/** R_SetFrustum */ void R_SetFrustum() { // rotate VPN right by FOV_X/2 degrees Math3D.RotatePointAroundVector(frustum[0].normal, vup, vpn, -(90f - r_newrefdef.fov_x / 2f)); // rotate VPN left by FOV_X/2 degrees Math3D.RotatePointAroundVector(frustum[1].normal, vup, vpn, 90f - r_newrefdef.fov_x / 2f); // rotate VPN up by FOV_X/2 degrees Math3D.RotatePointAroundVector(frustum[2].normal, vright, vpn, 90f - r_newrefdef.fov_y / 2f); // rotate VPN down by FOV_X/2 degrees Math3D.RotatePointAroundVector(frustum[3].normal, vright, vpn, -(90f - r_newrefdef.fov_y / 2f)); for (int i = 0; i < 4; i++) { frustum[i].type = Defines.PLANE_ANYZ; frustum[i].dist = Math3D.DotProduct(r_origin, frustum[i].normal); frustum[i].signbits = (byte) SignbitsForPlane(frustum[i]); } }
/** Objects need to be moved back on a failed push, otherwise riders would continue to slide. */ public static boolean SV_Push(edict_t pusher, float[] move, float[] amove) { int i, e; edict_t check, block[]; float[] mins = {0, 0, 0}; float[] maxs = {0, 0, 0}; pushed_t p; float[] org = {0, 0, 0}; float[] org2 = {0, 0, 0}; float[] move2 = {0, 0, 0}; float[] forward = {0, 0, 0}; float[] right = {0, 0, 0}; float[] up = {0, 0, 0}; // clamp the move to 1/8 units, so the position will // be accurate for client side prediction for (i = 0; i < 3; i++) { float temp; temp = move[i] * 8.0f; if (temp > 0.0) temp += 0.5; else temp -= 0.5; move[i] = 0.125f * (int) temp; } // find the bounding box for (i = 0; i < 3; i++) { mins[i] = pusher.absmin[i] + move[i]; maxs[i] = pusher.absmax[i] + move[i]; } // we need this for pushing things later Math3D.VectorSubtract(Globals.vec3_origin, amove, org); Math3D.AngleVectors(org, forward, right, up); // save the pusher's original position GameBase.pushed[GameBase.pushed_p].ent = pusher; Math3D.VectorCopy(pusher.s.origin, GameBase.pushed[GameBase.pushed_p].origin); Math3D.VectorCopy(pusher.s.angles, GameBase.pushed[GameBase.pushed_p].angles); if (pusher.client != null) GameBase.pushed[GameBase.pushed_p].deltayaw = pusher.client.ps.pmove.delta_angles[Defines.YAW]; GameBase.pushed_p++; // move the pusher to it's final position Math3D.VectorAdd(pusher.s.origin, move, pusher.s.origin); Math3D.VectorAdd(pusher.s.angles, amove, pusher.s.angles); GameBase.gi.linkentity(pusher); // see if any solid entities are inside the final position // check= g_edicts + 1; for (e = 1; e < GameBase.num_edicts; e++) { check = GameBase.g_edicts[e]; if (!check.inuse) continue; if (check.movetype == Defines.MOVETYPE_PUSH || check.movetype == Defines.MOVETYPE_STOP || check.movetype == Defines.MOVETYPE_NONE || check.movetype == Defines.MOVETYPE_NOCLIP) continue; if (check.area.prev == null) continue; // not linked in anywhere // if the entity is standing on the pusher, it will definitely be // moved if (check.groundentity != pusher) { // see if the ent needs to be tested if (check.absmin[0] >= maxs[0] || check.absmin[1] >= maxs[1] || check.absmin[2] >= maxs[2] || check.absmax[0] <= mins[0] || check.absmax[1] <= mins[1] || check.absmax[2] <= mins[2]) continue; // see if the ent's bbox is inside the pusher's final position if (SV_TestEntityPosition(check) == null) continue; } if ((pusher.movetype == Defines.MOVETYPE_PUSH) || (check.groundentity == pusher)) { // move this entity GameBase.pushed[GameBase.pushed_p].ent = check; Math3D.VectorCopy(check.s.origin, GameBase.pushed[GameBase.pushed_p].origin); Math3D.VectorCopy(check.s.angles, GameBase.pushed[GameBase.pushed_p].angles); GameBase.pushed_p++; // try moving the contacted entity Math3D.VectorAdd(check.s.origin, move, check.s.origin); if (check.client != null) { // FIXME: doesn't rotate monsters? check.client.ps.pmove.delta_angles[Defines.YAW] += amove[Defines.YAW]; } // figure movement due to the pusher's amove Math3D.VectorSubtract(check.s.origin, pusher.s.origin, org); org2[0] = Math3D.DotProduct(org, forward); org2[1] = -Math3D.DotProduct(org, right); org2[2] = Math3D.DotProduct(org, up); Math3D.VectorSubtract(org2, org, move2); Math3D.VectorAdd(check.s.origin, move2, check.s.origin); // may have pushed them off an edge if (check.groundentity != pusher) check.groundentity = null; block = SV_TestEntityPosition(check); if (block == null) { // pushed ok GameBase.gi.linkentity(check); // impact? continue; } // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed // FIXME: this doesn't acount for rotation Math3D.VectorSubtract(check.s.origin, move, check.s.origin); block = SV_TestEntityPosition(check); if (block == null) { GameBase.pushed_p--; continue; } } // save off the obstacle so we can call the block function GameBase.obstacle = check; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for (int ip = GameBase.pushed_p - 1; ip >= 0; ip--) { p = GameBase.pushed[ip]; Math3D.VectorCopy(p.origin, p.ent.s.origin); Math3D.VectorCopy(p.angles, p.ent.s.angles); if (p.ent.client != null) { p.ent.client.ps.pmove.delta_angles[Defines.YAW] = (short) p.deltayaw; } GameBase.gi.linkentity(p.ent); } return false; } // FIXME: is there a better way to handle this? // see if anything we moved has touched a trigger for (int ip = GameBase.pushed_p - 1; ip >= 0; ip--) GameBase.G_TouchTriggers(GameBase.pushed[ip].ent); return true; }
public static int SV_FlyMove(edict_t ent, float time, int mask) { edict_t hit; int bumpcount, numbumps; float[] dir = {0.0f, 0.0f, 0.0f}; float d; int numplanes; float[][] planes = new float[MAX_CLIP_PLANES][3]; float[] primal_velocity = {0.0f, 0.0f, 0.0f}; float[] original_velocity = {0.0f, 0.0f, 0.0f}; float[] new_velocity = {0.0f, 0.0f, 0.0f}; int i, j; trace_t trace; float[] end = {0.0f, 0.0f, 0.0f}; float time_left; int blocked; numbumps = 4; blocked = 0; Math3D.VectorCopy(ent.velocity, original_velocity); Math3D.VectorCopy(ent.velocity, primal_velocity); numplanes = 0; time_left = time; ent.groundentity = null; for (bumpcount = 0; bumpcount < numbumps; bumpcount++) { for (i = 0; i < 3; i++) end[i] = ent.s.origin[i] + time_left * ent.velocity[i]; trace = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, end, ent, mask); if (trace.allsolid) { // entity is trapped in another solid Math3D.VectorCopy(Globals.vec3_origin, ent.velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance Math3D.VectorCopy(trace.endpos, ent.s.origin); Math3D.VectorCopy(ent.velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance hit = trace.ent; if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (hit.solid == Defines.SOLID_BSP) { ent.groundentity = hit; ent.groundentity_linkcount = hit.linkcount; } } if (trace.plane.normal[2] == 0.0f) { blocked |= 2; // step } // // run the impact function // SV_Impact(ent, trace); if (!ent.inuse) break; // removed by the impact function time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't // really happen Math3D.VectorCopy(Globals.vec3_origin, ent.velocity); return 3; } Math3D.VectorCopy(trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i = 0; i < numplanes; i++) { GameBase.ClipVelocity(original_velocity, planes[i], new_velocity, 1); for (j = 0; j < numplanes; j++) if ((j != i) && !Math3D.VectorEquals(planes[i], planes[j])) { if (Math3D.DotProduct(new_velocity, planes[j]) < 0) break; // not ok } if (j == numplanes) break; } if (i != numplanes) { // go along this plane Math3D.VectorCopy(new_velocity, ent.velocity); } else { // go along the crease if (numplanes != 2) { // gi.dprintf ("clip velocity, numplanes == // %i\n",numplanes); Math3D.VectorCopy(Globals.vec3_origin, ent.velocity); return 7; } Math3D.CrossProduct(planes[0], planes[1], dir); d = Math3D.DotProduct(dir, ent.velocity); Math3D.VectorScale(dir, d, ent.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (Math3D.DotProduct(ent.velocity, primal_velocity) <= 0) { Math3D.VectorCopy(Globals.vec3_origin, ent.velocity); return blocked; } } return blocked; }