mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-23 21:02:11 +00:00
736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
255 lines
7.5 KiB
C++
255 lines
7.5 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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/*
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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 "sys/platform.h"
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#include "cm/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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