Counter Strike : Global Offensive Source Code
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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 &center, 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 );