Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DISPCOLL_H
#define DISPCOLL_H
#pragma once
#include "mathlib/vector.h"
class CCoreDispInfo;
//=============================================================================
//
// Displacement Collision Triangle Data
//
class CDispCollTri
{
public:
void Init( void );
inline void SetPoint( int index, Vector const& vert );
inline void SetPointNormal( int index, Vector const& normal );
void CalcPlane( void );
inline void SetIntersect( bool bIntersect );
inline bool IsIntersect( void );
Vector m_Points[3]; // polygon points
Vector m_PointNormals[3]; // polygon point normals
Vector m_Normal; // plane normal
float m_Distance; // plane distance
short m_ProjAxes[2]; // projection axes (2 minor axes)
bool m_bIntersect; // intersected triangle???
};
//=============================================================================
//
// Displacement Collision Node Data
//
class CDispCollNode
{
public:
CDispCollNode();
inline bool IsLeaf( void );
inline void SetBounds( Vector const &bMin, Vector const &bMax );
inline void GetBounds( Vector &bMin, Vector &bMax );
Vector m_Bounds[2]; // node minimum and maximum
bool m_bIsLeaf; // is the node a leaf? ( may have to make this an int for alignment!)
CDispCollTri m_Tris[2]; // two triangles contained in leaf node
};
//=============================================================================
//
// Displacement Collision Data
//
class CDispCollData
{
public:
Vector m_StartPos;
Vector m_EndPos;
Vector m_Extents;
float m_Fraction;
int m_Contents;
Vector m_Normal;
float m_Distance;
bool m_bOcclude;
};
// HACKHACK: JAY: Moved this out of CDispCollTree to be thread safe in vrad
enum { TRILIST_CACHE_SIZE = 128 };
class CDispCollTreeTempData
{
public:
//
// temps
//
int m_TriListCount;
CDispCollTri *m_ppTriList[TRILIST_CACHE_SIZE];
// collision tree node cache
float m_AABBDistances[6];
};
//=============================================================================
//
// Displacement Collision Tree
//
class CDispCollTree
{
public:
static const float COLLISION_EPSILON;
static const float ONE_MINUS_COLLISION_EPSILON;
//=========================================================================
//
// Creation/Destruction
//
CDispCollTree();
~CDispCollTree();
virtual bool Create( CCoreDispInfo *pDisp );
//=========================================================================
//
// Collision Functions
//
bool RayTest( CDispCollData *pData );
bool RayTestAllTris( CDispCollData *pData, int power );
bool AABBIntersect( CDispCollData *pData );
bool AABBSweep( CDispCollData *pData );
//=========================================================================
//
// Attrib Functions
//
inline void SetPower( int power );
inline int GetPower( void );
inline void SetCheckCount( int count );
inline int GetCheckCount( void );
inline void GetBounds( Vector& boundMin, Vector& boundMax );
protected:
int m_Power;
int m_NodeCount;
CDispCollNode *m_pNodes;
int m_CheckCount;
// collision tree node cache
Vector m_AABBNormals[6];
//=========================================================================
//
// Creation/Destruction
//
void InitAABBData( void );
void InitLeaves( CCoreDispInfo *pDisp );
void CreateNodes( CCoreDispInfo *pDisp );
void CreateNodes_r( CCoreDispInfo *pDisp, int nodeIndex, int termLevel );
void CalcBounds( CDispCollNode *pNode, int nodeIndex );
//=========================================================================
//
// Collision Functions
//
void CreatePlanesFromBounds( CDispCollTreeTempData *pTemp, Vector const &bbMin, Vector const &bbMax );
// void RayNodeTest_r( int nodeIndex, Vector &rayStart, Vector &rayEnd );
void RayNodeTest_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector rayStart, Vector rayEnd );
bool RayAABBTest( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd );
bool RayTriListTest( CDispCollTreeTempData *pTemp, CDispCollData *pData );
bool RayTriTest( Vector const &rayStart, Vector const &rayDir, float const rayLength, CDispCollTri const *pTri, float *fraction );
void BuildTriList_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect );
bool IntersectAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &pos, const Vector &extents );
bool SweptAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &rayStart, const Vector &rayEnd, const Vector &extents );
bool CullTriList( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect );
bool SweptAABBTriTest( Vector &rayStart, Vector &rayEnd, Vector &extents, CDispCollTri const *pTri );
bool AABBTriIntersect( CDispCollTreeTempData *pTemp, CDispCollData *pData );
bool IntersectAABBTriTest( Vector &rayStart, Vector &extents, CDispCollTri const *pTri );
bool SweptAABBTriIntersect( Vector &rayStart, Vector &rayEnd, Vector &extents,
CDispCollTri const *pTri, Vector &plNormal, float *plDist,
float *fraction );
//=========================================================================
//
// Memory Functions
//
bool AllocNodes( int nodeCount );
void FreeNodes( void );
//=========================================================================
//
// Utility Functions
//
inline int CalcNodeCount( int power );
inline int GetParentNode( int nodeIndex );
inline int GetChildNode( int nodeIndex, int direction );
inline int GetNodeLevel( int nodeIndex );
int GetNodeIndexFromComponents( int x, int y );
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CDispCollTree::SetPower( int power )
{
m_Power = power;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CDispCollTree::GetPower( void )
{
return m_Power;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CDispCollTree::SetCheckCount( int count )
{
m_CheckCount = count;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CDispCollTree::GetCheckCount( void )
{
return m_CheckCount;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CDispCollTree::GetBounds( Vector& boundMin, Vector& boundMax )
{
boundMin[0] = m_pNodes[0].m_Bounds[0].x;
boundMin[1] = m_pNodes[0].m_Bounds[0].y;
boundMin[2] = m_pNodes[0].m_Bounds[0].z;
boundMax[0] = m_pNodes[0].m_Bounds[1].x;
boundMax[1] = m_pNodes[0].m_Bounds[1].y;
boundMax[2] = m_pNodes[0].m_Bounds[1].z;
}
#endif // DISPCOLL_H