d79777f1a2
to be used in a release. Currently DEBUG enables the F1/2/3 cheats to give a player sparks, missiles, homing missiles, and enables the player to call for a rescue while not touching the ground. 2) Added many casts from size_t to int (and similar), to remove warnings when compiling with windows. 3) Disabled F4 'bullet debug' shortcut, since it doesn't work and it's not too useful anyway. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1333 178a84e3-b1eb-0310-8ba1-8eac791a3b58
408 lines
14 KiB
C++
408 lines
14 KiB
C++
// $Id$
|
|
//
|
|
// SuperTuxKart - a fun racing game with go-kart
|
|
// Copyright (C) 2006 Joerg Henrichs
|
|
// Using the plib functions for InfoTriangle::collision and
|
|
// InfoTriangle::hot, (C) Steve Baker
|
|
//
|
|
// This program is free software; you can redistribute it and/or
|
|
// modify it under the terms of the GNU General Public License
|
|
// as published by the Free Software Foundation; either version 2
|
|
// of the License, or (at your option) any later version.
|
|
//
|
|
// This program is distribhuted in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU General Public License
|
|
// along with this program; if not, write to the Free Software
|
|
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
#include <algorithm>
|
|
#include "static_ssg.hpp"
|
|
#include "material_manager.hpp"
|
|
#include "material.hpp"
|
|
#include "ssg_help.hpp"
|
|
|
|
#ifndef round
|
|
# define round(x) (floor(x+0.5f))
|
|
#endif
|
|
|
|
StaticSSG::StaticSSG(ssgEntity* start_, int nSize)
|
|
{
|
|
m_start = start_;
|
|
m_x_min = m_y_min = 1E10;
|
|
m_x_max = m_y_max = -1E10;
|
|
m_test_number = 0;
|
|
Setup(nSize);
|
|
} // StaticSSG
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void StaticSSG::Setup(int nSize)
|
|
{
|
|
// First compute the minimum and maximum x/y values of all leaves
|
|
MinMax(m_start, &m_x_min, &m_x_max, &m_y_min, &m_y_max);
|
|
|
|
const float RATIO = (m_x_max-m_x_min)/(m_y_max-m_y_min);
|
|
|
|
/* The m_n, m_m computed here is the maximum value which can be used,
|
|
so the actual range is 0-m_n and 0-m_m, or m_n+1 and m_m+1 'buckets' */
|
|
m_n = (int)round(sqrt(nSize/RATIO));
|
|
m_m = (int)round(nSize/m_n);
|
|
|
|
/* Make sure that we don't use more than requested.
|
|
This is done by reducing the larger value by 1. */
|
|
while(m_n*m_m>nSize)
|
|
{
|
|
if(m_n>m_m) m_n--; else m_m--;
|
|
}
|
|
|
|
/* If 'm_m' would be used instead of 'm_m-1', the hash value for the column
|
|
can be any number between 0 and m_m, i.e. m_m+1 different values! */
|
|
m_invdx = (float)(m_m-1)/(m_x_max-m_x_min);
|
|
m_invdy = (float)(m_n-1)/(m_y_max-m_y_min);
|
|
//JH printf("hash data: m_m=%d, m_n=%d, m_x_max=%f, m_x_min=%f, m_y_max=%f, m_y_min=%f, m_invdx=%f, m_invdy=%f\m_n",
|
|
// m_m,m_n,m_x_max,m_x_min,m_y_max,m_y_min,m_invdx,m_invdy);
|
|
m_buckets = new allBucketsType(m_n*m_m);
|
|
|
|
sgMat4 mat;
|
|
sgMakeIdentMat4(mat);
|
|
Distribute(m_start, mat);
|
|
} // Setup
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void StaticSSG::Draw(ssgBranch* b)
|
|
{
|
|
for(int j=0; j<m_n; j++)
|
|
{
|
|
for(int i=0; i<m_m; i++)
|
|
{
|
|
ssgVertexArray* a = new ssgVertexArray();
|
|
sgVec3 v;
|
|
float h=0.2f;
|
|
v[0]=m_x_min+1/m_invdx*i; v[1]= m_y_min+1/m_invdy*j; v[2]=h; a->add(v);
|
|
v[0]=m_x_min+1/m_invdx*(i+1);v[1]= m_y_min+1/m_invdy*j; v[2]=h; a->add(v);
|
|
v[0]=m_x_min+1/m_invdx*(i+1);v[1]= m_y_min+1/m_invdy*(j+1);v[2]=h; a->add(v);
|
|
v[0]=m_x_min+1/m_invdx*i; v[1]= m_y_min+1/m_invdy*(j+1);v[2]=h; a->add(v);
|
|
ssgColourArray* c = new ssgColourArray();
|
|
v[0]=float(j)/float(m_n);v[1]=float(i)/float(m_m);v[2]=0;
|
|
c->add(v);c->add(v);c->add(v);c->add(v);
|
|
ssgVtxTable* l = new ssgVtxTable(GL_POLYGON, a,
|
|
(ssgNormalArray*)NULL,
|
|
(ssgTexCoordArray*)NULL,
|
|
c);
|
|
// (ssgColourArray*)NULL);
|
|
b->addKid(l);
|
|
} // for i
|
|
} // for j
|
|
} // Draw
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void StaticSSG::Distribute(ssgEntity* p, sgMat4 m)
|
|
{
|
|
if(p->isAKindOf(ssgTypeLeaf()))
|
|
{
|
|
ssgLeaf* l=(ssgLeaf*)p;
|
|
if (material_manager->getMaterial(l)->isIgnore())return;
|
|
for(int i=0; i<l->getNumTriangles(); i++)
|
|
{
|
|
short v1,v2,v3;
|
|
sgVec3 vv1, vv2, vv3;
|
|
|
|
l->getTriangle(i, &v1, &v2, &v3);
|
|
|
|
sgXformPnt3 ( vv1, l->getVertex(v1), m );
|
|
sgXformPnt3 ( vv2, l->getVertex(v2), m );
|
|
sgXformPnt3 ( vv3, l->getVertex(v3), m );
|
|
StoreTriangle(l, i, vv1, vv2, vv3);
|
|
} // for i<p->getNumTriangles
|
|
}
|
|
else if (p->isAKindOf(ssgTypeTransform()))
|
|
{
|
|
ssgBaseTransform* t=(ssgBaseTransform*)p;
|
|
|
|
sgMat4 tmpT, tmpM;
|
|
t->getTransform(tmpT);
|
|
sgCopyMat4(tmpM, m);
|
|
sgPreMultMat4(tmpM,tmpT);
|
|
|
|
for(ssgEntity* e=t->getKid(0); e!=NULL; e=t->getNextKid())
|
|
{
|
|
Distribute(e, tmpM);
|
|
} // for i<getNumKids
|
|
|
|
}
|
|
else if (p->isAKindOf(ssgTypeBranch()))
|
|
{
|
|
ssgBranch* b =(ssgBranch*)p;
|
|
for(ssgEntity* e=b->getKid(0); e!=NULL; e=b->getNextKid())
|
|
{
|
|
Distribute(e, m);
|
|
} // for i<getNumKids
|
|
}
|
|
else
|
|
{
|
|
printf("StaticSSG::Distribute: unkown type\n");
|
|
p->print(stdout, 0, 0);
|
|
}
|
|
} // Distribute
|
|
//-----------------------------------------------------------------------------
|
|
void StaticSSG::StoreTriangle(ssgLeaf* l, int indx, sgVec3 vv1,
|
|
sgVec3 vv2, sgVec3 vv3 )
|
|
{
|
|
InfoTriangle* t;
|
|
t = new InfoTriangle(l, indx, vv1, vv2, vv3);
|
|
t->m_x_min = std::min(std::min(vv1[0],vv2[0]), vv3[0]);
|
|
t->m_x_max = std::max(std::max(vv1[0],vv2[0]), vv3[0]);
|
|
t->m_y_min = std::min(std::min(vv1[1],vv2[1]), vv3[1]);
|
|
t->m_y_max = std::max(std::max(vv1[1],vv2[1]), vv3[1]);
|
|
sgMakePlane(t->m_plane, vv1,vv2,vv3);
|
|
int nMin, mMin, nMax, mMax;
|
|
GetRowCol(t->m_x_min, t->m_y_min, &mMin, &nMin);
|
|
GetRowCol(t->m_x_max, t->m_y_max, &mMax, &nMax);
|
|
for(int j=nMin; j<=nMax; j++)
|
|
{
|
|
for(int i=mMin; i<=mMax; i++)
|
|
{
|
|
int nHash = GetHash(i, j);
|
|
(*m_buckets)[nHash].push_back(t);
|
|
} // for i<=mMax
|
|
} // for j<=nMax
|
|
|
|
} // StoreTriangle
|
|
|
|
//-----------------------------------------------------------------------------
|
|
float StaticSSG::hot(sgVec3 start, sgVec3 end, ssgLeaf** leaf, sgVec4** nrm)
|
|
{
|
|
|
|
float hot = NOINTERSECT;
|
|
int N_HASH_START = GetHash(start[0], start[1]);
|
|
int nTriangles = (int)(*m_buckets)[N_HASH_START].size();
|
|
*leaf = NULL;
|
|
for(int i=0; i<nTriangles; i++)
|
|
{
|
|
InfoTriangle *t = (*m_buckets)[N_HASH_START][i];
|
|
const float HOT_NEW = t->hot(start);
|
|
if(HOT_NEW>hot)
|
|
{
|
|
hot = HOT_NEW;
|
|
*leaf = t->m_leaf;
|
|
*nrm = &t->m_plane;
|
|
}
|
|
} // for i <nTriangles
|
|
|
|
if(start[0]==end[0] && start[1]==end[1]) return hot;
|
|
|
|
const int HASH_END = GetHash(end[0], end[1]);
|
|
nTriangles = (int)(*m_buckets)[HASH_END].size();
|
|
for(int i=0; i<nTriangles; i++)
|
|
{
|
|
InfoTriangle *t = (*m_buckets)[HASH_END][i];
|
|
const float HOT_NEW = t->hot(end);
|
|
if(HOT_NEW>hot)
|
|
{
|
|
hot=HOT_NEW;
|
|
*leaf = t->m_leaf;
|
|
}
|
|
} // for i <nTriangles
|
|
return hot;
|
|
} // StaticSSG::hot
|
|
//-----------------------------------------------------------------------------
|
|
int StaticSSG::collision(sgSphere *s, AllHits *allHits)
|
|
{
|
|
|
|
sgVec3 center; sgCopyVec3(center,s->getCenter());
|
|
float RADIUS = s->getRadius();
|
|
|
|
/* m_test_number is used to tag each triangle tested during this call to
|
|
collision. This way we make sure that each triangle is tested at
|
|
most once, even if it belongs to different buckets. To remove the
|
|
need to reset the m_test_nr value, we increase the testnumber at each test,
|
|
and only reset this flag if the m_test_number wraps around again to
|
|
zero ... which is unlikely to happen :) */
|
|
m_test_number++;
|
|
if(m_test_number==0)
|
|
{
|
|
/* wrap around of the test number, reset all m_test_nr values to zero,
|
|
and set m_test_number to 1 to have a clean start */
|
|
for(unsigned int i=0; i<m_all_leaves.size(); i++)
|
|
{
|
|
m_all_leaves[i]->m_test_nr=0;
|
|
}
|
|
m_test_number=1;
|
|
} // if m_test_number==0
|
|
|
|
int nMin, nMax, mMin, mMax;
|
|
GetRowCol(center[0]-RADIUS, center[1]-RADIUS, &mMin, &nMin);
|
|
GetRowCol(center[0]+RADIUS, center[1]+RADIUS, &mMax, &nMax);
|
|
int count=0;
|
|
for(int j=nMin; j<=nMax; j++)
|
|
{
|
|
for(int i=mMin; i<=mMax; i++)
|
|
{
|
|
int N_HASH = GetHash(i, j);
|
|
if(N_HASH<0 || N_HASH>=m_n*m_m)
|
|
{ // that should be a car off track
|
|
continue; // rescue should take care of this
|
|
}
|
|
int nCount = (int)(*m_buckets)[N_HASH].size();
|
|
for(int k=0; k<nCount; k++)
|
|
{
|
|
InfoTriangle *t = (*m_buckets)[N_HASH][k];
|
|
// Make sure that each triangle is tested only once
|
|
if(t->m_test_nr!=m_test_number)
|
|
{
|
|
t->m_test_nr=m_test_number;
|
|
if(t->collision(s))
|
|
{
|
|
allHits->push_back(t);
|
|
count++;
|
|
} // if hit
|
|
} // if t->m_test_nr!=m_test_number
|
|
} // for k
|
|
} // for i<=mMax
|
|
} // for j<=nMax
|
|
|
|
return count;
|
|
} // StaticSSG::collision
|
|
|
|
//=============================================================================
|
|
float InfoTriangle::hot(sgVec3 s)
|
|
{
|
|
/*
|
|
Does the X/Y coordinate lie outside the triangle's bbox, or
|
|
does the Z coordinate lie beneath the bbox ?
|
|
*/
|
|
if ( ( s[0] < m_vv1[0] && s[0] < m_vv2[0] && s[0] < m_vv3[0] ) ||
|
|
( s[1] < m_vv1[1] && s[1] < m_vv2[1] && s[1] < m_vv3[1] ) ||
|
|
( s[0] > m_vv1[0] && s[0] > m_vv2[0] && s[0] > m_vv3[0] ) ||
|
|
( s[1] > m_vv1[1] && s[1] > m_vv2[1] && s[1] > m_vv3[1] ) ||
|
|
( s[2] < m_vv1[2] && s[2] < m_vv2[2] && s[2] < m_vv3[2] ) ) return NOINTERSECT;
|
|
|
|
|
|
/* No HOT from upside-down or vertical triangles */
|
|
if ( m_leaf->getCullFace() && m_plane [ 2 ] <= 0 ) return NOINTERSECT;
|
|
|
|
/* Find the point vertically below the text point
|
|
as it crosses the plane of the polygon */
|
|
const float Z = sgHeightOfPlaneVec2 ( m_plane, s );
|
|
|
|
/* No HOT from below the triangle */
|
|
if ( Z > s[2] ) return NOINTERSECT;
|
|
|
|
/* Outside the vertical extent of the triangle? */
|
|
if ( ( Z < m_vv1[2] && Z < m_vv2[2] && Z < m_vv3[2] ) ||
|
|
( Z > m_vv1[2] && Z > m_vv2[2] && Z > m_vv3[2] ) ) return NOINTERSECT;
|
|
|
|
/*
|
|
Now it gets messy - the isect point is inside
|
|
the bbox of the triangle - but that's not enough.
|
|
Is it inside the triangle itself?
|
|
*/
|
|
const float E1 = s [0] * m_vv1[1] - s [1] * m_vv1[0] ;
|
|
const float E2 = s [0] * m_vv2[1] - s [1] * m_vv2[0] ;
|
|
const float E3 = s [0] * m_vv3[1] - s [1] * m_vv3[0] ;
|
|
const float EP1 = m_vv1[0] * m_vv2[1] - m_vv1[1] * m_vv2[0] ;
|
|
const float EP2 = m_vv2[0] * m_vv3[1] - m_vv2[1] * m_vv3[0] ;
|
|
const float EP3 = m_vv3[0] * m_vv1[1] - m_vv3[1] * m_vv1[0] ;
|
|
|
|
const float AP = (float) fabs ( EP1 + EP2 + EP3 ) ;
|
|
const float AI = (float) ( fabs ( E1 + EP1 - E2 ) +
|
|
fabs ( E2 + EP2 - E3 ) +
|
|
fabs ( E3 + EP3 - E1 ) ) ;
|
|
|
|
if ( AI > AP * 1.01 ) return NOINTERSECT;
|
|
|
|
return Z;
|
|
} // InfoTriangle::hot
|
|
|
|
//-----------------------------------------------------------------------------
|
|
int InfoTriangle::collision(sgSphere *s)
|
|
{
|
|
|
|
const sgVec3 * const CENTER = (sgVec3*)s->getCenter();
|
|
const float R = s->getRadius();
|
|
|
|
/* First test: see if the sphere is outside the 2d bounding box
|
|
of the triangle - a quite fast and easy test */
|
|
if((*CENTER)[0]+R<m_x_min || (*CENTER)[0]-R>m_x_max ||
|
|
(*CENTER)[1]+R<m_y_min || (*CENTER)[1]-R>m_y_max)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
m_dist = (float)fabs( sgDistToPlaneVec3(m_plane, s->getCenter()) );
|
|
|
|
if ( m_dist > R ) return 0;
|
|
|
|
/*
|
|
The BSphere touches the plane containing
|
|
the triangle - but does it actually touch
|
|
the triangle itself? Let's erect some
|
|
vertical walls around the triangle.
|
|
*/
|
|
|
|
/*
|
|
Construct a 'wall' as a plane through
|
|
two vertices and a third vertex made
|
|
by adding the surface normal to the
|
|
first of those two vertices.
|
|
*/
|
|
|
|
sgVec3 vvX;
|
|
sgVec4 planeX;
|
|
|
|
sgAddVec3 ( vvX, m_plane, m_vv1 );
|
|
sgMakePlane ( planeX, m_vv1, m_vv2, vvX );
|
|
const float DP1 = sgDistToPlaneVec3 ( planeX, s->getCenter() );
|
|
|
|
if ( DP1 > s->getRadius() ) return 0;
|
|
|
|
sgAddVec3 ( vvX, m_plane, m_vv2 );
|
|
sgMakePlane ( planeX, m_vv2, m_vv3, vvX );
|
|
const float DP2 = sgDistToPlaneVec3 ( planeX, s->getCenter() );
|
|
|
|
if ( DP2 > s->getRadius() ) return 0;
|
|
|
|
sgAddVec3 ( vvX, m_plane, m_vv3 );
|
|
sgMakePlane ( planeX, m_vv3, m_vv1, vvX );
|
|
const float DP3 = sgDistToPlaneVec3 ( planeX, s->getCenter() );
|
|
|
|
if ( DP3 > s->getRadius() ) return 0;
|
|
|
|
/*
|
|
OK, so we now know that the sphere
|
|
intersects the plane of the triangle
|
|
and is not more than one radius outside
|
|
the walls. However, you can still get
|
|
close enough to the wall and to the
|
|
triangle itself and *still* not
|
|
intersect the triangle itself.
|
|
|
|
However, if the center is inside the
|
|
triangle then we don't need that
|
|
costly test.
|
|
*/
|
|
|
|
if ( DP1 <= 0 && DP2 <= 0 && DP3 <= 0 ) return 1;
|
|
|
|
/*
|
|
<sigh> ...now we really need that costly set of tests...
|
|
|
|
If the sphere penetrates the plane of the triangle
|
|
and the plane of the wall, then we can use pythagoras
|
|
to determine if the sphere actually intersects that
|
|
edge between the wall and the triangle.
|
|
|
|
if ( dp_sqd + dp1_sqd > radius_sqd ) ...in! else ...out!
|
|
*/
|
|
|
|
const float R2 = s->getRadius() * s->getRadius() - m_dist * m_dist ;
|
|
|
|
if ( DP1 * DP1 <= R2 || DP2 * DP2 <= R2 || DP3 * DP3 <= R2 )
|
|
{
|
|
return 1;
|
|
}
|
|
return 0;
|
|
} // InfoTriangle::collision
|