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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/dispcoll.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/dispcoll.cpp')
| -rw-r--r-- | mp/src/public/dispcoll.cpp | 3988 |
1 files changed, 1994 insertions, 1994 deletions
diff --git a/mp/src/public/dispcoll.cpp b/mp/src/public/dispcoll.cpp index d8dd85bc..3583d4a2 100644 --- a/mp/src/public/dispcoll.cpp +++ b/mp/src/public/dispcoll.cpp @@ -1,1994 +1,1994 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "BuildDisp.h"
-#include "DispColl.h"
-#include "tier0/dbg.h"
-
-//=============================================================================
-
-const float CDispCollTree::COLLISION_EPSILON = 0.01f;
-const float CDispCollTree::ONE_MINUS_COLLISION_EPSILON = 1.0f - COLLISION_EPSILON;
-
-//=============================================================================
-//
-// Displacement Collision Triangle Functions
-//
-
-
-//-----------------------------------------------------------------------------
-// Purpose: initialize the displacement triangles
-//-----------------------------------------------------------------------------
-void CDispCollTri::Init( void )
-{
- for( int i = 0; i < 3; i++ )
- {
- m_Points[i].x = 0.0f; m_Points[i].y = 0.0f; m_Points[i].z = 0.0f;
- m_PointNormals[i].x = 0.0f; m_PointNormals[i].y = 0.0f; m_PointNormals[i].z = 0.0f;
- }
-
- m_Normal.x = 0.0f; m_Normal.y = 0.0f; m_Normal.z = 0.0f;
- m_Distance = 0.0f;
-
- m_ProjAxes[0] = -1;
- m_ProjAxes[1] = -1;
-
- m_bIntersect = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CDispCollTri::SetPoint( int index, Vector const &vert )
-{
- Assert( index >= 0 );
- Assert( index < 3 );
-
- m_Points[index].x = vert[0];
- m_Points[index].y = vert[1];
- m_Points[index].z = vert[2];
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CDispCollTri::SetPointNormal( int index, Vector const &normal )
-{
- Assert( index >= 0 );
- Assert( index < 3 );
-
- m_PointNormals[index].x = normal[0];
- m_PointNormals[index].y = normal[1];
- m_PointNormals[index].z = normal[2];
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTri::CalcPlane( void )
-{
- //
- // calculate the plane normal and distance
- //
- Vector segment1, segment2, cross;
-
- segment1 = m_Points[1] - m_Points[0];
- segment2 = m_Points[2] - m_Points[0];
- cross = segment1.Cross( segment2 );
- m_Normal = cross;
- VectorNormalize(m_Normal);
-
- m_Distance = m_Normal.Dot( m_Points[0] );
-
- //
- // calculate the projection axes
- //
- if( FloatMakePositive( m_Normal[0] ) > FloatMakePositive( m_Normal[1] ) )
- {
- if( FloatMakePositive( m_Normal[0] ) > FloatMakePositive( m_Normal[2] ) )
- {
- m_ProjAxes[0] = 1;
- m_ProjAxes[1] = 2;
- }
- else
- {
- m_ProjAxes[0] = 0;
- m_ProjAxes[1] = 1;
- }
- }
- else
- {
- if( FloatMakePositive( m_Normal[1] ) > FloatMakePositive( m_Normal[2] ) )
- {
- m_ProjAxes[0] = 0;
- m_ProjAxes[1] = 2;
- }
- else
- {
- m_ProjAxes[0] = 0;
- m_ProjAxes[1] = 1;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CDispCollTri::SetIntersect( bool bIntersect )
-{
- m_bIntersect = bIntersect;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline bool CDispCollTri::IsIntersect( void )
-{
- return m_bIntersect;
-}
-
-
-//=============================================================================
-//
-// Displacement Collision Node Functions
-//
-
-
-//-----------------------------------------------------------------------------
-// Purpose: constructor
-//-----------------------------------------------------------------------------
-CDispCollNode::CDispCollNode()
-{
- m_Bounds[0].x = m_Bounds[0].y = m_Bounds[0].z = 99999.9f;
- m_Bounds[1].x = m_Bounds[1].y = m_Bounds[1].z = -99999.9f;
-
- m_Tris[0].Init();
- m_Tris[1].Init();
-
- m_bIsLeaf = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline bool CDispCollNode::IsLeaf( void )
-{
- return m_bIsLeaf;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CDispCollNode::SetBounds( Vector const &bMin, Vector const &bMax )
-{
- m_Bounds[0] = bMin;
- m_Bounds[1] = bMax;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CDispCollNode::GetBounds( Vector &bMin, Vector &bMax )
-{
- bMin = m_Bounds[0];
- bMax = m_Bounds[1];
-}
-
-
-//=============================================================================
-//
-// Displacement Collision Tree Functions
-//
-
-//-----------------------------------------------------------------------------
-// Purpose: constructor
-//-----------------------------------------------------------------------------
-CDispCollTree::CDispCollTree()
-{
- m_Power = 0;
-
- m_NodeCount = 0;
- m_pNodes = NULL;
-
- InitAABBData();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: deconstructor
-//-----------------------------------------------------------------------------
-CDispCollTree::~CDispCollTree()
-{
- FreeNodes();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::InitAABBData( void )
-{
- m_AABBNormals[0].x = -1.0f; m_AABBNormals[0].y = 0.0f; m_AABBNormals[0].z = 0.0f;
- m_AABBNormals[1].x = 1.0f; m_AABBNormals[1].y = 0.0f; m_AABBNormals[1].z = 0.0f;
-
- m_AABBNormals[2].x = 0.0f; m_AABBNormals[2].y = -1.0f; m_AABBNormals[2].z = 0.0f;
- m_AABBNormals[3].x = 0.0f; m_AABBNormals[3].y = 1.0f; m_AABBNormals[3].z = 0.0f;
-
- m_AABBNormals[4].x = 0.0f; m_AABBNormals[4].y = 0.0f; m_AABBNormals[4].z = -1.0f;
- m_AABBNormals[5].x = 0.0f; m_AABBNormals[5].y = 0.0f; m_AABBNormals[5].z = 1.0f;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::CalcBounds( CDispCollNode *pNode, int nodeIndex )
-{
- Vector bounds[2];
- bounds[0].Init( 99999.9f, 99999.9f, 99999.9f );
- bounds[1].Init( -99999.9f, -99999.9f, -99999.9f );
-
- //
- // handle leaves differently -- bounding volume defined by triangles
- //
- if( pNode->IsLeaf() )
- {
- for( int i = 0; i < 2; i++ )
- {
- for( int j = 0; j < 3; j++ )
- {
- //
- // minimum
- //
- if( bounds[0].x > pNode->m_Tris[i].m_Points[j].x ) { bounds[0].x = pNode->m_Tris[i].m_Points[j].x; }
- if( bounds[0].y > pNode->m_Tris[i].m_Points[j].y ) { bounds[0].y = pNode->m_Tris[i].m_Points[j].y; }
- if( bounds[0].z > pNode->m_Tris[i].m_Points[j].z ) { bounds[0].z = pNode->m_Tris[i].m_Points[j].z; }
-
- //
- // maximum
- //
- if( bounds[1].x < pNode->m_Tris[i].m_Points[j].x ) { bounds[1].x = pNode->m_Tris[i].m_Points[j].x; }
- if( bounds[1].y < pNode->m_Tris[i].m_Points[j].y ) { bounds[1].y = pNode->m_Tris[i].m_Points[j].y; }
- if( bounds[1].z < pNode->m_Tris[i].m_Points[j].z ) { bounds[1].z = pNode->m_Tris[i].m_Points[j].z; }
- }
- }
- }
- //
- // bounding volume defined by maxima and minima of children volumes
- //
- else
- {
- for( int i = 0; i < 4; i++ )
- {
- int childIndex = GetChildNode( nodeIndex, i );
- CDispCollNode *pChildNode = &m_pNodes[childIndex];
-
- Vector childBounds[2];
- pChildNode->GetBounds( childBounds[0], childBounds[1] );
-
- //
- // minimum
- //
- if( bounds[0].x > childBounds[0].x ) { bounds[0].x = childBounds[0].x; }
- if( bounds[0].y > childBounds[0].y ) { bounds[0].y = childBounds[0].y; }
- if( bounds[0].z > childBounds[0].z ) { bounds[0].z = childBounds[0].z; }
-
- //
- // maximum
- //
- if( bounds[1].x < childBounds[1].x ) { bounds[1].x = childBounds[1].x; }
- if( bounds[1].y < childBounds[1].y ) { bounds[1].y = childBounds[1].y; }
- if( bounds[1].z < childBounds[1].z ) { bounds[1].z = childBounds[1].z; }
- }
- }
-
- pNode->SetBounds( bounds[0], bounds[1] );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::CreateNodes_r( CCoreDispInfo *pDisp, int nodeIndex, int termLevel )
-{
- int nodeLevel = GetNodeLevel( nodeIndex );
-
- //
- // terminating condition -- set node info (leaf or otherwise)
- //
- if( nodeLevel == termLevel )
- {
- CDispCollNode *pNode = &m_pNodes[nodeIndex];
- CalcBounds( pNode, nodeIndex );
-
- return;
- }
-
- //
- // recurse into children
- //
- for( int i = 0; i < 4; i++ )
- {
- CreateNodes_r( pDisp, GetChildNode( nodeIndex, i ), termLevel );
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::CreateNodes( CCoreDispInfo *pDisp )
-{
- //
- // create all nodes in tree
- //
- int power = pDisp->GetPower() + 1;
- for( int level = power; level > 0; level-- )
- {
- CreateNodes_r( pDisp, 0 /* rootIndex */, level );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CDispCollTree::GetNodeIndexFromComponents( int x, int y )
-{
- int index = 0;
-
- // Interleave bits from the x and y values to create the index:
-
- for( int shift = 0; x != 0; shift += 2, x >>= 1 )
- {
- index |= ( x & 1 ) << shift;
- }
-
- for( shift = 1; y != 0; shift += 2, y >>= 1 )
- {
- index |= ( y & 1 ) << shift;
- }
-
- return index;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::InitLeaves( CCoreDispInfo *pDisp )
-{
- //
- // get power and width and displacement surface
- //
- int power = pDisp->GetPower();
- int width = pDisp->GetWidth();
-
- //
- // get leaf indices
- //
- int startIndex = CalcNodeCount( power - 1 );
- int endIndex = CalcNodeCount( power );
-
- for( int index = startIndex; index < endIndex; index++ )
- {
- //
- // create triangles at leaves
- //
- int x = ( index - startIndex ) % ( width - 1 );
- int y = ( index - startIndex ) / ( width - 1 );
-
- int nodeIndex = GetNodeIndexFromComponents( x, y );
- nodeIndex += startIndex;
-
- Vector vert;
- Vector normal;
-
- //
- // tri 1
- //
- pDisp->GetVert( x + ( y * width ), vert );
- pDisp->GetNormal( x + ( y * width ), normal );
- m_pNodes[nodeIndex].m_Tris[0].SetPoint( 0, vert );
- m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 0, normal );
-
- pDisp->GetVert( x + ( ( y + 1 ) * width ), vert );
- pDisp->GetNormal( x + ( ( y + 1 ) * width ), normal );
- m_pNodes[nodeIndex].m_Tris[0].SetPoint( 1, vert );
- m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 1, normal );
-
- pDisp->GetVert( ( x + 1 ) + ( y * width ), vert );
- pDisp->GetNormal( ( x + 1 ) + ( y * width ), normal );
- m_pNodes[nodeIndex].m_Tris[0].SetPoint( 2, vert );
- m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 2, normal );
-
- m_pNodes[nodeIndex].m_Tris[0].CalcPlane();
-
- //
- // tri 2
- //
- pDisp->GetVert( ( x + 1 ) + ( y * width ), vert );
- pDisp->GetNormal( ( x + 1 ) + ( y * width ), normal );
- m_pNodes[nodeIndex].m_Tris[1].SetPoint( 0, vert );
- m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 0, normal );
-
- pDisp->GetVert( x + ( ( y + 1 ) * width ), vert );
- pDisp->GetNormal( x + ( ( y + 1 ) * width ), normal );
- m_pNodes[nodeIndex].m_Tris[1].SetPoint( 1, vert );
- m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 1, normal );
-
- pDisp->GetVert( ( x + 1 ) + ( ( y + 1 ) * width ), vert );
- pDisp->GetNormal( ( x + 1 ) + ( ( y + 1 ) * width ), normal );
- m_pNodes[nodeIndex].m_Tris[1].SetPoint( 2, vert );
- m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 2, normal );
-
- m_pNodes[nodeIndex].m_Tris[1].CalcPlane();
-
- // set node as leaf
- m_pNodes[nodeIndex].m_bIsLeaf = true;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: allocate and initialize the displacement collision tree
-// Input: power - size of the displacement surface
-// Output: bool - success? (true/false)
-//-----------------------------------------------------------------------------
-bool CDispCollTree::Create( CCoreDispInfo *pDisp )
-{
- //
- // calculate the number of nodes needed given the size of the displacement
- //
- m_Power = pDisp->GetPower();
- m_NodeCount = CalcNodeCount( m_Power );
-
- //
- // allocate tree space
- //
- if( !AllocNodes( m_NodeCount ) )
- return false;
-
- // initialize leaves
- InitLeaves( pDisp );
-
- // create tree nodes
- CreateNodes( pDisp );
-
- // tree successfully created!
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: allocate memory for the displacement collision tree
-// Input: nodeCount - number of nodes to allocate
-// Output: bool - success? (true/false)
-//-----------------------------------------------------------------------------
-bool CDispCollTree::AllocNodes( int nodeCount )
-{
- // sanity check
- Assert( nodeCount != 0 );
-
- m_pNodes = new CDispCollNode[nodeCount];
- if( !m_pNodes )
- return false;
-
- // tree successfully allocated!
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: release allocated memory for displacement collision tree
-//-----------------------------------------------------------------------------
-void CDispCollTree::FreeNodes( void )
-{
- if( m_pNodes )
- {
- delete [] m_pNodes;
- m_pNodes = NULL;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate the number of tree nodes given the size of the
-// displacement surface
-// Input: power - size of the displacement surface
-// Output: int - the number of tree nodes
-//-----------------------------------------------------------------------------
-inline int CDispCollTree::CalcNodeCount( int power )
-{
- // power range [2...4]
- Assert( power > 0 );
- Assert( power < 5 );
-
- return ( ( 1 << ( ( power + 1 ) << 1 ) ) / 3 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: get the parent node index given the current node
-// Input: nodeIndex - current node index
-// Output: int - the index of the parent node
-//-----------------------------------------------------------------------------
-inline int CDispCollTree::GetParentNode( int nodeIndex )
-{
- // node range [0...m_NodeCount)
- Assert( nodeIndex >= 0 );
- Assert( nodeIndex < m_NodeCount );
-
- // ( nodeIndex - 1 ) / 4
- return ( ( nodeIndex - 1 ) >> 2 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: get the child node index given the current node index and direction
-// of the child (1 of 4)
-// Input: nodeIndex - current node index
-// direction - direction of the child ( [0...3] - SW, SE, NW, NE )
-// Output: int - the index of the child node
-//-----------------------------------------------------------------------------
-inline int CDispCollTree::GetChildNode( int nodeIndex, int direction )
-{
- // node range [0...m_NodeCount)
- Assert( nodeIndex >= 0 );
- Assert( nodeIndex < m_NodeCount );
-
- // ( nodeIndex * 4 ) + ( direction + 1 )
- return ( ( nodeIndex << 2 ) + ( direction + 1 ) );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline int CDispCollTree::GetNodeLevel( int nodeIndex )
-{
- // node range [0...m_NodeCount)
- Assert( nodeIndex >= 0 );
- Assert( nodeIndex < m_NodeCount );
-
- // level = 2^n + 1
- if( nodeIndex == 0 ) { return 1; }
- if( nodeIndex < 5 ) { return 2; }
- if( nodeIndex < 21 ) { return 3; }
- if( nodeIndex < 85 ) { return 4; }
- if( nodeIndex < 341 ) { return 5; }
-
- return -1;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CDispCollTree::RayTriTest( Vector const &rayStart, Vector const &rayDir, float const rayLength,
- CDispCollTri const *pTri, float *fraction )
-{
- const float DET_EPSILON = 0.001f;
- const float DIST_EPSILON = 0.001f;
-
- //
- // calculate the edges
- //
- Vector edge1 = pTri->m_Points[1] - pTri->m_Points[0];
- Vector edge2 = pTri->m_Points[2] - pTri->m_Points[0];
-
-// Vector faceNormal = edge1.Cross( edge2 );
-// Vector normNormal = faceNormal.Normalize();
-
- //
- // calculate the triangle's determinant
- //
- Vector pVec = rayDir.Cross( edge2 );
- float det = pVec.Dot( edge1 );
-
- // if determinant is zero -- ray lies in plane
- if( ( det > -DET_EPSILON ) && ( det < DET_EPSILON ) )
- return false;
-
- //
- // utility calculations - inverse determinant and distance from v0 to ray start
- //
- double invDet = 1.0f / det;
- Vector tVec = rayStart - pTri->m_Points[0];
-
- //
- // calculate the U parameter and test bounds
- //
- double u = pVec.Dot( tVec ) * invDet;
- if( ( u < 0.0f ) || ( u > 1.0f ) )
- return false;
-
- Vector qVec = tVec.Cross( edge1 );
-
- //
- // calculate the V parameter and test bounds
- //
- double v = qVec.Dot( rayDir ) * invDet;
- if( ( v < 0.0f ) || ( ( u + v ) > 1.0f ) )
- return false;
-
- // calculate where ray intersects triangle
- *fraction = qVec.Dot( edge2 ) * invDet;
- *fraction /= rayLength;
-
- if( ( *fraction < DIST_EPSILON ) || ( *fraction > ( 1.0f - DIST_EPSILON ) ) )
- return false;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-bool CDispCollTree::RayTriListTest( CDispCollTreeTempData *pTemp, CDispCollData *pData )
-{
- // save starting fraction -- to test for collision
- float startFraction = pData->m_Fraction;
-
- //
- // calculate the ray
- //
- Vector seg = pData->m_EndPos - pData->m_StartPos;
- Vector rayDir = seg;
- float rayLength = VectorNormalize( rayDir );
-
- //
- // test ray against all triangles in list
- //
- for( int i = 0; i < pTemp->m_TriListCount; i++ )
- {
- float fraction = 1.0f;
- bool bResult = RayTriTest( pData->m_StartPos, rayDir, rayLength, pTemp->m_ppTriList[i], &fraction );
- if( !bResult )
- continue;
-
- if( pData->m_bOcclude )
- {
- return true;
- }
-
- if( fraction < pData->m_Fraction )
- {
- pData->m_Fraction = fraction;
- pData->m_Normal = pTemp->m_ppTriList[i]->m_Normal;
- pData->m_Distance = pTemp->m_ppTriList[i]->m_Distance;
- }
- }
-
- // collision!
- if( pData->m_Fraction < startFraction )
- return true;
-
- // no collision!
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::RayAABBTest( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd )
-{
- const float MY_DIST_EPSILON = 0.01f;
-
- for( int i = 0; i < 6; i++ )
- {
- float dist1 = m_AABBNormals[i].Dot( rayStart ) - pTemp->m_AABBDistances[i];
- float dist2 = m_AABBNormals[i].Dot( rayEnd ) - pTemp->m_AABBDistances[i];
-
- //
- // entry intersection point - move ray start up to intersection
- //
- if( ( dist1 > MY_DIST_EPSILON ) && ( dist2 < -MY_DIST_EPSILON ) )
- {
- float fraction = ( dist1 / ( dist1 - dist2 ) );
-
- Vector segment, increment;
- segment = ( rayEnd - rayStart ) * fraction;
- increment = segment;
- VectorNormalize(increment);
- segment += increment;
- rayStart += segment;
- }
- else if( ( dist1 > MY_DIST_EPSILON ) && ( dist2 > MY_DIST_EPSILON ) )
- {
- return false;
- }
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::CreatePlanesFromBounds( CDispCollTreeTempData *pTemp, Vector const &bbMin, Vector const &bbMax )
-{
- //
- // note -- these never change!
- //
-// m_AABBNormals[0].x = -1;
-// m_AABBNormals[1].x = 1;
-
-// m_AABBNormals[2].y = -1;
-// m_AABBNormals[3].y = 1;
-
-// m_AABBNormals[4].z = -1;
-// m_AABBNormals[5].z = 1;
-
- pTemp->m_AABBDistances[0] = -bbMin.x;
- pTemp->m_AABBDistances[1] = bbMax.x;
-
- pTemp->m_AABBDistances[2] = -bbMin.y;
- pTemp->m_AABBDistances[3] = bbMax.y;
-
- pTemp->m_AABBDistances[4] = -bbMin.z;
- pTemp->m_AABBDistances[5] = bbMax.z;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::RayNodeTest_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector rayStart, Vector rayEnd )
-{
- // get the current node
- CDispCollNode *pNode = &m_pNodes[nodeIndex];
-
- //
- // get node bounding box and create collision planes
- //
- Vector bounds[2];
- pNode->GetBounds( bounds[0], bounds[1] );
- CreatePlanesFromBounds( pTemp, bounds[0], bounds[1] );
-
- bool bIntersect = RayAABBTest( pTemp, rayStart, rayEnd );
- if( bIntersect )
- {
- // done -- add triangles to triangle list
- if( pNode->IsLeaf() )
- {
- // Assert for now -- flush cache later!!!!!
- Assert( pTemp->m_TriListCount >= 0 );
- Assert( pTemp->m_TriListCount < TRILIST_CACHE_SIZE );
-
- pTemp->m_ppTriList[pTemp->m_TriListCount] = &pNode->m_Tris[0];
- pTemp->m_ppTriList[pTemp->m_TriListCount+1] = &pNode->m_Tris[1];
- pTemp->m_TriListCount += 2;
- }
- // continue recursion
- else
- {
- for( int i = 0; i < 4; i++ )
- {
- RayNodeTest_r( pTemp, GetChildNode( nodeIndex, i ), rayStart, rayEnd );
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::RayTestAllTris( CDispCollData *pData, int power )
-{
- //
- // get leaf indices
- //
- int startIndex = CalcNodeCount( power - 1 );
- int endIndex = CalcNodeCount( power );
-
- // save incoming fraction
- float startFraction = pData->m_Fraction;
- float fraction = pData->m_Fraction;
-
- Vector ray = pData->m_EndPos - pData->m_StartPos;
- Vector rayDir = ray;
- float rayLength = VectorNormalize(rayDir);
-
- //
- // test ray against all triangles in list
- //
- for( int index = startIndex; index < endIndex; index++ )
- {
- for( int j = 0; j < 2; j++ )
- {
- bool bResult = RayTriTest( pData->m_StartPos, rayDir, rayLength, &m_pNodes[index].m_Tris[j], &fraction );
- if( !bResult )
- continue;
-
- if( pData->m_bOcclude )
- {
- return true;
- }
-
- if( fraction < pData->m_Fraction )
- {
- pData->m_Fraction = fraction;
- pData->m_Normal = m_pNodes[index].m_Tris[j].m_Normal;
- pData->m_Distance = m_pNodes[index].m_Tris[j].m_Distance;
- }
- }
- }
-
- // collision!
- if( pData->m_Fraction < startFraction )
- return true;
-
- // no collision!
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::RayTest( CDispCollData *pData )
-{
- // reset the triangle list count
- CDispCollTreeTempData tmp;
- tmp.m_TriListCount = 0;
-
- // trace against nodes (copy start, end because they change)
- RayNodeTest_r( &tmp, 0, pData->m_StartPos, pData->m_EndPos );
-
- //
- // trace against tris (if need be)
- //
- if( tmp.m_TriListCount != 0 )
- {
- bool result = RayTriListTest( &tmp, pData );
- return result;
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::SweptAABBTriIntersect( Vector &rayStart, Vector &rayEnd, Vector &extents,
- CDispCollTri const *pTri, Vector &plNormal, float *plDist,
- float *fraction )
-{
-
- //
- // PUT A COPY HERE OF START AND END -- SINCE I CHANGE THEM!!!!!!
- //
-
-
-
-
-
- int dir, ptIndex;
- float closeValue;
- float distStart, distEnd;
- float t;
- Vector rayPt;
-
- // get ray direction
- Vector rayDir = rayEnd - rayStart;
-
- // initialize fraction
- *fraction = 1.0f;
-
- //
- // test for collision with axial planes (x, y, z)
- //
- for( dir = 0; dir < 3; dir++ )
- {
- if( rayDir[dir] < 0.0f )
- {
- closeValue = -99999.9f;
- for( ptIndex = 0; ptIndex < 3; ptIndex++ )
- {
- if( pTri->m_Points[ptIndex][dir] > closeValue )
- {
- closeValue = pTri->m_Points[ptIndex][dir];
- }
- }
-
- closeValue += extents[dir];
-
- distStart = rayStart[dir] - closeValue;
- distEnd = rayEnd[dir] - closeValue;
- }
- else
- {
- closeValue = 99999.9f;
- for( ptIndex = 0; ptIndex < 3; ptIndex++ )
- {
- if( pTri->m_Points[ptIndex][dir] < closeValue )
- {
- closeValue = pTri->m_Points[ptIndex][dir];
- }
- }
-
- closeValue -= extents[dir];
-
- distStart = -( rayStart[dir] - closeValue );
- distEnd = -( rayEnd[dir] - closeValue );
- }
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal.Init();
- plNormal[dir] = 1.0f;
- *plDist = closeValue;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
- }
-
- //
- // check for an early out
- //
- if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) )
- {
- if( *fraction == 1.0f )
- return false;
-
- return true;
- }
-
- //
- // handle 9 edge tests
- //
- Vector normal;
- Vector edge;
- float dist;
-
- // find the closest box point
- Vector boxPt( 0.0f, 0.0f, 0.0f );
- for( dir = 0; dir < 3; dir++ )
- {
- if( rayDir[dir] < 0.0f )
- {
- boxPt[dir] = extents[dir];
- }
- else
- {
- boxPt[dir] = -extents[dir];
- }
- }
-
- //
- // edge 0
- //
- edge = pTri->m_Points[1] - pTri->m_Points[0];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- //
- // edge 1
- //
- edge = pTri->m_Points[2] - pTri->m_Points[1];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- //
- // edge 2
- //
- edge = pTri->m_Points[0] - pTri->m_Points[2];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
-
- // extents adjusted dist
- dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) );
-
- // find distances from plane (start, end)
- distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist;
- distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- //
- // test face plane
- //
- dist = ( pTri->m_Normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) +
- ( pTri->m_Normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) +
- ( pTri->m_Normal.z * ( boxPt.z - pTri->m_Points[0].z ) );
-
- distStart = pTri->m_Normal.Dot( rayStart ) - dist;
- distEnd = pTri->m_Normal.Dot( rayEnd ) - dist;
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd );
- if( t > *fraction )
- {
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayStart );
- *fraction = t;
- plNormal = normal;
- *plDist = dist;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd );
- VectorScale( rayDir, t, rayPt );
- VectorAdd( rayStart, rayPt, rayEnd );
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- if( *fraction == 1.0f )
- return false;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::AABBTriIntersect( CDispCollTreeTempData *pTemp, CDispCollData *pData )
-{
- bool bResult = false;
-
- Vector normal;
- float fraction, dist;
-
- //
- // sweep ABB against all triangles in list
- //
- for( int i = 0; i < pTemp->m_TriListCount; i++ )
- {
- if( pTemp->m_ppTriList[i]->IsIntersect() )
- {
- bResult = SweptAABBTriIntersect( pData->m_StartPos, pData->m_EndPos, pData->m_Extents,
- pTemp->m_ppTriList[i], normal, &dist, &fraction );
- if( bResult )
- {
- if( fraction < pData->m_Fraction )
- {
- pData->m_Fraction = fraction;
- pData->m_Normal = normal;
- pData->m_Distance = dist;
- }
- }
- }
- }
-
- return bResult;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::IntersectAABBTriTest( Vector &rayStart, Vector &extents,
- CDispCollTri const *pTri )
-{
- int dir, ptIndex;
- float dist;
-
- //
- // test axail planes (x, y, z)
- //
-
- for( dir = 0; dir < 3; dir++ )
- {
- //
- // negative axial plane, component = dir
- //
- dist = rayStart[dir] - extents[dir];
- for( ptIndex = 0; ptIndex < 3; ptIndex++ )
- {
- if( pTri->m_Points[ptIndex][dir] > dist )
- break;
- }
-
- if( ptIndex == 3 )
- return false;
-
- //
- // positive axial plane, component = dir
- //
- dist = rayStart[dir] + extents[dir];
- for( ptIndex = 0; ptIndex < 3; ptIndex++ )
- {
- if( pTri->m_Points[ptIndex][dir] < dist )
- break;
- }
-
- if( ptIndex == 3 )
- return false;
- }
-
- //
- // add a test here to see if triangle face normal is close to axial -- done if so!!!
- //
- if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) )
- return true;
-
- // find the closest point on the box (use negated tri face noraml)
- Vector boxPt( 0.0f, 0.0f, 0.0f );
- for( dir = 0; dir < 3; dir++ )
- {
- if( pTri->m_Normal[dir] < 0.0f )
- {
- boxPt[dir] = extents[dir];
- }
- else
- {
- boxPt[dir] = -extents[dir];
- }
- }
-
- //
- // triangle plane test
- //
- // do the opposite because the ray has been negated
- if( ( ( pTri->m_Normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) +
- ( pTri->m_Normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) +
- ( pTri->m_Normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- //
- // test edge planes - 9 of them
- //
- Vector normal;
- Vector edge;
-
- //
- // edge 0
- //
- edge = pTri->m_Points[1] - pTri->m_Points[0];
-
- // cross x
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross y
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f )
- return false;
-
- //
- // edge 1
- //
- edge = pTri->m_Points[2] - pTri->m_Points[1];
-
- // cross x
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross y
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f )
- return false;
-
- //
- // edge 2
- //
- edge = pTri->m_Points[0] - pTri->m_Points[2];
-
- // cross x
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross y
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f )
- return false;
-
- return true;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::SweptAABBTriTest( Vector &rayStart, Vector &rayEnd, Vector &extents,
- CDispCollTri const *pTri )
-{
- // get ray direction
- Vector rayDir = rayEnd - rayStart;
-
- //
- // quick and dirty test -- test to see if the object is traveling away from triangle surface???
- //
- if( pTri->m_Normal.Dot( rayDir ) > 0.0f )
- return false;
-
- //
- // calc the swept triangle face (negate the ray -- opposite direction of box travel)
- //
- rayDir.Negate();
-
- Vector points[3];
- points[0] = pTri->m_Points[0] + rayDir;
- points[1] = pTri->m_Points[1] + rayDir;
- points[2] = pTri->m_Points[2] + rayDir;
-
- //
- // handle 4 faces tests (3 axial planes and triangle face)
- //
- int dir;
- float dist;
-
- //
- // axial planes tests (x, y, z)
- //
- for( dir = 0; dir < 3; dir++ )
- {
- bool bOutside = true;
-
- if( rayDir[dir] < 0.0f )
- {
- dist = rayStart[dir] - extents[dir];
- for( int ptIndex = 0; ptIndex < 3; ptIndex )
- {
- if( points[ptIndex][dir] > dist )
- {
- bOutside = false;
- break;
- }
- }
- }
- else
- {
- dist = rayStart[dir] + extents[dir];
- for( int ptIndex = 0; ptIndex < 3; ptIndex )
- {
- if( pTri->m_Points[ptIndex][dir] < dist )
- {
- bOutside = false;
- break;
- }
- }
- }
-
- if( bOutside )
- return false;
- }
-
- //
- // add a test here to see if triangle face normal is close to axial -- done if so!!!
- //
- if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) ||
- ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) )
- return true;
-
- //
- // handle 9 edge tests - always use the newly swept face for this
- //
- Vector normal;
- Vector edge;
-
- // find the closest box point - (is written opposite to normal due to negating ray)
- Vector boxPt( 0.0f, 0.0f, 0.0f );
- for( dir = 0; dir < 3; dir++ )
- {
- if( rayDir[dir] < 0.0f )
- {
- boxPt[dir] = rayStart[dir] - extents[dir];
- }
- else
- {
- boxPt[dir] = rayStart[dir] + extents[dir];
- }
- }
-
- //
- // edge 0
- //
- edge = points[1] - points[0];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross, y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f )
- return false;
-
- //
- // edge 1
- //
- edge = points[2] - points[1];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross, y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f )
- return false;
-
- //
- // edge 2
- //
- edge = points[0] - points[2];
-
- // cross x-edge
- normal.x = 0.0f;
- normal.y = -edge.z;
- normal.z = edge.y;
- if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross, y-edge
- normal.x = edge.z;
- normal.y = 0.0f;
- normal.z = edge.y;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- // cross z-edge
- normal.x = -edge.y;
- normal.y = edge.x;
- normal.z = 0.0f;
- if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f )
- return false;
-
- //
- // triangle plane test
- //
- // do the opposite because the ray has been negated
- if( ( ( pTri->m_Normal.x * ( boxPt.x - points[0].x ) ) +
- ( pTri->m_Normal.y * ( boxPt.y - points[0].y ) ) +
- ( pTri->m_Normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f )
- return false;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::CullTriList( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect )
-{
- //
- // intersect AABB with all triangles in list
- //
- if( bIntersect )
- {
- for( int i = 0; i < pTemp->m_TriListCount; i++ )
- {
- if( IntersectAABBTriTest( rayStart, extents, pTemp->m_ppTriList[i] ) )
- return true;
- }
-
- return false;
- }
- //
- // sweep AABB against all triangles in list
- //
- else
- {
- bool bResult = false;
-
- for( int i = 0; i < pTemp->m_TriListCount; i++ )
- {
- if( SweptAABBTriTest( rayStart, rayEnd, extents, pTemp->m_ppTriList[i] ) )
- {
- pTemp->m_ppTriList[i]->SetIntersect( true );
- bResult = true;
- }
- }
-
- return bResult;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::IntersectAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &pos, const Vector &extents )
-{
- float dist;
-
- for( int dir = 0; dir < 3; dir++ )
- {
- // negative direction
- dist = -( pos[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) );
- if( dist > COLLISION_EPSILON )
- return false;
-
- // positive direction
- dist = pos[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] );
- if( dist > COLLISION_EPSILON )
- return false;
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::SweptAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &rayStart, const Vector &rayEnd, const Vector &extents )
-{
- int dir;
- float distStart, distEnd;
- float fraction;
- float deltas[3];
- float scalers[3];
-
- //
- // enter and exit fractions
- //
- float enterFraction = 0.0f;
- float exitFraction = 0.0f;
-
- //
- // de-normalize the paramter space so that we don't have to divide
- // to find the fractional amount later (clamped for precision)
- //
- deltas[0] = rayEnd.x - rayStart.x;
- deltas[1] = rayEnd.y - rayStart.y;
- deltas[2] = rayEnd.z - rayStart.z;
- if( ( deltas[0] < COLLISION_EPSILON ) && ( deltas[0] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; }
- if( ( deltas[1] < COLLISION_EPSILON ) && ( deltas[1] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; }
- if( ( deltas[2] < COLLISION_EPSILON ) && ( deltas[2] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; }
- scalers[0] = deltas[1] * deltas[2];
- scalers[1] = deltas[0] * deltas[2];
- scalers[2] = deltas[0] * deltas[1];
-
- for( dir = 0; dir < 3; dir++ )
- {
- //
- // negative direction
- //
- distStart = -( rayStart[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) );
- distEnd = -( rayEnd[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) );
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- fraction = distStart * scalers[dir];
- if( fraction > enterFraction )
- {
- enterFraction = fraction;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- fraction = distStart * scalers[dir];
- if( fraction < exitFraction )
- {
- exitFraction = fraction;
- }
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
-
- //
- // positive direction
- //
- distStart = rayStart[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] );
- distEnd = rayEnd[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] );
-
- if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) )
- {
- fraction = distStart * scalers[dir];
- if( fraction > enterFraction )
- {
- enterFraction = fraction;
- }
- }
- else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- fraction = distStart * scalers[dir];
- if( fraction < exitFraction )
- {
- exitFraction = fraction;
- }
- }
- else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) )
- {
- return false;
- }
- }
-
- if( exitFraction < enterFraction )
- return false;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CDispCollTree::BuildTriList_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector &rayStart, Vector &rayEnd, Vector &extents,
- bool bIntersect )
-{
- //
- // get the current nodes bounds and create collision test planes
- // (saved in the in class cache m_AABBNormals, m_AABBDistances)
- //
- Vector bounds[2];
- CDispCollNode *pNode = &m_pNodes[nodeIndex];
- pNode->GetBounds( bounds[0], bounds[1] );
- CreatePlanesFromBounds( pTemp, bounds[0], bounds[1] );
-
- //
- // interesect/sweep test
- //
- bool bResult;
- if( bIntersect )
- {
- bResult = IntersectAABBAABBTest( pTemp, rayStart, extents );
- }
- else
- {
- bResult = SweptAABBAABBTest( pTemp, rayStart, rayEnd, extents );
- }
-
- if( bResult )
- {
- // if leaf node -- add triangles to interstection test list
- if( pNode->IsLeaf() )
- {
- // Assert for now -- flush cache later!!!!!
- Assert( pTemp->m_TriListCount >= 0 );
- Assert( pTemp->m_TriListCount < TRILIST_CACHE_SIZE );
-
- pTemp->m_ppTriList[pTemp->m_TriListCount] = &pNode->m_Tris[0];
- pTemp->m_ppTriList[pTemp->m_TriListCount+1] = &pNode->m_Tris[1];
- pTemp->m_TriListCount += 2;
- }
- // continue recursion
- else
- {
- BuildTriList_r( pTemp, GetChildNode( nodeIndex, 0 ), rayStart, rayEnd, extents, bIntersect );
- BuildTriList_r( pTemp, GetChildNode( nodeIndex, 1 ), rayStart, rayEnd, extents, bIntersect );
- BuildTriList_r( pTemp, GetChildNode( nodeIndex, 2 ), rayStart, rayEnd, extents, bIntersect );
- BuildTriList_r( pTemp, GetChildNode( nodeIndex, 3 ), rayStart, rayEnd, extents, bIntersect );
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::AABBSweep( CDispCollData *pData )
-{
- // reset the triangle lists counts
- CDispCollTreeTempData tmp;
- tmp.m_TriListCount = 0;
-
- // sweep the AABB against the tree
- BuildTriList_r( &tmp, 0, pData->m_StartPos, pData->m_EndPos, pData->m_Extents, false );
-
- // find collision triangles
- if( CullTriList( &tmp, pData->m_StartPos, pData->m_EndPos, pData->m_Extents, false ) )
- {
- // find closest intersection
- return AABBTriIntersect( &tmp, pData );
- }
-
- return false;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CDispCollTree::AABBIntersect( CDispCollData *pData )
-{
- // reset the triangle lists counts
- CDispCollTreeTempData tmp;
- tmp.m_TriListCount = 0;
-
- // sweep the AABB against the tree
- BuildTriList_r( &tmp, 0, pData->m_StartPos, pData->m_StartPos, pData->m_Extents, true );
-
- // find collision triangles
- return CullTriList( &tmp, pData->m_StartPos, pData->m_StartPos, pData->m_Extents, true );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BuildDisp.h" +#include "DispColl.h" +#include "tier0/dbg.h" + +//============================================================================= + +const float CDispCollTree::COLLISION_EPSILON = 0.01f; +const float CDispCollTree::ONE_MINUS_COLLISION_EPSILON = 1.0f - COLLISION_EPSILON; + +//============================================================================= +// +// Displacement Collision Triangle Functions +// + + +//----------------------------------------------------------------------------- +// Purpose: initialize the displacement triangles +//----------------------------------------------------------------------------- +void CDispCollTri::Init( void ) +{ + for( int i = 0; i < 3; i++ ) + { + m_Points[i].x = 0.0f; m_Points[i].y = 0.0f; m_Points[i].z = 0.0f; + m_PointNormals[i].x = 0.0f; m_PointNormals[i].y = 0.0f; m_PointNormals[i].z = 0.0f; + } + + m_Normal.x = 0.0f; m_Normal.y = 0.0f; m_Normal.z = 0.0f; + m_Distance = 0.0f; + + m_ProjAxes[0] = -1; + m_ProjAxes[1] = -1; + + m_bIntersect = false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CDispCollTri::SetPoint( int index, Vector const &vert ) +{ + Assert( index >= 0 ); + Assert( index < 3 ); + + m_Points[index].x = vert[0]; + m_Points[index].y = vert[1]; + m_Points[index].z = vert[2]; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CDispCollTri::SetPointNormal( int index, Vector const &normal ) +{ + Assert( index >= 0 ); + Assert( index < 3 ); + + m_PointNormals[index].x = normal[0]; + m_PointNormals[index].y = normal[1]; + m_PointNormals[index].z = normal[2]; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTri::CalcPlane( void ) +{ + // + // calculate the plane normal and distance + // + Vector segment1, segment2, cross; + + segment1 = m_Points[1] - m_Points[0]; + segment2 = m_Points[2] - m_Points[0]; + cross = segment1.Cross( segment2 ); + m_Normal = cross; + VectorNormalize(m_Normal); + + m_Distance = m_Normal.Dot( m_Points[0] ); + + // + // calculate the projection axes + // + if( FloatMakePositive( m_Normal[0] ) > FloatMakePositive( m_Normal[1] ) ) + { + if( FloatMakePositive( m_Normal[0] ) > FloatMakePositive( m_Normal[2] ) ) + { + m_ProjAxes[0] = 1; + m_ProjAxes[1] = 2; + } + else + { + m_ProjAxes[0] = 0; + m_ProjAxes[1] = 1; + } + } + else + { + if( FloatMakePositive( m_Normal[1] ) > FloatMakePositive( m_Normal[2] ) ) + { + m_ProjAxes[0] = 0; + m_ProjAxes[1] = 2; + } + else + { + m_ProjAxes[0] = 0; + m_ProjAxes[1] = 1; + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CDispCollTri::SetIntersect( bool bIntersect ) +{ + m_bIntersect = bIntersect; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline bool CDispCollTri::IsIntersect( void ) +{ + return m_bIntersect; +} + + +//============================================================================= +// +// Displacement Collision Node Functions +// + + +//----------------------------------------------------------------------------- +// Purpose: constructor +//----------------------------------------------------------------------------- +CDispCollNode::CDispCollNode() +{ + m_Bounds[0].x = m_Bounds[0].y = m_Bounds[0].z = 99999.9f; + m_Bounds[1].x = m_Bounds[1].y = m_Bounds[1].z = -99999.9f; + + m_Tris[0].Init(); + m_Tris[1].Init(); + + m_bIsLeaf = false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline bool CDispCollNode::IsLeaf( void ) +{ + return m_bIsLeaf; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CDispCollNode::SetBounds( Vector const &bMin, Vector const &bMax ) +{ + m_Bounds[0] = bMin; + m_Bounds[1] = bMax; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CDispCollNode::GetBounds( Vector &bMin, Vector &bMax ) +{ + bMin = m_Bounds[0]; + bMax = m_Bounds[1]; +} + + +//============================================================================= +// +// Displacement Collision Tree Functions +// + +//----------------------------------------------------------------------------- +// Purpose: constructor +//----------------------------------------------------------------------------- +CDispCollTree::CDispCollTree() +{ + m_Power = 0; + + m_NodeCount = 0; + m_pNodes = NULL; + + InitAABBData(); +} + + +//----------------------------------------------------------------------------- +// Purpose: deconstructor +//----------------------------------------------------------------------------- +CDispCollTree::~CDispCollTree() +{ + FreeNodes(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::InitAABBData( void ) +{ + m_AABBNormals[0].x = -1.0f; m_AABBNormals[0].y = 0.0f; m_AABBNormals[0].z = 0.0f; + m_AABBNormals[1].x = 1.0f; m_AABBNormals[1].y = 0.0f; m_AABBNormals[1].z = 0.0f; + + m_AABBNormals[2].x = 0.0f; m_AABBNormals[2].y = -1.0f; m_AABBNormals[2].z = 0.0f; + m_AABBNormals[3].x = 0.0f; m_AABBNormals[3].y = 1.0f; m_AABBNormals[3].z = 0.0f; + + m_AABBNormals[4].x = 0.0f; m_AABBNormals[4].y = 0.0f; m_AABBNormals[4].z = -1.0f; + m_AABBNormals[5].x = 0.0f; m_AABBNormals[5].y = 0.0f; m_AABBNormals[5].z = 1.0f; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::CalcBounds( CDispCollNode *pNode, int nodeIndex ) +{ + Vector bounds[2]; + bounds[0].Init( 99999.9f, 99999.9f, 99999.9f ); + bounds[1].Init( -99999.9f, -99999.9f, -99999.9f ); + + // + // handle leaves differently -- bounding volume defined by triangles + // + if( pNode->IsLeaf() ) + { + for( int i = 0; i < 2; i++ ) + { + for( int j = 0; j < 3; j++ ) + { + // + // minimum + // + if( bounds[0].x > pNode->m_Tris[i].m_Points[j].x ) { bounds[0].x = pNode->m_Tris[i].m_Points[j].x; } + if( bounds[0].y > pNode->m_Tris[i].m_Points[j].y ) { bounds[0].y = pNode->m_Tris[i].m_Points[j].y; } + if( bounds[0].z > pNode->m_Tris[i].m_Points[j].z ) { bounds[0].z = pNode->m_Tris[i].m_Points[j].z; } + + // + // maximum + // + if( bounds[1].x < pNode->m_Tris[i].m_Points[j].x ) { bounds[1].x = pNode->m_Tris[i].m_Points[j].x; } + if( bounds[1].y < pNode->m_Tris[i].m_Points[j].y ) { bounds[1].y = pNode->m_Tris[i].m_Points[j].y; } + if( bounds[1].z < pNode->m_Tris[i].m_Points[j].z ) { bounds[1].z = pNode->m_Tris[i].m_Points[j].z; } + } + } + } + // + // bounding volume defined by maxima and minima of children volumes + // + else + { + for( int i = 0; i < 4; i++ ) + { + int childIndex = GetChildNode( nodeIndex, i ); + CDispCollNode *pChildNode = &m_pNodes[childIndex]; + + Vector childBounds[2]; + pChildNode->GetBounds( childBounds[0], childBounds[1] ); + + // + // minimum + // + if( bounds[0].x > childBounds[0].x ) { bounds[0].x = childBounds[0].x; } + if( bounds[0].y > childBounds[0].y ) { bounds[0].y = childBounds[0].y; } + if( bounds[0].z > childBounds[0].z ) { bounds[0].z = childBounds[0].z; } + + // + // maximum + // + if( bounds[1].x < childBounds[1].x ) { bounds[1].x = childBounds[1].x; } + if( bounds[1].y < childBounds[1].y ) { bounds[1].y = childBounds[1].y; } + if( bounds[1].z < childBounds[1].z ) { bounds[1].z = childBounds[1].z; } + } + } + + pNode->SetBounds( bounds[0], bounds[1] ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::CreateNodes_r( CCoreDispInfo *pDisp, int nodeIndex, int termLevel ) +{ + int nodeLevel = GetNodeLevel( nodeIndex ); + + // + // terminating condition -- set node info (leaf or otherwise) + // + if( nodeLevel == termLevel ) + { + CDispCollNode *pNode = &m_pNodes[nodeIndex]; + CalcBounds( pNode, nodeIndex ); + + return; + } + + // + // recurse into children + // + for( int i = 0; i < 4; i++ ) + { + CreateNodes_r( pDisp, GetChildNode( nodeIndex, i ), termLevel ); + } +} + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::CreateNodes( CCoreDispInfo *pDisp ) +{ + // + // create all nodes in tree + // + int power = pDisp->GetPower() + 1; + for( int level = power; level > 0; level-- ) + { + CreateNodes_r( pDisp, 0 /* rootIndex */, level ); + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CDispCollTree::GetNodeIndexFromComponents( int x, int y ) +{ + int index = 0; + + // Interleave bits from the x and y values to create the index: + + for( int shift = 0; x != 0; shift += 2, x >>= 1 ) + { + index |= ( x & 1 ) << shift; + } + + for( shift = 1; y != 0; shift += 2, y >>= 1 ) + { + index |= ( y & 1 ) << shift; + } + + return index; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::InitLeaves( CCoreDispInfo *pDisp ) +{ + // + // get power and width and displacement surface + // + int power = pDisp->GetPower(); + int width = pDisp->GetWidth(); + + // + // get leaf indices + // + int startIndex = CalcNodeCount( power - 1 ); + int endIndex = CalcNodeCount( power ); + + for( int index = startIndex; index < endIndex; index++ ) + { + // + // create triangles at leaves + // + int x = ( index - startIndex ) % ( width - 1 ); + int y = ( index - startIndex ) / ( width - 1 ); + + int nodeIndex = GetNodeIndexFromComponents( x, y ); + nodeIndex += startIndex; + + Vector vert; + Vector normal; + + // + // tri 1 + // + pDisp->GetVert( x + ( y * width ), vert ); + pDisp->GetNormal( x + ( y * width ), normal ); + m_pNodes[nodeIndex].m_Tris[0].SetPoint( 0, vert ); + m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 0, normal ); + + pDisp->GetVert( x + ( ( y + 1 ) * width ), vert ); + pDisp->GetNormal( x + ( ( y + 1 ) * width ), normal ); + m_pNodes[nodeIndex].m_Tris[0].SetPoint( 1, vert ); + m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 1, normal ); + + pDisp->GetVert( ( x + 1 ) + ( y * width ), vert ); + pDisp->GetNormal( ( x + 1 ) + ( y * width ), normal ); + m_pNodes[nodeIndex].m_Tris[0].SetPoint( 2, vert ); + m_pNodes[nodeIndex].m_Tris[0].SetPointNormal( 2, normal ); + + m_pNodes[nodeIndex].m_Tris[0].CalcPlane(); + + // + // tri 2 + // + pDisp->GetVert( ( x + 1 ) + ( y * width ), vert ); + pDisp->GetNormal( ( x + 1 ) + ( y * width ), normal ); + m_pNodes[nodeIndex].m_Tris[1].SetPoint( 0, vert ); + m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 0, normal ); + + pDisp->GetVert( x + ( ( y + 1 ) * width ), vert ); + pDisp->GetNormal( x + ( ( y + 1 ) * width ), normal ); + m_pNodes[nodeIndex].m_Tris[1].SetPoint( 1, vert ); + m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 1, normal ); + + pDisp->GetVert( ( x + 1 ) + ( ( y + 1 ) * width ), vert ); + pDisp->GetNormal( ( x + 1 ) + ( ( y + 1 ) * width ), normal ); + m_pNodes[nodeIndex].m_Tris[1].SetPoint( 2, vert ); + m_pNodes[nodeIndex].m_Tris[1].SetPointNormal( 2, normal ); + + m_pNodes[nodeIndex].m_Tris[1].CalcPlane(); + + // set node as leaf + m_pNodes[nodeIndex].m_bIsLeaf = true; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: allocate and initialize the displacement collision tree +// Input: power - size of the displacement surface +// Output: bool - success? (true/false) +//----------------------------------------------------------------------------- +bool CDispCollTree::Create( CCoreDispInfo *pDisp ) +{ + // + // calculate the number of nodes needed given the size of the displacement + // + m_Power = pDisp->GetPower(); + m_NodeCount = CalcNodeCount( m_Power ); + + // + // allocate tree space + // + if( !AllocNodes( m_NodeCount ) ) + return false; + + // initialize leaves + InitLeaves( pDisp ); + + // create tree nodes + CreateNodes( pDisp ); + + // tree successfully created! + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: allocate memory for the displacement collision tree +// Input: nodeCount - number of nodes to allocate +// Output: bool - success? (true/false) +//----------------------------------------------------------------------------- +bool CDispCollTree::AllocNodes( int nodeCount ) +{ + // sanity check + Assert( nodeCount != 0 ); + + m_pNodes = new CDispCollNode[nodeCount]; + if( !m_pNodes ) + return false; + + // tree successfully allocated! + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: release allocated memory for displacement collision tree +//----------------------------------------------------------------------------- +void CDispCollTree::FreeNodes( void ) +{ + if( m_pNodes ) + { + delete [] m_pNodes; + m_pNodes = NULL; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: calculate the number of tree nodes given the size of the +// displacement surface +// Input: power - size of the displacement surface +// Output: int - the number of tree nodes +//----------------------------------------------------------------------------- +inline int CDispCollTree::CalcNodeCount( int power ) +{ + // power range [2...4] + Assert( power > 0 ); + Assert( power < 5 ); + + return ( ( 1 << ( ( power + 1 ) << 1 ) ) / 3 ); +} + + +//----------------------------------------------------------------------------- +// Purpose: get the parent node index given the current node +// Input: nodeIndex - current node index +// Output: int - the index of the parent node +//----------------------------------------------------------------------------- +inline int CDispCollTree::GetParentNode( int nodeIndex ) +{ + // node range [0...m_NodeCount) + Assert( nodeIndex >= 0 ); + Assert( nodeIndex < m_NodeCount ); + + // ( nodeIndex - 1 ) / 4 + return ( ( nodeIndex - 1 ) >> 2 ); +} + + +//----------------------------------------------------------------------------- +// Purpose: get the child node index given the current node index and direction +// of the child (1 of 4) +// Input: nodeIndex - current node index +// direction - direction of the child ( [0...3] - SW, SE, NW, NE ) +// Output: int - the index of the child node +//----------------------------------------------------------------------------- +inline int CDispCollTree::GetChildNode( int nodeIndex, int direction ) +{ + // node range [0...m_NodeCount) + Assert( nodeIndex >= 0 ); + Assert( nodeIndex < m_NodeCount ); + + // ( nodeIndex * 4 ) + ( direction + 1 ) + return ( ( nodeIndex << 2 ) + ( direction + 1 ) ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline int CDispCollTree::GetNodeLevel( int nodeIndex ) +{ + // node range [0...m_NodeCount) + Assert( nodeIndex >= 0 ); + Assert( nodeIndex < m_NodeCount ); + + // level = 2^n + 1 + if( nodeIndex == 0 ) { return 1; } + if( nodeIndex < 5 ) { return 2; } + if( nodeIndex < 21 ) { return 3; } + if( nodeIndex < 85 ) { return 4; } + if( nodeIndex < 341 ) { return 5; } + + return -1; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CDispCollTree::RayTriTest( Vector const &rayStart, Vector const &rayDir, float const rayLength, + CDispCollTri const *pTri, float *fraction ) +{ + const float DET_EPSILON = 0.001f; + const float DIST_EPSILON = 0.001f; + + // + // calculate the edges + // + Vector edge1 = pTri->m_Points[1] - pTri->m_Points[0]; + Vector edge2 = pTri->m_Points[2] - pTri->m_Points[0]; + +// Vector faceNormal = edge1.Cross( edge2 ); +// Vector normNormal = faceNormal.Normalize(); + + // + // calculate the triangle's determinant + // + Vector pVec = rayDir.Cross( edge2 ); + float det = pVec.Dot( edge1 ); + + // if determinant is zero -- ray lies in plane + if( ( det > -DET_EPSILON ) && ( det < DET_EPSILON ) ) + return false; + + // + // utility calculations - inverse determinant and distance from v0 to ray start + // + double invDet = 1.0f / det; + Vector tVec = rayStart - pTri->m_Points[0]; + + // + // calculate the U parameter and test bounds + // + double u = pVec.Dot( tVec ) * invDet; + if( ( u < 0.0f ) || ( u > 1.0f ) ) + return false; + + Vector qVec = tVec.Cross( edge1 ); + + // + // calculate the V parameter and test bounds + // + double v = qVec.Dot( rayDir ) * invDet; + if( ( v < 0.0f ) || ( ( u + v ) > 1.0f ) ) + return false; + + // calculate where ray intersects triangle + *fraction = qVec.Dot( edge2 ) * invDet; + *fraction /= rayLength; + + if( ( *fraction < DIST_EPSILON ) || ( *fraction > ( 1.0f - DIST_EPSILON ) ) ) + return false; + + return true; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CDispCollTree::RayTriListTest( CDispCollTreeTempData *pTemp, CDispCollData *pData ) +{ + // save starting fraction -- to test for collision + float startFraction = pData->m_Fraction; + + // + // calculate the ray + // + Vector seg = pData->m_EndPos - pData->m_StartPos; + Vector rayDir = seg; + float rayLength = VectorNormalize( rayDir ); + + // + // test ray against all triangles in list + // + for( int i = 0; i < pTemp->m_TriListCount; i++ ) + { + float fraction = 1.0f; + bool bResult = RayTriTest( pData->m_StartPos, rayDir, rayLength, pTemp->m_ppTriList[i], &fraction ); + if( !bResult ) + continue; + + if( pData->m_bOcclude ) + { + return true; + } + + if( fraction < pData->m_Fraction ) + { + pData->m_Fraction = fraction; + pData->m_Normal = pTemp->m_ppTriList[i]->m_Normal; + pData->m_Distance = pTemp->m_ppTriList[i]->m_Distance; + } + } + + // collision! + if( pData->m_Fraction < startFraction ) + return true; + + // no collision! + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::RayAABBTest( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd ) +{ + const float MY_DIST_EPSILON = 0.01f; + + for( int i = 0; i < 6; i++ ) + { + float dist1 = m_AABBNormals[i].Dot( rayStart ) - pTemp->m_AABBDistances[i]; + float dist2 = m_AABBNormals[i].Dot( rayEnd ) - pTemp->m_AABBDistances[i]; + + // + // entry intersection point - move ray start up to intersection + // + if( ( dist1 > MY_DIST_EPSILON ) && ( dist2 < -MY_DIST_EPSILON ) ) + { + float fraction = ( dist1 / ( dist1 - dist2 ) ); + + Vector segment, increment; + segment = ( rayEnd - rayStart ) * fraction; + increment = segment; + VectorNormalize(increment); + segment += increment; + rayStart += segment; + } + else if( ( dist1 > MY_DIST_EPSILON ) && ( dist2 > MY_DIST_EPSILON ) ) + { + return false; + } + } + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::CreatePlanesFromBounds( CDispCollTreeTempData *pTemp, Vector const &bbMin, Vector const &bbMax ) +{ + // + // note -- these never change! + // +// m_AABBNormals[0].x = -1; +// m_AABBNormals[1].x = 1; + +// m_AABBNormals[2].y = -1; +// m_AABBNormals[3].y = 1; + +// m_AABBNormals[4].z = -1; +// m_AABBNormals[5].z = 1; + + pTemp->m_AABBDistances[0] = -bbMin.x; + pTemp->m_AABBDistances[1] = bbMax.x; + + pTemp->m_AABBDistances[2] = -bbMin.y; + pTemp->m_AABBDistances[3] = bbMax.y; + + pTemp->m_AABBDistances[4] = -bbMin.z; + pTemp->m_AABBDistances[5] = bbMax.z; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::RayNodeTest_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector rayStart, Vector rayEnd ) +{ + // get the current node + CDispCollNode *pNode = &m_pNodes[nodeIndex]; + + // + // get node bounding box and create collision planes + // + Vector bounds[2]; + pNode->GetBounds( bounds[0], bounds[1] ); + CreatePlanesFromBounds( pTemp, bounds[0], bounds[1] ); + + bool bIntersect = RayAABBTest( pTemp, rayStart, rayEnd ); + if( bIntersect ) + { + // done -- add triangles to triangle list + if( pNode->IsLeaf() ) + { + // Assert for now -- flush cache later!!!!! + Assert( pTemp->m_TriListCount >= 0 ); + Assert( pTemp->m_TriListCount < TRILIST_CACHE_SIZE ); + + pTemp->m_ppTriList[pTemp->m_TriListCount] = &pNode->m_Tris[0]; + pTemp->m_ppTriList[pTemp->m_TriListCount+1] = &pNode->m_Tris[1]; + pTemp->m_TriListCount += 2; + } + // continue recursion + else + { + for( int i = 0; i < 4; i++ ) + { + RayNodeTest_r( pTemp, GetChildNode( nodeIndex, i ), rayStart, rayEnd ); + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::RayTestAllTris( CDispCollData *pData, int power ) +{ + // + // get leaf indices + // + int startIndex = CalcNodeCount( power - 1 ); + int endIndex = CalcNodeCount( power ); + + // save incoming fraction + float startFraction = pData->m_Fraction; + float fraction = pData->m_Fraction; + + Vector ray = pData->m_EndPos - pData->m_StartPos; + Vector rayDir = ray; + float rayLength = VectorNormalize(rayDir); + + // + // test ray against all triangles in list + // + for( int index = startIndex; index < endIndex; index++ ) + { + for( int j = 0; j < 2; j++ ) + { + bool bResult = RayTriTest( pData->m_StartPos, rayDir, rayLength, &m_pNodes[index].m_Tris[j], &fraction ); + if( !bResult ) + continue; + + if( pData->m_bOcclude ) + { + return true; + } + + if( fraction < pData->m_Fraction ) + { + pData->m_Fraction = fraction; + pData->m_Normal = m_pNodes[index].m_Tris[j].m_Normal; + pData->m_Distance = m_pNodes[index].m_Tris[j].m_Distance; + } + } + } + + // collision! + if( pData->m_Fraction < startFraction ) + return true; + + // no collision! + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::RayTest( CDispCollData *pData ) +{ + // reset the triangle list count + CDispCollTreeTempData tmp; + tmp.m_TriListCount = 0; + + // trace against nodes (copy start, end because they change) + RayNodeTest_r( &tmp, 0, pData->m_StartPos, pData->m_EndPos ); + + // + // trace against tris (if need be) + // + if( tmp.m_TriListCount != 0 ) + { + bool result = RayTriListTest( &tmp, pData ); + return result; + } + + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::SweptAABBTriIntersect( Vector &rayStart, Vector &rayEnd, Vector &extents, + CDispCollTri const *pTri, Vector &plNormal, float *plDist, + float *fraction ) +{ + + // + // PUT A COPY HERE OF START AND END -- SINCE I CHANGE THEM!!!!!! + // + + + + + + int dir, ptIndex; + float closeValue; + float distStart, distEnd; + float t; + Vector rayPt; + + // get ray direction + Vector rayDir = rayEnd - rayStart; + + // initialize fraction + *fraction = 1.0f; + + // + // test for collision with axial planes (x, y, z) + // + for( dir = 0; dir < 3; dir++ ) + { + if( rayDir[dir] < 0.0f ) + { + closeValue = -99999.9f; + for( ptIndex = 0; ptIndex < 3; ptIndex++ ) + { + if( pTri->m_Points[ptIndex][dir] > closeValue ) + { + closeValue = pTri->m_Points[ptIndex][dir]; + } + } + + closeValue += extents[dir]; + + distStart = rayStart[dir] - closeValue; + distEnd = rayEnd[dir] - closeValue; + } + else + { + closeValue = 99999.9f; + for( ptIndex = 0; ptIndex < 3; ptIndex++ ) + { + if( pTri->m_Points[ptIndex][dir] < closeValue ) + { + closeValue = pTri->m_Points[ptIndex][dir]; + } + } + + closeValue -= extents[dir]; + + distStart = -( rayStart[dir] - closeValue ); + distEnd = -( rayEnd[dir] - closeValue ); + } + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal.Init(); + plNormal[dir] = 1.0f; + *plDist = closeValue; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + } + + // + // check for an early out + // + if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) ) + { + if( *fraction == 1.0f ) + return false; + + return true; + } + + // + // handle 9 edge tests + // + Vector normal; + Vector edge; + float dist; + + // find the closest box point + Vector boxPt( 0.0f, 0.0f, 0.0f ); + for( dir = 0; dir < 3; dir++ ) + { + if( rayDir[dir] < 0.0f ) + { + boxPt[dir] = extents[dir]; + } + else + { + boxPt[dir] = -extents[dir]; + } + } + + // + // edge 0 + // + edge = pTri->m_Points[1] - pTri->m_Points[0]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // + // edge 1 + // + edge = pTri->m_Points[2] - pTri->m_Points[1]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // + // edge 2 + // + edge = pTri->m_Points[0] - pTri->m_Points[2]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.y * rayStart.y ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.y * rayEnd.y ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.z * rayStart.z ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.z * rayEnd.z ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + + // extents adjusted dist + dist = ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ); + + // find distances from plane (start, end) + distStart = ( normal.x * rayStart.x ) + ( normal.y * rayStart.y ) - dist; + distEnd = ( normal.x * rayEnd.x ) + ( normal.y * rayEnd.y ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // + // test face plane + // + dist = ( pTri->m_Normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + + ( pTri->m_Normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + + ( pTri->m_Normal.z * ( boxPt.z - pTri->m_Points[0].z ) ); + + distStart = pTri->m_Normal.Dot( rayStart ) - dist; + distEnd = pTri->m_Normal.Dot( rayEnd ) - dist; + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + t = ( distStart - COLLISION_EPSILON ) / ( distStart - distEnd ); + if( t > *fraction ) + { + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayStart ); + *fraction = t; + plNormal = normal; + *plDist = dist; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + t = ( distStart + COLLISION_EPSILON ) / ( distStart - distEnd ); + VectorScale( rayDir, t, rayPt ); + VectorAdd( rayStart, rayPt, rayEnd ); + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + if( *fraction == 1.0f ) + return false; + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::AABBTriIntersect( CDispCollTreeTempData *pTemp, CDispCollData *pData ) +{ + bool bResult = false; + + Vector normal; + float fraction, dist; + + // + // sweep ABB against all triangles in list + // + for( int i = 0; i < pTemp->m_TriListCount; i++ ) + { + if( pTemp->m_ppTriList[i]->IsIntersect() ) + { + bResult = SweptAABBTriIntersect( pData->m_StartPos, pData->m_EndPos, pData->m_Extents, + pTemp->m_ppTriList[i], normal, &dist, &fraction ); + if( bResult ) + { + if( fraction < pData->m_Fraction ) + { + pData->m_Fraction = fraction; + pData->m_Normal = normal; + pData->m_Distance = dist; + } + } + } + } + + return bResult; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::IntersectAABBTriTest( Vector &rayStart, Vector &extents, + CDispCollTri const *pTri ) +{ + int dir, ptIndex; + float dist; + + // + // test axail planes (x, y, z) + // + + for( dir = 0; dir < 3; dir++ ) + { + // + // negative axial plane, component = dir + // + dist = rayStart[dir] - extents[dir]; + for( ptIndex = 0; ptIndex < 3; ptIndex++ ) + { + if( pTri->m_Points[ptIndex][dir] > dist ) + break; + } + + if( ptIndex == 3 ) + return false; + + // + // positive axial plane, component = dir + // + dist = rayStart[dir] + extents[dir]; + for( ptIndex = 0; ptIndex < 3; ptIndex++ ) + { + if( pTri->m_Points[ptIndex][dir] < dist ) + break; + } + + if( ptIndex == 3 ) + return false; + } + + // + // add a test here to see if triangle face normal is close to axial -- done if so!!! + // + if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) ) + return true; + + // find the closest point on the box (use negated tri face noraml) + Vector boxPt( 0.0f, 0.0f, 0.0f ); + for( dir = 0; dir < 3; dir++ ) + { + if( pTri->m_Normal[dir] < 0.0f ) + { + boxPt[dir] = extents[dir]; + } + else + { + boxPt[dir] = -extents[dir]; + } + } + + // + // triangle plane test + // + // do the opposite because the ray has been negated + if( ( ( pTri->m_Normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + + ( pTri->m_Normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + + ( pTri->m_Normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // + // test edge planes - 9 of them + // + Vector normal; + Vector edge; + + // + // edge 0 + // + edge = pTri->m_Points[1] - pTri->m_Points[0]; + + // cross x + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross y + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross z + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f ) + return false; + + // + // edge 1 + // + edge = pTri->m_Points[2] - pTri->m_Points[1]; + + // cross x + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross y + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross z + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f ) + return false; + + // + // edge 2 + // + edge = pTri->m_Points[0] - pTri->m_Points[2]; + + // cross x + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross y + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.z * ( boxPt.z - pTri->m_Points[0].z ) ) ) > 0.0f ) + return false; + + // cross z + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - pTri->m_Points[0].x ) ) + ( normal.y * ( boxPt.y - pTri->m_Points[0].y ) ) ) > 0.0f ) + return false; + + return true; +} + + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::SweptAABBTriTest( Vector &rayStart, Vector &rayEnd, Vector &extents, + CDispCollTri const *pTri ) +{ + // get ray direction + Vector rayDir = rayEnd - rayStart; + + // + // quick and dirty test -- test to see if the object is traveling away from triangle surface??? + // + if( pTri->m_Normal.Dot( rayDir ) > 0.0f ) + return false; + + // + // calc the swept triangle face (negate the ray -- opposite direction of box travel) + // + rayDir.Negate(); + + Vector points[3]; + points[0] = pTri->m_Points[0] + rayDir; + points[1] = pTri->m_Points[1] + rayDir; + points[2] = pTri->m_Points[2] + rayDir; + + // + // handle 4 faces tests (3 axial planes and triangle face) + // + int dir; + float dist; + + // + // axial planes tests (x, y, z) + // + for( dir = 0; dir < 3; dir++ ) + { + bool bOutside = true; + + if( rayDir[dir] < 0.0f ) + { + dist = rayStart[dir] - extents[dir]; + for( int ptIndex = 0; ptIndex < 3; ptIndex ) + { + if( points[ptIndex][dir] > dist ) + { + bOutside = false; + break; + } + } + } + else + { + dist = rayStart[dir] + extents[dir]; + for( int ptIndex = 0; ptIndex < 3; ptIndex ) + { + if( pTri->m_Points[ptIndex][dir] < dist ) + { + bOutside = false; + break; + } + } + } + + if( bOutside ) + return false; + } + + // + // add a test here to see if triangle face normal is close to axial -- done if so!!! + // + if( ( pTri->m_Normal[0] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[1] > ONE_MINUS_COLLISION_EPSILON ) || + ( pTri->m_Normal[2] > ONE_MINUS_COLLISION_EPSILON ) ) + return true; + + // + // handle 9 edge tests - always use the newly swept face for this + // + Vector normal; + Vector edge; + + // find the closest box point - (is written opposite to normal due to negating ray) + Vector boxPt( 0.0f, 0.0f, 0.0f ); + for( dir = 0; dir < 3; dir++ ) + { + if( rayDir[dir] < 0.0f ) + { + boxPt[dir] = rayStart[dir] - extents[dir]; + } + else + { + boxPt[dir] = rayStart[dir] + extents[dir]; + } + } + + // + // edge 0 + // + edge = points[1] - points[0]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross, y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f ) + return false; + + // + // edge 1 + // + edge = points[2] - points[1]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross, y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f ) + return false; + + // + // edge 2 + // + edge = points[0] - points[2]; + + // cross x-edge + normal.x = 0.0f; + normal.y = -edge.z; + normal.z = edge.y; + if( ( ( normal.y * ( boxPt.y - points[0].y ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross, y-edge + normal.x = edge.z; + normal.y = 0.0f; + normal.z = edge.y; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + // cross z-edge + normal.x = -edge.y; + normal.y = edge.x; + normal.z = 0.0f; + if( ( ( normal.x * ( boxPt.x - points[0].x ) ) + ( normal.y * ( boxPt.y - points[0].y ) ) ) > 0.0f ) + return false; + + // + // triangle plane test + // + // do the opposite because the ray has been negated + if( ( ( pTri->m_Normal.x * ( boxPt.x - points[0].x ) ) + + ( pTri->m_Normal.y * ( boxPt.y - points[0].y ) ) + + ( pTri->m_Normal.z * ( boxPt.z - points[0].z ) ) ) > 0.0f ) + return false; + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::CullTriList( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect ) +{ + // + // intersect AABB with all triangles in list + // + if( bIntersect ) + { + for( int i = 0; i < pTemp->m_TriListCount; i++ ) + { + if( IntersectAABBTriTest( rayStart, extents, pTemp->m_ppTriList[i] ) ) + return true; + } + + return false; + } + // + // sweep AABB against all triangles in list + // + else + { + bool bResult = false; + + for( int i = 0; i < pTemp->m_TriListCount; i++ ) + { + if( SweptAABBTriTest( rayStart, rayEnd, extents, pTemp->m_ppTriList[i] ) ) + { + pTemp->m_ppTriList[i]->SetIntersect( true ); + bResult = true; + } + } + + return bResult; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::IntersectAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &pos, const Vector &extents ) +{ + float dist; + + for( int dir = 0; dir < 3; dir++ ) + { + // negative direction + dist = -( pos[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) ); + if( dist > COLLISION_EPSILON ) + return false; + + // positive direction + dist = pos[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] ); + if( dist > COLLISION_EPSILON ) + return false; + } + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::SweptAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &rayStart, const Vector &rayEnd, const Vector &extents ) +{ + int dir; + float distStart, distEnd; + float fraction; + float deltas[3]; + float scalers[3]; + + // + // enter and exit fractions + // + float enterFraction = 0.0f; + float exitFraction = 0.0f; + + // + // de-normalize the paramter space so that we don't have to divide + // to find the fractional amount later (clamped for precision) + // + deltas[0] = rayEnd.x - rayStart.x; + deltas[1] = rayEnd.y - rayStart.y; + deltas[2] = rayEnd.z - rayStart.z; + if( ( deltas[0] < COLLISION_EPSILON ) && ( deltas[0] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; } + if( ( deltas[1] < COLLISION_EPSILON ) && ( deltas[1] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; } + if( ( deltas[2] < COLLISION_EPSILON ) && ( deltas[2] > -COLLISION_EPSILON ) ) { deltas[0] = 1.0f; } + scalers[0] = deltas[1] * deltas[2]; + scalers[1] = deltas[0] * deltas[2]; + scalers[2] = deltas[0] * deltas[1]; + + for( dir = 0; dir < 3; dir++ ) + { + // + // negative direction + // + distStart = -( rayStart[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) ); + distEnd = -( rayEnd[dir] - ( pTemp->m_AABBDistances[(dir>>1)] - extents[dir] ) ); + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + fraction = distStart * scalers[dir]; + if( fraction > enterFraction ) + { + enterFraction = fraction; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + fraction = distStart * scalers[dir]; + if( fraction < exitFraction ) + { + exitFraction = fraction; + } + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + + // + // positive direction + // + distStart = rayStart[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] ); + distEnd = rayEnd[dir] - ( pTemp->m_AABBDistances[(dir>>1)+1] + extents[dir] ); + + if( ( distStart > COLLISION_EPSILON ) && ( distEnd < -COLLISION_EPSILON ) ) + { + fraction = distStart * scalers[dir]; + if( fraction > enterFraction ) + { + enterFraction = fraction; + } + } + else if( ( distStart < -COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + fraction = distStart * scalers[dir]; + if( fraction < exitFraction ) + { + exitFraction = fraction; + } + } + else if( ( distStart > COLLISION_EPSILON ) && ( distEnd > COLLISION_EPSILON ) ) + { + return false; + } + } + + if( exitFraction < enterFraction ) + return false; + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDispCollTree::BuildTriList_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector &rayStart, Vector &rayEnd, Vector &extents, + bool bIntersect ) +{ + // + // get the current nodes bounds and create collision test planes + // (saved in the in class cache m_AABBNormals, m_AABBDistances) + // + Vector bounds[2]; + CDispCollNode *pNode = &m_pNodes[nodeIndex]; + pNode->GetBounds( bounds[0], bounds[1] ); + CreatePlanesFromBounds( pTemp, bounds[0], bounds[1] ); + + // + // interesect/sweep test + // + bool bResult; + if( bIntersect ) + { + bResult = IntersectAABBAABBTest( pTemp, rayStart, extents ); + } + else + { + bResult = SweptAABBAABBTest( pTemp, rayStart, rayEnd, extents ); + } + + if( bResult ) + { + // if leaf node -- add triangles to interstection test list + if( pNode->IsLeaf() ) + { + // Assert for now -- flush cache later!!!!! + Assert( pTemp->m_TriListCount >= 0 ); + Assert( pTemp->m_TriListCount < TRILIST_CACHE_SIZE ); + + pTemp->m_ppTriList[pTemp->m_TriListCount] = &pNode->m_Tris[0]; + pTemp->m_ppTriList[pTemp->m_TriListCount+1] = &pNode->m_Tris[1]; + pTemp->m_TriListCount += 2; + } + // continue recursion + else + { + BuildTriList_r( pTemp, GetChildNode( nodeIndex, 0 ), rayStart, rayEnd, extents, bIntersect ); + BuildTriList_r( pTemp, GetChildNode( nodeIndex, 1 ), rayStart, rayEnd, extents, bIntersect ); + BuildTriList_r( pTemp, GetChildNode( nodeIndex, 2 ), rayStart, rayEnd, extents, bIntersect ); + BuildTriList_r( pTemp, GetChildNode( nodeIndex, 3 ), rayStart, rayEnd, extents, bIntersect ); + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::AABBSweep( CDispCollData *pData ) +{ + // reset the triangle lists counts + CDispCollTreeTempData tmp; + tmp.m_TriListCount = 0; + + // sweep the AABB against the tree + BuildTriList_r( &tmp, 0, pData->m_StartPos, pData->m_EndPos, pData->m_Extents, false ); + + // find collision triangles + if( CullTriList( &tmp, pData->m_StartPos, pData->m_EndPos, pData->m_Extents, false ) ) + { + // find closest intersection + return AABBTriIntersect( &tmp, pData ); + } + + return false; +} + + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CDispCollTree::AABBIntersect( CDispCollData *pData ) +{ + // reset the triangle lists counts + CDispCollTreeTempData tmp; + tmp.m_TriListCount = 0; + + // sweep the AABB against the tree + BuildTriList_r( &tmp, 0, pData->m_StartPos, pData->m_StartPos, pData->m_Extents, true ); + + // find collision triangles + return CullTriList( &tmp, pData->m_StartPos, pData->m_StartPos, pData->m_Extents, true ); +} |