improve patch collision generation a little, should now be "as good as possible"
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@ -1966,35 +1966,42 @@ int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
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}
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/*
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FilterBoxIntoTree_r() - ydnar
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filters a box from a surface into the tree
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FilterPointConvexHullIntoTree_r() - ydnar
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filters the convex hull of multiple points from a surface into the tree
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*/
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int FilterBoxIntoTree_r( vec3_t mins, vec3_t maxs, mapDrawSurface_t *ds, node_t *node )
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int FilterPointConvexHullIntoTree_r( vec_t **points, int npoints, mapDrawSurface_t *ds, node_t *node )
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{
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float d, d0, d1, d2, dmin, dmax;
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float d, dmin, dmax;
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plane_t *plane;
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int refs = 0;
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int i;
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if(!points)
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return 0;
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/* is this a decision node? */
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if( node->planenum != PLANENUM_LEAF )
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{
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/* classify the point in relation to the plane */
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plane = &mapplanes[ node->planenum ];
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d = DotProduct( mins, plane->normal ) - plane->dist;
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d0 = (maxs[0] - mins[0]) * plane->normal[0];
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d1 = (maxs[1] - mins[1]) * plane->normal[1];
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d2 = (maxs[2] - mins[2]) * plane->normal[2];
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dmax = d + (d0>0 ? d0 : 0) + (d1>0 ? d1 : 0) + (d2>0 ? d2 : 0);
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dmin = d + (d0<0 ? d0 : 0) + (d1<0 ? d1 : 0) + (d2<0 ? d2 : 0);
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dmin = dmax = DotProduct( points[0], plane->normal ) - plane->dist;
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for(i = 1; i < npoints; ++i)
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{
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d = DotProduct( points[i], plane->normal ) - plane->dist;
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if(d > dmax)
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dmax = d;
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if(d < dmin)
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dmin = d;
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}
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/* filter by this plane */
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refs = 0;
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if( dmax >= -ON_EPSILON )
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refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 0 ] );
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refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
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if( dmin <= ON_EPSILON )
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refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 1 ] );
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refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
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/* return */
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return refs;
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@ -2129,65 +2136,23 @@ subdivides a patch into an approximate curve and filters it into the tree
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static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
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{
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int i, x, y, refs;
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mesh_t src, *mesh;
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winding_t *w;
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int x, y, refs;
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#if 0
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/* subdivide the surface */
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src.width = ds->patchWidth;
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src.height = ds->patchHeight;
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src.verts = ds->verts;
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mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
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/* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
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refs = 0;
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for( y = 0; y < (mesh->height - 1); y++ )
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{
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for( x = 0; x < (mesh->width - 1); x++ )
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{
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/* triangle 1 */
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w = AllocWinding( 3 );
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w->numpoints = 3;
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VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
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VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
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VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
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refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
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/* triangle 2 */
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w = AllocWinding( 3 );
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w->numpoints = 3;
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VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
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VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
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VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
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refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
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}
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}
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/* use point filtering as well */
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for( i = 0; i < (mesh->width * mesh->height); i++ )
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refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
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/* free the subdivided mesh and return */
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FreeMesh( mesh );
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#else
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for(y = 0; y + 2 < ds->patchHeight; y += 2)
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for(x = 0; x + 2 < ds->patchWidth; x += 2)
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{
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vec3_t mins, maxs;
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ClearBounds(mins, maxs);
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AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz, mins, maxs);
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AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz, mins, maxs);
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refs += FilterBoxIntoTree_r(mins, maxs, ds, tree->headnode);
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vec_t *points[9];
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points[0] = ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz;
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points[1] = ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz;
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points[2] = ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz;
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points[3] = ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz;
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points[4] = ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz;
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points[5] = ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz;
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points[6] = ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz;
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points[7] = ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz;
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points[8] = ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz;
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refs += FilterPointConvexHullIntoTree_r(points, 9, ds, tree->headnode);
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}
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#endif
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return refs;
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}
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