Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "portal_placement.h"
#include "portal_shareddefs.h"
#include "prop_portal_shared.h"
#include "collisionutils.h"
#include "decals.h"
#include "debugoverlay_shared.h"
#include "portal_mp_gamerules.h"
#if defined( GAME_DLL )
#include "func_noportal_volume.h"
#include "triggers.h"
#include "func_portal_bumper.h"
#include "physicsshadowclone.h"
#include "trigger_portal_cleanser.h"
#else
#include "c_triggers.h"
#include "c_func_noportal_volume.h"
#include "c_func_portal_bumper.h"
#include "c_trigger_portal_cleanser.h"
#endif
#include "cegclientwrapper.h"
#include "paint_color_manager.h"
ConVar sv_portal_placement_on_paint("sv_portal_placement_on_paint", "1", FCVAR_REPLICATED | FCVAR_CHEAT, "Enable/Disable placing portal on painted surfaces");
ConVar sv_portal_placement_never_fail("sv_portal_placement_never_fail", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
extern ConVar sv_allow_mobile_portals;
#define MAXIMUM_BUMP_DISTANCE ( ( fHalfWidth * 2.0f ) * ( fHalfWidth * 2.0f ) + ( fHalfHeight * 2.0f ) * ( fHalfHeight * 2.0f ) ) / 2.0f
struct CPortalCornerFitData
{
trace_t trCornerTrace;
Vector ptIntersectionPoint;
Vector vIntersectionDirection;
Vector vBumpDirection;
bool bCornerIntersection;
bool bSoftBump;
};
CUtlVector<CBaseEntity *> g_FuncBumpingEntityList;
bool g_bBumpedByLinkedPortal;
ConVar sv_portal_placement_debug("sv_portal_placement_debug", "0", FCVAR_REPLICATED );
ConVar sv_portal_placement_never_bump("sv_portal_placement_never_bump", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
bool IsMaterialInList( const csurface_t &surface, char *g_ppszMaterials[] )
{
char szLowerName[ 256 ];
Q_strcpy( szLowerName, surface.name );
Q_strlower( szLowerName );
int iMaterial = 0;
while ( g_ppszMaterials[ iMaterial ] )
{
if ( Q_strstr( szLowerName, g_ppszMaterials[ iMaterial ] ) )
return true;
++iMaterial;
}
return false;
}
// exposed here as non-constant so CEG can populate the value at DLL init time
static int CEG_PORTAL_POWER = 0xffffffff; // no paint power until correctly initialized
CEG_NOINLINE void InitPortalPaintPowerValue()
{
CEG_GCV_PRE();
CEG_PORTAL_POWER = CEG_GET_CONSTANT_VALUE( PaintPortalPower );
CEG_GCV_POST();
}
CEG_NOINLINE bool IsOnPortalPaint( const trace_t &tr )
{
if ( sv_portal_placement_on_paint.GetBool() && tr.m_pEnt)
{
if ( !UTIL_IsPaintableSurface( tr.surface ) )
return false;
PaintPowerType paintPower = NO_POWER;
//Trace for paint on the surface if it is the world
if( tr.m_pEnt->IsBSPModel() )
{
// enable portal placement on painted surface
paintPower = UTIL_Paint_TracePower( tr.m_pEnt, tr.endpos, tr.plane.normal );
}
else //For entities
{
if( FClassnameIs( tr.m_pEnt, "func_brush" ) )
{
paintPower = MapColorToPower( tr.m_pEnt->GetRenderColor() );
}
}
if( paintPower == CEG_PORTAL_POWER )
{
return true;
}
}
return false;
}
// exposed here as non-constant so CEG can populate the value at DLL init time
static unsigned short CEG_SURF_NO_PORTAL_FLAG = 0xffff; // portals can't be placed until correctly initialized
CEG_NOINLINE void InitSurfNoPortalFlag()
{
CEG_GCV_PRE();
CEG_SURF_NO_PORTAL_FLAG = CEG_GET_CONSTANT_VALUE( SurfNoPortalFlag );
CEG_GCV_POST();
}
CEG_NOINLINE PortalSurfaceType_t PortalSurfaceType( const trace_t& tr )
{
//Note: this is for placing portal on paint
if ( IsOnPortalPaint( tr ) )
return PORTAL_SURFACE_PAINT;
if ( tr.surface.flags & CEG_SURF_NO_PORTAL_FLAG )
return PORTAL_SURFACE_INVALID;
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( pdata->game.material == CHAR_TEX_GLASS )
return PORTAL_SURFACE_INVALID;
// Skipping all studio models
if ( StringHasPrefix( tr.surface.name, "**studio**" ) )
return PORTAL_SURFACE_INVALID;
return PORTAL_SURFACE_VALID;
}
bool IsNoPortalMaterial( const trace_t &tr )
{
return PortalSurfaceType( tr ) == PORTAL_SURFACE_INVALID;
}
bool IsPassThroughMaterial( const csurface_t &surface )
{
if ( surface.flags & SURF_SKY )
return true;
if ( IsMaterialInList( surface, g_ppszPortalPassThroughMaterials ) )
return true;
return false;
}
void TracePortals( const CProp_Portal *pIgnorePortal, const Vector &vForward, const Vector &vStart, const Vector &vEnd, trace_t &tr )
{
UTIL_ClearTrace( tr );
Ray_t ray;
ray.Init( vStart, vEnd );
trace_t trTemp;
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( pTempPortal != pIgnorePortal && pTempPortal->IsActive() )
{
Vector vOtherOrigin = pTempPortal->GetAbsOrigin();
QAngle qOtherAngles = pTempPortal->GetAbsAngles();
Vector vLinkedForward;
AngleVectors( qOtherAngles, &vLinkedForward, NULL, NULL );
// If they're not on the same face then don't worry about overlap
if ( vForward.Dot( vLinkedForward ) < 0.95f )
continue;
UTIL_IntersectRayWithPortalOBBAsAABB( pTempPortal, ray, &trTemp );
if ( trTemp.fraction < 1.0f && trTemp.fraction < tr.fraction )
{
tr = trTemp;
tr.m_pEnt = pTempPortal;
}
}
}
}
}
int AllEdictsAlongRay( CBaseEntity **pList, int listMax, const Ray_t &ray, int flagMask )
{
CFlaggedEntitiesEnum rayEnum( pList, listMax, flagMask );
#if defined( GAME_DLL )
partition->EnumerateElementsAlongRay( PARTITION_ENGINE_NON_STATIC_EDICTS, ray, false, &rayEnum );
#else
partition->EnumerateElementsAlongRay( PARTITION_ALL_CLIENT_EDICTS, ray, false, &rayEnum );
#endif
return rayEnum.GetCount();
}
bool TraceBumpingEntities( const Vector &vStart, const Vector &vEnd, trace_t &tr )
{
UTIL_ClearTrace( tr );
// We use this so portal bumpers can't squeeze a portal into not fitting
bool bClosestIsSoftBumper = false;
// Trace to the surface to see if there's a rotating door in the way
CBaseEntity *list[1024];
Ray_t ray;
ray.Init( vStart, vEnd );
int nCount = AllEdictsAlongRay( list, 1024, ray, 0 );
for ( int i = 0; i < nCount; i++ )
{
#if 0
#if defined( GAME_DLL )
Warning( "TraceBumpingEntities(server) : %s\n", list[i]->m_iClassname );
#else
Warning( "TraceBumpingEntities(client) : %s\n", list[i]->GetClassname() );
#endif
#endif
trace_t trTemp;
UTIL_ClearTrace( trTemp );
bool bSoftBumper = false;
if ( dynamic_cast<CFuncPortalBumper*>( list[i] ) != NULL )
{
if( ((CFuncPortalBumper *)list[i])->IsActive() )
{
bSoftBumper = true;
enginetrace->ClipRayToEntity( ray, MASK_ALL, list[i], &trTemp );
if ( trTemp.startsolid )
{
trTemp.fraction = 1.0f;
}
}
}
else if ( dynamic_cast<CTriggerPortalCleanser*>( list[i] ) != NULL )
{
if( ((CTriggerPortalCleanser *)list[i])->IsEnabled() )
{
enginetrace->ClipRayToEntity( ray, MASK_ALL, list[i], &trTemp );
if ( trTemp.startsolid )
{
trTemp.fraction = 1.0f;
}
}
}
else if ( dynamic_cast<CFuncNoPortalVolume*>( list[i] ) != NULL )
{
trTemp.fraction = 1.0f;
if ( static_cast<CFuncNoPortalVolume*>( list[i] )->IsActive() )
{
enginetrace->ClipRayToEntity( ray, MASK_ALL, list[i], &trTemp );
// Bump by an extra 2 units so that the portal isn't touching the no portal volume
Vector vDelta = trTemp.endpos - trTemp.startpos;
float fLength = VectorNormalize( vDelta ) - 2.0f;
if ( fLength < 0.0f )
fLength = 0.0f;
trTemp.fraction = fLength / ray.m_Delta.Length();
trTemp.endpos = trTemp.startpos + vDelta * fLength;
}
}
#if defined( GAME_DLL )
else if ( FClassnameIs( list[i], "prop_door_rotating" ) )
#else
else if ( FClassnameIs( list[i], "class C_PropDoorRotating" ) )
#endif
{
// Check more precise door collision
//CBasePropDoor *pRotatingDoor = static_cast<CBasePropDoor *>( list[i] );
CBaseEntity *pRotatingDoor = list[i];
pRotatingDoor->TestCollision( ray, 0, trTemp );
}
// If this is the closest and has only bumped once (for soft bumpers)
if ( trTemp.fraction < tr.fraction && ( !bSoftBumper || !g_FuncBumpingEntityList.HasElement( list[i] ) ) )
{
tr = trTemp;
bClosestIsSoftBumper = bSoftBumper;
}
}
return bClosestIsSoftBumper;
}
bool TracePortalCorner( const CProp_Portal *pIgnorePortal, const Vector &vOrigin, const Vector &vCorner, const Vector &vForward, PortalPlacedBy_t ePlacedBy, ITraceFilter *pTraceFilterPortalShot, trace_t &tr, bool &bSoftBump )
{
Vector vOriginToCorner = vCorner - vOrigin;
// Check for surface edge
trace_t trSurfaceEdge;
UTIL_TraceLine( vOrigin - vForward, vCorner - vForward, MASK_SHOT_PORTAL|CONTENTS_WATER|CONTENTS_SLIME, pTraceFilterPortalShot, &trSurfaceEdge );
if ( trSurfaceEdge.startsolid )
{
float fTotalFraction = trSurfaceEdge.fractionleftsolid;
while ( trSurfaceEdge.startsolid && trSurfaceEdge.fractionleftsolid > 0.0f && fTotalFraction < 1.0f )
{
UTIL_TraceLine( vOrigin + vOriginToCorner * ( fTotalFraction + 0.05f ) - vForward, vCorner + vOriginToCorner * ( fTotalFraction + 0.05f ) - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &trSurfaceEdge );
if ( trSurfaceEdge.startsolid )
{
fTotalFraction += trSurfaceEdge.fractionleftsolid + 0.05f;
}
}
if ( fTotalFraction < 1.0f )
{
UTIL_TraceLine( vOrigin + vOriginToCorner * ( fTotalFraction + 0.05f ) - vForward, vOrigin - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &trSurfaceEdge );
if ( trSurfaceEdge.startsolid )
{
trSurfaceEdge.fraction = 1.0f;
}
else
{
trSurfaceEdge.fraction = fTotalFraction;
trSurfaceEdge.plane.normal = -trSurfaceEdge.plane.normal;
}
}
else
{
trSurfaceEdge.fraction = 1.0f;
}
}
else
{
trSurfaceEdge.fraction = 1.0f;
}
// Check for enclosing wall
trace_t trEnclosingWall;
UTIL_TraceLine( vOrigin + vForward, vCorner + vForward, MASK_SOLID_BRUSHONLY|CONTENTS_MONSTER|CONTENTS_WATER|CONTENTS_SLIME, pTraceFilterPortalShot, &trEnclosingWall );
if ( trSurfaceEdge.fraction < trEnclosingWall.fraction )
{
trEnclosingWall.fraction = trSurfaceEdge.fraction;
trEnclosingWall.plane.normal = trSurfaceEdge.plane.normal;
}
trace_t trPortal;
trace_t trBumpingEntity;
if ( ePlacedBy != PORTAL_PLACED_BY_FIXED )
TracePortals( pIgnorePortal, vForward, vOrigin + vForward, vCorner + vForward, trPortal );
else
UTIL_ClearTrace( trPortal );
bool bSoftBumper = TraceBumpingEntities( vOrigin + vForward, vCorner + vForward, trBumpingEntity );
if ( trEnclosingWall.fraction >= 1.0f && trPortal.fraction >= 1.0f && trBumpingEntity.fraction >= 1.0f )
{
//check for a surface change between center and corner so we can bump when we partially overlap a non-portal surface
trace_t cornerTrace;
UTIL_TraceLine( vCorner, vCorner - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &cornerTrace );
if( cornerTrace.DidHit() && IsNoPortalMaterial( cornerTrace ) )
{
//a bump is in order, try to determine where we transition to the no portal material with a binary search
float fFullLength = vOriginToCorner.Length();
float fBadLength = fFullLength;
float fGoodLength = 0.0f;
Vector vOriginToCornerNormalized = vOriginToCorner.Normalized();
int iSearchCount = 0; //overwatch is soon. And I think this loop might have locked up once or twice without an absolute loop limit. Being safe for now.
const float kMaxDelta = 0.01f;
while( ((fBadLength - fGoodLength) >= kMaxDelta) && (iSearchCount < 100) )
{
AssertOnce( iSearchCount < 50 );
float fTestLength = (fBadLength + fGoodLength) * 0.5f;
Vector vTestSpot = vOrigin + (vOriginToCornerNormalized * fTestLength);
UTIL_TraceLine( vTestSpot, vTestSpot - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &cornerTrace );
if( cornerTrace.DidHit() && !IsNoPortalMaterial( cornerTrace ) )
{
fGoodLength = fTestLength;
}
else
{
fBadLength = fTestLength;
}
++iSearchCount;
}
Vector vGoodSpot = vOrigin + (vOriginToCornerNormalized * fGoodLength);
Vector vBadSpot = vOrigin + (vOriginToCornerNormalized * fBadLength);
iSearchCount = 0;
Vector vImpactNormal( 0.0f, 0.0f, 0.0f );
//try spots at 4x the delta in a circular pattern to find the normal of impact
{
Vector vGoodDirection = vForward.Cross( vOriginToCornerNormalized );
Vector vTestSpot = vGoodSpot + (vGoodDirection * (kMaxDelta * 4.0f));
UTIL_TraceLine( vTestSpot, vTestSpot - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &cornerTrace );
if( !(cornerTrace.DidHit() && !IsNoPortalMaterial( cornerTrace )) )
{
vGoodDirection = -vGoodDirection;
}
vTestSpot = vGoodSpot + (vGoodDirection * (kMaxDelta * 4.0f));
UTIL_TraceLine( vTestSpot, vTestSpot - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &cornerTrace );
if( cornerTrace.DidHit() && !IsNoPortalMaterial( cornerTrace ) )
{
float fBadAngle = 0.0f;
float fGoodAngle = 90.0f;
for( int i = 0; i != 10; ++i ) //we'd like a delta of less than 0.1 degrees. And the deltas are predictable. 90, 45, 22.5, 11.25, 5.625, 2.8125, 1.40625, 0.703125, 0.3515625, 0.17578125, 0.087890625
{
float fTestAngle = (fBadAngle + fGoodAngle) * 0.5f;
Vector vTestDirection = (cosf( fTestAngle ) * vOriginToCornerNormalized) + (sinf( fTestAngle ) * vGoodDirection);
vTestSpot = vGoodSpot + (vTestDirection * (kMaxDelta * 4.0f));
UTIL_TraceLine( vTestSpot, vTestSpot - vForward, MASK_SHOT_PORTAL, pTraceFilterPortalShot, &cornerTrace );
if( cornerTrace.DidHit() && !IsNoPortalMaterial( cornerTrace ) )
{
fGoodAngle = fTestAngle;
}
else
{
fBadAngle = fTestAngle;
}
}
vGoodDirection = (cosf( fGoodAngle ) * vOriginToCornerNormalized) + (sinf( fGoodAngle ) * vGoodDirection);
vImpactNormal = vForward.Cross( vGoodDirection );
if( vImpactNormal.Dot( vOriginToCornerNormalized ) > 0.0f )
vImpactNormal = -vImpactNormal;
}
}
tr = cornerTrace;
tr.startpos = vOrigin;
tr.endpos = vOrigin + (vOriginToCornerNormalized * fGoodLength);
tr.fraction = fGoodLength / fFullLength;
tr.fractionleftsolid = 1.0f;
tr.plane.normal = vImpactNormal; //.Init();// = -vOriginToCorner.Normalized();
tr.plane.dist = tr.plane.normal.Dot( tr.endpos );
return true;
}
UTIL_ClearTrace( tr );
return false;
}
if ( trEnclosingWall.fraction <= trPortal.fraction && trEnclosingWall.fraction <= trBumpingEntity.fraction )
{
tr = trEnclosingWall;
bSoftBump = false;
}
else if ( trPortal.fraction <= trEnclosingWall.fraction && trPortal.fraction <= trBumpingEntity.fraction && !g_FuncBumpingEntityList.HasElement( trPortal.m_pEnt ) )
{
tr = trPortal;
CProp_Portal *pBumpPortal = static_cast< CProp_Portal * >( trPortal.m_pEnt );
bool bBumpedByOwnPortal = pBumpPortal->GetFiredByPlayer() == pIgnorePortal->GetFiredByPlayer();
if ( bBumpedByOwnPortal )
{
g_bBumpedByLinkedPortal = true;
}
bSoftBump = !bBumpedByOwnPortal;
}
else if ( !trBumpingEntity.startsolid && trBumpingEntity.fraction <= trEnclosingWall.fraction && trBumpingEntity.fraction <= trPortal.fraction )
{
tr = trBumpingEntity;
bSoftBump = bSoftBumper;
}
else
{
UTIL_ClearTrace( tr );
return false;
}
return true;
}
Vector FindBumpVectorInCorner( const Vector &ptCorner1, const Vector &ptCorner2, const Vector &ptIntersectionPoint1, const Vector &ptIntersectionPoint2, const Vector &vIntersectionDirection1, const Vector &vIntersectionDirection2, const Vector &vIntersectionBumpDirection1, const Vector &vIntersectionBumpDirection2 )
{
Vector ptClosestSegment1, ptClosestSegment2;
float fT1, fT2;
CalcLineToLineIntersectionSegment( ptIntersectionPoint1, ptIntersectionPoint1 + vIntersectionDirection1,
ptIntersectionPoint2, ptIntersectionPoint2 + vIntersectionDirection2,
&ptClosestSegment1, &ptClosestSegment2, &fT1, &fT2 );
Vector ptLineIntersection = ( ptClosestSegment1 + ptClosestSegment2 ) * 0.5f;
// The 2 corner trace intersections and the intersection of those lines makes a triangle.
// We want to make a similar triangle where the base is large enough to fit the edge of the portal
// Get the the small triangle's legs and leg lengths
Vector vShortLeg = ptIntersectionPoint1 - ptLineIntersection;
Vector vShortLeg2 = ptIntersectionPoint2 - ptLineIntersection;
float fShortLegLength = vShortLeg.Length();
float fShortLeg2Length = vShortLeg2.Length();
if ( fShortLegLength == 0.0f || fShortLeg2Length == 0.0f )
{
// FIXME: Our triangle is actually a point or a line, so there's nothing we can do
return vec3_origin;
}
// Normalized legs
vShortLeg /= fShortLegLength;
vShortLeg2 /= fShortLeg2Length;
// Check if corners are aligned with one of the legs
Vector vCornerToCornerNorm = ptCorner2 - ptCorner1;
VectorNormalize( vCornerToCornerNorm );
float fPortalEdgeDotLeg = vCornerToCornerNorm.Dot( vShortLeg );
float fPortalEdgeDotLeg2 = vCornerToCornerNorm.Dot( vShortLeg2 );
if ( fPortalEdgeDotLeg < -0.9999f || fPortalEdgeDotLeg > 0.9999f || fPortalEdgeDotLeg2 < -0.9999f || fPortalEdgeDotLeg2 > 0.9999f )
{
// Do a one corner bump with corner 1
float fBumpDistance1 = CalcDistanceToLine( ptCorner1, ptIntersectionPoint1, ptIntersectionPoint1 + vIntersectionDirection1 );
fBumpDistance1 += PORTAL_BUMP_FORGIVENESS;
// Do a one corner bump with corner 2
float fBumpDistance2 = CalcDistanceToLine( ptCorner2, ptIntersectionPoint2, ptIntersectionPoint2 + vIntersectionDirection2 );
fBumpDistance2 += PORTAL_BUMP_FORGIVENESS;
return vIntersectionBumpDirection1 * fBumpDistance1 + vIntersectionBumpDirection2 * fBumpDistance2;
}
float fLegsDot = vShortLeg.Dot( vShortLeg2 );
// Need to know if the triangle is pointing toward the portal or away from the portal
/*bool bPointingTowardPortal = true;
Vector vLineIntersectionToCornerNorm = ptCorner1 - ptLineIntersection;
VectorNormalize( vLineIntersectionToCornerNorm );
if ( vLineIntersectionToCornerNorm.Dot( vShortLeg2 ) < fLegsDot )
{
bPointingTowardPortal = false;
}
if ( !bPointingTowardPortal )*/
{
// Get the small triangle's base length
float fLongBaseLength = ptCorner1.DistTo( ptCorner2 );
// Get the large triangle's base length
float fShortLeg2Angle = acosf( vCornerToCornerNorm.Dot( -vShortLeg ) );
float fShortBaseAngle = acosf( fLegsDot );
float fShortLegAngle = M_PI_F - fShortBaseAngle - fShortLeg2Angle;
if ( sinf( fShortLegAngle ) == 0.0f )
{
return Vector( 1000.0f, 1000.0f, 1000.0f );
}
float fShortBaseLength = sinf( fShortBaseAngle ) * ( fShortLegLength / sinf( fShortLegAngle ) );
// Avoid divide by zero
if ( fShortBaseLength == 0.0f )
{
return Vector( 0.0f, 0.0f, 0.0f );
}
// Use ratio to get the big triangles leg length
float fLongLegLength = fLongBaseLength * ( fShortLegLength / fShortBaseLength );
// Get the relative point on the large triangle
Vector ptNewCornerPos = ptLineIntersection + vShortLeg * fLongLegLength;
// Bump by the same amount the corner has to move to fit
return ptNewCornerPos - ptCorner1;
}
/*else
{
return Vector( 0.0f, 0.0f, 0.0f );
}*/
}
bool FitPortalOnSurface( const CProp_Portal *pIgnorePortal, Vector &vOrigin, const Vector &vForward, const Vector &vRight,
const Vector &vTopEdge, const Vector &vBottomEdge, const Vector &vRightEdge, const Vector &vLeftEdge,
PortalPlacedBy_t ePlacedBy, ITraceFilter *pTraceFilterPortalShot,
float fHalfWidth, float fHalfHeight,
int iRecursions /*= 0*/, const CPortalCornerFitData *pPortalCornerFitData /*= 0*/, const int *p_piIntersectionIndex /*= 0*/, const int *piIntersectionCount /*= 0*/ )
{
// Don't infinitely recurse
if ( iRecursions >= 6 )
{
return false;
}
Vector pptCorner[ 4 ];
// Get corner points
pptCorner[ 0 ] = vOrigin + vTopEdge + vLeftEdge;
pptCorner[ 1 ] = vOrigin + vTopEdge + vRightEdge;
pptCorner[ 2 ] = vOrigin + vBottomEdge + vLeftEdge;
pptCorner[ 3 ] = vOrigin + vBottomEdge + vRightEdge;
// Corner data
CPortalCornerFitData sFitData[ 4 ];
int piIntersectionIndex[ 4 ];
int iIntersectionCount = 0;
// Gather data we already know
if ( pPortalCornerFitData )
{
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
sFitData[ iIntersection ] = pPortalCornerFitData[ iIntersection ];
}
}
else
{
memset( sFitData, 0, sizeof( sFitData ) );
}
if ( p_piIntersectionIndex )
{
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
piIntersectionIndex[ iIntersection ] = p_piIntersectionIndex[ iIntersection ];
}
}
else
{
memset( piIntersectionIndex, 0, sizeof( piIntersectionIndex ) );
}
if ( piIntersectionCount )
{
iIntersectionCount = *piIntersectionCount;
}
int iOldIntersectionCount = iIntersectionCount;
Vector vNoNormalMin( 0, 0, 0 ), vNoNormalMax( 0, 0, 0 ), vNoNormalAdditive( 0, 0, 0 );
bool bNewIntersection[4] = { false };
// Find intersections from center to each corner
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
// HACK: In weird cases intersection count can go over 3 and index outside of our arrays. Don't let this happen!
if ( iIntersectionCount < 4 )
{
// Don't recompute intersection data that we already have
if ( !sFitData[ iIntersection ].bCornerIntersection )
{
// Test intersection of the current corner
sFitData[ iIntersection ].bCornerIntersection = TracePortalCorner( pIgnorePortal, vOrigin, pptCorner[ iIntersection ], vForward, ePlacedBy, pTraceFilterPortalShot, sFitData[ iIntersection ].trCornerTrace, sFitData[ iIntersection ].bSoftBump );
// If it intersected
if ( sFitData[ iIntersection ].bCornerIntersection )
{
sFitData[ iIntersection ].ptIntersectionPoint = vOrigin + ( pptCorner[ iIntersection ] - vOrigin ) * sFitData[ iIntersection ].trCornerTrace.fraction;
if ( sFitData[ iIntersection ].trCornerTrace.plane.normal.IsZero() )
{
Vector vPush = sFitData[ iIntersection ].ptIntersectionPoint - pptCorner[ iIntersection ];
vNoNormalMin = vNoNormalMin.Min( vPush );
vNoNormalMax = vNoNormalMax.Max( vPush );
vNoNormalAdditive += vPush;
}
bNewIntersection[iIntersection] = true;
piIntersectionIndex[ iIntersectionCount ] = iIntersection;
++iIntersectionCount;
}
}
else
{
// We shouldn't be intersecting with any old corners
sFitData[ iIntersection ].trCornerTrace.fraction = 1.0f;
}
}
}
//clip the additive vector of pushes from intersections with no normal. We're going to give them all a shared normal that agrees
vNoNormalAdditive = vNoNormalAdditive.Min( vNoNormalMax );
vNoNormalAdditive = vNoNormalAdditive.Max( vNoNormalMin );
vNoNormalAdditive.NormalizeInPlace();
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
if ( bNewIntersection[iIntersection] )
{
if ( sFitData[ iIntersection ].trCornerTrace.plane.normal.IsZero() )
{
sFitData[ iIntersection ].trCornerTrace.plane.normal = vNoNormalAdditive;
sFitData[ iIntersection ].trCornerTrace.plane.dist = vNoNormalAdditive.Dot( sFitData[ iIntersection ].ptIntersectionPoint );
}
VectorNormalize( sFitData[ iIntersection ].trCornerTrace.plane.normal );
sFitData[ iIntersection ].vIntersectionDirection = sFitData[ iIntersection ].trCornerTrace.plane.normal.Cross( vForward );
VectorNormalize( sFitData[ iIntersection ].vIntersectionDirection );
sFitData[ iIntersection ].vBumpDirection = vForward.Cross( sFitData[ iIntersection ].vIntersectionDirection );
VectorNormalize( sFitData[ iIntersection ].vBumpDirection );
if ( sv_portal_placement_debug.GetBool() )
{
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
NDebugOverlay::Line( sFitData[ iIntersection ].ptIntersectionPoint - sFitData[ iIntersection ].vIntersectionDirection * 32.0f,
sFitData[ iIntersection ].ptIntersectionPoint + sFitData[ iIntersection ].vIntersectionDirection * 32.0f,
0, 0, 255, true, 0.5f );
}
}
}
}
for ( int iIntersection = 0; iIntersection < 4; ++iIntersection )
{
// Remember soft bumpers so we don't bump with it twice
if ( sFitData[ iIntersection ].bSoftBump )
{
g_FuncBumpingEntityList.AddToTail( sFitData[ iIntersection ].trCornerTrace.m_pEnt );
}
}
// If no new intersections were found then it already fits
if ( iOldIntersectionCount == iIntersectionCount )
{
return true;
}
switch ( iIntersectionCount )
{
case 0:
{
// If no corners intersect it already fits
return true;
}
break;
case 1:
{
float fBumpDistance = CalcDistanceToLine( pptCorner[ piIntersectionIndex[ 0 ] ],
sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint + sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection );
fBumpDistance += PORTAL_BUMP_FORGIVENESS;
vOrigin += sFitData[ piIntersectionIndex[ 0 ] ].vBumpDirection * fBumpDistance;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
break;
case 2:
{
if ( sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint == sFitData[ piIntersectionIndex[ 1 ] ].ptIntersectionPoint )
{
return false;
}
float fDot = sFitData[ piIntersectionIndex[ 0 ] ].vBumpDirection.Dot( sFitData[ piIntersectionIndex[ 1 ] ].vBumpDirection );
// If there are parallel intersections try scooting it away from a near wall
if ( fDot < -0.9f )
{
// Check if perpendicular wall is near
trace_t trPerpWall1;
bool bSoftBump1;
bool bDir1 = TracePortalCorner( pIgnorePortal, vOrigin, vOrigin + sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection * fHalfWidth * 2.0f, vForward, ePlacedBy, pTraceFilterPortalShot, trPerpWall1, bSoftBump1 );
trace_t trPerpWall2;
bool bSoftBump2;
bool bDir2 = TracePortalCorner( pIgnorePortal, vOrigin, vOrigin + sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection * -fHalfWidth * 2.0f, vForward, ePlacedBy, pTraceFilterPortalShot, trPerpWall2, bSoftBump2 );
// No fit if there's blocking walls on both sides it can't fit
if ( bDir1 && bDir2 )
{
if ( bSoftBump1 )
bDir1 = false;
else if ( bSoftBump2 )
bDir1 = true;
else
return false;
}
// If there's no assumption to make, just pick a direction.
if ( !bDir1 && !bDir2 )
{
bDir1 = true;
}
// Bump the portal
if ( bDir1 )
{
vOrigin += sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection * -fHalfWidth;
}
else
{
vOrigin += sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection * fHalfWidth;
}
// Prepare data for recursion
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ 0 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 1 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
// If they are the same there's an easy way
if ( fDot > 0.9f )
{
// Get the closest intersection to the portal's center
int iClosestIntersection = ( ( vOrigin.DistTo( sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint ) < vOrigin.DistTo( sFitData[ piIntersectionIndex[ 1 ] ].ptIntersectionPoint ) ) ? ( 0 ) : ( 1 ) );
// Find the largest amount that the portal needs to bump for the corner to pass the intersection
float pfBumpDistance[ 2 ];
for ( int iIntersection = 0; iIntersection < 2; ++iIntersection )
{
pfBumpDistance[ iIntersection ] = CalcDistanceToLine( pptCorner[ piIntersectionIndex[ iIntersection ] ],
sFitData[ piIntersectionIndex[ iClosestIntersection ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ iClosestIntersection ] ].ptIntersectionPoint + sFitData[ piIntersectionIndex[ iClosestIntersection ] ].vIntersectionDirection );
pfBumpDistance[ iIntersection ] += PORTAL_BUMP_FORGIVENESS;
}
int iLargestBump = ( ( pfBumpDistance[ 0 ] > pfBumpDistance[ 1 ] ) ? ( 0 ) : ( 1 ) );
// Bump the portal
vOrigin += sFitData[ piIntersectionIndex[ iClosestIntersection ] ].vBumpDirection * pfBumpDistance[ iLargestBump ];
// If they were parallel to the intersection line don't invalidate both before recursion
if ( pfBumpDistance[ 0 ] == pfBumpDistance[ 1 ] )
{
sFitData[ piIntersectionIndex[ 0 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 1 ] ].bCornerIntersection = false;
iIntersectionCount = 0;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
else
{
// Prepare data for recursion
if ( iLargestBump != iClosestIntersection )
{
sFitData[ piIntersectionIndex[ iLargestBump ] ] = sFitData[ piIntersectionIndex[ iClosestIntersection ] ];
}
sFitData[ piIntersectionIndex[ ( ( iLargestBump == 0 ) ? ( 1 ) : ( 0 ) ) ] ].bCornerIntersection = false;
piIntersectionIndex[ 0 ] = piIntersectionIndex[ iLargestBump ];
iIntersectionCount = 1;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
}
// Intersections are angled, bump based on math using the corner
vOrigin += FindBumpVectorInCorner( pptCorner[ piIntersectionIndex[ 0 ] ], pptCorner[ piIntersectionIndex[ 1 ] ],
sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint, sFitData[ piIntersectionIndex[ 1 ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ 0 ] ].vIntersectionDirection, sFitData[ piIntersectionIndex[ 1 ] ].vIntersectionDirection,
sFitData[ piIntersectionIndex[ 0 ] ].vBumpDirection, sFitData[ piIntersectionIndex[ 1 ] ].vBumpDirection );
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
break;
case 3:
{
// Get the relationships of the intersections
float fDot[ 3 ];
fDot[ 0 ] = sFitData[ piIntersectionIndex[ 0 ] ].vBumpDirection.Dot( sFitData[ piIntersectionIndex[ 1 ] ].vBumpDirection );
fDot[ 1 ] = sFitData[ piIntersectionIndex[ 1 ] ].vBumpDirection.Dot( sFitData[ piIntersectionIndex[ 2 ] ].vBumpDirection );
fDot[ 2 ] = sFitData[ piIntersectionIndex[ 2 ] ].vBumpDirection.Dot( sFitData[ piIntersectionIndex[ 0 ] ].vBumpDirection );
int iSimilarWalls = 0;
for ( int iDot = 0; iDot < 3; ++iDot )
{
// If there are parallel intersections try scooting it away from a near wall
if ( fDot[ iDot ] < -0.99f )
{
// Check if perpendicular wall is near
trace_t trPerpWall1;
bool bSoftBump1;
bool bDir1 = TracePortalCorner( pIgnorePortal, vOrigin, vOrigin + sFitData[ piIntersectionIndex[ iDot ] ].vIntersectionDirection * fHalfWidth * 2.0f, vForward, ePlacedBy, pTraceFilterPortalShot, trPerpWall1, bSoftBump1 );
trace_t trPerpWall2;
bool bSoftBump2;
bool bDir2 = TracePortalCorner( pIgnorePortal, vOrigin, vOrigin + sFitData[ piIntersectionIndex[ iDot ] ].vIntersectionDirection * -fHalfWidth * 2.0f, vForward, ePlacedBy, pTraceFilterPortalShot, trPerpWall2, bSoftBump2 );
// No fit if there's blocking walls on both sides it can't fit
if ( bDir1 && bDir2 )
{
if ( bSoftBump1 )
bDir1 = false;
else if ( bSoftBump2 )
bDir1 = true;
else
return false;
}
// If there's no assumption to make, just pick a direction.
if ( !bDir1 && !bDir2 )
{
bDir1 = true;
}
// Bump the portal
if ( bDir1 )
{
vOrigin += sFitData[ piIntersectionIndex[ iDot ] ].vIntersectionDirection * -fHalfWidth;
}
else
{
vOrigin += sFitData[ piIntersectionIndex[ iDot ] ].vIntersectionDirection * fHalfWidth;
}
// Prepare data for recursion
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ 0 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 1 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 2 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
// Count similar intersections
else if ( fDot[ iDot ] > 0.99f )
{
++iSimilarWalls;
}
}
// If no intersections are similar
if ( iSimilarWalls == 0 )
{
// Total the angles between the intersections
float fAngleTotal = 0.0f;
for ( int iDot = 0; iDot < 3; ++iDot )
{
fAngleTotal += acosf( fDot[ iDot ] );
}
// If it's in a triangle, it can't be fit
if ( M_PI_F - 0.01f < fAngleTotal && fAngleTotal < M_PI_F + 0.01f )
{
// If any of the bumps are soft, give it another try
if ( sFitData[ piIntersectionIndex[ 0 ] ].bSoftBump || sFitData[ piIntersectionIndex[ 1 ] ].bSoftBump || sFitData[ piIntersectionIndex[ 2 ] ].bSoftBump )
{
// Prepare data for recursion
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ 0 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 1 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 2 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
else
{
return false;
}
}
}
// If the intersections are all similar there's an easy way
if ( iSimilarWalls == 3 )
{
// Get the closest intersection to the portal's center
int iClosestIntersection = 0;
float fClosestDistance = vOrigin.DistTo( sFitData[ piIntersectionIndex[ 0 ] ].ptIntersectionPoint );
float fDistance = vOrigin.DistTo( sFitData[ piIntersectionIndex[ 1 ] ].ptIntersectionPoint );
if ( fClosestDistance > fDistance )
{
iClosestIntersection = 1;
fClosestDistance = fDistance;
}
fDistance = vOrigin.DistTo( sFitData[ piIntersectionIndex[ 2 ] ].ptIntersectionPoint );
if ( fClosestDistance > fDistance )
{
iClosestIntersection = 2;
fClosestDistance = fDistance;
}
// Find the largest amount that the portal needs to bump for the corner to pass the intersection
float pfBumpDistance[ 3 ];
for ( int iIntersection = 0; iIntersection < 3; ++iIntersection )
{
pfBumpDistance[ iIntersection ] = CalcDistanceToLine( pptCorner[ piIntersectionIndex[ iIntersection ] ],
sFitData[ piIntersectionIndex[ iClosestIntersection ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ iClosestIntersection ] ].ptIntersectionPoint + sFitData[ piIntersectionIndex[ iClosestIntersection ] ].vIntersectionDirection );
pfBumpDistance[ iIntersection ] += PORTAL_BUMP_FORGIVENESS;
}
int iLargestBump = ( ( pfBumpDistance[ 0 ] > pfBumpDistance[ 1 ] ) ? ( 0 ) : ( 1 ) );
iLargestBump = ( ( pfBumpDistance[ iLargestBump ] > pfBumpDistance[ 2 ] ) ? ( iLargestBump ) : ( 2 ) );
// Bump the portal
vOrigin += sFitData[ piIntersectionIndex[ iClosestIntersection ] ].vBumpDirection * pfBumpDistance[ iLargestBump ];
// Prepare data for recursion
int iStillIntersecting = 0;
for ( int iIntersection = 0; iIntersection < 3; ++iIntersection )
{
// Invalidate corners that were closer to the intersection line
if ( pfBumpDistance[ iIntersection ] != pfBumpDistance[ iLargestBump ] )
{
sFitData[ piIntersectionIndex[ iIntersection ] ].bCornerIntersection = false;
--iIntersectionCount;
}
else
{
sFitData[ piIntersectionIndex[ iIntersection ] ] = sFitData[ piIntersectionIndex[ iClosestIntersection ] ];
piIntersectionIndex[ iStillIntersecting ] = piIntersectionIndex[ iIntersection ];
++iStillIntersecting;
}
}
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
// Get info for which corners are diagonal from each other
float fLongestDist = 0.0f;
int iLongestDist = 0;
for ( int iIntersection = 0; iIntersection < 3; ++iIntersection )
{
float fDist = pptCorner[ piIntersectionIndex[ iIntersection ] ].DistTo( pptCorner[ piIntersectionIndex[ ( iIntersection + 1 ) % 3 ] ] );
if ( fLongestDist < fDist )
{
fLongestDist = fDist;
iLongestDist = iIntersection;
}
}
int iIndex1, iIndex2, iIndex3;
switch ( iLongestDist )
{
case 0:
iIndex1 = 0;
iIndex2 = 1;
iIndex3 = 2;
break;
case 1:
iIndex1 = 1;
iIndex2 = 2;
iIndex3 = 0;
break;
default:
iIndex1 = 2;
iIndex2 = 0;
iIndex3 = 1;
break;
}
// If corner is 90 degrees there my be an easy way
float fCornerDot = sFitData[ piIntersectionIndex[ iIndex1 ] ].vIntersectionDirection.Dot( sFitData[ piIntersectionIndex[ iIndex2 ] ].vIntersectionDirection );
if ( fCornerDot < 0.0001f && fCornerDot > -0.0001f )
{
// Check if portal is aligned perfectly with intersection normals
float fPortalDot = sFitData[ piIntersectionIndex[ iIndex1 ] ].vIntersectionDirection.Dot( vRight );
if ( fPortalDot < 0.0001f && fPortalDot > -0.0001f || fPortalDot > 0.9999f || fPortalDot < -0.9999f )
{
float fBump1 = CalcDistanceToLine( pptCorner[ piIntersectionIndex[ iIndex1 ] ],
sFitData[ piIntersectionIndex[ iIndex1 ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ iIndex1 ] ].ptIntersectionPoint + sFitData[ piIntersectionIndex[ iIndex1 ] ].vIntersectionDirection );
fBump1 += PORTAL_BUMP_FORGIVENESS;
float fBump2 = CalcDistanceToLine( pptCorner[ piIntersectionIndex[ iIndex2 ] ],
sFitData[ piIntersectionIndex[ iIndex2 ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ iIndex2 ] ].ptIntersectionPoint + sFitData[ piIntersectionIndex[ iIndex2 ] ].vIntersectionDirection );
fBump2 += PORTAL_BUMP_FORGIVENESS;
// Bump portal
vOrigin += sFitData[ piIntersectionIndex[ iIndex1 ] ].vBumpDirection * fBump1;
vOrigin += sFitData[ piIntersectionIndex[ iIndex2 ] ].vBumpDirection * fBump2;
// Prepare recursion data
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ iIndex1 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ iIndex2 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ iIndex3 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
}
vOrigin += FindBumpVectorInCorner( pptCorner[ piIntersectionIndex[ iIndex1 ] ], pptCorner[ piIntersectionIndex[ iIndex2 ] ],
sFitData[ piIntersectionIndex[ iIndex1 ] ].ptIntersectionPoint, sFitData[ piIntersectionIndex[ iIndex2 ] ].ptIntersectionPoint,
sFitData[ piIntersectionIndex[ iIndex1 ] ].vIntersectionDirection, sFitData[ piIntersectionIndex[ iIndex2 ] ].vIntersectionDirection,
sFitData[ piIntersectionIndex[ iIndex1 ] ].vBumpDirection, sFitData[ piIntersectionIndex[ iIndex2 ] ].vBumpDirection );
// Prepare data for recursion
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ iIndex3 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
break;
default:
{
if ( sFitData[ piIntersectionIndex[ 0 ] ].bSoftBump || sFitData[ piIntersectionIndex[ 1 ] ].bSoftBump || sFitData[ piIntersectionIndex[ 2 ] ].bSoftBump || sFitData[ piIntersectionIndex[ 3 ] ].bSoftBump )
{
// Prepare data for recursion
iIntersectionCount = 0;
sFitData[ piIntersectionIndex[ 0 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 1 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 2 ] ].bCornerIntersection = false;
sFitData[ piIntersectionIndex[ 3 ] ].bCornerIntersection = false;
return FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, pTraceFilterPortalShot, fHalfWidth, fHalfHeight, iRecursions + 1, sFitData, piIntersectionIndex, &iIntersectionCount );
}
else
{
// All corners intersect with no soft bumps, so it can't be fit
return false;
}
}
break;
}
return true;
}
void FitPortalAroundOtherPortals( const CProp_Portal *pIgnorePortal, Vector &vOrigin, const Vector &vForward, const Vector &vRight, const Vector &vUp, float fHalfWidth, float fHalfHeight )
{
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( pTempPortal != pIgnorePortal && pTempPortal->IsActive() )
{
Vector vOtherOrigin = pTempPortal->GetAbsOrigin();
QAngle qOtherAngles = pTempPortal->GetAbsAngles();
Vector vLinkedForward;
AngleVectors( qOtherAngles, &vLinkedForward, NULL, NULL );
// If they're not on the same face then don't worry about overlap
if ( (vForward.Dot( vLinkedForward ) < 0.95f) ||
(fabs( vOrigin.Dot( vForward ) - vOtherOrigin.Dot( vLinkedForward ) ) > 1.0f) )
continue;
Vector vDiff = vOrigin - vOtherOrigin;
Vector vDiffProjRight = vDiff.Dot( vRight ) * vRight;
Vector vDiffProjUp = vDiff.Dot( vUp ) * vUp;
float fProjRightLength = VectorNormalize( vDiffProjRight );
float fProjUpLength = VectorNormalize( vDiffProjUp );
if ( fProjRightLength < 1.0f )
{
vDiffProjRight = vRight;
}
if ( fProjUpLength < (fHalfHeight * 2.0f) && fProjRightLength < (fHalfWidth * 2.0f) )
{
vOrigin += vDiffProjRight * ( (fHalfWidth * 2.0f) - fProjRightLength + 1.0f );
}
}
}
}
}
bool IsPortalIntersectingNoPortalVolume( const Vector &vOrigin, const QAngle &qAngles, const Vector &vForward, float fHalfWidth, float fHalfHeight )
{
// Walk the no portal volume list, check each with box-box intersection
for ( CFuncNoPortalVolume *pNoPortalEnt = GetNoPortalVolumeList(); pNoPortalEnt != NULL; pNoPortalEnt = pNoPortalEnt->m_pNext )
{
// Skip inactive no portal zones
if ( !pNoPortalEnt->IsActive() )
{
continue;
}
Vector vMin;
Vector vMax;
pNoPortalEnt->GetCollideable()->WorldSpaceSurroundingBounds( &vMin, &vMax );
Vector vBoxCenter = ( vMin + vMax ) * 0.5f;
Vector vBoxExtents = ( vMax - vMin ) * 0.5f;
// Take bump forgiveness into account on non major axies
vBoxExtents += Vector( ( ( vForward.x > 0.5f || vForward.x < -0.5f ) ? ( 0.0f ) : ( -PORTAL_BUMP_FORGIVENESS ) ),
( ( vForward.y > 0.5f || vForward.y < -0.5f ) ? ( 0.0f ) : ( -PORTAL_BUMP_FORGIVENESS ) ),
( ( vForward.z > 0.5f || vForward.z < -0.5f ) ? ( 0.0f ) : ( -PORTAL_BUMP_FORGIVENESS ) ) );
if ( UTIL_IsBoxIntersectingPortal( vBoxCenter, vBoxExtents, vOrigin, qAngles, fHalfWidth, fHalfHeight ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
NDebugOverlay::Box( Vector( 0.0f, 0.0f, 0.0f ), vMin, vMax, 0, 255, 0, 128, 0.5f );
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal placed in no portal volume.\n" );
}
return true;
}
}
// Passed the list, so we didn't hit any func_noportal_volumes
return false;
}
PortalPlacementResult_t IsPortalOverlappingOtherPortals( const CProp_Portal *pIgnorePortal, const Vector &vOrigin, const QAngle &qAngles, float fHalfWidth, float fHalfHeight,
bool bFizzleAll /*= false*/, bool bFizzlePartnerPortals /*= false*/ )
{
bool bOverlappedLinkedPortal = false;
bool bOverlappedPartnerPortal = false;
Vector vForward;
AngleVectors( qAngles, &vForward, NULL, NULL );
Vector vPortalOBBMin = Vector( 0.0f, -fHalfWidth, -fHalfHeight );
Vector vPortalOBBMax = Vector( 1.0f, fHalfWidth, fHalfHeight );
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( pTempPortal != pIgnorePortal && pTempPortal->IsActive() )
{
Vector vOtherOrigin = pTempPortal->GetAbsOrigin();
QAngle qOtherAngles = pTempPortal->GetAbsAngles();
Vector vOtherOBBMins = pTempPortal->GetLocalMins();
Vector vOtherOBBMaxs = pTempPortal->GetLocalMaxs();
Vector vLinkedForward;
AngleVectors( qOtherAngles, &vLinkedForward, NULL, NULL );
// If they're not on the same face then don't worry about overlap
if ( vForward.Dot( vLinkedForward ) < 0.95f )
continue;
if ( IsOBBIntersectingOBB( vOrigin, qAngles, vPortalOBBMin, vPortalOBBMax,
vOtherOrigin, qOtherAngles, vOtherOBBMins, vOtherOBBMaxs, 0.0f ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
UTIL_Portal_NDebugOverlay( pTempPortal, 255, 0, 0, 128, false, 0.5f );
DevMsg( "Portal overlapped another portal.\n" );
}
bool bLinkedPortal = !GameRules()->IsMultiplayer() || (pTempPortal->GetFiredByPlayer() == pIgnorePortal->GetFiredByPlayer());
if ( bFizzleAll || ( !bLinkedPortal && bFizzlePartnerPortals ) )
{
pTempPortal->DoFizzleEffect( PORTAL_FIZZLE_KILLED, false );
pTempPortal->Fizzle();
if ( bLinkedPortal )
{
bOverlappedLinkedPortal = true;
}
else
{
bOverlappedPartnerPortal = true;
}
}
else
{
if ( bLinkedPortal )
{
return PORTAL_PLACEMENT_OVERLAP_LINKED;
}
else
{
bOverlappedPartnerPortal = true;
}
}
}
}
}
}
if ( bOverlappedLinkedPortal )
return PORTAL_PLACEMENT_OVERLAP_LINKED;
if ( bOverlappedPartnerPortal )
return PORTAL_PLACEMENT_OVERLAP_PARTNER_PORTAL;
return PORTAL_PLACEMENT_SUCCESS;
}
bool IsPortalOnValidSurface( const Vector &vOrigin, const Vector &vForward, const Vector &vRight, const Vector &vUp, float fHalfWidth, float fHalfHeight, ITraceFilter *traceFilterPortalShot )
{
trace_t tr;
// Check if corners are on a no portal material
for ( int iCorner = 0; iCorner < 5; ++iCorner )
{
Vector ptCorner = vOrigin;
if ( iCorner < 4 )
{
if ( iCorner / 2 == 0 )
ptCorner += vUp * ( fHalfHeight - PORTAL_BUMP_FORGIVENESS * 1.1f ); //top
else
ptCorner += vUp * -( fHalfHeight - PORTAL_BUMP_FORGIVENESS * 1.1f ); //bottom
if ( iCorner % 2 == 0 )
ptCorner += vRight * -( fHalfWidth - PORTAL_BUMP_FORGIVENESS * 1.1f ); //left
else
ptCorner += vRight * ( fHalfWidth - PORTAL_BUMP_FORGIVENESS * 1.1f ); //right
}
Ray_t ray;
ray.Init( ptCorner + vForward, ptCorner - vForward );
enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, traceFilterPortalShot, &tr );
if ( tr.startsolid )
{
// Portal center/corner in solid
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal center or corner placed inside solid.\n" );
}
return false;
}
if ( tr.fraction == 1.0f )
{
// Check if there's a portal bumper to act as a surface
TraceBumpingEntities( ptCorner + vForward, ptCorner - vForward, tr );
if ( tr.fraction == 1.0f )
{
// No surface behind the portal
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal corner has no surface behind it.\n" );
}
return false;
}
}
if ( tr.m_pEnt && FClassnameIs( tr.m_pEnt, "func_door" ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal placed on func_door.\n" );
}
return false;
}
if ( IsPassThroughMaterial( tr.surface ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal placed on a pass through material.\n" );
}
return false;
}
if ( IsNoPortalMaterial( tr ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal placed on a no portal material.\n" );
}
return false;
}
}
return true;
}
PortalPlacementResult_t VerifyPortalPlacement( const CProp_Portal *pIgnorePortal, Vector &vOrigin, QAngle &qAngles, float fHalfWidth, float fHalfHeight, PortalPlacedBy_t ePlacedBy )
{
Vector vOriginalOrigin = vOrigin;
Vector vForward, vRight, vUp;
AngleVectors( qAngles, &vForward, &vRight, &vUp );
VectorNormalize( vForward );
VectorNormalize( vRight );
VectorNormalize( vUp );
trace_t tr;
#if defined( GAME_DLL )
CTraceFilterSimpleClassnameList baseFilter( pIgnorePortal, COLLISION_GROUP_NONE );
UTIL_Portal_Trace_Filter( &baseFilter );
baseFilter.AddClassnameToIgnore( "prop_portal" );
CTraceFilterTranslateClones traceFilterPortalShot( &baseFilter );
#else
CTraceFilterSimpleClassnameList traceFilterPortalShot( pIgnorePortal, COLLISION_GROUP_NONE );
UTIL_Portal_Trace_Filter( &traceFilterPortalShot );
traceFilterPortalShot.AddClassnameToIgnore( "prop_portal" );
#endif
// Check if center is on a surface
Ray_t ray;
ray.Init( vOrigin + vForward, vOrigin - vForward );
enginetrace->TraceRay( ray, MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );
if ( tr.fraction == 1.0f )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal center has no surface behind it.\n" );
}
return PORTAL_PLACEMENT_INVALID_SURFACE;
}
// Check if the surface is moving
/*Vector vVelocityCheck;
AngularImpulse vAngularImpulseCheck;
IPhysicsObject *pPhysicsObject = tr.m_pEnt->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->GetVelocity( &vVelocityCheck, &vAngularImpulseCheck );
}
else
{
#if defined( GAME_DLL )
tr.m_pEnt->GetVelocity( &vVelocityCheck, &vAngularImpulseCheck );
#else
vVelocityCheck = tr.m_pEnt->GetAbsVelocity();
vAngularImpulseCheck = vec3_origin; //TODO: Find client equivalent of server code above for angular impulse
#endif
}*/
if ( !sv_allow_mobile_portals.GetBool() && UTIL_IsEntityMovingOrRotating( tr.m_pEnt )/*(vVelocityCheck != vec3_origin || vAngularImpulseCheck != vec3_origin)*/ )
{
if ( sv_portal_placement_debug.GetBool() )
{
DevMsg( "Portal was on moving surface.\n" );
}
return PORTAL_PLACEMENT_INVALID_SURFACE;
}
// Check for invalid materials
if ( IsPassThroughMaterial( tr.surface ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal placed on a pass through material.\n" );
}
return PORTAL_PLACEMENT_PASSTHROUGH_SURFACE;
}
if ( IsNoPortalMaterial( tr ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal placed on a no portal material.\n" );
}
return PORTAL_PLACEMENT_INVALID_SURFACE;
}
// Get pointer to liked portal if it might be in the way
g_bBumpedByLinkedPortal = false;
if ( ePlacedBy == PORTAL_PLACED_BY_PLAYER && !sv_portal_placement_never_bump.GetBool() )
{
// Bump away from linked portal so it can be fit next to it
FitPortalAroundOtherPortals( pIgnorePortal, vOrigin, vForward, vRight, vUp, fHalfWidth, fHalfHeight );
}
float fBumpDistance = 0.0f;
if ( !sv_portal_placement_never_bump.GetBool() )
{
// Fit onto surface and auto bump
g_FuncBumpingEntityList.RemoveAll();
Vector vTopEdge = vUp * ( fHalfHeight - PORTAL_BUMP_FORGIVENESS );
Vector vBottomEdge = -vTopEdge;
Vector vRightEdge = vRight * ( fHalfWidth - PORTAL_BUMP_FORGIVENESS );
Vector vLeftEdge = -vRightEdge;
if ( !FitPortalOnSurface( pIgnorePortal, vOrigin, vForward, vRight, vTopEdge, vBottomEdge, vRightEdge, vLeftEdge, ePlacedBy, &traceFilterPortalShot, fHalfWidth, fHalfHeight ) )
{
if ( g_bBumpedByLinkedPortal )
{
return PORTAL_PLACEMENT_OVERLAP_LINKED;
}
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal was unable to fit on surface.\n" );
}
return PORTAL_PLACEMENT_CANT_FIT;
}
// Check if it's moved too far from it's original location
fBumpDistance = vOrigin.DistToSqr( vOriginalOrigin );
if ( fBumpDistance > MAXIMUM_BUMP_DISTANCE )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
DevMsg( "Portal adjusted too far from it's original location.\n" );
}
return PORTAL_PLACEMENT_CANT_FIT;
}
//if we're less than a unit from floor, we're going to bump to match it exactly and help game movement code run smoothly
if( vUp.z > 0.7f )
{
Vector vSmallForward = vForward * 0.05f;
trace_t FloorTrace;
UTIL_TraceLine( vOrigin + vSmallForward, vOrigin + vSmallForward - (vUp * (fHalfHeight + 1.5f)), MASK_SOLID_BRUSHONLY, &traceFilterPortalShot, &FloorTrace );
if( FloorTrace.fraction < 1.0f )
{
//we hit floor in that 1 extra unit, now doublecheck to make sure we didn't hit something else
trace_t FloorTrace_Verify;
UTIL_TraceLine( vOrigin + vSmallForward, vOrigin + vSmallForward - (vUp * (fHalfHeight - 0.1f)), MASK_SOLID_BRUSHONLY, &traceFilterPortalShot, &FloorTrace_Verify );
if( FloorTrace_Verify.fraction == 1.0f )
{
//if we're in here, we're definitely in a floor matching configuration, bump down to match the floor better
vOrigin = FloorTrace.endpos + (vUp * fHalfHeight) - vSmallForward;// - vUp * PORTAL_WALL_MIN_THICKNESS;
}
}
}
}
// Fail if it's in a no portal volume
if ( IsPortalIntersectingNoPortalVolume( vOrigin, qAngles, vForward, fHalfWidth, fHalfHeight ) )
return PORTAL_PLACEMENT_INVALID_VOLUME;
// Fail if it's overlapping the linked portal
PortalPlacementResult_t ePortalOverlapResult = IsPortalOverlappingOtherPortals( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight );
if ( ePortalOverlapResult != PORTAL_PLACEMENT_SUCCESS )
return ePortalOverlapResult;
// Fail if it's on a flagged surface material
if ( !IsPortalOnValidSurface( vOrigin, vForward, vRight, vUp, fHalfWidth, fHalfHeight, &traceFilterPortalShot ) )
{
if ( sv_portal_placement_debug.GetBool() )
{
UTIL_Portal_NDebugOverlay( vOrigin, qAngles, fHalfWidth, fHalfHeight, 0, 0, 255, 128, false, 0.5f );
}
return PORTAL_PLACEMENT_INVALID_SURFACE;
}
// Is a floor being moved to another floor
if ( pIgnorePortal->IsFloorPortal() && vForward.z > 0.8f )
{
// Is it being moved close by
if ( pIgnorePortal->GetAbsOrigin().DistToSqr( vOrigin ) < ( fHalfWidth * fHalfWidth + fHalfHeight * fHalfHeight ) )
{
// Are there any players intersecting it?
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *pIntersectingPlayer = UTIL_PlayerByIndex( i );
if ( pIntersectingPlayer )
{
if ( pIgnorePortal->m_PortalSimulator.IsReadyToSimulate() )
{
if ( UTIL_Portal_EntityIsInPortalHole( pIgnorePortal, pIntersectingPlayer ) )
{
// Fail! This created the portal vert hop exploit
return PORTAL_PLACEMENT_OVERLAP_LINKED;
}
}
}
}
}
}
return PORTAL_PLACEMENT_BUMPED;
}
PortalPlacementResult_t VerifyPortalPlacementAndFizzleBlockingPortals( const CProp_Portal *pIgnorePortal, Vector &vOrigin, QAngle &qAngles, float fHalfWidth, float fHalfHeight, PortalPlacedBy_t ePlacedBy )
{
PortalPlacementResult_t placementResult = VerifyPortalPlacement( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight, ePlacedBy );
if ( ePlacedBy == PORTAL_PLACED_BY_FIXED && placementResult == PORTAL_PLACEMENT_OVERLAP_LINKED )
{
// overlapping another portal. Fizzle them and try again.
IsPortalOverlappingOtherPortals( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight, true, false );
placementResult = VerifyPortalPlacement( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight, ePlacedBy );
}
else if ( ePlacedBy == PORTAL_PLACED_BY_PLAYER && placementResult == PORTAL_PLACEMENT_OVERLAP_PARTNER_PORTAL )
{
CPortalMPGameRules *pRules = PortalMPGameRules();
if( pRules && pRules->IsVS() )
{
return placementResult;
}
// overlapping partner's portal. Fizzle them and try again.
IsPortalOverlappingOtherPortals( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight, false, true );
placementResult = VerifyPortalPlacement( pIgnorePortal, vOrigin, qAngles, fHalfWidth, fHalfHeight, ePlacedBy );
}
return placementResult;
}
//-----------------------------------------------------------------------------
// Purpose: Breaks the granular placement result down into a binary "succeed/fail" state
//-----------------------------------------------------------------------------
bool PortalPlacementSucceeded( PortalPlacementResult_t eResult )
{
switch ( eResult )
{
case PORTAL_PLACEMENT_SUCCESS:
case PORTAL_PLACEMENT_BUMPED:
case PORTAL_PLACEMENT_USED_HELPER:
return true;
default:
return false;
}
}