/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "object/objcollide.h" #include "object/object.h" #include "globalincs/linklist.h" #include "io/timer.h" #include "ship/ship.h" #include "weapon/beam.h" #include "weapon/weapon.h" #include "object/objectdock.h" //#define MAX_PAIRS 10000 // Bumped back to 10,000 by WMC // Reduced from 10,000 to 6,000 by MK on 4/1/98. // Most I saw was 3400 in sm1-06a, the asteriod mission. No other mission came close. #define MIN_PAIRS 2500 // start out with this many pairs #define PAIRS_BUMP 1000 // increase by this many avialable pairs when more are needed // the next 3 variables are used for pair statistics // also in weapon.cpp there is Weapons_created. int Pairs_created = 0; int Num_pairs = 0; int Num_pairs_allocated = 0; int Num_pairs_checked = 0; int pairs_not_created = 0; int Num_pairs_hwm = 0; obj_pair *Obj_pairs = NULL; obj_pair pair_used_list; obj_pair pair_free_list; SCP_vector Collision_sort_list; class collider_pair { public: object *a; object *b; int signature_a; int signature_b; int next_check_time; bool initialized; // we need to define a constructor because the hash map can // implicitly insert an object when we use the [] operator collider_pair() : a(NULL), b(NULL), signature_a(-1), signature_b(-1), next_check_time(-1), initialized(false) {} }; SCP_hash_map Collision_cached_pairs; struct checkobject; extern checkobject CheckObjects[MAX_OBJECTS]; extern int Cmdline_old_collision_sys; void obj_pairs_close() { if (Obj_pairs != NULL) { vm_free(Obj_pairs); Obj_pairs = NULL; } Num_pairs_allocated = 0; } void obj_all_collisions_retime(int checkdly) // sets all collisions to be checked (in 25ms by default) // this is for when we warp objects { obj_pair *parent, *tmp; parent = &pair_used_list; tmp = parent->next; while (tmp != NULL) { tmp->next_check_time = timestamp(checkdly); tmp = tmp->next; } } void obj_reset_pairs() { int i; // mprintf(( "Resetting object pairs...\n" )); pair_used_list.a = pair_used_list.b = NULL; pair_used_list.next = NULL; pair_free_list.a = pair_free_list.b = NULL; Num_pairs = 0; if (Obj_pairs != NULL) { vm_free(Obj_pairs); Obj_pairs = NULL; } Obj_pairs = (obj_pair*) vm_malloc_q( sizeof(obj_pair) * MIN_PAIRS ); if ( Obj_pairs == NULL ) { mprintf(("Unable to create space for collision pairs!!\n")); return; } Num_pairs_allocated = MIN_PAIRS; memset( Obj_pairs, 0, sizeof(obj_pair) * MIN_PAIRS ); for (i = 0; i < MIN_PAIRS; i++) { Obj_pairs[i].next = &Obj_pairs[i+1]; } Obj_pairs[MIN_PAIRS-1].next = NULL; pair_free_list.next = &Obj_pairs[0]; } // returns true if we should reject object pair if one is child of other. int reject_obj_pair_on_parent(object *A, object *B) { if (A->type == OBJ_SHIP) { if (B->type == OBJ_DEBRIS) { if (B->parent_sig == A->signature) { return 0; } } } if (B->type == OBJ_SHIP) { if (A->type == OBJ_DEBRIS) { if (A->parent_sig == B->signature) { return 0; } } } if (A->parent_sig == B->signature) { return 1; } if (B->parent_sig == A->signature) { return 1; } return 0; } int reject_due_collision_groups(object *A, object *B) { if (A->collision_group_id == 0 || B->collision_group_id == 0) return 0; return (A->collision_group_id & B->collision_group_id); } // Adds the pair to the pair list void obj_add_pair( object *A, object *B, int check_time, int add_to_end ) { uint ctype; int (*check_collision)( obj_pair *pair ); int swapped = 0; check_collision = NULL; if ( Num_pairs_allocated == 0 ) return; // don't have anything to add the pair too if ( A==B ) return; // Don't check collisions with yourself if ( !(A->flags&OF_COLLIDES) ) return; // This object doesn't collide with anything if ( !(B->flags&OF_COLLIDES) ) return; // This object doesn't collide with anything // Make sure you're not checking a parent with it's kid or vicy-versy // if ( A->parent_sig == B->signature && !(A->type == OBJ_SHIP && B->type == OBJ_DEBRIS) ) return; // if ( B->parent_sig == A->signature && !(A->type == OBJ_DEBRIS && B->type == OBJ_SHIP) ) return; if ( reject_obj_pair_on_parent(A,B) ) { return; } Assert( A->type < 127 ); Assert( B->type < 127 ); ctype = COLLISION_OF(A->type,B->type); switch( ctype ) { case COLLISION_OF(OBJ_WEAPON,OBJ_SHIP): swapped = 1; check_collision = collide_ship_weapon; break; case COLLISION_OF(OBJ_SHIP, OBJ_WEAPON): check_collision = collide_ship_weapon; break; case COLLISION_OF(OBJ_DEBRIS, OBJ_WEAPON): check_collision = collide_debris_weapon; break; case COLLISION_OF(OBJ_WEAPON, OBJ_DEBRIS): swapped = 1; check_collision = collide_debris_weapon; break; case COLLISION_OF(OBJ_DEBRIS, OBJ_SHIP): check_collision = collide_debris_ship; break; case COLLISION_OF(OBJ_SHIP, OBJ_DEBRIS): check_collision = collide_debris_ship; swapped = 1; break; case COLLISION_OF(OBJ_ASTEROID, OBJ_WEAPON): // Only check collision's with player weapons // if ( Objects[B->parent].flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_weapon; // } break; case COLLISION_OF(OBJ_WEAPON, OBJ_ASTEROID): swapped = 1; // Only check collision's with player weapons // if ( Objects[A->parent].flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_weapon; // } break; case COLLISION_OF(OBJ_ASTEROID, OBJ_SHIP): // Only check collisions with player ships // if ( B->flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_ship; // } break; case COLLISION_OF(OBJ_SHIP, OBJ_ASTEROID): // Only check collisions with player ships // if ( A->flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_ship; // } swapped = 1; break; case COLLISION_OF(OBJ_SHIP,OBJ_SHIP): check_collision = collide_ship_ship; break; case COLLISION_OF(OBJ_BEAM, OBJ_SHIP): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_ship; break; case COLLISION_OF(OBJ_BEAM, OBJ_ASTEROID): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_asteroid; break; case COLLISION_OF(OBJ_BEAM, OBJ_DEBRIS): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_debris; break; case COLLISION_OF(OBJ_BEAM, OBJ_WEAPON): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_missile; break; case COLLISION_OF(OBJ_WEAPON, OBJ_WEAPON): { weapon_info *awip, *bwip; awip = &Weapon_info[Weapons[A->instance].weapon_info_index]; bwip = &Weapon_info[Weapons[B->instance].weapon_info_index]; if ((awip->weapon_hitpoints > 0) || (bwip->weapon_hitpoints > 0)) { if (bwip->weapon_hitpoints == 0) { check_collision = collide_weapon_weapon; swapped=1; } else { check_collision = collide_weapon_weapon; } } /* if (awip->subtype != WP_LASER || bwip->subtype != WP_LASER) { if (awip->subtype == WP_LASER) { if ( bwip->wi_flags & WIF_BOMB ) { check_collision = collide_weapon_weapon; } } else if (bwip->subtype == WP_LASER) { if ( awip->wi_flags & WIF_BOMB ) { check_collision = collide_weapon_weapon; swapped=1; } } else { if ( (awip->wi_flags&WIF_BOMB) || (bwip->wi_flags&WIF_BOMB) ) { check_collision = collide_weapon_weapon; } } } */ /* int atype, btype; atype = Weapon_info[Weapons[A->instance].weapon_info_index].subtype; btype = Weapon_info[Weapons[B->instance].weapon_info_index].subtype; if ((atype == WP_LASER) && (btype == WP_MISSILE)) check_collision = collide_weapon_weapon; else if ((atype == WP_MISSILE) && (btype == WP_LASER)) { check_collision = collide_weapon_weapon; swapped = 1; } else if ((atype == WP_MISSILE) && (btype == WP_MISSILE)) check_collision = collide_weapon_weapon; */ break; } default: return; } // Swap them if needed if ( swapped ) { object *tmp = A; A = B; B = tmp; } // if there are any more obj_pair checks // we should then add function int maybe_not_add_obj_pair() // MWA -- 4/1/98 -- I'd do it, but I don't want to bust anything, so I'm doing my stuff here instead :-) //if ( MULTIPLAYER_CLIENT && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){ // multiplayer clients will only do ship/ship collisions, and their own ship to boot // if ( check_collision != collide_ship_ship ){ // return; // } // if ( (A != Player_obj) && (B != Player_obj) ){ // return; // } //} // only check debris:weapon collisions for player if (check_collision == collide_debris_weapon) { // weapon is B if ( !(Weapon_info[Weapons[B->instance].weapon_info_index].wi_flags & WIF_TURNS) ) { // check for dumbfire weapon // check if debris is behind laser float vdot; if (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &B->phys_info.vel, &A->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &B->orient.vec.fvec); } else { vdot = vm_vec_dot( &A->phys_info.vel, &B->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &A->pos, &B->pos ); float pdot = vm_vec_dot( &B->orient.vec.fvec, &weapon2other ); if ( pdot <= -A->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... return; } } // check dist vs. dist moved during weapon lifetime vec3d delta_v; vm_vec_sub(&delta_v, &B->phys_info.vel, &A->phys_info.vel); if (vm_vec_dist_squared(&A->pos, &B->pos) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { return; } // for nonplayer ships, only create collision pair if close enough if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (vm_vec_dist(&B->pos, &A->pos) < (4.0f*A->radius + 200.0f)) ) return; } } // don't check same team laser:ship collisions on small ships if not player if (check_collision == collide_ship_weapon) { // weapon is B if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (Ships[Objects[B->parent].instance].team == Ships[A->instance].team) && (Ship_info[Ships[A->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) ) { pairs_not_created++; return; } } if ( !check_collision ) return; Pairs_created++; // At this point, we have determined that collisions between // these two should be checked, so add the pair to the // collision pair list. if ( pair_free_list.next == NULL ) { nprintf(( "collision", "Out of object pairs!! Not all collisions will work!\n" )); return; } Num_pairs++; /* if (Num_pairs > Num_pairs_hwm) { Num_pairs_hwm = Num_pairs; //nprintf(("AI", "Num_pairs high water mark = %i\n", Num_pairs_hwm)); } */ if ( Num_pairs >= (Num_pairs_allocated - 20) ) { int i; Assert( Obj_pairs != NULL ); int old_pair_count = Num_pairs_allocated; obj_pair *old_pairs_ptr = Obj_pairs; // determine where we need to update the "previous" ptrs to int prev_free_mark = (pair_free_list.next - old_pairs_ptr); int prev_used_mark = (pair_used_list.next - old_pairs_ptr); Obj_pairs = (obj_pair*) vm_realloc_q( Obj_pairs, sizeof(obj_pair) * (Num_pairs_allocated + PAIRS_BUMP) ); // allow us to fail here and only if we don't do we setup the new pairs if (Obj_pairs == NULL) { // failed, just go back to the way we were and use only the pairs we have already Obj_pairs = old_pairs_ptr; } else { Num_pairs_allocated += PAIRS_BUMP; Assert( Obj_pairs != NULL ); // have to reset all of the "next" ptrs for the old set and handle the new set for (i = 0; i < Num_pairs_allocated; i++) { if (i >= old_pair_count) { memset( &Obj_pairs[i], 0, sizeof(obj_pair) ); Obj_pairs[i].next = &Obj_pairs[i+1]; } else { if (Obj_pairs[i].next != NULL) { // the "next" ptr will end up going backwards for used pairs so we have // to allow for that with this craziness... int next_mark = (Obj_pairs[i].next - old_pairs_ptr); Obj_pairs[i].next = &Obj_pairs[next_mark]; } // catch that last NULL from the previously allocated set if ( i == (old_pair_count-1) ) { Obj_pairs[i].next = &Obj_pairs[i+1]; } } } Obj_pairs[Num_pairs_allocated-1].next = NULL; // reset the "previous" ptrs pair_free_list.next = &Obj_pairs[prev_free_mark]; pair_used_list.next = &Obj_pairs[prev_used_mark]; } } // get a new obj_pair from the free list obj_pair * new_pair = pair_free_list.next; pair_free_list.next = new_pair->next; if ( add_to_end ) { obj_pair *last, *tmp; last = tmp = pair_used_list.next; while( tmp != NULL ) { if ( tmp->next == NULL ) last = tmp; tmp = tmp->next; } if ( last == NULL ) last = &pair_used_list; last->next = new_pair; Assert(new_pair != NULL); new_pair->next = NULL; } else { new_pair->next = pair_used_list.next; pair_used_list.next = new_pair; } A->num_pairs++; B->num_pairs++; new_pair->a = A; new_pair->b = B; new_pair->check_collision = check_collision; if ( check_time == -1 ){ new_pair->next_check_time = timestamp(0); // 0 means instantly time out } else { new_pair->next_check_time = check_time; } } MONITOR(NumPairs) MONITOR(NumPairsChecked) //#define PAIR_STATS extern int Cmdline_dis_collisions; void obj_check_all_collisions() { obj_pair *parent, *tmp; #ifdef PAIR_STATS // debug info float avg_time_to_next_check = 0.0f; #endif if (Cmdline_dis_collisions) return; if ( !(Game_detail_flags & DETAIL_FLAG_COLLISION) ) return; parent = &pair_used_list; tmp = parent->next; Num_pairs_checked = 0; while (tmp != NULL) { int removed = 0; if ( !timestamp_elapsed(tmp->next_check_time) ) goto NextPair; if ( (tmp->a) && (tmp->b) ) { Num_pairs_checked++; if ( (*tmp->check_collision)(tmp) ) { // We never need to check this pair again. #if 0 //def DONT_REMOVE_PAIRS // Never check it again, but keep the pair around // (useful for debugging) tmp->next_check_time = timestamp(-1); #else // Never check it again, so remove the pair removed = 1; tmp->a->num_pairs--; Assert( tmp->a->num_pairs > -1 ); tmp->b->num_pairs--; Assert( tmp->b->num_pairs > -1 ); Num_pairs--; // Assert(Num_pairs >= 0); parent->next = tmp->next; tmp->a = tmp->b = NULL; tmp->next = pair_free_list.next; pair_free_list.next = tmp; tmp = parent->next; #endif } } NextPair: if ( !removed ) { parent = tmp; tmp = tmp->next; #ifdef PAIR_STATS // debug info if (tmp) { int add_time = timestamp_until( tmp->next_check_time ); if (add_time > 0) avg_time_to_next_check += (float) add_time; } #endif } } MONITOR_INC(NumPairs, Num_pairs); MONITOR_INC(NumPairsChecked, Num_pairs_checked); #ifdef PAIR_STATS avg_time_to_next_check = avg_time_to_next_check / Num_pairs; extern int Num_hull_pieces; extern int Weapons_created; // mprintf(( "[pairs checked: %d, start_pairs: %d, num obj: %d, avg next time: %f]\n", n, org_pairs, Num_objects, avg_time_to_next_check )); // mprintf(( "[Num_hull_pieces: %3d, Num_weapons_created: %3d, pairs_not_created: %3d, pairs_created: %3d, percent new saved: %9.5f]\n", Num_hull_pieces, Weapons_created, pairs_not_created, Pairs_created, 100.0f*(float)pairs_not_created/(float)(pairs_not_created + Pairs_created) )); mprintf(( "[pairs_created: %3d, pairs_not_created: %3d, percent saved %6.3f]\n", Pairs_created, pairs_not_created, 100.0f*pairs_not_created/(Pairs_created+pairs_not_created) )); pairs_not_created = 0; Weapons_created = 0; Pairs_created = 0; #endif // What percent of the pairs did we check? // FYI: (n*(n-1))/2 is the total number of checks required for comparing n objects. // if ( org_pairs > 1 ) { // Object_checked_percentage = (i2fl(n)*100.0f) / i2fl(org_pairs); // } else { // Object_checked_percentage = 0.0f; // } } // See if two lines intersect by doing recursive subdivision. // Bails out if larger distance traveled is less than sum of radii + 1.0f. int collide_subdivide(vec3d *p0, vec3d *p1, float prad, vec3d *q0, vec3d *q1, float qrad) { float a_dist, b_dist, ab_dist; a_dist = vm_vec_dist(p0, p1); b_dist = vm_vec_dist(q0, q1); ab_dist = vm_vec_dist(p1, q1); // See if their spheres intersect if (ab_dist < a_dist + b_dist + prad + qrad) { if (ab_dist < prad + qrad) return 1; else if (vm_vec_dist(p0, q0) < prad + qrad) return 1; else if (MAX(a_dist, b_dist) < prad + qrad + 1.0f) return 0; else { int r1, r2 = 0; vec3d pa, qa; vm_vec_avg(&pa, p0, p1); vm_vec_avg(&qa, q0, q1); r1 = collide_subdivide(p0, &pa, prad, q0, &qa, qrad); if (!r1) r2 = collide_subdivide(&pa, p1, prad, &qa, q1, qrad); return r1 | r2; } } else return 0; } // Return true if object A is expected to collide with object B within time duration // For purposes of this check, the first object moves from current location to predicted // location. The second object is assumed to be where it will be at time duration, NOT // where it currently is. // radius_scale is used to control the precision of the check. // If 0.0, then use polygon models to perform check, slow and accurate // If !0.0, then use as a scale on the radius of the objects. 1.0 is Descent style // collisions. Larger values can be used to be sloppy about the collisions which // is useful if a moving object wants to prevent a collision. int objects_will_collide(object *A, object *B, float duration, float radius_scale) { object A_future; vec3d hitpos; A_future = *A; vm_vec_scale_add2(&A_future.pos, &A->phys_info.vel, duration); if (radius_scale == 0.0f) { return ship_check_collision_fast(B, &A_future, &hitpos ); } else { float size_A, size_B, dist, r; vec3d nearest_point; size_A = A->radius * radius_scale; size_B = B->radius * radius_scale; // If A is moving, check along vector. if (A->phys_info.speed != 0.0f) { r = find_nearest_point_on_line(&nearest_point, &A->pos, &A_future.pos, &B->pos); if (r < 0) { nearest_point = A->pos; } else if (r > 1) { nearest_point = A_future.pos; } dist = vm_vec_dist_quick(&B->pos, &nearest_point); return (dist < size_A + size_B); } else { return vm_vec_dist_quick(&B->pos, &A->pos) < size_A + size_B; } } } // Return true if the vector from *start_pos to *end_pos is within objp->radius*radius_scale of *objp int vector_object_collision(vec3d *start_pos, vec3d *end_pos, object *objp, float radius_scale) { float dist, r; vec3d nearest_point; r = find_nearest_point_on_line(&nearest_point, start_pos, end_pos, &objp->pos); if ((r >= 0.0f) && (r <= 1.0f)) { dist = vm_vec_dist_quick(&objp->pos, &nearest_point); return (dist < objp->radius * radius_scale); } else return 0; } // Returns TRUE if the weapon will never hit the other object. // If it can it predicts how long until these two objects need // to be checked and fills the time in in current_pair. int weapon_will_never_hit( object *obj_weapon, object *other, obj_pair * current_pair ) { Assert( obj_weapon->type == OBJ_WEAPON ); weapon *wp = &Weapons[obj_weapon->instance]; weapon_info *wip = &Weapon_info[wp->weapon_info_index]; // mprintf(( "Frame: %d, Weapon=%d, Other=%d, pair=$%08x\n", G3_frame_count, OBJ_INDEX(weapon), OBJ_INDEX(other), current_pair )); // Do some checks for weapons that don't turn if ( !(wip->wi_flags & WIF_TURNS) ) { // This first check is to see if a weapon is behind an object, and they // are heading in opposite directions. If so, we don't need to ever check // them again. This is only valid for weapons that don't turn. float vdot; if (wip->subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &obj_weapon->phys_info.vel, &other->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &obj_weapon->orient.vec.fvec); } else { vdot = vm_vec_dot( &other->phys_info.vel, &obj_weapon->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &other->pos, &obj_weapon->pos ); float pdot = vm_vec_dot( &obj_weapon->orient.vec.fvec, &weapon2other ); if ( pdot <= -other->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... return 1; } } // FUTURE ENHANCEMENT IDEAS // Given a laser does it hit a slow or not moving object // in its life or the next n seconds? We'd actually need to check the // model for this. } // This check doesn't care about orient, only looks at the maximum speed // of the two objects, so it knows that in the next n seconds, they can't // go further than some distance, so don't bother checking collisions for // that time. This is very rough, but is so general that it works for // everything and immidiately gets rid of a lot of cases. if ( current_pair ) { // Find the time it will take before these get within each others distances. // tmp->next_check_time = timestamp(500); //vector max_vel; //maximum foward velocity in x,y,z float max_vel_weapon, max_vel_other; //SUSHI: Fix bug where additive weapon velocity screws up collisions //Assumes that weapons which don't home don't change speed, which is currently the case. if (!(wip->wi_flags & WIF_TURNS)) max_vel_weapon = obj_weapon->phys_info.speed; else if (wp->lssm_stage==5) max_vel_weapon = wip->lssm_stage5_vel; else max_vel_weapon = wp->weapon_max_vel; max_vel_other = other->phys_info.max_vel.xyz.z; if (max_vel_other < 10.0f) { if ( vm_vec_mag_squared( &other->phys_info.vel ) > 100 ) { // bump up velocity from collision max_vel_other = vm_vec_mag( &other->phys_info.vel ) + 10.0f; } else { max_vel_other = 10.0f; // object may move from collision } } // check weapon that does not turn against sphere expanding at ship maxvel // compare (weeapon) ray with expanding sphere (ship) to find earliest possible collision time // look for two time solutions to Xw = Xs, where Xw = Xw0 + Vwt*t Xs = Xs + Vs*(t+dt), where Vs*dt = radius of ship // Since direction of Vs is unknown, solve for (Vs*t) and find norm of both sides if ( !(wip->wi_flags & WIF_TURNS) ) { vec3d delta_x, laser_vel; float a,b,c, delta_x_dot_vl, delta_t; float root1, root2, root, earliest_time; if (max_vel_weapon == max_vel_other) { // this will give us NAN using the below formula, so check every frame current_pair->next_check_time = timestamp(0); return 0; } vm_vec_sub( &delta_x, &obj_weapon->pos, &other->pos ); laser_vel = obj_weapon->phys_info.vel; // vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon ); delta_t = (other->radius + 10.0f) / max_vel_other; // time to get from center to radius of other obj delta_x_dot_vl = vm_vec_dotprod( &delta_x, &laser_vel ); a = max_vel_weapon*max_vel_weapon - max_vel_other*max_vel_other; b = 2.0f * (delta_x_dot_vl - max_vel_other*max_vel_other*delta_t); c = vm_vec_mag_squared( &delta_x ) - max_vel_other*max_vel_other*delta_t*delta_t; float discriminant = b*b - 4.0f*a*c; if ( discriminant < 0) { // never hit return 1; } else { root = fl_sqrt( discriminant ); root1 = (-b + root) / (2.0f * a) * 1000.0f; // get time in ms root2 = (-b - root) / (2.0f * a) * 1000.0f; // get time in ms } // standard algorithm if (max_vel_weapon > max_vel_other) { // find earliest positive time if ( root1 > root2 ) { float temp = root1; root1 = root2; root2 = temp; } if (root1 > 0) { earliest_time = root1; } else if (root2 > 0) { // root1 < 0 and root2 > 0, so we're inside sphere and next check should be next frame current_pair->next_check_time = timestamp(0); // check next time return 0; } else { // both times negative, so never collides return 1; } } // need to modify it for weapons that are slower than ships else { if (root2 > 0) { earliest_time = root2; } else { current_pair->next_check_time = timestamp(0); return 0; } } // check if possible collision occurs after weapon expires if ( earliest_time > 1000*wp->lifeleft ) return 1; // Allow one worst case frametime to elapse (~5 fps) earliest_time -= 200.0f; if (earliest_time > 100) { current_pair->next_check_time = timestamp( fl2i(earliest_time) ); return 0; } else { current_pair->next_check_time = timestamp(0); // check next time return 0; } } else { float dist, max_vel, time; max_vel = max_vel_weapon + max_vel_other; // suggest that fudge factor for other radius be changed to other_radius + const (~10) dist = vm_vec_dist( &other->pos, &obj_weapon->pos ) - (other->radius + 10.0f); if ( dist > 0.0f ) { time = (dist*1000.0f) / max_vel; int time_ms = fl2i(time); // check if possible collision occurs after weapon expires if ( time_ms > 1000*wp->lifeleft ) return 1; time_ms -= 200; // Allow at least one worst case frametime to elapse (~5 fps) if ( time_ms > 100 ) { // If it takes longer than 1/10th of a second, then delay it current_pair->next_check_time = timestamp(time_ms); //mprintf(( "Delaying %d ms\n", time_ms )); return 0; } } current_pair->next_check_time = timestamp(0); // check next time } } return 0; } // Return true if vector from *curpos to *goalpos intersects with object *goalobjp // Else, return false. // radius is radius of object moving from curpos to goalpos. int pp_collide(vec3d *curpos, vec3d *goalpos, object *goalobjp, float radius) { mc_info mc; mc_info_init(&mc); Assert(goalobjp->type == OBJ_SHIP); mc.model_instance_num = Ships[goalobjp->instance].model_instance_num; mc.model_num = Ship_info[Ships[goalobjp->instance].ship_info_index].model_num; // Fill in the model to check mc.orient = &goalobjp->orient; // The object's orient mc.pos = &goalobjp->pos; // The object's position mc.p0 = curpos; // Point 1 of ray to check mc.p1 = goalpos; // Point 2 of ray to check mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE; mc.radius = radius; model_collide(&mc); return mc.num_hits; } // Setup and call pp_collide for collide_predict_large_ship // Returns true if objp will collide with objp2 before it reaches goal_pos. int cpls_aux(vec3d *goal_pos, object *objp2, object *objp) { float radius; radius = objp->radius; if (1.5f * radius < 70.0f) radius *= 1.5f; else radius = 70.0f; if (pp_collide(&objp->pos, goal_pos, objp2, radius)) return 1; else return 0; } // Return true if objp will collide with some large object. // Don't check for an object this ship is docked to. int collide_predict_large_ship(object *objp, float distance) { object *objp2; vec3d cur_pos, goal_pos; ship_info *sip; sip = &Ship_info[Ships[objp->instance].ship_info_index]; cur_pos = objp->pos; vm_vec_scale_add(&goal_pos, &cur_pos, &objp->orient.vec.fvec, distance); for ( objp2 = GET_FIRST(&obj_used_list); objp2 != END_OF_LIST(&obj_used_list); objp2 = GET_NEXT(objp2) ) { if ((objp != objp2) && (objp2->type == OBJ_SHIP)) { if (Ship_info[Ships[objp2->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) { if (dock_check_find_docked_object(objp, objp2)) continue; if (cpls_aux(&goal_pos, objp2, objp)) return 1; } } else if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) && (objp2->type == OBJ_ASTEROID)) { if (vm_vec_dist_quick(&objp2->pos, &objp->pos) < (distance + objp2->radius)*2.5f) { vec3d pos, delvec; int count; float d1; d1 = 2.5f * distance + objp2->radius; count = (int) (d1/(objp2->radius + objp->radius)); // Scale up distance, else looks like there would be a collision. pos = cur_pos; vm_vec_normalized_dir(&delvec, &goal_pos, &cur_pos); vm_vec_scale(&delvec, d1/count); for (; count>0; count--) { if (vm_vec_dist_quick(&pos, &objp2->pos) < objp->radius + objp2->radius) return 1; vm_vec_add2(&pos, &delvec); } } } } return 0; } // function to iterate through all object collision pairs looking for weapons // which could be deleted since they are not going to hit anything. Passed into this // function is a 'time' parameter used as watermark for which weapons to check. #define CRW_NO_OBJECT -1 #define CRW_NO_PAIR 0 #define CRW_IN_PAIR 1 #define CRW_CAN_DELETE 2 #define CRW_MAX_TO_DELETE 4 char crw_status[MAX_WEAPONS]; void crw_check_weapon( int weapon_num, int collide_next_check ) { float next_check_time; weapon *wp; wp = &Weapons[weapon_num]; // if this weapons life left > time before next collision, then we cannot remove it crw_status[WEAPON_INDEX(wp)] = CRW_IN_PAIR; next_check_time = ((float)(timestamp_until(collide_next_check)) / 1000.0f); if ( wp->lifeleft < next_check_time ) crw_status[WEAPON_INDEX(wp)] = CRW_CAN_DELETE; } int collide_remove_weapons( ) { obj_pair *opp; int i, num_deleted, oldest_index, j, loop_count; float oldest_time; // setup remove_weapon array. assume we can remove it. for (i = 0; i < MAX_WEAPONS; i++ ) { if ( Weapons[i].objnum == -1 ) crw_status[i] = CRW_NO_OBJECT; else crw_status[i] = CRW_NO_PAIR; } // first pass is to see if any of the weapons don't have collision pairs. if ( Cmdline_old_collision_sys ) { opp = &pair_used_list; opp = opp->next; while( opp != NULL ) { // for each collide pair, if the two objects can still collide, then set the remove_weapon // parameter for the weapon to 0. need to check both parameters if ( opp->a->type == OBJ_WEAPON ) crw_check_weapon( opp->a->instance, opp->next_check_time ); if ( opp->b->type == OBJ_WEAPON ) crw_check_weapon( opp->b->instance, opp->next_check_time ); opp = opp->next; } } else { SCP_hash_map::iterator it; collider_pair *pair_obj; for ( it = Collision_cached_pairs.begin(); it != Collision_cached_pairs.end(); ++it ) { pair_obj = &it->second; if ( !pair_obj->initialized ) { continue; } if ( pair_obj->a->type == OBJ_WEAPON && pair_obj->signature_a == pair_obj->a->signature ) { crw_check_weapon(pair_obj->a->instance, pair_obj->next_check_time); if ( crw_status[pair_obj->a->instance] == CRW_CAN_DELETE ) { pair_obj->initialized = false; } } if ( pair_obj->b->type == OBJ_WEAPON && pair_obj->signature_b == pair_obj->b->signature ) { crw_check_weapon(pair_obj->b->instance, pair_obj->next_check_time); if ( crw_status[pair_obj->b->instance] == CRW_CAN_DELETE ) { pair_obj->initialized = false; } } } } // for each weapon which could be removed, delete the object num_deleted = 0; for ( i = 0; i < MAX_WEAPONS; i++ ) { if ( crw_status[i] == CRW_CAN_DELETE ) { Assert( Weapons[i].objnum != -1 ); obj_delete( Weapons[i].objnum ); num_deleted++; } } if ( num_deleted ) return num_deleted; // if we didn't remove any weapons, try to the N oldest weapons. first checking for pairs, then // checking for oldest weapons in general. We will go through the loop a max of 2 times. first time // through, we check oldest weapons with pairs, next time through, for oldest weapons. loop_count = 0; do { for ( j = 0; j < CRW_MAX_TO_DELETE; j++ ) { oldest_time = 1000.0f; oldest_index = -1; for (i = 0; i < MAX_WEAPONS; i++ ) { if ( Weapons[i].objnum == -1 ) // shouldn't happen, but this is the safe thing to do. continue; if ( ((loop_count || crw_status[i] == CRW_NO_PAIR)) && (Weapons[i].lifeleft < oldest_time) ) { oldest_time = Weapons[i].lifeleft; oldest_index = i; } } if ( oldest_index != -1 ) { obj_delete(Weapons[oldest_index].objnum); num_deleted++; } } // if we deleted some weapons, then we can break if ( num_deleted ) break; loop_count++; } while ( loop_count < 2); return num_deleted; } void set_hit_struct_info(collision_info_struct *hit, mc_info *mc, int submodel_rot_hit) { hit->edge_hit = mc->edge_hit; hit->hit_pos = mc->hit_point_world; hit->hit_time = mc->hit_dist; hit->submodel_num = mc->hit_submodel; hit->submodel_rot_hit = submodel_rot_hit; } //Previously, this was done with //memset(&ship_ship_hit_info, -1, sizeof(collision_info_struct)); //All those -1s are to replicate that logic void init_collision_info_struct(collision_info_struct *cis) { memset(cis, -1, sizeof(collision_info_struct)); cis->is_landing = false; } void obj_add_collider(int obj_index) { object *objp = &Objects[obj_index]; #ifdef OBJECT_CHECK CheckObjects[obj_index].type = objp->type; CheckObjects[obj_index].signature = objp->signature; CheckObjects[obj_index].flags = objp->flags & ~(OF_NOT_IN_COLL); CheckObjects[obj_index].parent_sig = objp->parent_sig; CheckObjects[obj_index].parent_type = objp->parent_type; #endif if(!(objp->flags & OF_NOT_IN_COLL)){ return; } Collision_sort_list.push_back(obj_index); objp->flags &= ~OF_NOT_IN_COLL; } void obj_remove_collider(int obj_index) { #ifdef OBJECT_CHECK CheckObjects[obj_index].flags |= OF_NOT_IN_COLL; #endif size_t i; for ( i = 0; i < Collision_sort_list.size(); ++i ) { if ( Collision_sort_list[i] == obj_index ) { Collision_sort_list[i] = Collision_sort_list.back(); Collision_sort_list.pop_back(); break; } } Objects[obj_index].flags |= OF_NOT_IN_COLL; } void obj_reset_colliders() { Collision_sort_list.clear(); Collision_cached_pairs.clear(); } void obj_collide_retime_cached_pairs(int checkdly) { SCP_hash_map::iterator it; for ( it = Collision_cached_pairs.begin(); it != Collision_cached_pairs.end(); ++it ) { it->second.next_check_time = timestamp(checkdly); } } void obj_sort_and_collide() { if (Cmdline_dis_collisions) return; if ( !(Game_detail_flags & DETAIL_FLAG_COLLISION) ) return; SCP_vector sort_list_y; SCP_vector sort_list_z; sort_list_y.clear(); obj_quicksort_colliders(&Collision_sort_list, 0, Collision_sort_list.size() - 1, 0); obj_find_overlap_colliders(&sort_list_y, &Collision_sort_list, 0, false); sort_list_z.clear(); obj_quicksort_colliders(&sort_list_y, 0, sort_list_y.size() - 1, 1); obj_find_overlap_colliders(&sort_list_z, &sort_list_y, 1, false); sort_list_y.clear(); obj_quicksort_colliders(&sort_list_z, 0, sort_list_z.size() - 1, 2); obj_find_overlap_colliders(&sort_list_y, &sort_list_z, 2, true); } void obj_find_overlap_colliders(SCP_vector *overlap_list_out, SCP_vector *list, int axis, bool collide) { size_t i, j; bool overlapped; bool first_not_added = true; SCP_vector overlappers; float min; float max; float overlap_min; float overlap_max; overlappers.clear(); for ( i = 0; i < (*list).size(); ++i ) { overlapped = false; min = obj_get_collider_endpoint((*list)[i], axis, true); max = obj_get_collider_endpoint((*list)[i], axis, false); for ( j = 0; j < overlappers.size(); ) { overlap_min = obj_get_collider_endpoint(overlappers[j], axis, true); overlap_max = obj_get_collider_endpoint(overlappers[j], axis, false); if ( min <= overlap_max ) { overlapped = true; if ( overlappers.size() == 1 && first_not_added ) { first_not_added = false; overlap_list_out->push_back(overlappers[j]); } if ( collide ) { obj_collide_pair(&Objects[(*list)[i]], &Objects[overlappers[j]]); } } else { overlappers[j] = overlappers.back(); overlappers.pop_back(); continue; } ++j; } if ( overlappers.size() == 0 ) { first_not_added = true; } if ( overlapped ) { overlap_list_out->push_back((*list)[i]); } overlappers.push_back((*list)[i]); } overlapped = true; } float obj_get_collider_endpoint(int obj_num, int axis, bool min) { if ( Objects[obj_num].type == OBJ_BEAM ) { beam *b = &Beams[Objects[obj_num].instance]; // use the last start and last shot as endpoints float min_end, max_end; if ( b->last_start.a1d[axis] > b->last_shot.a1d[axis] ) { min_end = b->last_shot.a1d[axis]; max_end = b->last_start.a1d[axis]; } else { min_end = b->last_start.a1d[axis]; max_end = b->last_shot.a1d[axis]; } if ( min ) { return min_end; } else { return max_end; } } else if ( Objects[obj_num].type == OBJ_WEAPON ) { float min_end, max_end; if ( Objects[obj_num].pos.a1d[axis] > Objects[obj_num].last_pos.a1d[axis] ) { min_end = Objects[obj_num].last_pos.a1d[axis]; max_end = Objects[obj_num].pos.a1d[axis]; } else { min_end = Objects[obj_num].pos.a1d[axis]; max_end = Objects[obj_num].last_pos.a1d[axis]; } if ( min ) { return min_end - Objects[obj_num].radius; } else { return max_end + Objects[obj_num].radius; } } else { vec3d *pos = &Objects[obj_num].pos; if ( min ) { return pos->a1d[axis] - Objects[obj_num].radius; } else { return pos->a1d[axis] + Objects[obj_num].radius; } } } void obj_quicksort_colliders(SCP_vector *list, int left, int right, int axis) { Assert( axis >= 0 ); Assert( axis <= 2 ); if ( right > left ) { int pivot_index = left + (right - left) / 2; float pivot_value = obj_get_collider_endpoint((*list)[pivot_index], axis, true); // swap! int temp = (*list)[pivot_index]; (*list)[pivot_index] = (*list)[right]; (*list)[right] = temp; int store_index = left; int i; for ( i = left; i < right; ++i ) { if ( obj_get_collider_endpoint((*list)[i], axis, true) <= pivot_value ) { temp = (*list)[i]; (*list)[i] = (*list)[store_index]; (*list)[store_index] = temp; store_index++; } } temp = (*list)[right]; (*list)[right] = (*list)[store_index]; (*list)[store_index] = temp; obj_quicksort_colliders(list, left, store_index - 1, axis); obj_quicksort_colliders(list, store_index + 1, right, axis); } } void obj_collide_pair(object *A, object *B) { uint ctype; int (*check_collision)( obj_pair *pair ); int swapped = 0; check_collision = NULL; if ( A==B ) return; // Don't check collisions with yourself if ( !(A->flags&OF_COLLIDES) ) return; // This object doesn't collide with anything if ( !(B->flags&OF_COLLIDES) ) return; // This object doesn't collide with anything // Make sure you're not checking a parent with it's kid or vicy-versy // if ( A->parent_sig == B->signature && !(A->type == OBJ_SHIP && B->type == OBJ_DEBRIS) ) return; // if ( B->parent_sig == A->signature && !(A->type == OBJ_DEBRIS && B->type == OBJ_SHIP) ) return; if ( reject_obj_pair_on_parent(A,B) ) { return; } Assert( A->type < 127 ); Assert( B->type < 127 ); ctype = COLLISION_OF(A->type,B->type); switch( ctype ) { case COLLISION_OF(OBJ_WEAPON,OBJ_SHIP): swapped = 1; check_collision = collide_ship_weapon; break; case COLLISION_OF(OBJ_SHIP, OBJ_WEAPON): check_collision = collide_ship_weapon; break; case COLLISION_OF(OBJ_DEBRIS, OBJ_WEAPON): check_collision = collide_debris_weapon; break; case COLLISION_OF(OBJ_WEAPON, OBJ_DEBRIS): swapped = 1; check_collision = collide_debris_weapon; break; case COLLISION_OF(OBJ_DEBRIS, OBJ_SHIP): check_collision = collide_debris_ship; break; case COLLISION_OF(OBJ_SHIP, OBJ_DEBRIS): check_collision = collide_debris_ship; swapped = 1; break; case COLLISION_OF(OBJ_ASTEROID, OBJ_WEAPON): // Only check collision's with player weapons // if ( Objects[B->parent].flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_weapon; // } break; case COLLISION_OF(OBJ_WEAPON, OBJ_ASTEROID): swapped = 1; // Only check collision's with player weapons // if ( Objects[A->parent].flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_weapon; // } break; case COLLISION_OF(OBJ_ASTEROID, OBJ_SHIP): // Only check collisions with player ships // if ( B->flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_ship; // } break; case COLLISION_OF(OBJ_SHIP, OBJ_ASTEROID): // Only check collisions with player ships // if ( A->flags & OF_PLAYER_SHIP ) { check_collision = collide_asteroid_ship; // } swapped = 1; break; case COLLISION_OF(OBJ_SHIP,OBJ_SHIP): check_collision = collide_ship_ship; break; case COLLISION_OF(OBJ_SHIP, OBJ_BEAM): if(beam_collide_early_out(B, A)){ return; } swapped = 1; check_collision = beam_collide_ship; break; case COLLISION_OF(OBJ_BEAM, OBJ_SHIP): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_ship; break; case COLLISION_OF(OBJ_ASTEROID, OBJ_BEAM): if(beam_collide_early_out(B, A)) { return; } swapped = 1; check_collision = beam_collide_asteroid; break; case COLLISION_OF(OBJ_BEAM, OBJ_ASTEROID): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_asteroid; break; case COLLISION_OF(OBJ_DEBRIS, OBJ_BEAM): if(beam_collide_early_out(B, A)) { return; } swapped = 1; check_collision = beam_collide_debris; break; case COLLISION_OF(OBJ_BEAM, OBJ_DEBRIS): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_debris; break; case COLLISION_OF(OBJ_WEAPON, OBJ_BEAM): if(beam_collide_early_out(B, A)) { return; } swapped = 1; check_collision = beam_collide_missile; break; case COLLISION_OF(OBJ_BEAM, OBJ_WEAPON): if(beam_collide_early_out(A, B)){ return; } check_collision = beam_collide_missile; break; case COLLISION_OF(OBJ_WEAPON, OBJ_WEAPON): { weapon_info *awip, *bwip; awip = &Weapon_info[Weapons[A->instance].weapon_info_index]; bwip = &Weapon_info[Weapons[B->instance].weapon_info_index]; if ((awip->weapon_hitpoints > 0) || (bwip->weapon_hitpoints > 0)) { if (bwip->weapon_hitpoints == 0) { check_collision = collide_weapon_weapon; swapped=1; } else { check_collision = collide_weapon_weapon; } } break; } default: return; } if ( !check_collision ) return; // Swap them if needed if ( swapped ) { object *tmp = A; A = B; B = tmp; } collider_pair *collision_info = NULL; bool valid = false; uint key = (OBJ_INDEX(A) << 12) + OBJ_INDEX(B); collision_info = &Collision_cached_pairs[key]; if ( collision_info->initialized ) { // make sure we're referring to the correct objects in case the original pair was deleted if ( collision_info->signature_a == collision_info->a->signature && collision_info->signature_b == collision_info->b->signature ) { valid = true; } else { collision_info->a = A; collision_info->b = B; collision_info->signature_a = A->signature; collision_info->signature_b = B->signature; collision_info->next_check_time = timestamp(0); } } else { collision_info->a = A; collision_info->b = B; collision_info->signature_a = A->signature; collision_info->signature_b = B->signature; collision_info->initialized = true; collision_info->next_check_time = timestamp(0); } if ( valid && A->type != OBJ_BEAM ) { // if this signature is valid, make the necessary checks to see if we need to collide check if ( collision_info->next_check_time == -1 ) { return; } else { if ( !timestamp_elapsed(collision_info->next_check_time) ) { return; } } } else { //if ( A->type == OBJ_BEAM ) { //if(beam_collide_early_out(A, B)){ //collision_info->next_check_time = -1; //return; //} //} // only check debris:weapon collisions for player if (check_collision == collide_debris_weapon) { // weapon is B if ( !(Weapon_info[Weapons[B->instance].weapon_info_index].wi_flags & WIF_TURNS) ) { // check for dumbfire weapon // check if debris is behind laser float vdot; if (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &B->phys_info.vel, &A->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &B->orient.vec.fvec); } else { vdot = vm_vec_dot( &A->phys_info.vel, &B->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &A->pos, &B->pos ); float pdot = vm_vec_dot( &B->orient.vec.fvec, &weapon2other ); if ( pdot <= -A->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... collision_info->next_check_time = -1; return; } } // check dist vs. dist moved during weapon lifetime vec3d delta_v; vm_vec_sub(&delta_v, &B->phys_info.vel, &A->phys_info.vel); if (vm_vec_dist_squared(&A->pos, &B->pos) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { collision_info->next_check_time = -1; return; } // for nonplayer ships, only create collision pair if close enough if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (vm_vec_dist(&B->pos, &A->pos) < (4.0f*A->radius + 200.0f)) ) { collision_info->next_check_time = -1; return; } } } // don't check same team laser:ship collisions on small ships if not player if (check_collision == collide_ship_weapon) { // weapon is B if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (Ships[Objects[B->parent].instance].team == Ships[A->instance].team) && (Ship_info[Ships[A->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) ) { collision_info->next_check_time = -1; return; } } } obj_pair new_pair; new_pair.a = A; new_pair.b = B; new_pair.check_collision = check_collision; new_pair.next_check_time = collision_info->next_check_time; if ( check_collision(&new_pair) ) { // don't have to check ever again collision_info->next_check_time = -1; } else { collision_info->next_check_time = new_pair.next_check_time; } }