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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.
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:%1.4f\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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