Generalized hitnormal functions (where possible).

This commit is contained in:
Mari the Deer 2022-12-18 20:03:36 +01:00
commit b1683dae8e
24 changed files with 206 additions and 785 deletions

View file

@ -233,24 +233,9 @@ Class MisterFuzzy : SWWMNonInteractiveActor
double ang = atan2(dir.y,dir.x);
double pt = asin(-dir.z);
LineTrace(ang,dist,pt,TRF_THRUACTORS|TRF_THRUHITSCAN|TRF_ABSPOSITION,newpos.z,newpos.x,newpos.y,d);
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = SWWMUtility.GetLineTraceHitNormal(d);
dist -= d.Distance;
// should only happen if we bounced
dir = d.HitDir-(FRandom[Puff](1.5,2.)*hitnormal*(d.HitDir dot hitnormal));
@ -1007,45 +992,7 @@ Class MisterGrenade : Actor
virtual void A_HandleBounce()
{
Vector3 HitNormal = -vel.unit();
F3DFloor ff;
if ( BlockingFloor )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !SWWMUtility.PointOnLineSide(pos.xy,BlockingLine) )
HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(BlockingMobj.Vec3Offset(0,0,BlockingMobj.Height/2),pos);
HitNormal = diff.unit();
}
Vector3 HitNormal = SWWMUtility.GetActorHitNormal(self);
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula