mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 15:15:39 +03:00
244 lines
5.0 KiB
C++
244 lines
5.0 KiB
C++
#include "precompiled.h"
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#undef vec3_t
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// Expand debugging BBOX particle hulls by this many units.
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const float BOX_GAP = 0.0f;
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int PM_boxpnt[6][4] =
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{
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{ 0, 4, 6, 2 }, // +X
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{ 0, 1, 5, 4 }, // +Y
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{ 0, 2, 3, 1 }, // +Z
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{ 7, 5, 1, 3 }, // -X
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{ 7, 3, 2, 6 }, // -Y
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{ 7, 6, 4, 5 }, // -Z
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};
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void PM_ShowClipBox()
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{
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#ifdef _DEBUG
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if (!pmove->runfuncs)
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return;
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// More debugging, draw the particle bbox for player and for the entity we are looking directly at.
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// aslo prints entity info to the console overlay.
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if (!pmove->server)
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return;
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// Draw entity in center of view
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// Also draws the normal to the clip plane that intersects our movement ray. Leaves a particle
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// trail at the intersection point.
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PM_ViewEntity();
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// Show our BBOX in particles.
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//PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->origin, 132, 0.1);
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/*
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{
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int i;
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for (i = 0; i < pmove->numphysent; i++)
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{
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if (pmove->physents[i].info >= 1 && pmove->physents[i].info <= 4)
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{
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PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->physents[i].origin, 132, 0.1);
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}
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}
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}
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*/
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#endif // _DEBUG
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}
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void PM_ParticleLine(vec3_t start, vec3_t end, int pcolor, float life, float vert)
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{
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float linestep = 2.0f;
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float curdist;
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float len;
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vec3_t curpos;
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vec3_t diff;
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int i;
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// Determine distance;
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VectorSubtract(end, start, diff);
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len = VectorNormalize(diff);
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curdist = 0;
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while (curdist <= len)
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{
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for (i = 0; i < 3; i++)
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curpos[i] = start[i] + curdist * diff[i];
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pmove->PM_Particle(curpos, pcolor, life, 0, vert);
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curdist += linestep;
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}
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}
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void PM_DrawRectangle(vec3_t tl, vec3_t bl, vec3_t tr, vec3_t br, int pcolor, float life)
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{
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PM_ParticleLine(tl, bl, pcolor, life, 0);
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PM_ParticleLine(bl, br, pcolor, life, 0);
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PM_ParticleLine(br, tr, pcolor, life, 0);
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PM_ParticleLine(tr, tl, pcolor, life, 0);
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}
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void PM_DrawPhysEntBBox(int num, int pcolor, float life)
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{
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physent_t *pe;
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vec3_t org;
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int j;
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vec3_t tmp;
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vec3_t p[8];
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float gap = BOX_GAP;
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vec3_t modelmins, modelmaxs;
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if (num >= pmove->numphysent || num <= 0)
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return;
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pe = &pmove->physents[num];
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if (pe->model)
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{
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VectorCopy(pe->origin, org);
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pmove->PM_GetModelBounds(pe->model, modelmins, modelmaxs);
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for (j = 0; j < 8; j++)
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{
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tmp[0] = (j & 1) ? modelmins[0] - gap : modelmaxs[0] + gap;
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tmp[1] = (j & 2) ? modelmins[1] - gap : modelmaxs[1] + gap;
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tmp[2] = (j & 4) ? modelmins[2] - gap : modelmaxs[2] + gap;
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VectorCopy(tmp, p[j]);
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}
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// If the bbox should be rotated, do that
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if (pe->angles[0] || pe->angles[1] || pe->angles[2])
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{
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vec3_t forward, right, up;
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AngleVectorsTranspose(pe->angles, forward, right, up);
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for (j = 0; j < 8; j++)
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{
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VectorCopy(p[j], tmp);
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p[j][0] = DotProduct(tmp, forward);
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p[j][1] = DotProduct(tmp, right);
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p[j][2] = DotProduct(tmp, up);
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}
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}
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// Offset by entity origin, if any.
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for (j = 0; j < 8; j++)
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VectorAdd(p[j], org, p[j]);
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for (j = 0; j < 6; j++)
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{
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PM_DrawRectangle(
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p[PM_boxpnt[j][1]],
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p[PM_boxpnt[j][0]],
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p[PM_boxpnt[j][2]],
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p[PM_boxpnt[j][3]],
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pcolor, life);
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}
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}
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else
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{
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for (j = 0; j < 8; j++)
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{
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tmp[0] = (j & 1) ? pe->mins[0] : pe->maxs[0];
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tmp[1] = (j & 2) ? pe->mins[1] : pe->maxs[1];
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tmp[2] = (j & 4) ? pe->mins[2] : pe->maxs[2];
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VectorAdd(tmp, pe->origin, tmp);
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VectorCopy(tmp, p[j]);
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}
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for (j = 0; j < 6; j++)
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{
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PM_DrawRectangle(
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p[PM_boxpnt[j][1]],
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p[PM_boxpnt[j][0]],
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p[PM_boxpnt[j][2]],
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p[PM_boxpnt[j][3]],
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pcolor, life);
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}
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}
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}
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void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life)
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{
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int j;
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vec3_t tmp;
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vec3_t p[8];
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float gap = BOX_GAP;
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for (j = 0; j < 8; j++)
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{
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tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap;
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tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap;
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tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap;
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VectorAdd(tmp, origin, tmp);
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VectorCopy(tmp, p[j]);
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}
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for (j = 0; j < 6; j++)
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{
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PM_DrawRectangle(
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p[PM_boxpnt[j][1]],
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p[PM_boxpnt[j][0]],
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p[PM_boxpnt[j][2]],
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p[PM_boxpnt[j][3]],
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pcolor, life);
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}
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}
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// Shows a particle trail from player to entity in crosshair.
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// Shows particles at that entities bbox
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// Tries to shoot a ray out by about 128 units.
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void PM_ViewEntity()
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{
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vec3_t forward, right, up;
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float raydist = 256.0f;
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vec3_t origin;
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vec3_t end;
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int i;
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pmtrace_t trace;
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int pcolor = 77;
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float fup;
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#if 0
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if (!pm_showclip.value)
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return;
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#endif
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// Determine movement angles
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AngleVectors(pmove->angles, forward, right, up);
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VectorCopy(pmove->origin, origin);
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fup = 0.5 * (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]);
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fup += pmove->view_ofs[2];
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fup -= 4;
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for (i = 0; i < 3; i++)
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{
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end[i] = origin[i] + raydist * forward[i];
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}
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trace = pmove->PM_PlayerTrace(origin, end, PM_STUDIO_BOX, -1);
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// Not the world
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if (trace.ent > 0)
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{
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pcolor = 111;
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}
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// Draw the hull or bbox.
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#ifndef REGAMEDLL_FIXES
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if (trace.ent > 0)
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#endif
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{
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PM_DrawPhysEntBBox(trace.ent, pcolor, 0.3f);
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}
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}
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