コード例 #1
0
ファイル: util.cpp プロジェクト: kila58/sourceop
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, 
                      unsigned int mask, ITraceFilter *pFilter, trace_t *ptr )
{
    ICollideable *pCollision = VFuncs::GetCollideable(pEntity);

    // Adding this assertion here so game code catches it, but really the assertion belongs in the engine
    // because one day, rotated collideables will work!
    Assert( pCollision->GetCollisionAngles() == vec3_angle );

    enginetrace->SweepCollideable( pCollision, vecAbsStart, vecAbsEnd, pCollision->GetCollisionAngles(), mask, pFilter, ptr );
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Sweeps a particular entity through the world 
//-----------------------------------------------------------------------------
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr )
{
	ICollideable *pCollision = pEntity->GetCollideable();

	// Adding this assertion here so game code catches it, but really the assertion belongs in the engine
	// because one day, rotated collideables will work!
	Assert( pCollision->GetCollisionAngles() == vec3_angle );

	CTraceFilterEntity traceFilter( pEntity, pCollision->GetCollisionGroup() );

#ifdef PORTAL
	UTIL_Portal_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, &traceFilter, ptr );
#else
	enginetrace->SweepCollideable( pCollision, vecAbsStart, vecAbsEnd, pCollision->GetCollisionAngles(), mask, &traceFilter, ptr );
#endif
}
コード例 #3
0
bool CFuncBulletShield::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
	// ignore unless a shot
	if ((mask & MASK_SHOT)	 == MASK_SHOT)
	{
		// use obb collision
		ICollideable *pCol = GetCollideable();
		Assert(pCol);

		return IntersectRayWithOBB(ray,pCol->GetCollisionOrigin(),pCol->GetCollisionAngles(),
			pCol->OBBMins(),pCol->OBBMaxs(),1.0f,&trace);

		/*
		const model_t *pModel = this->GetCollisionModel();
		if ( pModel && pModel->type == mod_brush )
		{
			int nModelIndex = this->GetCollisionModelIndex();
			cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 );
			int nHeadNode = pCModel->headnode;

			CM_TransformedBoxTrace( ray, nHeadNode, fMask, this->GetCollisionOrigin(), this->GetCollisionAngles(), *pTrace );
			return true;
		}
		return false;
		*/

		// return BaseClass::TestCollision( ray, mask, trace );
	}
	else
		return false;
}
コード例 #4
0
	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		ICollideable *pCollide;
		const char *pDbgName;
		m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName );
		if (!pCollide)
			return ITERATION_CONTINUE;

		// Deal with static props
		// NOTE: I could have added static props to a different list and
		// enumerated them separately, but that would have been less efficient
		if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) )
		{
			Ray_t ray;
			trace_t trace;
			ray.Init( m_Pos, m_Pos );
			m_pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace );
			if (trace.startsolid)
			{
				// We're in a static prop; that's solid baby
				// Pretend we hit the world
				m_Contents = CONTENTS_SOLID;
				m_pCollide = m_pEngineTrace->GetWorldCollideable();
				return ITERATION_STOP;
			}
			return ITERATION_CONTINUE;
		}
		
		// We only care about solid volumes
		if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0)
			return ITERATION_CONTINUE;

		model_t* pModel = (model_t*)pCollide->GetCollisionModel();
		if ( pModel && pModel->type == mod_brush )
		{
			Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 );
			int nHeadNode = GetModelHeadNode( pCollide );
			int contents = CM_TransformedPointContents( m_Pos, nHeadNode, 
				pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() );

			if (contents != CONTENTS_EMPTY)
			{
				// Return the contents of the first thing we hit
				m_Contents = contents;
				m_pCollide = pCollide;
				return ITERATION_STOP;
			}
		}

		return ITERATION_CONTINUE;
	}
コード例 #5
0
//-----------------------------------------------------------------------------
// Purpose: Returns the color given trace information
// Input  : *trace - trace to get results for
//			*color - return color, gamma corrected (0.0f to 1.0f)
//-----------------------------------------------------------------------------
void GetColorForSurface( trace_t *trace, Vector *color )
{
	Vector	baseColor, diffuseColor;
	Vector	end = trace->startpos + ( ( Vector )trace->endpos - ( Vector )trace->startpos ) * 1.1f;
	
	if ( trace->DidHitWorld() )
	{
		if ( trace->hitbox == 0 )
		{
			// If we hit the world, then ask the world for the fleck color
			engine->TraceLineMaterialAndLighting( trace->startpos, end, diffuseColor, baseColor );
		}
		else
		{
			// In this case we hit a static prop.
			staticpropmgr->GetStaticPropMaterialColorAndLighting( trace, trace->hitbox - 1, diffuseColor, baseColor );
		}
	}
	else
	{
		// In this case, we hit an entity. Find out the model associated with it
		C_BaseEntity *pEnt = trace->m_pEnt;
		if ( !pEnt )
		{
			Msg("Couldn't find surface in GetColorForSurface()\n");
			color->x = 255;
			color->y = 255;
			color->z = 255;
			return;
		}

		ICollideable *pCollide = pEnt->GetCollideable();
		int modelIndex = pCollide->GetCollisionModelIndex();
		model_t* pModel = const_cast<model_t*>(modelinfo->GetModel( modelIndex ));

		// Ask the model info about what we need to know
		modelinfo->GetModelMaterialColorAndLighting( pModel, pCollide->GetCollisionOrigin(),
			pCollide->GetCollisionAngles(), trace, diffuseColor, baseColor );
	}

	//Get final light value
	color->x = pow( diffuseColor[0], 1.0f/2.2f ) * baseColor[0];
	color->y = pow( diffuseColor[1], 1.0f/2.2f ) * baseColor[1];
	color->z = pow( diffuseColor[2], 1.0f/2.2f ) * baseColor[2];
}
コード例 #6
0
//-----------------------------------------------------------------------------
// A version that simply accepts a ray (can work as a traceline or tracehull)
//-----------------------------------------------------------------------------
void CEngineTrace::TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
{
	CTraceFilterHitAll traceFilter;
	if ( !pTraceFilter )
	{
		pTraceFilter = &traceFilter;
	}

	// Gather statistics.
	g_EngineStats.IncrementCountedStat( ENGINE_STATS_NUM_TRACE_LINES, 1 );
	MEASURE_TIMED_STAT( ENGINE_STATS_TRACE_LINE_TIME );
	
	CM_ClearTrace( pTrace );

	// Collide with the world.
	if ( pTraceFilter->GetTraceType() != TRACE_ENTITIES_ONLY )
	{
		ICollideable *pCollide = GetWorldCollideable();

		// Make sure the world entity is unrotated
		// FIXME: BAH! The !pCollide test here is because of
		// CStaticProp::PrecacheLighting.. it's occurring too early
		// need to fix that later
		Assert(!pCollide || pCollide->GetCollisionOrigin() == vec3_origin );
		Assert(!pCollide || pCollide->GetCollisionAngles() == vec3_angle );

		CM_BoxTrace( ray, 0, fMask, true, *pTrace );
		SetTraceEntity( pCollide, pTrace );

		// Blocked by the world.
		if ( pTrace->fraction == 0 )
			return;

		// Early out if we only trace against the world
		if ( pTraceFilter->GetTraceType() == TRACE_WORLD_ONLY )
			return;
	}

	// Save the world collision fraction.
	float flWorldFraction = pTrace->fraction;

	// Create a ray that extends only until we hit the world
	// and adjust the trace accordingly
	Ray_t entityRay = ray;
	entityRay.m_Delta *= pTrace->fraction;

	// We know this is safe because if pTrace->fraction == 0
	// we would have exited above
	pTrace->fractionleftsolid /= pTrace->fraction;
 	pTrace->fraction = 1.0;

	// Collide with entities along the ray
	// FIXME: Hitbox code causes this to be re-entrant for the IK stuff.
	// If we could eliminate that, this could be static and therefore
	// not have to reallocate memory all the time
	CEntitiesAlongRay enumerator;
	enumerator.Reset();
	SpatialPartition()->EnumerateElementsAlongRay( SpatialPartitionMask(), entityRay, false, &enumerator );

	bool bNoStaticProps = pTraceFilter->GetTraceType() == TRACE_ENTITIES_ONLY;
	bool bFilterStaticProps = pTraceFilter->GetTraceType() == TRACE_EVERYTHING_FILTER_PROPS;

	trace_t tr;
	ICollideable *pCollideable;
	const char *pDebugName;
	int nCount = enumerator.m_EntityHandles.Count();
	for ( int i = 0; i < nCount; ++i )
	{
		// Generate a collideable
		IHandleEntity *pHandleEntity = enumerator.m_EntityHandles[i];
		HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );

		// Check for error condition
		if ( !IsSolid( pCollideable->GetSolid(), pCollideable->GetSolidFlags() ) )
		{
			char temp[1024];
			Q_snprintf(temp, sizeof( temp ), "%s in solid list (not solid)\n", pDebugName );
			Sys_Error (temp);
		}

		if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
		{
			if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
				continue;
		}
		else
		{
			// FIXME: Could remove this check here by
			// using a different spatial partition mask. Look into it
			// if we want more speedups here.
			if ( bNoStaticProps )
				continue;

			if ( bFilterStaticProps )
			{
				if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
					continue;
			}
		}

		ClipRayToCollideable( entityRay, fMask, pCollideable, &tr );

		// Make sure the ray is always shorter than it currently is
		ClipTraceToTrace( tr, pTrace );

		// Stop if we're in allsolid
		if (pTrace->allsolid)
			break;
	}

	// Fix up the fractions so they are appropriate given the original
	// unclipped-to-world ray
	pTrace->fraction *= flWorldFraction;
	pTrace->fractionleftsolid *= flWorldFraction;

#ifdef _DEBUG
	Vector vecOffset, vecEndTest;
	VectorAdd( ray.m_Start, ray.m_StartOffset, vecOffset );
	VectorMA( vecOffset, pTrace->fractionleftsolid, ray.m_Delta, vecEndTest );
	Assert( VectorsAreEqual( vecEndTest, pTrace->startpos, 0.1f ) );
	VectorMA( vecOffset, pTrace->fraction, ray.m_Delta, vecEndTest );
	Assert( VectorsAreEqual( vecEndTest, pTrace->endpos, 0.1f ) );
//	Assert( !ray.m_IsRay || pTrace->allsolid || pTrace->fraction >= pTrace->fractionleftsolid );
#endif

	if ( !ray.m_IsRay )
	{
		// Make sure no fractionleftsolid can be used with box sweeps
		VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
		pTrace->fractionleftsolid = 0;

#ifdef _DEBUG
		pTrace->fractionleftsolid = VEC_T_NAN;
#endif
	}
}