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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cmodel.h"
#include "dispcoll_common.h"
#include "collisionutils.h"
#include "tier1/strtools.h"
#include "tier0/vprof.h"
#include "tier1/fmtstr.h"
#include "tier1/utlhash.h"
#include "tier1/generichash.h"
#include "tier0/fasttimer.h"
#include "vphysics/virtualmesh.h"
#include "tier1/datamanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
// Cache
#ifdef ENGINE_DLL
CDataManager<CDispCollTree, CDispCollTree *, bool, CThreadFastMutex> g_DispCollTriCache( 2048*1024 ); #endif
struct DispCollPlaneIndex_t { Vector vecPlane; int index; };
class CPlaneIndexHashFuncs { public:
// cppcheck-suppress noExplicitConstructor
CPlaneIndexHashFuncs( int ) {}
// Compare
bool operator()( const DispCollPlaneIndex_t &lhs, const DispCollPlaneIndex_t &rhs ) const { return ( lhs.vecPlane == rhs.vecPlane || lhs.vecPlane == -rhs.vecPlane ); }
// Hash
unsigned int operator()( const DispCollPlaneIndex_t &item ) const { return HashItem( item.vecPlane ) ^ HashItem( -item.vecPlane ); } };
CUtlHash<DispCollPlaneIndex_t, CPlaneIndexHashFuncs, CPlaneIndexHashFuncs> g_DispCollPlaneIndexHash( 512 );
//=============================================================================
// Displacement Collision Triangle
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDispCollTri::CDispCollTri() { Init(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTri::Init( void ) { m_vecNormal.Init(); m_flDist = 0.0f; m_TriData[0].m_IndexDummy = m_TriData[1].m_IndexDummy = m_TriData[2].m_IndexDummy = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTri::CalcPlane( CDispVector<Vector> &m_aVerts ) { Vector vecEdges[2]; vecEdges[0] = m_aVerts[GetVert( 1 )] - m_aVerts[GetVert( 0 )]; vecEdges[1] = m_aVerts[GetVert( 2 )] - m_aVerts[GetVert( 0 )]; m_vecNormal = vecEdges[1].Cross( vecEdges[0] ); VectorNormalize( m_vecNormal ); m_flDist = m_vecNormal.Dot( m_aVerts[GetVert( 0 )] );
// Calculate the signbits for the plane - fast test.
m_ucSignBits = 0; m_ucPlaneType = PLANE_ANYZ; for ( int iAxis = 0; iAxis < 3 ; ++iAxis ) { if ( m_vecNormal[iAxis] < 0.0f ) { m_ucSignBits |= 1 << iAxis; }
if ( m_vecNormal[iAxis] == 1.0f ) { m_ucPlaneType = iAxis; } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void FindMin( float v1, float v2, float v3, int &iMin ) { float flMin = v1; iMin = 0; if( v2 < flMin ) { flMin = v2; iMin = 1; } if( v3 < flMin ) { flMin = v3; iMin = 2; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void FindMax( float v1, float v2, float v3, int &iMax ) { float flMax = v1; iMax = 0; if( v2 > flMax ) { flMax = v2; iMax = 1; } if( v3 > flMax ) { flMax = v3; iMax = 2; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTri::FindMinMax( CDispVector<Vector> &m_aVerts ) { int iMin, iMax; FindMin( m_aVerts[GetVert(0)].x, m_aVerts[GetVert(1)].x, m_aVerts[GetVert(2)].x, iMin ); FindMax( m_aVerts[GetVert(0)].x, m_aVerts[GetVert(1)].x, m_aVerts[GetVert(2)].x, iMax ); SetMin( 0, iMin ); SetMax( 0, iMax );
FindMin( m_aVerts[GetVert(0)].y, m_aVerts[GetVert(1)].y, m_aVerts[GetVert(2)].y, iMin ); FindMax( m_aVerts[GetVert(0)].y, m_aVerts[GetVert(1)].y, m_aVerts[GetVert(2)].y, iMax ); SetMin( 1, iMin ); SetMax( 1, iMax );
FindMin( m_aVerts[GetVert(0)].z, m_aVerts[GetVert(1)].z, m_aVerts[GetVert(2)].z, iMin ); FindMax( m_aVerts[GetVert(0)].z, m_aVerts[GetVert(1)].z, m_aVerts[GetVert(2)].z, iMax ); SetMin( 2, iMin ); SetMax( 2, iMax ); }
// SIMD Routines for intersecting with the quad tree
FORCEINLINE int IntersectRayWithFourBoxes( const FourVectors &rayStart, const FourVectors &invDelta, const FourVectors &rayExtents, const FourVectors &boxMins, const FourVectors &boxMaxs ) { // SIMD Test ray against all four boxes at once
// each node stores the bboxes of its four children
FourVectors hitMins = boxMins; hitMins -= rayStart; FourVectors hitMaxs = boxMaxs; hitMaxs -= rayStart;
// adjust for swept box by enlarging the child bounds to shrink the sweep down to a point
hitMins -= rayExtents; hitMaxs += rayExtents;
// compute the parametric distance along the ray of intersection in each dimension
hitMins *= invDelta; hitMaxs *= invDelta;
// Find the exit parametric intersection distance in each dimesion, for each box
FourVectors exitT = maximum(hitMins,hitMaxs); // Find the entry parametric intersection distance in each dimesion, for each box
FourVectors entryT = minimum(hitMins,hitMaxs);
// now find the max overall entry distance across all dimensions for each box
fltx4 minTemp = MaxSIMD(entryT.x, entryT.y); fltx4 boxEntryT = MaxSIMD(minTemp, entryT.z);
// now find the min overall exit distance across all dimensions for each box
fltx4 maxTemp = MinSIMD(exitT.x, exitT.y); fltx4 boxExitT = MinSIMD(maxTemp, exitT.z);
boxEntryT = MaxSIMD(boxEntryT,Four_Zeros); boxExitT = MinSIMD(boxExitT,Four_Ones);
// if entry<=exit for the box, we've got a hit
bi32x4 active = CmpLeSIMD(boxEntryT,boxExitT); // mask of which boxes are active
// hit at least one box?
return TestSignSIMD(active); }
// This does 4 simultaneous box intersections
// NOTE: This can be used as a 1 vs 4 test by replicating a single box into the one side
FORCEINLINE int IntersectFourBoxPairs( const FourVectors &mins0, const FourVectors &maxs0, const FourVectors &mins1, const FourVectors &maxs1 ) { // find the max mins and min maxs in each dimension
FourVectors intersectMins = maximum(mins0,mins1); FourVectors intersectMaxs = minimum(maxs0,maxs1);
// if intersectMins <= intersectMaxs then the boxes overlap in this dimension
bi32x4 overlapX = CmpLeSIMD(intersectMins.x,intersectMaxs.x); bi32x4 overlapY = CmpLeSIMD(intersectMins.y,intersectMaxs.y); bi32x4 overlapZ = CmpLeSIMD(intersectMins.z,intersectMaxs.z); // if the boxes overlap in all three dimensions, they intersect
bi32x4 tmp = AndSIMD( overlapX, overlapY ); bi32x4 active = AndSIMD( tmp, overlapZ );
// hit at least one box?
return TestSignSIMD(active); }
// This does 4 simultaneous box vs. sphere intersections
// NOTE: This can be used as a 1 vs 4 test by replicating a single sphere/box into one side
FORCEINLINE int IntersectFourBoxSpherePairs( const FourVectors ¢er, const fltx4 &radiusSq, const FourVectors &mins, const FourVectors &maxs ) { // for each dimension of each box, compute the clamped distance from the mins side to the center (must be >= 0)
FourVectors minDist = mins; minDist -= center; FourVectors dist; dist.x = MaxSIMD(Four_Zeros, minDist.x); dist.y = MaxSIMD(Four_Zeros, minDist.y); dist.z = MaxSIMD(Four_Zeros, minDist.z);
// now compute the distance from the maxs side to the center
FourVectors maxDist = center; maxDist -= maxs; // NOTE: Don't need to clamp here because we clamp against the minDist which must be >= 0, so the two clamps
// get folded together
FourVectors totalDist; totalDist.x = MaxSIMD(dist.x, maxDist.x); totalDist.y = MaxSIMD(dist.y, maxDist.y); totalDist.z = MaxSIMD(dist.z, maxDist.z); // get the total squred distance between each box & sphere center by summing the squares of each
// component/dimension
fltx4 distSq = totalDist * totalDist;
// if squared distance between each sphere center & box is less than the radiusSquared for that sphere
// we have an intersection
bi32x4 active = CmpLeSIMD(distSq,radiusSq);
// at least one intersection?
return TestSignSIMD(active); }
int FORCEINLINE CDispCollTree::BuildRayLeafList( int iNode, rayleaflist_t &list ) { list.nodeList[0] = iNode; int listIndex = 0; list.maxIndex = 0; while ( listIndex <= list.maxIndex ) { iNode = list.nodeList[listIndex]; // the rest are all leaves
if ( IsLeafNode(iNode) ) return listIndex; listIndex++; const CDispCollNode &node = m_nodes[iNode]; int mask = IntersectRayWithFourBoxes( list.rayStart, list.invDelta, list.rayExtents, node.m_mins, node.m_maxs ); if ( mask ) { int child = Nodes_GetChild( iNode, 0 ); if ( mask & 1 ) { ++list.maxIndex; list.nodeList[list.maxIndex] = child; } if ( mask & 2 ) { ++list.maxIndex; list.nodeList[list.maxIndex] = child+1; } if ( mask & 4 ) { ++list.maxIndex; list.nodeList[list.maxIndex] = child+2; } if ( mask & 8 ) { ++list.maxIndex; list.nodeList[list.maxIndex] = child+3; } Assert(list.maxIndex < MAX_AABB_LIST); } }
return listIndex; }
//-----------------------------------------------------------------------------
// Purpose: Create the AABB tree.
//-----------------------------------------------------------------------------
bool CDispCollTree::AABBTree_Create( CCoreDispInfo *pDisp ) { // Copy the flags.
m_nFlags = pDisp->GetSurface()->GetFlags();
// Copy necessary displacement data.
AABBTree_CopyDispData( pDisp ); // Setup/create the leaf nodes first so the recusion can use this data to stop.
AABBTree_CreateLeafs();
// Create the bounding box of the displacement surface + the base face.
AABBTree_CalcBounds();
// Successful.
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTree::AABBTree_CopyDispData( CCoreDispInfo *pDisp ) { // Displacement size.
m_nPower = pDisp->GetPower();
// Displacement base surface data.
CCoreDispSurface *pSurf = pDisp->GetSurface(); m_nContents = pSurf->GetContents(); pSurf->GetNormal( m_vecStabDir ); for ( int iPoint = 0; iPoint < 4; iPoint++ ) { pSurf->GetPoint( iPoint, m_vecSurfPoints[iPoint] ); }
// Allocate collision tree data.
HUNK_ALLOC_CREDIT_( "AABBTree_CopyDispData" ); m_aVerts.SetSize( GetSize() ); m_aTris.SetSize( GetTriSize() ); int numLeaves = (GetWidth()-1) * (GetHeight()-1); m_leaves.SetCount(numLeaves); int numNodes = Nodes_CalcCount( m_nPower ); numNodes -= numLeaves; m_nodes.SetCount(numNodes);
// Setup size.
m_nSize = sizeof( this ); m_nSize += sizeof( Vector ) * GetSize(); m_nSize += sizeof( CDispCollTri ) * GetTriSize(); #if OLD_DISP_AABB
m_nSize += sizeof( CDispCollAABBNode ) * Nodes_CalcCount( m_nPower ); #endif
m_nSize += sizeof(m_nodes[0]) * m_nodes.Count(); m_nSize += sizeof(m_leaves[0]) * m_leaves.Count(); m_nSize += sizeof( CDispCollTri* ) * DISPCOLL_TREETRI_SIZE;
// Copy vertex data.
for ( int iVert = 0; iVert < m_aVerts.Count(); iVert++ ) { pDisp->GetVert( iVert, m_aVerts[iVert] ); }
// Copy and setup triangle data.
unsigned short iVerts[3]; for ( int iTri = 0; iTri < m_aTris.Count(); ++iTri ) { pDisp->GetTriIndices( iTri, iVerts[0], iVerts[1], iVerts[2] ); m_aTris[iTri].SetVert( 0, iVerts[0] ); m_aTris[iTri].SetVert( 1, iVerts[1] ); m_aTris[iTri].SetVert( 2, iVerts[2] ); m_aTris[iTri].m_uiFlags = pDisp->GetTriTagValue( iTri );
// Calculate the surface props and set flags.
if ( ( pDisp->GetFlags() & DISP_INFO_FLAG_HAS_MULTIBLEND ) != 0 ) { float flTotalAlpha[3] = { 0,0,0 }; for ( int iVert = 0; iVert < 3; ++iVert ) { Vector4D vBlend; pDisp->GetMultiBlend( m_aTris[iTri].GetVert( iVert ), vBlend ); flTotalAlpha[0] += vBlend.y; flTotalAlpha[1] += vBlend.z; flTotalAlpha[2] += vBlend.w; }
if ( ( flTotalAlpha[2] > DISP_MULTIBLEND_PROP_THRESHOLD ) && ( flTotalAlpha[2] >= flTotalAlpha[1] ) && ( flTotalAlpha[2] >= flTotalAlpha[0] ) ) { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP4; } else if ( ( flTotalAlpha[1] > DISP_MULTIBLEND_PROP_THRESHOLD ) && ( flTotalAlpha[1] >= flTotalAlpha[0] ) ) { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP3; } else if ( flTotalAlpha[0] > DISP_MULTIBLEND_PROP_THRESHOLD ) { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP2; } else { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP1; } } else { float flTotalAlpha = 0.0f; for ( int iVert = 0; iVert < 3; ++iVert ) { flTotalAlpha += pDisp->GetAlpha( m_aTris[iTri].GetVert( iVert ) ); }
if ( flTotalAlpha > DISP_ALPHA_PROP_DELTA ) { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP2; } else { m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFPROP1; } }
// Add the displacement surface flag.
m_aTris[iTri].m_uiFlags |= DISPSURF_FLAG_SURFACE;
// Calculate the plane normal and the min max.
m_aTris[iTri].CalcPlane( m_aVerts ); m_aTris[iTri].FindMinMax( m_aVerts ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTree::AABBTree_CreateLeafs( void ) { int numLeaves = (GetWidth()-1) * (GetHeight()-1); m_leaves.SetCount(numLeaves); int numNodes = Nodes_CalcCount( m_nPower ); numNodes -= numLeaves; m_nodes.SetCount(numNodes);
// Get the width and height of the displacement.
int nWidth = GetWidth() - 1; int nHeight = GetHeight() - 1;
for ( int iHgt = 0; iHgt < nHeight; ++iHgt ) { for ( int iWid = 0; iWid < nWidth; ++iWid ) { int iLeaf = Nodes_GetIndexFromComponents( iWid, iHgt ); int iIndex = iHgt * nWidth + iWid; int iTri = iIndex * 2;
m_leaves[iLeaf].m_tris[0] = iTri; m_leaves[iLeaf].m_tris[1] = iTri + 1; } } }
void CDispCollTree::AABBTree_GenerateBoxes_r( int nodeIndex, Vector *pMins, Vector *pMaxs ) { // leaf
ClearBounds( *pMins, *pMaxs ); if ( nodeIndex >= m_nodes.Count() ) { int iLeaf = nodeIndex - m_nodes.Count();
for ( int iTri = 0; iTri < 2; ++iTri ) { int triIndex = m_leaves[iLeaf].m_tris[iTri]; const CDispCollTri &tri = m_aTris[triIndex]; AddPointToBounds( m_aVerts[tri.GetVert( 0 )], *pMins, *pMaxs ); AddPointToBounds( m_aVerts[tri.GetVert( 1 )], *pMins, *pMaxs ); AddPointToBounds( m_aVerts[tri.GetVert( 2 )], *pMins, *pMaxs ); } } else // node
{ Vector childMins[4], childMaxs[4]; for ( int i = 0; i < 4; i++ ) { int child = Nodes_GetChild( nodeIndex, i ); AABBTree_GenerateBoxes_r( child, &childMins[i], &childMaxs[i] ); AddPointToBounds( childMins[i], *pMins, *pMaxs ); AddPointToBounds( childMaxs[i], *pMins, *pMaxs ); } m_nodes[nodeIndex].m_mins.LoadAndSwizzle( childMins[0], childMins[1], childMins[2], childMins[3] ); m_nodes[nodeIndex].m_maxs.LoadAndSwizzle( childMaxs[0], childMaxs[1], childMaxs[2], childMaxs[3] ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDispCollTree::AABBTree_CalcBounds( void ) { // Check data.
if ( ( m_aVerts.Count() == 0 ) || ( m_nodes.Count() == 0 ) ) return;
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_FM( 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( "Disp_AABBTree_SweepAABB" ); // 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 ) { VPROF( "DispHullTest_Tris" ); 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_nSurfaceProps[2] = 0; m_nSurfaceProps[3] = 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_AllocName( count * sizeof(CDispCollTree), "DispCollTrees_Alloc", 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
}
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