//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef DISPCOLL_H #define DISPCOLL_H #pragma once #include "mathlib/vector.h" class CCoreDispInfo; //============================================================================= // // Displacement Collision Triangle Data // class CDispCollTri { public: void Init( void ); inline void SetPoint( int index, Vector const& vert ); inline void SetPointNormal( int index, Vector const& normal ); void CalcPlane( void ); inline void SetIntersect( bool bIntersect ); inline bool IsIntersect( void ); Vector m_Points[3]; // polygon points Vector m_PointNormals[3]; // polygon point normals Vector m_Normal; // plane normal float m_Distance; // plane distance short m_ProjAxes[2]; // projection axes (2 minor axes) bool m_bIntersect; // intersected triangle??? }; //============================================================================= // // Displacement Collision Node Data // class CDispCollNode { public: CDispCollNode(); inline bool IsLeaf( void ); inline void SetBounds( Vector const &bMin, Vector const &bMax ); inline void GetBounds( Vector &bMin, Vector &bMax ); Vector m_Bounds[2]; // node minimum and maximum bool m_bIsLeaf; // is the node a leaf? ( may have to make this an int for alignment!) CDispCollTri m_Tris[2]; // two triangles contained in leaf node }; //============================================================================= // // Displacement Collision Data // class CDispCollData { public: Vector m_StartPos; Vector m_EndPos; Vector m_Extents; float m_Fraction; int m_Contents; Vector m_Normal; float m_Distance; bool m_bOcclude; }; // HACKHACK: JAY: Moved this out of CDispCollTree to be thread safe in vrad enum { TRILIST_CACHE_SIZE = 128 }; class CDispCollTreeTempData { public: // // temps // int m_TriListCount; CDispCollTri *m_ppTriList[TRILIST_CACHE_SIZE]; // collision tree node cache float m_AABBDistances[6]; }; //============================================================================= // // Displacement Collision Tree // class CDispCollTree { public: static const float COLLISION_EPSILON; static const float ONE_MINUS_COLLISION_EPSILON; //========================================================================= // // Creation/Destruction // CDispCollTree(); ~CDispCollTree(); virtual bool Create( CCoreDispInfo *pDisp ); //========================================================================= // // Collision Functions // bool RayTest( CDispCollData *pData ); bool RayTestAllTris( CDispCollData *pData, int power ); bool AABBIntersect( CDispCollData *pData ); bool AABBSweep( CDispCollData *pData ); //========================================================================= // // Attrib Functions // inline void SetPower( int power ); inline int GetPower( void ); inline void SetCheckCount( int count ); inline int GetCheckCount( void ); inline void GetBounds( Vector& boundMin, Vector& boundMax ); protected: int m_Power; int m_NodeCount; CDispCollNode *m_pNodes; int m_CheckCount; // collision tree node cache Vector m_AABBNormals[6]; //========================================================================= // // Creation/Destruction // void InitAABBData( void ); void InitLeaves( CCoreDispInfo *pDisp ); void CreateNodes( CCoreDispInfo *pDisp ); void CreateNodes_r( CCoreDispInfo *pDisp, int nodeIndex, int termLevel ); void CalcBounds( CDispCollNode *pNode, int nodeIndex ); //========================================================================= // // Collision Functions // void CreatePlanesFromBounds( CDispCollTreeTempData *pTemp, Vector const &bbMin, Vector const &bbMax ); // void RayNodeTest_r( int nodeIndex, Vector &rayStart, Vector &rayEnd ); void RayNodeTest_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector rayStart, Vector rayEnd ); bool RayAABBTest( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd ); bool RayTriListTest( CDispCollTreeTempData *pTemp, CDispCollData *pData ); bool RayTriTest( Vector const &rayStart, Vector const &rayDir, float const rayLength, CDispCollTri const *pTri, float *fraction ); void BuildTriList_r( CDispCollTreeTempData *pTemp, int nodeIndex, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect ); bool IntersectAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &pos, const Vector &extents ); bool SweptAABBAABBTest( CDispCollTreeTempData *pTemp, const Vector &rayStart, const Vector &rayEnd, const Vector &extents ); bool CullTriList( CDispCollTreeTempData *pTemp, Vector &rayStart, Vector &rayEnd, Vector &extents, bool bIntersect ); bool SweptAABBTriTest( Vector &rayStart, Vector &rayEnd, Vector &extents, CDispCollTri const *pTri ); bool AABBTriIntersect( CDispCollTreeTempData *pTemp, CDispCollData *pData ); bool IntersectAABBTriTest( Vector &rayStart, Vector &extents, CDispCollTri const *pTri ); bool SweptAABBTriIntersect( Vector &rayStart, Vector &rayEnd, Vector &extents, CDispCollTri const *pTri, Vector &plNormal, float *plDist, float *fraction ); //========================================================================= // // Memory Functions // bool AllocNodes( int nodeCount ); void FreeNodes( void ); //========================================================================= // // Utility Functions // inline int CalcNodeCount( int power ); inline int GetParentNode( int nodeIndex ); inline int GetChildNode( int nodeIndex, int direction ); inline int GetNodeLevel( int nodeIndex ); int GetNodeIndexFromComponents( int x, int y ); }; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- inline void CDispCollTree::SetPower( int power ) { m_Power = power; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- inline int CDispCollTree::GetPower( void ) { return m_Power; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- inline void CDispCollTree::SetCheckCount( int count ) { m_CheckCount = count; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- inline int CDispCollTree::GetCheckCount( void ) { return m_CheckCount; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- inline void CDispCollTree::GetBounds( Vector& boundMin, Vector& boundMax ) { boundMin[0] = m_pNodes[0].m_Bounds[0].x; boundMin[1] = m_pNodes[0].m_Bounds[0].y; boundMin[2] = m_pNodes[0].m_Bounds[0].z; boundMax[0] = m_pNodes[0].m_Bounds[1].x; boundMax[1] = m_pNodes[0].m_Bounds[1].y; boundMax[2] = m_pNodes[0].m_Bounds[1].z; } #endif // DISPCOLL_H