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https://github.com/dhewm/dhewm3.git
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280c95b52c
The class is only used for debugging and statistical purposes. The precision is now reduced to milliseconds, but that's only relevant for fine grained debug timings - where the old code was inaccurate at anyway.
426 lines
11 KiB
C++
426 lines
11 KiB
C++
/*
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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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#include "sys/platform.h"
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#include "renderer/tr_local.h"
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//#define TEST_TRACE
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/*
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=================
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R_LocalTrace
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If we resort the vertexes so all silverts come first, we can save some work here.
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=================
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*/
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localTrace_t R_LocalTrace( const idVec3 &start, const idVec3 &end, const float radius, const srfTriangles_t *tri ) {
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int i, j;
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byte * cullBits;
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idPlane planes[4];
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localTrace_t hit;
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int c_testEdges, c_testPlanes, c_intersect;
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idVec3 startDir;
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byte totalOr;
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float radiusSqr;
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#ifdef TEST_TRACE
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idTimer trace_timer;
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trace_timer.Start();
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#endif
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hit.fraction = 1.0f;
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// create two planes orthogonal to each other that intersect along the trace
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startDir = end - start;
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startDir.Normalize();
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startDir.NormalVectors( planes[0].Normal(), planes[1].Normal() );
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planes[0][3] = - start * planes[0].Normal();
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planes[1][3] = - start * planes[1].Normal();
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// create front and end planes so the trace is on the positive sides of both
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planes[2] = startDir;
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planes[2][3] = - start * planes[2].Normal();
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planes[3] = -startDir;
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planes[3][3] = - end * planes[3].Normal();
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// catagorize each point against the four planes
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cullBits = (byte *) _alloca16( tri->numVerts );
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SIMDProcessor->TracePointCull( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts );
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// if we don't have points on both sides of both the ray planes, no intersection
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if ( ( totalOr ^ ( totalOr >> 4 ) ) & 3 ) {
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//common->Printf( "nothing crossed the trace planes\n" );
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return hit;
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}
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// if we don't have any points between front and end, no intersection
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if ( ( totalOr ^ ( totalOr >> 1 ) ) & 4 ) {
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//common->Printf( "trace didn't reach any triangles\n" );
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return hit;
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}
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// scan for triangles that cross both planes
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c_testPlanes = 0;
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c_testEdges = 0;
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c_intersect = 0;
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radiusSqr = Square( radius );
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startDir = end - start;
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if ( !tri->facePlanes || !tri->facePlanesCalculated ) {
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R_DeriveFacePlanes( const_cast<srfTriangles_t *>( tri ) );
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}
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for ( i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
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float d1, d2, f, d;
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float edgeLengthSqr;
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idPlane * plane;
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idVec3 point;
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idVec3 dir[3];
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idVec3 cross;
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idVec3 edge;
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byte triOr;
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// get sidedness info for the triangle
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triOr = cullBits[ tri->indexes[i+0] ];
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triOr |= cullBits[ tri->indexes[i+1] ];
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triOr |= cullBits[ tri->indexes[i+2] ];
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// if we don't have points on both sides of both the ray planes, no intersection
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if ( ( triOr ^ ( triOr >> 4 ) ) & 3 ) {
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continue;
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}
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// if we don't have any points between front and end, no intersection
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if ( ( triOr ^ ( triOr >> 1 ) ) & 4 ) {
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continue;
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}
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c_testPlanes++;
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plane = &tri->facePlanes[j];
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d1 = plane->Distance( start );
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d2 = plane->Distance( end );
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if ( d1 <= d2 ) {
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continue; // comning at it from behind or parallel
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}
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if ( d1 < 0.0f ) {
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continue; // starts past it
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}
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if ( d2 > 0.0f ) {
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continue; // finishes in front of it
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}
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f = d1 / ( d1 - d2 );
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if ( f < 0.0f ) {
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continue; // shouldn't happen
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}
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if ( f >= hit.fraction ) {
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continue; // have already hit something closer
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}
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c_testEdges++;
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// find the exact point of impact with the plane
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point = start + f * startDir;
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// see if the point is within the three edges
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// if radius > 0 the triangle is expanded with a circle in the triangle plane
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dir[0] = tri->verts[ tri->indexes[i+0] ].xyz - point;
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dir[1] = tri->verts[ tri->indexes[i+1] ].xyz - point;
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cross = dir[0].Cross( dir[1] );
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d = plane->Normal() * cross;
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if ( d > 0.0f ) {
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if ( radiusSqr <= 0.0f ) {
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continue;
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}
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edge = tri->verts[ tri->indexes[i+0] ].xyz - tri->verts[ tri->indexes[i+1] ].xyz;
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edgeLengthSqr = edge.LengthSqr();
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if ( cross.LengthSqr() > edgeLengthSqr * radiusSqr ) {
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continue;
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}
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d = edge * dir[0];
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if ( d < 0.0f ) {
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edge = tri->verts[ tri->indexes[i+0] ].xyz - tri->verts[ tri->indexes[i+2] ].xyz;
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d = edge * dir[0];
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if ( d < 0.0f ) {
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if ( dir[0].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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} else if ( d > edgeLengthSqr ) {
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edge = tri->verts[ tri->indexes[i+1] ].xyz - tri->verts[ tri->indexes[i+2] ].xyz;
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d = edge * dir[1];
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if ( d < 0.0f ) {
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if ( dir[1].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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}
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}
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dir[2] = tri->verts[ tri->indexes[i+2] ].xyz - point;
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cross = dir[1].Cross( dir[2] );
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d = plane->Normal() * cross;
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if ( d > 0.0f ) {
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if ( radiusSqr <= 0.0f ) {
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continue;
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}
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edge = tri->verts[ tri->indexes[i+1] ].xyz - tri->verts[ tri->indexes[i+2] ].xyz;
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edgeLengthSqr = edge.LengthSqr();
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if ( cross.LengthSqr() > edgeLengthSqr * radiusSqr ) {
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continue;
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}
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d = edge * dir[1];
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if ( d < 0.0f ) {
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edge = tri->verts[ tri->indexes[i+1] ].xyz - tri->verts[ tri->indexes[i+0] ].xyz;
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d = edge * dir[1];
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if ( d < 0.0f ) {
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if ( dir[1].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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} else if ( d > edgeLengthSqr ) {
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edge = tri->verts[ tri->indexes[i+2] ].xyz - tri->verts[ tri->indexes[i+0] ].xyz;
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d = edge * dir[2];
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if ( d < 0.0f ) {
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if ( dir[2].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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}
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}
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cross = dir[2].Cross( dir[0] );
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d = plane->Normal() * cross;
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if ( d > 0.0f ) {
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if ( radiusSqr <= 0.0f ) {
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continue;
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}
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edge = tri->verts[ tri->indexes[i+2] ].xyz - tri->verts[ tri->indexes[i+0] ].xyz;
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edgeLengthSqr = edge.LengthSqr();
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if ( cross.LengthSqr() > edgeLengthSqr * radiusSqr ) {
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continue;
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}
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d = edge * dir[2];
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if ( d < 0.0f ) {
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edge = tri->verts[ tri->indexes[i+2] ].xyz - tri->verts[ tri->indexes[i+1] ].xyz;
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d = edge * dir[2];
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if ( d < 0.0f ) {
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if ( dir[2].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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} else if ( d > edgeLengthSqr ) {
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edge = tri->verts[ tri->indexes[i+0] ].xyz - tri->verts[ tri->indexes[i+1] ].xyz;
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d = edge * dir[0];
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if ( d < 0.0f ) {
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if ( dir[0].LengthSqr() > radiusSqr ) {
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continue;
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}
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}
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}
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}
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// we hit it
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c_intersect++;
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hit.fraction = f;
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hit.normal = plane->Normal();
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hit.point = point;
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hit.indexes[0] = tri->indexes[i];
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hit.indexes[1] = tri->indexes[i+1];
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hit.indexes[2] = tri->indexes[i+2];
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}
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#ifdef TEST_TRACE
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trace_timer.Stop();
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common->Printf( "testVerts:%i c_testPlanes:%i c_testEdges:%i c_intersect:%i msec:%u\n",
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tri->numVerts, c_testPlanes, c_testEdges, c_intersect, trace_timer.Milliseconds() );
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#endif
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return hit;
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}
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/*
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=================
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RB_DrawExpandedTriangles
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=================
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*/
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void RB_DrawExpandedTriangles( const srfTriangles_t *tri, const float radius, const idVec3 &vieworg ) {
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int i, j, k;
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idVec3 dir[6], normal, point;
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for ( i = 0; i < tri->numIndexes; i += 3 ) {
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idVec3 p[3] = { tri->verts[ tri->indexes[ i + 0 ] ].xyz, tri->verts[ tri->indexes[ i + 1 ] ].xyz, tri->verts[ tri->indexes[ i + 2 ] ].xyz };
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dir[0] = p[0] - p[1];
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dir[1] = p[1] - p[2];
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dir[2] = p[2] - p[0];
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normal = dir[0].Cross( dir[1] );
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if ( normal * p[0] < normal * vieworg ) {
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continue;
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}
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dir[0] = normal.Cross( dir[0] );
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dir[1] = normal.Cross( dir[1] );
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dir[2] = normal.Cross( dir[2] );
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dir[0].Normalize();
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dir[1].Normalize();
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dir[2].Normalize();
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qglBegin( GL_LINE_LOOP );
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for ( j = 0; j < 3; j++ ) {
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k = ( j + 1 ) % 3;
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dir[4] = ( dir[j] + dir[k] ) * 0.5f;
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dir[4].Normalize();
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dir[3] = ( dir[j] + dir[4] ) * 0.5f;
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dir[3].Normalize();
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dir[5] = ( dir[4] + dir[k] ) * 0.5f;
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dir[5].Normalize();
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point = p[k] + dir[j] * radius;
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qglVertex3f( point[0], point[1], point[2] );
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point = p[k] + dir[3] * radius;
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qglVertex3f( point[0], point[1], point[2] );
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point = p[k] + dir[4] * radius;
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qglVertex3f( point[0], point[1], point[2] );
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point = p[k] + dir[5] * radius;
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qglVertex3f( point[0], point[1], point[2] );
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point = p[k] + dir[k] * radius;
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qglVertex3f( point[0], point[1], point[2] );
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}
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qglEnd();
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}
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}
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/*
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================
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RB_ShowTrace
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Debug visualization
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================
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*/
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void RB_ShowTrace( drawSurf_t **drawSurfs, int numDrawSurfs ) {
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int i;
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const srfTriangles_t *tri;
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const drawSurf_t *surf;
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idVec3 start, end;
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idVec3 localStart, localEnd;
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localTrace_t hit;
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float radius;
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if ( r_showTrace.GetInteger() == 0 ) {
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return;
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}
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if ( r_showTrace.GetInteger() == 2 ) {
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radius = 5.0f;
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} else {
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radius = 0.0f;
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}
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// determine the points of the trace
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start = backEnd.viewDef->renderView.vieworg;
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end = start + 4000 * backEnd.viewDef->renderView.viewaxis[0];
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// check and draw the surfaces
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_TexEnv( GL_MODULATE );
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globalImages->whiteImage->Bind();
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// find how many are ambient
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for ( i = 0 ; i < numDrawSurfs ; i++ ) {
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surf = drawSurfs[i];
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tri = surf->geo;
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if ( tri == NULL || tri->verts == NULL ) {
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continue;
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}
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// transform the points into local space
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R_GlobalPointToLocal( surf->space->modelMatrix, start, localStart );
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R_GlobalPointToLocal( surf->space->modelMatrix, end, localEnd );
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// check the bounding box
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if ( !tri->bounds.Expand( radius ).LineIntersection( localStart, localEnd ) ) {
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continue;
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}
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qglLoadMatrixf( surf->space->modelViewMatrix );
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// highlight the surface
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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qglColor4f( 1, 0, 0, 0.25 );
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RB_DrawElementsImmediate( tri );
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// draw the bounding box
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GL_State( GLS_DEPTHFUNC_ALWAYS );
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qglColor4f( 1, 1, 1, 1 );
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RB_DrawBounds( tri->bounds );
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if ( radius != 0.0f ) {
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// draw the expanded triangles
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qglColor4f( 0.5f, 0.5f, 1.0f, 1.0f );
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RB_DrawExpandedTriangles( tri, radius, localStart );
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}
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// check the exact surfaces
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hit = R_LocalTrace( localStart, localEnd, radius, tri );
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if ( hit.fraction < 1.0 ) {
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qglColor4f( 1, 1, 1, 1 );
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RB_DrawBounds( idBounds( hit.point ).Expand( 1 ) );
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}
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}
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}
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