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collision.c
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collision.c
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#include "quakedef.h"
#include "polygon.h"
#include "collision.h"
#define COLLISION_EDGEDIR_DOT_EPSILON (0.999f)
#define COLLISION_EDGECROSS_MINLENGTH2 (1.0f / 4194304.0f)
#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 = {CF_CLIENT | CF_SERVER, "collision_impactnudge", "0.03125", "how much to back off from the impact"};
cvar_t collision_extendmovelength = {CF_CLIENT | CF_SERVER, "collision_extendmovelength", "16", "internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length)"};
cvar_t collision_extendtraceboxlength = {CF_CLIENT | CF_SERVER, "collision_extendtraceboxlength", "1", "internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
cvar_t collision_extendtracelinelength = {CF_CLIENT | CF_SERVER, "collision_extendtracelinelength", "1", "internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
cvar_t collision_debug_tracelineasbox = {CF_CLIENT | CF_SERVER, "collision_debug_tracelineasbox", "0", "workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat"};
cvar_t collision_cache = {CF_CLIENT | CF_SERVER, "collision_cache", "1", "store results of collision traces for next frame to reuse if possible (optimization)"};
cvar_t collision_triangle_bevelsides = {CF_CLIENT | CF_SERVER, "collision_triangle_bevelsides", "0", "generate sloped edge planes on triangles - if 0, see axialedgeplanes"};
cvar_t collision_triangle_axialsides = {CF_CLIENT | CF_SERVER, "collision_triangle_axialsides", "1", "generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes"};
cvar_t collision_bih_fullrecursion = {CF_CLIENT | CF_SERVER, "collision_bih_fullrecursion", "0", "debugging option to disable the bih recursion optimizations by iterating the entire tree"};
mempool_t *collision_mempool;
void Collision_Init (void)
{
Cvar_RegisterVariable(&collision_impactnudge);
Cvar_RegisterVariable(&collision_extendmovelength);
Cvar_RegisterVariable(&collision_extendtracelinelength);
Cvar_RegisterVariable(&collision_extendtraceboxlength);
Cvar_RegisterVariable(&collision_debug_tracelineasbox);
Cvar_RegisterVariable(&collision_cache);
Cvar_RegisterVariable(&collision_triangle_bevelsides);
Cvar_RegisterVariable(&collision_triangle_axialsides);
Cvar_RegisterVariable(&collision_bih_fullrecursion);
collision_mempool = Mem_AllocPool("collision cache", 0, NULL);
Collision_Cache_Init(collision_mempool);
}
static 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);
}
static 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)
{
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++)
{
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 > 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++;
}
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
{
Con_Print("Collision_ValidateBrush: all points lie on all planes (degenerate, no brush volume!)\n");
printbrush = true;
}
}
if (printbrush)
Collision_PrintBrushAsQHull(brush, "unnamed");
}
static 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;
}
static 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;
}
static void Collision_CalcEdgeDirsForPolygonBrushFloat(colbrushf_t *brush)
{
int i, j;
for (i = 0, j = brush->numpoints - 1;i < brush->numpoints;j = i, i++)
VectorSubtract(brush->points[i].v, brush->points[j].v, brush->edgedirs[j].v);
}
colbrushf_t *Collision_NewBrushFromPlanes(mempool_t *mempool, int numoriginalplanes, const colplanef_t *originalplanes, int supercontents, int q3surfaceflags, const texture_t *texture, int hasaabbplanes)
{
// TODO: planesbuf could be replaced by a remapping table
int j, k, w, xyzflags;
int numpointsbuf = 0, maxpointsbuf = 256, numedgedirsbuf = 0, maxedgedirsbuf = 256, numplanesbuf = 0, maxplanesbuf = 256, numelementsbuf = 0, maxelementsbuf = 256;
int isaabb = true;
double maxdist;
colbrushf_t *brush;
colpointf_t pointsbuf[256];
colpointf_t edgedirsbuf[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(edgedirsbuf, 0, sizeof(edgedirsbuf));
memset(planesbuf, 0, sizeof(planesbuf));
memset(elementsbuf, 0, sizeof(elementsbuf));
memset(polypointbuf, 0, sizeof(polypointbuf));
memset(p, 0, sizeof(p));
#endif
// check if there are too many planes and skip the brush
if (numoriginalplanes >= maxplanesbuf)
{
Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many planes for buffer\n");
return NULL;
}
// 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++)
{
int n;
// 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)
{
// 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;
}
}
// 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;
}
// add the unique points for this polygon
for (k = 0;k < pnumpoints;k++)
{
int m;
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)
{
// 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++;
}
// store the index into a buffer
polypointbuf[k] = m;
}
// 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];
}
// add the unique edgedirs for this polygon
for (k = 0, n = pnumpoints-1;k < pnumpoints;n = k, k++)
{
int m;
float dir[3];
// downgrade to float precision before comparing
VectorSubtract(&p[w][k*3], &p[w][n*3], dir);
VectorNormalize(dir);
// check if there is already a matching edgedir (no duplicates)
for (m = 0;m < numedgedirsbuf;m++)
if (DotProduct(dir, edgedirsbuf[m].v) >= COLLISION_EDGEDIR_DOT_EPSILON)
break;
// skip this if there is
if (m < numedgedirsbuf)
continue;
// try again with negated edgedir
VectorNegate(dir, dir);
// check if there is already a matching edgedir (no duplicates)
for (m = 0;m < numedgedirsbuf;m++)
if (DotProduct(dir, edgedirsbuf[m].v) >= COLLISION_EDGEDIR_DOT_EPSILON)
break;
// if there is no match, add a new one
if (m == numedgedirsbuf)
{
// check if there are too many and skip the brush
if (numedgedirsbuf >= maxedgedirsbuf)
{
Con_DPrint("Collision_NewBrushFromPlanes: failed to build collision brush: too many edgedirs for buffer\n");
return NULL;
}
// add the new one
VectorCopy(dir, edgedirsbuf[numedgedirsbuf].v);
numedgedirsbuf++;
}
}
// if any normal is not purely axial, it's not an axis-aligned box
if (isaabb && (originalplanes[j].normal[0] == 0) + (originalplanes[j].normal[1] == 0) + (originalplanes[j].normal[2] == 0) < 2)
isaabb = false;
}
// if nothing is left, there's nothing to allocate
if (numplanesbuf < 4)
{
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;
}
// 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++)
{
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);
}
// allocate the brush and copy to it
brush = (colbrushf_t *)Mem_Alloc(mempool, sizeof(colbrushf_t) + sizeof(colpointf_t) * numpointsbuf + sizeof(colpointf_t) * numedgedirsbuf + sizeof(colplanef_t) * numplanesbuf + sizeof(int) * numelementsbuf);
brush->isaabb = isaabb;
brush->hasaabbplanes = hasaabbplanes;
brush->supercontents = supercontents;
brush->numplanes = numplanesbuf;
brush->numedgedirs = numedgedirsbuf;
brush->numpoints = numpointsbuf;
brush->numtriangles = numelementsbuf / 3;
brush->planes = (colplanef_t *)(brush + 1);
brush->points = (colpointf_t *)(brush->planes + brush->numplanes);
brush->edgedirs = (colpointf_t *)(brush->points + brush->numpoints);
brush->elements = (int *)(brush->points + brush->numpoints);
brush->q3surfaceflags = q3surfaceflags;
brush->texture = texture;
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->numedgedirs;j++)
{
brush->edgedirs[j].v[0] = edgedirsbuf[j].v[0];
brush->edgedirs[j].v[1] = edgedirsbuf[j].v[1];
brush->edgedirs[j].v[2] = edgedirsbuf[j].v[2];
}
for (j = 0;j < brush->numplanes;j++)
{
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];
xyzflags = 0;
VectorClear(brush->mins);
VectorClear(brush->maxs);
for (j = 0;j < min(6, numoriginalplanes);j++)
{
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;}
}
// 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)
{
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_CalcPlanesForTriangleBrushFloat(colbrushf_t *brush)
{
float edge0[3], edge1[3], edge2[3];
colpointf_t *p;
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)
// note that some of these exist in q3bsp bspline patches
brush->numplanes = 0;
return;
}
// there are 5 planes (front, back, sides) and 3 edges
brush->numplanes = 5;
brush->numedgedirs = 3;
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;
// edge directions are easy to calculate
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);
VectorCopy(edge0, brush->edgedirs[0].v);
VectorCopy(edge1, brush->edgedirs[1].v);
VectorCopy(edge2, brush->edgedirs[2].v);
// now select an algorithm to generate the side planes
if (collision_triangle_bevelsides.integer)
{
// use 45 degree slopes at the edges of the triangle to make a sinking trace error turn into "riding up" the slope rather than getting stuck
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);
VectorNormalize(brush->planes[2].normal);
VectorNormalize(brush->planes[3].normal);
VectorNormalize(brush->planes[4].normal);
VectorAdd(brush->planes[2].normal, brush->planes[0].normal, brush->planes[2].normal);
VectorAdd(brush->planes[3].normal, brush->planes[0].normal, brush->planes[3].normal);
VectorAdd(brush->planes[4].normal, brush->planes[0].normal, brush->planes[4].normal);
VectorNormalize(brush->planes[2].normal);
VectorNormalize(brush->planes[3].normal);
VectorNormalize(brush->planes[4].normal);
}
else if (collision_triangle_axialsides.integer)
{
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);
VectorNormalize(brush->planes[2].normal);
VectorNormalize(brush->planes[3].normal);
VectorNormalize(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);
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_extra.integer)
{
int i;
// 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_DPrintf("Error in brush plane generation, plane %i\n", i);
}
}
}
// NOTE: start and end of each brush pair must have same numplanes/numpoints
void Collision_TraceBrushBrushFloat(trace_t *trace, const colbrushf_t *trace_start, const colbrushf_t *trace_end, const colbrushf_t *other_start, const colbrushf_t *other_end)
{
int nplane, nplane2, nedge1, nedge2, hitq3surfaceflags = 0;
int tracenumedgedirs = trace_start->numedgedirs;
//int othernumedgedirs = other_start->numedgedirs;
int tracenumpoints = trace_start->numpoints;
int othernumpoints = other_start->numpoints;
int numplanes1 = other_start->numplanes;
int numplanes2 = numplanes1 + trace_start->numplanes;
int numplanes3 = numplanes2 + trace_start->numedgedirs * other_start->numedgedirs * 2;
vec_t enterfrac = -1, leavefrac = 1, startdist, enddist, ie, f, imove, enterfrac2 = -1;
vec4_t startplane;
vec4_t endplane;
vec4_t newimpactplane;
const texture_t *hittexture = NULL;
vec_t startdepth = 1;
vec3_t startdepthnormal;
const texture_t *starttexture = NULL;
VectorClear(startdepthnormal);
Vector4Clear(newimpactplane);
// fast case for AABB vs compiled brushes (which begin with AABB planes and also have precomputed bevels for AABB collisions)
if (trace_start->isaabb && other_start->hasaabbplanes)
numplanes3 = numplanes2 = numplanes1;
// Separating Axis Theorem:
// if a supporting vector (plane normal) can be found that separates two
// objects, they are not colliding.
//
// Minkowski Sum:
// reduce the size of one object to a point while enlarging the other to
// represent the space that point can not occupy.
//
// try every plane we can construct between the two brushes and measure
// the distance between them.
for (nplane = 0;nplane < numplanes3;nplane++)
{
if (nplane < numplanes1)
{
nplane2 = nplane;
VectorCopy(other_start->planes[nplane2].normal, startplane);
VectorCopy(other_end->planes[nplane2].normal, endplane);
}
else if (nplane < numplanes2)
{
nplane2 = nplane - numplanes1;
VectorCopy(trace_start->planes[nplane2].normal, startplane);
VectorCopy(trace_end->planes[nplane2].normal, endplane);
}
else
{
// pick an edgedir from each brush and cross them
nplane2 = nplane - numplanes2;
nedge1 = nplane2 >> 1;
nedge2 = nedge1 / tracenumedgedirs;
nedge1 -= nedge2 * tracenumedgedirs;
if (nplane2 & 1)
{
CrossProduct(trace_start->edgedirs[nedge1].v, other_start->edgedirs[nedge2].v, startplane);
CrossProduct(trace_end->edgedirs[nedge1].v, other_end->edgedirs[nedge2].v, endplane);
}
else
{
CrossProduct(other_start->edgedirs[nedge2].v, trace_start->edgedirs[nedge1].v, startplane);
CrossProduct(other_end->edgedirs[nedge2].v, trace_end->edgedirs[nedge1].v, endplane);
}
if (VectorLength2(startplane) < COLLISION_EDGECROSS_MINLENGTH2 || VectorLength2(endplane) < COLLISION_EDGECROSS_MINLENGTH2)
continue; // degenerate crossproducts
VectorNormalize(startplane);
VectorNormalize(endplane);
}
startplane[3] = furthestplanedist_float(startplane, other_start->points, othernumpoints);
endplane[3] = furthestplanedist_float(endplane, other_end->points, othernumpoints);
startdist = nearestplanedist_float(startplane, trace_start->points, tracenumpoints) - startplane[3];
enddist = nearestplanedist_float(endplane, trace_end->points, tracenumpoints) - endplane[3];
//Con_Printf("%c%i: startdist = %f, enddist = %f, startdist / (startdist - enddist) = %f\n", nplane2 != nplane ? 'b' : 'a', nplane2, startdist, enddist, startdist / (startdist - enddist));
// aside from collisions, this is also used for error correction
if (startdist <= 0.0f && nplane < numplanes1 && (startdepth < startdist || startdepth == 1))
{
startdepth = startdist;
VectorCopy(startplane, startdepthnormal);
starttexture = other_start->planes[nplane2].texture;
}
if (startdist > enddist)
{
// moving into brush
if (enddist > 0.0f)
return;
if (startdist >= 0)
{
// enter
imove = 1 / (startdist - enddist);
f = startdist * imove;
// 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;
// calculate the nudged fraction and impact normal we'll
// need if we accept this collision later
enterfrac2 = (startdist - collision_impactnudge.value) * imove;
// if the collision would be further away than the trace's
// existing collision data, we don't care about this
// collision
if (enterfrac2 >= trace->fraction)
return;
ie = 1.0f - enterfrac;
newimpactplane[0] = startplane[0] * ie + endplane[0] * enterfrac;
newimpactplane[1] = startplane[1] * ie + endplane[1] * enterfrac;
newimpactplane[2] = startplane[2] * ie + endplane[2] * enterfrac;
newimpactplane[3] = startplane[3] * ie + endplane[3] * enterfrac;
if (nplane < numplanes1)
{
// use the plane from other
nplane2 = nplane;
hitq3surfaceflags = other_start->planes[nplane2].q3surfaceflags;
hittexture = other_start->planes[nplane2].texture;
}
else if (nplane < numplanes2)
{
// use the plane from trace
nplane2 = nplane - numplanes1;
hitq3surfaceflags = trace_start->planes[nplane2].q3surfaceflags;
hittexture = trace_start->planes[nplane2].texture;
}
else
{
hitq3surfaceflags = other_start->q3surfaceflags;
hittexture = other_start->texture;
}
}
}
}
else
{
// moving out of brush
if (startdist >= 0)
return;
if (enddist > 0)
{
// leave
f = startdist / (startdist - enddist);
// 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 & other_start->supercontents) && !(trace->skipsupercontentsmask & other_start->supercontents) && !(trace->skipmaterialflagsmask & (hittexture ? hittexture->currentmaterialflags : 0)))
{
trace->hitsupercontents = other_start->supercontents;
trace->hitq3surfaceflags = hitq3surfaceflags;
trace->hittexture = hittexture;
trace->fraction = bound(0, enterfrac2, 1);
VectorCopy(newimpactplane, trace->plane.normal);
trace->plane.dist = newimpactplane[3];
}
}
else
{
// started inside, update startsolid and friends
trace->startsupercontents |= other_start->supercontents;
if ((trace->hitsupercontentsmask & other_start->supercontents) && !(trace->skipsupercontentsmask & other_start->supercontents) && !(trace->skipmaterialflagsmask & (starttexture ? starttexture->currentmaterialflags : 0)))
{
trace->startsolid = true;
if (leavefrac < 1)
trace->allsolid = true;
VectorCopy(newimpactplane, trace->plane.normal);
trace->plane.dist = newimpactplane[3];
if (trace->startdepth > startdepth)
{
trace->startdepth = startdepth;
VectorCopy(startdepthnormal, trace->startdepthnormal);
trace->starttexture = starttexture;
}
}
}
}
// NOTE: start and end of each brush pair must have same numplanes/numpoints
void Collision_TraceLineBrushFloat(trace_t *trace, const vec3_t linestart, const vec3_t lineend, const colbrushf_t *other_start, const colbrushf_t *other_end)
{
int nplane, hitq3surfaceflags = 0;
int numplanes = other_start->numplanes;
vec_t enterfrac = -1, leavefrac = 1, startdist, enddist, ie, f, imove, enterfrac2 = -1;
vec4_t startplane;
vec4_t endplane;
vec4_t newimpactplane;
const texture_t *hittexture = NULL;
vec_t startdepth = 1;
vec3_t startdepthnormal;
const texture_t *starttexture = NULL;
if (collision_debug_tracelineasbox.integer)
{
colboxbrushf_t thisbrush_start, thisbrush_end;
Collision_BrushForBox(&thisbrush_start, linestart, linestart, 0, 0, NULL);
Collision_BrushForBox(&thisbrush_end, lineend, lineend, 0, 0, NULL);
Collision_TraceBrushBrushFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, other_start, other_end);
return;
}
VectorClear(startdepthnormal);
Vector4Clear(newimpactplane);
// Separating Axis Theorem:
// if a supporting vector (plane normal) can be found that separates two
// objects, they are not colliding.
//
// Minkowski Sum:
// reduce the size of one object to a point while enlarging the other to
// represent the space that point can not occupy.
//
// try every plane we can construct between the two brushes and measure
// the distance between them.
for (nplane = 0;nplane < numplanes;nplane++)
{
VectorCopy(other_start->planes[nplane].normal, startplane);
startplane[3] = other_start->planes[nplane].dist;
VectorCopy(other_end->planes[nplane].normal, endplane);
endplane[3] = other_end->planes[nplane].dist;
startdist = DotProduct(linestart, startplane) - startplane[3];
enddist = DotProduct(lineend, endplane) - endplane[3];
//Con_Printf("%c%i: startdist = %f, enddist = %f, startdist / (startdist - enddist) = %f\n", nplane2 != nplane ? 'b' : 'a', nplane2, startdist, enddist, startdist / (startdist - enddist));
// aside from collisions, this is also used for error correction
if (startdist <= 0.0f && (startdepth < startdist || startdepth == 1))
{
startdepth = startdist;
VectorCopy(startplane, startdepthnormal);
starttexture = other_start->planes[nplane].texture;
}
if (startdist > enddist)
{
// moving into brush
if (enddist > 0.0f)
return;
if (startdist > 0)
{
// enter
imove = 1 / (startdist - enddist);
f = startdist * imove;
// 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;
// calculate the nudged fraction and impact normal we'll
// need if we accept this collision later
enterfrac2 = (startdist - collision_impactnudge.value) * imove;
// if the collision would be further away than the trace's
// existing collision data, we don't care about this
// collision
if (enterfrac2 >= trace->fraction)
return;
ie = 1.0f - enterfrac;
newimpactplane[0] = startplane[0] * ie + endplane[0] * enterfrac;
newimpactplane[1] = startplane[1] * ie + endplane[1] * enterfrac;
newimpactplane[2] = startplane[2] * ie + endplane[2] * enterfrac;
newimpactplane[3] = startplane[3] * ie + endplane[3] * enterfrac;
hitq3surfaceflags = other_start->planes[nplane].q3surfaceflags;
hittexture = other_start->planes[nplane].texture;
}
}
}
else
{
// moving out of brush
if (startdist > 0)
return;
if (enddist > 0)
{
// leave
f = startdist / (startdist - enddist);
// 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 & other_start->supercontents) && !(trace->skipsupercontentsmask & other_start->supercontents) && !(trace->skipmaterialflagsmask & (hittexture ? hittexture->currentmaterialflags : 0)))
{
trace->hitsupercontents = other_start->supercontents;
trace->hitq3surfaceflags = hitq3surfaceflags;
trace->hittexture = hittexture;
trace->fraction = bound(0, enterfrac2, 1);
VectorCopy(newimpactplane, trace->plane.normal);
trace->plane.dist = newimpactplane[3];
}
}
else
{
// started inside, update startsolid and friends
trace->startsupercontents |= other_start->supercontents;
if ((trace->hitsupercontentsmask & other_start->supercontents) && !(trace->skipsupercontentsmask & other_start->supercontents) && !(trace->skipmaterialflagsmask & (starttexture ? starttexture->currentmaterialflags : 0)))
{
trace->startsolid = true;
if (leavefrac < 1)
trace->allsolid = true;
VectorCopy(newimpactplane, trace->plane.normal);
trace->plane.dist = newimpactplane[3];
if (trace->startdepth > startdepth)
{
trace->startdepth = startdepth;
VectorCopy(startdepthnormal, trace->startdepthnormal);
trace->starttexture = starttexture;
}
}
}
}
qbool Collision_PointInsideBrushFloat(const vec3_t point, const colbrushf_t *brush)
{
int nplane;
const colplanef_t *plane;
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 linestart, const colbrushf_t *other_start)
{
int nplane;
int numplanes = other_start->numplanes;
vec_t startdist;
vec4_t startplane;
vec4_t newimpactplane;
vec_t startdepth = 1;
vec3_t startdepthnormal;
const texture_t *starttexture = NULL;
VectorClear(startdepthnormal);
Vector4Clear(newimpactplane);
// Separating Axis Theorem:
// if a supporting vector (plane normal) can be found that separates two
// objects, they are not colliding.
//
// Minkowski Sum:
// reduce the size of one object to a point while enlarging the other to
// represent the space that point can not occupy.
//
// try every plane we can construct between the two brushes and measure
// the distance between them.
for (nplane = 0; nplane < numplanes; nplane++)
{
VectorCopy(other_start->planes[nplane].normal, startplane);
startplane[3] = other_start->planes[nplane].dist;
startdist = DotProduct(linestart, startplane) - startplane[3];
if (startdist > 0)
return;
// aside from collisions, this is also used for error correction
if (startdepth < startdist || startdepth == 1)
{
startdepth = startdist;
VectorCopy(startplane, startdepthnormal);
starttexture = other_start->planes[nplane].texture;
}
}
// at this point we know the trace overlaps the brush because it was not
// rejected at any point in the loop above
// started inside, update startsolid and friends
trace->startsupercontents |= other_start->supercontents;
if ((trace->hitsupercontentsmask & other_start->supercontents) && !(trace->skipsupercontentsmask & other_start->supercontents) && !(trace->skipmaterialflagsmask & (starttexture ? starttexture->currentmaterialflags : 0)))
{
trace->startsolid = true;
trace->allsolid = true;
VectorCopy(newimpactplane, trace->plane.normal);
trace->plane.dist = newimpactplane[3];
if (trace->startdepth > startdepth)
{
trace->startdepth = startdepth;
VectorCopy(startdepthnormal, trace->startdepthnormal);
trace->starttexture = starttexture;
}
}
}
static void Collision_SnapCopyPoints(int numpoints, const colpointf_t *in, colpointf_t *out, float fractionprecision, float invfractionprecision)
{
int i;
for (i = 0;i < numpoints;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;
}
}
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 stride, float *bbox6f, int supercontents, int q3surfaceflags, const texture_t *texture, const vec3_t segmentmins, const vec3_t segmentmaxs)
{
int i;
colpointf_t points[3];
colpointf_t edgedirs[3];