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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * New home for find_vector_intersection()
21 #define NEW_FVI_STUFF 1
51 extern int Physics_cheat_flag;
53 #define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num))
57 //find the point on the specified plane where the line intersects
58 //returns true if point found, false if line parallel to plane
59 //new_pnt is the found point on the plane
60 //plane_pnt & plane_norm describe the plane
61 //p0 & p1 are the ends of the line
62 int find_plane_line_intersection(vms_vector *new_pnt,vms_vector *plane_pnt,vms_vector *plane_norm,vms_vector *p0,vms_vector *p1,fix rad)
68 vm_vec_sub(&w,p0,plane_pnt);
70 num = vm_vec_dot(plane_norm,&w);
71 den = -vm_vec_dot(plane_norm,&d);
73 //Why does this assert hit so often
74 // Assert(num > -rad);
76 num -= rad; //move point out by rad
78 //check for various bad values
80 if ( (den==0) || //moving parallel to wall, so can't hit it
82 ( (num>den) || //frac greater than one
83 (-num>>15)>=den)) || //will overflow (large negative)
84 (den<0 && num<den)) //frac greater than one
87 //if (num>0) {mprintf(1,"HEY! num>0 in FVI!!!"); return 0;}
89 // Assert(num >= den);
91 //do check for potenial overflow
95 if (labs(num)/(f1_0/2) >= labs(den)) {Int3(); return 0;}
98 Assert(k<=f1_0); //should be trapped above
101 if (oflow_check(d.x,k) || oflow_check(d.y,k) || oflow_check(d.z,k)) return 0;
102 //Note: it is ok for k to be greater than 1, since this might mean
103 //that an object with a non-zero radius that moved from p0 to p1
104 //actually hit the wall on the "other side" of p0.
107 vm_vec_scale2(&d,num,den);
109 vm_vec_add(new_pnt,p0,&d);
111 //we should have vm_vec_scale2_add2()
117 typedef struct vec2d {
121 //given largest componant of normal, return i & j
122 //if largest componant is negative, swap i & j
123 int ij_table[3][2] = {
124 {2,1}, //pos x biggest
125 {0,2}, //pos y biggest
126 {1,0}, //pos z biggest
130 #define IT_NONE 0 //doesn't touch face at all
131 #define IT_FACE 1 //touches face
132 #define IT_EDGE 2 //touches edge of face
133 #define IT_POINT 3 //touches vertex
135 //see if a point in inside a face by projecting into 2d
136 uint check_point_to_face(vms_vector *checkp, side *s,int facenum,int nv,int *vertex_list)
138 vms_vector_array *checkp_array;
139 vms_vector_array norm;
146 vms_vector_array *v0,*v1;
149 get_side_normal(sp, s-sp->sides, facenum, (vms_vector *)&norm );
151 memcpy( &norm, &s->normals[facenum], sizeof(vms_vector_array));
153 checkp_array = (vms_vector_array *)checkp;
155 //now do 2d check to see if point is in side
157 //project polygon onto plane by finding largest component of normal
158 t.x = labs(norm.xyz[0]); t.y = labs(norm.xyz[1]); t.z = labs(norm.xyz[2]);
160 if (t.x > t.y) if (t.x > t.z) biggest=0; else biggest=2;
161 else if (t.y > t.z) biggest=1; else biggest=2;
163 if (norm.xyz[biggest] > 0) {
164 i = ij_table[biggest][0];
165 j = ij_table[biggest][1];
168 i = ij_table[biggest][1];
169 j = ij_table[biggest][0];
172 //now do the 2d problem in the i,j plane
174 check_i = checkp_array->xyz[i];
175 check_j = checkp_array->xyz[j];
177 for (edge=edgemask=0;edge<nv;edge++) {
178 vec2d edgevec,checkvec;
181 v0 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+edge]];
182 v1 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
184 edgevec.i = v1->xyz[i] - v0->xyz[i];
185 edgevec.j = v1->xyz[j] - v0->xyz[j];
187 checkvec.i = check_i - v0->xyz[i];
188 checkvec.j = check_j - v0->xyz[j];
190 d = fixmul(checkvec.i,edgevec.j) - fixmul(checkvec.j,edgevec.i);
192 if (d < 0) //we are outside of triangle
193 edgemask |= (1<<edge);
201 //check if a sphere intersects a face
202 int check_sphere_to_face(vms_vector *pnt, side *s,int facenum,int nv,fix rad,int *vertex_list)
204 vms_vector checkp=*pnt;
207 //now do 2d check to see if point is in side
209 edgemask = check_point_to_face(pnt,s,facenum,nv,vertex_list);
211 //we've gone through all the sides, are we inside?
216 vms_vector edgevec,checkvec; //this time, real 3d vectors
217 vms_vector closest_point;
223 //get verts for edge we're behind
225 for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++);
227 v0 = &Vertices[vertex_list[facenum*3+edgenum]];
228 v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
230 //check if we are touching an edge or point
232 vm_vec_sub(&checkvec,&checkp,v0);
233 edgelen = vm_vec_normalized_dir(&edgevec,v1,v0);
235 //find point dist from planes of ends of edge
237 d = vm_vec_dot(&edgevec,&checkvec);
239 if (d+rad < 0) return IT_NONE; //too far behind start point
241 if (d-rad > edgelen) return IT_NONE; //too far part end point
243 //find closest point on edge to check point
247 if (d < 0) closest_point = *v0;
248 else if (d > edgelen) closest_point = *v1;
252 //vm_vec_scale(&edgevec,d);
253 //vm_vec_add(&closest_point,v0,&edgevec);
255 vm_vec_scale_add(&closest_point,v0,&edgevec,d);
258 dist = vm_vec_dist(&checkp,&closest_point);
261 return (itype==IT_POINT)?IT_NONE:itype;
269 //returns true if line intersects with face. fills in newp with intersection
270 //point on plane, whether or not line intersects side
271 //facenum determines which of four possible faces we have
272 //note: the seg parm is temporary, until the face itself has a point field
273 int check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
277 struct side *s=&seg->sides[side];
284 get_side_normal(seg, side, facenum, &norm );
286 norm = seg->sides[side].normals[facenum];
289 if (SEGMENT_NUMBER(seg) == -1)
290 Error("segnum == -1 in check_line_to_face()");
292 create_abs_vertex_lists(&num_faces, vertex_list, SEGMENT_NUMBER(seg), side, __FILE__, __LINE__);
294 //use lowest point number
296 vertnum = min(vertex_list[0],vertex_list[2]);
300 vertnum = vertex_list[0];
302 if (vertex_list[i] < vertnum)
303 vertnum = vertex_list[i];
306 pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad);
308 if (!pli) return IT_NONE;
312 //if rad != 0, project the point down onto the plane of the polygon
315 vm_vec_scale_add2(&checkp,&norm,-rad);
317 return check_sphere_to_face(&checkp,s,facenum,nv,rad,vertex_list);
321 //returns the value of a determinant
322 fix calc_det_value(vms_matrix *det)
324 return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) -
325 fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) -
326 fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) +
327 fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) +
328 fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) -
329 fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x));
332 //computes the parameters of closest approach of two lines
333 //fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1
334 int check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector *p2,vms_vector *v2)
337 fix d,cross_mag2; //mag squared cross product
339 vm_vec_sub(&det.rvec,p2,p1);
340 vm_vec_cross(&det.fvec,v1,v2);
341 cross_mag2 = vm_vec_dot(&det.fvec,&det.fvec);
344 return 0; //lines are parallel
347 d = calc_det_value(&det);
348 if (oflow_check(d,cross_mag2))
351 *t1 = fixdiv(d,cross_mag2);
354 d = calc_det_value(&det);
355 if (oflow_check(d,cross_mag2))
358 *t2 = fixdiv(d,cross_mag2);
360 return 1; //found point
364 int disable_new_fvi_stuff=0;
366 #define disable_new_fvi_stuff 1
369 //this version is for when the start and end positions both poke through
370 //the plane of a side. In this case, we must do checks against the edge
372 int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
375 fix edge_t,move_t,edge_t2,move_t2,closest_dist;
376 fix edge_len,move_len;
378 int num_faces,edgenum;
380 vms_vector *edge_v0,*edge_v1,edge_vec;
381 struct side *s=&seg->sides[side];
382 vms_vector closest_point_edge,closest_point_move;
384 if (disable_new_fvi_stuff)
385 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
387 //calc some basic stuff
389 if ((SEGMENT_NUMBER(seg))==-1)
390 Error("segnum == -1 in special_check_line_to_face()");
392 create_abs_vertex_lists(&num_faces, vertex_list, SEGMENT_NUMBER(seg), side, __FILE__, __LINE__);
393 vm_vec_sub(&move_vec,p1,p0);
395 //figure out which edge(s) to check against
397 edgemask = check_point_to_face(p0,s,facenum,nv,vertex_list);
400 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
402 for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++);
404 edge_v0 = &Vertices[vertex_list[facenum*3+edgenum]];
405 edge_v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
407 vm_vec_sub(&edge_vec,edge_v1,edge_v0);
409 //is the start point already touching the edge?
413 //first, find point of closest approach of vec & edge
415 edge_len = vm_vec_normalize(&edge_vec);
416 move_len = vm_vec_normalize(&move_vec);
418 check_line_to_line(&edge_t,&move_t,edge_v0,&edge_vec,p0,&move_vec);
420 //make sure t values are in valid range
422 if (move_t<0 || move_t>move_len+rad)
425 if (move_t > move_len)
430 if (edge_t < 0) //saturate at points
435 if (edge_t2 > edge_len) //saturate at points
438 //now, edge_t & move_t determine closest points. calculate the points.
440 vm_vec_scale_add(&closest_point_edge,edge_v0,&edge_vec,edge_t2);
441 vm_vec_scale_add(&closest_point_move,p0,&move_vec,move_t2);
443 //find dist between closest points
445 closest_dist = vm_vec_dist(&closest_point_edge,&closest_point_move);
447 //could we hit with this dist?
449 //note massive tolerance here
450 // if (closest_dist < (rad*18)/20) { //we hit. figure out where
451 if (closest_dist < (rad*15)/20) { //we hit. figure out where
453 //now figure out where we hit
455 vm_vec_scale_add(newp,p0,&move_vec,move_t-rad);
461 return IT_NONE; //no hit
465 //maybe this routine should just return the distance and let the caller
466 //decide it it's close enough to hit
467 //determine if and where a vector intersects with a sphere
468 //vector defined by p0,p1
469 //returns dist if intersects, and fills in intp
471 int check_vector_to_sphere_1(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
473 vms_vector d,dn,w,closest_point;
474 fix mag_d,dist,w_dist,int_dist;
476 //this routine could be optimized if it's taking too much time!
478 vm_vec_sub(&d,p1,p0);
479 vm_vec_sub(&w,sphere_pos,p0);
481 mag_d = vm_vec_copy_normalize(&dn,&d);
484 int_dist = vm_vec_mag(&w);
486 return (int_dist<sphere_rad)?int_dist:0;
489 w_dist = vm_vec_dot(&dn,&w);
491 if (w_dist < 0) //moving away from object
494 if (w_dist > mag_d+sphere_rad)
495 return 0; //cannot hit
497 vm_vec_scale_add(&closest_point,p0,&dn,w_dist);
499 dist = vm_vec_dist(&closest_point,sphere_pos);
501 if (dist < sphere_rad) {
502 fix dist2,rad2,shorten;
504 dist2 = fixmul(dist,dist);
505 rad2 = fixmul(sphere_rad,sphere_rad);
507 shorten = fix_sqrt(rad2 - dist2);
509 int_dist = w_dist-shorten;
511 if (int_dist > mag_d || int_dist < 0) {
512 //past one or the other end of vector, which means we're inside
514 *intp = *p0; //don't move at all
518 vm_vec_scale_add(intp,p0,&dn,int_dist); //calc intersection point
521 // fix dd = vm_vec_dist(intp,sphere_pos);
522 // Assert(dd == sphere_rad);
523 // mprintf(0,"dd=%x, rad=%x, delta=%x\n",dd,sphere_rad,dd-sphere_rad);
534 //$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
536 //$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
549 //$$ "call quad_sqrt" \
556 //$$ "mov eax,[esi]" \
560 //$$ "mov eax,4[esi]" \
564 //$$ "mov eax,8[esi]" \
575 //$$ "call quad_sqrt" \
581 //$$//determine if and where a vector intersects with a sphere
582 //$$//vector defined by p0,p1
583 //$$//returns dist if intersects, and fills in intp. if no intersect, return 0
584 //$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
586 //$$ vms_vector d,w,c;
587 //$$ fix mag_d,dist,mag_c,mag_w;
588 //$$ vms_vector wn,dn;
590 //$$ vm_vec_sub(&d,p1,p0);
591 //$$ vm_vec_sub(&w,sphere_pos,p0);
593 //$$ //wn = w; mag_w = vm_vec_normalize(&wn);
594 //$$ //dn = d; mag_d = vm_vec_normalize(&dn);
596 //$$ mag_w = vm_vec_copy_normalize(&wn,&w);
597 //$$ mag_d = vm_vec_copy_normalize(&dn,&d);
599 //$$ //vm_vec_cross(&c,&w,&d);
600 //$$ vm_vec_cross(&c,&wn,&dn);
602 //$$ mag_c = vm_vec_mag(&c);
603 //$$ //mag_d = vm_vec_mag(&d);
605 //$$ //dist = fixdiv(mag_c,mag_d);
607 //$$dist = fixmul(mag_c,mag_w);
609 //$$ if (dist < sphere_rad) { //we intersect. find point of intersection
610 //$$ fix int_dist; //length of vector to intersection point
611 //$$ fix k; //portion of p0p1 we want
612 //$$//@@ fix dist2,rad2,shorten,mag_w2;
614 //$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude
615 //$$//@@ //WHAT ABOUT OVERFLOW???
616 //$$//@@ dist2 = fixmul(dist,dist);
617 //$$//@@ rad2 = fixmul(sphere_rad,sphere_rad);
618 //$$//@@ shorten = fix_sqrt(rad2 - dist2);
619 //$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten;
621 //$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad);
623 //$$if (labs(int_dist) > mag_d) //I don't know why this would happen
624 //$$ if (int_dist > 0)
629 //$$ k = fixdiv(int_dist,mag_d);
631 //$$// vm_vec_scale(&d,k); //vec from p0 to intersection point
632 //$$// vm_vec_add(intp,p0,&d); //intersection point
633 //$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point
635 //$$ return int_dist;
638 //$$ return 0; //no intersection
642 //determine if a vector intersects with an object
643 //if no intersects, returns 0, else fills in intp and returns dist
644 fix check_vector_to_object(vms_vector *intp,vms_vector *p0,vms_vector *p1,fix rad,object *obj,object *otherobj)
646 fix size = obj->size;
648 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].attack_type)
651 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
652 if (obj->type == OBJ_PLAYER &&
653 ((otherobj->type == OBJ_PLAYER) ||
654 ((Game_mode&GM_MULTI_COOP) && otherobj->type == OBJ_WEAPON && otherobj->ctype.laser_info.parent_type == OBJ_PLAYER)))
657 return check_vector_to_sphere_1(intp,p0,p1,&obj->pos,size+rad);
662 #define MAX_SEGS_VISITED 100
664 short segs_visited[MAX_SEGS_VISITED];
668 //these vars are used to pass vars from fvi_sub() to find_vector_intersection()
669 int fvi_hit_object; // object number of object hit in last find_vector_intersection call.
670 int fvi_hit_seg; // what segment the hit point is in
671 int fvi_hit_side; // what side was hit
672 int fvi_hit_side_seg;// what seg the hitside is in
673 vms_vector wall_norm; //ptr to surface normal of hit wall
674 int fvi_hit_seg2; // what segment the hit point is in
676 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg);
678 //What the hell is fvi_hit_seg for???
680 //Find out if a vector intersects with anything.
681 //Fills in hit_data, an fvi_info structure (see header file).
683 // p0 & startseg describe the start of the vector
684 // p1 the end of the vector
685 // rad the radius of the cylinder
686 // thisobjnum used to prevent an object with colliding with itself
687 // ingore_obj ignore collisions with this object
688 // check_obj_flag determines whether collisions with objects are checked
689 //Returns the hit_data->hit_type
690 int find_vector_intersection(fvi_query *fq,fvi_info *hit_data)
692 int hit_type,hit_seg,hit_seg2;
696 Assert(fq->ignore_obj_list != (int *)(-1));
697 Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
704 //check to make sure start point is in seg its supposed to be in
705 //Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg
707 // Viewer is not in segment as claimed, so say there is no hit.
708 if(!(get_seg_masks(fq->p0, fq->startseg, 0, __FILE__, __LINE__).centermask == 0))
711 hit_data->hit_type = HIT_BAD_P0;
712 hit_data->hit_pnt = *fq->p0;
713 hit_data->hit_seg = fq->startseg;
714 hit_data->hit_side = hit_data->hit_object = 0;
715 hit_data->hit_side_seg = -1;
717 return hit_data->hit_type;
720 segs_visited[0] = fq->startseg;
726 hit_seg2 = fvi_hit_seg2 = -1;
728 hit_type = fvi_sub(&hit_pnt,&hit_seg2,fq->p0,fq->startseg,fq->p1,fq->rad,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
729 //!!hit_seg = find_point_seg(&hit_pnt,fq->startseg);
730 if (hit_seg2 != -1 && !get_seg_masks(&hit_pnt, hit_seg2, 0, __FILE__, __LINE__).centermask)
733 hit_seg = find_point_seg(&hit_pnt,fq->startseg);
735 //MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
736 if (hit_type == HIT_WALL && hit_seg==-1)
737 if (fvi_hit_seg2 != -1 && get_seg_masks(&hit_pnt, fvi_hit_seg2, 0, __FILE__, __LINE__).centermask == 0)
738 hit_seg = fvi_hit_seg2;
743 vms_vector new_hit_pnt;
745 //because of code that deal with object with non-zero radius has
746 //problems, try using zero radius and see if we hit a wall
748 new_hit_type = fvi_sub(&new_hit_pnt,&new_hit_seg2,fq->p0,fq->startseg,fq->p1,0,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
750 if (new_hit_seg2 != -1) {
751 hit_seg = new_hit_seg2;
752 hit_pnt = new_hit_pnt;
757 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
758 if (hit_seg != hit_data->seglist[hit_data->n_segs-1] && hit_data->n_segs<MAX_FVI_SEGS-1)
759 hit_data->seglist[hit_data->n_segs++] = hit_seg;
761 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
762 for (i=0;i<hit_data->n_segs && i<MAX_FVI_SEGS-1;i++)
763 if (hit_data->seglist[i] == hit_seg) {
764 hit_data->n_segs = i+1;
768 //I'm sorry to say that sometimes the seglist isn't correct. I did my
772 //{ //verify hit list
776 // Assert(hit_data->seglist[0] == startseg);
778 // for (i=0;i<hit_data->n_segs-1;i++) {
779 // for (ch=0;ch<6;ch++)
780 // if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1])
785 // Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg);
789 //MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS!
790 //!! Assert(hit_seg!=-1);
791 //!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1)));
792 //When this assert happens, get Matt. Matt: Look at hit_seg2 &
793 //fvi_hit_seg. At least one of these should be set. Why didn't
794 //find_new_seg() find something?
796 // Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg);
798 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
800 hit_data->hit_type = hit_type;
801 hit_data->hit_pnt = hit_pnt;
802 hit_data->hit_seg = hit_seg;
803 hit_data->hit_side = fvi_hit_side; //looks at global
804 hit_data->hit_side_seg = fvi_hit_side_seg; //looks at global
805 hit_data->hit_object = fvi_hit_object; //looks at global
806 hit_data->hit_wallnorm = wall_norm; //looks at global
808 // if(hit_seg != -1 && get_seg_masks(&hit_data->hit_pnt, hit_data->hit_seg, 0, __FILE__, __LINE__).centermask != 0)
815 //--unused-- fix check_dist(vms_vector *v0,vms_vector *v1)
817 //--unused-- return vm_vec_dist(v0,v1);
820 int obj_in_list(int objnum,int *obj_list)
824 while ((t=*obj_list)!=-1 && t!=objnum) obj_list++;
830 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum);
832 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg)
834 segment *seg; //the segment we're looking at
835 int startmask,endmask; //mask of faces
836 //@@int sidemask; //mask of sides - can be on back of face but not side
837 int centermask; //where the center point is
840 vms_vector hit_point,closest_hit_point; //where we hit
841 fix d,closest_d=0x7fffffff; //distance to hit point
842 int hit_type=HIT_NONE; //what sort of hit
845 int hit_none_n_segs=0;
846 int hit_none_seglist[MAX_FVI_SEGS];
847 int cur_nest_level = fvi_nest_count;
849 //fvi_hit_object = -1;
851 if (flags&FQ_GET_SEGLIST)
855 seg = &Segments[startseg];
859 //first, see if vector hit any objects in this segment
860 if (flags & FQ_CHECK_OBJS)
861 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
862 if ( !(Objects[objnum].flags & OF_SHOULD_BE_DEAD) &&
863 !(thisobjnum == objnum ) &&
864 (ignore_obj_list==NULL || !obj_in_list(objnum,ignore_obj_list)) &&
865 !laser_are_related( objnum, thisobjnum ) &&
866 !((thisobjnum > -1) &&
867 (CollisionResult[Objects[thisobjnum].type][Objects[objnum].type] == RESULT_NOTHING ) &&
868 (CollisionResult[Objects[objnum].type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
869 int fudged_rad = rad;
871 // If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set
872 if (Objects[objnum].type == OBJ_POWERUP)
873 if (flags & FQ_IGNORE_POWERUPS)
876 // If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
877 if (Objects[thisobjnum].type == OBJ_ROBOT)
878 if (Objects[objnum].type == OBJ_ROBOT)
879 // -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
882 if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[Objects[thisobjnum].id].attack_type)
883 fudged_rad = (rad*3)/4;
885 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
886 if (Objects[thisobjnum].type == OBJ_PLAYER &&
887 ((Objects[objnum].type == OBJ_PLAYER) ||
888 ((Game_mode&GM_MULTI_COOP) && Objects[objnum].type == OBJ_WEAPON && Objects[objnum].ctype.laser_info.parent_type == OBJ_PLAYER)))
889 fudged_rad = rad/2; //(rad*3)/4;
891 d = check_vector_to_object(&hit_point,p0,p1,fudged_rad,&Objects[objnum],&Objects[thisobjnum]);
893 if (d) //we have intersection
895 fvi_hit_object = objnum;
896 Assert(fvi_hit_object!=-1);
898 closest_hit_point = hit_point;
903 if ( (thisobjnum > -1 ) && (CollisionResult[Objects[thisobjnum].type][OBJ_WALL] == RESULT_NOTHING ) )
904 rad = 0; //HACK - ignore when edges hit walls
906 //now, check segment walls
908 startmask = get_seg_masks(p0, startseg, rad, __FILE__, __LINE__).facemask;
910 masks = get_seg_masks(p1, startseg, rad, __FILE__, __LINE__); //on back of which faces?
911 endmask = masks.facemask;
912 //@@sidemask = masks.sidemask;
913 centermask = masks.centermask;
915 if (centermask==0) hit_none_seg = startseg;
917 if (endmask != 0) { //on the back of at least one face
921 //for each face we are on the back of, check if intersected
923 for (side=0,bit=1;side<6 && endmask>=bit;side++) {
925 num_faces = get_num_faces(&seg->sides[side]);
930 // commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1;
932 for (face=0;face<2;face++,bit<<=1) {
934 if (endmask & bit) { //on the back of this face
935 int face_hit_type; //in what way did we hit the face?
938 if (seg->children[side] == entry_seg)
939 continue; //don't go back through entry side
941 //did we go through this wall/door?
943 //#ifdef NEW_FVI_STUFF
944 if (startmask & bit) //start was also though. Do extra check
945 face_hit_type = special_check_line_to_face( &hit_point,
948 ((num_faces==1)?4:3),rad);
951 //NOTE LINK TO ABOVE!!
952 face_hit_type = check_line_to_face( &hit_point,
955 ((num_faces==1)?4:3),rad);
958 if (face_hit_type) { //through this wall/door
961 //if what we have hit is a door, check the adjoining seg
963 if ( (thisobjnum == Players[Player_num].objnum) && (Physics_cheat_flag==0xBADA55) ) {
964 wid_flag = WALL_IS_DOORWAY(seg, side);
965 if (seg->children[side] >= 0 )
966 wid_flag |= WID_FLY_FLAG;
968 wid_flag = WALL_IS_DOORWAY(seg, side);
971 if ((wid_flag & WID_FLY_FLAG) ||
972 (((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) &&
973 ((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(&hit_point,seg,side,face))))) {
976 vms_vector sub_hit_point;
977 int sub_hit_type,sub_hit_seg;
978 vms_vector save_wall_norm = wall_norm;
979 int save_hit_objnum=fvi_hit_object;
982 //do the check recursively on the next seg.
984 newsegnum = seg->children[side];
986 for (i=0;i<n_segs_visited && newsegnum!=segs_visited[i];i++);
988 if (i==n_segs_visited) { //haven't visited here yet
989 int temp_seglist[MAX_FVI_SEGS],temp_n_segs;
991 segs_visited[n_segs_visited++] = newsegnum;
993 if (n_segs_visited >= MAX_SEGS_VISITED)
994 goto quit_looking; //we've looked a long time, so give up
996 sub_hit_type = fvi_sub(&sub_hit_point,&sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,&temp_n_segs,startseg);
998 if (sub_hit_type != HIT_NONE) {
1000 d = vm_vec_dist(&sub_hit_point,p0);
1002 if (d < closest_d) {
1005 closest_hit_point = sub_hit_point;
1006 hit_type = sub_hit_type;
1007 if (sub_hit_seg!=-1) hit_seg = sub_hit_seg;
1010 if (flags&FQ_GET_SEGLIST) {
1012 for (ii=0;i<temp_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1013 seglist[(*n_segs)++] = temp_seglist[ii++];
1016 Assert(*n_segs < MAX_FVI_SEGS);
1019 wall_norm = save_wall_norm; //global could be trashed
1020 fvi_hit_object = save_hit_objnum;
1025 wall_norm = save_wall_norm; //global could be trashed
1026 if (sub_hit_seg!=-1) hit_none_seg = sub_hit_seg;
1028 if (flags&FQ_GET_SEGLIST) {
1030 for (ii=0;ii<temp_n_segs && ii<MAX_FVI_SEGS-1;ii++)
1031 hit_none_seglist[ii] = temp_seglist[ii];
1033 hit_none_n_segs = temp_n_segs;
1039 //is this the closest hit?
1041 d = vm_vec_dist(&hit_point,p0);
1043 if (d < closest_d) {
1045 closest_hit_point = hit_point;
1046 hit_type = HIT_WALL;
1049 get_side_normal(seg, side, face, &wall_norm );
1051 wall_norm = seg->sides[side].normals[face];
1055 if (get_seg_masks(&hit_point, startseg, rad, __FILE__, __LINE__).centermask == 0)
1056 hit_seg = startseg; //hit in this segment
1058 fvi_hit_seg2 = startseg;
1061 //@@ mprintf( 0, "Warning on line 991 in physics.c\n" );
1062 //@@ hit_seg = startseg; //hit in this segment
1066 fvi_hit_seg = hit_seg;
1067 fvi_hit_side = side;
1068 fvi_hit_side_seg = startseg;
1078 // Assert(centermask==0 || hit_seg!=startseg);
1080 // Assert(sidemask==0); //Error("Didn't find side we went though");
1085 if (hit_type == HIT_NONE) { //didn't hit anything, return end point
1089 *ints = hit_none_seg;
1090 //MATT: MUST FIX THIS!!!!
1091 //Assert(!centermask);
1093 if (hit_none_seg!=-1) { ///(centermask == 0)
1094 if (flags&FQ_GET_SEGLIST)
1096 for (i=0;i<hit_none_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1097 seglist[(*n_segs)++] = hit_none_seglist[i++];
1100 if (cur_nest_level!=0)
1105 *intp = closest_hit_point;
1107 if (fvi_hit_seg2 != -1)
1108 *ints = fvi_hit_seg2;
1110 *ints = hit_none_seg;
1115 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
1122 //--unused-- //compute the magnitude of a 2d vector
1123 //--unused-- fix mag2d(vec2d *v);
1124 //--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \
1125 //--unused-- "mov eax,[esi]" \
1126 //--unused-- "imul eax" \
1127 //--unused-- "mov ebx,eax" \
1128 //--unused-- "mov ecx,edx" \
1129 //--unused-- "mov eax,4[esi]" \
1130 //--unused-- "imul eax" \
1131 //--unused-- "add eax,ebx" \
1132 //--unused-- "adc edx,ecx" \
1133 //--unused-- "call quad_sqrt";
1136 //--unused-- //returns mag
1137 //--unused-- fix normalize_2d(vec2d *v)
1139 //--unused-- fix mag;
1141 //--unused-- mag = mag2d(v);
1143 //--unused-- v->i = fixdiv(v->i,mag);
1144 //--unused-- v->j = fixdiv(v->j,mag);
1146 //--unused-- return mag;
1149 #include "textures.h"
1150 #include "texmerge.h"
1152 #define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i))
1154 //finds the uv coords of the given point on the given seg & side
1155 //fills in u & v. if l is non-NULL fills it in also
1156 void find_hitpoint_uv(fix *u,fix *v,fix *l,vms_vector *pnt,segment *seg,int sidenum,int facenum)
1158 vms_vector_array *pnt_array;
1159 vms_vector_array normal_array;
1160 int segnum = SEGMENT_NUMBER(seg);
1163 side *side = &seg->sides[sidenum];
1164 int vertex_list[6],vertnum_list[6];
1165 vec2d p1,vec0,vec1,checkp; //@@,checkv;
1170 //mprintf(0,"\ncheck_trans_wall vec=%x,%x,%x\n",pnt->x,pnt->y,pnt->z);
1172 //do lasers pass through illusory walls?
1174 //when do I return 0 & 1 for non-transparent walls?
1176 if (segnum < 0 || segnum > Highest_segment_index) {
1177 mprintf((0,"Bad segnum (%d) in find_hitpoint_uv()\n",segnum));
1183 Error("segnum == -1 in find_hitpoint_uv()");
1185 create_abs_vertex_lists(&num_faces, vertex_list, segnum, sidenum, __FILE__, __LINE__);
1186 create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum);
1188 //now the hard work.
1190 //1. find what plane to project this wall onto to make it a 2d case
1193 get_side_normal(seg, sidenum, facenum, (vms_vector *)&normal_array );
1195 memcpy( &normal_array, &side->normals[facenum], sizeof(vms_vector_array) );
1199 if (abs(normal_array.xyz[1]) > abs(normal_array.xyz[biggest])) biggest = 1;
1200 if (abs(normal_array.xyz[2]) > abs(normal_array.xyz[biggest])) biggest = 2;
1202 if (biggest == 0) ii=1; else ii=0;
1203 if (biggest == 2) jj=1; else jj=2;
1205 //2. compute u,v of intersection point
1208 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+1]];
1209 p1.i = pnt_array->xyz[ii];
1210 p1.j = pnt_array->xyz[jj];
1212 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+0]];
1213 vec0.i = pnt_array->xyz[ii] - p1.i;
1214 vec0.j = pnt_array->xyz[jj] - p1.j;
1217 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+2]];
1218 vec1.i = pnt_array->xyz[ii] - p1.i;
1219 vec1.j = pnt_array->xyz[jj] - p1.j;
1221 //vec from 1 -> checkpoint
1222 pnt_array = (vms_vector_array *)pnt;
1223 checkp.i = pnt_array->xyz[ii];
1224 checkp.j = pnt_array->xyz[jj];
1226 //@@checkv.i = checkp.i - p1.i;
1227 //@@checkv.j = checkp.j - p1.j;
1229 //mprintf(0," vec0 = %x,%x ",vec0.i,vec0.j);
1230 //mprintf(0," vec1 = %x,%x ",vec1.i,vec1.j);
1231 //mprintf(0," checkv = %x,%x\n",checkv.i,checkv.j);
1233 k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
1234 if (abs(vec0.i) > abs(vec0.j))
1235 k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i);
1237 k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j);
1239 //mprintf(0," k0,k1 = %x,%x\n",k0,k1);
1242 uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
1244 *u = uvls[1].u + fixmul( k0,uvls[0].u - uvls[1].u) + fixmul(k1,uvls[2].u - uvls[1].u);
1245 *v = uvls[1].v + fixmul( k0,uvls[0].v - uvls[1].v) + fixmul(k1,uvls[2].v - uvls[1].v);
1248 *l = uvls[1].l + fixmul( k0,uvls[0].l - uvls[1].l) + fixmul(k1,uvls[2].l - uvls[1].l);
1250 //mprintf(0," u,v = %x,%x\n",*u,*v);
1253 //check if a particular point on a wall is a transparent pixel
1254 //returns 1 if can pass though the wall, else 0
1255 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum)
1258 side *side = &seg->sides[sidenum];
1262 // Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
1264 find_hitpoint_uv(&u,&v,NULL,pnt,seg,sidenum,facenum); // Don't compute light value.
1266 if (side->tmap_num2 != 0) {
1267 bm = texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 );
1269 bm = &GameBitmaps[Textures[side->tmap_num].index];
1270 PIGGY_PAGE_IN( Textures[side->tmap_num] );
1273 if (bm->bm_flags & BM_FLAG_RLE)
1274 bm = rle_expand_texture(bm);
1276 bmx = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
1277 bmy = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
1279 //note: the line above had -v, but that was wrong, so I changed it. if
1280 //something doesn't work, and you want to make it negative again, you
1281 //should figure out what's going on.
1283 //mprintf(0," bmx,y = %d,%d, color=%x\n",bmx,bmy,bm->bm_data[bmy*64+bmx]);
1285 return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR);
1288 //new function for Mike
1289 //note: n_segs_visited must be set to zero before this is called
1290 int sphere_intersects_wall(vms_vector *pnt,int segnum,fix rad)
1295 segs_visited[n_segs_visited++] = segnum;
1297 facemask = get_seg_masks(pnt, segnum, rad, __FILE__, __LINE__).facemask;
1299 seg = &Segments[segnum];
1301 if (facemask != 0) { //on the back of at least one face
1305 //for each face we are on the back of, check if intersected
1307 for (side=0,bit=1;side<6 && facemask>=bit;side++) {
1309 for (face=0;face<2;face++,bit<<=1) {
1311 if (facemask & bit) { //on the back of this face
1312 int face_hit_type; //in what way did we hit the face?
1313 int num_faces,vertex_list[6];
1315 //did we go through this wall/door?
1317 if (SEGMENT_NUMBER(seg) == -1)
1318 Error("segnum == -1 in sphere_intersects_wall()");
1320 create_abs_vertex_lists(&num_faces, vertex_list, SEGMENT_NUMBER(seg), side, __FILE__, __LINE__);
1322 face_hit_type = check_sphere_to_face( pnt,&seg->sides[side],
1323 face,((num_faces==1)?4:3),rad,vertex_list);
1325 if (face_hit_type) { //through this wall/door
1328 //if what we have hit is a door, check the adjoining seg
1330 child = seg->children[side];
1332 for (i=0;i<n_segs_visited && child!=segs_visited[i];i++);
1334 if (i==n_segs_visited) { //haven't visited here yet
1336 if (!IS_CHILD(child))
1340 if (sphere_intersects_wall(pnt,child,rad))
1353 //Returns true if the object is through any walls
1354 int object_intersects_wall(object *objp)
1358 return sphere_intersects_wall(&objp->pos,objp->segnum,objp->size);