mirror of
https://github.com/nillerusr/source-engine.git
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1539 lines
47 KiB
C++
1539 lines
47 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cmodel.h"
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#include "dispcoll_common.h"
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#include "collisionutils.h"
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#include "tier1/strtools.h"
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#include "tier0/vprof.h"
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#include "tier1/fmtstr.h"
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#include "tier1/utlhash.h"
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#include "tier1/generichash.h"
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#include "tier0/fasttimer.h"
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#include "vphysics/virtualmesh.h"
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#include "tier1/datamanager.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=============================================================================
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// Cache
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#ifdef ENGINE_DLL
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CDataManager<CDispCollTree, CDispCollTree *, bool, CThreadFastMutex> g_DispCollTriCache( 2048*1024 );
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#endif
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struct DispCollPlaneIndex_t
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{
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Vector vecPlane;
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int index;
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};
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class CPlaneIndexHashFuncs
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{
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public:
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CPlaneIndexHashFuncs( int ) {}
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// Compare
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bool operator()( const DispCollPlaneIndex_t &lhs, const DispCollPlaneIndex_t &rhs ) const
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{
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return ( lhs.vecPlane == rhs.vecPlane || lhs.vecPlane == -rhs.vecPlane );
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}
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// Hash
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unsigned int operator()( const DispCollPlaneIndex_t &item ) const
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{
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return HashItem( item.vecPlane ) ^ HashItem( -item.vecPlane );
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}
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};
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CUtlHash<DispCollPlaneIndex_t, CPlaneIndexHashFuncs, CPlaneIndexHashFuncs> g_DispCollPlaneIndexHash( 512 );
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//=============================================================================
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// Displacement Collision Triangle
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CDispCollTri::CDispCollTri()
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{
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Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTri::Init( void )
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{
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m_vecNormal.Init();
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m_flDist = 0.0f;
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m_TriData[0].m_IndexDummy = m_TriData[1].m_IndexDummy = m_TriData[2].m_IndexDummy = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTri::CalcPlane( CDispVector<Vector> &m_aVerts )
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{
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Vector vecEdges[2];
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vecEdges[0] = m_aVerts[GetVert( 1 )] - m_aVerts[GetVert( 0 )];
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vecEdges[1] = m_aVerts[GetVert( 2 )] - m_aVerts[GetVert( 0 )];
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m_vecNormal = vecEdges[1].Cross( vecEdges[0] );
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VectorNormalize( m_vecNormal );
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m_flDist = m_vecNormal.Dot( m_aVerts[GetVert( 0 )] );
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// Calculate the signbits for the plane - fast test.
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m_ucSignBits = 0;
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m_ucPlaneType = PLANE_ANYZ;
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for ( int iAxis = 0; iAxis < 3 ; ++iAxis )
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{
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if ( m_vecNormal[iAxis] < 0.0f )
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{
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m_ucSignBits |= 1 << iAxis;
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}
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if ( m_vecNormal[iAxis] == 1.0f )
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{
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m_ucPlaneType = iAxis;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline void FindMin( float v1, float v2, float v3, int &iMin )
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{
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float flMin = v1;
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iMin = 0;
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if( v2 < flMin ) { flMin = v2; iMin = 1; }
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if( v3 < flMin ) { flMin = v3; iMin = 2; }
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline void FindMax( float v1, float v2, float v3, int &iMax )
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{
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float flMax = v1;
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iMax = 0;
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if( v2 > flMax ) { flMax = v2; iMax = 1; }
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if( v3 > flMax ) { flMax = v3; iMax = 2; }
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTri::FindMinMax( CDispVector<Vector> &m_aVerts )
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{
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int iMin, iMax;
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FindMin( m_aVerts[GetVert(0)].x, m_aVerts[GetVert(1)].x, m_aVerts[GetVert(2)].x, iMin );
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FindMax( m_aVerts[GetVert(0)].x, m_aVerts[GetVert(1)].x, m_aVerts[GetVert(2)].x, iMax );
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SetMin( 0, iMin );
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SetMax( 0, iMax );
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FindMin( m_aVerts[GetVert(0)].y, m_aVerts[GetVert(1)].y, m_aVerts[GetVert(2)].y, iMin );
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FindMax( m_aVerts[GetVert(0)].y, m_aVerts[GetVert(1)].y, m_aVerts[GetVert(2)].y, iMax );
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SetMin( 1, iMin );
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SetMax( 1, iMax );
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FindMin( m_aVerts[GetVert(0)].z, m_aVerts[GetVert(1)].z, m_aVerts[GetVert(2)].z, iMin );
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FindMax( m_aVerts[GetVert(0)].z, m_aVerts[GetVert(1)].z, m_aVerts[GetVert(2)].z, iMax );
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SetMin( 2, iMin );
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SetMax( 2, iMax );
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}
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// SIMD Routines for intersecting with the quad tree
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FORCEINLINE int IntersectRayWithFourBoxes( const FourVectors &rayStart, const FourVectors &invDelta, const FourVectors &rayExtents, const FourVectors &boxMins, const FourVectors &boxMaxs )
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{
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// SIMD Test ray against all four boxes at once
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// each node stores the bboxes of its four children
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FourVectors hitMins = boxMins;
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hitMins -= rayStart;
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FourVectors hitMaxs = boxMaxs;
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hitMaxs -= rayStart;
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// adjust for swept box by enlarging the child bounds to shrink the sweep down to a point
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hitMins -= rayExtents;
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hitMaxs += rayExtents;
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// compute the parametric distance along the ray of intersection in each dimension
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hitMins *= invDelta;
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hitMaxs *= invDelta;
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// Find the exit parametric intersection distance in each dimesion, for each box
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FourVectors exitT = maximum(hitMins,hitMaxs);
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// Find the entry parametric intersection distance in each dimesion, for each box
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FourVectors entryT = minimum(hitMins,hitMaxs);
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// now find the max overall entry distance across all dimensions for each box
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fltx4 minTemp = MaxSIMD(entryT.x, entryT.y);
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fltx4 boxEntryT = MaxSIMD(minTemp, entryT.z);
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// now find the min overall exit distance across all dimensions for each box
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fltx4 maxTemp = MinSIMD(exitT.x, exitT.y);
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fltx4 boxExitT = MinSIMD(maxTemp, exitT.z);
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boxEntryT = MaxSIMD(boxEntryT,Four_Zeros);
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boxExitT = MinSIMD(boxExitT,Four_Ones);
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// if entry<=exit for the box, we've got a hit
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fltx4 active = CmpLeSIMD(boxEntryT,boxExitT); // mask of which boxes are active
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// hit at least one box?
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return TestSignSIMD(active);
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}
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// This does 4 simultaneous box intersections
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// NOTE: This can be used as a 1 vs 4 test by replicating a single box into the one side
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FORCEINLINE int IntersectFourBoxPairs( const FourVectors &mins0, const FourVectors &maxs0, const FourVectors &mins1, const FourVectors &maxs1 )
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{
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// find the max mins and min maxs in each dimension
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FourVectors intersectMins = maximum(mins0,mins1);
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FourVectors intersectMaxs = minimum(maxs0,maxs1);
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// if intersectMins <= intersectMaxs then the boxes overlap in this dimension
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fltx4 overlapX = CmpLeSIMD(intersectMins.x,intersectMaxs.x);
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fltx4 overlapY = CmpLeSIMD(intersectMins.y,intersectMaxs.y);
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fltx4 overlapZ = CmpLeSIMD(intersectMins.z,intersectMaxs.z);
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// if the boxes overlap in all three dimensions, they intersect
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fltx4 tmp = AndSIMD( overlapX, overlapY );
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fltx4 active = AndSIMD( tmp, overlapZ );
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// hit at least one box?
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return TestSignSIMD(active);
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}
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// This does 4 simultaneous box vs. sphere intersections
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// NOTE: This can be used as a 1 vs 4 test by replicating a single sphere/box into one side
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FORCEINLINE int IntersectFourBoxSpherePairs( const FourVectors ¢er, const fltx4 &radiusSq, const FourVectors &mins, const FourVectors &maxs )
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{
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// for each dimension of each box, compute the clamped distance from the mins side to the center (must be >= 0)
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FourVectors minDist = mins;
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minDist -= center;
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FourVectors dist;
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dist.x = MaxSIMD(Four_Zeros, minDist.x);
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dist.y = MaxSIMD(Four_Zeros, minDist.y);
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dist.z = MaxSIMD(Four_Zeros, minDist.z);
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// now compute the distance from the maxs side to the center
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FourVectors maxDist = center;
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maxDist -= maxs;
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// NOTE: Don't need to clamp here because we clamp against the minDist which must be >= 0, so the two clamps
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// get folded together
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FourVectors totalDist;
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totalDist.x = MaxSIMD(dist.x, maxDist.x);
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totalDist.y = MaxSIMD(dist.y, maxDist.y);
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totalDist.z = MaxSIMD(dist.z, maxDist.z);
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// get the total squred distance between each box & sphere center by summing the squares of each
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// component/dimension
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fltx4 distSq = totalDist * totalDist;
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// if squared distance between each sphere center & box is less than the radiusSquared for that sphere
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// we have an intersection
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fltx4 active = CmpLeSIMD(distSq,radiusSq);
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// at least one intersection?
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return TestSignSIMD(active);
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}
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int FORCEINLINE CDispCollTree::BuildRayLeafList( int iNode, rayleaflist_t &list )
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{
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list.nodeList[0] = iNode;
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int listIndex = 0;
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list.maxIndex = 0;
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while ( listIndex <= list.maxIndex )
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{
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iNode = list.nodeList[listIndex];
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// the rest are all leaves
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if ( IsLeafNode(iNode) )
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return listIndex;
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listIndex++;
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const CDispCollNode &node = m_nodes[iNode];
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int mask = IntersectRayWithFourBoxes( list.rayStart, list.invDelta, list.rayExtents, node.m_mins, node.m_maxs );
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if ( mask )
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{
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int child = Nodes_GetChild( iNode, 0 );
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if ( mask & 1 )
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{
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++list.maxIndex;
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list.nodeList[list.maxIndex] = child;
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}
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if ( mask & 2 )
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{
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++list.maxIndex;
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list.nodeList[list.maxIndex] = child+1;
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}
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if ( mask & 4 )
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{
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++list.maxIndex;
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list.nodeList[list.maxIndex] = child+2;
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}
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if ( mask & 8 )
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{
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++list.maxIndex;
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list.nodeList[list.maxIndex] = child+3;
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}
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Assert(list.maxIndex < MAX_AABB_LIST);
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}
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}
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return listIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create the AABB tree.
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//-----------------------------------------------------------------------------
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bool CDispCollTree::AABBTree_Create( CCoreDispInfo *pDisp )
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{
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// Copy the flags.
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m_nFlags = pDisp->GetSurface()->GetFlags();
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// Copy necessary displacement data.
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AABBTree_CopyDispData( pDisp );
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// Setup/create the leaf nodes first so the recusion can use this data to stop.
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AABBTree_CreateLeafs();
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// Create the bounding box of the displacement surface + the base face.
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AABBTree_CalcBounds();
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// Successful.
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTree::AABBTree_CopyDispData( CCoreDispInfo *pDisp )
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{
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// Displacement size.
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m_nPower = pDisp->GetPower();
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// Displacement base surface data.
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CCoreDispSurface *pSurf = pDisp->GetSurface();
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m_nContents = pSurf->GetContents();
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pSurf->GetNormal( m_vecStabDir );
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for ( int iPoint = 0; iPoint < 4; iPoint++ )
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{
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pSurf->GetPoint( iPoint, m_vecSurfPoints[iPoint] );
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}
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// Allocate collision tree data.
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{
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MEM_ALLOC_CREDIT();
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m_aVerts.SetSize( GetSize() );
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}
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{
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MEM_ALLOC_CREDIT();
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m_aTris.SetSize( GetTriSize() );
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}
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{
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MEM_ALLOC_CREDIT();
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int numLeaves = (GetWidth()-1) * (GetHeight()-1);
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m_leaves.SetCount(numLeaves);
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int numNodes = Nodes_CalcCount( m_nPower );
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numNodes -= numLeaves;
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m_nodes.SetCount(numNodes);
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}
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// Setup size.
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m_nSize = sizeof( this );
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m_nSize += sizeof( Vector ) * GetSize();
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m_nSize += sizeof( CDispCollTri ) * GetTriSize();
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#if OLD_DISP_AABB
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m_nSize += sizeof( CDispCollAABBNode ) * Nodes_CalcCount( m_nPower );
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#endif
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m_nSize += sizeof(m_nodes[0]) * m_nodes.Count();
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m_nSize += sizeof(m_leaves[0]) * m_leaves.Count();
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m_nSize += sizeof( CDispCollTri* ) * DISPCOLL_TREETRI_SIZE;
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// Copy vertex data.
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for ( int iVert = 0; iVert < m_aVerts.Count(); iVert++ )
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{
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pDisp->GetVert( iVert, m_aVerts[iVert] );
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}
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// Copy and setup triangle data.
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unsigned short iVerts[3];
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for ( int iTri = 0; iTri < m_aTris.Count(); ++iTri )
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{
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pDisp->GetTriIndices( iTri, iVerts[0], iVerts[1], iVerts[2] );
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m_aTris[iTri].SetVert( 0, iVerts[0] );
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m_aTris[iTri].SetVert( 1, iVerts[1] );
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m_aTris[iTri].SetVert( 2, iVerts[2] );
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m_aTris[iTri].m_uiFlags = pDisp->GetTriTagValue( iTri );
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// Calculate the surface props and set flags.
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float flTotalAlpha = 0.0f;
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for ( int iVert = 0; iVert < 3; ++iVert )
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{
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flTotalAlpha += pDisp->GetAlpha( m_aTris[iTri].GetVert( iVert ) );
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}
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if ( flTotalAlpha > DISP_ALPHA_PROP_DELTA )
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{
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m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP2;
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}
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else
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{
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m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP1;
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}
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// Add the displacement surface flag.
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m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFACE;
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// Calculate the plane normal and the min max.
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m_aTris[iTri].CalcPlane( m_aVerts );
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m_aTris[iTri].FindMinMax( m_aVerts );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTree::AABBTree_CreateLeafs( void )
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{
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int numLeaves = (GetWidth()-1) * (GetHeight()-1);
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m_leaves.SetCount(numLeaves);
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int numNodes = Nodes_CalcCount( m_nPower );
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numNodes -= numLeaves;
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m_nodes.SetCount(numNodes);
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// Get the width and height of the displacement.
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int nWidth = GetWidth() - 1;
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int nHeight = GetHeight() - 1;
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for ( int iHgt = 0; iHgt < nHeight; ++iHgt )
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{
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for ( int iWid = 0; iWid < nWidth; ++iWid )
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{
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int iLeaf = Nodes_GetIndexFromComponents( iWid, iHgt );
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int iIndex = iHgt * nWidth + iWid;
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int iTri = iIndex * 2;
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m_leaves[iLeaf].m_tris[0] = iTri;
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m_leaves[iLeaf].m_tris[1] = iTri + 1;
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}
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}
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}
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void NO_ASAN CDispCollTree::AABBTree_GenerateBoxes_r( int nodeIndex, Vector *pMins, Vector *pMaxs )
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{
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// leaf
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ClearBounds( *pMins, *pMaxs );
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if ( nodeIndex >= m_nodes.Count() )
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{
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int iLeaf = nodeIndex - m_nodes.Count();
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for ( int iTri = 0; iTri < 2; ++iTri )
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{
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int triIndex = m_leaves[iLeaf].m_tris[iTri];
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const CDispCollTri &tri = m_aTris[triIndex];
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AddPointToBounds( m_aVerts[tri.GetVert( 0 )], *pMins, *pMaxs );
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AddPointToBounds( m_aVerts[tri.GetVert( 1 )], *pMins, *pMaxs );
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AddPointToBounds( m_aVerts[tri.GetVert( 2 )], *pMins, *pMaxs );
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}
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}
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else // node
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{
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Vector childMins[4], childMaxs[4];
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for ( int i = 0; i < 4; i++ )
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{
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int child = Nodes_GetChild( nodeIndex, i );
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AABBTree_GenerateBoxes_r( child, &childMins[i], &childMaxs[i] );
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AddPointToBounds( childMins[i], *pMins, *pMaxs );
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AddPointToBounds( childMaxs[i], *pMins, *pMaxs );
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}
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m_nodes[nodeIndex].m_mins.LoadAndSwizzle( childMins[0], childMins[1], childMins[2], childMins[3] );
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m_nodes[nodeIndex].m_maxs.LoadAndSwizzle( childMaxs[0], childMaxs[1], childMaxs[2], childMaxs[3] );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDispCollTree::AABBTree_CalcBounds( void )
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{
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// Check data.
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if ( ( m_aVerts.Count() == 0 ) || ( m_nodes.Count() == 0 ) )
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return;
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|
|
AABBTree_GenerateBoxes_r( 0, &m_mins, &m_maxs );
|
|
|
|
#if INCLUDE_SURFACE_IN_BOUNDS
|
|
// Add surface points to bounds.
|
|
for ( int iPoint = 0; iPoint < 4; ++iPoint )
|
|
{
|
|
VectorMin( m_vecSurfPoints[iPoint], m_mins, m_mins );
|
|
VectorMax( m_vecSurfPoints[iPoint], m_maxs, m_maxs );
|
|
}
|
|
#endif
|
|
|
|
// Bloat a little.
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
m_mins[iAxis] -= 1.0f;
|
|
m_maxs[iAxis] += 1.0f;
|
|
}
|
|
}
|
|
|
|
static CThreadFastMutex s_CacheMutex;
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline void CDispCollTree::LockCache()
|
|
{
|
|
#ifdef ENGINE_DLL
|
|
if ( !g_DispCollTriCache.LockResource( m_hCache ) )
|
|
{
|
|
AUTO_LOCK( s_CacheMutex );
|
|
|
|
// Cache may have just been created, so check once more
|
|
if ( !g_DispCollTriCache.LockResource( m_hCache ) )
|
|
{
|
|
Cache();
|
|
m_hCache = g_DispCollTriCache.CreateResource( this );
|
|
g_DispCollTriCache.LockResource( m_hCache );
|
|
//Msg( "Adding 0x%x to cache (actual %d) [%d, %d --> %.2f] %d total, %d unique\n", this, GetCacheMemorySize(), GetTriSize(), m_aEdgePlanes.Count(), (float)m_aEdgePlanes.Count()/(float)GetTriSize(), totals, uniques );
|
|
}
|
|
}
|
|
#else
|
|
Cache();
|
|
#endif
|
|
}
|
|
|
|
inline void CDispCollTree::UnlockCache()
|
|
{
|
|
#ifdef ENGINE_DLL
|
|
g_DispCollTriCache.UnlockResource( m_hCache );
|
|
#endif
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CDispCollTree::Cache( void )
|
|
{
|
|
if ( m_aTrisCache.Count() == GetTriSize() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VPROF( "CDispCollTree::Cache" );
|
|
|
|
// Alloc.
|
|
// int nSize = sizeof( CDispCollTriCache ) * GetTriSize();
|
|
int nTriCount = GetTriSize();
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
m_aTrisCache.SetSize( nTriCount );
|
|
}
|
|
|
|
for ( int iTri = 0; iTri < nTriCount; ++iTri )
|
|
{
|
|
Cache_Create( &m_aTris[iTri], iTri );
|
|
}
|
|
|
|
g_DispCollPlaneIndexHash.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::AABBTree_Ray( const Ray_t &ray, RayDispOutput_t &output )
|
|
{
|
|
if ( IsBoxIntersectingRay( m_mins, m_maxs, ray.m_Start, ray.m_Delta, DISPCOLL_DIST_EPSILON ) )
|
|
{
|
|
return AABBTree_Ray( ray, ray.InvDelta(), output );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CDispCollTree::AABBTree_Ray( const Ray_t &ray, const Vector &vecInvDelta, RayDispOutput_t &output )
|
|
{
|
|
VPROF( "DispRayTest" );
|
|
|
|
// Check for ray test.
|
|
if ( CheckFlags( CCoreDispInfo::SURF_NORAY_COLL ) )
|
|
return false;
|
|
|
|
// Check for opacity.
|
|
if ( !( m_nContents & MASK_OPAQUE ) )
|
|
return false;
|
|
|
|
// Pre-calc the inverse delta for perf.
|
|
CDispCollTri *pImpactTri = NULL;
|
|
|
|
AABBTree_TreeTrisRayBarycentricTest( ray, vecInvDelta, DISPCOLL_ROOTNODE_INDEX, output, &pImpactTri );
|
|
|
|
if ( pImpactTri )
|
|
{
|
|
// Collision.
|
|
output.ndxVerts[0] = pImpactTri->GetVert( 0 );
|
|
output.ndxVerts[1] = pImpactTri->GetVert( 2 );
|
|
output.ndxVerts[2] = pImpactTri->GetVert( 1 );
|
|
|
|
Assert( (output.u <= 1.0f ) && ( output.v <= 1.0f ) );
|
|
Assert( (output.u >= 0.0f ) && ( output.v >= 0.0f ) );
|
|
|
|
return true;
|
|
}
|
|
|
|
// No collision.
|
|
return false;
|
|
}
|
|
|
|
void CDispCollTree::AABBTree_TreeTrisRayBarycentricTest( const Ray_t &ray, const Vector &vecInvDelta, int iNode, RayDispOutput_t &output, CDispCollTri **pImpactTri )
|
|
{
|
|
rayleaflist_t list;
|
|
// NOTE: This part is loop invariant - should be hoisted up as far as possible
|
|
list.invDelta.DuplicateVector(vecInvDelta);
|
|
list.rayStart.DuplicateVector(ray.m_Start);
|
|
Vector ext = ray.m_Extents + Vector(DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON);
|
|
list.rayExtents.DuplicateVector(ext);
|
|
int listIndex = BuildRayLeafList( iNode, list );
|
|
|
|
float flU, flV, flT;
|
|
for ( ; listIndex <= list.maxIndex; listIndex++ )
|
|
{
|
|
int leafIndex = list.nodeList[listIndex] - m_nodes.Count();
|
|
CDispCollTri *pTri0 = &m_aTris[m_leaves[leafIndex].m_tris[0]];
|
|
CDispCollTri *pTri1 = &m_aTris[m_leaves[leafIndex].m_tris[1]];
|
|
|
|
if ( ComputeIntersectionBarycentricCoordinates( ray, m_aVerts[pTri0->GetVert( 0 )], m_aVerts[pTri0->GetVert( 2 )], m_aVerts[pTri0->GetVert( 1 )], flU, flV, &flT ) )
|
|
{
|
|
// Make sure it's inside the range
|
|
if ( ( flU >= 0.0f ) && ( flV >= 0.0f ) && ( ( flU + flV ) <= 1.0f ) )
|
|
{
|
|
if( ( flT > 0.0f ) && ( flT < output.dist ) )
|
|
{
|
|
(*pImpactTri) = pTri0;
|
|
output.u = flU;
|
|
output.v = flV;
|
|
output.dist = flT;
|
|
}
|
|
}
|
|
}
|
|
if ( ComputeIntersectionBarycentricCoordinates( ray, m_aVerts[pTri1->GetVert( 0 )], m_aVerts[pTri1->GetVert( 2 )], m_aVerts[pTri1->GetVert( 1 )], flU, flV, &flT ) )
|
|
{
|
|
// Make sure it's inside the range
|
|
if ( ( flU >= 0.0f ) && ( flV >= 0.0f ) && ( ( flU + flV ) <= 1.0f ) )
|
|
{
|
|
if( ( flT > 0.0f ) && ( flT < output.dist ) )
|
|
{
|
|
(*pImpactTri) = pTri1;
|
|
output.u = flU;
|
|
output.v = flV;
|
|
output.dist = flT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::AABBTree_Ray( const Ray_t &ray, const Vector &vecInvDelta, CBaseTrace *pTrace, bool bSide )
|
|
{
|
|
VPROF("AABBTree_Ray");
|
|
|
|
// VPROF_BUDGET( "DispRayTraces", VPROF_BUDGETGROUP_DISP_RAYTRACES );
|
|
|
|
// Check for ray test.
|
|
if ( CheckFlags( CCoreDispInfo::SURF_NORAY_COLL ) )
|
|
return false;
|
|
|
|
// Check for opacity.
|
|
if ( !( m_nContents & MASK_OPAQUE ) )
|
|
return false;
|
|
|
|
// Pre-calc the inverse delta for perf.
|
|
CDispCollTri *pImpactTri = NULL;
|
|
|
|
AABBTree_TreeTrisRayTest( ray, vecInvDelta, DISPCOLL_ROOTNODE_INDEX, pTrace, bSide, &pImpactTri );
|
|
|
|
if ( pImpactTri )
|
|
{
|
|
// Collision.
|
|
VectorCopy( pImpactTri->m_vecNormal, pTrace->plane.normal );
|
|
pTrace->plane.dist = pImpactTri->m_flDist;
|
|
pTrace->dispFlags = pImpactTri->m_uiFlags;
|
|
return true;
|
|
}
|
|
|
|
// No collision.
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CDispCollTree::AABBTree_TreeTrisRayTest( const Ray_t &ray, const Vector &vecInvDelta, int iNode, CBaseTrace *pTrace, bool bSide, CDispCollTri **pImpactTri )
|
|
{
|
|
rayleaflist_t list;
|
|
// NOTE: This part is loop invariant - should be hoisted up as far as possible
|
|
list.invDelta.DuplicateVector(vecInvDelta);
|
|
list.rayStart.DuplicateVector(ray.m_Start);
|
|
Vector ext = ray.m_Extents + Vector(DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON);
|
|
list.rayExtents.DuplicateVector(ext);
|
|
int listIndex = BuildRayLeafList( iNode, list );
|
|
|
|
for ( ;listIndex <= list.maxIndex; listIndex++ )
|
|
{
|
|
int leafIndex = list.nodeList[listIndex] - m_nodes.Count();
|
|
CDispCollTri *pTri0 = &m_aTris[m_leaves[leafIndex].m_tris[0]];
|
|
CDispCollTri *pTri1 = &m_aTris[m_leaves[leafIndex].m_tris[1]];
|
|
float flFrac = IntersectRayWithTriangle( ray, m_aVerts[pTri0->GetVert( 0 )], m_aVerts[pTri0->GetVert( 2 )], m_aVerts[pTri0->GetVert( 1 )], bSide );
|
|
if( ( flFrac >= 0.0f ) && ( flFrac < pTrace->fraction ) )
|
|
{
|
|
pTrace->fraction = flFrac;
|
|
(*pImpactTri) = pTri0;
|
|
}
|
|
|
|
flFrac = IntersectRayWithTriangle( ray, m_aVerts[pTri1->GetVert( 0 )], m_aVerts[pTri1->GetVert( 2 )], m_aVerts[pTri1->GetVert( 1 )], bSide );
|
|
if( ( flFrac >= 0.0f ) && ( flFrac < pTrace->fraction ) )
|
|
{
|
|
pTrace->fraction = flFrac;
|
|
(*pImpactTri) = pTri1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CDispCollTree::AABBTree_GetTrisInSphere( const Vector ¢er, float radius, unsigned short *pIndexOut, int indexMax )
|
|
{
|
|
return AABBTree_BuildTreeTrisInSphere_r( center, radius, DISPCOLL_ROOTNODE_INDEX, pIndexOut, indexMax );
|
|
}
|
|
|
|
int CDispCollTree::AABBTree_BuildTreeTrisInSphere_r( const Vector ¢er, float radius, int iNode, unsigned short *pIndexOut, unsigned short indexMax )
|
|
{
|
|
int nodeList[MAX_AABB_LIST];
|
|
nodeList[0] = iNode;
|
|
int nTriCount = 0;
|
|
int listIndex = 0;
|
|
int maxIndex = 0;
|
|
// NOTE: This part is loop invariant - should be hoisted up as far as possible
|
|
FourVectors sphereCenters;
|
|
sphereCenters.DuplicateVector(center);
|
|
float radiusSq = radius * radius;
|
|
fltx4 sphereRadSq = ReplicateX4(radiusSq);
|
|
while ( listIndex <= maxIndex )
|
|
{
|
|
iNode = nodeList[listIndex];
|
|
listIndex++;
|
|
// the rest are all leaves
|
|
if ( IsLeafNode(iNode) )
|
|
{
|
|
VPROF("Tris");
|
|
for ( --listIndex; listIndex <= maxIndex; listIndex++ )
|
|
{
|
|
if ( (nTriCount+2) <= indexMax )
|
|
{
|
|
int leafIndex = nodeList[listIndex] - m_nodes.Count();
|
|
pIndexOut[nTriCount] = m_leaves[leafIndex].m_tris[0];
|
|
pIndexOut[nTriCount+1] = m_leaves[leafIndex].m_tris[1];
|
|
nTriCount += 2;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
const CDispCollNode &node = m_nodes[iNode];
|
|
int mask = IntersectFourBoxSpherePairs( sphereCenters, sphereRadSq, node.m_mins, node.m_maxs );
|
|
if ( mask )
|
|
{
|
|
int child = Nodes_GetChild( iNode, 0 );
|
|
if ( mask & 1 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child;
|
|
}
|
|
if ( mask & 2 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+1;
|
|
}
|
|
if ( mask & 4 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+2;
|
|
}
|
|
if ( mask & 8 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+3;
|
|
}
|
|
Assert(maxIndex < MAX_AABB_LIST);
|
|
}
|
|
}
|
|
}
|
|
return nTriCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::AABBTree_IntersectAABB( const Vector &absMins, const Vector &absMaxs )
|
|
{
|
|
// Check for hull test.
|
|
if ( CheckFlags( CCoreDispInfo::SURF_NOHULL_COLL ) )
|
|
return false;
|
|
|
|
cplane_t plane;
|
|
Vector center = 0.5f *(absMins + absMaxs);
|
|
Vector extents = absMaxs - center;
|
|
|
|
int nodeList[MAX_AABB_LIST];
|
|
nodeList[0] = 0;
|
|
int listIndex = 0;
|
|
int maxIndex = 0;
|
|
|
|
// NOTE: This part is loop invariant - should be hoisted up as far as possible
|
|
FourVectors mins0;
|
|
mins0.DuplicateVector(absMins);
|
|
FourVectors maxs0;
|
|
maxs0.DuplicateVector(absMaxs);
|
|
FourVectors rayExtents;
|
|
while ( listIndex <= maxIndex )
|
|
{
|
|
int iNode = nodeList[listIndex];
|
|
listIndex++;
|
|
// the rest are all leaves
|
|
if ( IsLeafNode(iNode) )
|
|
{
|
|
VPROF("Tris");
|
|
for ( --listIndex; listIndex <= maxIndex; listIndex++ )
|
|
{
|
|
int leafIndex = nodeList[listIndex] - m_nodes.Count();
|
|
CDispCollTri *pTri0 = &m_aTris[m_leaves[leafIndex].m_tris[0]];
|
|
CDispCollTri *pTri1 = &m_aTris[m_leaves[leafIndex].m_tris[1]];
|
|
|
|
VectorCopy( pTri0->m_vecNormal, plane.normal );
|
|
plane.dist = pTri0->m_flDist;
|
|
plane.signbits = pTri0->m_ucSignBits;
|
|
plane.type = pTri0->m_ucPlaneType;
|
|
|
|
if ( IsBoxIntersectingTriangle( center, extents,
|
|
m_aVerts[pTri0->GetVert( 0 )],
|
|
m_aVerts[pTri0->GetVert( 2 )],
|
|
m_aVerts[pTri0->GetVert( 1 )],
|
|
plane, 0.0f ) )
|
|
return true;
|
|
VectorCopy( pTri1->m_vecNormal, plane.normal );
|
|
plane.dist = pTri1->m_flDist;
|
|
plane.signbits = pTri1->m_ucSignBits;
|
|
plane.type = pTri1->m_ucPlaneType;
|
|
|
|
if ( IsBoxIntersectingTriangle( center, extents,
|
|
m_aVerts[pTri1->GetVert( 0 )],
|
|
m_aVerts[pTri1->GetVert( 2 )],
|
|
m_aVerts[pTri1->GetVert( 1 )],
|
|
plane, 0.0f ) )
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
const CDispCollNode &node = m_nodes[iNode];
|
|
int mask = IntersectFourBoxPairs( mins0, maxs0, node.m_mins, node.m_maxs );
|
|
if ( mask )
|
|
{
|
|
int child = Nodes_GetChild( iNode, 0 );
|
|
if ( mask & 1 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child;
|
|
}
|
|
if ( mask & 2 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+1;
|
|
}
|
|
if ( mask & 4 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+2;
|
|
}
|
|
if ( mask & 8 )
|
|
{
|
|
++maxIndex;
|
|
nodeList[maxIndex] = child+3;
|
|
}
|
|
Assert(maxIndex < MAX_AABB_LIST);
|
|
}
|
|
}
|
|
}
|
|
|
|
// no collision
|
|
return false;
|
|
}
|
|
|
|
static const Vector g_Vec3DispCollEpsilons(DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON,DISPCOLL_DIST_EPSILON);
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::AABBTree_SweepAABB( const Ray_t &ray, const Vector &vecInvDelta, CBaseTrace *pTrace )
|
|
{
|
|
VPROF( "DispHullTest" );
|
|
// VPROF_BUDGET( "DispHullTraces", VPROF_BUDGETGROUP_DISP_HULLTRACES );
|
|
// Check for hull test.
|
|
if ( CheckFlags( CCoreDispInfo::SURF_NOHULL_COLL ) )
|
|
return false;
|
|
|
|
// Test ray against the triangles in the list.
|
|
Vector rayDir;
|
|
VectorCopy( ray.m_Delta, rayDir );
|
|
VectorNormalize( rayDir );
|
|
// Save fraction.
|
|
float flFrac = pTrace->fraction;
|
|
|
|
rayleaflist_t list;
|
|
// NOTE: This part is loop invariant - should be hoisted up as far as possible
|
|
list.invDelta.DuplicateVector(vecInvDelta);
|
|
list.rayStart.DuplicateVector(ray.m_Start);
|
|
Vector ext = ray.m_Extents + g_Vec3DispCollEpsilons;
|
|
list.rayExtents.DuplicateVector(ext);
|
|
int listIndex = BuildRayLeafList( 0, list );
|
|
|
|
if ( listIndex <= list.maxIndex )
|
|
{
|
|
LockCache();
|
|
for ( ; listIndex <= list.maxIndex; listIndex++ )
|
|
{
|
|
int leafIndex = list.nodeList[listIndex] - m_nodes.Count();
|
|
int iTri0 = m_leaves[leafIndex].m_tris[0];
|
|
int iTri1 = m_leaves[leafIndex].m_tris[1];
|
|
CDispCollTri *pTri0 = &m_aTris[iTri0];
|
|
CDispCollTri *pTri1 = &m_aTris[iTri1];
|
|
|
|
SweepAABBTriIntersect( ray, rayDir, iTri0, pTri0, pTrace );
|
|
SweepAABBTriIntersect( ray, rayDir, iTri1, pTri1, pTrace );
|
|
}
|
|
UnlockCache();
|
|
}
|
|
|
|
// Collision.
|
|
if ( pTrace->fraction < flFrac )
|
|
return true;
|
|
|
|
// No collision.
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::ResolveRayPlaneIntersect( float flStart, float flEnd, const Vector &vecNormal, float flDist, CDispCollHelper *pHelper )
|
|
{
|
|
if( ( flStart > 0.0f ) && ( flEnd > 0.0f ) )
|
|
return false;
|
|
|
|
if( ( flStart < 0.0f ) && ( flEnd < 0.0f ) )
|
|
return true;
|
|
|
|
float flDenom = flStart - flEnd;
|
|
bool bDenomIsZero = ( flDenom == 0.0f );
|
|
if( ( flStart >= 0.0f ) && ( flEnd <= 0.0f ) )
|
|
{
|
|
// Find t - the parametric distance along the trace line.
|
|
float t = ( !bDenomIsZero ) ? ( flStart - DISPCOLL_DIST_EPSILON ) / flDenom : 0.0f;
|
|
if( t > pHelper->m_flStartFrac )
|
|
{
|
|
pHelper->m_flStartFrac = t;
|
|
VectorCopy( vecNormal, pHelper->m_vecImpactNormal );
|
|
pHelper->m_flImpactDist = flDist;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Find t - the parametric distance along the trace line.
|
|
float t = ( !bDenomIsZero ) ? ( flStart + DISPCOLL_DIST_EPSILON ) / flDenom : 0.0f;
|
|
if( t < pHelper->m_flEndFrac )
|
|
{
|
|
pHelper->m_flEndFrac = t;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CDispCollTree::FacePlane( const Ray_t &ray, const Vector &rayDir, CDispCollTri *pTri, CDispCollHelper *pHelper )
|
|
{
|
|
// Calculate the closest point on box to plane (get extents in that direction).
|
|
Vector vecExtent;
|
|
CalcClosestExtents( pTri->m_vecNormal, ray.m_Extents, vecExtent );
|
|
|
|
float flExpandDist = pTri->m_flDist - pTri->m_vecNormal.Dot( vecExtent );
|
|
|
|
float flStart = pTri->m_vecNormal.Dot( ray.m_Start ) - flExpandDist;
|
|
float flEnd = pTri->m_vecNormal.Dot( ( ray.m_Start + ray.m_Delta ) ) - flExpandDist;
|
|
|
|
return ResolveRayPlaneIntersect( flStart, flEnd, pTri->m_vecNormal, pTri->m_flDist, pHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool FORCEINLINE CDispCollTree::AxisPlanesXYZ( const Ray_t &ray, CDispCollTri *pTri, CDispCollHelper *pHelper )
|
|
{
|
|
static const TableVector g_ImpactNormalVecs[2][3] =
|
|
{
|
|
{
|
|
{ -1, 0, 0 },
|
|
{ 0, -1, 0 },
|
|
{ 0, 0, -1 },
|
|
},
|
|
|
|
{
|
|
{ 1, 0, 0 },
|
|
{ 0, 1, 0 },
|
|
{ 0, 0, 1 },
|
|
}
|
|
};
|
|
|
|
Vector vecImpactNormal;
|
|
float flDist, flExpDist, flStart, flEnd;
|
|
|
|
int iAxis;
|
|
for ( iAxis = 2; iAxis >= 0; --iAxis )
|
|
{
|
|
const float rayStart = ray.m_Start[iAxis];
|
|
const float rayExtent = ray.m_Extents[iAxis];
|
|
const float rayDelta = ray.m_Delta[iAxis];
|
|
|
|
// Min
|
|
flDist = m_aVerts[pTri->GetVert(pTri->GetMin(iAxis))][iAxis];
|
|
flExpDist = flDist - rayExtent;
|
|
flStart = flExpDist - rayStart;
|
|
flEnd = flStart - rayDelta;
|
|
|
|
if ( !ResolveRayPlaneIntersect( flStart, flEnd, g_ImpactNormalVecs[0][iAxis], flDist, pHelper ) )
|
|
return false;
|
|
|
|
// Max
|
|
flDist = m_aVerts[pTri->GetVert(pTri->GetMax(iAxis))][iAxis];
|
|
flExpDist = flDist + rayExtent;
|
|
flStart = rayStart - flExpDist;
|
|
flEnd = flStart + rayDelta;
|
|
|
|
if ( !ResolveRayPlaneIntersect( flStart, flEnd, g_ImpactNormalVecs[1][iAxis], flDist, pHelper ) )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Testing!
|
|
//-----------------------------------------------------------------------------
|
|
void CDispCollTree::Cache_Create( CDispCollTri *pTri, int iTri )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
Vector *pVerts[3];
|
|
pVerts[0] = &m_aVerts[pTri->GetVert( 0 )];
|
|
pVerts[1] = &m_aVerts[pTri->GetVert( 1 )];
|
|
pVerts[2] = &m_aVerts[pTri->GetVert( 2 )];
|
|
|
|
CDispCollTriCache *pCache = &m_aTrisCache[iTri];
|
|
|
|
Vector vecEdge;
|
|
|
|
// Edge 1
|
|
VectorSubtract( *pVerts[1], *pVerts[0], vecEdge );
|
|
Cache_EdgeCrossAxisX( vecEdge, *pVerts[0], *pVerts[2], pTri, pCache->m_iCrossX[0] );
|
|
Cache_EdgeCrossAxisY( vecEdge, *pVerts[0], *pVerts[2], pTri, pCache->m_iCrossY[0] );
|
|
Cache_EdgeCrossAxisZ( vecEdge, *pVerts[0], *pVerts[2], pTri, pCache->m_iCrossZ[0] );
|
|
|
|
// Edge 2
|
|
VectorSubtract( *pVerts[2], *pVerts[1], vecEdge );
|
|
Cache_EdgeCrossAxisX( vecEdge, *pVerts[1], *pVerts[0], pTri, pCache->m_iCrossX[1] );
|
|
Cache_EdgeCrossAxisY( vecEdge, *pVerts[1], *pVerts[0], pTri, pCache->m_iCrossY[1] );
|
|
Cache_EdgeCrossAxisZ( vecEdge, *pVerts[1], *pVerts[0], pTri, pCache->m_iCrossZ[1] );
|
|
|
|
// Edge 3
|
|
VectorSubtract( *pVerts[0], *pVerts[2], vecEdge );
|
|
Cache_EdgeCrossAxisX( vecEdge, *pVerts[2], *pVerts[1], pTri, pCache->m_iCrossX[2] );
|
|
Cache_EdgeCrossAxisY( vecEdge, *pVerts[2], *pVerts[1], pTri, pCache->m_iCrossY[2] );
|
|
Cache_EdgeCrossAxisZ( vecEdge, *pVerts[2], *pVerts[1], pTri, pCache->m_iCrossZ[2] );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CDispCollTree::AddPlane( const Vector &vecNormal )
|
|
{
|
|
UtlHashHandle_t handle;
|
|
DispCollPlaneIndex_t planeIndex;
|
|
bool bDidInsert;
|
|
|
|
planeIndex.vecPlane = vecNormal;
|
|
planeIndex.index = m_aEdgePlanes.Count();
|
|
|
|
handle = g_DispCollPlaneIndexHash.Insert( planeIndex, &bDidInsert );
|
|
|
|
if ( !bDidInsert )
|
|
{
|
|
DispCollPlaneIndex_t &existingEntry = g_DispCollPlaneIndexHash[handle];
|
|
if ( existingEntry.vecPlane == vecNormal )
|
|
{
|
|
return existingEntry.index;
|
|
}
|
|
else
|
|
{
|
|
return ( existingEntry.index | 0x8000 );
|
|
}
|
|
}
|
|
|
|
return m_aEdgePlanes.AddToTail( vecNormal );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: The plane distance get stored in the normal x position since it isn't
|
|
// used.
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::Cache_EdgeCrossAxisX( const Vector &vecEdge, const Vector &vecOnEdge,
|
|
const Vector &vecOffEdge, CDispCollTri *pTri,
|
|
unsigned short &iPlane )
|
|
{
|
|
// Calculate the normal - edge x axisX = ( 0.0, edgeZ, -edgeY )
|
|
Vector vecNormal( 0.0f, vecEdge.z, -vecEdge.y );
|
|
VectorNormalize( vecNormal );
|
|
|
|
// Check for zero length normals.
|
|
if( ( vecNormal.y == 0.0f ) || ( vecNormal.z == 0.0f ) )
|
|
{
|
|
iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
return false;
|
|
}
|
|
|
|
// if ( pTri->m_vecNormal.Dot( vecNormal ) )
|
|
// {
|
|
// iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
// return false;
|
|
// }
|
|
|
|
// Finish the plane definition - get distance.
|
|
float flDist = ( vecNormal.y * vecOnEdge.y ) + ( vecNormal.z * vecOnEdge.z );
|
|
|
|
// Special case the point off edge in plane
|
|
float flOffDist = ( vecNormal.y * vecOffEdge.y ) + ( vecNormal.z * vecOffEdge.z );
|
|
if ( !( FloatMakePositive( flOffDist - flDist ) < DISPCOLL_DIST_EPSILON ) && ( flOffDist > flDist ) )
|
|
{
|
|
// Adjust plane facing - triangle should be behind the plane.
|
|
vecNormal.x = -flDist;
|
|
vecNormal.y = -vecNormal.y;
|
|
vecNormal.z = -vecNormal.z;
|
|
}
|
|
else
|
|
{
|
|
vecNormal.x = flDist;
|
|
}
|
|
|
|
// Add edge plane to edge plane list.
|
|
iPlane = static_cast<unsigned short>( AddPlane( vecNormal ) );
|
|
|
|
// Created the cached edge.
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: The plane distance get stored in the normal y position since it isn't
|
|
// used.
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::Cache_EdgeCrossAxisY( const Vector &vecEdge, const Vector &vecOnEdge,
|
|
const Vector &vecOffEdge, CDispCollTri *pTri,
|
|
unsigned short &iPlane )
|
|
{
|
|
// Calculate the normal - edge x axisY = ( -edgeZ, 0.0, edgeX )
|
|
Vector vecNormal( -vecEdge.z, 0.0f, vecEdge.x );
|
|
VectorNormalize( vecNormal );
|
|
|
|
// Check for zero length normals
|
|
if( ( vecNormal.x == 0.0f ) || ( vecNormal.z == 0.0f ) )
|
|
{
|
|
iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
return false;
|
|
}
|
|
|
|
// if ( pTri->m_vecNormal.Dot( vecNormal ) )
|
|
// {
|
|
// iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
// return false;
|
|
// }
|
|
|
|
// Finish the plane definition - get distance.
|
|
float flDist = ( vecNormal.x * vecOnEdge.x ) + ( vecNormal.z * vecOnEdge.z );
|
|
|
|
// Special case the point off edge in plane
|
|
float flOffDist = ( vecNormal.x * vecOffEdge.x ) + ( vecNormal.z * vecOffEdge.z );
|
|
if ( !( FloatMakePositive( flOffDist - flDist ) < DISPCOLL_DIST_EPSILON ) && ( flOffDist > flDist ) )
|
|
{
|
|
// Adjust plane facing if necessay - triangle should be behind the plane.
|
|
vecNormal.x = -vecNormal.x;
|
|
vecNormal.y = -flDist;
|
|
vecNormal.z = -vecNormal.z;
|
|
}
|
|
else
|
|
{
|
|
vecNormal.y = flDist;
|
|
}
|
|
|
|
// Add edge plane to edge plane list.
|
|
iPlane = static_cast<unsigned short>( AddPlane( vecNormal ) );
|
|
|
|
// Created the cached edge.
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::Cache_EdgeCrossAxisZ( const Vector &vecEdge, const Vector &vecOnEdge,
|
|
const Vector &vecOffEdge, CDispCollTri *pTri,
|
|
unsigned short &iPlane )
|
|
{
|
|
// Calculate the normal - edge x axisY = ( edgeY, -edgeX, 0.0 )
|
|
Vector vecNormal( vecEdge.y, -vecEdge.x, 0.0f );
|
|
VectorNormalize( vecNormal );
|
|
|
|
// Check for zero length normals
|
|
if( ( vecNormal.x == 0.0f ) || ( vecNormal.y == 0.0f ) )
|
|
{
|
|
iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
return false;
|
|
}
|
|
|
|
// if ( pTri->m_vecNormal.Dot( vecNormal ) )
|
|
// {
|
|
// iPlane = DISPCOLL_NORMAL_UNDEF;
|
|
// return false;
|
|
// }
|
|
|
|
// Finish the plane definition - get distance.
|
|
float flDist = ( vecNormal.x * vecOnEdge.x ) + ( vecNormal.y * vecOnEdge.y );
|
|
|
|
// Special case the point off edge in plane
|
|
float flOffDist = ( vecNormal.x * vecOffEdge.x ) + ( vecNormal.y * vecOffEdge.y );
|
|
if ( !( FloatMakePositive( flOffDist - flDist ) < DISPCOLL_DIST_EPSILON ) && ( flOffDist > flDist ) )
|
|
{
|
|
// Adjust plane facing if necessay - triangle should be behind the plane.
|
|
vecNormal.x = -vecNormal.x;
|
|
vecNormal.y = -vecNormal.y;
|
|
vecNormal.z = -flDist;
|
|
}
|
|
else
|
|
{
|
|
vecNormal.z = flDist;
|
|
}
|
|
|
|
// Add edge plane to edge plane list.
|
|
iPlane = static_cast<unsigned short>( AddPlane( vecNormal ) );
|
|
|
|
// Created the cached edge.
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
template <int AXIS>
|
|
bool CDispCollTree::EdgeCrossAxis( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper )
|
|
{
|
|
if ( iPlane == DISPCOLL_NORMAL_UNDEF )
|
|
return true;
|
|
|
|
// Get the edge plane.
|
|
Vector vecNormal;
|
|
if ( ( iPlane & 0x8000 ) != 0 )
|
|
{
|
|
VectorCopy( m_aEdgePlanes[(iPlane&0x7fff)], vecNormal );
|
|
vecNormal.Negate();
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( m_aEdgePlanes[iPlane], vecNormal );
|
|
}
|
|
|
|
const int OTHER_AXIS1 = ( AXIS + 1 ) % 3;
|
|
const int OTHER_AXIS2 = ( AXIS + 2 ) % 3;
|
|
|
|
// Get the pland distance are "fix" the normal.
|
|
float flDist = vecNormal[AXIS];
|
|
vecNormal[AXIS] = 0.0f;
|
|
|
|
// Calculate the closest point on box to plane (get extents in that direction).
|
|
Vector vecExtent;
|
|
//vecExtent[AXIS] = 0.0f;
|
|
vecExtent[OTHER_AXIS1] = ( vecNormal[OTHER_AXIS1] < 0.0f ) ? ray.m_Extents[OTHER_AXIS1] : -ray.m_Extents[OTHER_AXIS1];
|
|
vecExtent[OTHER_AXIS2] = ( vecNormal[OTHER_AXIS2] < 0.0f ) ? ray.m_Extents[OTHER_AXIS2] : -ray.m_Extents[OTHER_AXIS2];
|
|
|
|
// Expand the plane by the extents of the box to reduce the swept box/triangle
|
|
// test to a ray/extruded triangle test (one of the triangles extruded planes
|
|
// was just calculated above).
|
|
Vector vecEnd;
|
|
vecEnd[AXIS] = 0;
|
|
vecEnd[OTHER_AXIS1] = ray.m_Start[OTHER_AXIS1] + ray.m_Delta[OTHER_AXIS1];
|
|
vecEnd[OTHER_AXIS2] = ray.m_Start[OTHER_AXIS2] + ray.m_Delta[OTHER_AXIS2];
|
|
|
|
float flExpandDist = flDist - ( ( vecNormal[OTHER_AXIS1] * vecExtent[OTHER_AXIS1] ) + ( vecNormal[OTHER_AXIS2] * vecExtent[OTHER_AXIS2] ) );
|
|
float flStart = ( vecNormal[OTHER_AXIS1] * ray.m_Start[OTHER_AXIS1] ) + ( vecNormal[OTHER_AXIS2] * ray.m_Start[OTHER_AXIS2] ) - flExpandDist;
|
|
float flEnd = ( vecNormal[OTHER_AXIS1] * vecEnd[OTHER_AXIS1] ) + ( vecNormal[OTHER_AXIS2] * vecEnd[OTHER_AXIS2] ) - flExpandDist;
|
|
|
|
return ResolveRayPlaneIntersect( flStart, flEnd, vecNormal, flDist, pHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CDispCollTree::EdgeCrossAxisX( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper )
|
|
{
|
|
return EdgeCrossAxis<0>( ray, iPlane, pHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CDispCollTree::EdgeCrossAxisY( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper )
|
|
{
|
|
return EdgeCrossAxis<1>( ray, iPlane, pHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CDispCollTree::EdgeCrossAxisZ( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper )
|
|
{
|
|
return EdgeCrossAxis<2>( ray, iPlane, pHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CDispCollTree::SweepAABBTriIntersect( const Ray_t &ray, const Vector &rayDir, int iTri, CDispCollTri *pTri, CBaseTrace *pTrace )
|
|
{
|
|
// Init test data.
|
|
CDispCollHelper helper;
|
|
helper.m_flEndFrac = 1.0f;
|
|
helper.m_flStartFrac = DISPCOLL_INVALID_FRAC;
|
|
|
|
// Make sure objects are traveling toward one another.
|
|
float flDistAlongNormal = pTri->m_vecNormal.Dot( ray.m_Delta );
|
|
if( flDistAlongNormal > DISPCOLL_DIST_EPSILON )
|
|
return;
|
|
|
|
// Test against the axis planes.
|
|
if ( !AxisPlanesXYZ( ray, pTri, &helper ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// There are 9 edge tests - edges 1, 2, 3 cross with the box edges (symmetry) 1, 2, 3. However, the box
|
|
// is axis-aligned resulting in axially directional edges -- thus each test is edges 1, 2, and 3 vs.
|
|
// axial planes x, y, and z
|
|
//
|
|
// There are potentially 9 more tests with edges, the edge's edges and the direction of motion!
|
|
// NOTE: I don't think these tests are necessary for a manifold surface.
|
|
//
|
|
|
|
CDispCollTriCache *pCache = &m_aTrisCache[iTri];
|
|
|
|
// Edges 1-3, interleaved - axis tests are 2d tests
|
|
if ( !EdgeCrossAxisX( ray, pCache->m_iCrossX[0], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisX( ray, pCache->m_iCrossX[1], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisX( ray, pCache->m_iCrossX[2], &helper ) ) { return; }
|
|
|
|
if ( !EdgeCrossAxisY( ray, pCache->m_iCrossY[0], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisY( ray, pCache->m_iCrossY[1], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisY( ray, pCache->m_iCrossY[2], &helper ) ) { return; }
|
|
|
|
if ( !EdgeCrossAxisZ( ray, pCache->m_iCrossZ[0], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisZ( ray, pCache->m_iCrossZ[1], &helper ) ) { return; }
|
|
if ( !EdgeCrossAxisZ( ray, pCache->m_iCrossZ[2], &helper ) ) { return; }
|
|
|
|
// Test against the triangle face plane.
|
|
if ( !FacePlane( ray, rayDir, pTri, &helper ) )
|
|
return;
|
|
|
|
if ( ( helper.m_flStartFrac < helper.m_flEndFrac ) || ( FloatMakePositive( helper.m_flStartFrac - helper.m_flEndFrac ) < 0.001f ) )
|
|
{
|
|
if ( ( helper.m_flStartFrac != DISPCOLL_INVALID_FRAC ) && ( helper.m_flStartFrac < pTrace->fraction ) )
|
|
{
|
|
// Clamp -- shouldn't really ever be here!???
|
|
if ( helper.m_flStartFrac < 0.0f )
|
|
{
|
|
helper.m_flStartFrac = 0.0f;
|
|
}
|
|
|
|
pTrace->fraction = helper.m_flStartFrac;
|
|
VectorCopy( helper.m_vecImpactNormal, pTrace->plane.normal );
|
|
pTrace->plane.dist = helper.m_flImpactDist;
|
|
pTrace->dispFlags = pTri->m_uiFlags;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: constructor
|
|
//-----------------------------------------------------------------------------
|
|
CDispCollTree::CDispCollTree()
|
|
{
|
|
m_nPower = 0;
|
|
m_nFlags = 0;
|
|
|
|
for ( int iPoint = 0; iPoint < 4; ++iPoint )
|
|
{
|
|
m_vecSurfPoints[iPoint].Init();
|
|
}
|
|
m_nContents = -1;
|
|
m_nSurfaceProps[0] = 0;
|
|
m_nSurfaceProps[1] = 0;
|
|
|
|
m_vecStabDir.Init();
|
|
m_mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
|
|
m_maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
|
|
|
|
m_iCounter = 0;
|
|
|
|
m_aVerts.Purge();
|
|
m_aTris.Purge();
|
|
m_aEdgePlanes.Purge();
|
|
#ifdef ENGINE_DLL
|
|
m_hCache = INVALID_MEMHANDLE;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: deconstructor
|
|
//-----------------------------------------------------------------------------
|
|
CDispCollTree::~CDispCollTree()
|
|
{
|
|
#ifdef ENGINE_DLL
|
|
if ( m_hCache != INVALID_MEMHANDLE )
|
|
g_DispCollTriCache.DestroyResource( m_hCache );
|
|
#endif
|
|
m_aVerts.Purge();
|
|
m_aTris.Purge();
|
|
m_aEdgePlanes.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::Create( CCoreDispInfo *pDisp )
|
|
{
|
|
// Create the AABB Tree.
|
|
return AABBTree_Create( pDisp );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispCollTree::PointInBounds( const Vector &vecBoxCenter, const Vector &vecBoxMin,
|
|
const Vector &vecBoxMax, bool bPoint )
|
|
{
|
|
// Point test inside bounds.
|
|
if( bPoint )
|
|
{
|
|
return IsPointInBox( vecBoxCenter, m_mins, m_maxs );
|
|
}
|
|
|
|
// Box test inside bounds
|
|
Vector vecExtents;
|
|
VectorSubtract( vecBoxMax, vecBoxMin, vecExtents );
|
|
vecExtents *= 0.5f;
|
|
|
|
Vector vecExpandBounds[2];
|
|
vecExpandBounds[0] = m_mins - vecExtents;
|
|
vecExpandBounds[1] = m_maxs + vecExtents;
|
|
|
|
return IsPointInBox( vecBoxCenter, vecExpandBounds[0], vecExpandBounds[1] );
|
|
}
|
|
|
|
void CDispCollTree::GetVirtualMeshList( virtualmeshlist_t *pList )
|
|
{
|
|
int i;
|
|
int triangleCount = GetTriSize();
|
|
pList->indexCount = triangleCount * 3;
|
|
pList->triangleCount = triangleCount;
|
|
pList->vertexCount = m_aVerts.Count();
|
|
pList->pVerts = m_aVerts.Base();
|
|
pList->pHull = NULL;
|
|
pList->surfacePropsIndex = GetSurfaceProps(0);
|
|
int index = 0;
|
|
for ( i = 0 ; i < triangleCount; i++ )
|
|
{
|
|
pList->indices[index+0] = m_aTris[i].GetVert(0);
|
|
pList->indices[index+1] = m_aTris[i].GetVert(1);
|
|
pList->indices[index+2] = m_aTris[i].GetVert(2);
|
|
index += 3;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef ENGINE_DLL
|
|
static int g_nTrees;
|
|
#endif
|
|
CDispCollTree *DispCollTrees_Alloc( int count )
|
|
{
|
|
CDispCollTree *pTrees = NULL;
|
|
#ifdef ENGINE_DLL
|
|
pTrees = (CDispCollTree *)Hunk_Alloc( count * sizeof(CDispCollTree), false );
|
|
g_nTrees = count;
|
|
for ( int i = 0; i < g_nTrees; i++ )
|
|
{
|
|
Construct( pTrees + i );
|
|
}
|
|
#else
|
|
pTrees = new CDispCollTree[count];
|
|
#endif
|
|
if( !pTrees )
|
|
return NULL;
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
pTrees[i].m_iCounter = i;
|
|
}
|
|
return pTrees;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void DispCollTrees_Free( CDispCollTree *pTrees )
|
|
{
|
|
#ifdef ENGINE_DLL
|
|
for ( int i = 0; i < g_nTrees; i++ )
|
|
{
|
|
Destruct( pTrees + i );
|
|
}
|
|
g_nTrees = 0;
|
|
#else
|
|
if( pTrees )
|
|
{
|
|
delete [] pTrees;
|
|
pTrees = NULL;
|
|
}
|
|
#endif
|
|
}
|