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Diffstat (limited to 'libraries/ode-0.9/ode/src/collision_trimesh_ray.cpp')
-rw-r--r-- | libraries/ode-0.9/ode/src/collision_trimesh_ray.cpp | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/libraries/ode-0.9/ode/src/collision_trimesh_ray.cpp b/libraries/ode-0.9/ode/src/collision_trimesh_ray.cpp new file mode 100644 index 0000000..c0b97ca --- /dev/null +++ b/libraries/ode-0.9/ode/src/collision_trimesh_ray.cpp | |||
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1 | /************************************************************************* | ||
2 | * * | ||
3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * | ||
4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * | ||
5 | * * | ||
6 | * This library is free software; you can redistribute it and/or * | ||
7 | * modify it under the terms of EITHER: * | ||
8 | * (1) The GNU Lesser General Public License as published by the Free * | ||
9 | * Software Foundation; either version 2.1 of the License, or (at * | ||
10 | * your option) any later version. The text of the GNU Lesser * | ||
11 | * General Public License is included with this library in the * | ||
12 | * file LICENSE.TXT. * | ||
13 | * (2) The BSD-style license that is included with this library in * | ||
14 | * the file LICENSE-BSD.TXT. * | ||
15 | * * | ||
16 | * This library is distributed in the hope that it will be useful, * | ||
17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * | ||
18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * | ||
19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * | ||
20 | * * | ||
21 | *************************************************************************/ | ||
22 | |||
23 | // TriMesh code by Erwin de Vries. | ||
24 | |||
25 | #include <ode/collision.h> | ||
26 | #include <ode/matrix.h> | ||
27 | #include <ode/rotation.h> | ||
28 | #include <ode/odemath.h> | ||
29 | |||
30 | #if dTRIMESH_ENABLED | ||
31 | |||
32 | #include "collision_util.h" | ||
33 | |||
34 | #define TRIMESH_INTERNAL | ||
35 | #include "collision_trimesh_internal.h" | ||
36 | |||
37 | #if dTRIMESH_OPCODE | ||
38 | int dCollideRTL(dxGeom* g1, dxGeom* RayGeom, int Flags, dContactGeom* Contacts, int Stride){ | ||
39 | dIASSERT (Stride >= (int)sizeof(dContactGeom)); | ||
40 | dIASSERT (g1->type == dTriMeshClass); | ||
41 | dIASSERT (RayGeom->type == dRayClass); | ||
42 | dIASSERT ((Flags & NUMC_MASK) >= 1); | ||
43 | |||
44 | dxTriMesh* TriMesh = (dxTriMesh*)g1; | ||
45 | |||
46 | const dVector3& TLPosition = *(const dVector3*)dGeomGetPosition(TriMesh); | ||
47 | const dMatrix3& TLRotation = *(const dMatrix3*)dGeomGetRotation(TriMesh); | ||
48 | |||
49 | RayCollider& Collider = TriMesh->_RayCollider; | ||
50 | |||
51 | dReal Length = dGeomRayGetLength(RayGeom); | ||
52 | |||
53 | int FirstContact, BackfaceCull; | ||
54 | dGeomRayGetParams(RayGeom, &FirstContact, &BackfaceCull); | ||
55 | int ClosestHit = dGeomRayGetClosestHit(RayGeom); | ||
56 | |||
57 | Collider.SetFirstContact(FirstContact != 0); | ||
58 | Collider.SetClosestHit(ClosestHit != 0); | ||
59 | Collider.SetCulling(BackfaceCull != 0); | ||
60 | Collider.SetMaxDist(Length); | ||
61 | |||
62 | dVector3 Origin, Direction; | ||
63 | dGeomRayGet(RayGeom, Origin, Direction); | ||
64 | |||
65 | /* Make Ray */ | ||
66 | Ray WorldRay; | ||
67 | WorldRay.mOrig.x = Origin[0]; | ||
68 | WorldRay.mOrig.y = Origin[1]; | ||
69 | WorldRay.mOrig.z = Origin[2]; | ||
70 | WorldRay.mDir.x = Direction[0]; | ||
71 | WorldRay.mDir.y = Direction[1]; | ||
72 | WorldRay.mDir.z = Direction[2]; | ||
73 | |||
74 | /* Intersect */ | ||
75 | Matrix4x4 amatrix; | ||
76 | int TriCount = 0; | ||
77 | if (Collider.Collide(WorldRay, TriMesh->Data->BVTree, &MakeMatrix(TLPosition, TLRotation, amatrix))) { | ||
78 | TriCount = TriMesh->Faces.GetNbFaces(); | ||
79 | } | ||
80 | |||
81 | if (TriCount == 0) { | ||
82 | return 0; | ||
83 | } | ||
84 | |||
85 | const CollisionFace* Faces = TriMesh->Faces.GetFaces(); | ||
86 | |||
87 | int OutTriCount = 0; | ||
88 | for (int i = 0; i < TriCount; i++) { | ||
89 | if (TriMesh->RayCallback == null || | ||
90 | TriMesh->RayCallback(TriMesh, RayGeom, Faces[i].mFaceID, | ||
91 | Faces[i].mU, Faces[i].mV)) { | ||
92 | const int& TriIndex = Faces[i].mFaceID; | ||
93 | if (!Callback(TriMesh, RayGeom, TriIndex)) { | ||
94 | continue; | ||
95 | } | ||
96 | |||
97 | dContactGeom* Contact = SAFECONTACT(Flags, Contacts, OutTriCount, Stride); | ||
98 | |||
99 | dVector3 dv[3]; | ||
100 | FetchTriangle(TriMesh, TriIndex, TLPosition, TLRotation, dv); | ||
101 | |||
102 | // No sense to save on single type conversion in algorithm of this size. | ||
103 | // If there would be a custom typedef for distance type it could be used | ||
104 | // instead of dReal. However using float directly is the loss of abstraction | ||
105 | // and possible loss of precision in future. | ||
106 | /*float*/ dReal T = Faces[i].mDistance; | ||
107 | Contact->pos[0] = Origin[0] + (Direction[0] * T); | ||
108 | Contact->pos[1] = Origin[1] + (Direction[1] * T); | ||
109 | Contact->pos[2] = Origin[2] + (Direction[2] * T); | ||
110 | Contact->pos[3] = REAL(0.0); | ||
111 | |||
112 | dVector3 vu; | ||
113 | vu[0] = dv[1][0] - dv[0][0]; | ||
114 | vu[1] = dv[1][1] - dv[0][1]; | ||
115 | vu[2] = dv[1][2] - dv[0][2]; | ||
116 | vu[3] = REAL(0.0); | ||
117 | |||
118 | dVector3 vv; | ||
119 | vv[0] = dv[2][0] - dv[0][0]; | ||
120 | vv[1] = dv[2][1] - dv[0][1]; | ||
121 | vv[2] = dv[2][2] - dv[0][2]; | ||
122 | vv[3] = REAL(0.0); | ||
123 | |||
124 | dCROSS(Contact->normal, =, vv, vu); // Reversed | ||
125 | |||
126 | dNormalize3(Contact->normal); | ||
127 | |||
128 | Contact->depth = T; | ||
129 | Contact->g1 = TriMesh; | ||
130 | Contact->g2 = RayGeom; | ||
131 | |||
132 | OutTriCount++; | ||
133 | |||
134 | // Putting "break" at the end of loop prevents unnecessary checks on first pass and "continue" | ||
135 | if (OutTriCount >= (Flags & NUMC_MASK)) { | ||
136 | break; | ||
137 | } | ||
138 | } | ||
139 | } | ||
140 | return OutTriCount; | ||
141 | } | ||
142 | #endif // dTRIMESH_OPCODE | ||
143 | |||
144 | #if dTRIMESH_GIMPACT | ||
145 | int dCollideRTL(dxGeom* g1, dxGeom* RayGeom, int Flags, dContactGeom* Contacts, int Stride) | ||
146 | { | ||
147 | dIASSERT (Stride >= (int)sizeof(dContactGeom)); | ||
148 | dIASSERT (g1->type == dTriMeshClass); | ||
149 | dIASSERT (RayGeom->type == dRayClass); | ||
150 | dIASSERT ((Flags & NUMC_MASK) >= 1); | ||
151 | |||
152 | dxTriMesh* TriMesh = (dxTriMesh*)g1; | ||
153 | |||
154 | dReal Length = dGeomRayGetLength(RayGeom); | ||
155 | int FirstContact, BackfaceCull; | ||
156 | dGeomRayGetParams(RayGeom, &FirstContact, &BackfaceCull); | ||
157 | int ClosestHit = dGeomRayGetClosestHit(RayGeom); | ||
158 | dVector3 Origin, Direction; | ||
159 | dGeomRayGet(RayGeom, Origin, Direction); | ||
160 | |||
161 | char intersect=0; | ||
162 | GIM_TRIANGLE_RAY_CONTACT_DATA contact_data; | ||
163 | |||
164 | if(ClosestHit) | ||
165 | { | ||
166 | intersect = gim_trimesh_ray_closest_collision(&TriMesh->m_collision_trimesh,Origin,Direction,Length,&contact_data); | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | intersect = gim_trimesh_ray_collision(&TriMesh->m_collision_trimesh,Origin,Direction,Length,&contact_data); | ||
171 | } | ||
172 | |||
173 | if(intersect == 0) | ||
174 | { | ||
175 | return 0; | ||
176 | } | ||
177 | |||
178 | int OutTriCount = 0; | ||
179 | |||
180 | if(!TriMesh->RayCallback || | ||
181 | TriMesh->RayCallback(TriMesh, RayGeom, contact_data.m_face_id, contact_data.u , contact_data.v)) | ||
182 | { | ||
183 | dContactGeom* Contact = SAFECONTACT(Flags, Contacts, (OutTriCount-1), Stride); | ||
184 | VEC_COPY(Contact->pos,contact_data.m_point); | ||
185 | VEC_COPY(Contact->normal,contact_data.m_normal); | ||
186 | Contact->depth = contact_data.tparam; | ||
187 | Contact->g1 = TriMesh; | ||
188 | Contact->g2 = RayGeom; | ||
189 | |||
190 | OutTriCount = 1; | ||
191 | } | ||
192 | |||
193 | return OutTriCount; | ||
194 | } | ||
195 | #endif // dTRIMESH_GIMPACT | ||
196 | |||
197 | #endif // dTRIMESH_ENABLED | ||
198 | |||