mirror of
https://github.com/nillerusr/source-engine.git
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457 lines
16 KiB
C++
457 lines
16 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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#ifndef DISPCOLL_COMMON_H
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#define DISPCOLL_COMMON_H
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#pragma once
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#include "trace.h"
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#include "builddisp.h"
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#include "bitvec.h"
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#ifdef ENGINE_DLL
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#include "../engine/zone.h"
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#endif
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#ifdef ENGINE_DLL
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template<typename T>
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class CDispVector : public CUtlVector<T, CHunkMemory<T> >
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{
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};
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#else
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template<typename T>
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class CDispVector : public CUtlVector<T, CUtlMemoryAligned<T,16> >
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{
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};
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#endif
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FORWARD_DECLARE_HANDLE( memhandle_t );
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#define DISPCOLL_TREETRI_SIZE MAX_DISPTRIS
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#define DISPCOLL_DIST_EPSILON 0.03125f
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#define DISPCOLL_ROOTNODE_INDEX 0
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#define DISPCOLL_INVALID_TRI -1
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#define DISPCOLL_INVALID_FRAC -99999.9f
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#define DISPCOLL_NORMAL_UNDEF 0xffff
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extern double g_flDispCollSweepTimer;
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extern double g_flDispCollIntersectTimer;
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extern double g_flDispCollInCallTimer;
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struct RayDispOutput_t
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{
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short ndxVerts[4]; // 3 verts and a pad
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float u, v; // the u, v paramters (edgeU = v1 - v0, edgeV = v2 - v0)
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float dist; // intersection distance
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};
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// Assumptions:
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// Max patch is 17x17, therefore 9 bits needed to represent a triangle index
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//
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//=============================================================================
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// Displacement Collision Triangle
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class CDispCollTri
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{
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struct index_t
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{
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union
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{
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struct
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{
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unsigned short uiVert:9;
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unsigned short uiMin:2;
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unsigned short uiMax:2;
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} m_Index;
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unsigned short m_IndexDummy;
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};
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};
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index_t m_TriData[3];
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public:
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unsigned short m_ucSignBits:3; // Plane test.
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unsigned short m_ucPlaneType:3; // Axial test?
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unsigned short m_uiFlags:5; // Uses 5-bits - maybe look into merging it with something?
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Vector m_vecNormal; // Triangle normal (plane normal).
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float m_flDist; // Triangle plane dist.
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// Creation.
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CDispCollTri();
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void Init( void );
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void CalcPlane( CDispVector<Vector> &m_aVerts );
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void FindMinMax( CDispVector<Vector> &m_aVerts );
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// Triangle data.
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inline void SetVert( int iPos, int iVert ) { Assert( ( iPos >= 0 ) && ( iPos < 3 ) ); Assert( ( iVert >= 0 ) && ( iVert < ( 1 << 9 ) ) ); m_TriData[iPos].m_Index.uiVert = iVert; }
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inline int GetVert( int iPos ) const { Assert( ( iPos >= 0 ) && ( iPos < 3 ) ); return m_TriData[iPos].m_Index.uiVert; }
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inline void SetMin( int iAxis, int iMin ) { Assert( ( iAxis >= 0 ) && ( iAxis < 3 ) ); Assert( ( iMin >= 0 ) && ( iMin < 3 ) ); m_TriData[iAxis].m_Index.uiMin = iMin; }
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inline int GetMin( int iAxis ) const { Assert( ( iAxis >= 0 ) && ( iAxis < 3 ) ); return m_TriData[iAxis].m_Index.uiMin; }
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inline void SetMax( int iAxis, int iMax ) { Assert( ( iAxis >= 0 ) && ( iAxis < 3 ) ); Assert( ( iMax >= 0 ) && ( iMax < 3 ) ); m_TriData[iAxis].m_Index.uiMax = iMax; }
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inline int GetMax( int iAxis ) const { Assert( ( iAxis >= 0 ) && ( iAxis < 3 ) ); return m_TriData[iAxis].m_Index.uiMax; }
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};
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//=============================================================================
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// Helper
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class CDispCollHelper
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{
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public:
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float m_flStartFrac;
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float m_flEndFrac;
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Vector m_vecImpactNormal;
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float m_flImpactDist;
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};
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//=============================================================================
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// Cache
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#pragma pack(1)
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class CDispCollTriCache
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{
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public:
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unsigned short m_iCrossX[3];
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unsigned short m_iCrossY[3];
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unsigned short m_iCrossZ[3];
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};
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#pragma pack()
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#include "mathlib/ssemath.h"
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class CDispCollNode
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{
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public:
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FourVectors m_mins;
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FourVectors m_maxs;
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};
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class CDispCollLeaf
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{
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public:
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short m_tris[2];
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};
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// a power 4 displacement can have 341 nodes, pad out to 344 for 16-byte alignment
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const int MAX_DISP_AABB_NODES = 341;
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const int MAX_AABB_LIST = 344;
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struct rayleaflist_t
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{
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FourVectors rayStart;
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FourVectors rayExtents;
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FourVectors invDelta;
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int nodeList[MAX_AABB_LIST];
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int maxIndex;
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};
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//=============================================================================
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//
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// Displacement Collision Tree Data
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//
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class CDispCollTree
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{
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public:
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// Creation/Destruction.
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CDispCollTree();
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~CDispCollTree();
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virtual bool Create( CCoreDispInfo *pDisp );
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// Raycasts.
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// NOTE: These assume you've precalculated invDelta as well as culled to the bounds of this disp
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bool AABBTree_Ray( const Ray_t &ray, const Vector &invDelta, CBaseTrace *pTrace, bool bSide = true );
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bool AABBTree_Ray( const Ray_t &ray, const Vector &invDelta, RayDispOutput_t &output );
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// NOTE: Lower perf helper function, should not be used in the game runtime
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bool AABBTree_Ray( const Ray_t &ray, RayDispOutput_t &output );
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// Hull Sweeps.
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// NOTE: These assume you've precalculated invDelta as well as culled to the bounds of this disp
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bool AABBTree_SweepAABB( const Ray_t &ray, const Vector &invDelta, CBaseTrace *pTrace );
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// Hull Intersection.
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bool AABBTree_IntersectAABB( const Vector &absMins, const Vector &absMaxs );
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// Point/Box vs. Bounds.
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bool PointInBounds( Vector const &vecBoxCenter, Vector const &vecBoxMin, Vector const &vecBoxMax, bool bPoint );
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// Utility.
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inline void SetPower( int power ) { m_nPower = power; }
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inline int GetPower( void ) { return m_nPower; }
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inline int GetFlags( void ) { return m_nFlags; }
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inline void SetFlags( int nFlags ) { m_nFlags = nFlags; }
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inline bool CheckFlags( int nFlags ) { return ( ( nFlags & GetFlags() ) != 0 ) ? true : false; }
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inline int GetWidth( void ) { return ( ( 1 << m_nPower ) + 1 ); }
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inline int GetHeight( void ) { return ( ( 1 << m_nPower ) + 1 ); }
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inline int GetSize( void ) { return ( ( 1 << m_nPower ) + 1 ) * ( ( 1 << m_nPower ) + 1 ); }
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inline int GetTriSize( void ) { return ( ( 1 << m_nPower ) * ( 1 << m_nPower ) * 2 ); }
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// inline void SetTriFlags( short iTri, unsigned short nFlags ) { m_aTris[iTri].m_uiFlags = nFlags; }
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inline void GetStabDirection( Vector &vecDir ) { vecDir = m_vecStabDir; }
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inline void GetBounds( Vector &vecBoxMin, Vector &vecBoxMax ) { vecBoxMin = m_mins; vecBoxMax = m_maxs; }
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inline int GetContents( void ) { return m_nContents; }
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inline void SetSurfaceProps( int iProp, short nSurfProp ) { Assert( ( iProp >= 0 ) && ( iProp < 2 ) ); m_nSurfaceProps[iProp] = nSurfProp; }
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inline short GetSurfaceProps( int iProp ) { return m_nSurfaceProps[iProp]; }
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inline unsigned int GetMemorySize( void ) { return m_nSize; }
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inline unsigned int GetCacheMemorySize( void ) { return ( m_aTrisCache.Count() * sizeof(CDispCollTriCache) + m_aEdgePlanes.Count() * sizeof(Vector) ); }
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inline bool IsCached( void ) { return m_aTrisCache.Count() == m_aTris.Count(); }
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void GetVirtualMeshList( struct virtualmeshlist_t *pList );
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int AABBTree_GetTrisInSphere( const Vector ¢er, float radius, unsigned short *pIndexOut, int indexMax );
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public:
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inline int Nodes_GetChild( int iNode, int nDirection );
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inline int Nodes_CalcCount( int nPower );
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inline int Nodes_GetParent( int iNode );
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inline int Nodes_GetLevel( int iNode );
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inline int Nodes_GetIndexFromComponents( int x, int y );
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void LockCache();
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void UnlockCache();
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void Cache( void );
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void Uncache() { m_aTrisCache.Purge(); m_aEdgePlanes.Purge(); }
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#ifdef ENGINE_DLL
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// Data manager methods
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static size_t EstimatedSize( CDispCollTree *pTree )
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{
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return pTree->GetCacheMemorySize();
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}
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static CDispCollTree *CreateResource( CDispCollTree *pTree )
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{
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// Created ahead of time
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return pTree;
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}
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bool GetData()
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{
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return IsCached();
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}
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size_t Size()
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{
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return GetCacheMemorySize();
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}
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void DestroyResource()
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{
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Uncache();
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m_hCache = NULL;
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}
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#endif
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protected:
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bool AABBTree_Create( CCoreDispInfo *pDisp );
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void AABBTree_CopyDispData( CCoreDispInfo *pDisp );
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void AABBTree_CreateLeafs( void );
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void AABBTree_GenerateBoxes_r( int nodeIndex, Vector *pMins, Vector *pMaxs );
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void AABBTree_CalcBounds( void );
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int AABBTree_BuildTreeTrisInSphere_r( const Vector ¢er, float radius, int iNode, unsigned short *pIndexOut, unsigned short indexMax );
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void AABBTree_TreeTrisRayTest( const Ray_t &ray, const Vector &vecInvDelta, int iNode, CBaseTrace *pTrace, bool bSide, CDispCollTri **pImpactTri );
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void AABBTree_TreeTrisRayBarycentricTest( const Ray_t &ray, const Vector &vecInvDelta, int iNode, RayDispOutput_t &output, CDispCollTri **pImpactTri );
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int FORCEINLINE BuildRayLeafList( int iNode, rayleaflist_t &list );
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struct AABBTree_TreeTrisSweepTest_Args_t
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{
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AABBTree_TreeTrisSweepTest_Args_t( const Ray_t &ray, const Vector &vecInvDelta, const Vector &rayDir, CBaseTrace *pTrace )
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: ray( ray ), vecInvDelta( vecInvDelta ), rayDir( rayDir ), pTrace( pTrace ) {}
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const Ray_t &ray;
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const Vector &vecInvDelta;
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const Vector &rayDir;
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CBaseTrace *pTrace;
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};
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protected:
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void SweepAABBTriIntersect( const Ray_t &ray, const Vector &rayDir, int iTri, CDispCollTri *pTri, CBaseTrace *pTrace );
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void Cache_Create( CDispCollTri *pTri, int iTri ); // Testing!
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bool Cache_EdgeCrossAxisX( const Vector &vecEdge, const Vector &vecOnEdge, const Vector &vecOffEdge, CDispCollTri *pTri, unsigned short &iPlane );
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bool Cache_EdgeCrossAxisY( const Vector &vecEdge, const Vector &vecOnEdge, const Vector &vecOffEdge, CDispCollTri *pTri, unsigned short &iPlane );
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bool Cache_EdgeCrossAxisZ( const Vector &vecEdge, const Vector &vecOnEdge, const Vector &vecOffEdge, CDispCollTri *pTri, unsigned short &iPlane );
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inline bool FacePlane( const Ray_t &ray, const Vector &rayDir, CDispCollTri *pTri, CDispCollHelper *pHelper );
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bool FORCEINLINE AxisPlanesXYZ( const Ray_t &ray, CDispCollTri *pTri, CDispCollHelper *pHelper );
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inline bool EdgeCrossAxisX( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper );
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inline bool EdgeCrossAxisY( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper );
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inline bool EdgeCrossAxisZ( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper );
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bool ResolveRayPlaneIntersect( float flStart, float flEnd, const Vector &vecNormal, float flDist, CDispCollHelper *pHelper );
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template <int AXIS> bool FORCEINLINE TestOneAxisPlaneMin( const Ray_t &ray, CDispCollTri *pTri );
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template <int AXIS> bool FORCEINLINE TestOneAxisPlaneMax( const Ray_t &ray, CDispCollTri *pTri );
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template <int AXIS> bool EdgeCrossAxis( const Ray_t &ray, unsigned short iPlane, CDispCollHelper *pHelper );
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// Utility
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inline void CalcClosestBoxPoint( const Vector &vecPlaneNormal, const Vector &vecBoxStart, const Vector &vecBoxExtents, Vector &vecBoxPoint );
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inline void CalcClosestExtents( const Vector &vecPlaneNormal, const Vector &vecBoxExtents, Vector &vecBoxPoint );
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int AddPlane( const Vector &vecNormal );
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bool FORCEINLINE IsLeafNode(int iNode);
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public:
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Vector m_mins; // Bounding box of the displacement surface and base face
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int m_iCounter;
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Vector m_maxs; // Bounding box of the displacement surface and base face
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protected:
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int m_nContents; // The displacement surface "contents" (solid, etc...)
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#ifdef ENGINE_DLL
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memhandle_t m_hCache;
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#endif
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int m_nPower; // Size of the displacement ( 2^power + 1 )
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int m_nFlags;
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Vector m_vecSurfPoints[4]; // Base surface points.
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// Collision data.
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Vector m_vecStabDir; // Direction to stab for this displacement surface (is the base face normal)
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short m_nSurfaceProps[2]; // Surface properties (save off from texdata for impact responses)
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protected:
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CDispVector<Vector> m_aVerts; // Displacement verts.
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CDispVector<CDispCollTri> m_aTris; // Displacement triangles.
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CDispVector<CDispCollNode> m_nodes; // Nodes.
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CDispVector<CDispCollLeaf> m_leaves; // Leaves.
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// Cache
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CUtlVector<CDispCollTriCache> m_aTrisCache;
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CUtlVector<Vector> m_aEdgePlanes;
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CDispCollHelper m_Helper;
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unsigned int m_nSize;
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};
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FORCEINLINE bool CDispCollTree::IsLeafNode(int iNode)
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{
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return iNode >= m_nodes.Count() ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: get the child node index given the current node index and direction
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// of the child (1 of 4)
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// Input: iNode - current node index
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// nDirection - direction of the child ( [0...3] - SW, SE, NW, NE )
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// Output: int - the index of the child node
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//-----------------------------------------------------------------------------
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inline int CDispCollTree::Nodes_GetChild( int iNode, int nDirection )
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{
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// node range [0...m_NodeCount)
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Assert( iNode >= 0 );
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Assert( iNode < m_nodes.Count() );
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// ( node index * 4 ) + ( direction + 1 )
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return ( ( iNode << 2 ) + ( nDirection + 1 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline int CDispCollTree::Nodes_CalcCount( int nPower )
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{
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Assert( nPower >= 1 );
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Assert( nPower <= 4 );
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return ( ( 1 << ( ( nPower + 1 ) << 1 ) ) / 3 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: get the parent node index given the current node
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// Input: iNode - current node index
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// Output: int - the index of the parent node
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//-----------------------------------------------------------------------------
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inline int CDispCollTree::Nodes_GetParent( int iNode )
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{
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// node range [0...m_NodeCount)
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Assert( iNode >= 0 );
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Assert( iNode < m_nodes.Count() );
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// ( node index - 1 ) / 4
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return ( ( iNode - 1 ) >> 2 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// TODO: should make this a function - not a hardcoded set of statements!!!
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//-----------------------------------------------------------------------------
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inline int CDispCollTree::Nodes_GetLevel( int iNode )
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{
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// node range [0...m_NodeCount)
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Assert( iNode >= 0 );
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Assert( iNode < m_nodes.Count() );
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// level = 2^n + 1
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if ( iNode == 0 ) { return 1; }
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if ( iNode < 5 ) { return 2; }
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if ( iNode < 21 ) { return 3; }
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if ( iNode < 85 ) { return 4; }
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if ( iNode < 341 ) { return 5; }
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline int CDispCollTree::Nodes_GetIndexFromComponents( int x, int y )
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{
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int nIndex = 0;
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// Interleave bits from the x and y values to create the index
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int iShift;
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for( iShift = 0; x != 0; iShift += 2, x >>= 1 )
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{
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nIndex |= ( x & 1 ) << iShift;
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}
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for( iShift = 1; y != 0; iShift += 2, y >>= 1 )
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{
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nIndex |= ( y & 1 ) << iShift;
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}
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return nIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline void CDispCollTree::CalcClosestBoxPoint( const Vector &vecPlaneNormal, const Vector &vecBoxStart,
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const Vector &vecBoxExtents, Vector &vecBoxPoint )
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{
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vecBoxPoint = vecBoxStart;
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( vecPlaneNormal[0] < 0.0f ) ? vecBoxPoint[0] += vecBoxExtents[0] : vecBoxPoint[0] -= vecBoxExtents[0];
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( vecPlaneNormal[1] < 0.0f ) ? vecBoxPoint[1] += vecBoxExtents[1] : vecBoxPoint[1] -= vecBoxExtents[1];
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( vecPlaneNormal[2] < 0.0f ) ? vecBoxPoint[2] += vecBoxExtents[2] : vecBoxPoint[2] -= vecBoxExtents[2];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline void CDispCollTree::CalcClosestExtents( const Vector &vecPlaneNormal, const Vector &vecBoxExtents,
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Vector &vecBoxPoint )
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{
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( vecPlaneNormal[0] < 0.0f ) ? vecBoxPoint[0] = vecBoxExtents[0] : vecBoxPoint[0] = -vecBoxExtents[0];
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( vecPlaneNormal[1] < 0.0f ) ? vecBoxPoint[1] = vecBoxExtents[1] : vecBoxPoint[1] = -vecBoxExtents[1];
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( vecPlaneNormal[2] < 0.0f ) ? vecBoxPoint[2] = vecBoxExtents[2] : vecBoxPoint[2] = -vecBoxExtents[2];
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}
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//=============================================================================
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// Global Helper Functions
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CDispCollTree *DispCollTrees_Alloc( int count );
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void DispCollTrees_Free( CDispCollTree *pTrees );
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#endif // DISPCOLL_COMMON_H
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