mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
296 lines
7.7 KiB
C++
296 lines
7.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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/*
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===============================================================================
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Trace model vs. polygonal model collision detection.
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===============================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "CollisionModel_local.h"
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/*
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===============================================================================
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Trace through the spatial subdivision
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===============================================================================
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*/
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/*
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================
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idCollisionModelManagerLocal::TraceTrmThroughNode
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================
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*/
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void idCollisionModelManagerLocal::TraceTrmThroughNode( cm_traceWork_t* tw, cm_node_t* node )
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{
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cm_polygonRef_t* pref;
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cm_brushRef_t* bref;
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// position test
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if( tw->positionTest )
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{
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// if already stuck in solid
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if( tw->trace.fraction == 0.0f )
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{
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return;
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}
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// test if any of the trm vertices is inside a brush
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for( bref = node->brushes; bref; bref = bref->next )
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{
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if( idCollisionModelManagerLocal::TestTrmVertsInBrush( tw, bref->b ) )
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{
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return;
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}
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}
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// if just testing a point we're done
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if( tw->pointTrace )
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{
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return;
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}
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// test if the trm is stuck in any polygons
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for( pref = node->polygons; pref; pref = pref->next )
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{
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if( idCollisionModelManagerLocal::TestTrmInPolygon( tw, pref->p ) )
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{
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return;
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}
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}
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}
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else if( tw->rotation )
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{
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// rotate through all polygons in this leaf
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for( pref = node->polygons; pref; pref = pref->next )
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{
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if( idCollisionModelManagerLocal::RotateTrmThroughPolygon( tw, pref->p ) )
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{
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return;
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}
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}
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}
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else
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{
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// trace through all polygons in this leaf
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for( pref = node->polygons; pref; pref = pref->next )
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{
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if( idCollisionModelManagerLocal::TranslateTrmThroughPolygon( tw, pref->p ) )
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{
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return;
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}
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}
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}
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}
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/*
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================
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r
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================
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*/
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//#define NO_SPATIAL_SUBDIVISION
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void idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( cm_traceWork_t* tw, cm_node_t* node, float p1f, float p2f, idVec3& p1, idVec3& p2 )
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{
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float t1, t2, offset;
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float frac, frac2;
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float idist;
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idVec3 mid;
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int side;
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float midf;
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if( !node )
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{
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return;
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}
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if( tw->quickExit )
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{
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return; // stop immediately
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}
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if( tw->trace.fraction <= p1f )
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{
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return; // already hit something nearer
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}
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// if we need to test this node for collisions
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if( node->polygons || ( tw->positionTest && node->brushes ) )
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{
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// trace through node with collision data
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idCollisionModelManagerLocal::TraceTrmThroughNode( tw, node );
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}
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// if already stuck in solid
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if( tw->positionTest && tw->trace.fraction == 0.0f )
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{
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return;
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}
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// if this is a leaf node
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if( node->planeType == -1 )
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{
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return;
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}
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#ifdef NO_SPATIAL_SUBDIVISION
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
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return;
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#endif
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// distance from plane for trace start and end
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t1 = p1[node->planeType] - node->planeDist;
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t2 = p2[node->planeType] - node->planeDist;
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// adjust the plane distance appropriately for mins/maxs
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offset = tw->extents[node->planeType];
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// see which sides we need to consider
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if( t1 >= offset && t2 >= offset )
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{
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[0], p1f, p2f, p1, p2 );
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return;
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}
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if( t1 < -offset && t2 < -offset )
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{
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[1], p1f, p2f, p1, p2 );
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return;
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}
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if( t1 < t2 )
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{
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idist = 1.0f / ( t1 - t2 );
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side = 1;
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frac2 = ( t1 + offset ) * idist;
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frac = ( t1 - offset ) * idist;
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}
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else if( t1 > t2 )
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{
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idist = 1.0f / ( t1 - t2 );
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side = 0;
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frac2 = ( t1 - offset ) * idist;
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frac = ( t1 + offset ) * idist;
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}
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else
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{
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side = 0;
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frac = 1.0f;
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frac2 = 0.0f;
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}
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// move up to the node
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if( frac < 0.0f )
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{
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frac = 0.0f;
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}
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else if( frac > 1.0f )
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{
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frac = 1.0f;
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}
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midf = p1f + ( p2f - p1f ) * frac;
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mid[0] = p1[0] + frac * ( p2[0] - p1[0] );
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mid[1] = p1[1] + frac * ( p2[1] - p1[1] );
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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
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if( frac2 < 0.0f )
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{
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frac2 = 0.0f;
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}
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else if( frac2 > 1.0f )
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{
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frac2 = 1.0f;
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}
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midf = p1f + ( p2f - p1f ) * frac2;
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mid[0] = p1[0] + frac2 * ( p2[0] - p1[0] );
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mid[1] = p1[1] + frac2 * ( p2[1] - p1[1] );
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mid[2] = p1[2] + frac2 * ( p2[2] - p1[2] );
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, node->children[side ^ 1], midf, p2f, mid, p2 );
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}
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/*
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================
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idCollisionModelManagerLocal::TraceThroughModel
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================
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*/
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void idCollisionModelManagerLocal::TraceThroughModel( cm_traceWork_t* tw )
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{
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float d;
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int i, numSteps;
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idVec3 start, end;
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idRotation rot;
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if( !tw->rotation )
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{
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// trace through spatial subdivision and then through leafs
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, tw->start, tw->end );
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}
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else
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{
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// approximate the rotation with a series of straight line movements
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// total length covered along circle
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d = tw->radius * DEG2RAD( tw->angle );
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// if more than one step
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if( d > CIRCLE_APPROXIMATION_LENGTH )
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{
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// number of steps for the approximation
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numSteps = ( int )( CIRCLE_APPROXIMATION_LENGTH / d );
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// start of approximation
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start = tw->start;
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// trace circle approximation steps through the BSP tree
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for( i = 0; i < numSteps; i++ )
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{
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// calculate next point on approximated circle
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rot.Set( tw->origin, tw->axis, tw->angle * ( ( float )( i + 1 ) / numSteps ) );
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end = start * rot;
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// trace through spatial subdivision and then through leafs
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, end );
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// no need to continue if something was hit already
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if( tw->trace.fraction < 1.0f )
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{
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return;
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}
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start = end;
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}
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}
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else
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{
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start = tw->start;
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}
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// last step of the approximation
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idCollisionModelManagerLocal::TraceThroughAxialBSPTree_r( tw, tw->model->node, 0, 1, start, tw->end );
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}
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}
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