コード例 #1
0
/*
=============
CL_TruePointContents

=============
*/
int CL_TruePointContents( const vec3_t p )
{
	int	i, contents;
	int	oldhull;
	hull_t	*hull;
	vec3_t	test, offset;
	physent_t	*pe;

	// sanity check
	if( !p )
		return CONTENTS_NONE;

	oldhull = clgame.pmove->usehull;

	// get base contents from world
	contents = PM_HullPointContents( &cl.worldmodel->hulls[0], 0, p );

	for( i = 0; i < clgame.pmove->nummoveent; i++ )
	{
		pe = &clgame.pmove->moveents[i];

		if( pe->solid != SOLID_NOT ) // disabled ?
			continue;

		// only brushes can have special contents
		if( !pe->model || pe->model->type != mod_brush )
			continue;

		// check water brushes accuracy
		clgame.pmove->usehull = 2;
		hull = PM_HullForBsp( pe, clgame.pmove, offset );
		clgame.pmove->usehull = oldhull;

		// offset the test point appropriately for this hull.
		VectorSubtract( p, offset, test );

		if( (pe->model->flags & MODEL_HAS_ORIGIN) && !VectorIsNull( pe->angles ))
		{
			matrix4x4	matrix;
	
			Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
			Matrix4x4_VectorITransform( matrix, p, test );
		};

		// test hull for intersection with this model
		if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
			continue;

		// compare contents ranking
		if( RankForContents( pe->skin ) > RankForContents( contents ))
			contents = pe->skin; // new content has more priority
	};

	return contents;
}
コード例 #2
0
ファイル: cl_pred.c プロジェクト: strelkovsky/QuakeRefresh
/*
=================
CL_NudgePosition

If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void CL_NudgePosition (void)
{
	vec3_t	base;
	int		x, y;

	if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
		return;

	VectorCopy (pmove.origin, base);
	for (x=-1 ; x<=1 ; x++)
	{
		for (y=-1 ; y<=1 ; y++)
		{
			pmove.origin[0] = base[0] + x * 1.0/8;
			pmove.origin[1] = base[1] + y * 1.0/8;
			if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
				return;
		}
	}
	Con_DPrintf ("CL_NudgePosition: stuck\n");
}
コード例 #3
0
/*
=============
CL_WaterEntity

=============
*/
int CL_WaterEntity( const float *rgflPos )
{
	physent_t		*pe;
	hull_t		*hull;
	vec3_t		test, offset;
	int		i, oldhull;

	if( !rgflPos )
		return -1;

	oldhull = clgame.pmove->usehull;

	for( i = 0; i < clgame.pmove->nummoveent; i++ )
	{
		pe = &clgame.pmove->moveents[i];

		if( pe->solid != SOLID_NOT ) // disabled ?
			continue;

		// only brushes can have special contents
		if( !pe->model || pe->model->type != mod_brush )
			continue;

		// check water brushes accuracy
		clgame.pmove->usehull = 2;
		hull = PM_HullForBsp( pe, clgame.pmove, offset );
		clgame.pmove->usehull = oldhull;

		// offset the test point appropriately for this hull.
		VectorSubtract( rgflPos, offset, test );

		if( (pe->model->flags & MODEL_HAS_ORIGIN) && !VectorIsNull( pe->angles ))
		{
			matrix4x4	matrix;
	
			Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
			Matrix4x4_VectorITransform( matrix, rgflPos, test );
		};

		// test hull for intersection with this model
		if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
			continue;

		// found water entity
		return pe->info;
	}
	return -1;
}
コード例 #4
0
ファイル: cl_pmove.c プロジェクト: adamixik/xash3d
static int pfnHullPointContents( struct hull_s *hull, int num, float *p )
{
	return PM_HullPointContents( hull, num, p );
}