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/*
* Copyright © 2023 Willian Henrique <wsimanbrazil@yahoo.com.br>
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include "engineapi.h"
#include "errmsg.h"
#include "feature.h"
#include "gametype.h"
#include "intdefs.h"
#include "trace.h"
FEATURE()
struct ray {
// these have type VectorAligned in the engine, which occupies 16 bytes
struct vec3f _Alignas(16) start, delta, startoff, extents;
// align to 16 since "extents" is supposed to occupy 16 bytes.
// TODO(compat): this member isn't in every engine branch
const float _Alignas(16) (*worldaxistransform)[3][4];
bool isray, isswept;
};
static void *srvtrace;
DECL_VFUNC(void, TraceRay, 5, struct ray *, uint /*mask*/, void */*filter*/,
struct CGameTrace *)
static inline bool nonzero(struct vec3f v) {
union { struct vec3f v; struct { unsigned int x, y, z; }; } u = {v};
return (u.x | u.y | u.z) << 1 != 0; // ignore sign bit
}
struct CGameTrace trace_line(struct vec3f start, struct vec3f end, uint mask,
void *filt) {
struct CGameTrace t;
struct vec3f delta = {end.x - start.x, end.y - start.y, end.z - start.z};
struct ray r = {
.isray = true,
.isswept = nonzero(delta),
.start = start,
.delta = delta
};
TraceRay(srvtrace, &r, mask, filt, &t);
return t;
}
struct CGameTrace trace_hull(struct vec3f start, struct vec3f end,
struct vec3f mins, struct vec3f maxs, uint mask, void *filt) {
struct CGameTrace t;
struct vec3f delta = {end.x - start.x, end.y - start.y, end.z - start.z};
struct vec3f extents = {
(maxs.x - mins.x) * 0.5f,
(maxs.y - mins.y) * 0.5f,
(maxs.z - mins.z) * 0.5f
};
struct ray r = {
// NOTE: could maybe hardcode this to false, but we copy engine logic
// just on the off chance we're tracing some insanely thin hull
.isray = (extents.x * extents.x + r.extents.y * r.extents.y +
extents.z * extents.z) < 1e-6,
.isswept = nonzero(delta),
.start = start,
.delta = delta,
.extents = extents,
.startoff = {
(mins.x + maxs.x) * -0.5f,
(mins.y + maxs.y) * -0.5f,
(mins.z + maxs.z) * -0.5f
}
};
TraceRay(srvtrace, &r, mask, filt, &t);
return t;
}
PREINIT {
// TODO(compat): restricting this to tested branches for now
return GAMETYPE_MATCHES(L4D);
}
INIT {
if (!(srvtrace = factory_engine("EngineTraceServer003", 0))) {
errmsg_errorx("couldn't get server-side tracing interface");
return false;
}
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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