/* trace.c BSP line tracing Copyright (C) 2004 Bill Currie Author: Bill Currie Date: 2004/9/25 This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/model.h" #include "QF/sys.h" #include "QF/winding.h" #include "compat.h" #include "world.h" /* LINE TESTING IN HULLS */ // 1/32 epsilon to keep floating point happy #ifndef DIST_EPSILON #define DIST_EPSILON (0.03125) #endif typedef struct { vec3_t start; vec3_t end; vec_t start_frac; int side; int num; plane_t *plane; } tracestack_t; static inline float calc_offset (trace_t *trace, plane_t *plane) { vec_t d = 0; vec3_t Rn; switch (trace->type) { case tr_point: break; case tr_box: if (plane->type < 3) d = trace->extents[plane->type]; else d = (fabs (trace->extents[0] * plane->normal[0]) + fabs (trace->extents[1] * plane->normal[1]) + fabs (trace->extents[2] * plane->normal[2])); break; case tr_ellipsoid: VectorSet (trace->extents[0] * plane->normal[0], trace->extents[1] * plane->normal[1], trace->extents[2] * plane->normal[2], Rn); d = sqrt(DotProduct (Rn, Rn)); //FIXME no sqrt break; } return d; } static qboolean point_inside_portal (const clipport_t *portal, const plane_t *plane, const vec3_t p) { vec3_t x, c; const vec_t *n = plane->normal; int i; const winding_t *points = portal->winding; const winding_t *edges = portal->edges; for (i = 0; i < points->numpoints; i++) { VectorSubtract (p, points->points[i], x); CrossProduct (x, edges->points[i], c); if (DotProduct (c, n) <= 0) return false; } return true; } static qboolean edges_intersect (const vec3_t p1, const vec3_t p2, const vec3_t r1, const vec3_t r2) { vec3_t p, r, b; vec3_t p_r, b_p, b_r; vec_t tp, tpd, tr, trd; VectorSubtract (p2, p1, p); VectorSubtract (r2, r1, r); VectorSubtract (r1, p1, b); CrossProduct (p, r, p_r); if (VectorIsZero (p_r)) return false; CrossProduct (b, p, b_p); CrossProduct (b, r, b_r); tr = DotProduct (b_p, b_p); trd = DotProduct (b_p, p_r); tp = DotProduct (b_r, b_r); tpd = DotProduct (b_r, p_r); if ((tr < 0 || tr > trd) || (tp < 0 || tp > tpd)) return false; return true; } static int check_in_leaf (hull_t *hull, trace_t *trace, clipleaf_t *leaf, plane_t *plane, const vec3_t vel, const vec3_t org) { clipport_t *portal; int side; int i; int planenum; plane_t cutplane; vec_t offset, dist, v_n; vec_t *point, *edge; planenum = plane - hull->planes; cutplane.type = 3; // generic plane v_n = DotProduct (vel, plane->normal); if (!v_n) { //FIXME is this correct? The assumption is that if we got to a leaf //travelliing parallel to its plane, then we have to be in the leaf return 1; } for (portal = leaf->portals; portal; portal = portal->next[side]) { side = portal->leafs[1] == leaf; if (portal->planenum != planenum) continue; for (i = 0; i < portal->winding->numpoints; i++) { point = portal->winding->points[i]; edge = portal->edges->points[i]; // so long as the plane distance and offset are calculated using // the same normal vector, the normal vector length does not // matter. CrossProduct (vel, edge, cutplane.normal); cutplane.dist = DotProduct (cutplane.normal, point); dist = PlaneDiff (org, &cutplane); offset = calc_offset (trace, &cutplane); if (v_n > 0) { if (dist >= offset) break; } else { if (dist <= -offset) break; } } if (i == portal->winding->numpoints) return 1; } return 0; } typedef struct { plane_t planes[3]; winding_t points[3]; winding_t edges[3]; clipport_t portals[3]; } clipbox_t; /** Initialize the clipbox representing the faces that might hit the portal. When a box is moving, at most three of its faces might hit the portal. Those faces all face such that the dot product of their normal and the box's velocity is positive (ie, n.v > 0). When the motion is in an axial plane, only two faces might hit. For axial motion, only one face. The faces are set up such that the first point of each winding is the leading corner of the box, and the edges are set up such that testing only the first three edges of each winding covers all nine edges (ie, the forth edge of one face is the reverse of the first edge of the next face). The windings are clockwise when looking down the face's normal (ie, when looking at the front of the face). */ static void init_box (const trace_t *trace, clipbox_t *box, const vec3_t vel) { vec3_t p; int u[3]; int i, j, k; vec_t s[2] = {1, -1}; //FIXME rotated box for (i = 0; i < 3; i++) u[i] = (vel[i] >= 0 ? 1 : -1); Vector3Scale (u, trace->extents, p); for (i = 0; i < 3; i++) { box->portals[i].planenum = i; box->portals[i].next[0] = 0; box->portals[i].next[0] = 0; box->portals[i].leafs[0] = 0; box->portals[i].leafs[0] = 0; box->portals[i].winding = &box->points[i]; box->portals[i].edges = &box->edges[i]; VectorZero (box->planes[i].normal); box->planes[i].normal[i] = u[i]; box->planes[i].dist = DotProduct (p, box->planes[i].normal); box->planes[i].type = i; box->points[i].numpoints = 4; box->edges[i].numpoints = 4; VectorCopy (u, box->points[i].points[0]); VectorZero (box->edges[i].points[0]); j = (i + (u[0]*u[1]*u[2] + 3) / 2) % 3; box->edges[i].points[0][j] = -u[j]; for (j = 1; j < 4; j++) { box->points[i].points[j][i] = box->points[i].points[j - 1][i]; box->edges[i].points[j][i] = box->edges[i].points[j - 1][i]; for (k = 0; k < 2; k++) { int a, b; a = (i + 1 + k) % 3; b = (i + 2 - k) % 3; box->points[i].points[j][a] = s[k] * u[i] * box->points[i].points[j - 1][b]; box->edges[i].points[j][a] = s[k] * u[i] * box->edges[i].points[j - 1][b]; } Vector3Scale (box->points[i].points[j - 1], trace->extents, box->points[i].points[j - 1]); Vector3Scale (box->edges[i].points[j - 1], trace->extents, box->edges[i].points[j - 1]); VectorScale (box->edges[i].points[j - 1], 2, box->edges[i].points[j - 1]); } Vector3Scale (box->points[i].points[3], trace->extents, box->points[i].points[3]); Vector3Scale (box->edges[i].points[3], trace->extents, box->edges[i].points[3]); VectorScale (box->edges[i].points[3], 2, box->edges[i].points[3]); } } static vec_t edge_portal_dist (const plane_t *plane, const clipport_t *portal, const vec3_t p1, const vec3_t p2, const vec3_t vel) { int i; winding_t *winding = portal->winding; winding_t *edges = portal->edges; // check for edge point hitting portal face { vec_t t1, t2, vn; vn = DotProduct (vel, plane->normal); t1 = PlaneDiff (p1, plane); t2 = PlaneDiff (p2, plane); // ensure p1 is the closest point to the plane if ((0 < t2 && t2 < t1) || (0 > t2 && t2 > t1)) { // p2 is closer to the plane, so swap the points and times const vec_t *r = p2; vec_t t = t2; t2 = t1; t1 = t; p2 = p1; p1 = r; } if (vn * t1 > 0) { // the edge is travelling away from the portal's plane return 1; } // if t1 * t2 < 0, the points straddle the portal's plane and the // nearest point test can be skipped if (vn && t1 * t2 > 0) { //FIXME epsilon vec3_t x, c; vec3_t imp; t1 /= vn; if (t1 <= -1) { // the edge doesn't make it as far as the portal's plane return 1; } VectorMultSub (p1, t1, vel, imp); for (i = 0; i < winding->numpoints; i++) { VectorSubtract (imp, winding->points[i], x); CrossProduct (x, edges->points[i], c); if (DotProduct (c, plane->normal) < 0) break; // miss } if (i == winding->numpoints) { // the closer end of the edge hit the portal, so -t1 is the // fraction return -t1; } // the closer end of the edge missed the portal, check the farther // end, but only with this portal edge. VectorMultSub (p2, t2 / vn, vel, imp); VectorSubtract (imp, winding->points[i], x); CrossProduct (x, edges->points[i], c); if (DotProduct (c, plane->normal) < 0) { // both impacts are on the outside of this portal edge, so the // edge being tested misses the portal return 1; } // the two impact points are on both sides of a portal edge, so the // edge being tested might hit a portal edge rather than the portal // face } } { vec3_t e; vec_t frac = 1.0; plane_t ep; // set up the plane through which the edge travels VectorSubtract (p2, p1, e); CrossProduct (e, vel, ep.normal); ep.dist = DotProduct (p1, ep.normal); ep.type = 3; for (i = 0; i < winding->numpoints; i++) { vec_t t, vn; const vec_t *r = winding->points[i]; const vec_t *v = edges->points[i]; vec3_t x, y; vn = DotProduct (v, ep.normal); if (!vn) // FIXME epsilon continue; // portal edge is parallel to the plane t = PlaneDiff (r, &ep) / vn; if (t < -1 || t > 0) continue; // portal edge does not reach the plane // impact point of portal edge with the plane VectorMultSub (r, t, v, x); // project the impact point back to the edge along the velocity VectorSubtract (x, p1, y); t = DotProduct (y, vel) / DotProduct (vel, vel); VectorMultSub (x, t, vel, y); VectorSubtract (y, p1, y); t = DotProduct (y, y) / DotProduct (e, y); if (t < 0 || t > 1) continue; // the edge misses the portal edge VectorMultAdd (p1, t, e, y); VectorSubtract (x, y, y); t = DotProduct (y, vel) / DotProduct (vel, vel); if (t < 0 || t >= frac) continue; // this is not the nearest edge pair // the edges hit, and they are the closes edge pair so far frac = t; } return frac; } } static vec_t box_portal_dist (const hull_t *hull, const clipport_t *portal, const clipbox_t *box, const vec3_t start, const vec3_t vel) { vec3_t nvel; plane_t *plane = hull->planes + portal->planenum; int i, j; vec_t frac, t; vec3_t p1, p2; frac = 1.0; for (i = 0; i < 3; i++) { // all faces on box have 4 points (and edges), but we need test only // three on each face for (j = 0; j < 3; j++) { VectorAdd (box->points[i].points[j], start, p1); VectorAdd (box->points[i].points[j + 1], start, p2); t = edge_portal_dist (plane, portal, p1, p2, vel); if (t < frac) frac = t; } } VectorNegate (vel, nvel); for (i = 0; i < portal->winding->numpoints; i++) { j = i + 1; if (j >= portal->winding->numpoints) j -= portal->winding->numpoints; VectorSubtract (portal->winding->points[i], start, p1); VectorSubtract (portal->winding->points[j], start, p2); for (j = 0; j < 3; j++) { const clipport_t *p = &box->portals[j]; t = edge_portal_dist (box->planes + p->planenum, p, p1, p2, nvel); if (t < frac) frac = t; } } return frac; } static inline void calc_impact (hull_t *hull, trace_t *trace, const vec3_t start, const vec3_t end, clipleaf_t *leaf, plane_t *plane) { vec_t t1, t2, frac, offset; vec3_t dist; t1 = PlaneDiff (start, plane); t2 = PlaneDiff (end, plane); offset = calc_offset (trace, plane); if (t1 < 0) { frac = (t1 + offset + DIST_EPSILON) / (t1 - t2); // invert plane paramterers } else { frac = (t1 - offset - DIST_EPSILON) / (t1 - t2); } frac = bound (0, frac, 1); if (leaf && trace->type != tr_point) { int i; int side; int planenum; clipport_t *portal; vec3_t impact; clipbox_t box; planenum = plane - hull->planes; VectorSubtract (end, start, dist); VectorMultAdd (start, frac, dist, impact); if (DotProduct (dist, plane->normal) > 0) VectorMultAdd (impact, offset, plane->normal, impact); else VectorMultSub (impact, offset, plane->normal, impact); init_box (trace, &box, dist); for (portal = leaf->portals; portal; portal = portal->next[side]) { side = portal->leafs[1] == leaf; if (portal->planenum != planenum) continue; for (i = 0; i < portal->winding->numpoints; i++) { vec3_t r, s; VectorSubtract (impact, portal->winding->points[i], r); CrossProduct (r, portal->edges->points[i], s); if (DotProduct (s, plane->normal) > 0) continue; // "hit" break; // "miss"; } if (i == portal->winding->numpoints) goto finish_impact; // impact with the face of the polygon } frac = 1.0; for (portal = leaf->portals; portal; portal = portal->next[side]) { vec_t t; side = portal->leafs[1] == leaf; if (portal->planenum != planenum) continue; t = box_portal_dist (hull, portal, &box, start, dist); if (t < frac) frac = t; } } finish_impact: if (frac < trace->fraction) { trace->fraction = frac; VectorSubtract (end, start, dist); VectorMultAdd (start, frac, dist, trace->endpos); if (t1 < 0) { // invert plane paramterers VectorNegate (plane->normal, trace->plane.normal); trace->plane.dist = -plane->dist; } else { VectorCopy (plane->normal, trace->plane.normal); trace->plane.dist = plane->dist; } } } static qboolean portal_intersect (trace_t *trace, clipport_t *portal, plane_t *plane, const vec3_t origin) { vec3_t r; vec_t o_n; int i; static vec3_t verts[][2] = { {{ -1, -1, -1}, { 1, -1, -1}}, {{ -1, -1, 1}, { 1, -1, 1}}, {{ -1, 1, -1}, { 1, 1, -1}}, {{ -1, 1, 1}, { 1, 1, 1}}, {{ -1, -1, -1}, { -1, 1, -1}}, {{ 1, -1, -1}, { 1, 1, -1}}, {{ -1, -1, 1}, { -1, 1, 1}}, {{ 1, -1, 1}, { 1, 1, 1}}, {{ -1, -1, -1}, { -1, -1, 1}}, {{ -1, 1, -1}, { -1, 1, 1}}, {{ 1, -1, -1}, { 1, -1, 1}}, {{ 1, 1, -1}, { 1, 1, 1}}, }; // if any portal point is inside or touches the box, then they intersect for (i = 0; i < portal->winding->numpoints; i++) { VectorSubtract (portal->winding->points[i], origin, r); if (fabs(r[0]) <= trace->extents[0] && fabs(r[1]) <= trace->extents[1] && fabs(r[2]) <= trace->extents[2]) return true; } // if any box edge crosses or touches the plane within the portal, then // they intersect o_n = DotProduct (origin, plane->normal); for (i = 0; i < 12; i++) { vec3_t p1, p2, imp, dist; vec_t t1, t2, frac; Vector3Scale (trace->extents, verts[i][0], p1); Vector3Scale (trace->extents, verts[i][1], p2); t1 = PlaneDiff (p1, plane) + o_n; t2 = PlaneDiff (p2, plane) + o_n; // if both ends of the box edge are on the same side (or touching) the // plane, the edge does not cross the plane // if only one end of the edge is touching, then we still have to // check the impact point. if ((t1 > 0 && t2 > 0) || (t1 < 0 && t2 < 0) || (t1 == t2)) continue; if (t1 == t2) { int j; // the edge is on the plane // if either end touches the portal, then the box and portal touch if (point_inside_portal (portal, plane, p1)) return true; if (point_inside_portal (portal, plane, p2)) return true; // if the edge intersects with a portal edge, then the box and // portal touch for (j = 0; j < portal->winding->numpoints; j++) { int k = j + 1; if (k == portal->winding->numpoints) k = 0; if (edges_intersect (p1, p2, portal->winding->points[j], portal->winding->points[k])) return true; } continue; } // since t1 and t2 are guaranteed to be on opposite sides of the plane, // or only one touching, they are guaranteed to be unequal. Also, frac // is guaranteed to be between 0 and 1 frac = t1 / (t1 - t2); VectorSubtract (p2, p1, dist); VectorMultAdd (p1, frac, dist, imp); VectorAdd (imp, origin, imp); if (point_inside_portal (portal, plane, imp)) { // the impact point is in the portal return true; } } return 0; } static int test_count; static int trace_contents (hull_t *hull, trace_t *trace, clipleaf_t *leaf, const vec3_t origin) { clipport_t *portal; int side; int contents = leaf->contents; leaf->test_count = test_count; // set the auxiliary contents data. this is a bit field of all contents // types contained within the trace. // contents start at -1 (empty). bit 0 represents CONTENTS_EMPTY trace->contents |= 1 << (~contents); // check all adjoining leafs that contain part of the trace for (portal = leaf->portals; portal; portal = portal->next[side]) { vec_t offset; vec_t dist; plane_t *plane; int res; clipleaf_t *l; side = portal->leafs[1] == leaf; l = portal->leafs[side ^ 1]; if (l->test_count == test_count) continue; plane = hull->planes + portal->planenum; dist = PlaneDiff (origin, plane); offset = calc_offset (trace, plane); // the side of the plane on which we are does not matter, only // whether we're crossing the plane. merely touching the plane does // not cause us to cross it if (fabs (dist) >= offset) continue; if (!portal_intersect (trace, portal, plane, origin)) continue; res = trace_contents (hull, trace, l, origin); //FIXME better test? // solid > lava > slime > water > empty (desired) // solid > current (good) // problem is, current > sky > lava (what is best?) if (res == CONTENTS_SOLID || (contents != CONTENTS_SOLID && res < contents)) contents = res; } return contents; } VISIBLE void MOD_TraceLine (hull_t *hull, int num, const vec3_t start_point, const vec3_t end_point, trace_t *trace) { vec_t start_dist, end_dist, frac[2], offset; vec3_t start, end, dist, vel; int side; qboolean seen_empty, seen_solid, moved; tracestack_t *tstack; tracestack_t tracestack[256]; mclipnode_t *node; plane_t *plane, *split_plane; clipleaf_t *leaf; VectorCopy (start_point, start); VectorCopy (end_point, end); VectorSubtract (end, start, vel); VectorNormalize (vel); tstack = tracestack; seen_empty = false; seen_solid = false; moved = false; split_plane = 0; leaf = 0; plane = 0; trace->allsolid = true; trace->startsolid = false; trace->inopen = false; trace->inwater = false; trace->fraction = 1.0; while (1) { while (num < 0) { // it's not possible to not be in the leaf when doing a point trace // if leaf is null, assume we're in the leaf // if plane is null, the trace did not cross the last node plane int in_leaf = 1; if (trace->type != tr_point && leaf && split_plane) in_leaf = check_in_leaf (hull, trace, leaf, split_plane, vel, start); if (in_leaf && num == CONTENTS_SOLID) { if (!seen_empty && !seen_solid) { // this is the first leaf visited, thus the start leaf trace->startsolid = seen_solid = true; } else if (!seen_empty && seen_solid) { // If crossing from one solid leaf to another, treat the // whole trace as solid (this is what id does). // However, since allsolid is initialized to true, no need // to do anything. if (moved) return; } else { // crossing from an empty leaf to a solid leaf: the trace // has collided. if (split_plane) { calc_impact (hull, trace, start_point, end_point, leaf, split_plane); } else { // if there's no split plane, then there is no impact trace->fraction = 1.0; } if (trace->type == tr_point) return; } } else if (in_leaf) { seen_empty = true; trace->allsolid = false; if (num == CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } // pop up the stack for a back side do { if (tstack-- == tracestack) { // we've finished. return; } } while (tstack->start_frac > trace->fraction); // set the hit point for this plane VectorCopy (end, tstack->start); // go down the back side VectorCopy (tstack->end, end); side = tstack->side; split_plane = tstack->plane; moved = tstack->start_frac > 0; if (hull->nodeleafs) leaf = hull->nodeleafs[tstack->num].leafs[side ^ 1]; num = hull->clipnodes[tstack->num].children[side ^ 1]; } node = hull->clipnodes + num; plane = hull->planes + node->planenum; start_dist = PlaneDiff (start, plane); end_dist = PlaneDiff (end, plane); offset = calc_offset (trace, plane); if (start_dist >= offset && end_dist >= offset) { // entirely in front of the plane plane = 0; if (hull->nodeleafs) leaf = hull->nodeleafs[num].leafs[0]; num = node->children[0]; continue; } //non-zero offset lets the object touch the plane but still be //behind the plane. however, point traces are assumed to be on the //front side of the plane if touching the plane if ((offset && start_dist <= -offset && end_dist <= -offset) || (!offset && start_dist < -offset && end_dist < -offset)) { // entirely behind the plane plane = 0; if (hull->nodeleafs) leaf = hull->nodeleafs[num].leafs[1]; num = node->children[1]; continue; } // cross the plane if (start_dist == end_dist) { // avoid division by zero (non-point clip only) // since neither side is forward and we need to check both sides // anyway, it doesn't matter which side we start with, so long as // the fractions are correct. side = 0; frac[0] = 1; frac[1] = 0; } else { // choose the side such that we are always moving forward through // the map side = start_dist < end_dist; // if either start or end have the box straddling the plane, then // frac will be appropriately clipped to 0 and 1, otherwise, frac // will be inside that range frac[0] = (start_dist + offset) / (start_dist - end_dist); frac[1] = (start_dist - offset) / (start_dist - end_dist); frac[0] = bound (0, frac[0], 1); frac[1] = bound (0, frac[1], 1); } VectorSubtract (end, start, dist); tstack->num = num; tstack->side = side; tstack->plane = plane; VectorCopy (end, tstack->end); VectorMultAdd (start, frac[side ^ 1], dist, tstack->start); tstack->start_frac = frac[side ^ 1]; tstack++; VectorMultAdd (start, frac[side], dist, end); if (hull->nodeleafs) leaf = hull->nodeleafs[num].leafs[side]; num = node->children[side]; } } VISIBLE int MOD_HullContents (hull_t *hull, int num, const vec3_t origin, trace_t *trace) { int prevnode = -1; int side = 0; clipleaf_t *leaf; // follow origin down the bsp tree to find the "central" leaf while (num >= 0) { vec_t d; mclipnode_t *node; plane_t *plane; node = hull->clipnodes + num; plane = hull->planes + node->planenum; d = PlaneDiff (origin, plane); prevnode = num; side = d < 0; num = node->children[side]; } if (trace) trace->contents = 0; if (!trace || trace->type == tr_point || prevnode == -1 || !hull->nodeleafs) { return num; } // check the contents of the "central" and surrounding touched leafs leaf = hull->nodeleafs[prevnode].leafs[side]; test_count++; return trace_contents (hull, trace, leaf, origin); }