/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013 Robert Beckebans 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "tr_local.h" #include "Model_local.h" #include "../idlib/geometry/DrawVert_intrinsics.h" /* ==================== R_TracePointCullStatic ==================== */ static void R_TracePointCullStatic( byte* cullBits, byte& totalOr, const float radius, const idPlane* planes, const idDrawVert* verts, const int numVerts ) { assert_16_byte_aligned( cullBits ); assert_16_byte_aligned( verts ); #if defined(USE_INTRINSICS) idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts ); const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 ); const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f }; const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 ); const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 ); const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 ); const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 ); const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 ); const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 ); const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 ); const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 ); const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() ); const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() ); const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() ); const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() ); const __m128 p0X = _mm_splat_ps( p0, 0 ); const __m128 p0Y = _mm_splat_ps( p0, 1 ); const __m128 p0Z = _mm_splat_ps( p0, 2 ); const __m128 p0W = _mm_splat_ps( p0, 3 ); const __m128 p1X = _mm_splat_ps( p1, 0 ); const __m128 p1Y = _mm_splat_ps( p1, 1 ); const __m128 p1Z = _mm_splat_ps( p1, 2 ); const __m128 p1W = _mm_splat_ps( p1, 3 ); const __m128 p2X = _mm_splat_ps( p2, 0 ); const __m128 p2Y = _mm_splat_ps( p2, 1 ); const __m128 p2Z = _mm_splat_ps( p2, 2 ); const __m128 p2W = _mm_splat_ps( p2, 3 ); const __m128 p3X = _mm_splat_ps( p3, 0 ); const __m128 p3Y = _mm_splat_ps( p3, 1 ); const __m128 p3Z = _mm_splat_ps( p3, 2 ); const __m128 p3W = _mm_splat_ps( p3, 3 ); __m128i vecTotalOrInt = _mm_set_epi32( 0, 0, 0, 0 ); for( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 4; for( ; i <= nextNumVerts; i += 4 ) { const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() ); const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() ); const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() ); const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() ); const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) ); const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) ); const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) ); const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) ); const __m128 t0 = _mm_add_ps( d0, vector_float_radius ); const __m128 t1 = _mm_add_ps( d1, vector_float_radius ); const __m128 t2 = _mm_add_ps( d2, vector_float_radius ); const __m128 t3 = _mm_add_ps( d3, vector_float_radius ); const __m128 t4 = _mm_sub_ps( d0, vector_float_radius ); const __m128 t5 = _mm_sub_ps( d1, vector_float_radius ); const __m128 t6 = _mm_sub_ps( d2, vector_float_radius ); const __m128 t7 = _mm_sub_ps( d3, vector_float_radius ); __m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) ); __m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) ); __m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) ); __m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) ); __m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) ); __m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) ); __m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) ); __m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) ); c0 = _mm_and_si128( c0, vector_int_mask0 ); c1 = _mm_and_si128( c1, vector_int_mask1 ); c2 = _mm_and_si128( c2, vector_int_mask2 ); c3 = _mm_and_si128( c3, vector_int_mask3 ); c4 = _mm_and_si128( c4, vector_int_mask4 ); c5 = _mm_and_si128( c5, vector_int_mask5 ); c6 = _mm_and_si128( c6, vector_int_mask6 ); c7 = _mm_and_si128( c7, vector_int_mask7 ); c0 = _mm_or_si128( c0, c1 ); c2 = _mm_or_si128( c2, c3 ); c4 = _mm_or_si128( c4, c5 ); c6 = _mm_or_si128( c6, c7 ); c0 = _mm_or_si128( c0, c2 ); c4 = _mm_or_si128( c4, c6 ); c0 = _mm_or_si128( c0, c4 ); vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 ); __m128i s0 = _mm_packs_epi32( c0, c0 ); __m128i b0 = _mm_packus_epi16( s0, s0 ); *( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( b0 ); } } vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) ); vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) ); __m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt ); __m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort ); totalOr = ( byte ) _mm_cvtsi128_si32( vecTotalOrByte ); #else idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts ); byte tOr = 0; for( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 1; for( ; i <= nextNumVerts; i++ ) { const idVec3& v = vertsODS[i].xyz; const float d0 = planes[0].Distance( v ); const float d1 = planes[1].Distance( v ); const float d2 = planes[2].Distance( v ); const float d3 = planes[3].Distance( v ); const float t0 = d0 + radius; const float t1 = d1 + radius; const float t2 = d2 + radius; const float t3 = d3 + radius; const float s0 = d0 - radius; const float s1 = d1 - radius; const float s2 = d2 - radius; const float s3 = d3 - radius; byte bits; bits = IEEE_FLT_SIGNBITSET( t0 ) << 0; bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1; bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2; bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3; bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4; bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5; bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6; bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7; bits ^= 0x0F; // flip lower four bits tOr |= bits; cullBits[i] = bits; } } totalOr = tOr; #endif } /* ==================== R_TracePointCullSkinned ==================== */ static void R_TracePointCullSkinned( byte* cullBits, byte& totalOr, const float radius, const idPlane* planes, const idDrawVert* verts, const int numVerts, const idJointMat* joints ) { assert_16_byte_aligned( cullBits ); assert_16_byte_aligned( verts ); #if defined(USE_INTRINSICS) idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts ); const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 ); const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f }; const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 ); const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 ); const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 ); const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 ); const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 ); const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 ); const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 ); const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 ); const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() ); const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() ); const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() ); const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() ); const __m128 p0X = _mm_splat_ps( p0, 0 ); const __m128 p0Y = _mm_splat_ps( p0, 1 ); const __m128 p0Z = _mm_splat_ps( p0, 2 ); const __m128 p0W = _mm_splat_ps( p0, 3 ); const __m128 p1X = _mm_splat_ps( p1, 0 ); const __m128 p1Y = _mm_splat_ps( p1, 1 ); const __m128 p1Z = _mm_splat_ps( p1, 2 ); const __m128 p1W = _mm_splat_ps( p1, 3 ); const __m128 p2X = _mm_splat_ps( p2, 0 ); const __m128 p2Y = _mm_splat_ps( p2, 1 ); const __m128 p2Z = _mm_splat_ps( p2, 2 ); const __m128 p2W = _mm_splat_ps( p2, 3 ); const __m128 p3X = _mm_splat_ps( p3, 0 ); const __m128 p3Y = _mm_splat_ps( p3, 1 ); const __m128 p3Z = _mm_splat_ps( p3, 2 ); const __m128 p3W = _mm_splat_ps( p3, 3 ); __m128i vecTotalOrInt = _mm_set_epi32( 0, 0, 0, 0 ); for( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 4; for( ; i <= nextNumVerts; i += 4 ) { const __m128 v0 = LoadSkinnedDrawVertPosition( vertsODS[i + 0], joints ); const __m128 v1 = LoadSkinnedDrawVertPosition( vertsODS[i + 1], joints ); const __m128 v2 = LoadSkinnedDrawVertPosition( vertsODS[i + 2], joints ); const __m128 v3 = LoadSkinnedDrawVertPosition( vertsODS[i + 3], joints ); const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) ); const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) ); const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) ); const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) ); const __m128 t0 = _mm_add_ps( d0, vector_float_radius ); const __m128 t1 = _mm_add_ps( d1, vector_float_radius ); const __m128 t2 = _mm_add_ps( d2, vector_float_radius ); const __m128 t3 = _mm_add_ps( d3, vector_float_radius ); const __m128 t4 = _mm_sub_ps( d0, vector_float_radius ); const __m128 t5 = _mm_sub_ps( d1, vector_float_radius ); const __m128 t6 = _mm_sub_ps( d2, vector_float_radius ); const __m128 t7 = _mm_sub_ps( d3, vector_float_radius ); __m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) ); __m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) ); __m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) ); __m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) ); __m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) ); __m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) ); __m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) ); __m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) ); c0 = _mm_and_si128( c0, vector_int_mask0 ); c1 = _mm_and_si128( c1, vector_int_mask1 ); c2 = _mm_and_si128( c2, vector_int_mask2 ); c3 = _mm_and_si128( c3, vector_int_mask3 ); c4 = _mm_and_si128( c4, vector_int_mask4 ); c5 = _mm_and_si128( c5, vector_int_mask5 ); c6 = _mm_and_si128( c6, vector_int_mask6 ); c7 = _mm_and_si128( c7, vector_int_mask7 ); c0 = _mm_or_si128( c0, c1 ); c2 = _mm_or_si128( c2, c3 ); c4 = _mm_or_si128( c4, c5 ); c6 = _mm_or_si128( c6, c7 ); c0 = _mm_or_si128( c0, c2 ); c4 = _mm_or_si128( c4, c6 ); c0 = _mm_or_si128( c0, c4 ); vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 ); __m128i s0 = _mm_packs_epi32( c0, c0 ); __m128i b0 = _mm_packus_epi16( s0, s0 ); *( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( b0 ); } } vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) ); vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) ); __m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt ); __m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort ); totalOr = ( byte ) _mm_cvtsi128_si32( vecTotalOrByte ); #else idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts ); byte tOr = 0; for( int i = 0; i < numVerts; ) { const int nextNumVerts = vertsODS.FetchNextBatch() - 1; for( ; i <= nextNumVerts; i++ ) { const idVec3 v = Scalar_LoadSkinnedDrawVertPosition( vertsODS[i], joints ); const float d0 = planes[0].Distance( v ); const float d1 = planes[1].Distance( v ); const float d2 = planes[2].Distance( v ); const float d3 = planes[3].Distance( v ); const float t0 = d0 + radius; const float t1 = d1 + radius; const float t2 = d2 + radius; const float t3 = d3 + radius; const float s0 = d0 - radius; const float s1 = d1 - radius; const float s2 = d2 - radius; const float s3 = d3 - radius; byte bits; bits = IEEE_FLT_SIGNBITSET( t0 ) << 0; bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1; bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2; bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3; bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4; bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5; bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6; bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7; bits ^= 0x0F; // flip lower four bits tOr |= bits; cullBits[i] = bits; } } totalOr = tOr; #endif } /* ==================== R_LineIntersectsTriangleExpandedWithCircle The triangle is expanded in the plane with a circle of the given radius. ==================== */ static bool R_LineIntersectsTriangleExpandedWithCircle( localTrace_t& hit, const idVec3& start, const idVec3& end, const float circleRadius, const idVec3& triVert0, const idVec3& triVert1, const idVec3& triVert2 ) { const idPlane plane( triVert0, triVert1, triVert2 ); const float planeDistStart = plane.Distance( start ); const float planeDistEnd = plane.Distance( end ); if( planeDistStart < 0.0f ) { return false; // starts past the triangle } if( planeDistEnd > 0.0f ) { return false; // finishes in front of the triangle } const float planeDelta = planeDistStart - planeDistEnd; if( planeDelta < idMath::FLT_SMALLEST_NON_DENORMAL ) { return false; // coming at the triangle from behind or parallel } const float fraction = planeDistStart / planeDelta; if( fraction < 0.0f ) { return false; // shouldn't happen } if( fraction >= hit.fraction ) { return false; // have already hit something closer } // find the exact point of impact with the plane const idVec3 point = start + fraction * ( end - start ); // see if the point is within the three edges // if radius > 0 the triangle is expanded with a circle in the triangle plane const float radiusSqr = circleRadius * circleRadius; const idVec3 dir0 = triVert0 - point; const idVec3 dir1 = triVert1 - point; const idVec3 cross0 = dir0.Cross( dir1 ); float d0 = plane.Normal() * cross0; if( d0 > 0.0f ) { if( radiusSqr <= 0.0f ) { return false; } idVec3 edge = triVert0 - triVert1; const float edgeLengthSqr = edge.LengthSqr(); if( cross0.LengthSqr() > edgeLengthSqr * radiusSqr ) { return false; } d0 = edge * dir0; if( d0 < 0.0f ) { edge = triVert0 - triVert2; d0 = edge * dir0; if( d0 < 0.0f ) { if( dir0.LengthSqr() > radiusSqr ) { return false; } } } else if( d0 > edgeLengthSqr ) { edge = triVert1 - triVert2; d0 = edge * dir1; if( d0 < 0.0f ) { if( dir1.LengthSqr() > radiusSqr ) { return false; } } } } const idVec3 dir2 = triVert2 - point; const idVec3 cross1 = dir1.Cross( dir2 ); float d1 = plane.Normal() * cross1; if( d1 > 0.0f ) { if( radiusSqr <= 0.0f ) { return false; } idVec3 edge = triVert1 - triVert2; const float edgeLengthSqr = edge.LengthSqr(); if( cross1.LengthSqr() > edgeLengthSqr * radiusSqr ) { return false; } d1 = edge * dir1; if( d1 < 0.0f ) { edge = triVert1 - triVert0; d1 = edge * dir1; if( d1 < 0.0f ) { if( dir1.LengthSqr() > radiusSqr ) { return false; } } } else if( d1 > edgeLengthSqr ) { edge = triVert2 - triVert0; d1 = edge * dir2; if( d1 < 0.0f ) { if( dir2.LengthSqr() > radiusSqr ) { return false; } } } } const idVec3 cross2 = dir2.Cross( dir0 ); float d2 = plane.Normal() * cross2; if( d2 > 0.0f ) { if( radiusSqr <= 0.0f ) { return false; } idVec3 edge = triVert2 - triVert0; const float edgeLengthSqr = edge.LengthSqr(); if( cross2.LengthSqr() > edgeLengthSqr * radiusSqr ) { return false; } d2 = edge * dir2; if( d2 < 0.0f ) { edge = triVert2 - triVert1; d2 = edge * dir2; if( d2 < 0.0f ) { if( dir2.LengthSqr() > radiusSqr ) { return false; } } } else if( d2 > edgeLengthSqr ) { edge = triVert0 - triVert1; d2 = edge * dir0; if( d2 < 0.0f ) { if( dir0.LengthSqr() > radiusSqr ) { return false; } } } } // we hit this triangle hit.fraction = fraction; hit.normal = plane.Normal(); hit.point = point; return true; } /* ==================== R_LocalTrace ==================== */ localTrace_t R_LocalTrace( const idVec3& start, const idVec3& end, const float radius, const srfTriangles_t* tri ) { localTrace_t hit; hit.fraction = 1.0f; ALIGNTYPE16 idPlane planes[4]; // create two planes orthogonal to each other that intersect along the trace idVec3 startDir = end - start; startDir.Normalize(); startDir.NormalVectors( planes[0].Normal(), planes[1].Normal() ); planes[0][3] = - start * planes[0].Normal(); planes[1][3] = - start * planes[1].Normal(); // create front and end planes so the trace is on the positive sides of both planes[2] = startDir; planes[2][3] = - start * planes[2].Normal(); planes[3] = -startDir; planes[3][3] = - end * planes[3].Normal(); // catagorize each point against the four planes byte* cullBits = ( byte* ) _alloca16( ALIGN( tri->numVerts, 4 ) ); // round up to a multiple of 4 for SIMD byte totalOr = 0; const idJointMat* joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL; if( joints != NULL ) { R_TracePointCullSkinned( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts, joints ); } else { R_TracePointCullStatic( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts ); } // if we don't have points on both sides of both the ray planes, no intersection if( ( totalOr ^ ( totalOr >> 4 ) ) & 3 ) { return hit; } // if we don't have any points between front and end, no intersection if( ( totalOr ^ ( totalOr >> 1 ) ) & 4 ) { return hit; } // start streaming the indexes idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes ); for( int i = 0; i < tri->numIndexes; ) { const int nextNumIndexes = indexesODS.FetchNextBatch() - 3; for( ; i <= nextNumIndexes; i += 3 ) { const int i0 = indexesODS[i + 0]; const int i1 = indexesODS[i + 1]; const int i2 = indexesODS[i + 2]; // get sidedness info for the triangle const byte triOr = cullBits[i0] | cullBits[i1] | cullBits[i2]; // if we don't have points on both sides of both the ray planes, no intersection if( likely( ( triOr ^ ( triOr >> 4 ) ) & 3 ) ) { continue; } // if we don't have any points between front and end, no intersection if( unlikely( ( triOr ^ ( triOr >> 1 ) ) & 4 ) ) { continue; } const idVec3 triVert0 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i0] ), joints ); const idVec3 triVert1 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i1] ), joints ); const idVec3 triVert2 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i2] ), joints ); if( R_LineIntersectsTriangleExpandedWithCircle( hit, start, end, radius, triVert0, triVert1, triVert2 ) ) { hit.indexes[0] = i0; hit.indexes[1] = i1; hit.indexes[2] = i2; } } } return hit; }