Files
fs2open.github.com/code/object/objcollide.cpp
Goober5000 704bf95a75 implement don't-change-position and don't-change-orientation
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control.  Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.

In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated.  The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset).  The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.

(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)

Implements #4294.
2024-08-17 16:46:48 -04:00

1096 lines
35 KiB
C++

/*
* 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 "globalincs/linklist.h"
#include "io/timer.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "ship/ship.h"
#include "tracing/tracing.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
#include "tracing/Monitor.h"
// the next 2 variables are used for pair statistics
// also in weapon.cpp there is Weapons_created.
int Num_pairs = 0;
int Num_pairs_checked = 0;
SCP_vector<int> Collision_sort_list;
static_assert(1 << collision_cache_bitshift > MAX_OBJECTS, "Collision pair caching currently relies on the highest possible objnum being less than 2^collision_cache_bitshift.");
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(nullptr), b(nullptr), signature_a(-1), signature_b(-1), next_check_time(-1), initialized(false)
{}
};
static SCP_set<object*> Collision_cache_stale_objects;
static SCP_unordered_map<uint, collider_pair> Collision_cached_pairs;
class checkobject;
extern checkobject CheckObjects[MAX_OBJECTS];
// 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->flags[Object::Object_Flags::Collides_with_parent] || B->flags[Object::Object_Flags::Collides_with_parent])
return 0;
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;
}
bool reject_due_collision_groups(object *A, object *B)
{
if (A->collision_group_id == 0 || B->collision_group_id == 0)
return false;
return (A->collision_group_id & B->collision_group_id);
}
MONITOR(NumPairs)
MONITOR(NumPairsChecked)
// 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 = vm_vec_dist(p0, p1);
float b_dist = vm_vec_dist(q0, q1);
float 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)
{
vec3d hitpos;
int ret;
vec3d prev_pos = A->pos;
vm_vec_scale_add2(&A->pos, &A->phys_info.vel, duration);
if (radius_scale == 0.0f) {
ret = ship_check_collision_fast(B, A, &hitpos);
} else {
vec3d nearest_point;
const float size_A = A->radius * radius_scale;
const float size_B = B->radius * radius_scale;
// If A is moving, check along vector.
if (A->phys_info.speed != 0.0f) {
const float r = find_nearest_point_on_line(&nearest_point, &prev_pos, &A->pos, &B->pos);
if (r < 0) {
nearest_point = prev_pos;
} else if (r > 1) {
nearest_point = A->pos;
}
const float dist = vm_vec_dist_quick(&B->pos, &nearest_point);
ret = (dist < size_A + size_B);
} else {
ret = vm_vec_dist_quick(&B->pos, &prev_pos) < size_A + size_B;
}
}
// Reset the position to the previous value
A->pos = prev_pos;
return ret;
}
// 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)
{
vec3d nearest_point;
float r = find_nearest_point_on_line(&nearest_point, start_pos, end_pos, &objp->pos);
if ((r >= 0.0f) && (r <= 1.0f)) {
float 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];
// Do some checks for weapons that don't turn
// gotta treat anything being affected by gravity as turning too
if ( !(wip->wi_flags[Weapon::Info_Flags::Turns] && (IS_VEC_NULL(&The_mission.gravity) || obj_weapon->phys_info.gravity_const == 0.0))) {
// 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;
//SUSHI: Fix bug where additive weapon velocity screws up collisions
//If the PF_CONST_VEL flag is set, we can safely assume it doesn't change speed.
if (obj_weapon->phys_info.flags & PF_CONST_VEL)
max_vel_weapon = obj_weapon->phys_info.speed;
else if (wp->lssm_stage == 5)
max_vel_weapon = wip->lssm_stage5_vel;
else if (IS_VEC_NULL(&The_mission.gravity) || obj_weapon->phys_info.gravity_const == 0.0f)
max_vel_weapon = wp->weapon_max_vel;
else
max_vel_weapon = obj_weapon->phys_info.speed + wp->lifeleft * vm_vec_mag(&The_mission.gravity);
float 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 (weapon) 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[Weapon::Info_Flags::Turns]) && (obj_weapon->phys_info.flags & PF_CONST_VEL) ) {
vec3d delta_x;
float a,b,c, delta_x_dot_vl, delta_t;
float root1, root2, root, earliest_time;
vm_vec_sub( &delta_x, &obj_weapon->pos, &other->pos );
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_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_dot( &delta_x, &obj_weapon->phys_info.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) {
// neither entity passes the other
if (c < 0) {
// ship outpaces weapon
current_pair->next_check_time = timestamp(0); // check next time
return 0;
} else {
// weapon outpaces ship; will 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 {
const float max_vel = max_vel_weapon + max_vel_other;
// suggest that fudge factor for other radius be changed to other_radius + const (~10)
const float dist = vm_vec_dist( &other->pos, &obj_weapon->pos ) - (other->radius + 10.0f);
if ( dist > 0.0f ) {
const float 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)
{
Assert(goalobjp->type == OBJ_SHIP);
mc_info mc;
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 = 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 goal_pos;
ship_info* sip = &Ship_info[Ships[objp->instance].ship_info_index];
vec3d 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 (objp2->flags[Object::Object_Flags::Should_be_dead])
continue;
if ((objp != objp2) && (objp2->type == OBJ_SHIP)) {
if (Ship_info[Ships[objp2->instance].ship_info_index].is_big_or_huge()) {
if (dock_check_find_docked_object(objp, objp2))
continue;
if (cpls_aux(&goal_pos, objp2, objp))
return 1;
}
} else if (!(sip->is_big_or_huge()) && (objp2->type == OBJ_ASTEROID)) {
if (vm_vec_dist_quick(&objp2->pos, &objp->pos) < (distance + objp2->radius)*2.5f) {
vec3d delvec;
const float d1 = 2.5f * distance + objp2->radius;
auto count = (int) (d1/(objp2->radius + objp->radius)); // Scale up distance, else looks like there would be a collision.
vec3d 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 )
{
weapon *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;
const float 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( )
{
// setup remove_weapon array. assume we can remove it.
for (int 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.
for (auto& pair : Collision_cached_pairs) {
collider_pair* pair_obj = &pair.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
int num_deleted = 0;
for (int 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++;
}
}
// stop here because any other weapon could currently be involved in a collision and can cause crashes
return num_deleted;
}
void set_hit_struct_info(collision_info_struct *hit, mc_info *mc, bool submodel_move_hit)
{
hit->edge_hit = mc->edge_hit;
hit->hit_pos = mc->hit_point_world;
hit->hit_time = mc->hit_dist;
hit->heavy_model_num = mc->model_num;
hit->heavy_submodel_num = mc->hit_submodel;
hit->submodel_move_hit = submodel_move_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 - Object::Object_Flags::Not_in_coll;
CheckObjects[obj_index].parent_sig = objp->parent_sig;
#endif
if(!(objp->flags[Object::Object_Flags::Not_in_coll])){
return;
}
Collision_sort_list.push_back(obj_index);
objp->flags.remove(Object::Object_Flags::Not_in_coll);
}
void obj_remove_collider(int obj_index)
{
#ifdef OBJECT_CHECK
CheckObjects[obj_index].flags.set(Object::Object_Flags::Not_in_coll);
#endif
for (size_t 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.set(Object::Object_Flags::Not_in_coll);
}
void obj_reset_colliders()
{
Collision_sort_list.clear();
Collision_cached_pairs.clear();
}
void obj_collide_retime_stale_pairs()
{
TRACE_SCOPE(tracing::RetimeCollisionCache);
auto it = Collision_cached_pairs.begin();
while (it != Collision_cached_pairs.end()) {
auto &pair = it->second;
if (pair.signature_a != pair.a->signature || pair.signature_b != pair.b->signature) {
it = Collision_cached_pairs.erase(it);
} else {
if (pair.a->flags[Object::Object_Flags::Collision_cache_stale] || pair.b->flags[Object::Object_Flags::Collision_cache_stale])
pair.next_check_time = timestamp(0);
it++;
}
}
for (auto objp : Collision_cache_stale_objects)
objp->flags.remove(Object::Object_Flags::Collision_cache_stale);
Collision_cache_stale_objects.clear();
}
void obj_collide_obj_cache_stale(object* objp)
{
objp->flags.set(Object::Object_Flags::Collision_cache_stale);
Collision_cache_stale_objects.insert(objp);
}
//local helper functions only used in objcollide.cpp
namespace
{
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<int> *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;
for (int 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)
{
TRACE_SCOPE(tracing::CollidePair);
int (*check_collision)( obj_pair *pair ) = nullptr;
int swapped = 0;
if ( A==B ) return; // Don't check collisions with yourself
if ( !(A->flags[Object::Object_Flags::Collides]) ) return; // This object doesn't collide with anything
if ( !(B->flags[Object::Object_Flags::Collides]) ) return; // This object doesn't collide with anything
// Two immobile objects will never collide with each other
if ( (A->flags[Object::Object_Flags::Immobile] || (A->flags[Object::Object_Flags::Dont_change_position] && A->flags[Object::Object_Flags::Dont_change_orientation]))
&& (B->flags[Object::Object_Flags::Immobile] || (B->flags[Object::Object_Flags::Dont_change_position] && B->flags[Object::Object_Flags::Dont_change_orientation])) )
return;
// Make sure you're not checking a parent with it's kid or vicy-versy
if ( reject_obj_pair_on_parent(A,B) ) {
return;
}
Assert( A->type < 127 );
Assert( B->type < 127 );
uint 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):
check_collision = collide_asteroid_weapon;
break;
case COLLISION_OF(OBJ_WEAPON, OBJ_ASTEROID):
swapped = 1;
check_collision = collide_asteroid_weapon;
break;
case COLLISION_OF(OBJ_ASTEROID, OBJ_SHIP):
check_collision = collide_asteroid_ship;
break;
case COLLISION_OF(OBJ_SHIP, OBJ_ASTEROID):
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 = &Weapon_info[Weapons[A->instance].weapon_info_index];
weapon_info* 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 ) {
std::swap(A,B);
}
bool valid = false;
uint key = (OBJ_INDEX(A) << collision_cache_bitshift) + OBJ_INDEX(B);
collider_pair* 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 ) {
// 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 {
// 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[Weapon::Info_Flags::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].signature == B->parent_sig) && (Objects[B->parent].flags[Object::Object_Flags::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].signature == B->parent_sig)
&& !(Objects[B->parent].flags[Object::Object_Flags::Player_ship])
&& (Ships[Objects[B->parent].instance].team == Ships[A->instance].team)
&& (Ship_info[Ships[A->instance].ship_info_index].is_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.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;
}
}
void obj_find_overlap_colliders(SCP_vector<int> &overlap_list_out, SCP_vector<int> &list, int axis, bool collide)
{
TRACE_SCOPE(tracing::FindOverlapColliders);
bool first_not_added = true;
SCP_vector<int> overlappers;
for (int in_index : list){
bool overlapped = false;
const float min = obj_get_collider_endpoint(in_index, axis, true);
for (size_t j = 0; j < overlappers.size(); ) {
const float 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[in_index], &Objects[overlappers[j]]);
}
} else {
overlappers[j] = overlappers.back();
overlappers.pop_back();
continue;
}
++j;
}
if ( overlappers.empty() ) {
first_not_added = true;
}
if ( overlapped ) {
overlap_list_out.push_back(in_index);
}
overlappers.push_back(in_index);
}
}
} //anon namespace
// used only in obj_sort_and_collide()
static SCP_vector<int> sort_list_y;
static SCP_vector<int> sort_list_z;
void obj_sort_and_collide(SCP_vector<int>* Collision_list)
{
if (Cmdline_dis_collisions)
return;
if ( !(Game_detail_flags & DETAIL_FLAG_COLLISION) )
return;
if (!Collision_cache_stale_objects.empty()) {
obj_collide_retime_stale_pairs();
}
// the main use case is to go through the main Collision detection list, so use that if
// nothing is defined.
if (Collision_list == nullptr) {
Collision_list = &Collision_sort_list;
}
sort_list_y.clear();
{
TRACE_SCOPE(tracing::SortColliders);
obj_quicksort_colliders(Collision_list, 0, (int)(Collision_list->size() - 1), 0);
}
obj_find_overlap_colliders(sort_list_y, *Collision_list, 0, false);
sort_list_z.clear();
{
TRACE_SCOPE(tracing::SortColliders);
obj_quicksort_colliders(&sort_list_y, 0, (int)(sort_list_y.size() - 1), 1);
}
obj_find_overlap_colliders(sort_list_z, sort_list_y, 1, false);
sort_list_y.clear();
{
TRACE_SCOPE(tracing::SortColliders);
obj_quicksort_colliders(&sort_list_z, 0, (int)(sort_list_z.size() - 1), 2);
}
obj_find_overlap_colliders(sort_list_y, sort_list_z, 2, true);
}
void collide_apply_gravity_flags_weapons() {
for (object* obj = GET_FIRST(&obj_used_list); obj != END_OF_LIST(&obj_used_list); obj = GET_NEXT(obj)) {
if (obj->type != OBJ_WEAPON || obj->flags[Object::Object_Flags::Should_be_dead])
continue;
weapon* wp = &Weapons[obj->instance];
weapon_info* wip = &Weapon_info[wp->weapon_info_index];
if (!wip->is_homing() || (wp->weapon_flags[Weapon::Weapon_Flags::No_homing])) {
// homing weapons dont get any gravity stuff
if (wip->acceleration_time <= 0.0f || Missiontime - wp->creation_time >= fl2f(wip->acceleration_time)) {
// if the weapon doesn't accelerate, or has finished accelerating...
if (The_mission.gravity == vmd_zero_vector || obj->phys_info.gravity_const == 0.0f) {
obj->phys_info.flags |= PF_CONST_VEL;
obj->phys_info.flags &= ~PF_BALLISTIC;
}
else {
obj->phys_info.flags |= PF_BALLISTIC;
obj->phys_info.flags &= ~PF_CONST_VEL;
}
}
}
}
}