/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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; // position test if ( tw->positionTest ) { // if already stuck in solid if ( tw->trace.fraction == 0.0f ) { 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 ) ) { return; } } // if just testing a point we're done if ( tw->pointTrace ) { return; } // test if the trm is stuck in any polygons for ( pref = node->polygons; pref; pref = pref->next ) { if ( idCollisionModelManagerLocal::TestTrmInPolygon( tw, pref->p ) ) { return; } } } else if ( tw->rotation ) { // rotate through all polygons in this leaf for ( pref = node->polygons; pref; pref = pref->next ) { if ( idCollisionModelManagerLocal::RotateTrmThroughPolygon( tw, pref->p ) ) { return; } } } else { // trace through all polygons in this leaf for ( pref = node->polygons; pref; pref = pref->next ) { if ( idCollisionModelManagerLocal::TranslateTrmThroughPolygon( tw, pref->p ) ) { 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) { float t1, t2, offset; float frac, frac2; float idist; idVec3 mid; int side; float midf; if ( !node ) { return; } if ( tw->quickExit ) { return; // stop immediately } if ( tw->trace.fraction <= p1f ) { return; // already hit something nearer } // if we need to test this node for collisions if ( node->polygons || (tw->positionTest && node->brushes) ) { // trace through node with collision data idCollisionModelManagerLocal::TraceTrmThroughNode( tw, node ); } // if already stuck in solid if ( tw->positionTest && tw->trace.fraction == 0.0f ) { return; } // if this is a leaf node if ( node->planeType == -1 ) { 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 ) { idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 ); return; } if ( t1 < -offset && t2 < -offset ) { idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 ); return; } if ( t1 < t2 ) { idist = 1.0f / (t1-t2); side = 1; frac2 = (t1 + offset) * idist; frac = (t1 - offset) * idist; } else if (t1 > t2) { idist = 1.0f / (t1-t2); side = 0; frac2 = (t1 - offset) * idist; frac = (t1 + offset) * idist; } else { side = 0; frac = 1.0f; frac2 = 0.0f; } // move up to the node if ( frac < 0.0f ) { frac = 0.0f; } else if ( frac > 1.0f ) { 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]); idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[side], p1f, midf, p1, mid ); // go past the node if ( frac2 < 0.0f ) { frac2 = 0.0f; } else if ( frac2 > 1.0f ) { 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 ); } /* ================ idCollisionModelManagerLocal::TraceThroughModel ================ */ void idCollisionModelManagerLocal::TraceThroughModel( cm_traceWork_t *tw ) { float d; int i, numSteps; idVec3 start, end; idRotation rot; if ( !tw->rotation ) { // trace through spatial subdivision and then through leafs idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, tw->start, tw->end ); } else { // 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 ) { // number of steps for the approximation numSteps = (int) (CIRCLE_APPROXIMATION_LENGTH / d); // start of approximation start = tw->start; // trace circle approximation steps through the BSP tree for ( i = 0; i < numSteps; i++ ) { // calculate next point on approximated circle rot.Set( tw->origin, tw->axis, tw->angle * ((float) (i+1) / numSteps) ); 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 ) { return; } start = end; } } else { start = tw->start; } // last step of the approximation idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, tw->end ); } }