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