source-engine/engine/enginetrace.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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63 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "engine/IEngineTrace.h"
#include "icliententitylist.h"
#include "ispatialpartitioninternal.h"
#include "icliententity.h"
#include "cmodel_engine.h"
#include "dispcoll_common.h"
#include "staticpropmgr.h"
#include "server.h"
#include "edict.h"
#include "gl_model_private.h"
#include "world.h"
#include "vphysics_interface.h"
#include "client_class.h"
#include "server_class.h"
#include "debugoverlay.h"
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "convar.h"
#include "mathlib/polyhedron.h"
#include "sys_dll.h"
#include "vphysics/virtualmesh.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Various statistics to gather
//-----------------------------------------------------------------------------
enum
{
TRACE_STAT_COUNTER_TRACERAY = 0,
TRACE_STAT_COUNTER_POINTCONTENTS,
TRACE_STAT_COUNTER_ENUMERATE,
NUM_TRACE_STAT_COUNTER
};
//-----------------------------------------------------------------------------
// Used to visualize raycasts going on
//-----------------------------------------------------------------------------
#ifdef _DEBUG
ConVar debugrayenable( "debugrayenable", "0", NULL, "Use this to enable ray testing. To reset: bind \"F1\" \"clearalloverlays; debugrayreset 0; host_framerate 66.66666667\"" );
ConVar debugrayreset( "debugrayreset", "0" );
ConVar debugraylimit( "debugraylimit", "500", NULL, "number of rays per frame that you have to hit before displaying them all" );
static CUtlVector<Ray_t> s_FrameRays;
#endif
#define BENCHMARK_RAY_TEST 0
#if BENCHMARK_RAY_TEST
static CUtlVector<Ray_t> s_BenchmarkRays;
#endif
//-----------------------------------------------------------------------------
// Implementation of IEngineTrace
//-----------------------------------------------------------------------------
abstract_class CEngineTrace : public IEngineTrace
{
public:
CEngineTrace() { m_pRootMoveParent = NULL; }
// Returns the contents mask at a particular world-space position
virtual int GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity );
virtual int GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition );
// Traces a ray against a particular edict
virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEntity, trace_t *pTrace );
// A version that simply accepts a ray (can work as a traceline or tracehull)
virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
// A version that sets up the leaf and entity lists and allows you to pass those in for collision.
virtual void SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData );
virtual void SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData );
virtual void TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
// A version that sweeps a collideable through the world
// abs start + abs end represents the collision origins you want to sweep the collideable through
// vecAngles represents the collision angles of the collideable during the sweep
virtual void SweepCollideable( ICollideable *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
const QAngle &vecAngles, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace );
// Enumerates over all entities along a ray
// If triggers == true, it enumerates all triggers along a ray
virtual void EnumerateEntities( const Ray_t &ray, bool triggers, IEntityEnumerator *pEnumerator );
// Same thing, but enumerate entitys within a box
virtual void EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator );
// FIXME: Different versions for client + server. Eventually we need to make these go away
virtual void HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName ) = 0;
virtual ICollideable *GetWorldCollideable() = 0;
// Traces a ray against a particular edict
virtual void ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace );
// HACKHACK: Temp
virtual int GetStatByIndex( int index, bool bClear );
//finds brushes in an AABB, prone to some false positives
virtual void GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask = 0xFFFFFFFF );
//Creates a CPhysCollide out of all displacements wholly or partially contained in the specified AABB
virtual CPhysCollide* GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs );
//retrieve brush planes and contents, returns true if data is being returned in the output pointers, false if the brush doesn't exist
virtual bool GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut );
virtual bool PointOutsideWorld( const Vector &ptTest ); //Tests a point to see if it's outside any playable area
// Walks bsp to find the leaf containing the specified point
virtual int GetLeafContainingPoint( const Vector &ptTest );
private:
// FIXME: Different versions for client + server. Eventually we need to make these go away
virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace ) = 0;
virtual ICollideable *GetCollideable( IHandleEntity *pEntity ) = 0;
virtual int SpatialPartitionMask() const = 0;
virtual int SpatialPartitionTriggerMask() const = 0;
// Figure out point contents for entities at a particular position
int EntityContents( const Vector &vecAbsPosition );
// Should we perform the custom raytest?
bool ShouldPerformCustomRayTest( const Ray_t& ray, ICollideable *pCollideable ) const;
// Performs the custom raycast
bool ClipRayToCustom( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace );
// Perform vphysics trace
bool ClipRayToVPhysics( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, studiohdr_t *pStudioHdr, trace_t *pTrace );
// Perform hitbox trace
bool ClipRayToHitboxes( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace );
// Perform bsp trace
bool ClipRayToBSP( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, trace_t *pTrace );
// bbox
bool ClipRayToBBox( const Ray_t &ray, unsigned int fMask, ICollideable *pCollideable, trace_t *pTrace );
// OBB
bool ClipRayToOBB( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace );
// Clips a trace to another trace
bool ClipTraceToTrace( trace_t &clipTrace, trace_t *pFinalTrace );
private:
int m_traceStatCounters[NUM_TRACE_STAT_COUNTER];
const matrix3x4_t *m_pRootMoveParent;
friend void RayBench( const CCommand &args );
};
class CEngineTraceServer : public CEngineTrace
{
private:
virtual void HandleEntityToCollideable( IHandleEntity *pEnt, ICollideable **ppCollide, const char **ppDebugName );
virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace );
virtual int SpatialPartitionMask() const;
virtual int SpatialPartitionTriggerMask() const;
virtual ICollideable *GetWorldCollideable();
friend void RayBench( const CCommand &args );
public:
// IEngineTrace
virtual ICollideable *GetCollideable( IHandleEntity *pEntity );
};
#ifndef SWDS
class CEngineTraceClient : public CEngineTrace
{
private:
virtual void HandleEntityToCollideable( IHandleEntity *pEnt, ICollideable **ppCollide, const char **ppDebugName );
virtual void SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace );
virtual int SpatialPartitionMask() const;
virtual int SpatialPartitionTriggerMask() const;
virtual ICollideable *GetWorldCollideable();
public:
// IEngineTrace
virtual ICollideable *GetCollideable( IHandleEntity *pEntity );
};
#endif
//-----------------------------------------------------------------------------
// Expose CVEngineServer to the game + client DLLs
//-----------------------------------------------------------------------------
static CEngineTraceServer s_EngineTraceServer;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEngineTraceServer, IEngineTrace, INTERFACEVERSION_ENGINETRACE_SERVER, s_EngineTraceServer);
#ifndef SWDS
static CEngineTraceClient s_EngineTraceClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEngineTraceClient, IEngineTrace, INTERFACEVERSION_ENGINETRACE_CLIENT, s_EngineTraceClient);
#endif
//-----------------------------------------------------------------------------
// Expose CVEngineServer to the engine.
//-----------------------------------------------------------------------------
IEngineTrace *g_pEngineTraceServer = &s_EngineTraceServer;
#ifndef SWDS
IEngineTrace *g_pEngineTraceClient = &s_EngineTraceClient;
#endif
//-----------------------------------------------------------------------------
// Client-server neutral method of getting at collideables
//-----------------------------------------------------------------------------
#ifndef SWDS
ICollideable *CEngineTraceClient::GetCollideable( IHandleEntity *pEntity )
{
Assert( pEntity );
ICollideable *pProp = StaticPropMgr()->GetStaticProp( pEntity );
if ( pProp )
return pProp;
IClientUnknown *pUnk = entitylist->GetClientUnknownFromHandle( pEntity->GetRefEHandle() );
return pUnk->GetCollideable();
}
#endif
ICollideable *CEngineTraceServer::GetCollideable( IHandleEntity *pEntity )
{
Assert( pEntity );
ICollideable *pProp = StaticPropMgr()->GetStaticProp( pEntity );
if ( pProp )
return pProp;
IServerUnknown *pNetUnknown = static_cast<IServerUnknown*>(pEntity);
return pNetUnknown->GetCollideable();
}
//-----------------------------------------------------------------------------
// Spatial partition masks for iteration
//-----------------------------------------------------------------------------
#ifndef SWDS
int CEngineTraceClient::SpatialPartitionMask() const
{
return PARTITION_CLIENT_SOLID_EDICTS;
}
#endif
int CEngineTraceServer::SpatialPartitionMask() const
{
return PARTITION_ENGINE_SOLID_EDICTS;
}
#ifndef SWDS
int CEngineTraceClient::SpatialPartitionTriggerMask() const
{
return 0;
}
#endif
int CEngineTraceServer::SpatialPartitionTriggerMask() const
{
return PARTITION_ENGINE_TRIGGER_EDICTS;
}
//-----------------------------------------------------------------------------
// Spatial partition enumerator looking for entities that we may lie within
//-----------------------------------------------------------------------------
class CPointContentsEnum : public IPartitionEnumerator
{
public:
CPointContentsEnum( CEngineTrace *pEngineTrace, const Vector &pos ) : m_Contents(CONTENTS_EMPTY)
{
m_pEngineTrace = pEngineTrace;
m_Pos = pos;
m_pCollide = NULL;
}
static inline bool TestEntity(
CEngineTrace *pEngineTrace,
ICollideable *pCollide,
const Vector &vPos,
int *pContents,
ICollideable **pWorldCollideable )
{
// Deal with static props
// NOTE: I could have added static props to a different list and
// enumerated them separately, but that would have been less efficient
if ( StaticPropMgr()->IsStaticProp( pCollide->GetEntityHandle() ) )
{
Ray_t ray;
trace_t trace;
ray.Init( vPos, vPos );
pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace );
if (trace.startsolid)
{
// We're in a static prop; that's solid baby
// Pretend we hit the world
*pContents = CONTENTS_SOLID;
*pWorldCollideable = pEngineTrace->GetWorldCollideable();
return true;
}
return false;
}
// We only care about solid volumes
if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0)
return false;
model_t* pModel = (model_t*)pCollide->GetCollisionModel();
if ( pModel && pModel->type == mod_brush )
{
Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 );
int nHeadNode = GetModelHeadNode( pCollide );
int contents = CM_TransformedPointContents( vPos, nHeadNode,
pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() );
if (contents != CONTENTS_EMPTY)
{
// Return the contents of the first thing we hit
*pContents = contents;
*pWorldCollideable = pCollide;
return true;
}
}
return false;
}
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
ICollideable *pCollide;
const char *pDbgName;
m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName );
if (!pCollide)
return ITERATION_CONTINUE;
if ( CPointContentsEnum::TestEntity( m_pEngineTrace, pCollide, m_Pos, &m_Contents, &m_pCollide ) )
return ITERATION_STOP;
else
return ITERATION_CONTINUE;
}
private:
static int GetModelHeadNode( ICollideable *pCollide )
{
int modelindex = pCollide->GetCollisionModelIndex();
if(modelindex >= MAX_MODELS || modelindex < 0)
return -1;
model_t *pModel = (model_t*)pCollide->GetCollisionModel();
if(!pModel)
return -1;
if(cmodel_t *pCModel = CM_InlineModelNumber(modelindex-1))
return pCModel->headnode;
else
return -1;
}
public:
int m_Contents;
ICollideable *m_pCollide;
private:
CEngineTrace *m_pEngineTrace;
Vector m_Pos;
};
//-----------------------------------------------------------------------------
// Returns the contents mask at a particular world-space position
//-----------------------------------------------------------------------------
int CEngineTrace::GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity )
{
VPROF( "CEngineTrace_GetPointContents" );
// VPROF_BUDGET( "CEngineTrace_GetPointContents", "CEngineTrace_GetPointContents" );
m_traceStatCounters[TRACE_STAT_COUNTER_POINTCONTENTS]++;
// First check the collision model
int nContents = CM_PointContents( vecAbsPosition, 0 );
if ( nContents & MASK_CURRENT )
{
nContents = CONTENTS_WATER;
}
if ( nContents != CONTENTS_SOLID )
{
CPointContentsEnum contentsEnum(this, vecAbsPosition);
SpatialPartition()->EnumerateElementsAtPoint( SpatialPartitionMask(),
vecAbsPosition, false, &contentsEnum );
int nEntityContents = contentsEnum.m_Contents;
if ( nEntityContents & MASK_CURRENT )
nContents = CONTENTS_WATER;
if ( nEntityContents != CONTENTS_EMPTY )
{
if (ppEntity)
{
*ppEntity = contentsEnum.m_pCollide->GetEntityHandle();
}
return nEntityContents;
}
}
if (ppEntity)
{
*ppEntity = GetWorldCollideable()->GetEntityHandle();
}
return nContents;
}
int CEngineTrace::GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition )
{
int contents = CONTENTS_EMPTY;
ICollideable *pDummy;
CPointContentsEnum::TestEntity( this, pCollide, vecAbsPosition, &contents, &pDummy );
return contents;
}
//-----------------------------------------------------------------------------
// Should we perform the custom raytest?
//-----------------------------------------------------------------------------
inline bool CEngineTrace::ShouldPerformCustomRayTest( const Ray_t& ray, ICollideable *pCollideable ) const
{
// No model? The entity's got its own collision detector maybe
// Does the entity force box or ray tests to go through its code?
return( (pCollideable->GetSolid() == SOLID_CUSTOM) ||
(ray.m_IsRay && (pCollideable->GetSolidFlags() & FSOLID_CUSTOMRAYTEST )) ||
(!ray.m_IsRay && (pCollideable->GetSolidFlags() & FSOLID_CUSTOMBOXTEST )) );
}
//-----------------------------------------------------------------------------
// Performs the custom raycast
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipRayToCustom( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace )
{
if ( pCollideable->TestCollision( ray, fMask, *pTrace ))
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Performs the hitbox raycast, returns true if the hitbox test was made
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipRayToHitboxes( const Ray_t& ray, unsigned int fMask, ICollideable *pCollideable, trace_t* pTrace )
{
trace_t hitboxTrace;
CM_ClearTrace( &hitboxTrace );
// Keep track of the contents of what was hit initially
hitboxTrace.contents = pTrace->contents;
VectorAdd( ray.m_Start, ray.m_StartOffset, hitboxTrace.startpos );
VectorAdd( hitboxTrace.startpos, ray.m_Delta, hitboxTrace.endpos );
// At the moment, it has to be a true ray to work with hitboxes
if ( !ray.m_IsRay )
return false;
// If the hitboxes weren't even tested, then just use the original trace
if (!pCollideable->TestHitboxes( ray, fMask, hitboxTrace ))
return false;
// If they *were* tested and missed, clear the original trace
if (!hitboxTrace.DidHit())
{
CM_ClearTrace( pTrace );
pTrace->startpos = hitboxTrace.startpos;
pTrace->endpos = hitboxTrace.endpos;
}
else if ( pCollideable->GetSolid() != SOLID_VPHYSICS )
{
// If we also hit the hitboxes, maintain fractionleftsolid +
// startpos because those are reasonable enough values and the
// hitbox code doesn't set those itself.
Vector vecStartPos = pTrace->startpos;
float flFractionLeftSolid = pTrace->fractionleftsolid;
*pTrace = hitboxTrace;
if (hitboxTrace.startsolid)
{
pTrace->startpos = vecStartPos;
pTrace->fractionleftsolid = flFractionLeftSolid;
}
}
else
{
// Fill out the trace hitbox details
pTrace->contents = hitboxTrace.contents;
pTrace->hitgroup = hitboxTrace.hitgroup;
pTrace->hitbox = hitboxTrace.hitbox;
pTrace->physicsbone = hitboxTrace.physicsbone;
pTrace->surface = hitboxTrace.surface;
Assert( pTrace->physicsbone >= 0 );
// Fill out the surfaceprop details from the hitbox. Use the physics bone instead of the hitbox bone
Assert(pTrace->surface.flags == SURF_HITBOX);
}
return true;
}
int CEngineTrace::GetStatByIndex( int index, bool bClear )
{
if ( index >= NUM_TRACE_STAT_COUNTER )
return 0;
int out = m_traceStatCounters[index];
if ( bClear )
{
m_traceStatCounters[index] = 0;
}
return out;
}
static void FASTCALL GetBrushesInAABB_ParseLeaf( const Vector *pExtents, CCollisionBSPData *pBSPData, cleaf_t *pLeaf, CUtlVector<int> *pOutput, int iContentsMask, int *pCounters )
{
for( unsigned int i = 0; i != pLeaf->numleafbrushes; ++i )
{
int iBrushNumber = pBSPData->map_leafbrushes[pLeaf->firstleafbrush + i];
cbrush_t *pBrush = &pBSPData->map_brushes[iBrushNumber];
if( pCounters[iBrushNumber] )
continue;
pCounters[iBrushNumber] = 1;
if( (pBrush->contents & iContentsMask) == 0 )
continue;
if ( pBrush->IsBox() )
{
cboxbrush_t *pBox = &pBSPData->map_boxbrushes[pBrush->GetBox()];
if ( IsBoxIntersectingBox(pBox->mins, pBox->maxs, pExtents[0], pExtents[7]) )
{
pOutput->AddToTail(iBrushNumber);
}
}
else
{
unsigned int j;
for( j = 0; j != pBrush->numsides; ++j )
{
cplane_t *pPlane = pBSPData->map_brushsides[pBrush->firstbrushside + j].plane;
if( (pExtents[pPlane->signbits].Dot( pPlane->normal ) - pPlane->dist) > 0.0f )
break; //the bounding box extent that was most likely to be encapsulated by the plane is outside the halfspace, brush not in bbox
}
if( j == pBrush->numsides )
pOutput->AddToTail( iBrushNumber ); //brush was most likely in bbox
}
}
}
void CEngineTrace::GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask )
{
if( pOutput == NULL ) return;
CCollisionBSPData *pBSPData = GetCollisionBSPData();
Vector ptBBoxExtents[8]; //for fast plane checking
for( int i = 0; i != 8; ++i )
{
//set these up to be opposite that of cplane_t's signbits for it's normal
ptBBoxExtents[i].x = (i & (1<<0)) ? (vMaxs.x) : (vMins.x);
ptBBoxExtents[i].y = (i & (1<<1)) ? (vMaxs.y) : (vMins.y);
ptBBoxExtents[i].z = (i & (1<<2)) ? (vMaxs.z) : (vMins.z);
}
int *pLeafList = (int *)stackalloc( pBSPData->numleafs * 2 * sizeof( int ) ); // *2 just in case
int iNumLeafs = CM_BoxLeafnums( vMins, vMaxs, pLeafList, pBSPData->numleafs * 2, NULL );
CUtlVector<int> counters;
counters.SetSize( pBSPData->numbrushes );
memset( counters.Base(), 0, pBSPData->numbrushes * sizeof(int) );
for( int i = 0; i != iNumLeafs; ++i )
GetBrushesInAABB_ParseLeaf( ptBBoxExtents, pBSPData, &pBSPData->map_leafs[pLeafList[i]], pOutput, iContentsMask, counters.Base() );
}
//-----------------------------------------------------------------------------
// Purpose: Used to copy the collision information of all displacement surfaces in a specified box
// Input : vMins - min vector of the AABB
// vMaxs - max vector of the AABB
// Output : CPhysCollide* the collision mesh created from all the displacements partially contained in the specified box
// Note: We're not clipping to the box. Collidable may be larger than the box provided.
//-----------------------------------------------------------------------------
CPhysCollide* CEngineTrace::GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs )
{
CCollisionBSPData *pBSPData = GetCollisionBSPData();
int *pLeafList = (int *)stackalloc( pBSPData->numleafs * sizeof( int ) );
int iLeafCount = CM_BoxLeafnums( vMins, vMaxs, pLeafList, pBSPData->numleafs, NULL );
// Get all the triangles for displacement surfaces in this box, add them to a polysoup
CPhysPolysoup *pDispCollideSoup = physcollision->PolysoupCreate();
// Count total triangles added to this poly soup- Can't support more than 65435.
int iTriCount = 0;
TraceInfo_t *pTraceInfo = BeginTrace();
TraceCounter_t *pCounters = pTraceInfo->GetDispCounters();
int count = pTraceInfo->GetCount();
// For each leaf in which the box lies, Get all displacements in that leaf and use their triangles to create the mesh
for ( int i = 0; i < iLeafCount; ++i )
{
// Current leaf
cleaf_t curLeaf = pBSPData->map_leafs[ pLeafList[i] ];
// Test box against all displacements in the leaf.
for( int k = 0; k < curLeaf.dispCount; k++ )
{
int dispIndex = pBSPData->map_dispList[curLeaf.dispListStart + k];
CDispCollTree *pDispTree = &g_pDispCollTrees[dispIndex];
// make sure we only check this brush once per trace/stab
if ( !pTraceInfo->Visit( pDispTree->m_iCounter, count, pCounters ) )
continue;
// If this displacement doesn't touch our test box, don't add it to the list.
if ( !IsBoxIntersectingBox( vMins, vMaxs, pDispTree->m_mins, pDispTree->m_maxs) )
continue;
// The the triangle mesh for this displacement surface
virtualmeshlist_t meshTriList;
pDispTree->GetVirtualMeshList( &meshTriList );
Assert ( meshTriList.indexCount%3 == 0 );
Assert ( meshTriList.indexCount != 0 );
Assert ( meshTriList.indexCount/3 == meshTriList.triangleCount );
// Don't allow more than 64k triangles in a collision model
// TODO: Return a list of collidables? How often do we break 64k triangles?
iTriCount += meshTriList.triangleCount;
if ( iTriCount > 65535 )
{
AssertMsg ( 0, "Displacement surfaces have too many triangles to duplicate in GetCollidableFromDisplacementsInBox." );
EndTrace( pTraceInfo );
return NULL;
}
for ( int j = 0; j < meshTriList.indexCount; j+=3 )
{
// Don't index past the index list
Assert( j+2 < meshTriList.indexCount );
if ( j+2 >= meshTriList.indexCount )
{
EndTrace( pTraceInfo );
physcollision->PolysoupDestroy( pDispCollideSoup );
return NULL;
}
unsigned short i0 = meshTriList.indices[j+0];
unsigned short i1 = meshTriList.indices[j+1];
unsigned short i2 = meshTriList.indices[j+2];
// Don't index past the end of the vert list
Assert ( i0 < meshTriList.vertexCount && i1 < meshTriList.vertexCount && i2 < meshTriList.vertexCount );
if ( i0 >= meshTriList.vertexCount || i1 >= meshTriList.vertexCount || i2 >= meshTriList.vertexCount )
{
EndTrace( pTraceInfo );
physcollision->PolysoupDestroy( pDispCollideSoup );
return NULL;
}
Vector v0 = meshTriList.pVerts[ i0 ];
Vector v1 = meshTriList.pVerts[ i1 ];
Vector v2 = meshTriList.pVerts[ i2 ];
Assert ( v0.IsValid() && v1.IsValid() && v2.IsValid() );
// We don't need exact clipping to the box... Include any triangle that has at least one vert on the inside
if ( IsPointInBox( v0, vMins, vMaxs ) || IsPointInBox( v1, vMins, vMaxs ) || IsPointInBox( v2, vMins, vMaxs ) )
{
// This is for collision only, so we don't need to worry about blending-- Use the first surface prop.
int nProp = pDispTree->GetSurfaceProps(0);
physcollision->PolysoupAddTriangle( pDispCollideSoup, v0, v1, v2, nProp );
}
}// triangle loop
}// for each displacement in leaf
}// for each leaf
EndTrace( pTraceInfo );
CPhysCollide* pCollide = physcollision->ConvertPolysoupToCollide ( pDispCollideSoup, false );
// clean up poly soup
physcollision->PolysoupDestroy( pDispCollideSoup );
return pCollide;
}
bool CEngineTrace::GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut )
{
CCollisionBSPData *pBSPData = GetCollisionBSPData();
if( iBrush < 0 || iBrush >= pBSPData->numbrushes )
return false;
cbrush_t *pBrush = &pBSPData->map_brushes[iBrush];
if( pPlanesOut )
{
pPlanesOut->RemoveAll();
Vector4D p;
if ( pBrush->IsBox() )
{
cboxbrush_t *pBox = &pBSPData->map_boxbrushes[pBrush->GetBox()];
for ( int i = 0; i < 6; i++ )
{
p.Init(0,0,0,0);
if ( i < 3 )
{
p[i] = 1.0f;
p[3] = pBox->maxs[i];
}
else
{
p[i-3] = -1.0f;
p[3] = -pBox->mins[i-3];
}
pPlanesOut->AddToTail( p );
}
}
else
{
cbrushside_t *stopside = &pBSPData->map_brushsides[pBrush->firstbrushside];
// Note: Don't do this in the [] since the final one on the last brushside will be past the end of the array end by one index
stopside += pBrush->numsides;
for( cbrushside_t *side = &pBSPData->map_brushsides[pBrush->firstbrushside]; side != stopside; ++side )
{
Vector4D pVec( side->plane->normal.x, side->plane->normal.y, side->plane->normal.z, side->plane->dist );
pPlanesOut->AddToTail( pVec );
}
}
}
if( pContentsOut )
*pContentsOut = pBrush->contents;
return true;
}
//Tests a point to see if it's outside any playable area
bool CEngineTrace::PointOutsideWorld( const Vector &ptTest )
{
int iLeaf = CM_PointLeafnum( ptTest );
Assert( iLeaf >= 0 );
CCollisionBSPData *pBSPData = GetCollisionBSPData();
if( pBSPData->map_leafs[iLeaf].cluster == -1 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Expose to the game dll a method for finding the leaf which contains a given point
// Input : &vPos - Returns the leaf which contains this point
// Output : int - The handle to the leaf
//-----------------------------------------------------------------------------
int CEngineTrace::GetLeafContainingPoint( const Vector &vPos )
{
return CM_PointLeafnum( vPos );
}
//-----------------------------------------------------------------------------
// Convex info for studio + brush models
//-----------------------------------------------------------------------------
class CBrushConvexInfo : public IConvexInfo
{
public:
CBrushConvexInfo()
{
m_pBSPData = GetCollisionBSPData();
}
virtual unsigned int GetContents( int convexGameData )
{
return m_pBSPData->map_brushes[convexGameData].contents;
}
private:
CCollisionBSPData *m_pBSPData;
};
class CStudioConvexInfo : public IConvexInfo
{
public:
CStudioConvexInfo( studiohdr_t *pStudioHdr )
{
m_pStudioHdr = pStudioHdr;
}
virtual unsigned int GetContents( int convexGameData )
{
if ( convexGameData == 0 )
{
return m_pStudioHdr->contents;
}
Assert( convexGameData <= m_pStudioHdr->numbones );
mstudiobone_t *pBone = m_pStudioHdr->pBone(convexGameData - 1);
return pBone->contents;
}
private:
studiohdr_t *m_pStudioHdr;
};
//-----------------------------------------------------------------------------
// Perform vphysics trace
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipRayToVPhysics( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, studiohdr_t *pStudioHdr, trace_t *pTrace )
{
if ( pEntity->GetSolid() != SOLID_VPHYSICS )
return false;
bool bTraced = false;
// use the vphysics model for rotated brushes and vphysics simulated objects
const model_t *pModel = pEntity->GetCollisionModel();
if ( !pModel )
return false;
if ( pStudioHdr )
{
CStudioConvexInfo studioConvex( pStudioHdr );
vcollide_t *pCollide = g_pMDLCache->GetVCollide( pModel->studio );
if ( pCollide && pCollide->solidCount )
{
physcollision->TraceBox(
ray,
fMask,
&studioConvex,
pCollide->solids[0], // UNDONE: Support other solid indices?!?!?!? (forced zero)
pEntity->GetCollisionOrigin(),
pEntity->GetCollisionAngles(),
pTrace );
bTraced = true;
}
}
else
{
Assert(pModel->type != mod_studio);
// use the regular code for raytraces against brushes
// do ray traces with normal code, but use vphysics to do box traces
if ( !ray.m_IsRay || pModel->type != mod_brush )
{
int nModelIndex = pEntity->GetCollisionModelIndex();
// BUGBUG: This only works when the vcollide in question is the first solid in the model
vcollide_t *pCollide = CM_VCollideForModel( nModelIndex, (model_t*)pModel );
if ( pCollide && pCollide->solidCount )
{
CBrushConvexInfo brushConvex;
IConvexInfo *pConvexInfo = (pModel->type) == mod_brush ? &brushConvex : NULL;
physcollision->TraceBox(
ray,
fMask,
pConvexInfo,
pCollide->solids[0], // UNDONE: Support other solid indices?!?!?!? (forced zero)
pEntity->GetCollisionOrigin(),
pEntity->GetCollisionAngles(),
pTrace );
bTraced = true;
}
}
}
return bTraced;
}
//-----------------------------------------------------------------------------
// Perform bsp trace
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipRayToBSP( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
int nModelIndex = pEntity->GetCollisionModelIndex();
cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 );
int nHeadNode = pCModel->headnode;
CM_TransformedBoxTrace( ray, nHeadNode, fMask, pEntity->GetCollisionOrigin(), pEntity->GetCollisionAngles(), *pTrace );
return true;
}
// NOTE: Switched over to SIMD ray/box test since there is a bug we haven't hunted down yet in the scalar version
bool CEngineTrace::ClipRayToBBox( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
extern bool IntersectRayWithBox( const Ray_t &ray, const VectorAligned &inInvDelta, const VectorAligned &inBoxMins, const VectorAligned &inBoxMaxs, trace_t *RESTRICT pTrace );
if ( pEntity->GetSolid() != SOLID_BBOX )
return false;
// We can't use the OBBMins/Maxs unless the collision angles are world-aligned
Assert( pEntity->GetCollisionAngles() == vec3_angle );
VectorAligned vecAbsMins, vecAbsMaxs;
VectorAligned vecInvDelta;
// NOTE: If m_pRootMoveParent is set, then the boxes should be rotated into the root parent's space
if ( !ray.m_IsRay && m_pRootMoveParent )
{
Ray_t ray_l;
ray_l.m_Extents = ray.m_Extents;
VectorIRotate( ray.m_Delta, *m_pRootMoveParent, ray_l.m_Delta );
ray_l.m_StartOffset.Init();
VectorITransform( ray.m_Start, *m_pRootMoveParent, ray_l.m_Start );
vecInvDelta = ray_l.InvDelta();
Vector localEntityOrigin;
VectorITransform( pEntity->GetCollisionOrigin(), *m_pRootMoveParent, localEntityOrigin );
ray_l.m_IsRay = ray.m_IsRay;
ray_l.m_IsSwept = ray.m_IsSwept;
VectorAdd( localEntityOrigin, pEntity->OBBMins(), vecAbsMins );
VectorAdd( localEntityOrigin, pEntity->OBBMaxs(), vecAbsMaxs );
IntersectRayWithBox( ray_l, vecInvDelta, vecAbsMins, vecAbsMaxs, pTrace );
if ( pTrace->DidHit() )
{
Vector temp;
VectorCopy (pTrace->plane.normal, temp);
VectorRotate( temp, *m_pRootMoveParent, pTrace->plane.normal );
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
if (pTrace->fraction == 1)
{
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos);
}
else
{
VectorMA( pTrace->startpos, pTrace->fraction, ray.m_Delta, pTrace->endpos );
}
pTrace->plane.dist = DotProduct( pTrace->endpos, pTrace->plane.normal );
if ( pTrace->fractionleftsolid < 1 )
{
pTrace->startpos += ray.m_Delta * pTrace->fractionleftsolid;
}
}
else
{
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
}
return true;
}
vecInvDelta = ray.InvDelta();
VectorAdd( pEntity->GetCollisionOrigin(), pEntity->OBBMins(), vecAbsMins );
VectorAdd( pEntity->GetCollisionOrigin(), pEntity->OBBMaxs(), vecAbsMaxs );
IntersectRayWithBox( ray, vecInvDelta, vecAbsMins, vecAbsMaxs, pTrace);
return true;
}
bool CEngineTrace::ClipRayToOBB( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
if ( pEntity->GetSolid() != SOLID_OBB )
return false;
// NOTE: This is busted because it doesn't compute fractionleftsolid, which at the
// moment is required for the engine trace system.
IntersectRayWithOBB( ray, pEntity->GetCollisionOrigin(), pEntity->GetCollisionAngles(),
pEntity->OBBMins(), pEntity->OBBMaxs(), DIST_EPSILON, pTrace );
return true;
}
//-----------------------------------------------------------------------------
// Main entry point for clipping rays to entities
//-----------------------------------------------------------------------------
#ifndef SWDS
void CEngineTraceClient::SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace )
{
if ( !pTrace->DidHit() )
return;
// FIXME: This is only necessary because of traces occurring during
// LevelInit (a suspect time to be tracing)
if (!pCollideable)
{
pTrace->m_pEnt = NULL;
return;
}
IClientUnknown *pUnk = (IClientUnknown*)pCollideable->GetEntityHandle();
if ( !StaticPropMgr()->IsStaticProp( pUnk ) )
{
pTrace->m_pEnt = (CBaseEntity*)(pUnk->GetIClientEntity());
}
else
{
// For static props, point to the world, hitbox is the prop index
pTrace->m_pEnt = (CBaseEntity*)(entitylist->GetClientEntity(0));
pTrace->hitbox = StaticPropMgr()->GetStaticPropIndex( pUnk ) + 1;
}
}
#endif
void CEngineTraceServer::SetTraceEntity( ICollideable *pCollideable, trace_t *pTrace )
{
if ( !pTrace->DidHit() )
return;
IHandleEntity *pHandleEntity = pCollideable->GetEntityHandle();
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
{
pTrace->m_pEnt = (CBaseEntity*)(pHandleEntity);
}
else
{
// For static props, point to the world, hitbox is the prop index
pTrace->m_pEnt = (CBaseEntity*)(sv.edicts->GetIServerEntity());
pTrace->hitbox = StaticPropMgr()->GetStaticPropIndex( pHandleEntity ) + 1;
}
}
//-----------------------------------------------------------------------------
// Traces a ray against a particular edict
//-----------------------------------------------------------------------------
void CEngineTrace::ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
CM_ClearTrace( pTrace );
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
const model_t *pModel = pEntity->GetCollisionModel();
bool bIsStudioModel = false;
studiohdr_t *pStudioHdr = NULL;
if ( pModel && pModel->type == mod_studio )
{
bIsStudioModel = true;
pStudioHdr = (studiohdr_t *)modelloader->GetExtraData( (model_t*)pModel );
// Cull if the collision mask isn't set + we're not testing hitboxes.
if ( (( fMask & CONTENTS_HITBOX ) == 0) )
{
if ( ( fMask & pStudioHdr->contents ) == 0)
return;
}
}
const matrix3x4_t *pOldRoot = m_pRootMoveParent;
if ( pEntity->GetSolidFlags() & FSOLID_ROOT_PARENT_ALIGNED )
{
m_pRootMoveParent = pEntity->GetRootParentToWorldTransform();
}
bool bTraced = false;
bool bCustomPerformed = false;
if ( ShouldPerformCustomRayTest( ray, pEntity ) )
{
ClipRayToCustom( ray, fMask, pEntity, pTrace );
bTraced = true;
bCustomPerformed = true;
}
else
{
bTraced = ClipRayToVPhysics( ray, fMask, pEntity, pStudioHdr, pTrace );
}
// FIXME: Why aren't we using solid type to check what kind of collisions to test against?!?!
if ( !bTraced && pModel && pModel->type == mod_brush )
{
bTraced = ClipRayToBSP( ray, fMask, pEntity, pTrace );
}
if ( !bTraced )
{
bTraced = ClipRayToOBB( ray, fMask, pEntity, pTrace );
}
// Hitboxes..
bool bTracedHitboxes = false;
if ( bIsStudioModel && (fMask & CONTENTS_HITBOX) )
{
// Until hitboxes are no longer implemented as custom raytests,
// don't bother to do the work twice
if (!bCustomPerformed)
{
bTraced = ClipRayToHitboxes( ray, fMask, pEntity, pTrace );
if ( bTraced )
{
// Hitboxes will set the surface properties
bTracedHitboxes = true;
}
}
}
if ( !bTraced )
{
ClipRayToBBox( ray, fMask, pEntity, pTrace );
}
if ( bIsStudioModel && !bTracedHitboxes && pTrace->DidHit() && (!bCustomPerformed || pTrace->surface.surfaceProps == 0) )
{
pTrace->contents = pStudioHdr->contents;
// use the default surface properties
pTrace->surface.name = "**studio**";
pTrace->surface.flags = 0;
pTrace->surface.surfaceProps = physprop->GetSurfaceIndex( pStudioHdr->pszSurfaceProp() );
}
if (!pTrace->m_pEnt && pTrace->DidHit())
{
SetTraceEntity( pEntity, pTrace );
}
#ifdef _DEBUG
Vector vecOffset, vecEndTest;
VectorAdd( ray.m_Start, ray.m_StartOffset, vecOffset );
VectorMA( vecOffset, pTrace->fractionleftsolid, ray.m_Delta, vecEndTest );
Assert( VectorsAreEqual( vecEndTest, pTrace->startpos, 0.1f ) );
VectorMA( vecOffset, pTrace->fraction, ray.m_Delta, vecEndTest );
Assert( VectorsAreEqual( vecEndTest, pTrace->endpos, 0.1f ) );
#endif
m_pRootMoveParent = pOldRoot;
}
//-----------------------------------------------------------------------------
// Main entry point for clipping rays to entities
//-----------------------------------------------------------------------------
void CEngineTrace::ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEntity, trace_t *pTrace )
{
ClipRayToCollideable( ray, fMask, GetCollideable(pEntity), pTrace );
}
//-----------------------------------------------------------------------------
// Grabs all entities along a ray
//-----------------------------------------------------------------------------
class CEntitiesAlongRay : public IPartitionEnumerator
{
public:
CEntitiesAlongRay( ) : m_EntityHandles(0, 32) {}
void Reset()
{
m_EntityHandles.RemoveAll();
}
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
m_EntityHandles.AddToTail( pHandleEntity );
return ITERATION_CONTINUE;
}
CUtlVector< IHandleEntity * > m_EntityHandles;
};
class CEntityListAlongRay : public IPartitionEnumerator
{
public:
enum { MAX_ENTITIES_ALONGRAY = 1024 };
CEntityListAlongRay()
{
m_nCount = 0;
}
void Reset()
{
m_nCount = 0;
}
int Count()
{
return m_nCount;
}
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
if ( m_nCount < MAX_ENTITIES_ALONGRAY )
{
m_EntityHandles[m_nCount] = pHandleEntity;
m_nCount++;
}
else
{
DevMsg( 1, "Max entity count along ray exceeded!\n" );
}
return ITERATION_CONTINUE;
}
int m_nCount;
IHandleEntity *m_EntityHandles[MAX_ENTITIES_ALONGRAY];
};
//-----------------------------------------------------------------------------
// Makes sure the final trace is clipped to the clip trace
// Returns true if clipping occurred
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipTraceToTrace( trace_t &clipTrace, trace_t *pFinalTrace )
{
if (clipTrace.allsolid || clipTrace.startsolid || (clipTrace.fraction < pFinalTrace->fraction))
{
if (pFinalTrace->startsolid)
{
float flFractionLeftSolid = pFinalTrace->fractionleftsolid;
Vector vecStartPos = pFinalTrace->startpos;
*pFinalTrace = clipTrace;
pFinalTrace->startsolid = true;
if ( flFractionLeftSolid > clipTrace.fractionleftsolid )
{
pFinalTrace->fractionleftsolid = flFractionLeftSolid;
pFinalTrace->startpos = vecStartPos;
}
}
else
{
*pFinalTrace = clipTrace;
}
return true;
}
if (clipTrace.startsolid)
{
pFinalTrace->startsolid = true;
if ( clipTrace.fractionleftsolid > pFinalTrace->fractionleftsolid )
{
pFinalTrace->fractionleftsolid = clipTrace.fractionleftsolid;
pFinalTrace->startpos = clipTrace.startpos;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Converts a user id to a collideable + username
//-----------------------------------------------------------------------------
void CEngineTraceServer::HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName )
{
*ppCollide = StaticPropMgr()->GetStaticProp( pHandleEntity );
if ( *ppCollide )
{
*ppDebugName = "static prop";
return;
}
IServerUnknown *pServerUnknown = static_cast<IServerUnknown*>(pHandleEntity);
if ( !pServerUnknown || ! pServerUnknown->GetNetworkable())
{
*ppCollide = NULL;
*ppDebugName = "<null>";
return;
}
*ppCollide = pServerUnknown->GetCollideable();
*ppDebugName = pServerUnknown->GetNetworkable()->GetClassName();
}
#ifndef SWDS
void CEngineTraceClient::HandleEntityToCollideable( IHandleEntity *pHandleEntity, ICollideable **ppCollide, const char **ppDebugName )
{
*ppCollide = StaticPropMgr()->GetStaticProp( pHandleEntity );
if ( *ppCollide )
{
*ppDebugName = "static prop";
return;
}
IClientUnknown *pUnk = static_cast<IClientUnknown*>(pHandleEntity);
if ( !pUnk )
{
*ppCollide = NULL;
*ppDebugName = "<null>";
return;
}
*ppCollide = pUnk->GetCollideable();
*ppDebugName = "client entity";
IClientNetworkable *pNetwork = pUnk->GetClientNetworkable();
if (pNetwork)
{
if (pNetwork->GetClientClass())
{
*ppDebugName = pNetwork->GetClientClass()->m_pNetworkName;
}
}
}
#endif
//-----------------------------------------------------------------------------
// Returns the world collideable for trace setting
//-----------------------------------------------------------------------------
#ifndef SWDS
ICollideable *CEngineTraceClient::GetWorldCollideable()
{
IClientEntity *pUnk = entitylist->GetClientEntity( 0 );
AssertOnce( pUnk );
return pUnk ? pUnk->GetCollideable() : NULL;
}
#endif
ICollideable *CEngineTraceServer::GetWorldCollideable()
{
if (!sv.edicts)
return NULL;
return sv.edicts->GetCollideable();
}
//-----------------------------------------------------------------------------
// Debugging code to render all ray casts since the last time this call was made
//-----------------------------------------------------------------------------
void EngineTraceRenderRayCasts()
{
#if defined _DEBUG && !defined SWDS
if( debugrayenable.GetBool() && s_FrameRays.Count() > debugraylimit.GetInt() && !debugrayreset.GetInt() )
{
Warning( "m_FrameRays.Count() == %d\n", s_FrameRays.Count() );
debugrayreset.SetValue( 1 );
int i;
for( i = 0; i < s_FrameRays.Count(); i++ )
{
Ray_t &ray = s_FrameRays[i];
if( ray.m_Extents.x != 0.0f || ray.m_Extents.y != 0.0f || ray.m_Extents.z != 0.0f )
{
CDebugOverlay::AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 0, 0, 255, true, 3600.0f );
}
else
{
CDebugOverlay::AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 255, 0, 255, true, 3600.0f );
}
}
}
s_FrameRays.RemoveAll( );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineTrace::SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData )
{
if ( !ray.m_IsSwept )
{
Vector vecMin, vecMax;
VectorSubtract( ray.m_Start, ray.m_Extents, vecMin );
VectorAdd( ray.m_Start, ray.m_Extents, vecMax );
SetupLeafAndEntityListBox( vecMin, vecMax, traceData );
return;
}
// Get the leaves that intersect the ray.
traceData.LeafCountReset();
CM_RayLeafnums( ray, traceData.m_aLeafList.Base(), traceData.LeafCountMax(), traceData.m_nLeafCount );
// Find all the entities in the voxels that intersect this ray.
traceData.EntityCountReset();
SpatialPartition()->EnumerateElementsAlongRay( SpatialPartitionMask(), ray, false, &traceData );
}
//-----------------------------------------------------------------------------
// Purpose: Gives an AABB and returns a leaf and entity list.
//-----------------------------------------------------------------------------
void CEngineTrace::SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData )
{
// Get the leaves that intersect this box.
int iTopNode = -1;
traceData.LeafCountReset();
traceData.m_nLeafCount = CM_BoxLeafnums( vecBoxMin, vecBoxMax, traceData.m_aLeafList.Base(), traceData.LeafCountMax(), &iTopNode );
// Find all entities in the voxels that intersect this box.
traceData.EntityCountReset();
SpatialPartition()->EnumerateElementsInBox( SpatialPartitionMask(), vecBoxMin, vecBoxMax, false, &traceData );
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: the fMask is redundant with the stuff below, what do I want to do???
//-----------------------------------------------------------------------------
void CEngineTrace::TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData,
unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
{
// Setup the trace data.
CM_ClearTrace ( pTrace );
// Make sure we have some kind of trace filter.
CTraceFilterHitAll traceFilter;
if ( !pTraceFilter )
{
pTraceFilter = &traceFilter;
}
// Collide with the world.
if ( pTraceFilter->GetTraceType() != TRACE_ENTITIES_ONLY )
{
ICollideable *pCollide = GetWorldCollideable();
// Make sure the world entity is unrotated
// FIXME: BAH! The !pCollide test here is because of
// CStaticProp::PrecacheLighting.. it's occurring too early
// need to fix that later
Assert( !pCollide || pCollide->GetCollisionOrigin() == vec3_origin );
Assert( !pCollide || pCollide->GetCollisionAngles() == vec3_angle );
CM_BoxTraceAgainstLeafList( ray, traceData.m_aLeafList.Base(), traceData.LeafCount(), fMask, true, *pTrace );
SetTraceEntity( pCollide, pTrace );
// Blocked by the world or early out because we only are tracing against the world.
if ( ( pTrace->fraction == 0 ) || ( pTraceFilter->GetTraceType() == TRACE_WORLD_ONLY ) )
return;
}
else
{
// Set initial start and endpos. This is necessary if the world isn't traced against,
// because we may not trace against anything below.
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
}
// Save the world collision fraction.
float flWorldFraction = pTrace->fraction;
// Create a ray that extends only until we hit the world and adjust the trace accordingly
Ray_t entityRay = ray;
VectorScale( entityRay.m_Delta, pTrace->fraction, entityRay.m_Delta );
// We know this is safe because if pTrace->fraction == 0, we would have exited above.
pTrace->fractionleftsolid /= pTrace->fraction;
pTrace->fraction = 1.0;
// Collide with entities.
bool bNoStaticProps = pTraceFilter->GetTraceType() == TRACE_ENTITIES_ONLY;
bool bFilterStaticProps = pTraceFilter->GetTraceType() == TRACE_EVERYTHING_FILTER_PROPS;
trace_t trace;
ICollideable *pCollideable;
const char *pDebugName;
for ( int iEntity = 0; iEntity < traceData.m_nEntityCount; ++iEntity )
{
// Generate a collideable.
IHandleEntity *pHandleEntity = traceData.m_aEntityList[iEntity];
HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
// Check for error condition.
if ( !IsSolid( pCollideable->GetSolid(), pCollideable->GetSolidFlags() ) )
{
Assert( 0 );
Msg("%s in solid list (not solid)\n", pDebugName );
continue;
}
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
{
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
continue;
}
else
{
// FIXME: Could remove this check here by
// using a different spatial partition mask. Look into it
// if we want more speedups here.
if ( bNoStaticProps )
continue;
if ( bFilterStaticProps )
{
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
continue;
}
}
ClipRayToCollideable( entityRay, fMask, pCollideable, &trace );
// Make sure the ray is always shorter than it currently is
ClipTraceToTrace( trace, pTrace );
// Stop if we're in allsolid
if ( pTrace->allsolid )
break;
}
// Fix up the fractions so they are appropriate given the original unclipped-to-world ray.
pTrace->fraction *= flWorldFraction;
pTrace->fractionleftsolid *= flWorldFraction;
if ( !ray.m_IsRay )
{
// Make sure no fractionleftsolid can be used with box sweeps.
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
pTrace->fractionleftsolid = 0;
}
}
#if BENCHMARK_RAY_TEST
CON_COMMAND( ray_save, "Save the rays" )
{
int count = s_BenchmarkRays.Count();
if ( count )
{
FileHandle_t hFile = g_pFileSystem->Open("rays.bin", "wb");
if ( hFile )
{
g_pFileSystem->Write( &count, sizeof(count), hFile );
g_pFileSystem->Write( s_BenchmarkRays.Base(), sizeof(s_BenchmarkRays[0])*count, hFile );
g_pFileSystem->Close( hFile );
}
}
Msg("Saved %d rays\n", count );
}
CON_COMMAND( ray_load, "Load the rays" )
{
s_BenchmarkRays.RemoveAll();
FileHandle_t hFile = g_pFileSystem->Open("rays.bin", "rb");
if ( hFile )
{
int count = 0;
g_pFileSystem->Read( &count, sizeof(count), hFile );
if ( count )
{
s_BenchmarkRays.EnsureCount( count );
g_pFileSystem->Read( s_BenchmarkRays.Base(), sizeof(s_BenchmarkRays[0])*count, hFile );
}
g_pFileSystem->Close( hFile );
}
Msg("Loaded %d rays\n", s_BenchmarkRays.Count() );
}
CON_COMMAND( ray_clear, "Clear the current rays" )
{
s_BenchmarkRays.RemoveAll();
Msg("Reset rays!\n");
}
CON_COMMAND_EXTERN( ray_bench, RayBench, "Time the rays" )
{
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.Start();
g_VProfCurrentProfile.Reset();
g_VProfCurrentProfile.ResetPeaks();
#endif
{
double tStart = Plat_FloatTime();
trace_t trace;
int hit = 0;
int miss = 0;
int rayVsProp = 0;
int boxVsProp = 0;
for ( int i = 0; i < s_BenchmarkRays.Count(); i++ )
{
CM_BoxTrace( s_BenchmarkRays[i], 0, MASK_SOLID, true, trace );
if ( 0 )
{
VPROF("QueryStaticProps");
// Create a ray that extends only until we hit the world and adjust the trace accordingly
Ray_t entityRay = s_BenchmarkRays[i];
VectorScale( entityRay.m_Delta, trace.fraction, entityRay.m_Delta );
CEntityListAlongRay enumerator;
enumerator.Reset();
SpatialPartition()->EnumerateElementsAlongRay( PARTITION_ENGINE_SOLID_EDICTS, entityRay, false, &enumerator );
trace_t tr;
ICollideable *pCollideable;
int nCount = enumerator.Count();
const char *pDebugName = NULL;
//float flWorldFraction = trace.fraction;
if ( 0 )
{
VPROF("IntersectStaticProps");
for ( int i = 0; i < nCount; ++i )
{
// Generate a collideable
IHandleEntity *pHandleEntity = enumerator.m_EntityHandles[i];
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
continue;
if ( entityRay.m_IsRay )
rayVsProp++;
else
boxVsProp++;
s_EngineTraceServer.HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
s_EngineTraceServer.ClipRayToCollideable( entityRay, MASK_SOLID, pCollideable, &tr );
// Make sure the ray is always shorter than it currently is
s_EngineTraceServer.ClipTraceToTrace( tr, &trace );
}
}
}
if ( trace.DidHit() )
hit++;
else
miss++;
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.MarkFrame();
#endif
}
double tEnd = Plat_FloatTime();
float ms = (tEnd - tStart) * 1000.0f;
int swept = 0;
int point = 0;
for ( int i = 0; i < s_BenchmarkRays.Count(); i++ )
{
swept += s_BenchmarkRays[i].m_IsSwept ? 1 : 0;
point += s_BenchmarkRays[i].m_IsRay ? 1 : 0;
}
Msg("RAY TEST: %d hits, %d misses, %.2fms (%d rays, %d sweeps) (%d ray/prop, %d box/prop)\n", hit, miss, ms, point, swept, rayVsProp, boxVsProp );
}
#if VPROF_LEVEL > 0
g_VProfCurrentProfile.MarkFrame();
g_VProfCurrentProfile.Stop();
g_VProfCurrentProfile.OutputReport( VPRT_FULL & ~VPRT_HIERARCHY, NULL );
#endif
}
#endif
//-----------------------------------------------------------------------------
// A version that simply accepts a ray (can work as a traceline or tracehull)
//-----------------------------------------------------------------------------
void CEngineTrace::TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
{
#if defined _DEBUG && !defined SWDS
if( debugrayenable.GetBool() )
{
s_FrameRays.AddToTail( ray );
}
#endif
#if BENCHMARK_RAY_TEST
if( s_BenchmarkRays.Count() < 15000 )
{
s_BenchmarkRays.EnsureCapacity(15000);
s_BenchmarkRays.AddToTail( ray );
}
#endif
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s:%d", __FUNCTION__, __LINE__ );
VPROF_INCREMENT_COUNTER( "TraceRay", 1 );
m_traceStatCounters[TRACE_STAT_COUNTER_TRACERAY]++;
// VPROF_BUDGET( "CEngineTrace::TraceRay", "Ray/Hull Trace" );
CTraceFilterHitAll traceFilter;
if ( !pTraceFilter )
{
pTraceFilter = &traceFilter;
}
CM_ClearTrace( pTrace );
// Collide with the world.
if ( pTraceFilter->GetTraceType() != TRACE_ENTITIES_ONLY )
{
ICollideable *pCollide = GetWorldCollideable();
Assert( pCollide );
// Make sure the world entity is unrotated
// FIXME: BAH! The !pCollide test here is because of
// CStaticProp::PrecacheLighting.. it's occurring too early
// need to fix that later
Assert(!pCollide || pCollide->GetCollisionOrigin() == vec3_origin );
Assert(!pCollide || pCollide->GetCollisionAngles() == vec3_angle );
CM_BoxTrace( ray, 0, fMask, true, *pTrace );
SetTraceEntity( pCollide, pTrace );
// inside world, no need to check being inside anything else
if ( pTrace->startsolid )
return;
// Early out if we only trace against the world
if ( pTraceFilter->GetTraceType() == TRACE_WORLD_ONLY )
return;
}
else
{
// Set initial start + endpos, necessary if the world isn't traced against
// because we may not trace against *anything* below.
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
VectorAdd( pTrace->startpos, ray.m_Delta, pTrace->endpos );
}
// Save the world collision fraction.
float flWorldFraction = pTrace->fraction;
float flWorldFractionLeftSolidScale = flWorldFraction;
// Create a ray that extends only until we hit the world
// and adjust the trace accordingly
Ray_t entityRay = ray;
if ( pTrace->fraction == 0 )
{
entityRay.m_Delta.Init();
flWorldFractionLeftSolidScale = pTrace->fractionleftsolid;
pTrace->fractionleftsolid = 1.0f;
pTrace->fraction = 1.0f;
}
else
{
// Explicitly compute end so that this computation happens at the quantization of
// the output (endpos). That way we won't miss any intersections we would get
// by feeding these results back in to the tracer
// This is not the same as entityRay.m_Delta *= pTrace->fraction which happens
// at a quantization that is more precise as m_Start moves away from the origin
Vector end;
VectorMA( entityRay.m_Start, pTrace->fraction, entityRay.m_Delta, end );
VectorSubtract(end, entityRay.m_Start, entityRay.m_Delta);
// We know this is safe because pTrace->fraction != 0
pTrace->fractionleftsolid /= pTrace->fraction;
pTrace->fraction = 1.0;
}
// Collide with entities along the ray
// FIXME: Hitbox code causes this to be re-entrant for the IK stuff.
// If we could eliminate that, this could be static and therefore
// not have to reallocate memory all the time
CEntityListAlongRay enumerator;
enumerator.Reset();
SpatialPartition()->EnumerateElementsAlongRay( SpatialPartitionMask(), entityRay, false, &enumerator );
bool bNoStaticProps = pTraceFilter->GetTraceType() == TRACE_ENTITIES_ONLY;
bool bFilterStaticProps = pTraceFilter->GetTraceType() == TRACE_EVERYTHING_FILTER_PROPS;
trace_t tr;
ICollideable *pCollideable;
const char *pDebugName;
int nCount = enumerator.Count();
for ( int i = 0; i < nCount; ++i )
{
// Generate a collideable
IHandleEntity *pHandleEntity = enumerator.m_EntityHandles[i];
HandleEntityToCollideable( pHandleEntity, &pCollideable, &pDebugName );
// Check for error condition
if ( IsPC() && IsDebug() && !IsSolid( pCollideable->GetSolid(), pCollideable->GetSolidFlags() ) )
{
Assert( 0 );
Msg( "%s in solid list (not solid)\n", pDebugName );
continue;
}
if ( !StaticPropMgr()->IsStaticProp( pHandleEntity ) )
{
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
continue;
}
else
{
// FIXME: Could remove this check here by
// using a different spatial partition mask. Look into it
// if we want more speedups here.
if ( bNoStaticProps )
continue;
if ( bFilterStaticProps )
{
if ( !pTraceFilter->ShouldHitEntity( pHandleEntity, fMask ) )
continue;
}
}
ClipRayToCollideable( entityRay, fMask, pCollideable, &tr );
// Make sure the ray is always shorter than it currently is
ClipTraceToTrace( tr, pTrace );
// Stop if we're in allsolid
if (pTrace->allsolid)
break;
}
// Fix up the fractions so they are appropriate given the original
// unclipped-to-world ray
pTrace->fraction *= flWorldFraction;
pTrace->fractionleftsolid *= flWorldFractionLeftSolidScale;
#ifdef _DEBUG
Vector vecOffset, vecEndTest;
VectorAdd( ray.m_Start, ray.m_StartOffset, vecOffset );
VectorMA( vecOffset, pTrace->fractionleftsolid, ray.m_Delta, vecEndTest );
Assert( VectorsAreEqual( vecEndTest, pTrace->startpos, 0.1f ) );
VectorMA( vecOffset, pTrace->fraction, ray.m_Delta, vecEndTest );
Assert( VectorsAreEqual( vecEndTest, pTrace->endpos, 0.1f ) );
// Assert( !ray.m_IsRay || pTrace->allsolid || pTrace->fraction >= pTrace->fractionleftsolid );
#endif
if ( !ray.m_IsRay )
{
// Make sure no fractionleftsolid can be used with box sweeps
VectorAdd( ray.m_Start, ray.m_StartOffset, pTrace->startpos );
pTrace->fractionleftsolid = 0;
#ifdef _DEBUG
pTrace->fractionleftsolid = VEC_T_NAN;
#endif
}
}
//-----------------------------------------------------------------------------
// A version that sweeps a collideable through the world
//-----------------------------------------------------------------------------
void CEngineTrace::SweepCollideable( ICollideable *pCollide,
const Vector &vecAbsStart, const Vector &vecAbsEnd, const QAngle &vecAngles,
unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace )
{
const matrix3x4_t *pOldRoot = m_pRootMoveParent;
Ray_t ray;
Assert( vecAngles == vec3_angle );
if ( pCollide->GetSolidFlags() & FSOLID_ROOT_PARENT_ALIGNED )
{
m_pRootMoveParent = pCollide->GetRootParentToWorldTransform();
}
ray.Init( vecAbsStart, vecAbsEnd, pCollide->OBBMins(), pCollide->OBBMaxs() );
TraceRay( ray, fMask, pTraceFilter, pTrace );
m_pRootMoveParent = pOldRoot;
}
//-----------------------------------------------------------------------------
// Lets clients know about all edicts along a ray
//-----------------------------------------------------------------------------
class CEnumerationFilter : public IPartitionEnumerator
{
public:
CEnumerationFilter( CEngineTrace *pEngineTrace, IEntityEnumerator* pEnumerator ) :
m_pEngineTrace(pEngineTrace), m_pEnumerator(pEnumerator) {}
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
// Don't enumerate static props
if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) )
return ITERATION_CONTINUE;
if ( !m_pEnumerator->EnumEntity( pHandleEntity ) )
{
return ITERATION_STOP;
}
return ITERATION_CONTINUE;
}
private:
IEntityEnumerator* m_pEnumerator;
CEngineTrace *m_pEngineTrace;
};
//-----------------------------------------------------------------------------
// Enumerates over all entities along a ray
// If triggers == true, it enumerates all triggers along a ray
//-----------------------------------------------------------------------------
void CEngineTrace::EnumerateEntities( const Ray_t &ray, bool bTriggers, IEntityEnumerator *pEnumerator )
{
m_traceStatCounters[TRACE_STAT_COUNTER_ENUMERATE]++;
// FIXME: If we store CBaseHandles directly in the spatial partition, this method
// basically becomes obsolete. The spatial partition can be queried directly.
CEnumerationFilter enumerator( this, pEnumerator );
int fMask = !bTriggers ? SpatialPartitionMask() : SpatialPartitionTriggerMask();
// NOTE: Triggers currently don't exist on the client
if (fMask)
{
SpatialPartition()->EnumerateElementsAlongRay( fMask, ray, false, &enumerator );
}
}
//-----------------------------------------------------------------------------
// Lets clients know about all entities in a box
//-----------------------------------------------------------------------------
void CEngineTrace::EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator )
{
m_traceStatCounters[TRACE_STAT_COUNTER_ENUMERATE]++;
// FIXME: If we store CBaseHandles directly in the spatial partition, this method
// basically becomes obsolete. The spatial partition can be queried directly.
CEnumerationFilter enumerator( this, pEnumerator );
SpatialPartition()->EnumerateElementsInBox( SpatialPartitionMask(),
vecAbsMins, vecAbsMaxs, false, &enumerator );
}
class CEntList : public IEntityEnumerator
{
public:
virtual bool EnumEntity( IHandleEntity *pHandleEntity )
{
IServerUnknown *pNetEntity = static_cast<IServerUnknown*>(pHandleEntity);
ICollideable *pCollide = pNetEntity->GetCollideable();
if ( !pCollide )
return true;
Vector vecCenter;
VectorMA( MainViewOrigin(), 100.0f, MainViewForward(), vecCenter );
float flDist = (vecCenter - pCollide->GetCollisionOrigin()).LengthSqr();
if (flDist < m_flClosestDist)
{
m_flClosestDist = flDist;
m_pClosest = pCollide;
}
return true;
}
ICollideable *m_pClosest;
float m_flClosestDist;
};
#ifdef _DEBUG
//-----------------------------------------------------------------------------
// A method to test out sweeps
//-----------------------------------------------------------------------------
CON_COMMAND( test_sweepaabb, "method to test out sweeps" )
{
Vector vecStartPoint;
VectorMA( MainViewOrigin(), 50.0f, MainViewForward(), vecStartPoint );
Vector endPoint;
VectorMA( MainViewOrigin(), COORD_EXTENT * 1.74f, MainViewForward(), endPoint );
Ray_t ray;
ray.Init( vecStartPoint, endPoint );
trace_t tr;
// CTraceFilterHitAll traceFilter;
// g_pEngineTraceServer->TraceRay( ray, MASK_ALL, &traceFilter, &tr );
CEntList list;
list.m_pClosest = NULL;
list.m_flClosestDist = FLT_MAX;
g_pEngineTraceServer->EnumerateEntities( MainViewOrigin() - Vector( 200, 200, 200 ), MainViewOrigin() + Vector( 200, 200, 200 ), &list );
if ( !list.m_pClosest )
return;
// Visualize the intersection test
ICollideable *pCollide = list.m_pClosest;
if ( pCollide->GetCollisionOrigin() == vec3_origin )
return;
QAngle test( 0, 45, 0 );
#ifndef SWDS
CDebugOverlay::AddBoxOverlay( pCollide->GetCollisionOrigin(),
pCollide->OBBMins(), pCollide->OBBMaxs(),
test /*pCollide->GetCollisionAngles()*/, 0, 0, 255, 128, 5.0f );
#endif
VectorMA( MainViewOrigin(), 200.0f, MainViewForward(), endPoint );
ray.Init( vecStartPoint, endPoint, Vector( -10, -20, -10 ), Vector( 30, 30, 20 ) );
bool bIntersect = IntersectRayWithOBB( ray, pCollide->GetCollisionOrigin(), test, pCollide->OBBMins(),
pCollide->OBBMaxs(), 0.0f, &tr );
unsigned char r, g, b, a;
b = 0;
a = 255;
r = bIntersect ? 255 : 0;
g = bIntersect ? 0 : 255;
#ifndef SWDS
CDebugOverlay::AddSweptBoxOverlay( tr.startpos, tr.endpos,
Vector( -10, -20, -10 ), Vector( 30, 30, 20 ), vec3_angle, r, g, b, a, 5.0 );
#endif
}
#endif