fix patch collision issue by linking patches into all nodes that touch a

bbox of a 3x3 segment of the patch, instead of subdividing the patch.
Otherwise, different subdivisions can cause patch visibility or
collision issues.
This commit is contained in:
Rudolf Polzer 2010-02-19 22:50:19 +01:00
parent 23a825c1f1
commit f92c4fa256

View File

@ -1965,6 +1965,44 @@ int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
return AddReferenceToLeaf( ds, node );
}
/*
FilterBoxIntoTree_r() - ydnar
filters a box from a surface into the tree
*/
int FilterBoxIntoTree_r( vec3_t mins, vec3_t maxs, mapDrawSurface_t *ds, node_t *node )
{
float d, d0, d1, d2, dmin, dmax;
plane_t *plane;
int refs = 0;
/* is this a decision node? */
if( node->planenum != PLANENUM_LEAF )
{
/* classify the point in relation to the plane */
plane = &mapplanes[ node->planenum ];
d = DotProduct( mins, plane->normal ) - plane->dist;
d0 = (maxs[0] - mins[0]) * plane->normal[0];
d1 = (maxs[1] - mins[1]) * plane->normal[1];
d2 = (maxs[2] - mins[2]) * plane->normal[2];
dmax = d + (d0>0 ? d0 : 0) + (d1>0 ? d1 : 0) + (d2>0 ? d2 : 0);
dmin = d + (d0<0 ? d0 : 0) + (d1<0 ? d1 : 0) + (d2<0 ? d2 : 0);
/* filter by this plane */
refs = 0;
if( dmax >= -ON_EPSILON )
refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 0 ] );
if( dmin <= ON_EPSILON )
refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 1 ] );
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
@ -2095,14 +2133,13 @@ static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
mesh_t src, *mesh;
winding_t *w;
#if 0
/* subdivide the surface */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = ds->verts;
mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
/* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
refs = 0;
for( y = 0; y < (mesh->height - 1); y++ )
@ -2133,6 +2170,25 @@ static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
/* free the subdivided mesh and return */
FreeMesh( mesh );
#else
for(y = 0; y + 2 < ds->patchHeight; y += 2)
for(x = 0; x + 2 < ds->patchWidth; x += 2)
{
vec3_t mins, maxs;
ClearBounds(mins, maxs);
AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz, mins, maxs);
AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz, mins, maxs);
refs += FilterBoxIntoTree_r(mins, maxs, ds, tree->headnode);
}
#endif
return refs;
}