📄 cm_patch.c
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CM_SetGridWrapWidth( &grid );
CM_SubdivideGridColumns( &grid );
CM_RemoveDegenerateColumns( &grid );
// we now have a grid of points exactly on the curve
// the aproximate surface defined by these points will be
// collided against
pf = Hunk_Alloc( sizeof( *pf ), h_high );
ClearBounds( pf->bounds[0], pf->bounds[1] );
for ( i = 0 ; i < grid.width ; i++ ) {
for ( j = 0 ; j < grid.height ; j++ ) {
AddPointToBounds( grid.points[i][j], pf->bounds[0], pf->bounds[1] );
}
}
c_totalPatchBlocks += ( grid.width - 1 ) * ( grid.height - 1 );
// generate a bsp tree for the surface
CM_PatchCollideFromGrid( &grid, pf );
// expand by one unit for epsilon purposes
pf->bounds[0][0] -= 1;
pf->bounds[0][1] -= 1;
pf->bounds[0][2] -= 1;
pf->bounds[1][0] += 1;
pf->bounds[1][1] += 1;
pf->bounds[1][2] += 1;
return pf;
}
/*
================================================================================
TRACE TESTING
================================================================================
*/
/*
====================
CM_TracePointThroughPatchCollide
special case for point traces because the patch collide "brushes" have no volume
====================
*/
void CM_TracePointThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc ) {
qboolean frontFacing[MAX_PATCH_PLANES];
float intersection[MAX_PATCH_PLANES];
float intersect;
const patchPlane_t *planes;
const facet_t *facet;
int i, j, k;
float offset;
float d1, d2;
#ifndef BSPC
static cvar_t *cv;
#endif //BSPC
#ifndef BSPC
if ( !cm_playerCurveClip->integer || !tw->isPoint ) {
return;
}
#endif
// determine the trace's relationship to all planes
planes = pc->planes;
for ( i = 0 ; i < pc->numPlanes ; i++, planes++ ) {
offset = DotProduct( tw->offsets[ planes->signbits ], planes->plane );
d1 = DotProduct( tw->start, planes->plane ) - planes->plane[3] + offset;
d2 = DotProduct( tw->end, planes->plane ) - planes->plane[3] + offset;
if ( d1 <= 0 ) {
frontFacing[i] = qfalse;
} else {
frontFacing[i] = qtrue;
}
if ( d1 == d2 ) {
intersection[i] = 99999;
} else {
intersection[i] = d1 / ( d1 - d2 );
if ( intersection[i] <= 0 ) {
intersection[i] = 99999;
}
}
}
// see if any of the surface planes are intersected
facet = pc->facets;
for ( i = 0 ; i < pc->numFacets ; i++, facet++ ) {
if ( !frontFacing[facet->surfacePlane] ) {
continue;
}
intersect = intersection[facet->surfacePlane];
if ( intersect < 0 ) {
continue; // surface is behind the starting point
}
if ( intersect > tw->trace.fraction ) {
continue; // already hit something closer
}
for ( j = 0 ; j < facet->numBorders ; j++ ) {
k = facet->borderPlanes[j];
if ( frontFacing[k] ^ facet->borderInward[j] ) {
if ( intersection[k] > intersect ) {
break;
}
} else {
if ( intersection[k] < intersect ) {
break;
}
}
}
if ( j == facet->numBorders ) {
// we hit this facet
#ifndef BSPC
if (!cv) {
cv = Cvar_Get( "r_debugSurfaceUpdate", "1", 0 );
}
if (cv->integer) {
debugPatchCollide = pc;
debugFacet = facet;
}
#endif //BSPC
planes = &pc->planes[facet->surfacePlane];
// calculate intersection with a slight pushoff
offset = DotProduct( tw->offsets[ planes->signbits ], planes->plane );
d1 = DotProduct( tw->start, planes->plane ) - planes->plane[3] + offset;
d2 = DotProduct( tw->end, planes->plane ) - planes->plane[3] + offset;
tw->trace.fraction = ( d1 - SURFACE_CLIP_EPSILON ) / ( d1 - d2 );
if ( tw->trace.fraction < 0 ) {
tw->trace.fraction = 0;
}
VectorCopy( planes->plane, tw->trace.plane.normal );
tw->trace.plane.dist = planes->plane[3];
}
}
}
/*
====================
CM_CheckFacetPlane
====================
*/
int CM_CheckFacetPlane(float *plane, vec3_t start, vec3_t end, float *enterFrac, float *leaveFrac, int *hit) {
float d1, d2, f;
*hit = qfalse;
d1 = DotProduct( start, plane ) - plane[3];
d2 = DotProduct( end, plane ) - plane[3];
// if completely in front of face, no intersection with the entire facet
if (d1 > 0 && ( d2 >= SURFACE_CLIP_EPSILON || d2 >= d1 ) ) {
return qfalse;
}
// if it doesn't cross the plane, the plane isn't relevent
if (d1 <= 0 && d2 <= 0 ) {
return qtrue;
}
// crosses face
if (d1 > d2) { // enter
f = (d1-SURFACE_CLIP_EPSILON) / (d1-d2);
if ( f < 0 ) {
f = 0;
}
//always favor previous plane hits and thus also the surface plane hit
if (f > *enterFrac) {
*enterFrac = f;
*hit = qtrue;
}
} else { // leave
f = (d1+SURFACE_CLIP_EPSILON) / (d1-d2);
if ( f > 1 ) {
f = 1;
}
if (f < *leaveFrac) {
*leaveFrac = f;
}
}
return qtrue;
}
/*
====================
CM_TraceThroughPatchCollide
====================
*/
void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc ) {
int i, j, hit, hitnum;
float offset, enterFrac, leaveFrac, t;
patchPlane_t *planes;
facet_t *facet;
float plane[4], bestplane[4];
vec3_t startp, endp;
#ifndef BSPC
static cvar_t *cv;
#endif //BSPC
if (tw->isPoint) {
CM_TracePointThroughPatchCollide( tw, pc );
return;
}
facet = pc->facets;
for ( i = 0 ; i < pc->numFacets ; i++, facet++ ) {
enterFrac = -1.0;
leaveFrac = 1.0;
hitnum = -1;
//
planes = &pc->planes[ facet->surfacePlane ];
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane, tw->sphere.offset );
if ( t > 0.0f ) {
VectorSubtract( tw->start, tw->sphere.offset, startp );
VectorSubtract( tw->end, tw->sphere.offset, endp );
}
else {
VectorAdd( tw->start, tw->sphere.offset, startp );
VectorAdd( tw->end, tw->sphere.offset, endp );
}
}
else {
offset = DotProduct( tw->offsets[ planes->signbits ], plane);
plane[3] -= offset;
VectorCopy( tw->start, startp );
VectorCopy( tw->end, endp );
}
if (!CM_CheckFacetPlane(plane, startp, endp, &enterFrac, &leaveFrac, &hit)) {
continue;
}
if (hit) {
Vector4Copy(plane, bestplane);
}
for ( j = 0; j < facet->numBorders; j++ ) {
planes = &pc->planes[ facet->borderPlanes[j] ];
if (facet->borderInward[j]) {
VectorNegate(planes->plane, plane);
plane[3] = -planes->plane[3];
}
else {
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
}
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane, tw->sphere.offset );
if ( t > 0.0f ) {
VectorSubtract( tw->start, tw->sphere.offset, startp );
VectorSubtract( tw->end, tw->sphere.offset, endp );
}
else {
VectorAdd( tw->start, tw->sphere.offset, startp );
VectorAdd( tw->end, tw->sphere.offset, endp );
}
}
else {
// NOTE: this works even though the plane might be flipped because the bbox is centered
offset = DotProduct( tw->offsets[ planes->signbits ], plane);
plane[3] += fabs(offset);
VectorCopy( tw->start, startp );
VectorCopy( tw->end, endp );
}
if (!CM_CheckFacetPlane(plane, startp, endp, &enterFrac, &leaveFrac, &hit)) {
break;
}
if (hit) {
hitnum = j;
Vector4Copy(plane, bestplane);
}
}
if (j < facet->numBorders) continue;
//never clip against the back side
if (hitnum == facet->numBorders - 1) continue;
if (enterFrac < leaveFrac && enterFrac >= 0) {
if (enterFrac < tw->trace.fraction) {
if (enterFrac < 0) {
enterFrac = 0;
}
#ifndef BSPC
if (!cv) {
cv = Cvar_Get( "r_debugSurfaceUpdate", "1", 0 );
}
if (cv && cv->integer) {
debugPatchCollide = pc;
debugFacet = facet;
}
#endif //BSPC
tw->trace.fraction = enterFrac;
VectorCopy( bestplane, tw->trace.plane.normal );
tw->trace.plane.dist = bestplane[3];
}
}
}
}
/*
=======================================================================
POSITION TEST
=======================================================================
*/
/*
====================
CM_PositionTestInPatchCollide
====================
*/
qboolean CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc ) {
int i, j;
float offset, t;
patchPlane_t *planes;
facet_t *facet;
float plane[4];
vec3_t startp;
if (tw->isPoint) {
return qfalse;
}
//
facet = pc->facets;
for ( i = 0 ; i < pc->numFacets ; i++, facet++ ) {
planes = &pc->planes[ facet->surfacePlane ];
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane, tw->sphere.offset );
if ( t > 0 ) {
VectorSubtract( tw->start, tw->sphere.offset, startp );
}
else {
VectorAdd( tw->start, tw->sphere.offset, startp );
}
}
else {
offset = DotProduct( tw->offsets[ planes->signbits ], plane);
plane[3] -= offset;
VectorCopy( tw->start, startp );
}
if ( DotProduct( plane, startp ) - plane[3] > 0.0f ) {
continue;
}
for ( j = 0; j < facet->numBorders; j++ ) {
planes = &pc->planes[ facet->borderPlanes[j] ];
if (facet->borderInward[j]) {
VectorNegate(planes->plane, plane);
plane[3] = -planes->plane[3];
}
else {
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
}
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane, tw->sphere.offset );
if ( t > 0.0f ) {
VectorSubtract( tw->start, tw->sphere.offset, startp );
}
else {
VectorAdd( tw->start, tw->sphere.offset, startp );
}
}
else {
// NOTE: this works even though the plane might be flipped because the bbox is centered
offset = DotProduct( tw->offsets[ planes->signbits ], plane);
plane[3] += fabs(offset);
VectorCopy( tw->start, startp );
}
if ( DotProduct( plane, startp ) - plane[3] > 0.0f ) {
break;
}
}
if (j < facet->numBorders) {
continue;
}
// inside this patch facet
return qtrue;
}
return qfalse;
}
/*
=======================================================================
DEBUGGING
=======================================================================
*/
/*
==================
CM_DrawDebugSurface
Called from the renderer
==================
*/
#ifndef BSPC
void BotDrawDebugPolygons(void (*drawPoly)(int color, int numPoints, float *points), int value);
#endif
void CM_DrawDebugSurface( void (*drawPoly)(int color, int numPoints, float *points) ) {
static cvar_t *cv;
#ifndef BSPC
static cvar_t *cv2;
#endif
const patchCollide_t *pc;
facet_t *facet;
winding_t *w;
int i, j, k, n;
int curplanenum, planenum, curinward, inward;
float plane[4];
vec3_t mins = {-15, -15, -28}, maxs = {15, 15, 28};
//vec3_t mins = {0, 0, 0}, maxs = {0, 0, 0};
vec3_t v1, v2;
#ifndef BSPC
if ( !cv2 )
{
cv2 = Cvar_Get( "r_debugSurface", "0", 0 );
}
if (cv2->integer != 1)
{
BotDrawDebugPolygons(drawPoly, cv2->integer);
return;
}
#endif
if ( !debugPatchCollide ) {
return;
}
#ifndef BSPC
if ( !cv ) {
cv = Cvar_Get( "cm_debugSize", "2", 0 );
}
#endif
pc = debugPatchCollide;
for ( i = 0, facet = pc->facets ; i < pc->numFacets ; i++, facet++ ) {
for ( k = 0 ; k < facet->numBorders + 1; k++ ) {
//
if (k < facet->numBorders) {
planenum = facet->borderPlanes[k];
inward = facet->borderInward[k];
}
else {
planenum = facet->surfacePlane;
inward = qfalse;
//continue;
}
Vector4Copy( pc->planes[ planenum ].plane, plane );
//planenum = facet->surfacePlane;
if ( inward ) {
VectorSubtract( vec3_origin, plane, plane );
plane[3] = -plane[3];
}
plane[3] += cv->value;
//*
for (n = 0; n < 3; n++)
{
if (plane[n] > 0) v1[n] = maxs[n];
else v1[n] = mins[n];
} //end for
VectorNegate(plane, v2);
plane[3] += fabs(DotProduct(v1, v2));
//*/
w = BaseWindingForPlane( plane, plane[3] );
for ( j = 0 ; j < facet->numBorders + 1 && w; j++ ) {
//
if (j < facet->numBorders) {
curplanenum = facet->borderPlanes[j];
curinward = facet->borderInward[j];
}
else {
curplanenum = facet->surfacePlane;
curinward = qfalse;
//continue;
}
//
if (curplanenum == planenum) continue;
Vector4Copy( pc->planes[ curplanenum ].plane, plane );
if ( !curinward ) {
VectorSubtract( vec3_origin, plane, plane );
plane[3] = -plane[3];
}
// if ( !facet->borderNoAdjust[j] ) {
plane[3] -= cv->value;
// }
for (n = 0; n < 3; n++)
{
if (plane[n] > 0) v1[n] = maxs[n];
else v1[n] = mins[n];
} //end for
VectorNegate(plane, v2);
plane[3] -= fabs(DotProduct(v1, v2));
ChopWindingInPlace( &w, plane, plane[3], 0.1f );
}
if ( w ) {
if ( facet == debugFacet ) {
drawPoly( 4, w->numpoints, w->p[0] );
//Com_Printf("blue facet has %d border planes\n", facet->numBorders);
} else {
drawPoly( 1, w->numpoints, w->p[0] );
}
FreeWinding( w );
}
else
Com_Printf("winding chopped away by border planes\n");
}
}
// draw the debug block
{
vec3_t v[3];
VectorCopy( debugBlockPoints[0], v[0] );
VectorCopy( debugBlockPoints[1], v[1] );
VectorCopy( debugBlockPoints[2], v[2] );
drawPoly( 2, 3, v[0] );
VectorCopy( debugBlockPoints[2], v[0] );
VectorCopy( debugBlockPoints[3], v[1] );
VectorCopy( debugBlockPoints[0], v[2] );
drawPoly( 2, 3, v[0] );
}
#if 0
vec3_t v[4];
v[0][0] = pc->bounds[1][0];
v[0][1] = pc->bounds[1][1];
v[0][2] = pc->bounds[1][2];
v[1][0] = pc->bounds[1][0];
v[1][1] = pc->bounds[0][1];
v[1][2] = pc->bounds[1][2];
v[2][0] = pc->bounds[0][0];
v[2][1] = pc->bounds[0][1];
v[2][2] = pc->bounds[1][2];
v[3][0] = pc->bounds[0][0];
v[3][1] = pc->bounds[1][1];
v[3][2] = pc->bounds[1][2];
drawPoly( 4, v[0] );
#endif
}
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