#include "quakedef.h"
-#include "winding.h"
+#include "polygon.h"
-#define COLLISION_SNAPSCALE (32.0f)
+#define COLLISION_SNAPSCALE (8.0f)
#define COLLISION_SNAP (1.0f / COLLISION_SNAPSCALE)
cvar_t collision_impactnudge = {0, "collision_impactnudge", "0.03125"};
void Collision_ValidateBrush(colbrushf_t *brush)
{
- int j, k, pointsoffplanes, printbrush;
+ int j, k, pointsoffplanes, pointonplanes, pointswithinsufficientplanes, printbrush;
float d;
printbrush = false;
if (!brush->numpoints)
if (brush->numplanes)
{
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++)
+ for (j = 0;j < brush->numpoints;j++)
+ {
+ pointonplanes = 0;
+ for (k = 0;k < brush->numplanes;k++)
{
d = DotProduct(brush->points[j].v, brush->planes[k].normal) - brush->planes[k].dist;
if (d > (1.0f / 8.0f))
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) > 0.01f)
+ if (fabs(d) > 0.125f)
pointsoffplanes++;
+ else
+ pointonplanes++;
}
+ if (pointonplanes < 3)
+ pointswithinsufficientplanes++;
+ }
+ 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
{
}
-colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const mplane_t *originalplanes, int supercontents, winding_t *temp1, winding_t *temp2)
+colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const mplane_t *originalplanes, int supercontents)
{
- int j, k, m;
- int numpoints, maxpoints, numplanes, maxplanes, numelements, maxelements, numtriangles, numpolypoints, maxpolypoints;
- winding_t *w, *temp, *othertemp;
+ int j, k, m, w;
+ int numpointsbuf = 0, maxpointsbuf = 256, numplanesbuf = 0, maxplanesbuf = 256, numelementsbuf = 0, maxelementsbuf = 256;
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
// 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)
- numpoints = 0;maxpoints = 256;
- numplanes = 0;maxplanes = 256;
- numelements = 0;maxelements = 1024;
- numtriangles = 0;
- maxpolypoints = 256;
for (j = 0;j < numoriginalplanes;j++)
{
// add the plane uniquely (no duplicates)
- for (k = 0;k < numplanes;k++)
+ 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 < numplanes)
+ if (k < numplanesbuf)
continue;
// check if there are too many and skip the brush
- if (numplanes >= 256)
+ if (numplanesbuf >= maxplanesbuf)
{
Con_Print("Mod_Q3BSP_LoadBrushes: failed to build collision brush: too many planes for buffer\n");
return NULL;
}
// create a large polygon from the plane
- w = temp1;
- othertemp = temp2;
- BufWinding_NewFromPlane(w, originalplanes[j].normal[0], originalplanes[j].normal[1], originalplanes[j].normal[2], originalplanes[j].dist);
+ w = 0;
+ PolygonD_QuadForPlane(p[w], originalplanes[j].normal[0], originalplanes[j].normal[1], originalplanes[j].normal[2], originalplanes[j].dist, 1024.0*1024.0*1024.0);
+ pnumpoints = 4;
// clip it by all other planes
- for (k = 0;k < numoriginalplanes && w->numpoints;k++)
+ for (k = 0;k < numoriginalplanes && pnumpoints && pnumpoints <= pmaxpoints;k++)
{
if (k != j)
{
// we want to keep the inside of the brush plane so we flip
// the cutting plane
- BufWinding_Divide(w, -originalplanes[k].normal[0], -originalplanes[k].normal[1], -originalplanes[k].normal[2], -originalplanes[k].dist, othertemp, NULL, NULL, NULL);
- temp = w;
- w = othertemp;
- othertemp = temp;
+ PolygonD_Divide(pnumpoints, p[w], -originalplanes[k].normal[0], -originalplanes[k].normal[1], -originalplanes[k].normal[2], -originalplanes[k].dist, 1.0/32.0, pmaxpoints, p[!w], &pnumpoints, 0, NULL, NULL);
+ w = !w;
}
}
// if nothing is left, skip it
- if (!w->numpoints)
+ if (pnumpoints < 3)
+ {
+ //Con_Printf("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;
+ }
- // copy off the number of points for later when the winding is freed
- numpolypoints = w->numpoints;
+ 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) < 1.0/8.0)
+ m++;
+ if (m < 3)
+ break;
+ }
+ if (k < pnumpoints)
+ {
+ Con_Printf("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 (numpolypoints > maxpolypoints)
+ if (pnumpoints > pmaxpoints)
{
Con_Print("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 (numelements + (w->numpoints - 2) * 3 > maxelements)
+ if (numelementsbuf + (pnumpoints - 2) * 3 > maxelementsbuf)
{
Con_Print("Collision_NewBrushFromPlanes: failed to build collision brush: too many triangle elements for buffer\n");
return NULL;
}
- for (k = 0;k < w->numpoints;k++)
+ for (k = 0;k < pnumpoints;k++)
{
// check if there is already a matching point (no duplicates)
- for (m = 0;m < numpoints;m++)
- if (VectorDistance2(w->points[k], pointsbuf[m].v) < COLLISION_SNAP)
+ for (m = 0;m < numpointsbuf;m++)
+ if (VectorDistance2(&p[w][k*3], pointsbuf[m].v) < COLLISION_SNAP)
break;
// if there is no match, add a new one
- if (m == numpoints)
+ if (m == numpointsbuf)
{
// check if there are too many and skip the brush
- if (numpoints >= 256)
+ if (numpointsbuf >= maxpointsbuf)
{
Con_Print("Collision_NewBrushFromPlanes: failed to build collision brush: too many points for buffer\n");
- Winding_Free(w);
return NULL;
}
// add the new one
- VectorCopy(w->points[k], pointsbuf[numpoints].v);
- numpoints++;
+ VectorCopy(&p[w][k*3], pointsbuf[numpointsbuf].v);
+ numpointsbuf++;
}
// store the index into a buffer
polypointbuf[k] = m;
}
- w = NULL;
- othertemp = NULL;
- temp = NULL;
// add the triangles for the polygon
// (this particular code makes a triangle fan)
- for (k = 0;k < numpolypoints - 2;k++)
+ for (k = 0;k < pnumpoints - 2;k++)
{
- numtriangles++;
- elementsbuf[numelements++] = polypointbuf[0];
- elementsbuf[numelements++] = polypointbuf[k + 1];
- elementsbuf[numelements++] = polypointbuf[k + 2];
+ elementsbuf[numelementsbuf++] = polypointbuf[0];
+ elementsbuf[numelementsbuf++] = polypointbuf[k + 1];
+ elementsbuf[numelementsbuf++] = polypointbuf[k + 2];
}
// add the new plane
- VectorCopy(originalplanes[j].normal, planesbuf[numplanes].normal);
- planesbuf[numplanes].dist = originalplanes[j].dist;
- numplanes++;
+ VectorCopy(originalplanes[j].normal, planesbuf[numplanesbuf].normal);
+ planesbuf[numplanesbuf].dist = originalplanes[j].dist;
+ numplanesbuf++;
+ }
+
+ // validate plane distances
+ for (j = 0;j < numplanesbuf;j++)
+ {
+ float d = furthestplanedist_float(planesbuf[j].normal, pointsbuf, numpointsbuf);
+ if (fabs(planesbuf[j].dist - d) > (1.0f/32.0f))
+ Con_Printf("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 nothing is left, there's nothing to allocate
- if (numtriangles < 4 || numplanes < 4 || numpoints < 4)
+ if (numelementsbuf < 12 || numplanesbuf < 4 || numpointsbuf < 4)
+ {
+ Con_Printf("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;
+ }
// allocate the brush and copy to it
- brush = Collision_AllocBrushFloat(mempool, numpoints, numplanes, numtriangles, supercontents);
- memcpy(brush->points, pointsbuf, numpoints * sizeof(colpointf_t));
- memcpy(brush->planes, planesbuf, numplanes * sizeof(colplanef_t));
- memcpy(brush->elements, elementsbuf, numtriangles * sizeof(int[3]));
- // recalc distances
+ brush = Collision_AllocBrushFloat(mempool, numpointsbuf, numplanesbuf, numelementsbuf / 3, supercontents);
+ for (j = 0;j < brush->numpoints;j++)
+ {
+ 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];
+ }
for (j = 0;j < brush->numplanes;j++)
- brush->planes[j].dist = furthestplanedist_float(brush->planes[j].normal, brush->points, brush->numpoints);
+ {
+ 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;
+ }
+ for (j = 0;j < brush->numtriangles * 3;j++)
+ brush->elements[j] = elementsbuf[j];
VectorCopy(brush->points[0].v, brush->mins);
VectorCopy(brush->points[0].v, brush->maxs);
for (j = 1;j < brush->numpoints;j++)
void Collision_CalcPlanesForPolygonBrushFloat(colbrushf_t *brush)
{
int i;
- float edge0[3], edge1[3], edge2[3], normal[3], dist, bestdist, temp[3];
+ float edge0[3], edge1[3], edge2[3], normal[3], dist, bestdist;
colpointf_t *p, *p2;
if (brush->numpoints == 3)
if (developer.integer)
{
// 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(edge1, edge0, normal);
+ CrossProduct(edge0, edge1, normal);
VectorNormalize(normal);
VectorSubtract(normal, brush->planes[0].normal, temp);
if (VectorLength(temp) > 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);
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)
{
int nplane, nplane2, fstartsolid, fendsolid, brushsolid;
- float enterfrac, leavefrac, d1, d2, f, move, imove, newimpactnormal[3], enterfrac2;
+ float enterfrac, leavefrac, d1, d2, f, imove, newimpactnormal[3], enterfrac2;
const colplanef_t *startplane, *endplane;
enterfrac = -1;
return;
}
f = furthestplanedist_float(startplane->normal, thisbrush_start->points, thisbrush_start->numpoints);
- if (fabs(f - startplane->dist) > 0.01f)
+ if (fabs(f - startplane->dist) > 0.125f)
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;
return;
}
f = furthestplanedist_float(startplane->normal, thatbrush_start->points, thatbrush_start->numpoints);
- if (fabs(f - startplane->dist) > 0.01f)
+ if (fabs(f - startplane->dist) > 0.125f)
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;
}
//Con_Printf("%c%i: d1 = %f, d2 = %f, d1 / (d1 - d2) = %f\n", nplane2 != nplane ? 'b' : 'a', nplane2, d1, d2, d1 / (d1 - d2));
- move = d1 - d2;
- if (move > 0)
+ if(d1 > d2)
{
// moving into brush
- if (d2 > collision_enternudge.value)
+ if(d2 > 0)
return;
- if (d1 < 0)
- continue;
- // enter
- fstartsolid = false;
- imove = 1 / move;
- f = (d1 - collision_enternudge.value) * imove;
- f = bound(0, f, 1);
- if (enterfrac < f)
+ if(d1 > 0)
{
- enterfrac = f;
- enterfrac2 = f - collision_impactnudge.value * imove;
- enterfrac2 = bound(0, enterfrac2, 1);
- VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
+ // enter
+ fstartsolid = false;
+ imove = 1 / (d1 - d2);
+ f = (d1 - collision_enternudge.value) * imove;
+ if (enterfrac < f)
+ {
+ enterfrac = f;
+ enterfrac2 = f - collision_impactnudge.value * imove;
+ VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
+ }
}
}
- else if (move < 0)
- {
- // moving out of brush
- if (d1 > collision_leavenudge.value)
- return;
- if (d2 < 0)
- continue;
- // leave
- fendsolid = false;
- f = (d1 + collision_leavenudge.value) / move;
- f = bound(0, f, 1);
- if (leavefrac > f)
- leavefrac = f;
- }
else
{
- // sliding along plane
- if (d1 > 0)
+ // moving out of brush
+ if(d1 > 0)
return;
+ if(d2 > 0)
+ {
+ // leave
+ fendsolid = false;
+ f = (d1 + collision_leavenudge.value) / (d1 - d2);
+ if (leavefrac > f)
+ leavefrac = f;
+ }
}
}
void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const colbrushf_t *thatbrush_start, const colbrushf_t *thatbrush_end)
{
int nplane, fstartsolid, fendsolid, brushsolid;
- float enterfrac, leavefrac, d1, d2, f, move, imove, newimpactnormal[3], enterfrac2;
+ float enterfrac, leavefrac, d1, d2, f, imove, newimpactnormal[3], enterfrac2;
const colplanef_t *startplane, *endplane;
enterfrac = -1;
if (thatbrush_start->numpoints)
{
f = furthestplanedist_float(startplane->normal, thatbrush_start->points, thatbrush_start->numpoints);
- if (fabs(f - startplane->dist) > 0.01f)
+ if (fabs(f - startplane->dist) > 0.125f)
Con_Printf("startplane->dist %f != calculated %f\n", startplane->dist, f);
}
}
- move = d1 - d2;
- if (move > 0)
+ if (d1 > d2)
{
// moving into brush
- if (d2 >= 0)
+ if (d2 > 0)
return;
- if (d1 <= 0)
- continue;
- // enter
- fstartsolid = false;
- imove = 1 / move;
- f = (d1 - collision_enternudge.value) * imove;
- if (enterfrac < f)
+ if (d1 > 0)
{
- enterfrac = f;
- enterfrac2 = f - collision_impactnudge.value * imove;
- VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
+ // enter
+ fstartsolid = false;
+ imove = 1 / (d1 - d2);
+ f = (d1 - collision_enternudge.value) * imove;
+ if (enterfrac < f)
+ {
+ enterfrac = f;
+ enterfrac2 = f - collision_impactnudge.value * imove;
+ VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
+ }
}
}
else
{
// moving out of brush
- if (d1 >= 0)
+ if (d1 > 0)
return;
- if (d2 <= 0)
- continue;
- // leave
- fendsolid = false;
- f = (d1 - collision_leavenudge.value) / move;
- if (leavefrac > f)
- leavefrac = f;
+ if (d2 > 0)
+ {
+ // leave
+ fendsolid = false;
+ f = (d1 + collision_leavenudge.value) / (d1 - d2);
+ if (leavefrac > f)
+ leavefrac = f;
+ }
}
}
// 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
+ // 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)
+ // there's no point in processing a degenerate triangle
+ // (GIGO - Garbage In, Garbage Out)
if (DotProduct(faceplanenormal, faceplanenormal) < 0.0001f)
return;
- // normalize the normal
- VectorNormalize(faceplanenormal);
- // calculate the distance
+ // calculate the unnormalized distance
faceplanedist = DotProduct(point0, faceplanenormal);
- // calculate the start distance
+ // 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 end distance
+ // calculate the unnormalized end distance
d2 = DotProduct(faceplanenormal, lineend) - faceplanedist;
// if both are in front, there is no collision
if (d2 >= 0)
// store the new trace fraction
trace->realfraction = bound(0, f, 1);
+ // 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);
+
+ // 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) * d;
+ fnudged = (d1 - collision_impactnudge.value) / (d1 - d2);
trace->fraction = bound(0, fnudged, 1);
// store the new trace endpos
//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]);
-
- // store the new trace plane (because collisions only happen from
- // the front this is always simply the triangle normal, never flipped)
- VectorCopy(faceplanenormal, trace->plane.normal);
- trace->plane.dist = faceplanedist;
}
typedef struct colbspnode_s