Files
fs2open.github.com/code/object/objcollide.cpp
T
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00

1674 lines
47 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"
//#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<int> 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_unordered_map<uint, collider_pair> Collision_cached_pairs;
class 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( 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[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
if ((A->flags[Object::Object_Flags::Immobile]) && (B->flags[Object::Object_Flags::Immobile])) return; // Two immobile objects will never collide with each other
// 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[Object::Object_Flags::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[Object::Object_Flags::Player_ship] ) {
check_collision = collide_asteroid_weapon;
// }
break;
case COLLISION_OF(OBJ_ASTEROID, OBJ_SHIP):
// Only check collisions with player ships
// if ( B->flags[Object::Object_Flags::Player_ship] ) {
check_collision = collide_asteroid_ship;
// }
break;
case COLLISION_OF(OBJ_SHIP, OBJ_ASTEROID):
// Only check collisions with player ships
// if ( A->flags[Object::Object_Flags::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[Weapon::Info_Flags::Bomb] ) {
check_collision = collide_weapon_weapon;
}
} else if (bwip->subtype == WP_LASER) {
if ( awip->wi_flags[Weapon::Info_Flags::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[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...
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].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)) )
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) ) {
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 = (int)(pair_free_list.next - old_pairs_ptr);
int prev_used_mark = (int)(pair_used_list.next - old_pairs_ptr);
Obj_pairs = (obj_pair*) vm_realloc( 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 = (int)(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)
{
vec3d prev_pos;
vec3d hitpos;
int ret;
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 {
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, &prev_pos, &A->pos, &B->pos);
if (r < 0) {
nearest_point = prev_pos;
} else if (r > 1) {
nearest_point = A->pos;
}
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)
{
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[Weapon::Info_Flags::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
//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
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[Weapon::Info_Flags::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_dot( &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].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 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_unordered_map<uint, collider_pair>::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 - Object::Object_Flags::Not_in_coll;
CheckObjects[obj_index].parent_sig = objp->parent_sig;
CheckObjects[obj_index].parent_type = objp->parent_type;
#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
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.set(Object::Object_Flags::Not_in_coll);
}
void obj_reset_colliders()
{
Collision_sort_list.clear();
Collision_cached_pairs.clear();
}
void obj_collide_retime_cached_pairs(int checkdly)
{
SCP_unordered_map<uint, collider_pair>::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<int> sort_list_y;
SCP_vector<int> sort_list_z;
sort_list_y.clear();
{
TRACE_SCOPE(tracing::SortColliders);
obj_quicksort_colliders(&Collision_sort_list, 0, (int)(Collision_sort_list.size() - 1), 0);
}
obj_find_overlap_colliders(&sort_list_y, &Collision_sort_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 obj_find_overlap_colliders(SCP_vector<int> *overlap_list_out, SCP_vector<int> *list, int axis, bool collide)
{
TRACE_SCOPE(tracing::FindOverlapColliders);
size_t i, j;
bool overlapped;
bool first_not_added = true;
SCP_vector<int> overlappers;
float min;
float overlap_max;
overlappers.clear();
for ( i = 0; i < (*list).size(); ++i ) {
overlapped = false;
min = obj_get_collider_endpoint((*list)[i], axis, true);
for ( j = 0; j < overlappers.size(); ) {
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.empty() ) {
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<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;
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)
{
TRACE_SCOPE(tracing::CollidePair);
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[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
if ((A->flags[Object::Object_Flags::Immobile]) && (B->flags[Object::Object_Flags::Immobile])) return; // Two immobile objects will never collide with each other
// 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[Object::Object_Flags::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[Object::Object_Flags::Player_ship] ) {
check_collision = collide_asteroid_weapon;
// }
break;
case COLLISION_OF(OBJ_ASTEROID, OBJ_SHIP):
// Only check collisions with player ships
// if ( B->flags[Object::Object_Flags::Player_ship] ) {
check_collision = collide_asteroid_ship;
// }
break;
case COLLISION_OF(OBJ_SHIP, OBJ_ASTEROID):
// Only check collisions with player ships
// if ( A->flags[Object::Object_Flags::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[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.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;
}
}