diff options
| 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/utils/vbsp/ivp.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/utils/vbsp/ivp.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/ivp.cpp | 3312 |
1 files changed, 1656 insertions, 1656 deletions
diff --git a/mp/src/utils/vbsp/ivp.cpp b/mp/src/utils/vbsp/ivp.cpp index 585f0904..3c234c2f 100644 --- a/mp/src/utils/vbsp/ivp.cpp +++ b/mp/src/utils/vbsp/ivp.cpp @@ -1,1656 +1,1656 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include <stdio.h>
-#include "mathlib/vector.h"
-#include "bspfile.h"
-#include "bsplib.h"
-#include "cmdlib.h"
-#include "physdll.h"
-#include "utlvector.h"
-#include "vbsp.h"
-#include "phyfile.h"
-#include <float.h>
-#include "KeyValues.h"
-#include "UtlBuffer.h"
-#include "utlsymbol.h"
-#include "utlrbtree.h"
-#include "ivp.h"
-#include "disp_ivp.h"
-#include "materialpatch.h"
-#include "bitvec.h"
-
-// bit per leaf
-typedef CBitVec<MAX_MAP_LEAFS> leafbitarray_t;
-
-// parameters for conversion to vphysics
-#define NO_SHRINK 0.0f
-// NOTE: vphysics maintains a minimum separation radius between objects
-// This radius is set to 0.25, but it's symmetric. So shrinking potentially moveable
-// brushes by 0.5 in every direction ensures that these brushes can be constructed
-// touching the world, and constrained in place without collisions or friction
-// UNDONE: Add a key to disable this shrinking if necessary
-#define VPHYSICS_SHRINK (0.5f) // shrink BSP brushes by this much for collision
-#define VPHYSICS_MERGE 0.01f // merge verts closer than this
-
-void EmitPhysCollision();
-
-IPhysicsCollision *physcollision = NULL;
-extern IPhysicsSurfaceProps *physprops;
-
-// a list of all of the materials in the world model
-static CUtlVector<int> s_WorldPropList;
-
-//-----------------------------------------------------------------------------
-// Purpose: Write key/value pairs out to a memory buffer
-//-----------------------------------------------------------------------------
-CTextBuffer::CTextBuffer( void )
-{
-}
-CTextBuffer::~CTextBuffer( void )
-{
-}
-
-void CTextBuffer::WriteText( const char *pText )
-{
- int len = strlen( pText );
- CopyData( pText, len );
-}
-
-void CTextBuffer::WriteIntKey( const char *pKeyName, int outputData )
-{
- char tmp[1024];
-
- // FAIL!
- if ( strlen(pKeyName) > 1000 )
- {
- Msg("Error writing collision data %s\n", pKeyName );
- return;
- }
- sprintf( tmp, "\"%s\" \"%d\"\n", pKeyName, outputData );
- CopyData( tmp, strlen(tmp) );
-}
-
-void CTextBuffer::WriteStringKey( const char *pKeyName, const char *outputData )
-{
- CopyStringQuotes( pKeyName );
- CopyData( " ", 1 );
- CopyStringQuotes( outputData );
- CopyData( "\n", 1 );
-}
-
-void CTextBuffer::WriteFloatKey( const char *pKeyName, float outputData )
-{
- char tmp[1024];
-
- // FAIL!
- if ( strlen(pKeyName) > 1000 )
- {
- Msg("Error writing collision data %s\n", pKeyName );
- return;
- }
- sprintf( tmp, "\"%s\" \"%f\"\n", pKeyName, outputData );
- CopyData( tmp, strlen(tmp) );
-}
-
-void CTextBuffer::WriteFloatArrayKey( const char *pKeyName, const float *outputData, int count )
-{
- char tmp[1024];
-
- // FAIL!
- if ( strlen(pKeyName) > 1000 )
- {
- Msg("Error writing collision data %s\n", pKeyName );
- return;
- }
- sprintf( tmp, "\"%s\" \"", pKeyName );
- for ( int i = 0; i < count; i++ )
- {
- char buf[80];
-
- sprintf( buf, "%f ", outputData[i] );
- strcat( tmp, buf );
- }
- strcat( tmp, "\"\n" );
-
- CopyData( tmp, strlen(tmp) );
-}
-
-void CTextBuffer::CopyStringQuotes( const char *pString )
-{
- CopyData( "\"", 1 );
- CopyData( pString, strlen(pString) );
- CopyData( "\"", 1 );
-}
-
-void CTextBuffer::Terminate( void )
-{
- CopyData( "\0", 1 );
-}
-
-void CTextBuffer::CopyData( const char *pData, int len )
-{
- int offset = m_buffer.AddMultipleToTail( len );
- memcpy( m_buffer.Base() + offset, pData, len );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Writes a glview text file containing the collision surface in question
-// Input : *pCollide -
-// *pFilename -
-//-----------------------------------------------------------------------------
-void DumpCollideToGlView( CPhysCollide *pCollide, const char *pFilename )
-{
- if ( !pCollide )
- return;
-
- Msg("Writing %s...\n", pFilename );
- Vector *outVerts;
- int vertCount = physcollision->CreateDebugMesh( pCollide, &outVerts );
- FILE *fp = fopen( pFilename, "w" );
- int triCount = vertCount / 3;
- int vert = 0;
- for ( int i = 0; i < triCount; i++ )
- {
- fprintf( fp, "3\n" );
- fprintf( fp, "%6.3f %6.3f %6.3f 1 0 0\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z );
- vert++;
- fprintf( fp, "%6.3f %6.3f %6.3f 0 1 0\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z );
- vert++;
- fprintf( fp, "%6.3f %6.3f %6.3f 0 0 1\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z );
- vert++;
- }
- fclose( fp );
- physcollision->DestroyDebugMesh( vertCount, outVerts );
-}
-
-
-void DumpCollideToPHY( CPhysCollide *pCollide, CTextBuffer *text, const char *pFilename )
-{
- Msg("Writing %s...\n", pFilename );
- FILE *fp = fopen( pFilename, "wb" );
- phyheader_t header;
- header.size = sizeof(header);
- header.id = 0;
- header.checkSum = 0;
- header.solidCount = 1;
- fwrite( &header, sizeof(header), 1, fp );
- int size = physcollision->CollideSize( pCollide );
- fwrite( &size, sizeof(int), 1, fp );
-
- char *buf = (char *)malloc( size );
- physcollision->CollideWrite( buf, pCollide );
- fwrite( buf, size, 1, fp );
-
- fwrite( text->GetData(), text->GetSize(), 1, fp );
- fclose( fp );
- free( buf );
-}
-
-CPhysCollisionEntry::CPhysCollisionEntry( CPhysCollide *pCollide )
-{
- m_pCollide = pCollide;
-}
-
-unsigned int CPhysCollisionEntry::GetCollisionBinarySize()
-{
- return physcollision->CollideSize( m_pCollide );
-}
-
-unsigned int CPhysCollisionEntry::WriteCollisionBinary( char *pDest )
-{
- return physcollision->CollideWrite( pDest, m_pCollide );
-}
-
-void CPhysCollisionEntry::DumpCollideFileName( const char *pName, int modelIndex, CTextBuffer *pTextBuffer )
-{
- char tmp[128];
- sprintf( tmp, "%s%03d.phy", pName, modelIndex );
- DumpCollideToPHY( m_pCollide, pTextBuffer, tmp );
- sprintf( tmp, "%s%03d.txt", pName, modelIndex );
- DumpCollideToGlView( m_pCollide, tmp );
-}
-
-
-class CPhysCollisionEntrySolid : public CPhysCollisionEntry
-{
-public:
- CPhysCollisionEntrySolid( CPhysCollide *pCollide, const char *pMaterialName, float mass );
-
- virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
- virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
-
-private:
- float m_volume;
- float m_mass;
- const char *m_pMaterial;
-};
-
-
-CPhysCollisionEntrySolid::CPhysCollisionEntrySolid( CPhysCollide *pCollide, const char *pMaterialName, float mass )
- : CPhysCollisionEntry( pCollide )
-{
- m_volume = physcollision->CollideVolume( m_pCollide );
- m_mass = mass;
- m_pMaterial = pMaterialName;
-}
-
-void CPhysCollisionEntrySolid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- DumpCollideFileName( "collide", modelIndex, pTextBuffer );
-}
-
-void CPhysCollisionEntrySolid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- pTextBuffer->WriteText( "solid {\n" );
- pTextBuffer->WriteIntKey( "index", collideIndex );
- pTextBuffer->WriteFloatKey( "mass", m_mass );
- if ( m_pMaterial )
- {
- pTextBuffer->WriteStringKey( "surfaceprop", m_pMaterial );
- }
- if ( m_volume != 0.f )
- {
- pTextBuffer->WriteFloatKey( "volume", m_volume );
- }
- pTextBuffer->WriteText( "}\n" );
-}
-
-
-class CPhysCollisionEntryStaticSolid : public CPhysCollisionEntry
-{
-public:
- CPhysCollisionEntryStaticSolid ( CPhysCollide *pCollide, int contentsMask );
-
- virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
- virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
-
-private:
- int m_contentsMask;
-};
-
-
-CPhysCollisionEntryStaticSolid ::CPhysCollisionEntryStaticSolid ( CPhysCollide *pCollide, int contentsMask )
- : CPhysCollisionEntry( pCollide ), m_contentsMask(contentsMask)
-{
-}
-
-void CPhysCollisionEntryStaticSolid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- char tmp[128];
- sprintf( tmp, "static%02d", modelIndex );
- DumpCollideFileName( tmp, collideIndex, pTextBuffer );
-}
-
-void CPhysCollisionEntryStaticSolid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- pTextBuffer->WriteText( "staticsolid {\n" );
- pTextBuffer->WriteIntKey( "index", collideIndex );
- pTextBuffer->WriteIntKey( "contents", m_contentsMask );
- pTextBuffer->WriteText( "}\n" );
-}
-
-CPhysCollisionEntryStaticMesh::CPhysCollisionEntryStaticMesh( CPhysCollide *pCollide, const char *pMaterialName )
- : CPhysCollisionEntry( pCollide )
-{
- m_pMaterial = pMaterialName;
-}
-
-void CPhysCollisionEntryStaticMesh::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- char tmp[128];
- sprintf( tmp, "mesh%02d", modelIndex );
- DumpCollideFileName( tmp, collideIndex, pTextBuffer );
-}
-
-void CPhysCollisionEntryStaticMesh::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- pTextBuffer->WriteText( "staticsolid {\n" );
- pTextBuffer->WriteIntKey( "index", collideIndex );
- pTextBuffer->WriteText( "}\n" );
-}
-
-class CPhysCollisionEntryFluid : public CPhysCollisionEntry
-{
-public:
- ~CPhysCollisionEntryFluid();
- CPhysCollisionEntryFluid( CPhysCollide *pCollide, const char *pSurfaceProp, float damping, const Vector &normal, float dist, int nContents );
-
- virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
- virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex );
-
-private:
- char *m_pSurfaceProp;
- float m_damping;
- Vector m_surfaceNormal;
- float m_surfaceDist;
- int m_contentsMask;
-};
-
-
-CPhysCollisionEntryFluid::CPhysCollisionEntryFluid( CPhysCollide *pCollide, const char *pSurfaceProp, float damping, const Vector &normal, float dist, int nContents )
- : CPhysCollisionEntry( pCollide )
-{
- m_surfaceNormal = normal;
- m_surfaceDist = dist;
- m_pSurfaceProp = new char[strlen(pSurfaceProp)+1];
- strcpy( m_pSurfaceProp, pSurfaceProp );
- m_damping = damping;
- m_contentsMask = nContents;
-}
-
-CPhysCollisionEntryFluid::~CPhysCollisionEntryFluid()
-{
- delete[] m_pSurfaceProp;
-}
-
-void CPhysCollisionEntryFluid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- char tmp[128];
- sprintf( tmp, "water%02d", modelIndex );
- DumpCollideFileName( tmp, collideIndex, pTextBuffer );
-}
-
-void CPhysCollisionEntryFluid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex )
-{
- pTextBuffer->WriteText( "fluid {\n" );
- pTextBuffer->WriteIntKey( "index", collideIndex );
- pTextBuffer->WriteStringKey( "surfaceprop", m_pSurfaceProp ); // write out water material
- pTextBuffer->WriteFloatKey( "damping", m_damping ); // write out water damping
- pTextBuffer->WriteIntKey( "contents", m_contentsMask ); // write out water contents
- float array[4];
- m_surfaceNormal.CopyToArray( array );
- array[3] = m_surfaceDist;
- pTextBuffer->WriteFloatArrayKey( "surfaceplane", array, 4 ); // write out water surface plane
- pTextBuffer->WriteFloatArrayKey( "currentvelocity", vec3_origin.Base(), 3 ); // write out water velocity
- pTextBuffer->WriteText( "}\n" );
-}
-
-// Get an index into the prop list of this prop (add it if necessary)
-static int PropIndex( CUtlVector<int> &propList, int propIndex )
-{
- for ( int i = 0; i < propList.Count(); i++ )
- {
- if ( propList[i] == propIndex )
- return i+1;
- }
-
- if ( propList.Count() < 126 )
- {
- return propList.AddToTail( propIndex )+1;
- }
-
- return 0;
-}
-
-int RemapWorldMaterial( int materialIndexIn )
-{
- return PropIndex( s_WorldPropList, materialIndexIn );
-}
-
-typedef struct
-{
- float normal[3];
- float dist;
-} listplane_t;
-
-static void AddListPlane( CUtlVector<listplane_t> *list, float x, float y, float z, float d )
-{
- listplane_t plane;
- plane.normal[0] = x;
- plane.normal[1] = y;
- plane.normal[2] = z;
- plane.dist = d;
-
- list->AddToTail( plane );
-}
-
-class CPlaneList
-{
-public:
-
- CPlaneList( float shrink, float merge );
- ~CPlaneList( void );
-
- void AddConvex( CPhysConvex *pConvex );
-
- // add the brushes to the model
- int AddBrushes( void );
-
- // Adds a single brush as a convex object
- void ReferenceBrush( int brushnumber );
- bool IsBrushReferenced( int brushnumber );
-
- void ReferenceLeaf( int leafIndex );
- bool IsLeafReferenced( int leafIndex );
- int GetFirstBrushSide();
-
-private:
-
- CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
-
-public:
- CUtlVector<CPhysConvex *> m_convex;
-
- CUtlVector<int> m_leafList;
- int m_contentsMask;
-
- float m_shrink;
- float m_merge;
- bool *m_brushAdded;
- float m_totalVolume;
-};
-
-CPlaneList::CPlaneList( float shrink, float merge )
-{
- m_shrink = shrink;
- m_merge = merge;
- m_contentsMask = MASK_SOLID;
- m_brushAdded = new bool[numbrushes];
- memset( m_brushAdded, 0, sizeof(bool) * numbrushes );
- m_totalVolume = 0;
- m_leafList.Purge();
-}
-
-
-CPlaneList::~CPlaneList( void )
-{
- delete[] m_brushAdded;
-}
-
-
-void CPlaneList::AddConvex( CPhysConvex *pConvex )
-{
- if ( pConvex )
- {
- m_totalVolume += physcollision->ConvexVolume( pConvex );
- m_convex.AddToTail( pConvex );
- }
-}
-
-// Adds a single brush as a convex object
-void CPlaneList::ReferenceBrush( int brushnumber )
-{
- if ( !(dbrushes[brushnumber].contents & m_contentsMask) )
- return;
-
- m_brushAdded[brushnumber] = true;
-
-}
-
-
-bool CPlaneList::IsBrushReferenced( int brushnumber )
-{
- return m_brushAdded[brushnumber];
-}
-
-CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum )
-{
- CUtlVector<listplane_t> temp( 0, 32 );
-
- for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ )
- {
- dbrushside_t *pside = dbrushsides + i + dbrushes[brushnumber].firstside;
- if ( pside->bevel )
- continue;
-
- dplane_t *pplane = dplanes + pside->planenum;
- float shrinkThisPlane = shrink;
-
- if ( i < g_MainMap->mapbrushes[brushnumber].numsides )
- {
- if ( !g_MainMap->mapbrushes[brushnumber].original_sides[i].visible )
- {
- // don't shrink brush sides with no visible components.
- // this produces something closer to the ideal shrink than simply shrinking all planes
- shrinkThisPlane = 0;
- }
- }
- // Make sure shrinking won't swallow geometry along this axis.
- if ( pCollideTest && shrinkThisPlane != 0 )
- {
- Vector start = physcollision->CollideGetExtent( pCollideTest, vec3_origin, vec3_angle, pplane->normal );
- Vector end = physcollision->CollideGetExtent( pCollideTest, vec3_origin, vec3_angle, -pplane->normal );
- float thick = DotProduct( (end-start), pplane->normal );
- // NOTE: The object must be at least "shrinkMinimum" inches wide on each axis
- if ( fabs(thick) < shrinkMinimum )
- {
-#if _DEBUG
- Warning("Can't shrink brush %d, plane %d (%.2f, %.2f, %.2f)\n", brushnumber, pside->planenum, pplane->normal[0], pplane->normal[1], pplane->normal[2] );
-#endif
- shrinkThisPlane = 0;
- }
- }
- AddListPlane( &temp, pplane->normal[0], pplane->normal[1], pplane->normal[2], pplane->dist - shrinkThisPlane );
- }
- return physcollision->ConvexFromPlanes( (float *)temp.Base(), temp.Count(), m_merge );
-}
-
-int CPlaneList::AddBrushes( void )
-{
- int count = 0;
- for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ )
- {
- if ( IsBrushReferenced(brushnumber) )
- {
- CPhysConvex *pBrushConvex = NULL;
- if ( m_shrink != 0 )
- {
- // Make sure shrinking won't swallow this brush.
- CPhysConvex *pConvex = BuildConvexForBrush( brushnumber, 0, NULL, 0 );
- CPhysCollide *pUnshrunkCollide = physcollision->ConvertConvexToCollide( &pConvex, 1 );
- pBrushConvex = BuildConvexForBrush( brushnumber, m_shrink, pUnshrunkCollide, m_shrink * 3 );
- physcollision->DestroyCollide( pUnshrunkCollide );
- }
- else
- {
- pBrushConvex = BuildConvexForBrush( brushnumber, m_shrink, NULL, 1.0 );
- }
-
- if ( pBrushConvex )
- {
- count++;
- physcollision->SetConvexGameData( pBrushConvex, brushnumber );
- AddConvex( pBrushConvex );
- }
- }
- }
- return count;
-}
-
-
-int CPlaneList::GetFirstBrushSide()
-{
- for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ )
- {
- if ( IsBrushReferenced(brushnumber) )
- {
- for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ )
- {
- int sideIndex = i + dbrushes[brushnumber].firstside;
- dbrushside_t *pside = dbrushsides + sideIndex;
- if ( pside->bevel )
- continue;
- return sideIndex;
- }
- }
- }
- return 0;
-}
-
-// UNDONE: Try using this kind of algorithm if we run into precision problems.
-// NOTE: ConvexFromPlanes will be doing a bunch of matrix inversions that can suffer
-// if plane normals are too close to each other...
-#if 0
-void CPlaneList::AddBrushes( void )
-{
- CUtlVector<listplane_t> temp;
- for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ )
- {
- if ( IsBrushReferenced(brushnumber) )
- {
- CUtlVector<winding_t *> windings;
-
- for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ )
- {
- dbrushside_t *pside = dbrushsides + i + dbrushes[brushnumber].firstside;
- if (pside->bevel)
- continue;
- dplane_t *pplane = dplanes + pside->planenum;
- winding_t *w = BaseWindingForPlane( pplane->normal, pplane->dist - m_shrink );
- for ( int j = 0; j < dbrushes[brushnumber].numsides && w; j++ )
- {
- if (i == j)
- continue;
- dbrushside_t *pClipSide = dbrushsides + j + dbrushes[brushnumber].firstside;
- if (pClipSide->bevel)
- continue;
- dplane_t *pClipPlane = dplanes + pClipSide->planenum;
- ChopWindingInPlace (&w, -pClipPlane->normal, -pClipPlane->dist+m_shrink, 0); //CLIP_EPSILON);
- }
- if ( w )
- {
- windings.AddToTail( w );
- }
- }
-
- CUtlVector<Vector *> vertList;
- for ( int p = 0; p < windings.Count(); p++ )
- {
- for ( int v = 0; v < windings[p]->numpoints; v++ )
- {
- vertList.AddToTail( windings[p]->p + v );
- }
- }
- CPhysConvex *pConvex = physcollision->ConvexFromVerts( vertList.Base(), vertList.Count() );
- if ( pConvex )
- {
- physcollision->SetConvexGameData( pConvex, brushnumber );
- AddConvex( pConvex );
- }
- temp.RemoveAll();
- }
- }
-}
-#endif
-
-// If I have a list of leaves, make sure this leaf is in it.
-// Otherwise, process all leaves
-bool CPlaneList::IsLeafReferenced( int leafIndex )
-{
- if ( !m_leafList.Count() )
- return true;
-
- for ( int i = 0; i < m_leafList.Count(); i++ )
- {
- if ( m_leafList[i] == leafIndex )
- return true;
- }
-
- return false;
-}
-
-// Add a leaf to my list of interesting leaves
-void CPlaneList::ReferenceLeaf( int leafIndex )
-{
- m_leafList.AddToTail( leafIndex );
-}
-
-static void VisitLeaves_r( CPlaneList &planes, int node )
-{
- if ( node < 0 )
- {
- int leafIndex = -1 - node;
- if ( planes.IsLeafReferenced(leafIndex) )
- {
- int i;
-
- // Add the solids in the "empty" leaf
- for ( i = 0; i < dleafs[leafIndex].numleafbrushes; i++ )
- {
- int brushIndex = dleafbrushes[dleafs[leafIndex].firstleafbrush + i];
- planes.ReferenceBrush( brushIndex );
- }
- }
- }
- else
- {
- dnode_t *pnode = dnodes + node;
-
- VisitLeaves_r( planes, pnode->children[0] );
- VisitLeaves_r( planes, pnode->children[1] );
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-struct waterleaf_t
-{
- Vector surfaceNormal;
- float surfaceDist;
- float minZ;
- bool hasSurface;
- int waterLeafIndex;// this is the submerged leaf
- int planenum; //UNDONE: REMOVE
- int surfaceTexInfo; // if hasSurface == true, this is the texinfo index for the water material
- int outsideLeafIndex;// this is the leaf on the other side of the water surface
- node_t *pNode;
-};
-
-
-
-// returns true if newleaf should appear before currentleaf in the list
-static bool IsLowerLeaf( const waterleaf_t &newleaf, const waterleaf_t ¤tleaf )
-{
- if ( newleaf.hasSurface && currentleaf.hasSurface )
- {
- // the one with the upmost pointing z goes first
- if ( currentleaf.surfaceNormal.z > newleaf.surfaceNormal.z )
- return false;
-
- if ( fabs(currentleaf.surfaceNormal.z - newleaf.surfaceNormal.z) < 0.01 )
- {
- if ( newleaf.surfaceDist < currentleaf.surfaceDist )
- return true;
- }
- return true;
- }
- else if ( newleaf.hasSurface ) // the leaf with a surface always goes first
- return true;
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Water surfaces are stored in an RB tree and the tree is used to
-// create one-off .vmt files embedded in the .bsp for each surface so that the
-// water depth effect occurs on a per-water surface level.
-//-----------------------------------------------------------------------------
-struct WaterTexInfo
-{
- // The mangled new .vmt name ( materials/levelename/oldmaterial_depth_xxx ) where xxx is
- // the water depth (as an integer )
- CUtlSymbol m_FullName;
-
- // The original .vmt name
- CUtlSymbol m_MaterialName;
-
- // The depth of the water this texinfo refers to
- int m_nWaterDepth;
-
- // The texinfo id
- int m_nTexInfo;
-
- // The subdivision size for the water surface
-// float m_SubdivSize;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Helper for RB tree operations ( we compare full mangled names )
-// Input : src1 -
-// src2 -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool WaterLessFunc( WaterTexInfo const& src1, WaterTexInfo const& src2 )
-{
- return src1.m_FullName < src2.m_FullName;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: A growable RB tree of water surfaces
-//-----------------------------------------------------------------------------
-static CUtlRBTree< WaterTexInfo, int > g_WaterTexInfos( 0, 32, WaterLessFunc );
-
-#if 0
-float GetSubdivSizeForFogVolume( int fogVolumeID )
-{
- Assert( fogVolumeID >= 0 && fogVolumeID < g_WaterTexInfos.Count() );
- return g_WaterTexInfos[fogVolumeID].m_SubdivSize;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *mapname -
-// *materialname -
-// waterdepth -
-// *fullname -
-//-----------------------------------------------------------------------------
-void GetWaterTextureName( char const *mapname, char const *materialname, int waterdepth, char *fullname )
-{
- char temp[ 512 ];
-
- // Construct the full name (prepend mapname to reduce name collisions)
- sprintf( temp, "maps/%s/%s_depth_%i", mapname, materialname, (int)waterdepth );
-
- // Make sure it's lower case
- strlwr( temp );
-
- strcpy( fullname, temp );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called to write procedural materials in the rb tree to the embedded
-// pak file for this .bsp
-//-----------------------------------------------------------------------------
-void EmitWaterMaterialFile( WaterTexInfo *wti )
-{
- char waterTextureName[512];
- if ( !wti )
- {
- return;
- }
-
- GetWaterTextureName( mapbase, wti->m_MaterialName.String(), ( int )wti->m_nWaterDepth, waterTextureName );
-
- // Convert to string
- char szDepth[ 32 ];
- sprintf( szDepth, "%i", wti->m_nWaterDepth );
- CreateMaterialPatch( wti->m_MaterialName.String(), waterTextureName, "$waterdepth", szDepth, PATCH_INSERT );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Takes the texinfo_t referenced by the .vmt and the computed depth for the
-// surface and looks up or creates a texdata/texinfo for the mangled one-off water .vmt file
-// Input : *pBaseInfo -
-// depth -
-// Output : int
-//-----------------------------------------------------------------------------
-int FindOrCreateWaterTexInfo( texinfo_t *pBaseInfo, float depth )
-{
- char fullname[ 512 ];
- char materialname[ 512 ];
-
- // Get the base texture/material name
- char const *name = TexDataStringTable_GetString( GetTexData( pBaseInfo->texdata )->nameStringTableID );
-
- GetWaterTextureName( mapbase, name, (int)depth, fullname );
-
- // See if we already have an entry for this depth
- WaterTexInfo lookup;
- lookup.m_FullName = fullname;
- int idx = g_WaterTexInfos.Find( lookup );
-
- // If so, return the existing entry texinfo index
- if ( idx != g_WaterTexInfos.InvalidIndex() )
- {
- return g_WaterTexInfos[ idx ].m_nTexInfo;
- }
-
- // Otherwise, fill in the rest of the data
- lookup.m_nWaterDepth = (int)depth;
- // Remember the current material name
- sprintf( materialname, "%s", name );
- strlwr( materialname );
- lookup.m_MaterialName = materialname;
-
- texinfo_t ti;
- // Make a copy
- ti = *pBaseInfo;
- // Create a texdata that is based on the underlying existing entry
- ti.texdata = FindAliasedTexData( fullname, GetTexData( pBaseInfo->texdata ) );
-
- // Find or create a new index
- lookup.m_nTexInfo = FindOrCreateTexInfo( ti );
-
- // Add the new texinfo to the RB tree
- idx = g_WaterTexInfos.Insert( lookup );
-
- // Msg( "created texinfo for %s\n", lookup.m_FullName.String() );
-
- // Go ahead and create the new vmt file.
- EmitWaterMaterialFile( &g_WaterTexInfos[idx] );
-
- // Return the new texinfo
- return g_WaterTexInfos[ idx ].m_nTexInfo;
-}
-
-extern node_t *dfacenodes[MAX_MAP_FACES];
-static void WriteFogVolumeIDs( dmodel_t *pModel )
-{
- int i;
-
- // write fog volume ID to each face in this model
- for( i = pModel->firstface; i < pModel->firstface + pModel->numfaces; i++ )
- {
- dface_t *pFace = &dfaces[i];
- node_t *pFaceNode = dfacenodes[i];
- texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
- pFace->surfaceFogVolumeID = -1;
- if ( pFaceNode )
- {
- if ( (pTexInfo->flags & SURF_WARP ) && pFaceNode->planenum == PLANENUM_LEAF && pFaceNode->diskId >= 0 )
- {
- pFace->surfaceFogVolumeID = dleafs[pFaceNode->diskId].leafWaterDataID;
- dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[pFace->surfaceFogVolumeID];
-
- // HACKHACK: Should probably mark these faces as water bottom or "bottommaterial" faces.
- // HACKHACK: Use a heuristic, if it points up, it's the water top.
- if ( dplanes[pFace->planenum].normal.z > 0 )
- {
- pFace->texinfo = pLeafWaterData->surfaceTexInfoID;
- }
- }
- else
- {
- // missed this face somehow?
- Assert( !(pTexInfo->flags & SURF_WARP ) );
- }
-
- }
- }
-}
-
-
-static bool PortalCrossesWater( waterleaf_t &baseleaf, portal_t *portal )
-{
- if ( baseleaf.hasSurface )
- {
- int side = WindingOnPlaneSide( portal->winding, baseleaf.surfaceNormal, baseleaf.surfaceDist );
- if ( side == SIDE_CROSS || side == SIDE_FRONT )
- return true;
- }
-
- return false;
-}
-
-
-static int FindOrCreateLeafWaterData( float surfaceZ, float minZ, int surfaceTexInfoID )
-{
- int i;
- for( i = 0; i < numleafwaterdata; i++ )
- {
- dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[i];
- if( pLeafWaterData->surfaceZ == surfaceZ &&
- pLeafWaterData->minZ == minZ &&
- pLeafWaterData->surfaceTexInfoID == surfaceTexInfoID )
- {
- return i;
- }
- }
- dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[numleafwaterdata];
- pLeafWaterData->surfaceZ = surfaceZ;
- pLeafWaterData->minZ = minZ;
- pLeafWaterData->surfaceTexInfoID = surfaceTexInfoID;
- numleafwaterdata++;
- return numleafwaterdata - 1;
-}
-
-
-// Enumerate all leaves under node with contents in contentsMask and add them to list
-void EnumLeaves_r( CUtlVector<node_t *> &list, node_t *node, int contentsMask )
-{
- if ( node->planenum != PLANENUM_LEAF )
- {
- EnumLeaves_r( list, node->children[0], contentsMask );
- EnumLeaves_r( list, node->children[1], contentsMask );
- return;
- }
-
- if ( !(node->contents & contentsMask) )
- return;
-
-
- // has the contents, put it in the list
- list.AddToTail( node );
-}
-
-
-// Builds a waterleaf_t for the given leaf
-static void BuildWaterLeaf( node_t *pLeafIn, waterleaf_t &waterLeafOut )
-{
- waterLeafOut.pNode = pLeafIn;
- waterLeafOut.waterLeafIndex = pLeafIn->diskId;
- waterLeafOut.outsideLeafIndex = -1;
- waterLeafOut.hasSurface = false;
- waterLeafOut.surfaceDist = MAX_COORD_INTEGER;
- waterLeafOut.surfaceNormal.Init( 0.f, 0.f, 1.f );
- waterLeafOut.planenum = -1;
- waterLeafOut.surfaceTexInfo = -1;
- waterLeafOut.minZ = MAX_COORD_INTEGER;
-
- // search the list of portals out of this leaf for one that leaves water
- // If you find one, this leaf has a surface, so fill out the surface data
- int oppositeNodeIndex = 0;
- for (portal_t *p = pLeafIn->portals ; p ; p = p->next[!oppositeNodeIndex])
- {
- oppositeNodeIndex = (p->nodes[0] == pLeafIn) ? 1 : 0;
-
- // not visible, can't be the portals we're looking for...
- if ( !p->side )
- continue;
-
- // See if this portal crosses into air
- node_t *pOpposite = p->nodes[oppositeNodeIndex];
- if ( !(pOpposite->contents & MASK_WATER) && !(pOpposite->contents & MASK_SOLID) )
- {
- // it does, there must be a surface here
- plane_t *plane = &g_MainMap->mapplanes[p->side->planenum];
- if ( waterLeafOut.hasSurface )
- {
- // Sort to find the most upward facing normal (skips sides)
- if ( waterLeafOut.surfaceNormal.z > plane->normal.z )
- continue;
- if ( (waterLeafOut.surfaceNormal.z == plane->normal.z) && waterLeafOut.surfaceDist >= plane->dist )
- continue;
- }
- // water surface needs to point at least somewhat up, this is
- // probably a map error
- if ( plane->normal.z <= 0 )
- continue;
- waterLeafOut.surfaceDist = plane->dist;
- waterLeafOut.surfaceNormal = plane->normal;
- waterLeafOut.hasSurface = true;
- waterLeafOut.outsideLeafIndex = p->nodes[oppositeNodeIndex]->diskId;
- waterLeafOut.surfaceTexInfo = p->side->texinfo;
- }
- }
-}
-
-
-static void InsertSortWaterLeaf( CUtlVector<waterleaf_t> &list, const waterleaf_t &leafInsert )
-{
- // insertion sort the leaf (lowest leaves go first)
- // leaves that aren't actually on the surface of the water will have leaf.hasSurface == false.
- for ( int i = 0; i < list.Count(); i++ )
- {
- if ( IsLowerLeaf( leafInsert, list[i] ) )
- {
- list.InsertBefore( i, leafInsert );
- return;
- }
- }
-
- // must the highest one, so stick it at the end.
- list.AddToTail( leafInsert );
-}
-
-
-// Flood fill the tree, finding neighboring water volumes and connecting them to this list
-// Cut groups that try to cross the surface.
-// Mark leaves that are in a group as "visited" so they won't be chosen by subsequent fills
-static void Flood_FindConnectedWaterVolumes_r( CUtlVector<node_t *> &list, node_t *pLeaf, waterleaf_t &baseleaf, leafbitarray_t &visited )
-{
- // already visited, or not the same water contents
- if ( pLeaf->diskId < 0 || visited.Get(pLeaf->diskId) || !(pLeaf->contents & (baseleaf.pNode->contents & MASK_WATER) ) )
- return;
-
- int oppositeNodeIndex = 0;
- for (portal_t *p = pLeaf->portals ; p ; p = p->next[!oppositeNodeIndex])
- {
- oppositeNodeIndex = (p->nodes[0] == pLeaf) ? 1 : 0;
-
- // If any portal crosses the water surface, don't flow through this leaf
- if ( PortalCrossesWater( baseleaf, p ) )
- return;
- }
-
- visited.Set( pLeaf->diskId );
- list.AddToTail( pLeaf );
-
- baseleaf.minZ = min( pLeaf->mins.z, baseleaf.minZ );
-
- for (portal_t *p = pLeaf->portals ; p ; p = p->next[!oppositeNodeIndex])
- {
- oppositeNodeIndex = (p->nodes[0] == pLeaf) ? 1 : 0;
-
- Flood_FindConnectedWaterVolumes_r( list, p->nodes[oppositeNodeIndex], baseleaf, visited );
- }
-}
-
-// UNDONE: This is a bit of a hack to avoid crashing when we can't find an
-// appropriate texinfo for a water model (to get physics properties)
-int FirstWaterTexinfo( bspbrush_t *brushlist, int contents )
-{
- while (brushlist)
- {
- if ( brushlist->original->contents & contents )
- {
- for ( int i = 0; i < brushlist->original->numsides; i++ )
- {
- if ( brushlist->original->original_sides[i].contents & contents )
- {
- return brushlist->original->original_sides[i].texinfo;
- }
- }
- }
- brushlist = brushlist->next;
- }
-
- Assert(0);
- return 0;
-}
-
-// This is a list of water data that will be turned into physics models
-struct watermodel_t
-{
- int modelIndex;
- int contents;
- waterleaf_t waterLeafData;
- int depthTexinfo;
- int firstWaterLeafIndex;
- int waterLeafCount;
- int fogVolumeIndex;
-};
-
-static CUtlVector<watermodel_t> g_WaterModels;
-static CUtlVector<int> g_WaterLeafList;
-
-// Creates a list of watermodel_t for later processing by EmitPhysCollision
-void EmitWaterVolumesForBSP( dmodel_t *pModel, node_t *node )
-{
- CUtlVector<node_t *> leafListAnyWater;
- // build the list of all leaves containing water
- EnumLeaves_r( leafListAnyWater, node, MASK_WATER );
-
- // make a sorted list to flood fill
- CUtlVector<waterleaf_t> list;
-
- int i;
- for ( i = 0; i < leafListAnyWater.Count(); i++ )
- {
- waterleaf_t waterLeaf;
- BuildWaterLeaf( leafListAnyWater[i], waterLeaf );
- InsertSortWaterLeaf( list, waterLeaf );
- }
-
- leafbitarray_t visited;
- CUtlVector<node_t *> waterAreaList;
- for ( i = 0; i < list.Count(); i++ )
- {
- Flood_FindConnectedWaterVolumes_r( waterAreaList, list[i].pNode, list[i], visited );
-
- // did we find a list of leaves connected to this one?
- // remember the list is sorted, so this one may have been attached to a previous
- // leaf. So it could have nothing hanging off of it.
- if ( waterAreaList.Count() )
- {
- // yes, emit a watermodel
- watermodel_t tmp;
- tmp.modelIndex = nummodels;
- tmp.contents = list[i].pNode->contents;
- tmp.waterLeafData = list[i];
- tmp.firstWaterLeafIndex = g_WaterLeafList.Count();
- tmp.waterLeafCount = waterAreaList.Count();
-
- float waterDepth = tmp.waterLeafData.surfaceDist - tmp.waterLeafData.minZ;
- if ( tmp.waterLeafData.surfaceTexInfo < 0 )
- {
- // the map has probably leaked in this case, but output something anyway.
- Assert(list[i].pNode->planenum == PLANENUM_LEAF);
- tmp.waterLeafData.surfaceTexInfo = FirstWaterTexinfo( list[i].pNode->brushlist, tmp.contents );
- }
- tmp.depthTexinfo = FindOrCreateWaterTexInfo( &texinfo[ tmp.waterLeafData.surfaceTexInfo ], waterDepth );
- tmp.fogVolumeIndex = FindOrCreateLeafWaterData( tmp.waterLeafData.surfaceDist, tmp.waterLeafData.minZ, tmp.waterLeafData.surfaceTexInfo );
-
- for ( int j = 0; j < waterAreaList.Count(); j++ )
- {
- g_WaterLeafList.AddToTail( waterAreaList[j]->diskId );
- }
- waterAreaList.RemoveAll();
- g_WaterModels.AddToTail( tmp );
- }
- }
-
- WriteFogVolumeIDs( pModel );
-}
-
-
-static void ConvertWaterModelToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, int modelIndex,
- float shrinkSize, float mergeTolerance )
-{
- dmodel_t *pModel = dmodels + modelIndex;
-
- for ( int i = 0; i < g_WaterModels.Count(); i++ )
- {
- watermodel_t &waterModel = g_WaterModels[i];
- if ( waterModel.modelIndex != modelIndex )
- continue;
-
- CPlaneList planes( shrinkSize, mergeTolerance );
- int firstLeaf = waterModel.firstWaterLeafIndex;
- planes.m_contentsMask = waterModel.contents;
-
- // push all of the leaves into the collision list
- for ( int j = 0; j < waterModel.waterLeafCount; j++ )
- {
- int leafIndex = g_WaterLeafList[firstLeaf + j];
-
- dleaf_t *pLeaf = dleafs + leafIndex;
- // fixup waterdata
- pLeaf->leafWaterDataID = waterModel.fogVolumeIndex;
- planes.ReferenceLeaf( leafIndex );
- }
-
- // visit the referenced leaves that belong to this model
- VisitLeaves_r( planes, pModel->headnode );
-
- // Now add the brushes from those leaves as convex
-
- // BUGBUG: NOTE: If your map has a brush that crosses the surface, it will be added to two water
- // volumes. This only happens with connected water volumes with multiple surface heights
- // UNDONE: Right now map makers must cut such brushes. It could be automatically cut by adding the
- // surface plane to the list for each brush before calling ConvexFromPlanes()
- planes.AddBrushes();
-
- int count = planes.m_convex.Count();
- if ( !count )
- continue;
-
- // Save off the plane of the surface for this group as well as the collision model
- // for all convex objects in the group.
- CPhysCollide *pCollide = physcollision->ConvertConvexToCollide( planes.m_convex.Base(), count );
- if ( pCollide )
- {
- int waterSurfaceTexInfoID = -1;
- // use defaults
- const char *pSurfaceProp = "water";
- float damping = 0.01;
- if ( waterSurfaceTexInfoID >= 0 )
- {
- // material override
- int texdata = texinfo[waterSurfaceTexInfoID].texdata;
- int prop = g_SurfaceProperties[texdata];
- pSurfaceProp = physprops->GetPropName( prop );
- }
-
- if ( !waterModel.waterLeafData.hasSurface )
- {
- waterModel.waterLeafData.surfaceNormal.Init( 0,0,1 );
- Vector top = physcollision->CollideGetExtent( pCollide, vec3_origin, vec3_angle, waterModel.waterLeafData.surfaceNormal );
- waterModel.waterLeafData.surfaceDist = top.z;
- }
- CPhysCollisionEntryFluid *pCollisionEntryFuild = new CPhysCollisionEntryFluid( pCollide,
- pSurfaceProp, damping, waterModel.waterLeafData.surfaceNormal, waterModel.waterLeafData.surfaceDist, waterModel.contents );
- collisionList.AddToTail( pCollisionEntryFuild );
- }
- }
-}
-
-// compute a normal for a triangle of the given three points (points are clockwise, normal points out)
-static Vector TriangleNormal( const Vector &p0, const Vector &p1, const Vector &p2 )
-{
- Vector e0 = p1 - p0;
- Vector e1 = p2 - p0;
- Vector normal = CrossProduct( e1, e0 );
- VectorNormalize( normal );
-
- return normal;
-}
-
-
-// find the side of the brush with the normal closest to the given normal
-static dbrushside_t *FindBrushSide( int brushIndex, const Vector &normal )
-{
- dbrush_t *pbrush = &dbrushes[brushIndex];
- dbrushside_t *out = NULL;
- float best = -1.f;
-
- for ( int i = 0; i < pbrush->numsides; i++ )
- {
- dbrushside_t *pside = dbrushsides + i + pbrush->firstside;
- dplane_t *pplane = dplanes + pside->planenum;
- float dot = DotProduct( normal, pplane->normal );
- if ( dot > best )
- {
- best = dot;
- out = pside;
- }
- }
-
- return out;
-}
-
-
-
-static void ConvertWorldBrushesToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, float shrinkSize, float mergeTolerance, int contentsMask )
-{
- CPlaneList planes( shrinkSize, mergeTolerance );
-
- planes.m_contentsMask = contentsMask;
-
- VisitLeaves_r( planes, dmodels[0].headnode );
- planes.AddBrushes();
-
- int count = planes.m_convex.Count();
- if ( count )
- {
- CPhysCollide *pCollide = physcollision->ConvertConvexToCollide( planes.m_convex.Base(), count );
-
- ICollisionQuery *pQuery = physcollision->CreateQueryModel( pCollide );
- int convex = pQuery->ConvexCount();
- for ( int i = 0; i < convex; i++ )
- {
- int triCount = pQuery->TriangleCount( i );
- int brushIndex = pQuery->GetGameData( i );
-
- Vector points[3];
- for ( int j = 0; j < triCount; j++ )
- {
- pQuery->GetTriangleVerts( i, j, points );
- Vector normal = TriangleNormal( points[0], points[1], points[2] );
- dbrushside_t *pside = FindBrushSide( brushIndex, normal );
- if ( pside->texinfo != TEXINFO_NODE )
- {
- int prop = g_SurfaceProperties[texinfo[pside->texinfo].texdata];
- pQuery->SetTriangleMaterialIndex( i, j, RemapWorldMaterial( prop ) );
- }
- }
- }
- physcollision->DestroyQueryModel( pQuery );
- pQuery = NULL;
-
- collisionList.AddToTail( new CPhysCollisionEntryStaticSolid( pCollide, contentsMask ) );
- }
-}
-
-// adds any world, terrain, and water collision models to the collision list
-static void BuildWorldPhysModel( CUtlVector<CPhysCollisionEntry *> &collisionList, float shrinkSize, float mergeTolerance )
-{
- ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, MASK_SOLID );
- ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, CONTENTS_PLAYERCLIP );
- ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, CONTENTS_MONSTERCLIP );
-
- if ( !g_bNoVirtualMesh && Disp_HasPower4Displacements() )
- {
- Warning("WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.\n");
- g_bNoVirtualMesh = true;
- }
-
- // if there's terrain, save it off as a static mesh/polysoup
- if ( g_bNoVirtualMesh || !physcollision->SupportsVirtualMesh() )
- {
- Disp_AddCollisionModels( collisionList, &dmodels[0], MASK_SOLID );
- }
- else
- {
- Disp_BuildVirtualMesh( MASK_SOLID );
- }
- ConvertWaterModelToPhysCollide( collisionList, 0, shrinkSize, mergeTolerance );
-}
-
-
-// adds a collision entry for this brush model
-static void ConvertModelToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, int modelIndex, int contents, float shrinkSize, float mergeTolerance )
-{
- int i;
- CPlaneList planes( shrinkSize, mergeTolerance );
-
- planes.m_contentsMask = contents;
-
- dmodel_t *pModel = dmodels + modelIndex;
- VisitLeaves_r( planes, pModel->headnode );
- planes.AddBrushes();
- int count = planes.m_convex.Count();
- convertconvexparams_t params;
- params.Defaults();
- params.buildOuterConvexHull = count > 1 ? true : false;
- params.buildDragAxisAreas = true;
- Vector size = pModel->maxs - pModel->mins;
-
- float minSurfaceArea = -1.0f;
- for ( i = 0; i < 3; i++ )
- {
- int other = (i+1)%3;
- int cross = (i+2)%3;
- float surfaceArea = size[other] * size[cross];
- if ( minSurfaceArea < 0 || surfaceArea < minSurfaceArea )
- {
- minSurfaceArea = surfaceArea;
- }
- }
- // this can be really slow with super-large models and a low error tolerance
- // Basically you get a ray cast through each square of epsilon surface area on each OBB side
- // So compute it for 1% error (on the smallest side, less on larger sides)
- params.dragAreaEpsilon = clamp( minSurfaceArea * 1e-2f, 1.0f, 1024.0f );
- CPhysCollide *pCollide = physcollision->ConvertConvexToCollideParams( planes.m_convex.Base(), count, params );
-
- if ( !pCollide )
- return;
-
- struct
- {
- int prop;
- float area;
- } proplist[256];
- int numprops = 1;
-
- proplist[0].prop = -1;
- proplist[0].area = 1;
- // compute the array of props on the surface of this model
-
- // NODRAW brushes no longer have any faces
- if ( !dmodels[modelIndex].numfaces )
- {
- int sideIndex = planes.GetFirstBrushSide();
- int texdata = texinfo[dbrushsides[sideIndex].texinfo].texdata;
- int prop = g_SurfaceProperties[texdata];
- proplist[numprops].prop = prop;
- proplist[numprops].area = 2;
- numprops++;
- }
-
- for ( i = 0; i < dmodels[modelIndex].numfaces; i++ )
- {
- dface_t *face = dfaces + i + dmodels[modelIndex].firstface;
- int texdata = texinfo[face->texinfo].texdata;
- int prop = g_SurfaceProperties[texdata];
- int j;
- for ( j = 0; j < numprops; j++ )
- {
- if ( proplist[j].prop == prop )
- {
- proplist[j].area += face->area;
- break;
- }
- }
-
- if ( (!numprops || j >= numprops) && numprops < ARRAYSIZE(proplist) )
- {
- proplist[numprops].prop = prop;
- proplist[numprops].area = face->area;
- numprops++;
- }
- }
-
-
- // choose the prop with the most surface area
- int maxIndex = -1;
- float maxArea = 0;
- float totalArea = 0;
-
- for ( i = 0; i < numprops; i++ )
- {
- if ( proplist[i].area > maxArea )
- {
- maxIndex = i;
- maxArea = proplist[i].area;
- }
- // add up the total surface area
- totalArea += proplist[i].area;
- }
-
- float mass = 1.0f;
- const char *pMaterial = "default";
- if ( maxIndex >= 0 )
- {
- int prop = proplist[maxIndex].prop;
-
- // use default if this material has no prop
- if ( prop < 0 )
- prop = 0;
-
- pMaterial = physprops->GetPropName( prop );
- float density, thickness;
- physprops->GetPhysicsProperties( prop, &density, &thickness, NULL, NULL );
-
- // if this is a "shell" material (it is hollow and encloses some empty space)
- // compute the mass with a constant surface thickness
- if ( thickness != 0 )
- {
- mass = totalArea * thickness * density * CUBIC_METERS_PER_CUBIC_INCH;
- }
- else
- {
- // material is completely solid, compute total mass as if constant density throughout.
- mass = planes.m_totalVolume * density * CUBIC_METERS_PER_CUBIC_INCH;
- }
- }
-
- // Clamp mass to 100,000 kg
- if ( mass > VPHYSICS_MAX_MASS )
- {
- mass = VPHYSICS_MAX_MASS;
- }
-
- collisionList.AddToTail( new CPhysCollisionEntrySolid( pCollide, pMaterial, mass ) );
-}
-
-static void ClearLeafWaterData( void )
-{
- int i;
-
- for( i = 0; i < numleafs; i++ )
- {
- dleafs[i].leafWaterDataID = -1;
- dleafs[i].contents &= ~CONTENTS_TESTFOGVOLUME;
- }
-}
-
-
-// This is the only public entry to this file.
-// The global data touched in the file is:
-// from bsplib.h:
-// g_pPhysCollide : This is an output from this file.
-// g_PhysCollideSize : This is set in this file.
-// g_numdispinfo : This is an input to this file.
-// g_dispinfo : This is an input to this file.
-// numnodewaterdata : This is an output from this file.
-// dleafwaterdata : This is an output from this file.
-// from vbsp.h:
-// g_SurfaceProperties : This is an input to this file.
-void EmitPhysCollision()
-{
- ClearLeafWaterData();
-
- CreateInterfaceFn physicsFactory = GetPhysicsFactory();
- if ( physicsFactory )
- {
- physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
- }
-
- if ( !physcollision )
- {
- Warning("!!! WARNING: Can't build collision data!\n" );
- return;
- }
-
- CUtlVector<CPhysCollisionEntry *> collisionList[MAX_MAP_MODELS];
- CTextBuffer *pTextBuffer[MAX_MAP_MODELS];
-
- int physModelCount = 0, totalSize = 0;
-
- int start = Plat_FloatTime();
-
- Msg("Building Physics collision data...\n" );
-
- int i, j;
- for ( i = 0; i < nummodels; i++ )
- {
- // Build a list of collision models for this brush model section
- if ( i == 0 )
- {
- // world is the only model that processes water separately.
- // other brushes are assumed to be completely solid or completely liquid
- BuildWorldPhysModel( collisionList[i], NO_SHRINK, VPHYSICS_MERGE);
- }
- else
- {
- ConvertModelToPhysCollide( collisionList[i], i, MASK_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|MASK_WATER, VPHYSICS_SHRINK, VPHYSICS_MERGE );
- }
-
- pTextBuffer[i] = NULL;
- if ( !collisionList[i].Count() )
- continue;
-
- // if we've got collision models, write their script for processing in the game
- pTextBuffer[i] = new CTextBuffer;
- for ( j = 0; j < collisionList[i].Count(); j++ )
- {
- // dump a text file for visualization
- if ( dumpcollide )
- {
- collisionList[i][j]->DumpCollide( pTextBuffer[i], i, j );
- }
- // each model knows how to write its script
- collisionList[i][j]->WriteToTextBuffer( pTextBuffer[i], i, j );
- // total up the binary section's size
- totalSize += collisionList[i][j]->GetCollisionBinarySize() + sizeof(int);
- }
-
- // These sections only appear in the world's collision text
- if ( i == 0 )
- {
- if ( !g_bNoVirtualMesh && physcollision->SupportsVirtualMesh() )
- {
- pTextBuffer[i]->WriteText("virtualterrain {}\n");
- }
- if ( s_WorldPropList.Count() )
- {
- pTextBuffer[i]->WriteText( "materialtable {\n" );
- for ( j = 0; j < s_WorldPropList.Count(); j++ )
- {
- int propIndex = s_WorldPropList[j];
- if ( propIndex < 0 )
- {
- pTextBuffer[i]->WriteIntKey( "default", j+1 );
- }
- else
- {
- pTextBuffer[i]->WriteIntKey( physprops->GetPropName( propIndex ), j+1 );
- }
- }
- pTextBuffer[i]->WriteText( "}\n" );
- }
- }
-
- pTextBuffer[i]->Terminate();
-
- // total lump size includes the text buffers (scripts)
- totalSize += pTextBuffer[i]->GetSize();
-
- physModelCount++;
- }
-
- // add one for tail of list marker
- physModelCount++;
-
- // DWORD align the lump because AddLump assumes that it is DWORD aligned.
- byte *ptr ;
- g_PhysCollideSize = totalSize + (physModelCount * sizeof(dphysmodel_t));
- g_pPhysCollide = (byte *)malloc(( g_PhysCollideSize + 3 ) & ~3 );
- memset( g_pPhysCollide, 0, g_PhysCollideSize );
- ptr = g_pPhysCollide;
-
- for ( i = 0; i < nummodels; i++ )
- {
- if ( pTextBuffer[i] )
- {
- int j;
-
- dphysmodel_t model;
-
- model.modelIndex = i;
- model.solidCount = collisionList[i].Count();
- model.dataSize = sizeof(int) * model.solidCount;
-
- for ( j = 0; j < model.solidCount; j++ )
- {
- model.dataSize += collisionList[i][j]->GetCollisionBinarySize();
- }
- model.keydataSize = pTextBuffer[i]->GetSize();
-
- // store the header
- memcpy( ptr, &model, sizeof(model) );
- ptr += sizeof(model);
-
- for ( j = 0; j < model.solidCount; j++ )
- {
- int collideSize = collisionList[i][j]->GetCollisionBinarySize();
-
- // write size
- memcpy( ptr, &collideSize, sizeof(int) );
- ptr += sizeof(int);
-
- // now write the collision model
- collisionList[i][j]->WriteCollisionBinary( reinterpret_cast<char *>(ptr) );
- ptr += collideSize;
- }
-
- memcpy( ptr, pTextBuffer[i]->GetData(), pTextBuffer[i]->GetSize() );
- ptr += pTextBuffer[i]->GetSize();
- }
-
- delete pTextBuffer[i];
- }
-
- dphysmodel_t model;
-
- // Mark end of list
- model.modelIndex = -1;
- model.dataSize = -1;
- model.keydataSize = 0;
- model.solidCount = 0;
- memcpy( ptr, &model, sizeof(model) );
- ptr += sizeof(model);
- Assert( (ptr-g_pPhysCollide) == g_PhysCollideSize);
- Msg("done (%d) (%d bytes)\n", (int)(Plat_FloatTime() - start), g_PhysCollideSize );
-
- // UNDONE: Collision models (collisionList) memory leak!
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include <stdio.h> +#include "mathlib/vector.h" +#include "bspfile.h" +#include "bsplib.h" +#include "cmdlib.h" +#include "physdll.h" +#include "utlvector.h" +#include "vbsp.h" +#include "phyfile.h" +#include <float.h> +#include "KeyValues.h" +#include "UtlBuffer.h" +#include "utlsymbol.h" +#include "utlrbtree.h" +#include "ivp.h" +#include "disp_ivp.h" +#include "materialpatch.h" +#include "bitvec.h" + +// bit per leaf +typedef CBitVec<MAX_MAP_LEAFS> leafbitarray_t; + +// parameters for conversion to vphysics +#define NO_SHRINK 0.0f +// NOTE: vphysics maintains a minimum separation radius between objects +// This radius is set to 0.25, but it's symmetric. So shrinking potentially moveable +// brushes by 0.5 in every direction ensures that these brushes can be constructed +// touching the world, and constrained in place without collisions or friction +// UNDONE: Add a key to disable this shrinking if necessary +#define VPHYSICS_SHRINK (0.5f) // shrink BSP brushes by this much for collision +#define VPHYSICS_MERGE 0.01f // merge verts closer than this + +void EmitPhysCollision(); + +IPhysicsCollision *physcollision = NULL; +extern IPhysicsSurfaceProps *physprops; + +// a list of all of the materials in the world model +static CUtlVector<int> s_WorldPropList; + +//----------------------------------------------------------------------------- +// Purpose: Write key/value pairs out to a memory buffer +//----------------------------------------------------------------------------- +CTextBuffer::CTextBuffer( void ) +{ +} +CTextBuffer::~CTextBuffer( void ) +{ +} + +void CTextBuffer::WriteText( const char *pText ) +{ + int len = strlen( pText ); + CopyData( pText, len ); +} + +void CTextBuffer::WriteIntKey( const char *pKeyName, int outputData ) +{ + char tmp[1024]; + + // FAIL! + if ( strlen(pKeyName) > 1000 ) + { + Msg("Error writing collision data %s\n", pKeyName ); + return; + } + sprintf( tmp, "\"%s\" \"%d\"\n", pKeyName, outputData ); + CopyData( tmp, strlen(tmp) ); +} + +void CTextBuffer::WriteStringKey( const char *pKeyName, const char *outputData ) +{ + CopyStringQuotes( pKeyName ); + CopyData( " ", 1 ); + CopyStringQuotes( outputData ); + CopyData( "\n", 1 ); +} + +void CTextBuffer::WriteFloatKey( const char *pKeyName, float outputData ) +{ + char tmp[1024]; + + // FAIL! + if ( strlen(pKeyName) > 1000 ) + { + Msg("Error writing collision data %s\n", pKeyName ); + return; + } + sprintf( tmp, "\"%s\" \"%f\"\n", pKeyName, outputData ); + CopyData( tmp, strlen(tmp) ); +} + +void CTextBuffer::WriteFloatArrayKey( const char *pKeyName, const float *outputData, int count ) +{ + char tmp[1024]; + + // FAIL! + if ( strlen(pKeyName) > 1000 ) + { + Msg("Error writing collision data %s\n", pKeyName ); + return; + } + sprintf( tmp, "\"%s\" \"", pKeyName ); + for ( int i = 0; i < count; i++ ) + { + char buf[80]; + + sprintf( buf, "%f ", outputData[i] ); + strcat( tmp, buf ); + } + strcat( tmp, "\"\n" ); + + CopyData( tmp, strlen(tmp) ); +} + +void CTextBuffer::CopyStringQuotes( const char *pString ) +{ + CopyData( "\"", 1 ); + CopyData( pString, strlen(pString) ); + CopyData( "\"", 1 ); +} + +void CTextBuffer::Terminate( void ) +{ + CopyData( "\0", 1 ); +} + +void CTextBuffer::CopyData( const char *pData, int len ) +{ + int offset = m_buffer.AddMultipleToTail( len ); + memcpy( m_buffer.Base() + offset, pData, len ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Writes a glview text file containing the collision surface in question +// Input : *pCollide - +// *pFilename - +//----------------------------------------------------------------------------- +void DumpCollideToGlView( CPhysCollide *pCollide, const char *pFilename ) +{ + if ( !pCollide ) + return; + + Msg("Writing %s...\n", pFilename ); + Vector *outVerts; + int vertCount = physcollision->CreateDebugMesh( pCollide, &outVerts ); + FILE *fp = fopen( pFilename, "w" ); + int triCount = vertCount / 3; + int vert = 0; + for ( int i = 0; i < triCount; i++ ) + { + fprintf( fp, "3\n" ); + fprintf( fp, "%6.3f %6.3f %6.3f 1 0 0\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z ); + vert++; + fprintf( fp, "%6.3f %6.3f %6.3f 0 1 0\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z ); + vert++; + fprintf( fp, "%6.3f %6.3f %6.3f 0 0 1\n", outVerts[vert].x, outVerts[vert].y, outVerts[vert].z ); + vert++; + } + fclose( fp ); + physcollision->DestroyDebugMesh( vertCount, outVerts ); +} + + +void DumpCollideToPHY( CPhysCollide *pCollide, CTextBuffer *text, const char *pFilename ) +{ + Msg("Writing %s...\n", pFilename ); + FILE *fp = fopen( pFilename, "wb" ); + phyheader_t header; + header.size = sizeof(header); + header.id = 0; + header.checkSum = 0; + header.solidCount = 1; + fwrite( &header, sizeof(header), 1, fp ); + int size = physcollision->CollideSize( pCollide ); + fwrite( &size, sizeof(int), 1, fp ); + + char *buf = (char *)malloc( size ); + physcollision->CollideWrite( buf, pCollide ); + fwrite( buf, size, 1, fp ); + + fwrite( text->GetData(), text->GetSize(), 1, fp ); + fclose( fp ); + free( buf ); +} + +CPhysCollisionEntry::CPhysCollisionEntry( CPhysCollide *pCollide ) +{ + m_pCollide = pCollide; +} + +unsigned int CPhysCollisionEntry::GetCollisionBinarySize() +{ + return physcollision->CollideSize( m_pCollide ); +} + +unsigned int CPhysCollisionEntry::WriteCollisionBinary( char *pDest ) +{ + return physcollision->CollideWrite( pDest, m_pCollide ); +} + +void CPhysCollisionEntry::DumpCollideFileName( const char *pName, int modelIndex, CTextBuffer *pTextBuffer ) +{ + char tmp[128]; + sprintf( tmp, "%s%03d.phy", pName, modelIndex ); + DumpCollideToPHY( m_pCollide, pTextBuffer, tmp ); + sprintf( tmp, "%s%03d.txt", pName, modelIndex ); + DumpCollideToGlView( m_pCollide, tmp ); +} + + +class CPhysCollisionEntrySolid : public CPhysCollisionEntry +{ +public: + CPhysCollisionEntrySolid( CPhysCollide *pCollide, const char *pMaterialName, float mass ); + + virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + +private: + float m_volume; + float m_mass; + const char *m_pMaterial; +}; + + +CPhysCollisionEntrySolid::CPhysCollisionEntrySolid( CPhysCollide *pCollide, const char *pMaterialName, float mass ) + : CPhysCollisionEntry( pCollide ) +{ + m_volume = physcollision->CollideVolume( m_pCollide ); + m_mass = mass; + m_pMaterial = pMaterialName; +} + +void CPhysCollisionEntrySolid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + DumpCollideFileName( "collide", modelIndex, pTextBuffer ); +} + +void CPhysCollisionEntrySolid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + pTextBuffer->WriteText( "solid {\n" ); + pTextBuffer->WriteIntKey( "index", collideIndex ); + pTextBuffer->WriteFloatKey( "mass", m_mass ); + if ( m_pMaterial ) + { + pTextBuffer->WriteStringKey( "surfaceprop", m_pMaterial ); + } + if ( m_volume != 0.f ) + { + pTextBuffer->WriteFloatKey( "volume", m_volume ); + } + pTextBuffer->WriteText( "}\n" ); +} + + +class CPhysCollisionEntryStaticSolid : public CPhysCollisionEntry +{ +public: + CPhysCollisionEntryStaticSolid ( CPhysCollide *pCollide, int contentsMask ); + + virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + +private: + int m_contentsMask; +}; + + +CPhysCollisionEntryStaticSolid ::CPhysCollisionEntryStaticSolid ( CPhysCollide *pCollide, int contentsMask ) + : CPhysCollisionEntry( pCollide ), m_contentsMask(contentsMask) +{ +} + +void CPhysCollisionEntryStaticSolid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + char tmp[128]; + sprintf( tmp, "static%02d", modelIndex ); + DumpCollideFileName( tmp, collideIndex, pTextBuffer ); +} + +void CPhysCollisionEntryStaticSolid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + pTextBuffer->WriteText( "staticsolid {\n" ); + pTextBuffer->WriteIntKey( "index", collideIndex ); + pTextBuffer->WriteIntKey( "contents", m_contentsMask ); + pTextBuffer->WriteText( "}\n" ); +} + +CPhysCollisionEntryStaticMesh::CPhysCollisionEntryStaticMesh( CPhysCollide *pCollide, const char *pMaterialName ) + : CPhysCollisionEntry( pCollide ) +{ + m_pMaterial = pMaterialName; +} + +void CPhysCollisionEntryStaticMesh::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + char tmp[128]; + sprintf( tmp, "mesh%02d", modelIndex ); + DumpCollideFileName( tmp, collideIndex, pTextBuffer ); +} + +void CPhysCollisionEntryStaticMesh::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + pTextBuffer->WriteText( "staticsolid {\n" ); + pTextBuffer->WriteIntKey( "index", collideIndex ); + pTextBuffer->WriteText( "}\n" ); +} + +class CPhysCollisionEntryFluid : public CPhysCollisionEntry +{ +public: + ~CPhysCollisionEntryFluid(); + CPhysCollisionEntryFluid( CPhysCollide *pCollide, const char *pSurfaceProp, float damping, const Vector &normal, float dist, int nContents ); + + virtual void WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + virtual void DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ); + +private: + char *m_pSurfaceProp; + float m_damping; + Vector m_surfaceNormal; + float m_surfaceDist; + int m_contentsMask; +}; + + +CPhysCollisionEntryFluid::CPhysCollisionEntryFluid( CPhysCollide *pCollide, const char *pSurfaceProp, float damping, const Vector &normal, float dist, int nContents ) + : CPhysCollisionEntry( pCollide ) +{ + m_surfaceNormal = normal; + m_surfaceDist = dist; + m_pSurfaceProp = new char[strlen(pSurfaceProp)+1]; + strcpy( m_pSurfaceProp, pSurfaceProp ); + m_damping = damping; + m_contentsMask = nContents; +} + +CPhysCollisionEntryFluid::~CPhysCollisionEntryFluid() +{ + delete[] m_pSurfaceProp; +} + +void CPhysCollisionEntryFluid::DumpCollide( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + char tmp[128]; + sprintf( tmp, "water%02d", modelIndex ); + DumpCollideFileName( tmp, collideIndex, pTextBuffer ); +} + +void CPhysCollisionEntryFluid::WriteToTextBuffer( CTextBuffer *pTextBuffer, int modelIndex, int collideIndex ) +{ + pTextBuffer->WriteText( "fluid {\n" ); + pTextBuffer->WriteIntKey( "index", collideIndex ); + pTextBuffer->WriteStringKey( "surfaceprop", m_pSurfaceProp ); // write out water material + pTextBuffer->WriteFloatKey( "damping", m_damping ); // write out water damping + pTextBuffer->WriteIntKey( "contents", m_contentsMask ); // write out water contents + float array[4]; + m_surfaceNormal.CopyToArray( array ); + array[3] = m_surfaceDist; + pTextBuffer->WriteFloatArrayKey( "surfaceplane", array, 4 ); // write out water surface plane + pTextBuffer->WriteFloatArrayKey( "currentvelocity", vec3_origin.Base(), 3 ); // write out water velocity + pTextBuffer->WriteText( "}\n" ); +} + +// Get an index into the prop list of this prop (add it if necessary) +static int PropIndex( CUtlVector<int> &propList, int propIndex ) +{ + for ( int i = 0; i < propList.Count(); i++ ) + { + if ( propList[i] == propIndex ) + return i+1; + } + + if ( propList.Count() < 126 ) + { + return propList.AddToTail( propIndex )+1; + } + + return 0; +} + +int RemapWorldMaterial( int materialIndexIn ) +{ + return PropIndex( s_WorldPropList, materialIndexIn ); +} + +typedef struct +{ + float normal[3]; + float dist; +} listplane_t; + +static void AddListPlane( CUtlVector<listplane_t> *list, float x, float y, float z, float d ) +{ + listplane_t plane; + plane.normal[0] = x; + plane.normal[1] = y; + plane.normal[2] = z; + plane.dist = d; + + list->AddToTail( plane ); +} + +class CPlaneList +{ +public: + + CPlaneList( float shrink, float merge ); + ~CPlaneList( void ); + + void AddConvex( CPhysConvex *pConvex ); + + // add the brushes to the model + int AddBrushes( void ); + + // Adds a single brush as a convex object + void ReferenceBrush( int brushnumber ); + bool IsBrushReferenced( int brushnumber ); + + void ReferenceLeaf( int leafIndex ); + bool IsLeafReferenced( int leafIndex ); + int GetFirstBrushSide(); + +private: + + CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum ); + +public: + CUtlVector<CPhysConvex *> m_convex; + + CUtlVector<int> m_leafList; + int m_contentsMask; + + float m_shrink; + float m_merge; + bool *m_brushAdded; + float m_totalVolume; +}; + +CPlaneList::CPlaneList( float shrink, float merge ) +{ + m_shrink = shrink; + m_merge = merge; + m_contentsMask = MASK_SOLID; + m_brushAdded = new bool[numbrushes]; + memset( m_brushAdded, 0, sizeof(bool) * numbrushes ); + m_totalVolume = 0; + m_leafList.Purge(); +} + + +CPlaneList::~CPlaneList( void ) +{ + delete[] m_brushAdded; +} + + +void CPlaneList::AddConvex( CPhysConvex *pConvex ) +{ + if ( pConvex ) + { + m_totalVolume += physcollision->ConvexVolume( pConvex ); + m_convex.AddToTail( pConvex ); + } +} + +// Adds a single brush as a convex object +void CPlaneList::ReferenceBrush( int brushnumber ) +{ + if ( !(dbrushes[brushnumber].contents & m_contentsMask) ) + return; + + m_brushAdded[brushnumber] = true; + +} + + +bool CPlaneList::IsBrushReferenced( int brushnumber ) +{ + return m_brushAdded[brushnumber]; +} + +CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum ) +{ + CUtlVector<listplane_t> temp( 0, 32 ); + + for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ ) + { + dbrushside_t *pside = dbrushsides + i + dbrushes[brushnumber].firstside; + if ( pside->bevel ) + continue; + + dplane_t *pplane = dplanes + pside->planenum; + float shrinkThisPlane = shrink; + + if ( i < g_MainMap->mapbrushes[brushnumber].numsides ) + { + if ( !g_MainMap->mapbrushes[brushnumber].original_sides[i].visible ) + { + // don't shrink brush sides with no visible components. + // this produces something closer to the ideal shrink than simply shrinking all planes + shrinkThisPlane = 0; + } + } + // Make sure shrinking won't swallow geometry along this axis. + if ( pCollideTest && shrinkThisPlane != 0 ) + { + Vector start = physcollision->CollideGetExtent( pCollideTest, vec3_origin, vec3_angle, pplane->normal ); + Vector end = physcollision->CollideGetExtent( pCollideTest, vec3_origin, vec3_angle, -pplane->normal ); + float thick = DotProduct( (end-start), pplane->normal ); + // NOTE: The object must be at least "shrinkMinimum" inches wide on each axis + if ( fabs(thick) < shrinkMinimum ) + { +#if _DEBUG + Warning("Can't shrink brush %d, plane %d (%.2f, %.2f, %.2f)\n", brushnumber, pside->planenum, pplane->normal[0], pplane->normal[1], pplane->normal[2] ); +#endif + shrinkThisPlane = 0; + } + } + AddListPlane( &temp, pplane->normal[0], pplane->normal[1], pplane->normal[2], pplane->dist - shrinkThisPlane ); + } + return physcollision->ConvexFromPlanes( (float *)temp.Base(), temp.Count(), m_merge ); +} + +int CPlaneList::AddBrushes( void ) +{ + int count = 0; + for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ ) + { + if ( IsBrushReferenced(brushnumber) ) + { + CPhysConvex *pBrushConvex = NULL; + if ( m_shrink != 0 ) + { + // Make sure shrinking won't swallow this brush. + CPhysConvex *pConvex = BuildConvexForBrush( brushnumber, 0, NULL, 0 ); + CPhysCollide *pUnshrunkCollide = physcollision->ConvertConvexToCollide( &pConvex, 1 ); + pBrushConvex = BuildConvexForBrush( brushnumber, m_shrink, pUnshrunkCollide, m_shrink * 3 ); + physcollision->DestroyCollide( pUnshrunkCollide ); + } + else + { + pBrushConvex = BuildConvexForBrush( brushnumber, m_shrink, NULL, 1.0 ); + } + + if ( pBrushConvex ) + { + count++; + physcollision->SetConvexGameData( pBrushConvex, brushnumber ); + AddConvex( pBrushConvex ); + } + } + } + return count; +} + + +int CPlaneList::GetFirstBrushSide() +{ + for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ ) + { + if ( IsBrushReferenced(brushnumber) ) + { + for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ ) + { + int sideIndex = i + dbrushes[brushnumber].firstside; + dbrushside_t *pside = dbrushsides + sideIndex; + if ( pside->bevel ) + continue; + return sideIndex; + } + } + } + return 0; +} + +// UNDONE: Try using this kind of algorithm if we run into precision problems. +// NOTE: ConvexFromPlanes will be doing a bunch of matrix inversions that can suffer +// if plane normals are too close to each other... +#if 0 +void CPlaneList::AddBrushes( void ) +{ + CUtlVector<listplane_t> temp; + for ( int brushnumber = 0; brushnumber < numbrushes; brushnumber++ ) + { + if ( IsBrushReferenced(brushnumber) ) + { + CUtlVector<winding_t *> windings; + + for ( int i = 0; i < dbrushes[brushnumber].numsides; i++ ) + { + dbrushside_t *pside = dbrushsides + i + dbrushes[brushnumber].firstside; + if (pside->bevel) + continue; + dplane_t *pplane = dplanes + pside->planenum; + winding_t *w = BaseWindingForPlane( pplane->normal, pplane->dist - m_shrink ); + for ( int j = 0; j < dbrushes[brushnumber].numsides && w; j++ ) + { + if (i == j) + continue; + dbrushside_t *pClipSide = dbrushsides + j + dbrushes[brushnumber].firstside; + if (pClipSide->bevel) + continue; + dplane_t *pClipPlane = dplanes + pClipSide->planenum; + ChopWindingInPlace (&w, -pClipPlane->normal, -pClipPlane->dist+m_shrink, 0); //CLIP_EPSILON); + } + if ( w ) + { + windings.AddToTail( w ); + } + } + + CUtlVector<Vector *> vertList; + for ( int p = 0; p < windings.Count(); p++ ) + { + for ( int v = 0; v < windings[p]->numpoints; v++ ) + { + vertList.AddToTail( windings[p]->p + v ); + } + } + CPhysConvex *pConvex = physcollision->ConvexFromVerts( vertList.Base(), vertList.Count() ); + if ( pConvex ) + { + physcollision->SetConvexGameData( pConvex, brushnumber ); + AddConvex( pConvex ); + } + temp.RemoveAll(); + } + } +} +#endif + +// If I have a list of leaves, make sure this leaf is in it. +// Otherwise, process all leaves +bool CPlaneList::IsLeafReferenced( int leafIndex ) +{ + if ( !m_leafList.Count() ) + return true; + + for ( int i = 0; i < m_leafList.Count(); i++ ) + { + if ( m_leafList[i] == leafIndex ) + return true; + } + + return false; +} + +// Add a leaf to my list of interesting leaves +void CPlaneList::ReferenceLeaf( int leafIndex ) +{ + m_leafList.AddToTail( leafIndex ); +} + +static void VisitLeaves_r( CPlaneList &planes, int node ) +{ + if ( node < 0 ) + { + int leafIndex = -1 - node; + if ( planes.IsLeafReferenced(leafIndex) ) + { + int i; + + // Add the solids in the "empty" leaf + for ( i = 0; i < dleafs[leafIndex].numleafbrushes; i++ ) + { + int brushIndex = dleafbrushes[dleafs[leafIndex].firstleafbrush + i]; + planes.ReferenceBrush( brushIndex ); + } + } + } + else + { + dnode_t *pnode = dnodes + node; + + VisitLeaves_r( planes, pnode->children[0] ); + VisitLeaves_r( planes, pnode->children[1] ); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +struct waterleaf_t +{ + Vector surfaceNormal; + float surfaceDist; + float minZ; + bool hasSurface; + int waterLeafIndex;// this is the submerged leaf + int planenum; //UNDONE: REMOVE + int surfaceTexInfo; // if hasSurface == true, this is the texinfo index for the water material + int outsideLeafIndex;// this is the leaf on the other side of the water surface + node_t *pNode; +}; + + + +// returns true if newleaf should appear before currentleaf in the list +static bool IsLowerLeaf( const waterleaf_t &newleaf, const waterleaf_t ¤tleaf ) +{ + if ( newleaf.hasSurface && currentleaf.hasSurface ) + { + // the one with the upmost pointing z goes first + if ( currentleaf.surfaceNormal.z > newleaf.surfaceNormal.z ) + return false; + + if ( fabs(currentleaf.surfaceNormal.z - newleaf.surfaceNormal.z) < 0.01 ) + { + if ( newleaf.surfaceDist < currentleaf.surfaceDist ) + return true; + } + return true; + } + else if ( newleaf.hasSurface ) // the leaf with a surface always goes first + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Water surfaces are stored in an RB tree and the tree is used to +// create one-off .vmt files embedded in the .bsp for each surface so that the +// water depth effect occurs on a per-water surface level. +//----------------------------------------------------------------------------- +struct WaterTexInfo +{ + // The mangled new .vmt name ( materials/levelename/oldmaterial_depth_xxx ) where xxx is + // the water depth (as an integer ) + CUtlSymbol m_FullName; + + // The original .vmt name + CUtlSymbol m_MaterialName; + + // The depth of the water this texinfo refers to + int m_nWaterDepth; + + // The texinfo id + int m_nTexInfo; + + // The subdivision size for the water surface +// float m_SubdivSize; +}; + +//----------------------------------------------------------------------------- +// Purpose: Helper for RB tree operations ( we compare full mangled names ) +// Input : src1 - +// src2 - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool WaterLessFunc( WaterTexInfo const& src1, WaterTexInfo const& src2 ) +{ + return src1.m_FullName < src2.m_FullName; +} + +//----------------------------------------------------------------------------- +// Purpose: A growable RB tree of water surfaces +//----------------------------------------------------------------------------- +static CUtlRBTree< WaterTexInfo, int > g_WaterTexInfos( 0, 32, WaterLessFunc ); + +#if 0 +float GetSubdivSizeForFogVolume( int fogVolumeID ) +{ + Assert( fogVolumeID >= 0 && fogVolumeID < g_WaterTexInfos.Count() ); + return g_WaterTexInfos[fogVolumeID].m_SubdivSize; +} +#endif + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *mapname - +// *materialname - +// waterdepth - +// *fullname - +//----------------------------------------------------------------------------- +void GetWaterTextureName( char const *mapname, char const *materialname, int waterdepth, char *fullname ) +{ + char temp[ 512 ]; + + // Construct the full name (prepend mapname to reduce name collisions) + sprintf( temp, "maps/%s/%s_depth_%i", mapname, materialname, (int)waterdepth ); + + // Make sure it's lower case + strlwr( temp ); + + strcpy( fullname, temp ); +} + +//----------------------------------------------------------------------------- +// Purpose: Called to write procedural materials in the rb tree to the embedded +// pak file for this .bsp +//----------------------------------------------------------------------------- +void EmitWaterMaterialFile( WaterTexInfo *wti ) +{ + char waterTextureName[512]; + if ( !wti ) + { + return; + } + + GetWaterTextureName( mapbase, wti->m_MaterialName.String(), ( int )wti->m_nWaterDepth, waterTextureName ); + + // Convert to string + char szDepth[ 32 ]; + sprintf( szDepth, "%i", wti->m_nWaterDepth ); + CreateMaterialPatch( wti->m_MaterialName.String(), waterTextureName, "$waterdepth", szDepth, PATCH_INSERT ); +} + +//----------------------------------------------------------------------------- +// Purpose: Takes the texinfo_t referenced by the .vmt and the computed depth for the +// surface and looks up or creates a texdata/texinfo for the mangled one-off water .vmt file +// Input : *pBaseInfo - +// depth - +// Output : int +//----------------------------------------------------------------------------- +int FindOrCreateWaterTexInfo( texinfo_t *pBaseInfo, float depth ) +{ + char fullname[ 512 ]; + char materialname[ 512 ]; + + // Get the base texture/material name + char const *name = TexDataStringTable_GetString( GetTexData( pBaseInfo->texdata )->nameStringTableID ); + + GetWaterTextureName( mapbase, name, (int)depth, fullname ); + + // See if we already have an entry for this depth + WaterTexInfo lookup; + lookup.m_FullName = fullname; + int idx = g_WaterTexInfos.Find( lookup ); + + // If so, return the existing entry texinfo index + if ( idx != g_WaterTexInfos.InvalidIndex() ) + { + return g_WaterTexInfos[ idx ].m_nTexInfo; + } + + // Otherwise, fill in the rest of the data + lookup.m_nWaterDepth = (int)depth; + // Remember the current material name + sprintf( materialname, "%s", name ); + strlwr( materialname ); + lookup.m_MaterialName = materialname; + + texinfo_t ti; + // Make a copy + ti = *pBaseInfo; + // Create a texdata that is based on the underlying existing entry + ti.texdata = FindAliasedTexData( fullname, GetTexData( pBaseInfo->texdata ) ); + + // Find or create a new index + lookup.m_nTexInfo = FindOrCreateTexInfo( ti ); + + // Add the new texinfo to the RB tree + idx = g_WaterTexInfos.Insert( lookup ); + + // Msg( "created texinfo for %s\n", lookup.m_FullName.String() ); + + // Go ahead and create the new vmt file. + EmitWaterMaterialFile( &g_WaterTexInfos[idx] ); + + // Return the new texinfo + return g_WaterTexInfos[ idx ].m_nTexInfo; +} + +extern node_t *dfacenodes[MAX_MAP_FACES]; +static void WriteFogVolumeIDs( dmodel_t *pModel ) +{ + int i; + + // write fog volume ID to each face in this model + for( i = pModel->firstface; i < pModel->firstface + pModel->numfaces; i++ ) + { + dface_t *pFace = &dfaces[i]; + node_t *pFaceNode = dfacenodes[i]; + texinfo_t *pTexInfo = &texinfo[pFace->texinfo]; + pFace->surfaceFogVolumeID = -1; + if ( pFaceNode ) + { + if ( (pTexInfo->flags & SURF_WARP ) && pFaceNode->planenum == PLANENUM_LEAF && pFaceNode->diskId >= 0 ) + { + pFace->surfaceFogVolumeID = dleafs[pFaceNode->diskId].leafWaterDataID; + dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[pFace->surfaceFogVolumeID]; + + // HACKHACK: Should probably mark these faces as water bottom or "bottommaterial" faces. + // HACKHACK: Use a heuristic, if it points up, it's the water top. + if ( dplanes[pFace->planenum].normal.z > 0 ) + { + pFace->texinfo = pLeafWaterData->surfaceTexInfoID; + } + } + else + { + // missed this face somehow? + Assert( !(pTexInfo->flags & SURF_WARP ) ); + } + + } + } +} + + +static bool PortalCrossesWater( waterleaf_t &baseleaf, portal_t *portal ) +{ + if ( baseleaf.hasSurface ) + { + int side = WindingOnPlaneSide( portal->winding, baseleaf.surfaceNormal, baseleaf.surfaceDist ); + if ( side == SIDE_CROSS || side == SIDE_FRONT ) + return true; + } + + return false; +} + + +static int FindOrCreateLeafWaterData( float surfaceZ, float minZ, int surfaceTexInfoID ) +{ + int i; + for( i = 0; i < numleafwaterdata; i++ ) + { + dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[i]; + if( pLeafWaterData->surfaceZ == surfaceZ && + pLeafWaterData->minZ == minZ && + pLeafWaterData->surfaceTexInfoID == surfaceTexInfoID ) + { + return i; + } + } + dleafwaterdata_t *pLeafWaterData = &dleafwaterdata[numleafwaterdata]; + pLeafWaterData->surfaceZ = surfaceZ; + pLeafWaterData->minZ = minZ; + pLeafWaterData->surfaceTexInfoID = surfaceTexInfoID; + numleafwaterdata++; + return numleafwaterdata - 1; +} + + +// Enumerate all leaves under node with contents in contentsMask and add them to list +void EnumLeaves_r( CUtlVector<node_t *> &list, node_t *node, int contentsMask ) +{ + if ( node->planenum != PLANENUM_LEAF ) + { + EnumLeaves_r( list, node->children[0], contentsMask ); + EnumLeaves_r( list, node->children[1], contentsMask ); + return; + } + + if ( !(node->contents & contentsMask) ) + return; + + + // has the contents, put it in the list + list.AddToTail( node ); +} + + +// Builds a waterleaf_t for the given leaf +static void BuildWaterLeaf( node_t *pLeafIn, waterleaf_t &waterLeafOut ) +{ + waterLeafOut.pNode = pLeafIn; + waterLeafOut.waterLeafIndex = pLeafIn->diskId; + waterLeafOut.outsideLeafIndex = -1; + waterLeafOut.hasSurface = false; + waterLeafOut.surfaceDist = MAX_COORD_INTEGER; + waterLeafOut.surfaceNormal.Init( 0.f, 0.f, 1.f ); + waterLeafOut.planenum = -1; + waterLeafOut.surfaceTexInfo = -1; + waterLeafOut.minZ = MAX_COORD_INTEGER; + + // search the list of portals out of this leaf for one that leaves water + // If you find one, this leaf has a surface, so fill out the surface data + int oppositeNodeIndex = 0; + for (portal_t *p = pLeafIn->portals ; p ; p = p->next[!oppositeNodeIndex]) + { + oppositeNodeIndex = (p->nodes[0] == pLeafIn) ? 1 : 0; + + // not visible, can't be the portals we're looking for... + if ( !p->side ) + continue; + + // See if this portal crosses into air + node_t *pOpposite = p->nodes[oppositeNodeIndex]; + if ( !(pOpposite->contents & MASK_WATER) && !(pOpposite->contents & MASK_SOLID) ) + { + // it does, there must be a surface here + plane_t *plane = &g_MainMap->mapplanes[p->side->planenum]; + if ( waterLeafOut.hasSurface ) + { + // Sort to find the most upward facing normal (skips sides) + if ( waterLeafOut.surfaceNormal.z > plane->normal.z ) + continue; + if ( (waterLeafOut.surfaceNormal.z == plane->normal.z) && waterLeafOut.surfaceDist >= plane->dist ) + continue; + } + // water surface needs to point at least somewhat up, this is + // probably a map error + if ( plane->normal.z <= 0 ) + continue; + waterLeafOut.surfaceDist = plane->dist; + waterLeafOut.surfaceNormal = plane->normal; + waterLeafOut.hasSurface = true; + waterLeafOut.outsideLeafIndex = p->nodes[oppositeNodeIndex]->diskId; + waterLeafOut.surfaceTexInfo = p->side->texinfo; + } + } +} + + +static void InsertSortWaterLeaf( CUtlVector<waterleaf_t> &list, const waterleaf_t &leafInsert ) +{ + // insertion sort the leaf (lowest leaves go first) + // leaves that aren't actually on the surface of the water will have leaf.hasSurface == false. + for ( int i = 0; i < list.Count(); i++ ) + { + if ( IsLowerLeaf( leafInsert, list[i] ) ) + { + list.InsertBefore( i, leafInsert ); + return; + } + } + + // must the highest one, so stick it at the end. + list.AddToTail( leafInsert ); +} + + +// Flood fill the tree, finding neighboring water volumes and connecting them to this list +// Cut groups that try to cross the surface. +// Mark leaves that are in a group as "visited" so they won't be chosen by subsequent fills +static void Flood_FindConnectedWaterVolumes_r( CUtlVector<node_t *> &list, node_t *pLeaf, waterleaf_t &baseleaf, leafbitarray_t &visited ) +{ + // already visited, or not the same water contents + if ( pLeaf->diskId < 0 || visited.Get(pLeaf->diskId) || !(pLeaf->contents & (baseleaf.pNode->contents & MASK_WATER) ) ) + return; + + int oppositeNodeIndex = 0; + for (portal_t *p = pLeaf->portals ; p ; p = p->next[!oppositeNodeIndex]) + { + oppositeNodeIndex = (p->nodes[0] == pLeaf) ? 1 : 0; + + // If any portal crosses the water surface, don't flow through this leaf + if ( PortalCrossesWater( baseleaf, p ) ) + return; + } + + visited.Set( pLeaf->diskId ); + list.AddToTail( pLeaf ); + + baseleaf.minZ = min( pLeaf->mins.z, baseleaf.minZ ); + + for (portal_t *p = pLeaf->portals ; p ; p = p->next[!oppositeNodeIndex]) + { + oppositeNodeIndex = (p->nodes[0] == pLeaf) ? 1 : 0; + + Flood_FindConnectedWaterVolumes_r( list, p->nodes[oppositeNodeIndex], baseleaf, visited ); + } +} + +// UNDONE: This is a bit of a hack to avoid crashing when we can't find an +// appropriate texinfo for a water model (to get physics properties) +int FirstWaterTexinfo( bspbrush_t *brushlist, int contents ) +{ + while (brushlist) + { + if ( brushlist->original->contents & contents ) + { + for ( int i = 0; i < brushlist->original->numsides; i++ ) + { + if ( brushlist->original->original_sides[i].contents & contents ) + { + return brushlist->original->original_sides[i].texinfo; + } + } + } + brushlist = brushlist->next; + } + + Assert(0); + return 0; +} + +// This is a list of water data that will be turned into physics models +struct watermodel_t +{ + int modelIndex; + int contents; + waterleaf_t waterLeafData; + int depthTexinfo; + int firstWaterLeafIndex; + int waterLeafCount; + int fogVolumeIndex; +}; + +static CUtlVector<watermodel_t> g_WaterModels; +static CUtlVector<int> g_WaterLeafList; + +// Creates a list of watermodel_t for later processing by EmitPhysCollision +void EmitWaterVolumesForBSP( dmodel_t *pModel, node_t *node ) +{ + CUtlVector<node_t *> leafListAnyWater; + // build the list of all leaves containing water + EnumLeaves_r( leafListAnyWater, node, MASK_WATER ); + + // make a sorted list to flood fill + CUtlVector<waterleaf_t> list; + + int i; + for ( i = 0; i < leafListAnyWater.Count(); i++ ) + { + waterleaf_t waterLeaf; + BuildWaterLeaf( leafListAnyWater[i], waterLeaf ); + InsertSortWaterLeaf( list, waterLeaf ); + } + + leafbitarray_t visited; + CUtlVector<node_t *> waterAreaList; + for ( i = 0; i < list.Count(); i++ ) + { + Flood_FindConnectedWaterVolumes_r( waterAreaList, list[i].pNode, list[i], visited ); + + // did we find a list of leaves connected to this one? + // remember the list is sorted, so this one may have been attached to a previous + // leaf. So it could have nothing hanging off of it. + if ( waterAreaList.Count() ) + { + // yes, emit a watermodel + watermodel_t tmp; + tmp.modelIndex = nummodels; + tmp.contents = list[i].pNode->contents; + tmp.waterLeafData = list[i]; + tmp.firstWaterLeafIndex = g_WaterLeafList.Count(); + tmp.waterLeafCount = waterAreaList.Count(); + + float waterDepth = tmp.waterLeafData.surfaceDist - tmp.waterLeafData.minZ; + if ( tmp.waterLeafData.surfaceTexInfo < 0 ) + { + // the map has probably leaked in this case, but output something anyway. + Assert(list[i].pNode->planenum == PLANENUM_LEAF); + tmp.waterLeafData.surfaceTexInfo = FirstWaterTexinfo( list[i].pNode->brushlist, tmp.contents ); + } + tmp.depthTexinfo = FindOrCreateWaterTexInfo( &texinfo[ tmp.waterLeafData.surfaceTexInfo ], waterDepth ); + tmp.fogVolumeIndex = FindOrCreateLeafWaterData( tmp.waterLeafData.surfaceDist, tmp.waterLeafData.minZ, tmp.waterLeafData.surfaceTexInfo ); + + for ( int j = 0; j < waterAreaList.Count(); j++ ) + { + g_WaterLeafList.AddToTail( waterAreaList[j]->diskId ); + } + waterAreaList.RemoveAll(); + g_WaterModels.AddToTail( tmp ); + } + } + + WriteFogVolumeIDs( pModel ); +} + + +static void ConvertWaterModelToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, int modelIndex, + float shrinkSize, float mergeTolerance ) +{ + dmodel_t *pModel = dmodels + modelIndex; + + for ( int i = 0; i < g_WaterModels.Count(); i++ ) + { + watermodel_t &waterModel = g_WaterModels[i]; + if ( waterModel.modelIndex != modelIndex ) + continue; + + CPlaneList planes( shrinkSize, mergeTolerance ); + int firstLeaf = waterModel.firstWaterLeafIndex; + planes.m_contentsMask = waterModel.contents; + + // push all of the leaves into the collision list + for ( int j = 0; j < waterModel.waterLeafCount; j++ ) + { + int leafIndex = g_WaterLeafList[firstLeaf + j]; + + dleaf_t *pLeaf = dleafs + leafIndex; + // fixup waterdata + pLeaf->leafWaterDataID = waterModel.fogVolumeIndex; + planes.ReferenceLeaf( leafIndex ); + } + + // visit the referenced leaves that belong to this model + VisitLeaves_r( planes, pModel->headnode ); + + // Now add the brushes from those leaves as convex + + // BUGBUG: NOTE: If your map has a brush that crosses the surface, it will be added to two water + // volumes. This only happens with connected water volumes with multiple surface heights + // UNDONE: Right now map makers must cut such brushes. It could be automatically cut by adding the + // surface plane to the list for each brush before calling ConvexFromPlanes() + planes.AddBrushes(); + + int count = planes.m_convex.Count(); + if ( !count ) + continue; + + // Save off the plane of the surface for this group as well as the collision model + // for all convex objects in the group. + CPhysCollide *pCollide = physcollision->ConvertConvexToCollide( planes.m_convex.Base(), count ); + if ( pCollide ) + { + int waterSurfaceTexInfoID = -1; + // use defaults + const char *pSurfaceProp = "water"; + float damping = 0.01; + if ( waterSurfaceTexInfoID >= 0 ) + { + // material override + int texdata = texinfo[waterSurfaceTexInfoID].texdata; + int prop = g_SurfaceProperties[texdata]; + pSurfaceProp = physprops->GetPropName( prop ); + } + + if ( !waterModel.waterLeafData.hasSurface ) + { + waterModel.waterLeafData.surfaceNormal.Init( 0,0,1 ); + Vector top = physcollision->CollideGetExtent( pCollide, vec3_origin, vec3_angle, waterModel.waterLeafData.surfaceNormal ); + waterModel.waterLeafData.surfaceDist = top.z; + } + CPhysCollisionEntryFluid *pCollisionEntryFuild = new CPhysCollisionEntryFluid( pCollide, + pSurfaceProp, damping, waterModel.waterLeafData.surfaceNormal, waterModel.waterLeafData.surfaceDist, waterModel.contents ); + collisionList.AddToTail( pCollisionEntryFuild ); + } + } +} + +// compute a normal for a triangle of the given three points (points are clockwise, normal points out) +static Vector TriangleNormal( const Vector &p0, const Vector &p1, const Vector &p2 ) +{ + Vector e0 = p1 - p0; + Vector e1 = p2 - p0; + Vector normal = CrossProduct( e1, e0 ); + VectorNormalize( normal ); + + return normal; +} + + +// find the side of the brush with the normal closest to the given normal +static dbrushside_t *FindBrushSide( int brushIndex, const Vector &normal ) +{ + dbrush_t *pbrush = &dbrushes[brushIndex]; + dbrushside_t *out = NULL; + float best = -1.f; + + for ( int i = 0; i < pbrush->numsides; i++ ) + { + dbrushside_t *pside = dbrushsides + i + pbrush->firstside; + dplane_t *pplane = dplanes + pside->planenum; + float dot = DotProduct( normal, pplane->normal ); + if ( dot > best ) + { + best = dot; + out = pside; + } + } + + return out; +} + + + +static void ConvertWorldBrushesToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, float shrinkSize, float mergeTolerance, int contentsMask ) +{ + CPlaneList planes( shrinkSize, mergeTolerance ); + + planes.m_contentsMask = contentsMask; + + VisitLeaves_r( planes, dmodels[0].headnode ); + planes.AddBrushes(); + + int count = planes.m_convex.Count(); + if ( count ) + { + CPhysCollide *pCollide = physcollision->ConvertConvexToCollide( planes.m_convex.Base(), count ); + + ICollisionQuery *pQuery = physcollision->CreateQueryModel( pCollide ); + int convex = pQuery->ConvexCount(); + for ( int i = 0; i < convex; i++ ) + { + int triCount = pQuery->TriangleCount( i ); + int brushIndex = pQuery->GetGameData( i ); + + Vector points[3]; + for ( int j = 0; j < triCount; j++ ) + { + pQuery->GetTriangleVerts( i, j, points ); + Vector normal = TriangleNormal( points[0], points[1], points[2] ); + dbrushside_t *pside = FindBrushSide( brushIndex, normal ); + if ( pside->texinfo != TEXINFO_NODE ) + { + int prop = g_SurfaceProperties[texinfo[pside->texinfo].texdata]; + pQuery->SetTriangleMaterialIndex( i, j, RemapWorldMaterial( prop ) ); + } + } + } + physcollision->DestroyQueryModel( pQuery ); + pQuery = NULL; + + collisionList.AddToTail( new CPhysCollisionEntryStaticSolid( pCollide, contentsMask ) ); + } +} + +// adds any world, terrain, and water collision models to the collision list +static void BuildWorldPhysModel( CUtlVector<CPhysCollisionEntry *> &collisionList, float shrinkSize, float mergeTolerance ) +{ + ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, MASK_SOLID ); + ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, CONTENTS_PLAYERCLIP ); + ConvertWorldBrushesToPhysCollide( collisionList, shrinkSize, mergeTolerance, CONTENTS_MONSTERCLIP ); + + if ( !g_bNoVirtualMesh && Disp_HasPower4Displacements() ) + { + Warning("WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.\n"); + g_bNoVirtualMesh = true; + } + + // if there's terrain, save it off as a static mesh/polysoup + if ( g_bNoVirtualMesh || !physcollision->SupportsVirtualMesh() ) + { + Disp_AddCollisionModels( collisionList, &dmodels[0], MASK_SOLID ); + } + else + { + Disp_BuildVirtualMesh( MASK_SOLID ); + } + ConvertWaterModelToPhysCollide( collisionList, 0, shrinkSize, mergeTolerance ); +} + + +// adds a collision entry for this brush model +static void ConvertModelToPhysCollide( CUtlVector<CPhysCollisionEntry *> &collisionList, int modelIndex, int contents, float shrinkSize, float mergeTolerance ) +{ + int i; + CPlaneList planes( shrinkSize, mergeTolerance ); + + planes.m_contentsMask = contents; + + dmodel_t *pModel = dmodels + modelIndex; + VisitLeaves_r( planes, pModel->headnode ); + planes.AddBrushes(); + int count = planes.m_convex.Count(); + convertconvexparams_t params; + params.Defaults(); + params.buildOuterConvexHull = count > 1 ? true : false; + params.buildDragAxisAreas = true; + Vector size = pModel->maxs - pModel->mins; + + float minSurfaceArea = -1.0f; + for ( i = 0; i < 3; i++ ) + { + int other = (i+1)%3; + int cross = (i+2)%3; + float surfaceArea = size[other] * size[cross]; + if ( minSurfaceArea < 0 || surfaceArea < minSurfaceArea ) + { + minSurfaceArea = surfaceArea; + } + } + // this can be really slow with super-large models and a low error tolerance + // Basically you get a ray cast through each square of epsilon surface area on each OBB side + // So compute it for 1% error (on the smallest side, less on larger sides) + params.dragAreaEpsilon = clamp( minSurfaceArea * 1e-2f, 1.0f, 1024.0f ); + CPhysCollide *pCollide = physcollision->ConvertConvexToCollideParams( planes.m_convex.Base(), count, params ); + + if ( !pCollide ) + return; + + struct + { + int prop; + float area; + } proplist[256]; + int numprops = 1; + + proplist[0].prop = -1; + proplist[0].area = 1; + // compute the array of props on the surface of this model + + // NODRAW brushes no longer have any faces + if ( !dmodels[modelIndex].numfaces ) + { + int sideIndex = planes.GetFirstBrushSide(); + int texdata = texinfo[dbrushsides[sideIndex].texinfo].texdata; + int prop = g_SurfaceProperties[texdata]; + proplist[numprops].prop = prop; + proplist[numprops].area = 2; + numprops++; + } + + for ( i = 0; i < dmodels[modelIndex].numfaces; i++ ) + { + dface_t *face = dfaces + i + dmodels[modelIndex].firstface; + int texdata = texinfo[face->texinfo].texdata; + int prop = g_SurfaceProperties[texdata]; + int j; + for ( j = 0; j < numprops; j++ ) + { + if ( proplist[j].prop == prop ) + { + proplist[j].area += face->area; + break; + } + } + + if ( (!numprops || j >= numprops) && numprops < ARRAYSIZE(proplist) ) + { + proplist[numprops].prop = prop; + proplist[numprops].area = face->area; + numprops++; + } + } + + + // choose the prop with the most surface area + int maxIndex = -1; + float maxArea = 0; + float totalArea = 0; + + for ( i = 0; i < numprops; i++ ) + { + if ( proplist[i].area > maxArea ) + { + maxIndex = i; + maxArea = proplist[i].area; + } + // add up the total surface area + totalArea += proplist[i].area; + } + + float mass = 1.0f; + const char *pMaterial = "default"; + if ( maxIndex >= 0 ) + { + int prop = proplist[maxIndex].prop; + + // use default if this material has no prop + if ( prop < 0 ) + prop = 0; + + pMaterial = physprops->GetPropName( prop ); + float density, thickness; + physprops->GetPhysicsProperties( prop, &density, &thickness, NULL, NULL ); + + // if this is a "shell" material (it is hollow and encloses some empty space) + // compute the mass with a constant surface thickness + if ( thickness != 0 ) + { + mass = totalArea * thickness * density * CUBIC_METERS_PER_CUBIC_INCH; + } + else + { + // material is completely solid, compute total mass as if constant density throughout. + mass = planes.m_totalVolume * density * CUBIC_METERS_PER_CUBIC_INCH; + } + } + + // Clamp mass to 100,000 kg + if ( mass > VPHYSICS_MAX_MASS ) + { + mass = VPHYSICS_MAX_MASS; + } + + collisionList.AddToTail( new CPhysCollisionEntrySolid( pCollide, pMaterial, mass ) ); +} + +static void ClearLeafWaterData( void ) +{ + int i; + + for( i = 0; i < numleafs; i++ ) + { + dleafs[i].leafWaterDataID = -1; + dleafs[i].contents &= ~CONTENTS_TESTFOGVOLUME; + } +} + + +// This is the only public entry to this file. +// The global data touched in the file is: +// from bsplib.h: +// g_pPhysCollide : This is an output from this file. +// g_PhysCollideSize : This is set in this file. +// g_numdispinfo : This is an input to this file. +// g_dispinfo : This is an input to this file. +// numnodewaterdata : This is an output from this file. +// dleafwaterdata : This is an output from this file. +// from vbsp.h: +// g_SurfaceProperties : This is an input to this file. +void EmitPhysCollision() +{ + ClearLeafWaterData(); + + CreateInterfaceFn physicsFactory = GetPhysicsFactory(); + if ( physicsFactory ) + { + physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL ); + } + + if ( !physcollision ) + { + Warning("!!! WARNING: Can't build collision data!\n" ); + return; + } + + CUtlVector<CPhysCollisionEntry *> collisionList[MAX_MAP_MODELS]; + CTextBuffer *pTextBuffer[MAX_MAP_MODELS]; + + int physModelCount = 0, totalSize = 0; + + int start = Plat_FloatTime(); + + Msg("Building Physics collision data...\n" ); + + int i, j; + for ( i = 0; i < nummodels; i++ ) + { + // Build a list of collision models for this brush model section + if ( i == 0 ) + { + // world is the only model that processes water separately. + // other brushes are assumed to be completely solid or completely liquid + BuildWorldPhysModel( collisionList[i], NO_SHRINK, VPHYSICS_MERGE); + } + else + { + ConvertModelToPhysCollide( collisionList[i], i, MASK_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|MASK_WATER, VPHYSICS_SHRINK, VPHYSICS_MERGE ); + } + + pTextBuffer[i] = NULL; + if ( !collisionList[i].Count() ) + continue; + + // if we've got collision models, write their script for processing in the game + pTextBuffer[i] = new CTextBuffer; + for ( j = 0; j < collisionList[i].Count(); j++ ) + { + // dump a text file for visualization + if ( dumpcollide ) + { + collisionList[i][j]->DumpCollide( pTextBuffer[i], i, j ); + } + // each model knows how to write its script + collisionList[i][j]->WriteToTextBuffer( pTextBuffer[i], i, j ); + // total up the binary section's size + totalSize += collisionList[i][j]->GetCollisionBinarySize() + sizeof(int); + } + + // These sections only appear in the world's collision text + if ( i == 0 ) + { + if ( !g_bNoVirtualMesh && physcollision->SupportsVirtualMesh() ) + { + pTextBuffer[i]->WriteText("virtualterrain {}\n"); + } + if ( s_WorldPropList.Count() ) + { + pTextBuffer[i]->WriteText( "materialtable {\n" ); + for ( j = 0; j < s_WorldPropList.Count(); j++ ) + { + int propIndex = s_WorldPropList[j]; + if ( propIndex < 0 ) + { + pTextBuffer[i]->WriteIntKey( "default", j+1 ); + } + else + { + pTextBuffer[i]->WriteIntKey( physprops->GetPropName( propIndex ), j+1 ); + } + } + pTextBuffer[i]->WriteText( "}\n" ); + } + } + + pTextBuffer[i]->Terminate(); + + // total lump size includes the text buffers (scripts) + totalSize += pTextBuffer[i]->GetSize(); + + physModelCount++; + } + + // add one for tail of list marker + physModelCount++; + + // DWORD align the lump because AddLump assumes that it is DWORD aligned. + byte *ptr ; + g_PhysCollideSize = totalSize + (physModelCount * sizeof(dphysmodel_t)); + g_pPhysCollide = (byte *)malloc(( g_PhysCollideSize + 3 ) & ~3 ); + memset( g_pPhysCollide, 0, g_PhysCollideSize ); + ptr = g_pPhysCollide; + + for ( i = 0; i < nummodels; i++ ) + { + if ( pTextBuffer[i] ) + { + int j; + + dphysmodel_t model; + + model.modelIndex = i; + model.solidCount = collisionList[i].Count(); + model.dataSize = sizeof(int) * model.solidCount; + + for ( j = 0; j < model.solidCount; j++ ) + { + model.dataSize += collisionList[i][j]->GetCollisionBinarySize(); + } + model.keydataSize = pTextBuffer[i]->GetSize(); + + // store the header + memcpy( ptr, &model, sizeof(model) ); + ptr += sizeof(model); + + for ( j = 0; j < model.solidCount; j++ ) + { + int collideSize = collisionList[i][j]->GetCollisionBinarySize(); + + // write size + memcpy( ptr, &collideSize, sizeof(int) ); + ptr += sizeof(int); + + // now write the collision model + collisionList[i][j]->WriteCollisionBinary( reinterpret_cast<char *>(ptr) ); + ptr += collideSize; + } + + memcpy( ptr, pTextBuffer[i]->GetData(), pTextBuffer[i]->GetSize() ); + ptr += pTextBuffer[i]->GetSize(); + } + + delete pTextBuffer[i]; + } + + dphysmodel_t model; + + // Mark end of list + model.modelIndex = -1; + model.dataSize = -1; + model.keydataSize = 0; + model.solidCount = 0; + memcpy( ptr, &model, sizeof(model) ); + ptr += sizeof(model); + Assert( (ptr-g_pPhysCollide) == g_PhysCollideSize); + Msg("done (%d) (%d bytes)\n", (int)(Plat_FloatTime() - start), g_PhysCollideSize ); + + // UNDONE: Collision models (collisionList) memory leak! +} |