| 6 | #include "cube.h" |
| 7 | |
| 8 | float raycube(const vec &o, const vec &ray, vec &surface) |
| 9 | { |
| 10 | surface = vec(0, 0, 0); |
| 11 | |
| 12 | if(ray.iszero()) return -1; |
| 13 | |
| 14 | vec v = o; |
| 15 | float dist = 0, dx = 0, dy = 0, dz = 0; |
| 16 | |
| 17 | int nr; |
| 18 | for(nr=0;nr<512;nr++) // sam's suggestion :: I found no map which got nr > 350 |
| 19 | { |
| 20 | int x = int(v.x), y = int(v.y); |
| 21 | if(x < 0 || y < 0 || x >= ssize || y >= ssize) return -1; |
| 22 | sqr *s = S(x, y); |
| 23 | float floor = s->floor, ceil = s->ceil; |
| 24 | if(s->type==FHF) floor -= s->vdelta/4.0f; |
| 25 | if(s->type==CHF) ceil += s->vdelta/4.0f; |
| 26 | if(SOLID(s) || v.z < floor || v.z > ceil) |
| 27 | { |
| 28 | if((!dx && !dy) || s->wtex==DEFAULT_SKY || (!SOLID(s) && v.z > ceil && s->ctex==DEFAULT_SKY)) return -1; |
| 29 | if(s->type!=CORNER)// && s->type!=FHF && s->type!=CHF) |
| 30 | { |
| 31 | if(dx<dy) surface.x = ray.x>0 ? -1 : 1; |
| 32 | else surface.y = ray.y>0 ? -1 : 1; |
| 33 | sqr *n = S(x+(int)surface.x, y+(int)surface.y); |
| 34 | if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) |
| 35 | { |
| 36 | surface = dx<dy ? vec(0, ray.y>0 ? -1 : 1, 0) : vec(ray.x>0 ? -1 : 1, 0, 0); |
| 37 | n = S(x+(int)surface.x, y+(int)surface.y); |
| 38 | if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) |
| 39 | surface = vec(0, 0, ray.z>0 ? -1 : 1); |
| 40 | } |
| 41 | } |
| 42 | dist = max(dist-0.1f, 0.0f); |
| 43 | break; |
| 44 | } |
| 45 | dx = ray.x ? (x + (ray.x > 0 ? 1 : 0) - v.x)/ray.x : 1e16f; |
| 46 | dy = ray.y ? (y + (ray.y > 0 ? 1 : 0) - v.y)/ray.y : 1e16f; |
| 47 | dz = ray.z ? ((ray.z > 0 ? ceil : floor) - v.z)/ray.z : 1e16f; |
| 48 | if(dz < dx && dz < dy) |
| 49 | { |
| 50 | if(ray.z>0 && s->ctex==DEFAULT_SKY) return -1; |
| 51 | if(s->type!=FHF && s->type!=CHF) surface.z = ray.z>0 ? -1 : 1; |
| 52 | dist += dz; |
| 53 | break; |
| 54 | } |
| 55 | float disttonext = 0.1f + min(dx, dy); |
| 56 | v.add(vec(ray).mul(disttonext)); |
| 57 | dist += disttonext; |
| 58 | } |
| 59 | if (nr == 512) return -1; |
| 60 | return dist; |
| 61 | } |
| 62 | |
| 63 | bool raycubelos(const vec &from, const vec &to, float margin) |
| 64 | { |