doom3-bfg/neo/cm/CollisionModel_trace.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===============================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "CollisionModel_local.h"
/*
===============================================================================
Trace through the spatial subdivision
===============================================================================
*/
/*
================
idCollisionModelManagerLocal::TraceTrmThroughNode
================
*/
void idCollisionModelManagerLocal::TraceTrmThroughNode( cm_traceWork_t* tw, cm_node_t* node )
{
cm_polygonRef_t* pref;
cm_brushRef_t* bref;
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// position test
if( tw->positionTest )
{
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// if already stuck in solid
if( tw->trace.fraction == 0.0f )
{
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return;
}
// test if any of the trm vertices is inside a brush
for( bref = node->brushes; bref; bref = bref->next )
{
if( idCollisionModelManagerLocal::TestTrmVertsInBrush( tw, bref->b ) )
{
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return;
}
}
// if just testing a point we're done
if( tw->pointTrace )
{
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return;
}
// test if the trm is stuck in any polygons
for( pref = node->polygons; pref; pref = pref->next )
{
if( idCollisionModelManagerLocal::TestTrmInPolygon( tw, pref->p ) )
{
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return;
}
}
}
else if( tw->rotation )
{
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// rotate through all polygons in this leaf
for( pref = node->polygons; pref; pref = pref->next )
{
if( idCollisionModelManagerLocal::RotateTrmThroughPolygon( tw, pref->p ) )
{
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return;
}
}
}
else
{
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// trace through all polygons in this leaf
for( pref = node->polygons; pref; pref = pref->next )
{
if( idCollisionModelManagerLocal::TranslateTrmThroughPolygon( tw, pref->p ) )
{
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return;
}
}
}
}
/*
================
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r
================
*/
//#define NO_SPATIAL_SUBDIVISION
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;
float frac, frac2;
float idist;
idVec3 mid;
int side;
float midf;
if( !node )
{
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return;
}
if( tw->quickExit )
{
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return; // stop immediately
}
if( tw->trace.fraction <= p1f )
{
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return; // already hit something nearer
}
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// if we need to test this node for collisions
if( node->polygons || ( tw->positionTest && node->brushes ) )
{
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// trace through node with collision data
idCollisionModelManagerLocal::TraceTrmThroughNode( tw, node );
}
// if already stuck in solid
if( tw->positionTest && tw->trace.fraction == 0.0f )
{
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return;
}
// if this is a leaf node
if( node->planeType == -1 )
{
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return;
}
#ifdef NO_SPATIAL_SUBDIVISION
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
return;
#endif
// distance from plane for trace start and end
t1 = p1[node->planeType] - node->planeDist;
t2 = p2[node->planeType] - node->planeDist;
// adjust the plane distance appropriately for mins/maxs
offset = tw->extents[node->planeType];
// see which sides we need to consider
if( t1 >= offset && t2 >= offset )
{
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
return;
}
if( t1 < -offset && t2 < -offset )
{
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
return;
}
if( t1 < t2 )
{
idist = 1.0f / ( t1 - t2 );
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side = 1;
frac2 = ( t1 + offset ) * idist;
frac = ( t1 - offset ) * idist;
}
else if( t1 > t2 )
{
idist = 1.0f / ( t1 - t2 );
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side = 0;
frac2 = ( t1 - offset ) * idist;
frac = ( t1 + offset ) * idist;
}
else
{
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side = 0;
frac = 1.0f;
frac2 = 0.0f;
}
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// move up to the node
if( frac < 0.0f )
{
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frac = 0.0f;
}
else if( frac > 1.0f )
{
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frac = 1.0f;
}
midf = p1f + ( p2f - p1f ) * frac;
mid[0] = p1[0] + frac * ( p2[0] - p1[0] );
mid[1] = p1[1] + frac * ( p2[1] - p1[1] );
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
if( frac2 < 0.0f )
{
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frac2 = 0.0f;
}
else if( frac2 > 1.0f )
{
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frac2 = 1.0f;
}
midf = p1f + ( p2f - p1f ) * frac2;
mid[0] = p1[0] + frac2 * ( p2[0] - p1[0] );
mid[1] = p1[1] + frac2 * ( p2[1] - p1[1] );
mid[2] = p1[2] + frac2 * ( p2[2] - p1[2] );
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[side ^ 1], midf, p2f, mid, p2 );
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}
/*
================
idCollisionModelManagerLocal::TraceThroughModel
================
*/
void idCollisionModelManagerLocal::TraceThroughModel( cm_traceWork_t* tw )
{
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float d;
int i, numSteps;
idVec3 start, end;
idRotation rot;
if( !tw->rotation )
{
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// trace through spatial subdivision and then through leafs
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, tw->start, tw->end );
}
else
{
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// approximate the rotation with a series of straight line movements
// total length covered along circle
d = tw->radius * DEG2RAD( tw->angle );
// if more than one step
if( d > CIRCLE_APPROXIMATION_LENGTH )
{
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// number of steps for the approximation
numSteps = ( int )( CIRCLE_APPROXIMATION_LENGTH / d );
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// start of approximation
start = tw->start;
// trace circle approximation steps through the BSP tree
for( i = 0; i < numSteps; i++ )
{
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// calculate next point on approximated circle
rot.Set( tw->origin, tw->axis, tw->angle * ( ( float )( i + 1 ) / numSteps ) );
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end = start * rot;
// trace through spatial subdivision and then through leafs
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, end );
// no need to continue if something was hit already
if( tw->trace.fraction < 1.0f )
{
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return;
}
start = end;
}
}
else
{
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start = tw->start;
}
// last step of the approximation
idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, tw->end );
}
}