mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
257 lines
7.5 KiB
C++
257 lines
7.5 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/*
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===============================================================================
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Trace model vs. polygonal model collision detection.
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===============================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "CollisionModel_local.h"
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/*
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===============================================================================
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Trace through the spatial subdivision
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===============================================================================
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*/
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/*
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================
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idCollisionModelManagerLocal::TraceTrmThroughNode
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================
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*/
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void idCollisionModelManagerLocal::TraceTrmThroughNode( cm_traceWork_t *tw, cm_node_t *node ) {
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cm_polygonRef_t *pref;
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cm_brushRef_t *bref;
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// position test
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if ( tw->positionTest ) {
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// if already stuck in solid
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if ( tw->trace.fraction == 0.0f ) {
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return;
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}
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// test if any of the trm vertices is inside a brush
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for ( bref = node->brushes; bref; bref = bref->next ) {
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if ( idCollisionModelManagerLocal::TestTrmVertsInBrush( tw, bref->b ) ) {
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return;
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}
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}
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// if just testing a point we're done
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if ( tw->pointTrace ) {
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return;
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}
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// test if the trm is stuck in any polygons
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for ( pref = node->polygons; pref; pref = pref->next ) {
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if ( idCollisionModelManagerLocal::TestTrmInPolygon( tw, pref->p ) ) {
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return;
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}
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}
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}
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else if ( tw->rotation ) {
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// rotate through all polygons in this leaf
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for ( pref = node->polygons; pref; pref = pref->next ) {
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if ( idCollisionModelManagerLocal::RotateTrmThroughPolygon( tw, pref->p ) ) {
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return;
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}
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}
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}
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else {
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// trace through all polygons in this leaf
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for ( pref = node->polygons; pref; pref = pref->next ) {
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if ( idCollisionModelManagerLocal::TranslateTrmThroughPolygon( tw, pref->p ) ) {
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return;
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}
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}
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}
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}
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/*
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================
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r
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================
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*/
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//#define NO_SPATIAL_SUBDIVISION
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void idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( cm_traceWork_t *tw, cm_node_t *node, float p1f, float p2f, idVec3 &p1, idVec3 &p2) {
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float t1, t2, offset;
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float frac, frac2;
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float idist;
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idVec3 mid;
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int side;
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float midf;
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if ( !node ) {
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return;
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}
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if ( tw->quickExit ) {
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return; // stop immediately
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}
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if ( tw->trace.fraction <= p1f ) {
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return; // already hit something nearer
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}
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// if we need to test this node for collisions
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if ( node->polygons || (tw->positionTest && node->brushes) ) {
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// trace through node with collision data
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idCollisionModelManagerLocal::TraceTrmThroughNode( tw, node );
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}
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// if already stuck in solid
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if ( tw->positionTest && tw->trace.fraction == 0.0f ) {
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return;
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}
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// if this is a leaf node
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if ( node->planeType == -1 ) {
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return;
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}
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#ifdef NO_SPATIAL_SUBDIVISION
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
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return;
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#endif
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// distance from plane for trace start and end
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t1 = p1[node->planeType] - node->planeDist;
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t2 = p2[node->planeType] - node->planeDist;
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// adjust the plane distance appropriately for mins/maxs
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offset = tw->extents[node->planeType];
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// see which sides we need to consider
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if ( t1 >= offset && t2 >= offset ) {
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
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return;
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}
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if ( t1 < -offset && t2 < -offset ) {
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
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return;
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}
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if ( t1 < t2 ) {
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idist = 1.0f / (t1-t2);
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side = 1;
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frac2 = (t1 + offset) * idist;
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frac = (t1 - offset) * idist;
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} else if (t1 > t2) {
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idist = 1.0f / (t1-t2);
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side = 0;
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frac2 = (t1 - offset) * idist;
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frac = (t1 + offset) * idist;
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} else {
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side = 0;
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frac = 1.0f;
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frac2 = 0.0f;
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}
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// move up to the node
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if ( frac < 0.0f ) {
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frac = 0.0f;
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}
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else if ( frac > 1.0f ) {
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frac = 1.0f;
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}
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midf = p1f + (p2f - p1f)*frac;
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mid[0] = p1[0] + frac*(p2[0] - p1[0]);
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mid[1] = p1[1] + frac*(p2[1] - p1[1]);
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mid[2] = p1[2] + frac*(p2[2] - p1[2]);
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[side], p1f, midf, p1, mid );
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// go past the node
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if ( frac2 < 0.0f ) {
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frac2 = 0.0f;
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}
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else if ( frac2 > 1.0f ) {
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frac2 = 1.0f;
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}
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midf = p1f + (p2f - p1f)*frac2;
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mid[0] = p1[0] + frac2*(p2[0] - p1[0]);
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mid[1] = p1[1] + frac2*(p2[1] - p1[1]);
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mid[2] = p1[2] + frac2*(p2[2] - p1[2]);
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[side^1], midf, p2f, mid, p2 );
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}
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/*
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================
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idCollisionModelManagerLocal::TraceThroughModel
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================
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*/
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void idCollisionModelManagerLocal::TraceThroughModel( cm_traceWork_t *tw ) {
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float d;
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int i, numSteps;
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idVec3 start, end;
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idRotation rot;
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if ( !tw->rotation ) {
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// trace through spatial subdivision and then through leafs
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, tw->start, tw->end );
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}
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else {
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// approximate the rotation with a series of straight line movements
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// total length covered along circle
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d = tw->radius * DEG2RAD( tw->angle );
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// if more than one step
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if ( d > CIRCLE_APPROXIMATION_LENGTH ) {
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// number of steps for the approximation
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numSteps = (int) (CIRCLE_APPROXIMATION_LENGTH / d);
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// start of approximation
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start = tw->start;
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// trace circle approximation steps through the BSP tree
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for ( i = 0; i < numSteps; i++ ) {
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// calculate next point on approximated circle
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rot.Set( tw->origin, tw->axis, tw->angle * ((float) (i+1) / numSteps) );
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end = start * rot;
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// trace through spatial subdivision and then through leafs
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, end );
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// no need to continue if something was hit already
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if ( tw->trace.fraction < 1.0f ) {
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return;
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}
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start = end;
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}
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}
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else {
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start = tw->start;
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}
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// last step of the approximation
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, tw->end );
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}
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}
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