mirror of
https://github.com/nzp-team/dquakeplus.git
synced 2024-11-26 05:41:24 +00:00
Use faster SV_RecursiveHullCheck
This commit is contained in:
parent
5b00aecb8c
commit
d6ed5b3866
7 changed files with 169 additions and 120 deletions
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@ -58,7 +58,7 @@ void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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@ -365,7 +365,7 @@ qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, start, end, &trace))
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if (!SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, start, end, &trace))
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{
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if (trace.fraction < 1)
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{
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@ -454,7 +454,7 @@ void CL_UpdateTEnts (void)
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VectorAdd(org, forward, b->end);
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memset (&trace, 0, sizeof(trace_t));
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, b->end, &trace))
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, org, b->end, &trace))
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VectorCopy(trace.endpos, b->end);
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}
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}
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@ -82,7 +82,7 @@ extern int nanmask;
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#define VectorNegate(a, b) ((b)[0] = -(a)[0], (b)[1] = -(a)[1], (b)[2] = -(a)[2])
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#define VectorSet(v, x, y, z) ((v)[0] = (x), (v)[1] = (y), (v)[2] = (z))
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#define VectorRandom(v) {do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1);}
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#define DoublePrecisionDotProduct(x,y) ((double)(x)[0]*(y)[0]+(double)(x)[1]*(y)[1]+(double)(x)[2]*(y)[2])
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#define VSM(a,b,c) {c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b;}
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#define VectorNormalizeFast( v ){float ilength = (float)rsqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength; }
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@ -3140,7 +3140,7 @@ void QMB_LaserSight (void)
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memset (&trace, 0, sizeof(trace_t));
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trace.fraction = 1;
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SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, start, dest, &trace);
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SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, start, dest, &trace);
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start[2]+=cl.crouch;
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AddParticle (p_streaktrail, start, 1, 2, 0.02, color, trace.endpos);// draw the line
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@ -3203,7 +3203,7 @@ void QMB_LightningBeam (vec3_t start, vec3_t end)
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if (qmb_initialized && r_part_sparks.value)
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{
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memset (&trace, 0, sizeof(trace_t));
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, start, end, &trace))
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, start, end, &trace))
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{
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if (trace.fraction < 1)
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{
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@ -1334,7 +1334,7 @@ void GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2, ent
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VectorCopy (e->origin, downmove);
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downmove[2] = downmove[2] - 4096;
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memset (&downtrace, 0, sizeof(downtrace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, e->origin, downmove, &downtrace);
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#ifdef PSP_VFPU
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s1 = vfpu_sinf( e->angles[1]/180*M_PI);
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@ -1711,7 +1711,7 @@ void GL_DrawQ2AliasShadow (entity_t *e, md2_t *pheader, int lastpose, int pose,
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VectorCopy (e->origin, downmove);
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downmove[2] = downmove[2] - 4096;
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memset (&downtrace, 0, sizeof(downtrace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, e->origin, downmove, &downtrace);
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#ifdef PSP_VFPU
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s1 = vfpu_sinf( e->angles[1]/180*M_PI);
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@ -1853,7 +1853,7 @@ void R_SetupQ2AliasFrame (entity_t *e, md2_t *pheader)
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downmove[2] = downmove[2] - 4096;
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memset (&downtrace, 0, sizeof(downtrace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, e->origin, downmove, &downtrace);
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sceGuDisable (GU_TEXTURE_2D);
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sceGuEnable (GU_BLEND);
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@ -3362,7 +3362,7 @@ void R_DrawQ3Model (entity_t *ent)
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VectorCopy (ent->origin, downmove);
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downmove[2] -= farclip;
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memset (&downtrace, 0, sizeof(downtrace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, ent->origin, downmove, &downtrace);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, ent->origin, downmove, &downtrace);
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lheight = ent->origin[2] - lightspot[2];
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266
source/world.c
266
source/world.c
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@ -591,30 +591,165 @@ LINE TESTING IN HULLS
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===============================================================================
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*/
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enum
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{
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rht_solid,
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rht_empty,
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rht_impact
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};
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struct rhtctx_s
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{
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unsigned int hitcontents;
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vec3_t start, end;
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dclipnode_t *clipnodes;
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mplane_t *planes;
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};
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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (0.03125)
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/*
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==================
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Q1BSP_RecursiveHullTrace
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This does the core traceline/tracebox logic.
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This version is from FTE and attempts to be more numerically stable than vanilla.
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This is achieved by recursing at the actual decision points instead of vanilla's habit of vanilla's habit of using points that are outside of the child's volume.
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It also uses itself to test solidity on the other side of the node, which ensures consistent precision.
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The actual collision point is (still) biased by an epsilon, so the end point shouldn't be inside walls either way.
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FTE's version 'should' be more compatible with vanilla than DP's (which doesn't take care with allsolid).
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ezQuake also has a version of this logic, but I trust mine more.
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==================
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*/
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static int Q1BSP_RecursiveHullTrace (struct rhtctx_s *ctx, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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vec3_t mid;
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int side;
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float midf;
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int rht;
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reenter:
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if (num < 0)
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{
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/*hit a leaf*/
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if (num == CONTENTS_SOLID)
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{
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if (trace->allsolid)
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trace->startsolid = true;
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return rht_solid;
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}
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else
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{
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trace->allsolid = false;
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if (num == CONTENTS_EMPTY)
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trace->inopen = true;
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else if (num != CONTENTS_SOLID)
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trace->inwater = true;
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return rht_empty;
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}
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}
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/*its a node*/
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/*get the node info*/
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node = ctx->clipnodes + num;
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plane = ctx->planes + node->planenum;
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if (plane->type < 3)
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{
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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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}
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else
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{
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t1 = DoublePrecisionDotProduct (plane->normal, p1) - plane->dist;
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t2 = DoublePrecisionDotProduct (plane->normal, p2) - plane->dist;
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}
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/*if its completely on one side, resume on that side*/
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if (t1 >= 0 && t2 >= 0)
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{
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//return Q1BSP_RecursiveHullTrace (hull, node->children[0], p1f, p2f, p1, p2, trace);
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num = node->children[0];
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goto reenter;
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}
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if (t1 < 0 && t2 < 0)
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{
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//return Q1BSP_RecursiveHullTrace (hull, node->children[1], p1f, p2f, p1, p2, trace);
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num = node->children[1];
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goto reenter;
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}
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if (plane->type < 3)
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{
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t1 = ctx->start[plane->type] - plane->dist;
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t2 = ctx->end[plane->type] - plane->dist;
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}
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else
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{
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t1 = DotProduct (plane->normal, ctx->start) - plane->dist;
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t2 = DotProduct (plane->normal, ctx->end) - plane->dist;
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}
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side = t1 < 0;
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midf = t1 / (t1 - t2);
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if (midf < p1f) midf = p1f;
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if (midf > p2f) midf = p2f;
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VectorInterpolate(ctx->start, midf, ctx->end, mid);
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rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side], p1f, midf, p1, mid, trace);
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if (rht != rht_empty && !trace->allsolid)
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return rht;
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rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side^1], midf, p2f, mid, p2, trace);
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if (rht != rht_solid)
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return rht;
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if (side)
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{
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/*we impacted the back of the node, so flip the plane*/
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trace->plane.dist = -plane->dist;
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VectorNegate(plane->normal, trace->plane.normal);
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midf = (t1 + DIST_EPSILON) / (t1 - t2);
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}
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else
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{
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/*we impacted the front of the node*/
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trace->plane.dist = plane->dist;
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VectorCopy(plane->normal, trace->plane.normal);
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midf = (t1 - DIST_EPSILON) / (t1 - t2);
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}
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t1 = DoublePrecisionDotProduct (trace->plane.normal, ctx->start) - trace->plane.dist;
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t2 = DoublePrecisionDotProduct (trace->plane.normal, ctx->end) - trace->plane.dist;
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midf = (t1 - DIST_EPSILON) / (t1 - t2);
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midf = CLAMP(0, midf, 1);
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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VectorInterpolate(ctx->start, midf, ctx->end, trace->endpos);
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return rht_impact;
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}
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/*
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==================
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SV_RecursiveHullCheck
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==================
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*/
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, vec3_t p1, vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac;
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int i;
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vec3_t mid;
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int side;
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float midf;
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// check for empty
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if (num < 0)
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if (p1[0] == p2[0] && p1[1] == p2[1] && p1[2] == p2[2])
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{
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if (num != CONTENTS_SOLID)
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/*points cannot cross planes, so do it faster*/
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int c = SV_HullPointContents(hull, hull->firstclipnode, p1);
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//trace->contents = c;
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if (c != CONTENTS_SOLID)
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{
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trace->allsolid = false;
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if (num == CONTENTS_EMPTY)
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@ -624,103 +759,17 @@ qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec
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}
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else
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trace->startsolid = true;
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return true; // empty
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}
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("SV_RecursiveHullCheck: bad node number");
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//
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// find the point distances
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//
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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{
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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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return true;
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}
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else
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{
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t1 = DotProduct (plane->normal, p1) - plane->dist;
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t2 = DotProduct (plane->normal, p2) - plane->dist;
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struct rhtctx_s ctx;
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VectorCopy(p1, ctx.start);
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VectorCopy(p2, ctx.end);
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ctx.clipnodes = hull->clipnodes;
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ctx.planes = hull->planes;
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return Q1BSP_RecursiveHullTrace(&ctx, hull->firstclipnode, 0, 1, p1, p2, trace) != rht_impact;
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}
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#if 1
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if (t1 >= 0 && t2 >= 0)
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return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if (t1 < 0 && t2 < 0)
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return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#else
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if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
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return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
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return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#endif
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// put the crosspoint DIST_EPSILON pixels on the near side
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if (t1 < 0)
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frac = (t1 + DIST_EPSILON)/(t1-t2);
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else
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frac = (t1 - DIST_EPSILON)/(t1-t2);
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if (frac < 0)
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frac = 0;
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if (frac > 1)
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frac = 1;
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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side = (t1 < 0);
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// move up to the node
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if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
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return false;
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if (SV_HullPointContents (hull, node->children[side^1], mid)
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!= CONTENTS_SOLID)
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// go past the node
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return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
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if (trace->allsolid)
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return false; // never got out of the solid area
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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if (!side)
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{
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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}
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else
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{
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VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
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trace->plane.dist = -plane->dist;
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}
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while (SV_HullPointContents (hull, hull->firstclipnode, mid)
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== CONTENTS_SOLID)
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{ // shouldn't really happen, but does occasionally
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frac -= 0.1;
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if (frac < 0)
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{
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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Con_DPrintf ("backup past 0\n");
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return false;
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}
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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}
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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return false;
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}
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/*
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@ -844,8 +893,9 @@ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t max
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}
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// trace a line through the apropriate clipping hull
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SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
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// trace a line through the apropriate clipping hull
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//(hull_t *hull, int num, vec3_t p1, vec3_t p2, trace_t *trace)
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SV_RecursiveHullCheck (hull, hull->firstclipnode, start_l, end_l, &trace);
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if( trace.fraction != 1.0f )
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{
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@ -65,8 +65,7 @@ int SV_TruePointContents (vec3_t p);
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#define check_angles( x ) ( (int)x == 90 || (int)x == 180 || (int)x == 270 || (int)x == -90 || (int)x == -180 || (int)x == -270 )
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edict_t *SV_TestEntityPosition (edict_t *ent);
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, vec3_t p1, vec3_t p2, trace_t *trace);
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int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
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trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict);
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Reference in a new issue