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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <float.h>
#include "cmodel_engine.h"
#include "dispcoll_common.h"
#include "cmodel_private.h"
#include "builddisp.h"
#include "collisionutils.h"
#include "vstdlib/random.h"
#include "tier0/fasttimer.h"
#include "vphysics_interface.h"
#include "vphysics/virtualmesh.h"
#include "zone.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int g_DispCollTreeCount = 0; CDispCollTree *g_pDispCollTrees = NULL; alignedbbox_t *g_pDispBounds = NULL; class CVirtualTerrain;
//csurface_t dispSurf = { "terrain", 0, 0 };
void CM_PreStab( TraceInfo_t *pTraceInfo, const unsigned short *pDispList, int dispListCount, Vector &vStabDir, int collisionMask, int &contents ); void CM_Stab( TraceInfo_t *pTraceInfo, const Vector &start, const Vector &vStabDir, int contents ); void CM_PostStab( TraceInfo_t *pTraceInfo );
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void SetDispTraceSurfaceProps( trace_t *pTrace, CDispCollTree *pDisp ) { // use the default surface properties
pTrace->surface.name = "**displacement**"; pTrace->surface.flags = pDisp->GetTexinfoFlags(); if ( pTrace->IsDispSurfaceProp4() ) { pTrace->surface.surfaceProps = pDisp->GetSurfaceProps( 3 ); } else if ( pTrace->IsDispSurfaceProp3() ) { pTrace->surface.surfaceProps = pDisp->GetSurfaceProps( 2 ); } else if ( pTrace->IsDispSurfaceProp2() ) { pTrace->surface.surfaceProps = pDisp->GetSurfaceProps( 1 ); } else { pTrace->surface.surfaceProps = pDisp->GetSurfaceProps( 0 ); } }
class CDispLeafBuilder { public: CDispLeafBuilder( CCollisionBSPData *pBSPData ) { m_pBSPData = pBSPData; // don't want this to resize much, so make the backing buffer large
m_dispList.EnsureCapacity( MAX_MAP_DISPINFO * 2 );
// size both of these to the size of the array since there is exactly one per element
m_leafCount.SetCount( g_DispCollTreeCount ); m_firstIndex.SetCount( g_DispCollTreeCount ); for ( int i = 0; i < g_DispCollTreeCount; i++ ) { m_leafCount[i] = 0; m_firstIndex[i] = -1; } }
void BuildLeafListForDisplacement( int index ) { // get tree and see if it is real (power != 0)
CDispCollTree *pDispTree = &g_pDispCollTrees[index]; if( !pDispTree || ( pDispTree->GetPower() == 0 ) ) return; m_firstIndex[index] = m_dispList.Count(); m_leafCount[index] = 0; const int MAX_NODES = 1024; int nodeList[MAX_NODES]; int listRead = 0; int listWrite = 1; nodeList[0] = m_pBSPData->map_cmodels[0].headnode; Vector mins, maxs; pDispTree->GetBounds( mins, maxs );
// UNDONE: The rendering code did this, do we need it?
// mins -= Vector( 0.5, 0.5, 0.5 );
// maxs += Vector( 0.5, 0.5, 0.5 );
while( listRead != listWrite ) { int nodeIndex = nodeList[listRead]; listRead = (listRead+1)%MAX_NODES;
// if this is a leaf, add it to the array
if( nodeIndex < 0 ) { int leafIndex = -1 - nodeIndex; m_dispList.AddToTail(leafIndex); m_leafCount[index]++; } else { //
// choose side(s) to traverse
//
cnode_t *pNode = &m_pBSPData->map_rootnode[nodeIndex]; cplane_t *pPlane = pNode->plane;
int sideResult = BOX_ON_PLANE_SIDE( mins, maxs, pPlane );
// front side
if( sideResult & 1 ) { nodeList[listWrite] = pNode->children[0]; listWrite = (listWrite+1)%MAX_NODES; Assert(listWrite != listRead); } // back side
if( sideResult & 2 ) { nodeList[listWrite] = pNode->children[1]; listWrite = (listWrite+1)%MAX_NODES; Assert(listWrite != listRead); } } } } int GetDispListCount() { return m_dispList.Count(); } void WriteLeafList( unsigned short *pLeafList ) { // clear current count if any
for ( int i = 0; i < m_pBSPData->numleafs; i++ ) { cleaf_t *pLeaf = &m_pBSPData->map_leafs[i]; pLeaf->dispCount = 0; } // compute new count per leaf
for ( int i = 0; i < m_dispList.Count(); i++ ) { int leafIndex = m_dispList[i]; cleaf_t *pLeaf = &m_pBSPData->map_leafs[leafIndex]; pLeaf->dispCount++; } // point each leaf at the start of it's output range in the output array
unsigned short firstDispIndex = 0; for ( int i = 0; i < m_pBSPData->numleafs; i++ ) { cleaf_t *pLeaf = &m_pBSPData->map_leafs[i]; pLeaf->dispListStart = firstDispIndex; firstDispIndex += pLeaf->dispCount; pLeaf->dispCount = 0; } // now iterate the references in disp order adding to each leaf's (now compact) list
// for each displacement with leaves
for ( int i = 0; i < m_leafCount.Count(); i++ ) { // for each leaf in this disp's list
int count = m_leafCount[i]; for ( int j = 0; j < count; j++ ) { int listIndex = m_firstIndex[i] + j; // index to per-disp list
int leafIndex = m_dispList[listIndex]; // this reference is for one leaf
cleaf_t *pLeaf = &m_pBSPData->map_leafs[leafIndex]; int outListIndex = pLeaf->dispListStart + pLeaf->dispCount; // output position for this leaf
pLeafList[outListIndex] = i; // write the reference there
Assert(outListIndex < GetDispListCount()); pLeaf->dispCount++; // move this leaf's output pointer
} } }
private: CCollisionBSPData *m_pBSPData; // this is a list of all of the leaf indices for each displacement
CUtlVector<unsigned short> m_dispList; // this is the first entry into dispList for each displacement
CUtlVector<int> m_firstIndex; // this is the # of leaf entries for each displacement
CUtlVector<unsigned short> m_leafCount; };
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CM_DispTreeLeafnum( CCollisionBSPData *pBSPData ) { // check to see if there are any displacement trees to push down the bsp tree??
if( g_DispCollTreeCount == 0 ) return;
for ( int i = 0; i < pBSPData->numleafs; i++ ) { pBSPData->map_leafs[i].dispCount = 0; } //
// get the number of displacements per leaf
//
CDispLeafBuilder leafBuilder( pBSPData );
for ( int i = 0; i < g_DispCollTreeCount; i++ ) { leafBuilder.BuildLeafListForDisplacement( i ); } int count = leafBuilder.GetDispListCount(); pBSPData->map_dispList.Attach( count, (unsigned short*)Hunk_AllocName( sizeof(unsigned short) * count, "CM_DispTreeLeafnum", false ) ); pBSPData->numdisplist = count; leafBuilder.WriteLeafList( pBSPData->map_dispList.Base() ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void DispCollTrees_FreeLeafList( CCollisionBSPData *pBSPData ) { if ( pBSPData->map_dispList.Base() ) { pBSPData->map_dispList.Detach(); pBSPData->numdisplist = 0; } }
// Virtual collision models for terrain
class CVirtualTerrain : public IVirtualMeshEvent { public: CVirtualTerrain() { m_pDispHullData = NULL; } // Fill out the meshlist for this terrain patch
virtual void GetVirtualMesh( void *userData, virtualmeshlist_t *pList ) { int index = size_cast< int >( (intp) userData ); Assert(index >= 0 && index < g_DispCollTreeCount ); g_pDispCollTrees[index].GetVirtualMeshList( pList ); pList->pHull = NULL; if ( m_pDispHullData ) { if ( m_dispHullOffset[index] >= 0 ) { pList->pHull = m_pDispHullData + m_dispHullOffset[index]; } } } // returns the bounds for the terrain patch
virtual void GetWorldspaceBounds( void *userData, Vector *pMins, Vector *pMaxs ) { int index = size_cast< int >( (intp) userData ); *pMins = g_pDispBounds[index].mins; *pMaxs = g_pDispBounds[index].maxs; } // Query against the AABB tree to find the list of triangles for this patch in a sphere
virtual void GetTrianglesInSphere( void *userData, const Vector ¢er, float radius, virtualmeshtrianglelist_t *pList ) { int index = size_cast< int > ( (intp) userData ); pList->triangleCount = g_pDispCollTrees[index].AABBTree_GetTrisInSphere( center, radius, pList->triangleIndices, ARRAYSIZE(pList->triangleIndices) ); } void LevelInit( dphysdisp_t *pLump, int lumpSize ) { if ( !pLump ) { m_pDispHullData = NULL; return; } int totalHullData = 0; m_dispHullOffset.SetCount(g_DispCollTreeCount); Assert(pLump->numDisplacements==g_DispCollTreeCount); // count the size of the lump
unsigned short *pDataSize = (unsigned short *)(pLump+1); for ( int i = 0; i < pLump->numDisplacements; i++ ) { if ( pDataSize[i] == (unsigned short)-1 ) { m_dispHullOffset[i] = -1; continue; } m_dispHullOffset[i] = totalHullData; totalHullData += pDataSize[i]; } m_pDispHullData = new byte[totalHullData]; byte *pData = (byte *)(pDataSize + pLump->numDisplacements); memcpy( m_pDispHullData, pData, totalHullData ); #if _DEBUG
int offset = pData - ((byte *)pLump); Assert( offset + totalHullData == lumpSize ); #endif
} void LevelShutdown() { m_dispHullOffset.Purge(); delete[] m_pDispHullData; m_pDispHullData = NULL; }
private: byte *m_pDispHullData; CUtlVector<int> m_dispHullOffset; };
// Singleton to implement the callbacks
static CVirtualTerrain g_VirtualTerrain; // List of terrain collision models for the currently loaded level, indexed by terrain patch index
static CUtlVector<CPhysCollide *> g_TerrainList;
// Find or create virtual terrain collision model. Note that these will be shared by client & server
CPhysCollide *CM_PhysCollideForDisp( int index ) { if ( index < 0 || index >= g_DispCollTreeCount ) return NULL;
return g_TerrainList[index]; }
int CM_SurfacepropsForDisp( int index ) { return g_pDispCollTrees[index].GetSurfaceProps(0); }
void CM_CreateDispPhysCollide( dphysdisp_t *pDispLump, int dispLumpSize ) { g_VirtualTerrain.LevelInit(pDispLump, dispLumpSize); g_TerrainList.SetCount( g_DispCollTreeCount ); for ( int i = 0; i < g_DispCollTreeCount; i++ ) { // Don't create a physics collision model for displacements that have been tagged as such.
CDispCollTree *pDispTree = &g_pDispCollTrees[i]; if ( pDispTree && pDispTree->CheckFlags( CCoreDispInfo::SURF_NOPHYSICS_COLL ) ) { g_TerrainList[i] = NULL; continue; } virtualmeshparams_t params; params.pMeshEventHandler = &g_VirtualTerrain; params.userData = (void *) (intp ) i; params.buildOuterHull = dispLumpSize > 0 ? false : true;
g_TerrainList[i] = physcollision->CreateVirtualMesh( params ); } }
// End of level, free the collision models
void CM_DestroyDispPhysCollide() { g_VirtualTerrain.LevelShutdown(); for ( int i = g_TerrainList.Count()-1; i>=0; --i ) { physcollision->DestroyCollide( g_TerrainList[i] ); } g_TerrainList.Purge(); }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
void CM_TestInDispTree( TraceInfo_t *pTraceInfo, const unsigned short *pDispList, int dispListCount, const Vector &traceStart, const Vector &boxMin, const Vector &boxMax, int collisionMask, trace_t *pTrace ) { bool bIsBox = ( ( boxMin.x != 0.0f ) || ( boxMin.y != 0.0f ) || ( boxMin.z != 0.0f ) || ( boxMax.x != 0.0f ) || ( boxMax.y != 0.0f ) || ( boxMax.z != 0.0f ) );
// box test
if( bIsBox ) { // Box/Tree intersection test.
Vector absMins = traceStart + boxMin; Vector absMaxs = traceStart + boxMax;
// Test box against all displacements in the leaf.
TraceCounter_t *pCounters = pTraceInfo->GetDispCounters(); int count = pTraceInfo->GetCount(); for( int i = 0; i < dispListCount; i++ ) { int dispIndex = pDispList[i]; alignedbbox_t * RESTRICT pDispBounds = &g_pDispBounds[dispIndex];
// Respect trace contents
if( !(pDispBounds->GetContents() & collisionMask) ) continue;
if ( !pTraceInfo->Visit( pDispBounds->GetCounter(), count, pCounters ) ) continue;
if ( IsBoxIntersectingBox( absMins, absMaxs, pDispBounds->mins, pDispBounds->maxs ) ) { CDispCollTree *pDispTree = &g_pDispCollTrees[dispIndex]; if( pDispTree->AABBTree_IntersectAABB( absMins, absMaxs ) ) { pTrace->startsolid = true; pTrace->allsolid = true; pTrace->fraction = 0.0f; pTrace->fractionleftsolid = 0.0f; pTrace->contents = pDispTree->GetContents(); return; } } } }
//
// need to stab if is was a point test or the box test yeilded no intersection
//
Vector stabDir; int contents; CM_PreStab( pTraceInfo, pDispList, dispListCount, stabDir, collisionMask, contents ); CM_Stab( pTraceInfo, traceStart, stabDir, contents ); CM_PostStab( pTraceInfo ); }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
void CM_PreStab( TraceInfo_t *pTraceInfo, const unsigned short *pDispList, int dispListCount, Vector &vStabDir, int collisionMask, int &contents ) { if( !dispListCount ) return;
// if the point wasn't in the bounded area of any of the displacements -- stab in any
// direction and set contents to "solid"
int dispIndex = pDispList[0]; CDispCollTree *pDispTree = &g_pDispCollTrees[dispIndex]; pDispTree->GetStabDirection( vStabDir ); contents = CONTENTS_SOLID;
//
// if the point is inside a displacement's (in the leaf) bounded area
// then get the direction to stab from it
//
for( int i = 0; i < dispListCount; i++ ) { int dispIndex = pDispList[i]; pDispTree = &g_pDispCollTrees[dispIndex];
// Respect trace contents
if( !(pDispTree->GetContents() & collisionMask) ) continue;
if( pDispTree->PointInBounds( pTraceInfo->m_start, pTraceInfo->m_mins, pTraceInfo->m_maxs, pTraceInfo->m_ispoint ) ) { pDispTree->GetStabDirection( vStabDir ); contents = pDispTree->GetContents(); return; } } }
static Vector InvDelta(const Vector &delta) { Vector vecInvDelta; for ( int iAxis = 0; iAxis < 3; ++iAxis ) { if ( delta[iAxis] != 0.0f ) { vecInvDelta[iAxis] = 1.0f / delta[iAxis]; } else { vecInvDelta[iAxis] = FLT_MAX; } } return vecInvDelta; }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
void CM_Stab( TraceInfo_t *pTraceInfo, const Vector &start, const Vector &vStabDir, int contents ) { //
// initialize the displacement trace parameters
//
pTraceInfo->m_trace.fraction = 1.0f; pTraceInfo->m_trace.fractionleftsolid = 0.0f; pTraceInfo->m_trace.surface = pTraceInfo->m_pBSPData->nullsurface;
pTraceInfo->m_trace.startsolid = false; pTraceInfo->m_trace.allsolid = false;
pTraceInfo->m_bDispHit = false; pTraceInfo->m_DispStabDir = vStabDir;
Vector end = pTraceInfo->m_end;
pTraceInfo->m_start = start; pTraceInfo->m_end = start + ( vStabDir * /* world extents * 2*/99999.9f ); pTraceInfo->m_delta = pTraceInfo->m_end - pTraceInfo->m_start; pTraceInfo->m_invDelta = InvDelta(pTraceInfo->m_delta);
// increment the checkcount -- so we can retest objects that may have been tested
// previous to the stab
PushTraceVisits( pTraceInfo );
// increment the stab count -- statistics
#ifdef COUNT_COLLISIONS
g_CollisionCounts.m_Stabs++; #endif
// stab
CM_RecursiveHullCheck( pTraceInfo, 0 /*root*/, 0.0f, 1.0f );
PopTraceVisits( pTraceInfo );
pTraceInfo->m_end = end; }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
void CM_PostStab( TraceInfo_t *pTraceInfo ) { //
// only need to resolve things that impacted against a displacement surface,
// this is partially resolved in the post trace phase -- so just use that
// data to determine
//
if( pTraceInfo->m_bDispHit && pTraceInfo->m_trace.startsolid ) { pTraceInfo->m_trace.allsolid = true; pTraceInfo->m_trace.fraction = 0.0f; pTraceInfo->m_trace.fractionleftsolid = 0.0f; } else { pTraceInfo->m_trace.startsolid = false; pTraceInfo->m_trace.allsolid = false; pTraceInfo->m_trace.contents = 0; pTraceInfo->m_trace.fraction = 1.0f; pTraceInfo->m_trace.fractionleftsolid = 0.0f; } }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
void CM_PostTraceToDispTree( TraceInfo_t *pTraceInfo ) { // only resolve things that impacted against a displacement surface
if( !pTraceInfo->m_bDispHit ) return;
//
// determine whether or not we are in solid
//
if( DotProduct( pTraceInfo->m_trace.plane.normal, pTraceInfo->m_delta ) > 0.0f ) { pTraceInfo->m_trace.startsolid = true; pTraceInfo->m_trace.allsolid = true; } }
//-----------------------------------------------------------------------------
// New Collision!
//-----------------------------------------------------------------------------
template <bool IS_POINT> void FASTCALL CM_TraceToDispTree( TraceInfo_t *pTraceInfo, CDispCollTree *pDispTree, float startFrac, float endFrac ) { Ray_t ray; ray.m_Start = pTraceInfo->m_start; ray.m_Delta = pTraceInfo->m_delta; ray.m_IsSwept = true;
trace_t *pTrace = &pTraceInfo->m_trace;
// ray cast
if( IS_POINT ) { ray.m_Extents.Init(); ray.m_IsRay = true;
if( pDispTree->AABBTree_Ray( ray, pTraceInfo->m_invDelta, pTrace ) ) { pTraceInfo->m_bDispHit = true; pTrace->contents = pDispTree->GetContents(); SetDispTraceSurfaceProps( pTrace, pDispTree ); } } // box sweep
else { ray.m_Extents = pTraceInfo->m_extents; ray.m_IsRay = false; if( pDispTree->AABBTree_SweepAABB( ray, pTraceInfo->m_invDelta, pTrace ) ) { pTraceInfo->m_bDispHit = true; pTrace->contents = pDispTree->GetContents(); SetDispTraceSurfaceProps( pTrace, pDispTree ); } }
// CM_TraceToDispTreeTest( pDispTree, traceStart, traceEnd, boxMin, boxMax, startFrac, endFrac, pTrace, bRayCast );
}
template void FASTCALL CM_TraceToDispTree<true>( TraceInfo_t *pTraceInfo, CDispCollTree *pDispTree, float startFrac, float endFrac );
template void FASTCALL CM_TraceToDispTree<false>( TraceInfo_t *pTraceInfo, CDispCollTree *pDispTree, float startFrac, float endFrac );
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