2016-03-12 01:20:51 +01:00
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/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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2016-03-11 14:57:17 +01:00
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2016-03-29 03:03:54 +02:00
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#include "Engine/StdH.h"
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2016-03-11 14:57:17 +01:00
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#include <Engine/Entities/Entity.h>
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#include <Engine/Entities/EntityCollision.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Network/Network.h>
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#include <Engine/Network/SessionState.h>
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class CClipTest {
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public:
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CEntity *ct_penEntity; // the entity
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CEntity *ct_penObstacle; // obstacle entity (if cannot change)
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INDEX ct_iNewCollisionBox; // index of new collision box to set
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CCollisionInfo ct_ciNew; // collision info with new box
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FLOATaabbox3D ct_boxTotal; // union box for old and new in absolute coordinates
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CListHead ct_lhActiveSectors; // sectors that may be of interest
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BOOL PointTouchesSphere(
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const FLOAT3D &vPoint,
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const FLOAT3D &vSphereCenter,
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const FLOAT fSphereRadius);
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BOOL PointTouchesCylinder(
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const FLOAT3D &vPoint,
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const FLOAT3D &vCylinderBottomCenter,
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const FLOAT3D &vCylinderTopCenter,
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const FLOAT fCylinderRadius);
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// project spheres of a collision info to given placement
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void ProjectSpheresToPlacement(CCollisionInfo &ci,
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FLOAT3D &vPosition, FLOATmatrix3D &mRotation);
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// test if a sphere touches brush polygon
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BOOL SphereTouchesBrushPolygon(const CMovingSphere &msMoving,
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CBrushPolygon *pbpoPolygon);
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// test if entity touches brush polygon
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BOOL EntityTouchesBrushPolygon(CBrushPolygon *pbpoPolygon);
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// test if an entity can change to a new collision box without intersecting anything
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BOOL CanChange(CEntity *pen, INDEX iNewCollisionBox);
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~CClipTest(void);
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};
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// test if an entity can change to a new collision box without intersecting anything
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BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle)
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{
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// if the entity is not linked to any sectors
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if (pen->en_rdSectors.IsEmpty()) {
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// make sure that the classification is ok
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pen->FindSectorsAroundEntity();
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}
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CClipTest ct;
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BOOL bCan = ct.CanChange(pen, iNewCollisionBox);
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*ppenObstacle = ct.ct_penObstacle;
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return bCan;
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}
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// project spheres of a collision info to given placement
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void CClipTest::ProjectSpheresToPlacement(CCollisionInfo &ci,
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FLOAT3D &vPosition, FLOATmatrix3D &mRotation)
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{
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// for each sphere
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FOREACHINSTATICARRAY(ci.ci_absSpheres, CMovingSphere, itms) {
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// project it in start point
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itms->ms_vRelativeCenter0 = itms->ms_vCenter*mRotation+vPosition;
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}
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}
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// test point to a sphere
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BOOL CClipTest::PointTouchesSphere(
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const FLOAT3D &vPoint,
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const FLOAT3D &vSphereCenter,
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const FLOAT fSphereRadius)
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{
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FLOAT fD = (vSphereCenter-vPoint).Length();
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return fD<fSphereRadius;
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}
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// test sphere to the edge (point to the edge cylinder)
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BOOL CClipTest::PointTouchesCylinder(
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const FLOAT3D &vPoint,
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const FLOAT3D &vCylinderBottomCenter,
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const FLOAT3D &vCylinderTopCenter,
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const FLOAT fCylinderRadius)
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{
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const FLOAT3D vCylinderBottomToTop = vCylinderTopCenter - vCylinderBottomCenter;
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const FLOAT fCylinderBottomToTopLength = vCylinderBottomToTop.Length();
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const FLOAT3D vCylinderDirection = vCylinderBottomToTop/fCylinderBottomToTopLength;
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FLOAT3D vBottomToPoint = vPoint-vCylinderBottomCenter;
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FLOAT fPointL = vBottomToPoint%vCylinderDirection;
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// if not between top and bottom
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if (fPointL<0 || fPointL>fCylinderBottomToTopLength) {
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// doesn't touch
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return FALSE;
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}
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// find distance from point to cylinder axis
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FLOAT fD = (vBottomToPoint-vCylinderDirection*fPointL).Length();
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return fD<fCylinderRadius;
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}
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// test if a sphere touches brush polygon
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BOOL CClipTest::SphereTouchesBrushPolygon(const CMovingSphere &msMoving,
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CBrushPolygon *pbpoPolygon)
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{
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const FLOATplane3D &plPolygon = pbpoPolygon->bpo_pbplPlane->bpl_plAbsolute;
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// calculate point distance from polygon plane
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FLOAT fDistance = plPolygon.PointDistance(msMoving.ms_vRelativeCenter0);
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// if is further away than sphere radius
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if (fDistance>msMoving.ms_fR || fDistance<-msMoving.ms_fR) {
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// no collision
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return FALSE;
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}
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// calculate coordinate projected to the polygon plane
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FLOAT3D vPosMid = msMoving.ms_vRelativeCenter0;
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FLOAT3D vHitPoint = plPolygon.ProjectPoint(vPosMid);
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// find major axes of the polygon plane
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INDEX iMajorAxis1, iMajorAxis2;
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GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
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// create an intersector
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CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2));
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// for all edges in the polygon
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FOREACHINSTATICARRAY(pbpoPolygon->bpo_abpePolygonEdges, CBrushPolygonEdge,
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itbpePolygonEdge) {
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// get edge vertices (edge direction is irrelevant here!)
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const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
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const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
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// pass the edge to the intersector
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isIntersector.AddEdge(
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vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
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vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
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}
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// if the polygon is intersected by the ray
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if (isIntersector.IsIntersecting()) {
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return TRUE;
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}
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// for each edge in polygon
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FOREACHINSTATICARRAY(pbpoPolygon->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
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// get edge vertices (edge direction is important here!)
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FLOAT3D vVertex0, vVertex1;
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itbpe->GetVertexCoordinatesAbsolute(vVertex0, vVertex1);
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// test sphere to the edge (point to the edge cylinder)
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if (PointTouchesCylinder(
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msMoving.ms_vRelativeCenter0, // point,
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vVertex0, // cylinder bottom center,
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vVertex1, // cylinder top center,
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msMoving.ms_fR // cylinder radius
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)) {
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return TRUE;
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}
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// test sphere to the first vertex
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// NOTE: using point to sphere collision
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if (PointTouchesSphere(
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msMoving.ms_vRelativeCenter0, // pount
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vVertex0, // sphere center
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msMoving.ms_fR // sphere radius
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)) {
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return TRUE;
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}
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}
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return FALSE;
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}
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// test if entity touches brush polygon
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BOOL CClipTest::EntityTouchesBrushPolygon(CBrushPolygon *pbpoPolygon)
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{
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// for each sphere
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FOREACHINSTATICARRAY(ct_ciNew.ci_absSpheres, CMovingSphere, itms) {
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// if it touches
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if (SphereTouchesBrushPolygon(*itms, pbpoPolygon)) {
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return TRUE;
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}
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}
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return FALSE;
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}
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// test if an entity can change to a new collision box without intersecting anything
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BOOL CClipTest::CanChange(CEntity *pen, INDEX iNewCollisionBox)
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{
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// can be used only for models
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ASSERT(
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pen->en_RenderType==CEntity::RT_MODEL ||
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pen->en_RenderType==CEntity::RT_EDITORMODEL ||
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pen->en_RenderType==CEntity::RT_SKAMODEL ||
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pen->en_RenderType==CEntity::RT_SKAEDITORMODEL);
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// safety check
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if (pen->en_pciCollisionInfo==NULL) {
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return FALSE;
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}
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// remember parameters
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ct_penEntity = pen;
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ct_iNewCollisionBox = iNewCollisionBox;
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ct_penObstacle = NULL;
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// create new temporary collision info
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ct_ciNew.FromModel(pen, iNewCollisionBox);
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// project it to entity placement
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ProjectSpheresToPlacement(ct_ciNew,
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pen->en_plPlacement.pl_PositionVector, pen->en_mRotation);
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// get total bounding box encompassing both old and new collision boxes
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FLOATaabbox3D boxOld, boxNew;
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ASSERT(ct_penEntity->en_pciCollisionInfo!=NULL);
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CCollisionInfo &ciOld = *ct_penEntity->en_pciCollisionInfo;
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ciOld.MakeBoxAtPlacement(ct_penEntity->en_plPlacement.pl_PositionVector,
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ct_penEntity->en_mRotation, boxOld);
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ct_ciNew.MakeBoxAtPlacement(ct_penEntity->en_plPlacement.pl_PositionVector,
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ct_penEntity->en_mRotation, boxNew);
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ct_boxTotal = boxOld;
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ct_boxTotal |= boxNew;
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// for each zoning sector that this entity is in
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{FOREACHSRCOFDST(ct_penEntity->en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
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// add it to list of active sectors
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ct_lhActiveSectors.AddTail(pbsc->bsc_lnInActiveSectors);
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ENDFOR}
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// for each active sector
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FOREACHINLIST(CBrushSector, bsc_lnInActiveSectors, ct_lhActiveSectors, itbsc) {
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// for non-zoning brush entities in the sector
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{FOREACHDSTOFSRC(itbsc->bsc_rsEntities, CEntity, en_rdSectors, pen)
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if (pen->en_RenderType!=CEntity::RT_BRUSH&&
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(_pNetwork->ga_ulDemoMinorVersion<=4 || pen->en_RenderType!=CEntity::RT_FIELDBRUSH)) {
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break; // brushes are sorted first in list
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}
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// get first mip
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CBrushMip *pbm = pen->en_pbrBrush->GetFirstMip();
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// if brush mip exists for that mip factor
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if (pbm!=NULL) {
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// for each sector in the mip
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{FOREACHINDYNAMICARRAY(pbm->bm_abscSectors, CBrushSector, itbscNonZoning) {
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CBrushSector &bscNonZoning = *itbscNonZoning;
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// add it to list of active sectors
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if(!bscNonZoning.bsc_lnInActiveSectors.IsLinked()) {
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ct_lhActiveSectors.AddTail(bscNonZoning.bsc_lnInActiveSectors);
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}
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}}
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}
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ENDFOR}
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// if the sector's brush doesn't have collision
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CEntity *penSectorBrush = itbsc->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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if (penSectorBrush->en_ulCollisionFlags==0 ||
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(_pNetwork->ga_ulDemoMinorVersion>2 && penSectorBrush->en_RenderType!=CEntity::RT_BRUSH) ) {
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// skip it
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continue;
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}
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// for each polygon in the sector
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FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
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CBrushPolygon *pbpo = itbpo;
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// if its bbox has no contact with bbox to test
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if (!pbpo->bpo_boxBoundingBox.HasContactWith(ct_boxTotal) ) {
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// skip it
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continue;
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}
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// if it is passable
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if (pbpo->bpo_ulFlags&BPOF_PASSABLE) {
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// for each sector related to the portal
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{FOREACHDSTOFSRC(pbpo->bpo_rsOtherSideSectors, CBrushSector, bsc_rdOtherSidePortals, pbscRelated)
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// if the sector is not active
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if (!pbscRelated->bsc_lnInActiveSectors.IsLinked()) {
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// add it to active list
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ct_lhActiveSectors.AddTail(pbscRelated->bsc_lnInActiveSectors);
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}
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ENDFOR}
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// if it is not passable
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} else {
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// if entity touches it
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if (EntityTouchesBrushPolygon(pbpo)) {
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// test fails
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ct_penObstacle = pbpo->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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return FALSE;
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}
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}
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}
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}
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return TRUE;
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}
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CClipTest::~CClipTest(void)
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{
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// clear list of active sectors
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{FORDELETELIST(CBrushSector, bsc_lnInActiveSectors, ct_lhActiveSectors, itbsc) {
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itbsc->bsc_lnInActiveSectors.Remove();
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}}
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}
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