dhewm3/neo/cm/CollisionModel_debug.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

490 lines
15 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
/*
===============================================================================
Trace model vs. polygonal model collision detection.
===============================================================================
*/
#include "sys/platform.h"
#include "idlib/Timer.h"
#include "framework/Common.h"
#include "framework/Session.h"
#include "renderer/Material.h"
#include "renderer/RenderWorld.h"
#include "sys/sys_public.h"
#include "cm/CollisionModel_local.h"
/*
===============================================================================
Visualisation code
===============================================================================
*/
const char *cm_contentsNameByIndex[] = {
"none", // 0
"solid", // 1
"opaque", // 2
"water", // 3
"playerclip", // 4
"monsterclip", // 5
"moveableclip", // 6
"ikclip", // 7
"blood", // 8
"body", // 9
"corpse", // 10
"trigger", // 11
"aas_solid", // 12
"aas_obstacle", // 13
"flashlight_trigger", // 14
NULL
};
int cm_contentsFlagByIndex[] = {
-1, // 0
CONTENTS_SOLID, // 1
CONTENTS_OPAQUE, // 2
CONTENTS_WATER, // 3
CONTENTS_PLAYERCLIP, // 4
CONTENTS_MONSTERCLIP, // 5
CONTENTS_MOVEABLECLIP, // 6
CONTENTS_IKCLIP, // 7
CONTENTS_BLOOD, // 8
CONTENTS_BODY, // 9
CONTENTS_CORPSE, // 10
CONTENTS_TRIGGER, // 11
CONTENTS_AAS_SOLID, // 12
CONTENTS_AAS_OBSTACLE, // 13
CONTENTS_FLASHLIGHT_TRIGGER, // 14
0
};
idCVar cm_drawMask( "cm_drawMask", "none", CVAR_GAME, "collision mask", cm_contentsNameByIndex, idCmdSystem::ArgCompletion_String<cm_contentsNameByIndex> );
idCVar cm_drawColor( "cm_drawColor", "1 0 0 .5", CVAR_GAME, "color used to draw the collision models" );
idCVar cm_drawFilled( "cm_drawFilled", "0", CVAR_GAME | CVAR_BOOL, "draw filled polygons" );
idCVar cm_drawInternal( "cm_drawInternal", "1", CVAR_GAME | CVAR_BOOL, "draw internal edges green" );
idCVar cm_drawNormals( "cm_drawNormals", "0", CVAR_GAME | CVAR_BOOL, "draw polygon and edge normals" );
idCVar cm_backFaceCull( "cm_backFaceCull", "0", CVAR_GAME | CVAR_BOOL, "cull back facing polygons" );
idCVar cm_debugCollision( "cm_debugCollision", "0", CVAR_GAME | CVAR_BOOL, "debug the collision detection" );
static idVec4 cm_color;
/*
================
idCollisionModelManagerLocal::ContentsFromString
================
*/
int idCollisionModelManagerLocal::ContentsFromString( const char *string ) const {
int i, contents = 0;
idLexer src( string, idStr::Length( string ), "ContentsFromString" );
idToken token;
while( src.ReadToken( &token ) ) {
if ( token == "," ) {
continue;
}
for ( i = 1; cm_contentsNameByIndex[i] != NULL; i++ ) {
if ( token.Icmp( cm_contentsNameByIndex[i] ) == 0 ) {
contents |= cm_contentsFlagByIndex[i];
break;
}
}
}
return contents;
}
/*
================
idCollisionModelManagerLocal::StringFromContents
================
*/
const char *idCollisionModelManagerLocal::StringFromContents( const int contents ) const {
int i, length = 0;
static char contentsString[MAX_STRING_CHARS];
contentsString[0] = '\0';
for ( i = 1; cm_contentsFlagByIndex[i] != 0; i++ ) {
if ( contents & cm_contentsFlagByIndex[i] ) {
if ( length != 0 ) {
length += idStr::snPrintf( contentsString + length, sizeof( contentsString ) - length, "," );
}
length += idStr::snPrintf( contentsString + length, sizeof( contentsString ) - length, cm_contentsNameByIndex[i] );
}
}
return contentsString;
}
/*
================
idCollisionModelManagerLocal::DrawEdge
================
*/
void idCollisionModelManagerLocal::DrawEdge( cm_model_t *model, int edgeNum, const idVec3 &origin, const idMat3 &axis ) {
int side;
cm_edge_t *edge;
idVec3 start, end, mid;
bool isRotated;
isRotated = axis.IsRotated();
edge = model->edges + abs(edgeNum);
side = edgeNum < 0;
start = model->vertices[edge->vertexNum[side]].p;
end = model->vertices[edge->vertexNum[!side]].p;
if ( isRotated ) {
start *= axis;
end *= axis;
}
start += origin;
end += origin;
if ( edge->internal ) {
if ( cm_drawInternal.GetBool() ) {
session->rw->DebugArrow( colorGreen, start, end, 1 );
}
} else {
if ( edge->numUsers > 2 ) {
session->rw->DebugArrow( colorBlue, start, end, 1 );
} else {
session->rw->DebugArrow( cm_color, start, end, 1 );
}
}
if ( cm_drawNormals.GetBool() ) {
mid = (start + end) * 0.5f;
if ( isRotated ) {
end = mid + 5 * (axis * edge->normal);
} else {
end = mid + 5 * edge->normal;
}
session->rw->DebugArrow( colorCyan, mid, end, 1 );
}
}
/*
================
idCollisionModelManagerLocal::DrawPolygon
================
*/
void idCollisionModelManagerLocal::DrawPolygon( cm_model_t *model, cm_polygon_t *p, const idVec3 &origin, const idMat3 &axis, const idVec3 &viewOrigin ) {
int i, edgeNum;
cm_edge_t *edge;
idVec3 center, end, dir;
if ( cm_backFaceCull.GetBool() ) {
edgeNum = p->edges[0];
edge = model->edges + abs(edgeNum);
dir = model->vertices[edge->vertexNum[0]].p - viewOrigin;
if ( dir * p->plane.Normal() > 0.0f ) {
return;
}
}
if ( cm_drawNormals.GetBool() ) {
center = vec3_origin;
for ( i = 0; i < p->numEdges; i++ ) {
edgeNum = p->edges[i];
edge = model->edges + abs(edgeNum);
center += model->vertices[edge->vertexNum[edgeNum < 0]].p;
}
center *= (1.0f / p->numEdges);
if ( axis.IsRotated() ) {
center = center * axis + origin;
end = center + 5 * (axis * p->plane.Normal());
} else {
center += origin;
end = center + 5 * p->plane.Normal();
}
session->rw->DebugArrow( colorMagenta, center, end, 1 );
}
if ( cm_drawFilled.GetBool() ) {
idFixedWinding winding;
for ( i = p->numEdges - 1; i >= 0; i-- ) {
edgeNum = p->edges[i];
edge = model->edges + abs(edgeNum);
winding += origin + model->vertices[edge->vertexNum[INTSIGNBITSET(edgeNum)]].p * axis;
}
session->rw->DebugPolygon( cm_color, winding );
} else {
for ( i = 0; i < p->numEdges; i++ ) {
edgeNum = p->edges[i];
edge = model->edges + abs(edgeNum);
if ( edge->checkcount == checkCount ) {
continue;
}
edge->checkcount = checkCount;
DrawEdge( model, edgeNum, origin, axis );
}
}
}
/*
================
idCollisionModelManagerLocal::DrawNodePolygons
================
*/
void idCollisionModelManagerLocal::DrawNodePolygons( cm_model_t *model, cm_node_t *node,
const idVec3 &origin, const idMat3 &axis,
const idVec3 &viewOrigin, const float radius ) {
int i;
cm_polygon_t *p;
cm_polygonRef_t *pref;
while (1) {
for ( pref = node->polygons; pref; pref = pref->next ) {
p = pref->p;
if ( radius ) {
// polygon bounds should overlap with trace bounds
for ( i = 0; i < 3; i++ ) {
if ( p->bounds[0][i] > viewOrigin[i] + radius ) {
break;
}
if ( p->bounds[1][i] < viewOrigin[i] - radius ) {
break;
}
}
if ( i < 3 ) {
continue;
}
}
if ( p->checkcount == checkCount ) {
continue;
}
if ( !( p->contents & cm_contentsFlagByIndex[cm_drawMask.GetInteger()] ) ) {
continue;
}
DrawPolygon( model, p, origin, axis, viewOrigin );
p->checkcount = checkCount;
}
if ( node->planeType == -1 ) {
break;
}
if ( radius && viewOrigin[node->planeType] > node->planeDist + radius ) {
node = node->children[0];
} else if ( radius && viewOrigin[node->planeType] < node->planeDist - radius ) {
node = node->children[1];
} else {
DrawNodePolygons( model, node->children[1], origin, axis, viewOrigin, radius );
node = node->children[0];
}
}
}
/*
================
idCollisionModelManagerLocal::DrawModel
================
*/
void idCollisionModelManagerLocal::DrawModel( cmHandle_t handle, const idVec3 &modelOrigin, const idMat3 &modelAxis,
const idVec3 &viewOrigin, const float radius ) {
cm_model_t *model;
idVec3 viewPos;
if ( handle < 0 && handle >= numModels ) {
return;
}
if ( cm_drawColor.IsModified() ) {
sscanf( cm_drawColor.GetString(), "%f %f %f %f", &cm_color.x, &cm_color.y, &cm_color.z, &cm_color.w );
cm_drawColor.ClearModified();
}
model = models[ handle ];
viewPos = (viewOrigin - modelOrigin) * modelAxis.Transpose();
checkCount++;
DrawNodePolygons( model, model->node, modelOrigin, modelAxis, viewPos, radius );
}
/*
===============================================================================
Speed test code
===============================================================================
*/
static idCVar cm_testCollision( "cm_testCollision", "0", CVAR_GAME | CVAR_BOOL, "" );
static idCVar cm_testRotation( "cm_testRotation", "1", CVAR_GAME | CVAR_BOOL, "" );
static idCVar cm_testModel( "cm_testModel", "0", CVAR_GAME | CVAR_INTEGER, "" );
static idCVar cm_testTimes( "cm_testTimes", "1000", CVAR_GAME | CVAR_INTEGER, "" );
static idCVar cm_testRandomMany( "cm_testRandomMany", "0", CVAR_GAME | CVAR_BOOL, "" );
static idCVar cm_testOrigin( "cm_testOrigin", "0 0 0", CVAR_GAME, "" );
static idCVar cm_testReset( "cm_testReset", "0", CVAR_GAME | CVAR_BOOL, "" );
static idCVar cm_testBox( "cm_testBox", "-16 -16 0 16 16 64", CVAR_GAME, "" );
static idCVar cm_testBoxRotation( "cm_testBoxRotation", "0 0 0", CVAR_GAME, "" );
static idCVar cm_testWalk( "cm_testWalk", "1", CVAR_GAME | CVAR_BOOL, "" );
static idCVar cm_testLength( "cm_testLength", "1024", CVAR_GAME | CVAR_FLOAT, "" );
static idCVar cm_testRadius( "cm_testRadius", "64", CVAR_GAME | CVAR_FLOAT, "" );
static idCVar cm_testAngle( "cm_testAngle", "60", CVAR_GAME | CVAR_FLOAT, "" );
static int total_translation;
static int min_translation = 999999;
static int max_translation = -999999;
static int num_translation = 0;
static int total_rotation;
static int min_rotation = 999999;
static int max_rotation = -999999;
static int num_rotation = 0;
static idVec3 start;
static idVec3 *testend;
void idCollisionModelManagerLocal::DebugOutput( const idVec3 &origin ) {
int i, k, t;
char buf[128];
idVec3 end;
idAngles boxAngles;
idMat3 modelAxis, boxAxis;
idBounds bounds;
trace_t trace;
if ( !cm_testCollision.GetBool() ) {
return;
}
testend = (idVec3 *) Mem_Alloc( cm_testTimes.GetInteger() * sizeof(idVec3) );
if ( cm_testReset.GetBool() || ( cm_testWalk.GetBool() && !start.Compare( start ) ) ) {
total_translation = total_rotation = 0;
min_translation = min_rotation = 999999;
max_translation = max_rotation = -999999;
num_translation = num_rotation = 0;
cm_testReset.SetBool( false );
}
if ( cm_testWalk.GetBool() ) {
start = origin;
cm_testOrigin.SetString( va( "%1.2f %1.2f %1.2f", start[0], start[1], start[2] ) );
} else {
sscanf( cm_testOrigin.GetString(), "%f %f %f", &start[0], &start[1], &start[2] );
}
sscanf( cm_testBox.GetString(), "%f %f %f %f %f %f", &bounds[0][0], &bounds[0][1], &bounds[0][2],
&bounds[1][0], &bounds[1][1], &bounds[1][2] );
sscanf( cm_testBoxRotation.GetString(), "%f %f %f", &boxAngles[0], &boxAngles[1], &boxAngles[2] );
boxAxis = boxAngles.ToMat3();
modelAxis.Identity();
idTraceModel itm( bounds );
idRandom random( 0 );
idTimer timer;
if ( cm_testRandomMany.GetBool() ) {
// if many traces in one random direction
for ( i = 0; i < 3; i++ ) {
testend[0][i] = start[i] + random.CRandomFloat() * cm_testLength.GetFloat();
}
for ( k = 1; k < cm_testTimes.GetInteger(); k++ ) {
testend[k] = testend[0];
}
} else {
// many traces each in a different random direction
for ( k = 0; k < cm_testTimes.GetInteger(); k++ ) {
for ( i = 0; i < 3; i++ ) {
testend[k][i] = start[i] + random.CRandomFloat() * cm_testLength.GetFloat();
}
}
}
// translational collision detection
timer.Clear();
timer.Start();
for ( i = 0; i < cm_testTimes.GetInteger(); i++ ) {
Translation( &trace, start, testend[i], &itm, boxAxis, CONTENTS_SOLID|CONTENTS_PLAYERCLIP, cm_testModel.GetInteger(), vec3_origin, modelAxis );
}
timer.Stop();
t = timer.Milliseconds();
if ( t < min_translation ) min_translation = t;
if ( t > max_translation ) max_translation = t;
num_translation++;
total_translation += t;
if ( cm_testTimes.GetInteger() > 9999 ) {
sprintf( buf, "%3dK", (int ) ( cm_testTimes.GetInteger() / 1000 ) );
} else {
sprintf( buf, "%4d", cm_testTimes.GetInteger() );
}
common->Printf("%s translations: %4d milliseconds, (min = %d, max = %d, av = %1.1f)\n", buf, t, min_translation, max_translation, (float) total_translation / num_translation );
if ( cm_testRandomMany.GetBool() ) {
// if many traces in one random direction
for ( i = 0; i < 3; i++ ) {
testend[0][i] = start[i] + random.CRandomFloat() * cm_testRadius.GetFloat();
}
for ( k = 1; k < cm_testTimes.GetInteger(); k++ ) {
testend[k] = testend[0];
}
} else {
// many traces each in a different random direction
for ( k = 0; k < cm_testTimes.GetInteger(); k++ ) {
for ( i = 0; i < 3; i++ ) {
testend[k][i] = start[i] + random.CRandomFloat() * cm_testRadius.GetFloat();
}
}
}
if ( cm_testRotation.GetBool() ) {
// rotational collision detection
idVec3 vec( random.CRandomFloat(), random.CRandomFloat(), random.RandomFloat() );
vec.Normalize();
idRotation rotation( vec3_origin, vec, cm_testAngle.GetFloat() );
timer.Clear();
timer.Start();
for ( i = 0; i < cm_testTimes.GetInteger(); i++ ) {
rotation.SetOrigin( testend[i] );
Rotation( &trace, start, rotation, &itm, boxAxis, CONTENTS_SOLID|CONTENTS_PLAYERCLIP, cm_testModel.GetInteger(), vec3_origin, modelAxis );
}
timer.Stop();
t = timer.Milliseconds();
if ( t < min_rotation ) min_rotation = t;
if ( t > max_rotation ) max_rotation = t;
num_rotation++;
total_rotation += t;
if ( cm_testTimes.GetInteger() > 9999 ) {
sprintf( buf, "%3dK", (int ) ( cm_testTimes.GetInteger() / 1000 ) );
} else {
sprintf( buf, "%4d", cm_testTimes.GetInteger() );
}
common->Printf("%s rotation: %4d milliseconds, (min = %d, max = %d, av = %1.1f)\n", buf, t, min_rotation, max_rotation, (float) total_rotation / num_rotation );
}
Mem_Free( testend );
testend = NULL;
}