#include "precompiled.h" #undef vec3_t // Expand debugging BBOX particle hulls by this many units. const float BOX_GAP = 0.0f; int PM_boxpnt[6][4] = { { 0, 4, 6, 2 }, // +X { 0, 1, 5, 4 }, // +Y { 0, 2, 3, 1 }, // +Z { 7, 5, 1, 3 }, // -X { 7, 3, 2, 6 }, // -Y { 7, 6, 4, 5 }, // -Z }; void PM_ShowClipBox() { #ifdef _DEBUG if (!pmove->runfuncs) return; // More debugging, draw the particle bbox for player and for the entity we are looking directly at. // aslo prints entity info to the console overlay. if (!pmove->server) return; // Draw entity in center of view // Also draws the normal to the clip plane that intersects our movement ray. Leaves a particle // trail at the intersection point. PM_ViewEntity(); // Show our BBOX in particles. //PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->origin, 132, 0.1); /* { int i; for (i = 0; i < pmove->numphysent; i++) { if (pmove->physents[i].info >= 1 && pmove->physents[i].info <= 4) { PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->physents[i].origin, 132, 0.1); } } } */ #endif // _DEBUG } void PM_ParticleLine(vec3_t start, vec3_t end, int pcolor, float life, float vert) { float linestep = 2.0f; float curdist; float len; vec3_t curpos; vec3_t diff; int i; // Determine distance; VectorSubtract(end, start, diff); len = VectorNormalize(diff); curdist = 0; while (curdist <= len) { for (i = 0; i < 3; i++) curpos[i] = start[i] + curdist * diff[i]; pmove->PM_Particle(curpos, pcolor, life, 0, vert); curdist += linestep; } } void PM_DrawRectangle(vec3_t tl, vec3_t bl, vec3_t tr, vec3_t br, int pcolor, float life) { PM_ParticleLine(tl, bl, pcolor, life, 0); PM_ParticleLine(bl, br, pcolor, life, 0); PM_ParticleLine(br, tr, pcolor, life, 0); PM_ParticleLine(tr, tl, pcolor, life, 0); } void PM_DrawPhysEntBBox(int num, int pcolor, float life) { physent_t *pe; vec3_t org; int j; vec3_t tmp; vec3_t p[8]; float gap = BOX_GAP; vec3_t modelmins, modelmaxs; if (num >= pmove->numphysent || num <= 0) return; pe = &pmove->physents[num]; if (pe->model) { VectorCopy(pe->origin, org); pmove->PM_GetModelBounds(pe->model, modelmins, modelmaxs); for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? modelmins[0] - gap : modelmaxs[0] + gap; tmp[1] = (j & 2) ? modelmins[1] - gap : modelmaxs[1] + gap; tmp[2] = (j & 4) ? modelmins[2] - gap : modelmaxs[2] + gap; VectorCopy(tmp, p[j]); } // If the bbox should be rotated, do that if (pe->angles[0] || pe->angles[1] || pe->angles[2]) { vec3_t forward, right, up; AngleVectorsTranspose(pe->angles, forward, right, up); for (j = 0; j < 8; j++) { VectorCopy(p[j], tmp); p[j][0] = DotProduct(tmp, forward); p[j][1] = DotProduct(tmp, right); p[j][2] = DotProduct(tmp, up); } } // Offset by entity origin, if any. for (j = 0; j < 8; j++) VectorAdd(p[j], org, p[j]); for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], p[PM_boxpnt[j][0]], p[PM_boxpnt[j][2]], p[PM_boxpnt[j][3]], pcolor, life); } } else { for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? pe->mins[0] : pe->maxs[0]; tmp[1] = (j & 2) ? pe->mins[1] : pe->maxs[1]; tmp[2] = (j & 4) ? pe->mins[2] : pe->maxs[2]; VectorAdd(tmp, pe->origin, tmp); VectorCopy(tmp, p[j]); } for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], p[PM_boxpnt[j][0]], p[PM_boxpnt[j][2]], p[PM_boxpnt[j][3]], pcolor, life); } } } void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life) { int j; vec3_t tmp; vec3_t p[8]; float gap = BOX_GAP; for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap; tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap; tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap; VectorAdd(tmp, origin, tmp); VectorCopy(tmp, p[j]); } for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], p[PM_boxpnt[j][0]], p[PM_boxpnt[j][2]], p[PM_boxpnt[j][3]], pcolor, life); } } // Shows a particle trail from player to entity in crosshair. // Shows particles at that entities bbox // Tries to shoot a ray out by about 128 units. void PM_ViewEntity() { vec3_t forward, right, up; float raydist = 256.0f; vec3_t origin; vec3_t end; int i; pmtrace_t trace; int pcolor = 77; float fup; #if 0 if (!pm_showclip.value) return; #endif // Determine movement angles AngleVectors(pmove->angles, forward, right, up); VectorCopy(pmove->origin, origin); fup = 0.5 * (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]); fup += pmove->view_ofs[2]; fup -= 4; for (i = 0; i < 3; i++) { end[i] = origin[i] + raydist * forward[i]; } trace = pmove->PM_PlayerTrace(origin, end, PM_STUDIO_BOX, -1); // Not the world if (trace.ent > 0) { pcolor = 111; } // Draw the hull or bbox. #ifndef REGAMEDLL_FIXES if (trace.ent > 0) #endif { PM_DrawPhysEntBBox(trace.ent, pcolor, 0.3f); } }