X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=collision.c;h=73a1bd0a5b374fa1d2c1a847d0150242c8ffae74;hp=2511205e123bfbc9d1ae143d3ac5c6e52f43ca0c;hb=7a96ec58916ceea50684acf4c00eaef551199fef;hpb=d19ee69546ce77acd4a3c1f4a11f9ad79a111e80 diff --git a/collision.c b/collision.c index 2511205e..73a1bd0a 100644 --- a/collision.c +++ b/collision.c @@ -1,437 +1,1541 @@ #include "quakedef.h" +#include "polygon.h" -typedef struct +#define COLLISION_SNAPSCALE (32.0f) +#define COLLISION_SNAP (1.0f / COLLISION_SNAPSCALE) +#define COLLISION_SNAP2 (2.0f / COLLISION_SNAPSCALE) +#define COLLISION_PLANE_DIST_EPSILON (2.0f / COLLISION_SNAPSCALE) + +cvar_t collision_impactnudge = {0, "collision_impactnudge", "0.03125", "how much to back off from the impact"}; +cvar_t collision_startnudge = {0, "collision_startnudge", "0", "how much to bias collision trace start"}; +cvar_t collision_endnudge = {0, "collision_endnudge", "0", "how much to bias collision trace end"}; +cvar_t collision_enternudge = {0, "collision_enternudge", "0", "how much to bias collision entry fraction"}; +cvar_t collision_leavenudge = {0, "collision_leavenudge", "0", "how much to bias collision exit fraction"}; +cvar_t collision_prefernudgedfraction = {0, "collision_prefernudgedfraction", "1", "whether to sort collision events by nudged fraction (1) or real fraction (0)"}; + +void Collision_Init (void) { - // the hull we're tracing through - const hull_t *hull; + Cvar_RegisterVariable(&collision_impactnudge); + Cvar_RegisterVariable(&collision_startnudge); + Cvar_RegisterVariable(&collision_endnudge); + Cvar_RegisterVariable(&collision_enternudge); + Cvar_RegisterVariable(&collision_leavenudge); + Cvar_RegisterVariable(&collision_prefernudgedfraction); +} + + + + - // the trace structure to fill in - trace_t *trace; - // start and end of the trace (in model space) - double start[3]; - double end[3]; - // end - start - double dist[3]; -} -RecursiveHullCheckTraceInfo_t; -// 1/32 epsilon to keep floating point happy -#define DIST_EPSILON (0.03125) -#define HULLCHECKSTATE_EMPTY 0 -#define HULLCHECKSTATE_SOLID 1 -#define HULLCHECKSTATE_DONE 2 -static int RecursiveHullCheck (RecursiveHullCheckTraceInfo_t *t, int num, double p1f, double p2f, double p1[3], double p2[3]) -{ - // status variables, these don't need to be saved on the stack when - // recursing... but are because this should be thread-safe - // (note: tracing against a bbox is not thread-safe, yet) - int ret; - mplane_t *plane; - double t1, t2; - //double frac; - //double mid[3]; - // variables that need to be stored on the stack when recursing - dclipnode_t *node; - int side; - double midf, mid[3]; - // LordHavoc: a goto! everyone flee in terror... :) -loc0: - // check for empty - if (num < 0) + + +void Collision_PrintBrushAsQHull(colbrushf_t *brush, const char *name) +{ + int i; + Con_Printf("3 %s\n%i\n", name, brush->numpoints); + for (i = 0;i < brush->numpoints;i++) + Con_Printf("%f %f %f\n", brush->points[i].v[0], brush->points[i].v[1], brush->points[i].v[2]); + // FIXME: optimize! + Con_Printf("4\n%i\n", brush->numplanes); + for (i = 0;i < brush->numplanes;i++) + Con_Printf("%f %f %f %f\n", brush->planes[i].normal[0], brush->planes[i].normal[1], brush->planes[i].normal[2], brush->planes[i].dist); +} + +void Collision_ValidateBrush(colbrushf_t *brush) +{ + int j, k, pointsoffplanes, pointonplanes, pointswithinsufficientplanes, printbrush; + float d; + printbrush = false; + if (!brush->numpoints) + { + Con_Print("Collision_ValidateBrush: brush with no points!\n"); + printbrush = true; + } +#if 0 + // it's ok for a brush to have one point and no planes... + if (brush->numplanes == 0 && brush->numpoints != 1) + { + Con_Print("Collision_ValidateBrush: brush with no planes and more than one point!\n"); + printbrush = true; + } +#endif + if (brush->numplanes) { - t->trace->endcontents = num; - if (t->trace->startcontents) + pointsoffplanes = 0; + pointswithinsufficientplanes = 0; + for (k = 0;k < brush->numplanes;k++) + if (DotProduct(brush->planes[k].normal, brush->planes[k].normal) < 0.0001f) + Con_Printf("Collision_ValidateBrush: plane #%i (%f %f %f %f) is degenerate\n", k, brush->planes[k].normal[0], brush->planes[k].normal[1], brush->planes[k].normal[2], brush->planes[k].dist); + for (j = 0;j < brush->numpoints;j++) { - if (num == t->trace->startcontents) - t->trace->allsolid = false; - else + pointonplanes = 0; + for (k = 0;k < brush->numplanes;k++) { - // if the first leaf is solid, set startsolid - if (t->trace->allsolid) - t->trace->startsolid = true; - return HULLCHECKSTATE_SOLID; + d = DotProduct(brush->points[j].v, brush->planes[k].normal) - brush->planes[k].dist; + if (d > COLLISION_PLANE_DIST_EPSILON) + { + Con_Printf("Collision_ValidateBrush: point #%i (%f %f %f) infront of plane #%i (%f %f %f %f)\n", j, brush->points[j].v[0], brush->points[j].v[1], brush->points[j].v[2], k, brush->planes[k].normal[0], brush->planes[k].normal[1], brush->planes[k].normal[2], brush->planes[k].dist); + printbrush = true; + } + if (fabs(d) > COLLISION_PLANE_DIST_EPSILON) + pointsoffplanes++; + else + pointonplanes++; } - return HULLCHECKSTATE_EMPTY; + if (pointonplanes < 3) + pointswithinsufficientplanes++; } - else + if (pointswithinsufficientplanes) + { + Con_Print("Collision_ValidateBrush: some points have insufficient planes, every point must be on at least 3 planes to form a corner.\n"); + printbrush = true; + } + if (pointsoffplanes == 0) // all points are on all planes { - if (num != CONTENTS_SOLID) + Con_Print("Collision_ValidateBrush: all points lie on all planes (degenerate, no brush volume!)\n"); + printbrush = true; + } + } + if (printbrush) + Collision_PrintBrushAsQHull(brush, "unnamed"); +} + +float nearestplanedist_float(const float *normal, const colpointf_t *points, int numpoints) +{ + float dist, bestdist; + if (!numpoints) + return 0; + bestdist = DotProduct(points->v, normal); + points++; + while(--numpoints) + { + dist = DotProduct(points->v, normal); + bestdist = min(bestdist, dist); + points++; + } + return bestdist; +} + +float furthestplanedist_float(const float *normal, const colpointf_t *points, int numpoints) +{ + float dist, bestdist; + if (!numpoints) + return 0; + bestdist = DotProduct(points->v, normal); + points++; + while(--numpoints) + { + dist = DotProduct(points->v, normal); + bestdist = max(bestdist, dist); + points++; + } + return bestdist; +} + + +colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents) +{ + // TODO: planesbuf could be replaced by a remapping table + int j, k, m, w, xyzflags; + int numpointsbuf = 0, maxpointsbuf = 256, numplanesbuf = 0, maxplanesbuf = 256, numelementsbuf = 0, maxelementsbuf = 256; + double maxdist; + colbrushf_t *brush; + colpointf_t pointsbuf[256]; + colplanef_t planesbuf[256]; + int elementsbuf[1024]; + int polypointbuf[256]; + int pmaxpoints = 64; + int pnumpoints; + double p[2][3*64]; +#if 0 + // enable these if debugging to avoid seeing garbage in unused data + memset(pointsbuf, 0, sizeof(pointsbuf)); + memset(planesbuf, 0, sizeof(planesbuf)); + memset(elementsbuf, 0, sizeof(elementsbuf)); + memset(polypointbuf, 0, sizeof(polypointbuf)); + memset(p, 0, sizeof(p)); +#endif + // figure out how large a bounding box we need to properly compute this brush + maxdist = 0; + for (j = 0;j < numoriginalplanes;j++) + maxdist = max(maxdist, fabs(originalplanes[j].dist)); + // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 + maxdist = floor(maxdist * (4.0 / 1024.0) + 2) * 1024.0; + // construct a collision brush (points, planes, and renderable mesh) from + // a set of planes, this also optimizes out any unnecessary planes (ones + // whose polygon is clipped away by the other planes) + for (j = 0;j < numoriginalplanes;j++) + { + // add the plane uniquely (no duplicates) + for (k = 0;k < numplanesbuf;k++) + if (VectorCompare(planesbuf[k].normal, originalplanes[j].normal) && planesbuf[k].dist == originalplanes[j].dist) + break; + // if the plane is a duplicate, skip it + if (k < numplanesbuf) + continue; + // check if there are too many and skip the brush + if (numplanesbuf >= maxplanesbuf) + { + Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many planes for buffer\n"); + return NULL; + } + + // add the new plane + VectorCopy(originalplanes[j].normal, planesbuf[numplanesbuf].normal); + planesbuf[numplanesbuf].dist = originalplanes[j].dist; + planesbuf[numplanesbuf].q3surfaceflags = originalplanes[j].q3surfaceflags; + planesbuf[numplanesbuf].texture = originalplanes[j].texture; + numplanesbuf++; + + // create a large polygon from the plane + w = 0; + PolygonD_QuadForPlane(p[w], originalplanes[j].normal[0], originalplanes[j].normal[1], originalplanes[j].normal[2], originalplanes[j].dist, maxdist); + pnumpoints = 4; + // clip it by all other planes + for (k = 0;k < numoriginalplanes && pnumpoints >= 3 && pnumpoints <= pmaxpoints;k++) + { + // skip the plane this polygon + // (nothing happens if it is processed, this is just an optimization) + if (k != j) { - t->trace->allsolid = false; - if (num == CONTENTS_EMPTY) - t->trace->inopen = true; - else - t->trace->inwater = true; + // we want to keep the inside of the brush plane so we flip + // the cutting plane + PolygonD_Divide(pnumpoints, p[w], -originalplanes[k].normal[0], -originalplanes[k].normal[1], -originalplanes[k].normal[2], -originalplanes[k].dist, COLLISION_PLANE_DIST_EPSILON, pmaxpoints, p[!w], &pnumpoints, 0, NULL, NULL, NULL); + w = !w; } - else + } + + // if nothing is left, skip it + if (pnumpoints < 3) + { + //Con_DPrintf("Collision_NewBrushFromPlanes: warning: polygon for plane %f %f %f %f clipped away\n", originalplanes[j].normal[0], originalplanes[j].normal[1], originalplanes[j].normal[2], originalplanes[j].dist); + continue; + } + + for (k = 0;k < pnumpoints;k++) + { + int l, m; + m = 0; + for (l = 0;l < numoriginalplanes;l++) + if (fabs(DotProduct(&p[w][k*3], originalplanes[l].normal) - originalplanes[l].dist) < COLLISION_PLANE_DIST_EPSILON) + m++; + if (m < 3) + break; + } + if (k < pnumpoints) + { + Con_DPrintf("Collision_NewBrushFromPlanes: warning: polygon point does not lie on at least 3 planes\n"); + //return NULL; + } + + // check if there are too many polygon vertices for buffer + if (pnumpoints > pmaxpoints) + { + Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many points for buffer\n"); + return NULL; + } + + // check if there are too many triangle elements for buffer + if (numelementsbuf + (pnumpoints - 2) * 3 > maxelementsbuf) + { + Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many triangle elements for buffer\n"); + return NULL; + } + + for (k = 0;k < pnumpoints;k++) + { + float v[3]; + // downgrade to float precision before comparing + VectorCopy(&p[w][k*3], v); + + // check if there is already a matching point (no duplicates) + for (m = 0;m < numpointsbuf;m++) + if (VectorDistance2(v, pointsbuf[m].v) < COLLISION_SNAP2) + break; + + // if there is no match, add a new one + if (m == numpointsbuf) { - // if the first leaf is solid, set startsolid - if (t->trace->allsolid) - t->trace->startsolid = true; - return HULLCHECKSTATE_SOLID; + // check if there are too many and skip the brush + if (numpointsbuf >= maxpointsbuf) + { + Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many points for buffer\n"); + return NULL; + } + // add the new one + VectorCopy(&p[w][k*3], pointsbuf[numpointsbuf].v); + numpointsbuf++; } - return HULLCHECKSTATE_EMPTY; + + // store the index into a buffer + polypointbuf[k] = m; } - } - // find the point distances - node = t->hull->clipnodes + num; + // add the triangles for the polygon + // (this particular code makes a triangle fan) + for (k = 0;k < pnumpoints - 2;k++) + { + elementsbuf[numelementsbuf++] = polypointbuf[0]; + elementsbuf[numelementsbuf++] = polypointbuf[k + 1]; + elementsbuf[numelementsbuf++] = polypointbuf[k + 2]; + } + } - plane = t->hull->planes + node->planenum; - if (plane->type < 3) + // if nothing is left, there's nothing to allocate + if (numplanesbuf < 4) { - t1 = p1[plane->type] - plane->dist; - t2 = p2[plane->type] - plane->dist; + Con_DPrintf("Collision_NewBrushFromPlanes: failed to build collision brush: %i triangles, %i planes (input was %i planes), %i vertices\n", numelementsbuf / 3, numplanesbuf, numoriginalplanes, numpointsbuf); + return NULL; } - else + + // if no triangles or points could be constructed, then this routine failed but the brush is not discarded + if (numelementsbuf < 12 || numpointsbuf < 4) + Con_DPrintf("Collision_NewBrushFromPlanes: unable to rebuild triangles/points for collision brush: %i triangles, %i planes (input was %i planes), %i vertices\n", numelementsbuf / 3, numplanesbuf, numoriginalplanes, numpointsbuf); + + // validate plane distances + for (j = 0;j < numplanesbuf;j++) { - t1 = DotProduct (plane->normal, p1) - plane->dist; - t2 = DotProduct (plane->normal, p2) - plane->dist; + float d = furthestplanedist_float(planesbuf[j].normal, pointsbuf, numpointsbuf); + if (fabs(planesbuf[j].dist - d) > COLLISION_PLANE_DIST_EPSILON) + Con_DPrintf("plane %f %f %f %f mismatches dist %f\n", planesbuf[j].normal[0], planesbuf[j].normal[1], planesbuf[j].normal[2], planesbuf[j].dist, d); } - if (t1 < 0) + // allocate the brush and copy to it + brush = (colbrushf_t *)Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colpointf_t) * numpointsbuf + sizeof(colplanef_t) * numplanesbuf + sizeof(int) * numelementsbuf); + brush->supercontents = supercontents; + brush->numplanes = numplanesbuf; + brush->numpoints = numpointsbuf; + brush->numtriangles = numelementsbuf / 3; + brush->planes = (colplanef_t *)(brush + 1); + brush->points = (colpointf_t *)(brush->planes + brush->numplanes); + brush->elements = (int *)(brush->points + brush->numpoints); + for (j = 0;j < brush->numpoints;j++) { - if (t2 < 0) - { - num = node->children[1]; - goto loc0; - } - side = 1; + brush->points[j].v[0] = pointsbuf[j].v[0]; + brush->points[j].v[1] = pointsbuf[j].v[1]; + brush->points[j].v[2] = pointsbuf[j].v[2]; } - else + for (j = 0;j < brush->numplanes;j++) { - if (t2 >= 0) - { - num = node->children[0]; - goto loc0; - } - side = 0; + brush->planes[j].normal[0] = planesbuf[j].normal[0]; + brush->planes[j].normal[1] = planesbuf[j].normal[1]; + brush->planes[j].normal[2] = planesbuf[j].normal[2]; + brush->planes[j].dist = planesbuf[j].dist; + brush->planes[j].q3surfaceflags = planesbuf[j].q3surfaceflags; + brush->planes[j].texture = planesbuf[j].texture; } + for (j = 0;j < brush->numtriangles * 3;j++) + brush->elements[j] = elementsbuf[j]; - // the line intersects, find intersection point - // LordHavoc: this uses the original trace for maximum accuracy - if (plane->type < 3) + xyzflags = 0; + VectorClear(brush->mins); + VectorClear(brush->maxs); + for (j = 0;j < min(6, numoriginalplanes);j++) { - t1 = t->start[plane->type] - plane->dist; - t2 = t->end[plane->type] - plane->dist; + if (originalplanes[j].normal[0] == 1) {xyzflags |= 1;brush->maxs[0] = originalplanes[j].dist;} + else if (originalplanes[j].normal[0] == -1) {xyzflags |= 2;brush->mins[0] = -originalplanes[j].dist;} + else if (originalplanes[j].normal[1] == 1) {xyzflags |= 4;brush->maxs[1] = originalplanes[j].dist;} + else if (originalplanes[j].normal[1] == -1) {xyzflags |= 8;brush->mins[1] = -originalplanes[j].dist;} + else if (originalplanes[j].normal[2] == 1) {xyzflags |= 16;brush->maxs[2] = originalplanes[j].dist;} + else if (originalplanes[j].normal[2] == -1) {xyzflags |= 32;brush->mins[2] = -originalplanes[j].dist;} } - else + // if not all xyzflags were set, then this is not a brush from q3map/q3map2, and needs reconstruction of the bounding box + // (this case works for any brush with valid points, but sometimes brushes are not reconstructed properly and hence the points are not valid, so this is reserved as a fallback case) + if (xyzflags != 63) { - t1 = DotProduct (plane->normal, t->start) - plane->dist; - t2 = DotProduct (plane->normal, t->end) - plane->dist; + VectorCopy(brush->points[0].v, brush->mins); + VectorCopy(brush->points[0].v, brush->maxs); + for (j = 1;j < brush->numpoints;j++) + { + brush->mins[0] = min(brush->mins[0], brush->points[j].v[0]); + brush->mins[1] = min(brush->mins[1], brush->points[j].v[1]); + brush->mins[2] = min(brush->mins[2], brush->points[j].v[2]); + brush->maxs[0] = max(brush->maxs[0], brush->points[j].v[0]); + brush->maxs[1] = max(brush->maxs[1], brush->points[j].v[1]); + brush->maxs[2] = max(brush->maxs[2], brush->points[j].v[2]); + } } + brush->mins[0] -= 1; + brush->mins[1] -= 1; + brush->mins[2] -= 1; + brush->maxs[0] += 1; + brush->maxs[1] += 1; + brush->maxs[2] += 1; + Collision_ValidateBrush(brush); + return brush; +} - midf = t1 / (t1 - t2); - midf = bound(p1f, midf, p2f); - VectorMA(t->start, midf, t->dist, mid); - // recurse both sides, front side first - ret = RecursiveHullCheck (t, node->children[side], p1f, midf, p1, mid); - // if this side is not empty, return what it is (solid or done) - if (ret != HULLCHECKSTATE_EMPTY) - return ret; - ret = RecursiveHullCheck (t, node->children[side ^ 1], midf, p2f, mid, p2); - // if other side is not solid, return what it is (empty or done) - if (ret != HULLCHECKSTATE_SOLID) - return ret; +void Collision_CalcPlanesForPolygonBrushFloat(colbrushf_t *brush) +{ + int i; + float edge0[3], edge1[3], edge2[3], normal[3], dist, bestdist; + colpointf_t *p, *p2; - // front is air and back is solid, this is the impact point... - if (side) + // FIXME: these probably don't actually need to be normalized if the collision code does not care + if (brush->numpoints == 3) { - t->trace->plane.dist = -plane->dist; - VectorNegate (plane->normal, t->trace->plane.normal); + // optimized triangle case + TriangleNormal(brush->points[0].v, brush->points[1].v, brush->points[2].v, brush->planes[0].normal); + if (DotProduct(brush->planes[0].normal, brush->planes[0].normal) < 0.0001f) + { + // there's no point in processing a degenerate triangle (GIGO - Garbage In, Garbage Out) + brush->numplanes = 0; + return; + } + else + { + brush->numplanes = 5; + VectorNormalize(brush->planes[0].normal); + brush->planes[0].dist = DotProduct(brush->points->v, brush->planes[0].normal); + VectorNegate(brush->planes[0].normal, brush->planes[1].normal); + brush->planes[1].dist = -brush->planes[0].dist; + VectorSubtract(brush->points[2].v, brush->points[0].v, edge0); + VectorSubtract(brush->points[0].v, brush->points[1].v, edge1); + VectorSubtract(brush->points[1].v, brush->points[2].v, edge2); +#if 1 + { + float projectionnormal[3], projectionedge0[3], projectionedge1[3], projectionedge2[3]; + int i, best; + float dist, bestdist; + bestdist = fabs(brush->planes[0].normal[0]); + best = 0; + for (i = 1;i < 3;i++) + { + dist = fabs(brush->planes[0].normal[i]); + if (bestdist < dist) + { + bestdist = dist; + best = i; + } + } + VectorClear(projectionnormal); + if (brush->planes[0].normal[best] < 0) + projectionnormal[best] = -1; + else + projectionnormal[best] = 1; + VectorCopy(edge0, projectionedge0); + VectorCopy(edge1, projectionedge1); + VectorCopy(edge2, projectionedge2); + projectionedge0[best] = 0; + projectionedge1[best] = 0; + projectionedge2[best] = 0; + CrossProduct(projectionedge0, projectionnormal, brush->planes[2].normal); + CrossProduct(projectionedge1, projectionnormal, brush->planes[3].normal); + CrossProduct(projectionedge2, projectionnormal, brush->planes[4].normal); + } +#else + CrossProduct(edge0, brush->planes->normal, brush->planes[2].normal); + CrossProduct(edge1, brush->planes->normal, brush->planes[3].normal); + CrossProduct(edge2, brush->planes->normal, brush->planes[4].normal); +#endif + VectorNormalize(brush->planes[2].normal); + VectorNormalize(brush->planes[3].normal); + VectorNormalize(brush->planes[4].normal); + brush->planes[2].dist = DotProduct(brush->points[2].v, brush->planes[2].normal); + brush->planes[3].dist = DotProduct(brush->points[0].v, brush->planes[3].normal); + brush->planes[4].dist = DotProduct(brush->points[1].v, brush->planes[4].normal); + + if (developer.integer >= 100) + { + // validation code +#if 0 + float temp[3]; + + VectorSubtract(brush->points[0].v, brush->points[1].v, edge0); + VectorSubtract(brush->points[2].v, brush->points[1].v, edge1); + CrossProduct(edge0, edge1, normal); + VectorNormalize(normal); + VectorSubtract(normal, brush->planes[0].normal, temp); + if (VectorLength(temp) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: TriangleNormal gave wrong answer (%f %f %f != correct answer %f %f %f)\n", brush->planes->normal[0], brush->planes->normal[1], brush->planes->normal[2], normal[0], normal[1], normal[2]); + if (fabs(DotProduct(brush->planes[1].normal, brush->planes[0].normal) - -1.0f) > 0.01f || fabs(brush->planes[1].dist - -brush->planes[0].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 1 (%f %f %f %f) is not opposite plane 0 (%f %f %f %f)\n", brush->planes[1].normal[0], brush->planes[1].normal[1], brush->planes[1].normal[2], brush->planes[1].dist, brush->planes[0].normal[0], brush->planes[0].normal[1], brush->planes[0].normal[2], brush->planes[0].dist); +#if 0 + if (fabs(DotProduct(brush->planes[2].normal, brush->planes[0].normal)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 2 (%f %f %f %f) is not perpendicular to plane 0 (%f %f %f %f)\n", brush->planes[2].normal[0], brush->planes[2].normal[1], brush->planes[2].normal[2], brush->planes[2].dist, brush->planes[0].normal[0], brush->planes[0].normal[1], brush->planes[0].normal[2], brush->planes[2].dist); + if (fabs(DotProduct(brush->planes[3].normal, brush->planes[0].normal)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 3 (%f %f %f %f) is not perpendicular to plane 0 (%f %f %f %f)\n", brush->planes[3].normal[0], brush->planes[3].normal[1], brush->planes[3].normal[2], brush->planes[3].dist, brush->planes[0].normal[0], brush->planes[0].normal[1], brush->planes[0].normal[2], brush->planes[3].dist); + if (fabs(DotProduct(brush->planes[4].normal, brush->planes[0].normal)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 4 (%f %f %f %f) is not perpendicular to plane 0 (%f %f %f %f)\n", brush->planes[4].normal[0], brush->planes[4].normal[1], brush->planes[4].normal[2], brush->planes[4].dist, brush->planes[0].normal[0], brush->planes[0].normal[1], brush->planes[0].normal[2], brush->planes[4].dist); + if (fabs(DotProduct(brush->planes[2].normal, edge0)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 2 (%f %f %f %f) is not perpendicular to edge 0 (%f %f %f to %f %f %f)\n", brush->planes[2].normal[0], brush->planes[2].normal[1], brush->planes[2].normal[2], brush->planes[2].dist, brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2], brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2]); + if (fabs(DotProduct(brush->planes[3].normal, edge1)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 3 (%f %f %f %f) is not perpendicular to edge 1 (%f %f %f to %f %f %f)\n", brush->planes[3].normal[0], brush->planes[3].normal[1], brush->planes[3].normal[2], brush->planes[3].dist, brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2], brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2]); + if (fabs(DotProduct(brush->planes[4].normal, edge2)) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: plane 4 (%f %f %f %f) is not perpendicular to edge 2 (%f %f %f to %f %f %f)\n", brush->planes[4].normal[0], brush->planes[4].normal[1], brush->planes[4].normal[2], brush->planes[4].dist, brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2], brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2]); +#endif +#endif + if (fabs(DotProduct(brush->points[0].v, brush->planes[0].normal) - brush->planes[0].dist) > 0.01f || fabs(DotProduct(brush->points[1].v, brush->planes[0].normal) - brush->planes[0].dist) > 0.01f || fabs(DotProduct(brush->points[2].v, brush->planes[0].normal) - brush->planes[0].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: edges (%f %f %f to %f %f %f to %f %f %f) off front plane 0 (%f %f %f %f)\n", brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2], brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2], brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2], brush->planes[0].normal[0], brush->planes[0].normal[1], brush->planes[0].normal[2], brush->planes[0].dist); + if (fabs(DotProduct(brush->points[0].v, brush->planes[1].normal) - brush->planes[1].dist) > 0.01f || fabs(DotProduct(brush->points[1].v, brush->planes[1].normal) - brush->planes[1].dist) > 0.01f || fabs(DotProduct(brush->points[2].v, brush->planes[1].normal) - brush->planes[1].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: edges (%f %f %f to %f %f %f to %f %f %f) off back plane 1 (%f %f %f %f)\n", brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2], brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2], brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2], brush->planes[1].normal[0], brush->planes[1].normal[1], brush->planes[1].normal[2], brush->planes[1].dist); + if (fabs(DotProduct(brush->points[2].v, brush->planes[2].normal) - brush->planes[2].dist) > 0.01f || fabs(DotProduct(brush->points[0].v, brush->planes[2].normal) - brush->planes[2].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: edge 0 (%f %f %f to %f %f %f) off front plane 2 (%f %f %f %f)\n", brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2], brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2], brush->planes[2].normal[0], brush->planes[2].normal[1], brush->planes[2].normal[2], brush->planes[2].dist); + if (fabs(DotProduct(brush->points[0].v, brush->planes[3].normal) - brush->planes[3].dist) > 0.01f || fabs(DotProduct(brush->points[1].v, brush->planes[3].normal) - brush->planes[3].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: edge 0 (%f %f %f to %f %f %f) off front plane 2 (%f %f %f %f)\n", brush->points[0].v[0], brush->points[0].v[1], brush->points[0].v[2], brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2], brush->planes[3].normal[0], brush->planes[3].normal[1], brush->planes[3].normal[2], brush->planes[3].dist); + if (fabs(DotProduct(brush->points[1].v, brush->planes[4].normal) - brush->planes[4].dist) > 0.01f || fabs(DotProduct(brush->points[2].v, brush->planes[4].normal) - brush->planes[4].dist) > 0.01f) + Con_Printf("Collision_CalcPlanesForPolygonBrushFloat: edge 0 (%f %f %f to %f %f %f) off front plane 2 (%f %f %f %f)\n", brush->points[1].v[0], brush->points[1].v[1], brush->points[1].v[2], brush->points[2].v[0], brush->points[2].v[1], brush->points[2].v[2], brush->planes[4].normal[0], brush->planes[4].normal[1], brush->planes[4].normal[2], brush->planes[4].dist); + } + } } else { - t->trace->plane.dist = plane->dist; - VectorCopy (plane->normal, t->trace->plane.normal); - } - - // bias away from surface a bit - t1 = DotProduct(t->trace->plane.normal, t->start) - (t->trace->plane.dist + DIST_EPSILON); - t2 = DotProduct(t->trace->plane.normal, t->end) - (t->trace->plane.dist + DIST_EPSILON); + // choose best surface normal for polygon's plane + bestdist = 0; + for (i = 0, p = brush->points + 1;i < brush->numpoints - 2;i++, p++) + { + VectorSubtract(p[-1].v, p[0].v, edge0); + VectorSubtract(p[1].v, p[0].v, edge1); + CrossProduct(edge0, edge1, normal); + //TriangleNormal(p[-1].v, p[0].v, p[1].v, normal); + dist = DotProduct(normal, normal); + if (i == 0 || bestdist < dist) + { + bestdist = dist; + VectorCopy(normal, brush->planes->normal); + } + } + if (bestdist < 0.0001f) + { + // there's no point in processing a degenerate triangle (GIGO - Garbage In, Garbage Out) + brush->numplanes = 0; + return; + } + else + { + brush->numplanes = brush->numpoints + 2; + VectorNormalize(brush->planes->normal); + brush->planes->dist = DotProduct(brush->points->v, brush->planes->normal); - midf = t1 / (t1 - t2); - t->trace->fraction = bound(0.0f, midf, 1.0); + // negate plane to create other side + VectorNegate(brush->planes[0].normal, brush->planes[1].normal); + brush->planes[1].dist = -brush->planes[0].dist; + for (i = 0, p = brush->points + (brush->numpoints - 1), p2 = brush->points;i < brush->numpoints;i++, p = p2, p2++) + { + VectorSubtract(p->v, p2->v, edge0); + CrossProduct(edge0, brush->planes->normal, brush->planes[i + 2].normal); + VectorNormalize(brush->planes[i + 2].normal); + brush->planes[i + 2].dist = DotProduct(p->v, brush->planes[i + 2].normal); + } + } + } - VectorMA(t->start, t->trace->fraction, t->dist, t->trace->endpos); + if (developer.integer >= 100) + { + // validity check - will be disabled later + Collision_ValidateBrush(brush); + for (i = 0;i < brush->numplanes;i++) + { + int j; + for (j = 0, p = brush->points;j < brush->numpoints;j++, p++) + if (DotProduct(p->v, brush->planes[i].normal) > brush->planes[i].dist + COLLISION_PLANE_DIST_EPSILON) + Con_Printf("Error in brush plane generation, plane %i\n", i); + } + } +} - return HULLCHECKSTATE_DONE; +colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, int numpoints, float *points, int supercontents) +{ + colbrushf_t *brush; + brush = (colbrushf_t *)Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colplanef_t) * (numpoints + 2)); + brush->supercontents = supercontents; + brush->numpoints = numpoints; + brush->numplanes = numpoints + 2; + brush->planes = (colplanef_t *)(brush + 1); + brush->points = (colpointf_t *)points; + Sys_Error("Collision_AllocBrushFromPermanentPolygonFloat: FIXME: this code needs to be updated to generate a mesh..."); + return brush; } -// used if start and end are the same -static void RecursiveHullCheckPoint (RecursiveHullCheckTraceInfo_t *t, int num) +// NOTE: start and end of each brush pair must have same numplanes/numpoints +void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const colbrushf_t *thatbrush_start, const colbrushf_t *thatbrush_end) { - while (num >= 0) - num = t->hull->clipnodes[num].children[((t->hull->planes[t->hull->clipnodes[num].planenum].type < 3) ? (t->start[t->hull->planes[t->hull->clipnodes[num].planenum].type]) : (DotProduct(t->hull->planes[t->hull->clipnodes[num].planenum].normal, t->start))) < t->hull->planes[t->hull->clipnodes[num].planenum].dist]; + int nplane, nplane2, hitq3surfaceflags = 0; + float enterfrac = -1, leavefrac = 1, d1, d2, f, imove, newimpactnormal[3], enterfrac2 = -1; + const colplanef_t *startplane, *endplane; + texture_t *hittexture = NULL; - // check for empty - t->trace->endcontents = num; - if (t->trace->startcontents) + VectorClear(newimpactnormal); + + for (nplane = 0;nplane < thatbrush_start->numplanes + thisbrush_start->numplanes;nplane++) { - if (num == t->trace->startcontents) - t->trace->allsolid = false; + nplane2 = nplane; + if (nplane2 >= thatbrush_start->numplanes) + { + nplane2 -= thatbrush_start->numplanes; + startplane = thisbrush_start->planes + nplane2; + endplane = thisbrush_end->planes + nplane2; + if (developer.integer >= 100) + { + // any brush with degenerate planes is not worth handling + if (DotProduct(startplane->normal, startplane->normal) < 0.9f || DotProduct(endplane->normal, endplane->normal) < 0.9f) + { + Con_Print("Collision_TraceBrushBrushFloat: degenerate thisbrush plane!\n"); + return; + } + f = furthestplanedist_float(startplane->normal, thisbrush_start->points, thisbrush_start->numpoints); + if (fabs(f - startplane->dist) > COLLISION_PLANE_DIST_EPSILON) + Con_Printf("startplane->dist %f != calculated %f (thisbrush_start)\n", startplane->dist, f); + } + d1 = nearestplanedist_float(startplane->normal, thisbrush_start->points, thisbrush_start->numpoints) - furthestplanedist_float(startplane->normal, thatbrush_start->points, thatbrush_start->numpoints) - collision_startnudge.value; + d2 = nearestplanedist_float(endplane->normal, thisbrush_end->points, thisbrush_end->numpoints) - furthestplanedist_float(endplane->normal, thatbrush_end->points, thatbrush_end->numpoints) - collision_endnudge.value; + } else { - // if the first leaf is solid, set startsolid - if (t->trace->allsolid) - t->trace->startsolid = true; + startplane = thatbrush_start->planes + nplane2; + endplane = thatbrush_end->planes + nplane2; + if (developer.integer >= 100) + { + // any brush with degenerate planes is not worth handling + if (DotProduct(startplane->normal, startplane->normal) < 0.9f || DotProduct(endplane->normal, endplane->normal) < 0.9f) + { + Con_Print("Collision_TraceBrushBrushFloat: degenerate thatbrush plane!\n"); + return; + } + f = furthestplanedist_float(startplane->normal, thatbrush_start->points, thatbrush_start->numpoints); + if (fabs(f - startplane->dist) > COLLISION_PLANE_DIST_EPSILON) + Con_Printf("startplane->dist %f != calculated %f (thatbrush_start)\n", startplane->dist, f); + } + d1 = nearestplanedist_float(startplane->normal, thisbrush_start->points, thisbrush_start->numpoints) - startplane->dist - collision_startnudge.value; + d2 = nearestplanedist_float(endplane->normal, thisbrush_end->points, thisbrush_end->numpoints) - endplane->dist - collision_endnudge.value; + } + //Con_Printf("%c%i: d1 = %f, d2 = %f, d1 / (d1 - d2) = %f\n", nplane2 != nplane ? 'b' : 'a', nplane2, d1, d2, d1 / (d1 - d2)); + + if (d1 > d2) + { + // moving into brush + if (d2 >= collision_enternudge.value) + return; + if (d1 > 0) + { + // enter + imove = 1 / (d1 - d2); + f = (d1 - collision_enternudge.value) * imove; + if (f < 0) + f = 0; + // check if this will reduce the collision time range + if (enterfrac < f) + { + // reduced collision time range + enterfrac = f; + // if the collision time range is now empty, no collision + if (enterfrac > leavefrac) + return; + // if the collision would be further away than the trace's + // existing collision data, we don't care about this + // collision + if (enterfrac > trace->realfraction) + return; + // calculate the nudged fraction and impact normal we'll + // need if we accept this collision later + enterfrac2 = (d1 - collision_impactnudge.value) * imove; + VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal); + hitq3surfaceflags = startplane->q3surfaceflags; + hittexture = startplane->texture; + } + } + } + else + { + // moving out of brush + if (d1 > 0) + return; + if (d2 > 0) + { + // leave + f = (d1 + collision_leavenudge.value) / (d1 - d2); + if (f > 1) + f = 1; + // check if this will reduce the collision time range + if (leavefrac > f) + { + // reduced collision time range + leavefrac = f; + // if the collision time range is now empty, no collision + if (enterfrac > leavefrac) + return; + } + } } } - else + + // at this point we know the trace overlaps the brush because it was not + // rejected at any point in the loop above + + // see if the trace started outside the brush or not + if (enterfrac > -1) { - if (num != CONTENTS_SOLID) + // started outside, and overlaps, therefore there is a collision here + // store out the impact information + if (trace->hitsupercontentsmask & thatbrush_start->supercontents) { - t->trace->allsolid = false; - if (num == CONTENTS_EMPTY) - t->trace->inopen = true; - else - t->trace->inwater = true; + trace->hitsupercontents = thatbrush_start->supercontents; + trace->hitq3surfaceflags = hitq3surfaceflags; + trace->hittexture = hittexture; + trace->realfraction = bound(0, enterfrac, 1); + trace->fraction = bound(0, enterfrac2, 1); + if (collision_prefernudgedfraction.integer) + trace->realfraction = trace->fraction; + VectorCopy(newimpactnormal, trace->plane.normal); } - else + } + else + { + // started inside, update startsolid and friends + trace->startsupercontents |= thatbrush_start->supercontents; + if (trace->hitsupercontentsmask & thatbrush_start->supercontents) { - // if the first leaf is solid, set startsolid - if (t->trace->allsolid) - t->trace->startsolid = true; + trace->startsolid = true; + if (leavefrac < 1) + trace->allsolid = true; } } } -void Collision_RoundUpToHullSize(const model_t *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs) +// NOTE: start and end brush pair must have same numplanes/numpoints +void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const colbrushf_t *thatbrush_start, const colbrushf_t *thatbrush_end) { - vec3_t size; - const hull_t *hull; + int nplane, hitq3surfaceflags = 0; + float enterfrac = -1, leavefrac = 1, d1, d2, f, imove, newimpactnormal[3], enterfrac2 = -1; + const colplanef_t *startplane, *endplane; + texture_t *hittexture = NULL; + + VectorClear(newimpactnormal); - VectorSubtract(inmaxs, inmins, size); - if (cmodel->ishlbsp) + for (nplane = 0;nplane < thatbrush_start->numplanes;nplane++) { - if (size[0] < 3) - hull = &cmodel->hulls[0]; // 0x0x0 - else if (size[0] <= 32) + startplane = thatbrush_start->planes + nplane; + endplane = thatbrush_end->planes + nplane; + d1 = DotProduct(startplane->normal, linestart) - startplane->dist - collision_startnudge.value; + d2 = DotProduct(endplane->normal, lineend) - endplane->dist - collision_endnudge.value; + if (developer.integer >= 100) { - if (size[2] < 54) // pick the nearest of 36 or 72 - hull = &cmodel->hulls[3]; // 32x32x36 - else - hull = &cmodel->hulls[1]; // 32x32x72 + // any brush with degenerate planes is not worth handling + if (DotProduct(startplane->normal, startplane->normal) < 0.9f || DotProduct(endplane->normal, endplane->normal) < 0.9f) + { + Con_Print("Collision_TraceLineBrushFloat: degenerate plane!\n"); + return; + } + if (thatbrush_start->numpoints) + { + f = furthestplanedist_float(startplane->normal, thatbrush_start->points, thatbrush_start->numpoints); + if (fabs(f - startplane->dist) > COLLISION_PLANE_DIST_EPSILON) + Con_Printf("startplane->dist %f != calculated %f\n", startplane->dist, f); + } + } + + if (d1 > d2) + { + // moving into brush + if (d2 >= collision_enternudge.value) + return; + if (d1 > 0) + { + // enter + imove = 1 / (d1 - d2); + f = (d1 - collision_enternudge.value) * imove; + if (f < 0) + f = 0; + // check if this will reduce the collision time range + if (enterfrac < f) + { + // reduced collision time range + enterfrac = f; + // if the collision time range is now empty, no collision + if (enterfrac > leavefrac) + return; + // if the collision would be further away than the trace's + // existing collision data, we don't care about this + // collision + if (enterfrac > trace->realfraction) + return; + // calculate the nudged fraction and impact normal we'll + // need if we accept this collision later + enterfrac2 = (d1 - collision_impactnudge.value) * imove; + VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal); + hitq3surfaceflags = startplane->q3surfaceflags; + hittexture = startplane->texture; + } + } } else - hull = &cmodel->hulls[2]; // 64x64x64 + { + // moving out of brush + if (d1 > 0) + return; + if (d2 > 0) + { + // leave + f = (d1 + collision_leavenudge.value) / (d1 - d2); + // check if this will reduce the collision time range + if (leavefrac > f) + { + // reduced collision time range + leavefrac = f; + // if the collision time range is now empty, no collision + if (enterfrac > leavefrac) + return; + } + } + } + } + + // at this point we know the trace overlaps the brush because it was not + // rejected at any point in the loop above + + // see if the trace started outside the brush or not + if (enterfrac > -1) + { + // started outside, and overlaps, therefore there is a collision here + // store out the impact information + if (trace->hitsupercontentsmask & thatbrush_start->supercontents) + { + trace->hitsupercontents = thatbrush_start->supercontents; + trace->hitq3surfaceflags = hitq3surfaceflags; + trace->hittexture = hittexture; + trace->realfraction = bound(0, enterfrac, 1); + trace->fraction = bound(0, enterfrac2, 1); + if (collision_prefernudgedfraction.integer) + trace->realfraction = trace->fraction; + VectorCopy(newimpactnormal, trace->plane.normal); + } } else { - if (size[0] < 3) - hull = &cmodel->hulls[0]; // 0x0x0 - else if (size[0] <= 32) - hull = &cmodel->hulls[1]; // 32x32x56 - else - hull = &cmodel->hulls[2]; // 64x64x88 + // started inside, update startsolid and friends + trace->startsupercontents |= thatbrush_start->supercontents; + if (trace->hitsupercontentsmask & thatbrush_start->supercontents) + { + trace->startsolid = true; + if (leavefrac < 1) + trace->allsolid = true; + } } - VectorCopy(inmins, outmins); - VectorAdd(inmins, hull->clip_size, outmaxs); } -static hull_t box_hull; -static dclipnode_t box_clipnodes[6]; -static mplane_t box_planes[6]; +qboolean Collision_PointInsideBrushFloat(const vec3_t point, const colbrushf_t *brush) +{ + int nplane; + const colplanef_t *plane; -void Collision_Init (void) + if (!BoxesOverlap(point, point, brush->mins, brush->maxs)) + return false; + for (nplane = 0, plane = brush->planes;nplane < brush->numplanes;nplane++, plane++) + if (DotProduct(plane->normal, point) > plane->dist) + return false; + return true; +} + +void Collision_TracePointBrushFloat(trace_t *trace, const vec3_t point, const colbrushf_t *thatbrush) { - int i; - int side; + if (!Collision_PointInsideBrushFloat(point, thatbrush)) + return; - //Set up the planes and clipnodes so that the six floats of a bounding box - //can just be stored out and get a proper hull_t structure. + trace->startsupercontents |= thatbrush->supercontents; + if (trace->hitsupercontentsmask & thatbrush->supercontents) + { + trace->startsolid = true; + trace->allsolid = true; + } +} - box_hull.clipnodes = box_clipnodes; - box_hull.planes = box_planes; - box_hull.firstclipnode = 0; - box_hull.lastclipnode = 5; +static colpointf_t polyf_points[256]; +static colplanef_t polyf_planes[256 + 2]; +static colbrushf_t polyf_brush; - for (i = 0;i < 6;i++) +void Collision_SnapCopyPoints(int numpoints, const colpointf_t *in, colpointf_t *out, float fractionprecision, float invfractionprecision) +{ + int i; + for (i = 0;i < numpoints;i++) { - box_clipnodes[i].planenum = i; + out[i].v[0] = floor(in[i].v[0] * fractionprecision + 0.5f) * invfractionprecision; + out[i].v[1] = floor(in[i].v[1] * fractionprecision + 0.5f) * invfractionprecision; + out[i].v[2] = floor(in[i].v[2] * fractionprecision + 0.5f) * invfractionprecision; + } +} - side = i&1; +void Collision_TraceBrushPolygonFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numpoints, const float *points, int supercontents) +{ + if (numpoints > 256) + { + Con_Print("Polygon with more than 256 points not supported yet (fixme!)\n"); + return; + } + polyf_brush.numpoints = numpoints; + polyf_brush.numplanes = numpoints + 2; + //polyf_brush.points = (colpointf_t *)points; + polyf_brush.planes = polyf_planes; + polyf_brush.supercontents = supercontents; + polyf_brush.points = polyf_points; + Collision_SnapCopyPoints(polyf_brush.numpoints, (colpointf_t *)points, polyf_points, COLLISION_SNAPSCALE, COLLISION_SNAP); + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brush); + //Collision_PrintBrushAsQHull(&polyf_brush, "polyf_brush"); + Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, &polyf_brush, &polyf_brush); +} - box_clipnodes[i].children[side] = CONTENTS_EMPTY; - if (i != 5) - box_clipnodes[i].children[side^1] = i + 1; - else - box_clipnodes[i].children[side^1] = CONTENTS_SOLID; +void Collision_TraceBrushTriangleMeshFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numtriangles, const int *element3i, const float *vertex3f, int supercontents, int q3surfaceflags, texture_t *texture, const vec3_t segmentmins, const vec3_t segmentmaxs) +{ + int i; + polyf_brush.numpoints = 3; + polyf_brush.numplanes = 5; + polyf_brush.points = polyf_points; + polyf_brush.planes = polyf_planes; + polyf_brush.supercontents = supercontents; + for (i = 0;i < polyf_brush.numplanes;i++) + { + polyf_brush.planes[i].q3surfaceflags = q3surfaceflags; + polyf_brush.planes[i].texture = texture; + } + for (i = 0;i < numtriangles;i++, element3i += 3) + { + if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3f + element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs)) + { + VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v); + VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v); + VectorCopy(vertex3f + element3i[2] * 3, polyf_points[2].v); + Collision_SnapCopyPoints(polyf_brush.numpoints, polyf_points, polyf_points, COLLISION_SNAPSCALE, COLLISION_SNAP); + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brush); + //Collision_PrintBrushAsQHull(&polyf_brush, "polyf_brush"); + Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, &polyf_brush, &polyf_brush); + } + } +} - box_planes[i].type = i>>1; - box_planes[i].normal[i>>1] = 1; +void Collision_TraceLinePolygonFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, int numpoints, const float *points, int supercontents) +{ + if (numpoints > 256) + { + Con_Print("Polygon with more than 256 points not supported yet (fixme!)\n"); + return; } + polyf_brush.numpoints = numpoints; + polyf_brush.numplanes = numpoints + 2; + //polyf_brush.points = (colpointf_t *)points; + polyf_brush.points = polyf_points; + Collision_SnapCopyPoints(polyf_brush.numpoints, (colpointf_t *)points, polyf_points, COLLISION_SNAPSCALE, COLLISION_SNAP); + polyf_brush.planes = polyf_planes; + polyf_brush.supercontents = supercontents; + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brush); + //Collision_PrintBrushAsQHull(&polyf_brush, "polyf_brush"); + Collision_TraceLineBrushFloat(trace, linestart, lineend, &polyf_brush, &polyf_brush); } +void Collision_TraceLineTriangleMeshFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, int numtriangles, const int *element3i, const float *vertex3f, int supercontents, int q3surfaceflags, texture_t *texture, const vec3_t segmentmins, const vec3_t segmentmaxs) +{ + int i; +#if 1 + // FIXME: snap vertices? + for (i = 0;i < numtriangles;i++, element3i += 3) + Collision_TraceLineTriangleFloat(trace, linestart, lineend, vertex3f + element3i[0] * 3, vertex3f + element3i[1] * 3, vertex3f + element3i[2] * 3, supercontents, q3surfaceflags, texture); +#else + polyf_brush.numpoints = 3; + polyf_brush.numplanes = 5; + polyf_brush.points = polyf_points; + polyf_brush.planes = polyf_planes; + polyf_brush.supercontents = supercontents; + for (i = 0;i < polyf_brush.numplanes;i++) + { + polyf_brush.planes[i].supercontents = supercontents; + polyf_brush.planes[i].q3surfaceflags = q3surfaceflags; + polyf_brush.planes[i].texture = texture; + } + for (i = 0;i < numtriangles;i++, element3i += 3) + { + if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3 + [element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs)) + { + VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v); + VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v); + VectorCopy(vertex3f + element3i[2] * 3, polyf_points[2].v); + Collision_SnapCopyPoints(polyf_brush.numpoints, polyf_points, polyf_points, COLLISION_SNAPSCALE, COLLISION_SNAP); + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brush); + //Collision_PrintBrushAsQHull(&polyf_brush, "polyf_brush"); + Collision_TraceLineBrushFloat(trace, linestart, lineend, &polyf_brush, &polyf_brush); + } + } +#endif +} + + +static colpointf_t polyf_pointsstart[256], polyf_pointsend[256]; +static colplanef_t polyf_planesstart[256 + 2], polyf_planesend[256 + 2]; +static colbrushf_t polyf_brushstart, polyf_brushend; -static hull_t *HullForBBoxEntity (const vec3_t corigin, const vec3_t cmins, const vec3_t cmaxs, const vec3_t mins, const vec3_t maxs, vec3_t offset) +void Collision_TraceBrushPolygonTransformFloat(trace_t *trace, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int numpoints, const float *points, const matrix4x4_t *polygonmatrixstart, const matrix4x4_t *polygonmatrixend, int supercontents, int q3surfaceflags, texture_t *texture) { - vec3_t hullmins, hullmaxs; + int i; + if (numpoints > 256) + { + Con_Print("Polygon with more than 256 points not supported yet (fixme!)\n"); + return; + } + polyf_brushstart.numpoints = numpoints; + polyf_brushstart.numplanes = numpoints + 2; + polyf_brushstart.points = polyf_pointsstart;//(colpointf_t *)points; + polyf_brushstart.planes = polyf_planesstart; + polyf_brushstart.supercontents = supercontents; + for (i = 0;i < numpoints;i++) + Matrix4x4_Transform(polygonmatrixstart, points + i * 3, polyf_brushstart.points[i].v); + polyf_brushend.numpoints = numpoints; + polyf_brushend.numplanes = numpoints + 2; + polyf_brushend.points = polyf_pointsend;//(colpointf_t *)points; + polyf_brushend.planes = polyf_planesend; + polyf_brushend.supercontents = supercontents; + for (i = 0;i < numpoints;i++) + Matrix4x4_Transform(polygonmatrixend, points + i * 3, polyf_brushend.points[i].v); + for (i = 0;i < polyf_brushstart.numplanes;i++) + { + polyf_brushstart.planes[i].q3surfaceflags = q3surfaceflags; + polyf_brushstart.planes[i].texture = texture; + } + Collision_SnapCopyPoints(polyf_brushstart.numpoints, polyf_pointsstart, polyf_pointsstart, COLLISION_SNAPSCALE, COLLISION_SNAP); + Collision_SnapCopyPoints(polyf_brushend.numpoints, polyf_pointsend, polyf_pointsend, COLLISION_SNAPSCALE, COLLISION_SNAP); + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brushstart); + Collision_CalcPlanesForPolygonBrushFloat(&polyf_brushend); - // create a temp hull from bounding box sizes - VectorCopy (corigin, offset); - VectorSubtract (cmins, maxs, hullmins); - VectorSubtract (cmaxs, mins, hullmaxs); + //Collision_PrintBrushAsQHull(&polyf_brushstart, "polyf_brushstart"); + //Collision_PrintBrushAsQHull(&polyf_brushend, "polyf_brushend"); - //To keep everything totally uniform, bounding boxes are turned into small - //BSP trees instead of being compared directly. - box_planes[0].dist = hullmaxs[0]; - box_planes[1].dist = hullmins[0]; - box_planes[2].dist = hullmaxs[1]; - box_planes[3].dist = hullmins[1]; - box_planes[4].dist = hullmaxs[2]; - box_planes[5].dist = hullmins[2]; - return &box_hull; + Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, &polyf_brushstart, &polyf_brushend); } -static const hull_t *HullForBrushModel (const model_t *cmodel, const vec3_t corigin, const vec3_t mins, const vec3_t maxs, vec3_t offset) + + +#define MAX_BRUSHFORBOX 16 +static unsigned int brushforbox_index = 0; +// note: this relies on integer overflow to be consistent with modulo +// MAX_BRUSHFORBOX, or in other words, MAX_BRUSHFORBOX must be a power of two! +static colpointf_t brushforbox_point[MAX_BRUSHFORBOX*8]; +static colplanef_t brushforbox_plane[MAX_BRUSHFORBOX*6]; +static colbrushf_t brushforbox_brush[MAX_BRUSHFORBOX]; +static colbrushf_t brushforpoint_brush[MAX_BRUSHFORBOX]; + +void Collision_InitBrushForBox(void) { - vec3_t size; - const hull_t *hull; + int i; + for (i = 0;i < MAX_BRUSHFORBOX;i++) + { + brushforbox_brush[i].numpoints = 8; + brushforbox_brush[i].numplanes = 6; + brushforbox_brush[i].points = brushforbox_point + i * 8; + brushforbox_brush[i].planes = brushforbox_plane + i * 6; + brushforpoint_brush[i].numpoints = 1; + brushforpoint_brush[i].numplanes = 0; + brushforpoint_brush[i].points = brushforbox_point + i * 8; + brushforpoint_brush[i].planes = brushforbox_plane + i * 6; + } +} - // decide which clipping hull to use, based on the size - // explicit hulls in the BSP model - VectorSubtract (maxs, mins, size); - // LordHavoc: FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - if (cmodel->ishlbsp) +colbrushf_t *Collision_BrushForBox(const matrix4x4_t *matrix, const vec3_t mins, const vec3_t maxs, int supercontents, int q3surfaceflags, texture_t *texture) +{ + int i, j; + vec3_t v; + colbrushf_t *brush; + if (brushforbox_brush[0].numpoints == 0) + Collision_InitBrushForBox(); + // FIXME: these probably don't actually need to be normalized if the collision code does not care + if (VectorCompare(mins, maxs)) + { + // point brush + brush = brushforpoint_brush + ((brushforbox_index++) % MAX_BRUSHFORBOX); + VectorCopy(mins, brush->points->v); + } + else { - if (size[0] < 3) - hull = &cmodel->hulls[0]; // 0x0x0 - else if (size[0] <= 32) + brush = brushforbox_brush + ((brushforbox_index++) % MAX_BRUSHFORBOX); + // FIXME: optimize + for (i = 0;i < 8;i++) { - if (size[2] < 54) // pick the nearest of 36 or 72 - hull = &cmodel->hulls[3]; // 32x32x36 - else - hull = &cmodel->hulls[1]; // 32x32x72 + v[0] = i & 1 ? maxs[0] : mins[0]; + v[1] = i & 2 ? maxs[1] : mins[1]; + v[2] = i & 4 ? maxs[2] : mins[2]; + Matrix4x4_Transform(matrix, v, brush->points[i].v); + } + // FIXME: optimize! + for (i = 0;i < 6;i++) + { + VectorClear(v); + v[i >> 1] = i & 1 ? 1 : -1; + Matrix4x4_Transform3x3(matrix, v, brush->planes[i].normal); + VectorNormalize(brush->planes[i].normal); } - else - hull = &cmodel->hulls[2]; // 64x64x64 } - else + brush->supercontents = supercontents; + for (j = 0;j < brush->numplanes;j++) { - if (size[0] < 3) - hull = &cmodel->hulls[0]; // 0x0x0 - else if (size[0] <= 32) - hull = &cmodel->hulls[1]; // 32x32x56 - else - hull = &cmodel->hulls[2]; // 64x64x88 + brush->planes[j].q3surfaceflags = q3surfaceflags; + brush->planes[j].texture = texture; + brush->planes[j].dist = furthestplanedist_float(brush->planes[j].normal, brush->points, brush->numpoints); + } + VectorCopy(brush->points[0].v, brush->mins); + VectorCopy(brush->points[0].v, brush->maxs); + for (j = 1;j < brush->numpoints;j++) + { + brush->mins[0] = min(brush->mins[0], brush->points[j].v[0]); + brush->mins[1] = min(brush->mins[1], brush->points[j].v[1]); + brush->mins[2] = min(brush->mins[2], brush->points[j].v[2]); + brush->maxs[0] = max(brush->maxs[0], brush->points[j].v[0]); + brush->maxs[1] = max(brush->maxs[1], brush->points[j].v[1]); + brush->maxs[2] = max(brush->maxs[2], brush->points[j].v[2]); + } + brush->mins[0] -= 1; + brush->mins[1] -= 1; + brush->mins[2] -= 1; + brush->maxs[0] += 1; + brush->maxs[1] += 1; + brush->maxs[2] += 1; + Collision_ValidateBrush(brush); + return brush; +} + +void Collision_ClipTrace_BrushBox(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int supercontents, int q3surfaceflags, texture_t *texture) +{ + colbrushf_t *boxbrush, *thisbrush_start, *thisbrush_end; + vec3_t startmins, startmaxs, endmins, endmaxs; + + // create brushes for the collision + VectorAdd(start, mins, startmins); + VectorAdd(start, maxs, startmaxs); + VectorAdd(end, mins, endmins); + VectorAdd(end, maxs, endmaxs); + boxbrush = Collision_BrushForBox(&identitymatrix, cmins, cmaxs, supercontents, q3surfaceflags, texture); + thisbrush_start = Collision_BrushForBox(&identitymatrix, startmins, startmaxs, 0, 0, NULL); + thisbrush_end = Collision_BrushForBox(&identitymatrix, endmins, endmaxs, 0, 0, NULL); + + memset(trace, 0, sizeof(trace_t)); + trace->hitsupercontentsmask = hitsupercontentsmask; + trace->fraction = 1; + trace->realfraction = 1; + trace->allsolid = true; + Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, boxbrush, boxbrush); +} + +//pseudocode for detecting line/sphere overlap without calculating an impact point +//linesphereorigin = sphereorigin - linestart;linediff = lineend - linestart;linespherefrac = DotProduct(linesphereorigin, linediff) / DotProduct(linediff, linediff);return VectorLength2(linesphereorigin - bound(0, linespherefrac, 1) * linediff) >= sphereradius*sphereradius; + +// LordHavoc: currently unused, but tested +// note: this can be used for tracing a moving sphere vs a stationary sphere, +// by simply adding the moving sphere's radius to the sphereradius parameter, +// all the results are correct (impactpoint, impactnormal, and fraction) +float Collision_ClipTrace_Line_Sphere(double *linestart, double *lineend, double *sphereorigin, double sphereradius, double *impactpoint, double *impactnormal) +{ + double dir[3], scale, v[3], deviationdist, impactdist, linelength; + // make sure the impactpoint and impactnormal are valid even if there is + // no collision + VectorCopy(lineend, impactpoint); + VectorClear(impactnormal); + // calculate line direction + VectorSubtract(lineend, linestart, dir); + // normalize direction + linelength = VectorLength(dir); + if (linelength) + { + scale = 1.0 / linelength; + VectorScale(dir, scale, dir); } + // this dotproduct calculates the distance along the line at which the + // sphere origin is (nearest point to the sphere origin on the line) + impactdist = DotProduct(sphereorigin, dir) - DotProduct(linestart, dir); + // calculate point on line at that distance, and subtract the + // sphereorigin from it, so we have a vector to measure for the distance + // of the line from the sphereorigin (deviation, how off-center it is) + VectorMA(linestart, impactdist, dir, v); + VectorSubtract(v, sphereorigin, v); + deviationdist = VectorLength2(v); + // if outside the radius, it's a miss for sure + // (we do this comparison using squared radius to avoid a sqrt) + if (deviationdist > sphereradius*sphereradius) + return 1; // miss (off to the side) + // nudge back to find the correct impact distance + impactdist -= sphereradius - deviationdist/sphereradius; + if (impactdist >= linelength) + return 1; // miss (not close enough) + if (impactdist < 0) + return 1; // miss (linestart is past or inside sphere) + // calculate new impactpoint + VectorMA(linestart, impactdist, dir, impactpoint); + // calculate impactnormal (surface normal at point of impact) + VectorSubtract(impactpoint, sphereorigin, impactnormal); + // normalize impactnormal + VectorNormalize(impactnormal); + // return fraction of movement distance + return impactdist / linelength; +} + +void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const float *point0, const float *point1, const float *point2, int supercontents, int q3surfaceflags, texture_t *texture) +{ +#if 1 + // more optimized + float d1, d2, d, f, impact[3], edgenormal[3], faceplanenormal[3], faceplanedist, faceplanenormallength2, edge01[3], edge21[3], edge02[3]; + + // this function executes: + // 32 ops when line starts behind triangle + // 38 ops when line ends infront of triangle + // 43 ops when line fraction is already closer than this triangle + // 72 ops when line is outside edge 01 + // 92 ops when line is outside edge 21 + // 115 ops when line is outside edge 02 + // 123 ops when line impacts triangle and updates trace results + + // this code is designed for clockwise triangles, conversion to + // counterclockwise would require swapping some things around... + // it is easier to simply swap the point0 and point2 parameters to this + // function when calling it than it is to rewire the internals. + + // calculate the faceplanenormal of the triangle, this represents the front side + // 15 ops + VectorSubtract(point0, point1, edge01); + VectorSubtract(point2, point1, edge21); + CrossProduct(edge01, edge21, faceplanenormal); + // there's no point in processing a degenerate triangle (GIGO - Garbage In, Garbage Out) + // 6 ops + faceplanenormallength2 = DotProduct(faceplanenormal, faceplanenormal); + if (faceplanenormallength2 < 0.0001f) + return; + // calculate the distance + // 5 ops + faceplanedist = DotProduct(point0, faceplanenormal); + + // if start point is on the back side there is no collision + // (we don't care about traces going through the triangle the wrong way) + + // calculate the start distance + // 6 ops + d1 = DotProduct(faceplanenormal, linestart); + if (d1 <= faceplanedist) + return; + + // calculate the end distance + // 6 ops + d2 = DotProduct(faceplanenormal, lineend); + // if both are in front, there is no collision + if (d2 >= faceplanedist) + return; + + // from here on we know d1 is >= 0 and d2 is < 0 + // this means the line starts infront and ends behind, passing through it + + // calculate the recipricol of the distance delta, + // so we can use it multiple times cheaply (instead of division) + // 2 ops + d = 1.0f / (d1 - d2); + // calculate the impact fraction by taking the start distance (> 0) + // and subtracting the face plane distance (this is the distance of the + // triangle along that same normal) + // then multiply by the recipricol distance delta + // 2 ops + f = (d1 - faceplanedist) * d; + // skip out if this impact is further away than previous ones + // 1 ops + if (f > trace->realfraction) + return; + // calculate the perfect impact point for classification of insidedness + // 9 ops + impact[0] = linestart[0] + f * (lineend[0] - linestart[0]); + impact[1] = linestart[1] + f * (lineend[1] - linestart[1]); + impact[2] = linestart[2] + f * (lineend[2] - linestart[2]); + + // calculate the edge normal and reject if impact is outside triangle + // (an edge normal faces away from the triangle, to get the desired normal + // a crossproduct with the faceplanenormal is used, and because of the way + // the insidedness comparison is written it does not need to be normalized) + + // first use the two edges from the triangle plane math + // the other edge only gets calculated if the point survives that long + + // 20 ops + CrossProduct(edge01, faceplanenormal, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point1, edgenormal)) + return; + + // 20 ops + CrossProduct(faceplanenormal, edge21, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point2, edgenormal)) + return; + + // 23 ops + VectorSubtract(point0, point2, edge02); + CrossProduct(faceplanenormal, edge02, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point0, edgenormal)) + return; + + // 8 ops (rare) + + // store the new trace fraction + trace->realfraction = f; + + // calculate a nudged fraction to keep it out of the surface + // (the main fraction remains perfect) + trace->fraction = f - collision_impactnudge.value * d; + + if (collision_prefernudgedfraction.integer) + trace->realfraction = trace->fraction; + + // store the new trace plane (because collisions only happen from + // the front this is always simply the triangle normal, never flipped) + d = 1.0 / sqrt(faceplanenormallength2); + VectorScale(faceplanenormal, d, trace->plane.normal); + trace->plane.dist = faceplanedist * d; + + trace->hitsupercontents = supercontents; + trace->hitq3surfaceflags = q3surfaceflags; + trace->hittexture = texture; +#else + float d1, d2, d, f, fnudged, impact[3], edgenormal[3], faceplanenormal[3], faceplanedist, edge[3]; + + // this code is designed for clockwise triangles, conversion to + // counterclockwise would require swapping some things around... + // it is easier to simply swap the point0 and point2 parameters to this + // function when calling it than it is to rewire the internals. + + // calculate the unnormalized faceplanenormal of the triangle, + // this represents the front side + TriangleNormal(point0, point1, point2, faceplanenormal); + // there's no point in processing a degenerate triangle + // (GIGO - Garbage In, Garbage Out) + if (DotProduct(faceplanenormal, faceplanenormal) < 0.0001f) + return; + // calculate the unnormalized distance + faceplanedist = DotProduct(point0, faceplanenormal); + + // calculate the unnormalized start distance + d1 = DotProduct(faceplanenormal, linestart) - faceplanedist; + // if start point is on the back side there is no collision + // (we don't care about traces going through the triangle the wrong way) + if (d1 <= 0) + return; + + // calculate the unnormalized end distance + d2 = DotProduct(faceplanenormal, lineend) - faceplanedist; + // if both are in front, there is no collision + if (d2 >= 0) + return; + + // from here on we know d1 is >= 0 and d2 is < 0 + // this means the line starts infront and ends behind, passing through it + + // calculate the recipricol of the distance delta, + // so we can use it multiple times cheaply (instead of division) + d = 1.0f / (d1 - d2); + // calculate the impact fraction by taking the start distance (> 0) + // and subtracting the face plane distance (this is the distance of the + // triangle along that same normal) + // then multiply by the recipricol distance delta + f = d1 * d; + // skip out if this impact is further away than previous ones + if (f > trace->realfraction) + return; + // calculate the perfect impact point for classification of insidedness + impact[0] = linestart[0] + f * (lineend[0] - linestart[0]); + impact[1] = linestart[1] + f * (lineend[1] - linestart[1]); + impact[2] = linestart[2] + f * (lineend[2] - linestart[2]); + + // calculate the edge normal and reject if impact is outside triangle + // (an edge normal faces away from the triangle, to get the desired normal + // a crossproduct with the faceplanenormal is used, and because of the way + // the insidedness comparison is written it does not need to be normalized) + + VectorSubtract(point2, point0, edge); + CrossProduct(edge, faceplanenormal, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point0, edgenormal)) + return; + + VectorSubtract(point0, point1, edge); + CrossProduct(edge, faceplanenormal, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point1, edgenormal)) + return; + + VectorSubtract(point1, point2, edge); + CrossProduct(edge, faceplanenormal, edgenormal); + if (DotProduct(impact, edgenormal) > DotProduct(point2, edgenormal)) + return; + + // store the new trace fraction + trace->realfraction = bound(0, f, 1); - // calculate an offset value to center the origin - VectorSubtract (hull->clip_mins, mins, offset); - VectorAdd (offset, corigin, offset); + // store the new trace plane (because collisions only happen from + // the front this is always simply the triangle normal, never flipped) + VectorNormalize(faceplanenormal); + VectorCopy(faceplanenormal, trace->plane.normal); + trace->plane.dist = DotProduct(point0, faceplanenormal); - return hull; + // calculate the normalized start and end distances + d1 = DotProduct(trace->plane.normal, linestart) - trace->plane.dist; + d2 = DotProduct(trace->plane.normal, lineend) - trace->plane.dist; + + // calculate a nudged fraction to keep it out of the surface + // (the main fraction remains perfect) + fnudged = (d1 - collision_impactnudge.value) / (d1 - d2); + trace->fraction = bound(0, fnudged, 1); + + // store the new trace endpos + // not needed, it's calculated later when the trace is finished + //trace->endpos[0] = linestart[0] + fnudged * (lineend[0] - linestart[0]); + //trace->endpos[1] = linestart[1] + fnudged * (lineend[1] - linestart[1]); + //trace->endpos[2] = linestart[2] + fnudged * (lineend[2] - linestart[2]); + trace->hitsupercontents = supercontents; + trace->hitq3surfaceflags = q3surfaceflags; + trace->hittexture = texture; +#endif } -void Collision_ClipTrace (trace_t *trace, const void *cent, const model_t *cmodel, const vec3_t corigin, const vec3_t cangles, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end) +typedef struct colbspnode_s { - RecursiveHullCheckTraceInfo_t rhc; - vec3_t offset, forward, left, up; - double startd[3], endd[3], tempd[3]; + mplane_t plane; + struct colbspnode_s *children[2]; + // the node is reallocated or split if max is reached + int numcolbrushf; + int maxcolbrushf; + colbrushf_t **colbrushflist; + //int numcolbrushd; + //int maxcolbrushd; + //colbrushd_t **colbrushdlist; +} +colbspnode_t; - // fill in a default trace - memset (&rhc, 0, sizeof(rhc)); - memset (trace, 0, sizeof(trace_t)); +typedef struct colbsp_s +{ + mempool_t *mempool; + colbspnode_t *nodes; +} +colbsp_t; - rhc.trace = trace; +colbsp_t *Collision_CreateCollisionBSP(mempool_t *mempool) +{ + colbsp_t *bsp; + bsp = (colbsp_t *)Mem_Alloc(mempool, sizeof(colbsp_t)); + bsp->mempool = mempool; + bsp->nodes = (colbspnode_t *)Mem_Alloc(bsp->mempool, sizeof(colbspnode_t)); + return bsp; +} - rhc.trace->fraction = 1; - rhc.trace->allsolid = true; +void Collision_FreeCollisionBSPNode(colbspnode_t *node) +{ + if (node->children[0]) + Collision_FreeCollisionBSPNode(node->children[0]); + if (node->children[1]) + Collision_FreeCollisionBSPNode(node->children[1]); + while (--node->numcolbrushf) + Mem_Free(node->colbrushflist[node->numcolbrushf]); + //while (--node->numcolbrushd) + // Mem_Free(node->colbrushdlist[node->numcolbrushd]); + Mem_Free(node); +} - if (cmodel && cmodel->type == mod_brush) +void Collision_FreeCollisionBSP(colbsp_t *bsp) +{ + Collision_FreeCollisionBSPNode(bsp->nodes); + Mem_Free(bsp); +} + +void Collision_BoundingBoxOfBrushTraceSegment(const colbrushf_t *start, const colbrushf_t *end, vec3_t mins, vec3_t maxs, float startfrac, float endfrac) +{ + int i; + colpointf_t *ps, *pe; + float tempstart[3], tempend[3]; + VectorLerp(start->points[0].v, startfrac, end->points[0].v, mins); + VectorCopy(mins, maxs); + for (i = 0, ps = start->points, pe = end->points;i < start->numpoints;i++, ps++, pe++) { - // brush model + VectorLerp(ps->v, startfrac, pe->v, tempstart); + VectorLerp(ps->v, endfrac, pe->v, tempend); + mins[0] = min(mins[0], min(tempstart[0], tempend[0])); + mins[1] = min(mins[1], min(tempstart[1], tempend[1])); + mins[2] = min(mins[2], min(tempstart[2], tempend[2])); + maxs[0] = min(maxs[0], min(tempstart[0], tempend[0])); + maxs[1] = min(maxs[1], min(tempstart[1], tempend[1])); + maxs[2] = min(maxs[2], min(tempstart[2], tempend[2])); + } + mins[0] -= 1; + mins[1] -= 1; + mins[2] -= 1; + maxs[0] += 1; + maxs[1] += 1; + maxs[2] += 1; +} - // get the clipping hull - rhc.hull = HullForBrushModel (cmodel, corigin, mins, maxs, offset); +//=========================================== - VectorSubtract(start, offset, startd); - VectorSubtract(end, offset, endd); +void Collision_ClipToGenericEntity(trace_t *trace, dp_model_t *model, int frame, const vec3_t bodymins, const vec3_t bodymaxs, int bodysupercontents, matrix4x4_t *matrix, matrix4x4_t *inversematrix, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask) +{ + float tempnormal[3], starttransformed[3], endtransformed[3]; - // rotate start and end into the model's frame of reference - if (cangles[0] || cangles[1] || cangles[2]) - { - AngleVectorsFLU (cangles, forward, left, up); - VectorCopy(startd, tempd); - startd[0] = DotProduct (tempd, forward); - startd[1] = DotProduct (tempd, left); - startd[2] = DotProduct (tempd, up); - VectorCopy(endd, tempd); - endd[0] = DotProduct (tempd, forward); - endd[1] = DotProduct (tempd, left); - endd[2] = DotProduct (tempd, up); - } + memset(trace, 0, sizeof(*trace)); + trace->fraction = trace->realfraction = 1; + VectorCopy(end, trace->endpos); - // trace a line through the appropriate clipping hull - VectorCopy(startd, rhc.start); - VectorCopy(endd, rhc.end); - VectorCopy(rhc.end, rhc.trace->endpos); - VectorSubtract(rhc.end, rhc.start, rhc.dist); - if (DotProduct(rhc.dist, rhc.dist) > 0.00001) - RecursiveHullCheck (&rhc, rhc.hull->firstclipnode, 0, 1, rhc.start, rhc.end); - else - RecursiveHullCheckPoint (&rhc, rhc.hull->firstclipnode); + Matrix4x4_Transform(inversematrix, start, starttransformed); + Matrix4x4_Transform(inversematrix, end, endtransformed); +#if COLLISIONPARANOID >= 3 + Con_Printf("trans(%f %f %f -> %f %f %f, %f %f %f -> %f %f %f)", start[0], start[1], start[2], starttransformed[0], starttransformed[1], starttransformed[2], end[0], end[1], end[2], endtransformed[0], endtransformed[1], endtransformed[2]); +#endif - // if we hit, unrotate endpos and normal, and store the entity we hit - if (rhc.trace->fraction != 1) - { - // rotate endpos back to world frame of reference - if (cangles[0] || cangles[1] || cangles[2]) - { - VectorNegate (cangles, offset); - AngleVectorsFLU (offset, forward, left, up); - - VectorCopy (rhc.trace->endpos, tempd); - rhc.trace->endpos[0] = DotProduct (tempd, forward); - rhc.trace->endpos[1] = DotProduct (tempd, left); - rhc.trace->endpos[2] = DotProduct (tempd, up); - - VectorCopy (rhc.trace->plane.normal, tempd); - rhc.trace->plane.normal[0] = DotProduct (tempd, forward); - rhc.trace->plane.normal[1] = DotProduct (tempd, left); - rhc.trace->plane.normal[2] = DotProduct (tempd, up); - } - rhc.trace->ent = (void *) cent; - } - else if (rhc.trace->allsolid || rhc.trace->startsolid) - rhc.trace->ent = (void *) cent; - // fix offset - VectorAdd (rhc.trace->endpos, offset, rhc.trace->endpos); - } + if (model && model->TraceBox) + model->TraceBox(model, bound(0, frame, (model->numframes - 1)), trace, starttransformed, mins, maxs, endtransformed, hitsupercontentsmask); else - { - // bounding box + Collision_ClipTrace_Box(trace, bodymins, bodymaxs, starttransformed, mins, maxs, endtransformed, hitsupercontentsmask, bodysupercontents, 0, NULL); + trace->fraction = bound(0, trace->fraction, 1); + trace->realfraction = bound(0, trace->realfraction, 1); - rhc.hull = HullForBBoxEntity (corigin, cmins, cmaxs, mins, maxs, offset); + if (trace->fraction < 1) + { + VectorLerp(start, trace->fraction, end, trace->endpos); + VectorCopy(trace->plane.normal, tempnormal); + Matrix4x4_Transform3x3(matrix, tempnormal, trace->plane.normal); + // FIXME: should recalc trace->plane.dist + } +} - // trace a line through the generated clipping hull - VectorSubtract(start, offset, rhc.start); - VectorSubtract(end, offset, rhc.end); - VectorCopy(rhc.end, rhc.trace->endpos); - VectorSubtract(rhc.end, rhc.start, rhc.dist); - if (DotProduct(rhc.dist, rhc.dist) > 0.00001) - RecursiveHullCheck (&rhc, rhc.hull->firstclipnode, 0, 1, rhc.start, rhc.end); - else - RecursiveHullCheckPoint (&rhc, rhc.hull->firstclipnode); +void Collision_ClipToWorld(trace_t *trace, dp_model_t *model, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontents) +{ + memset(trace, 0, sizeof(*trace)); + trace->fraction = trace->realfraction = 1; + if (model && model->TraceBox) + model->TraceBox(model, 0, trace, start, mins, maxs, end, hitsupercontents); + trace->fraction = bound(0, trace->fraction, 1); + trace->realfraction = bound(0, trace->realfraction, 1); + VectorLerp(start, trace->fraction, end, trace->endpos); +} - // if we hit, store the entity we hit - if (rhc.trace->fraction != 1) - { - // fix offset - VectorAdd (rhc.trace->endpos, offset, rhc.trace->endpos); - rhc.trace->ent = (void *) cent; - } - else if (rhc.trace->allsolid || rhc.trace->startsolid) - rhc.trace->ent = (void *) cent; +void Collision_CombineTraces(trace_t *cliptrace, const trace_t *trace, void *touch, qboolean isbmodel) +{ + // take the 'best' answers from the new trace and combine with existing data + if (trace->allsolid) + cliptrace->allsolid = true; + if (trace->startsolid) + { + if (isbmodel) + cliptrace->bmodelstartsolid = true; + cliptrace->startsolid = true; + if (cliptrace->realfraction == 1) + cliptrace->ent = touch; + } + // don't set this except on the world, because it can easily confuse + // monsters underwater if there's a bmodel involved in the trace + // (inopen && inwater is how they check water visibility) + //if (trace->inopen) + // cliptrace->inopen = true; + if (trace->inwater) + cliptrace->inwater = true; + if (trace->realfraction < cliptrace->realfraction) + { + cliptrace->fraction = trace->fraction; + cliptrace->realfraction = trace->realfraction; + VectorCopy(trace->endpos, cliptrace->endpos); + cliptrace->plane = trace->plane; + cliptrace->ent = touch; + cliptrace->hitsupercontents = trace->hitsupercontents; + cliptrace->hitq3surfaceflags = trace->hitq3surfaceflags; + cliptrace->hittexture = trace->hittexture; } + cliptrace->startsupercontents |= trace->startsupercontents; }