improve patch collision generation a little, should now be "as good as possible"

This commit is contained in:
Rudolf Polzer 2010-02-20 21:08:01 +01:00
parent f92c4fa256
commit fd055332dc

View File

@ -1966,35 +1966,42 @@ int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
}
/*
FilterBoxIntoTree_r() - ydnar
filters a box from a surface into the tree
FilterPointConvexHullIntoTree_r() - ydnar
filters the convex hull of multiple points from a surface into the tree
*/
int FilterBoxIntoTree_r( vec3_t mins, vec3_t maxs, mapDrawSurface_t *ds, node_t *node )
int FilterPointConvexHullIntoTree_r( vec_t **points, int npoints, mapDrawSurface_t *ds, node_t *node )
{
float d, d0, d1, d2, dmin, dmax;
float d, dmin, dmax;
plane_t *plane;
int refs = 0;
int i;
if(!points)
return 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);
dmin = dmax = DotProduct( points[0], plane->normal ) - plane->dist;
for(i = 1; i < npoints; ++i)
{
d = DotProduct( points[i], plane->normal ) - plane->dist;
if(d > dmax)
dmax = d;
if(d < dmin)
dmin = d;
}
/* filter by this plane */
refs = 0;
if( dmax >= -ON_EPSILON )
refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 0 ] );
refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
if( dmin <= ON_EPSILON )
refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 1 ] );
refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
/* return */
return refs;
@ -2129,65 +2136,23 @@ subdivides a patch into an approximate curve and filters it into the tree
static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
int i, x, y, refs;
mesh_t src, *mesh;
winding_t *w;
int x, y, refs;
#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++ )
{
for( x = 0; x < (mesh->width - 1); x++ )
{
/* triangle 1 */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
/* triangle 2 */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
}
/* use point filtering as well */
for( i = 0; i < (mesh->width * mesh->height); i++ )
refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
/* 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);
vec_t *points[9];
points[0] = ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz;
points[1] = ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz;
points[2] = ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz;
points[3] = ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz;
points[4] = ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz;
points[5] = ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz;
points[6] = ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz;
points[7] = ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz;
points[8] = ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz;
refs += FilterPointConvexHullIntoTree_r(points, 9, ds, tree->headnode);
}
#endif
return refs;
}