]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
some cleanup and hopefully improved accuracy
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 Dec 2004 16:48:37 +0000 (16:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 Dec 2004 16:48:37 +0000 (16:48 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4875 d7cf8633-e32d-0410-b094-e92efae38249

collision.c

index 7387a9e597a73f178aa57c4501b1562751022e7e..af051b98e55f034365b5966c2a4df9cc4846308b 100644 (file)
@@ -2,7 +2,7 @@
 #include "quakedef.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"};
@@ -799,7 +799,7 @@ colbrushf_t *Collision_AllocBrushFromPermanentPolygonFloat(mempool_t *mempool, i
 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;
@@ -852,46 +852,38 @@ void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush
                }
                //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;
+                       }
                }
        }
 
@@ -947,7 +939,7 @@ void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *thisbrush
 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;
@@ -978,37 +970,38 @@ void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const
                        }
                }
 
-               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;
+                       }
                }
        }
 
@@ -1418,24 +1411,24 @@ void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, co
        // 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)
@@ -1483,9 +1476,19 @@ void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, co
        // 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)
+       VectorCopy(faceplanenormal, trace->plane.normal);
+       VectorNormalize(trace->plane.normal);
+       trace->plane.dist = DotProduct(point0, faceplanenormal);
+
+       // calculate the normalized start and end distances
+       d1 = DotProduct(faceplanenormal, linestart) - faceplanedist;
+       d2 = DotProduct(faceplanenormal, lineend) - faceplanedist;
+
        // 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
@@ -1493,11 +1496,6 @@ void Collision_TraceLineTriangleFloat(trace_t *trace, const vec3_t linestart, co
        //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