndPos->x - m->Group[ *EndGroup ].center.x );
dv.y = (float) fabs( EndPos->y - m->Group[ *EndGroup ].center.y );
dv.z = (float) fabs( EndPos->z - m->Group[ *EndGroup ].center.z );
outside_group = dv.x > m->Group[ *EndGroup ].half_size.x + OUTSIDE_GROUP_TOLERANCE ||
dv.y > m->Group[ *EndGroup ].half_size.y + OUTSIDE_GROUP_TOLERANCE ||
dv.z > m->Group[ *EndGroup ].half_size.z + OUTSIDE_GROUP_TOLERANCE;
return hit_bg;
}
#else // !BSP_ONLY
bool BackgroundCollide( MCLOADHEADER *c, MLOADHEADER *m,
VECTOR *StartPos, u_int16_t StartGroup, VECTOR *MoveOffset,
VECTOR *EndPos, u_int16_t *EndGroup,
NORMAL *FaceNormal, VECTOR *NewTarget, bool BGCol, BGOBJECT ** BGObject )
{
float poffset, pdist;
VECTOR ppos, pmove, epos, tpos;
NORMAL fnorm, pnorm;
u_int16_t group;
u_int16_t next_group;
u_int16_t last_group;
bool hit_bg, hit_portal, hit_any_portal;
float dist_bg, dist_portal;
VECTOR dv;
float impact_offset;
VECTOR OldPMove;
VECTOR OldPPos;
float impact_dotp;
CompEnemyHit = (u_int16_t) -1;
AnyCompEnemyHit = (u_int16_t) -1;
next_group = StartGroup;
ppos = *StartPos;
pmove = *MoveOffset;
hit_any_portal = false;
do {
group = next_group;
hit_portal = false;
OldPMove = pmove;
OldPPos = ppos;
if ( !Bsp_Portal_Header.state && OneGroupPortalCol( m, group, &ppos, &pmove, &epos, &pnorm, &next_group, 0 ) )
{
hit_portal = true;
dv.x = epos.x - StartPos->x;
dv.y = epos.y - StartPos->y;
dv.z = epos.z - StartPos->z;
dist_portal = (float) sqrt( dv.x * dv.x + dv.y * dv.y + dv.z * dv.z );
pmove.x += ppos.x - epos.x;
pmove.y += ppos.y - epos.y;
pmove.z += ppos.z - epos.z;
ppos = epos;
hit_any_portal = true;
last_group = group;
}
hit_bg = false;
if ( OneGroupPolyCol( c, m, group, &OldPPos, &OldPMove, &epos, &fnorm, &tpos, BGCol, BGObject ) )
{
dv.x = epos.x - StartPos->x;
dv.y = epos.y - StartPos->y;
dv.z = epos.z - StartPos->z;
dist_bg = (float) sqrt( dv.x * dv.x + dv.y * dv.y + dv.z * dv.z );
if ( Bsp_Portal_Header.state )
{
BSP_PORTAL_GROUP *pg;
BSP_PORTAL *bp;
int j;
float d;
pg = &Bsp_Portal_Header.group[ group ];
for ( j = 0; j < pg->portals; j++ )
{
bp = &pg->portal[ j ];
if ( DotProduct( &bp->normal, MoveOffset ) < 0.0F )
{
d = epos.x * bp->normal.x + epos.y * bp->normal.y + epos.z * bp->normal.z + bp->offset;
if ( fabs( d ) < POINT_ON_PORTAL_TOLERANCE )
{
if ( PISDistRecursive( &epos, bp->bsp.Root ) )
{
hit_portal = true;
next_group = bp->group;
pmove.x += ppos.x - epos.x;
pmove.y += ppos.y - epos.y;
pmove.z += ppos.z - epos.z;
ppos = epos;
hit_any_portal = true;
last_group = group;
break;
}
}
}
}
}
if ( hit_portal )
{
if ( Bsp_Portal_Header.state || (float) fabs( dist_bg - dist_portal ) < 0.1F )
{
hit_bg = false;
}
else if ( dist_bg < dist_portal )
{
hit_bg = true;
hit_portal = false;
dv = *MoveOffset;
NormaliseVector( &dv );
impact_dotp = -( dv.x * fnorm.nx + dv.y * fnorm.ny + dv.z * fnorm.nz );
impact_offset = ( impact_dotp ) ? COLLISION_FUDGE / impact_dotp : 2.0F * dist_bg;
if ( dist_bg > impact_offset )
{
epos.x -= dv.x * impact_offset;
epos.y -= dv.y * impact_offset;
epos.z -= dv.z * impact_offset;
// find distance of end point from portal plane
poffset = hit_portal_offset;
pdist = epos.x * pnorm.nx + epos.y * pnorm.ny + epos.z * pnorm.nz + poffset;
// NB this test is NOT perfect -- ideally should fire ray from StartPos to epos to find EndGroup more reliably
if ( pdist < 0.0F ) // end point still behind portal plane -> collide in adjacent group
*EndGroup = next_group;
else // end point now in front of portal plane -> collide in this group
*EndGroup = group;
}
else
{
epos = *StartPos;
*EndGroup = StartGroup;
}
*EndPos = epos;
*FaceNormal = fnorm;
*NewTarget = tpos;
}
}
else
{
hit_bg = true;
dv = *MoveOffset;
NormaliseVector( &dv );
impact_dotp = -( dv.x * fnorm.nx + dv.y * fnorm.ny + dv.z * fnorm.nz );
impact_offset = ( impact_dotp ) ? COLLISION_FUDGE / impact_dotp : 2.0F * dist_bg;
if ( dist_bg > impact_offset )
{
epos.x -= dv.x * impact_offset;
epos.y -= dv.y * impact_offset;
epos.z -= dv.z * impact_offset;
if ( hit_any_portal )
{
// find distance of end point from portal plane
poffset = hit_portal_offset;
pdist = epos.x * pnorm.nx + epos.y * pnorm.ny + epos.z * pnorm.nz + poffset;
// NB this test is NOT perfect -- ideally should fire ray from StartPos to epos to find EndGroup more reliably
if ( pdist < 0.0F ) // end point still behind last portal plane -> collide in this group
*EndGroup = group;
else // end point now in front of portal plane -> collide in last group
*EndGroup = last_group;
}
else
{
*EndGroup = group;
}
}
else
{
epos = *StartPos;
*EndGroup = StartGroup;
}
*EndPos = epos;
*FaceNormal = fnorm;
*NewTarget = tpos;
}
}
} while ( !hit_bg && hit_portal );
if ( !hit_bg )
{
*EndGroup = group;
EndPos->x = StartPos->x + MoveOffset->x;
EndPos->y = StartPos->y + MoveOffset->y;
EndPos->z = StartPos->z + MoveOffset->z;
}
dv.x = (float) fabs( EndPos->x - m->Group[ *EndGroup ].center.x );
dv.y = (float) fabs( EndPos->y - m->Group[ *EndGroup ].center.y );
dv.z = (float) fabs( EndPos->z - m->Group[ *EndGroup ].center.z );
outside_group = dv.x > m->Group[ *EndGroup ].half_size.x + OUTSIDE_GROUP_TOLERANCE ||
dv.y > m->Group[ *EndGroup ].half_size.y + OUTSIDE_GROUP_TOLERANCE ||
dv.z > m->Group[ *EndGroup ].half_size.z + OUTSIDE_GROUP_TOLERANCE;
return hit_bg;
}
#endif // !BSP_ONLY
/*
* BackgroundCollideOneGroup
*
* Description
* checks for background collisions of a point moving between two positions
* only in the current group
*
* Inputs
* c = background collision model
* m = background display model
* StartPos = start position
* StartGroup = group start position is in
* MoveOffset = movement offset
* BGCol = BGObject Collision wanted
*
* Outputs
* EndPos = final position (either collision impact point, target, or group boundary)
* EndGroup = group final position is in (or next group if on boundary)
* FaceNormal = normal of face collided with (if collided at all)
* NewTarget = new target position after sliding along collision face (if collided at all)
*
* Returns
* true if collided with background, false if no collision
*/
#ifdef BSP_ONLY
bool BackgroundCollideOneGroup( MCLOADHEADER *c, MLOADHEADER *m,
VECTOR *StartPos, u_int16_t StartGroup, VECTOR *MoveOffset,
VECTOR *EndPos, u_int16_t *EndGroup,
NORMAL *FaceNormal, VECTOR *NewTarget, bool BGCol, BGOBJECT ** BGObject )
{