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 ); }
//----------------------------------------------------------------------------- // 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 }
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; }
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; }
//----------------------------------------------------------------------------- // 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]; }
//----------------------------------------------------------------------------- // 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 } }