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Diffstat (limited to 'libraries/ode-0.9/OPCODE/OPC_PlanesCollider.cpp')
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1 files changed, 0 insertions, 653 deletions
diff --git a/libraries/ode-0.9/OPCODE/OPC_PlanesCollider.cpp b/libraries/ode-0.9/OPCODE/OPC_PlanesCollider.cpp deleted file mode 100644 index 60d7f9c..0000000 --- a/libraries/ode-0.9/OPCODE/OPC_PlanesCollider.cpp +++ /dev/null | |||
@@ -1,653 +0,0 @@ | |||
1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /* | ||
3 | * OPCODE - Optimized Collision Detection | ||
4 | * Copyright (C) 2001 Pierre Terdiman | ||
5 | * Homepage: http://www.codercorner.com/Opcode.htm | ||
6 | */ | ||
7 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
8 | |||
9 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
10 | /** | ||
11 | * Contains code for a planes collider. | ||
12 | * \file OPC_PlanesCollider.cpp | ||
13 | * \author Pierre Terdiman | ||
14 | * \date January, 1st, 2002 | ||
15 | */ | ||
16 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
19 | /** | ||
20 | * Contains a Planes-vs-tree collider. | ||
21 | * | ||
22 | * \class PlanesCollider | ||
23 | * \author Pierre Terdiman | ||
24 | * \version 1.3 | ||
25 | * \date January, 1st, 2002 | ||
26 | */ | ||
27 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
30 | // Precompiled Header | ||
31 | #include "Stdafx.h" | ||
32 | |||
33 | using namespace Opcode; | ||
34 | |||
35 | #include "OPC_PlanesAABBOverlap.h" | ||
36 | #include "OPC_PlanesTriOverlap.h" | ||
37 | |||
38 | #define SET_CONTACT(prim_index, flag) \ | ||
39 | /* Set contact status */ \ | ||
40 | mFlags |= flag; \ | ||
41 | mTouchedPrimitives->Add(udword(prim_index)); | ||
42 | |||
43 | //! Planes-triangle test | ||
44 | #define PLANES_PRIM(prim_index, flag) \ | ||
45 | /* Request vertices from the app */ \ | ||
46 | mIMesh->GetTriangle(mVP, prim_index); \ | ||
47 | /* Perform triangle-box overlap test */ \ | ||
48 | if(PlanesTriOverlap(clip_mask)) \ | ||
49 | { \ | ||
50 | SET_CONTACT(prim_index, flag) \ | ||
51 | } | ||
52 | |||
53 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
54 | /** | ||
55 | * Constructor. | ||
56 | */ | ||
57 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
58 | PlanesCollider::PlanesCollider() : | ||
59 | mPlanes (null), | ||
60 | mNbPlanes (0) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
65 | /** | ||
66 | * Destructor. | ||
67 | */ | ||
68 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
69 | PlanesCollider::~PlanesCollider() | ||
70 | { | ||
71 | DELETEARRAY(mPlanes); | ||
72 | } | ||
73 | |||
74 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
75 | /** | ||
76 | * Validates current settings. You should call this method after all the settings and callbacks have been defined. | ||
77 | * \return null if everything is ok, else a string describing the problem | ||
78 | */ | ||
79 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
80 | const char* PlanesCollider::ValidateSettings() | ||
81 | { | ||
82 | if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!"; | ||
83 | |||
84 | return VolumeCollider::ValidateSettings(); | ||
85 | } | ||
86 | |||
87 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
88 | /** | ||
89 | * Generic collision query for generic OPCODE models. After the call, access the results: | ||
90 | * - with GetContactStatus() | ||
91 | * - with GetNbTouchedPrimitives() | ||
92 | * - with GetTouchedPrimitives() | ||
93 | * | ||
94 | * \param cache [in/out] a planes cache | ||
95 | * \param planes [in] list of planes in world space | ||
96 | * \param nb_planes [in] number of planes | ||
97 | * \param model [in] Opcode model to collide with | ||
98 | * \param worldm [in] model's world matrix, or null | ||
99 | * \return true if success | ||
100 | * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. | ||
101 | */ | ||
102 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
103 | bool PlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const Model& model, const Matrix4x4* worldm) | ||
104 | { | ||
105 | // Checkings | ||
106 | if(!Setup(&model)) return false; | ||
107 | |||
108 | // Init collision query | ||
109 | if(InitQuery(cache, planes, nb_planes, worldm)) return true; | ||
110 | |||
111 | udword PlaneMask = (1<<nb_planes)-1; | ||
112 | |||
113 | if(!model.HasLeafNodes()) | ||
114 | { | ||
115 | if(model.IsQuantized()) | ||
116 | { | ||
117 | const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); | ||
118 | |||
119 | // Setup dequantization coeffs | ||
120 | mCenterCoeff = Tree->mCenterCoeff; | ||
121 | mExtentsCoeff = Tree->mExtentsCoeff; | ||
122 | |||
123 | // Perform collision query | ||
124 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
125 | else _Collide(Tree->GetNodes(), PlaneMask); | ||
126 | } | ||
127 | else | ||
128 | { | ||
129 | const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); | ||
130 | |||
131 | // Perform collision query | ||
132 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
133 | else _Collide(Tree->GetNodes(), PlaneMask); | ||
134 | } | ||
135 | } | ||
136 | else | ||
137 | { | ||
138 | if(model.IsQuantized()) | ||
139 | { | ||
140 | const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); | ||
141 | |||
142 | // Setup dequantization coeffs | ||
143 | mCenterCoeff = Tree->mCenterCoeff; | ||
144 | mExtentsCoeff = Tree->mExtentsCoeff; | ||
145 | |||
146 | // Perform collision query | ||
147 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
148 | else _Collide(Tree->GetNodes(), PlaneMask); | ||
149 | } | ||
150 | else | ||
151 | { | ||
152 | const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); | ||
153 | |||
154 | // Perform collision query | ||
155 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
156 | else _Collide(Tree->GetNodes(), PlaneMask); | ||
157 | } | ||
158 | } | ||
159 | return true; | ||
160 | } | ||
161 | |||
162 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
163 | /** | ||
164 | * Initializes a collision query : | ||
165 | * - reset stats & contact status | ||
166 | * - compute planes in model space | ||
167 | * - check temporal coherence | ||
168 | * | ||
169 | * \param cache [in/out] a planes cache | ||
170 | * \param planes [in] list of planes | ||
171 | * \param nb_planes [in] number of planes | ||
172 | * \param worldm [in] model's world matrix, or null | ||
173 | * \return TRUE if we can return immediately | ||
174 | * \warning SCALE NOT SUPPORTED. The matrix must contain rotation & translation parts only. | ||
175 | */ | ||
176 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
177 | BOOL PlanesCollider::InitQuery(PlanesCache& cache, const Plane* planes, udword nb_planes, const Matrix4x4* worldm) | ||
178 | { | ||
179 | // 1) Call the base method | ||
180 | VolumeCollider::InitQuery(); | ||
181 | |||
182 | // 2) Compute planes in model space | ||
183 | if(nb_planes>mNbPlanes) | ||
184 | { | ||
185 | DELETEARRAY(mPlanes); | ||
186 | mPlanes = new Plane[nb_planes]; | ||
187 | } | ||
188 | mNbPlanes = nb_planes; | ||
189 | |||
190 | if(worldm) | ||
191 | { | ||
192 | Matrix4x4 InvWorldM; | ||
193 | InvertPRMatrix(InvWorldM, *worldm); | ||
194 | |||
195 | // for(udword i=0;i<nb_planes;i++) mPlanes[i] = planes[i] * InvWorldM; | ||
196 | for(udword i=0;i<nb_planes;i++) TransformPlane(mPlanes[i], planes[i], InvWorldM); | ||
197 | } | ||
198 | else CopyMemory(mPlanes, planes, nb_planes*sizeof(Plane)); | ||
199 | |||
200 | // 3) Setup destination pointer | ||
201 | mTouchedPrimitives = &cache.TouchedPrimitives; | ||
202 | |||
203 | // 4) Special case: 1-triangle meshes [Opcode 1.3] | ||
204 | if(mCurrentModel && mCurrentModel->HasSingleNode()) | ||
205 | { | ||
206 | if(!SkipPrimitiveTests()) | ||
207 | { | ||
208 | // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0. | ||
209 | mTouchedPrimitives->Reset(); | ||
210 | |||
211 | // Perform overlap test between the unique triangle and the planes (and set contact status if needed) | ||
212 | udword clip_mask = (1<<mNbPlanes)-1; | ||
213 | PLANES_PRIM(udword(0), OPC_CONTACT) | ||
214 | |||
215 | // Return immediately regardless of status | ||
216 | return TRUE; | ||
217 | } | ||
218 | } | ||
219 | |||
220 | // 4) Check temporal coherence: | ||
221 | if(TemporalCoherenceEnabled()) | ||
222 | { | ||
223 | // Here we use temporal coherence | ||
224 | // => check results from previous frame before performing the collision query | ||
225 | if(FirstContactEnabled()) | ||
226 | { | ||
227 | // We're only interested in the first contact found => test the unique previously touched face | ||
228 | if(mTouchedPrimitives->GetNbEntries()) | ||
229 | { | ||
230 | // Get index of previously touched face = the first entry in the array | ||
231 | udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0); | ||
232 | |||
233 | // Then reset the array: | ||
234 | // - if the overlap test below is successful, the index we'll get added back anyway | ||
235 | // - if it isn't, then the array should be reset anyway for the normal query | ||
236 | mTouchedPrimitives->Reset(); | ||
237 | |||
238 | // Perform overlap test between the cached triangle and the planes (and set contact status if needed) | ||
239 | udword clip_mask = (1<<mNbPlanes)-1; | ||
240 | PLANES_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT) | ||
241 | |||
242 | // Return immediately if possible | ||
243 | if(GetContactStatus()) return TRUE; | ||
244 | } | ||
245 | // else no face has been touched during previous query | ||
246 | // => we'll have to perform a normal query | ||
247 | } | ||
248 | else mTouchedPrimitives->Reset(); | ||
249 | } | ||
250 | else | ||
251 | { | ||
252 | // Here we don't use temporal coherence => do a normal query | ||
253 | mTouchedPrimitives->Reset(); | ||
254 | } | ||
255 | |||
256 | return FALSE; | ||
257 | } | ||
258 | |||
259 | #define TEST_CLIP_MASK \ | ||
260 | /* If the box is completely included, so are its children. We don't need to do extra tests, we */ \ | ||
261 | /* can immediately output a list of visible children. Those ones won't need to be clipped. */ \ | ||
262 | if(!OutClipMask) \ | ||
263 | { \ | ||
264 | /* Set contact status */ \ | ||
265 | mFlags |= OPC_CONTACT; \ | ||
266 | _Dump(node); \ | ||
267 | return; \ | ||
268 | } | ||
269 | |||
270 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
271 | /** | ||
272 | * Recursive collision query for normal AABB trees. | ||
273 | * \param node [in] current collision node | ||
274 | */ | ||
275 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
276 | void PlanesCollider::_Collide(const AABBCollisionNode* node, udword clip_mask) | ||
277 | { | ||
278 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
279 | udword OutClipMask; | ||
280 | if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return; | ||
281 | |||
282 | TEST_CLIP_MASK | ||
283 | |||
284 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
285 | if(node->IsLeaf()) | ||
286 | { | ||
287 | PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT) | ||
288 | } | ||
289 | else | ||
290 | { | ||
291 | _Collide(node->GetPos(), OutClipMask); | ||
292 | |||
293 | if(ContactFound()) return; | ||
294 | |||
295 | _Collide(node->GetNeg(), OutClipMask); | ||
296 | } | ||
297 | } | ||
298 | |||
299 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
300 | /** | ||
301 | * Recursive collision query for normal AABB trees. | ||
302 | * \param node [in] current collision node | ||
303 | */ | ||
304 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
305 | void PlanesCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node, udword clip_mask) | ||
306 | { | ||
307 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
308 | udword OutClipMask; | ||
309 | if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return; | ||
310 | |||
311 | TEST_CLIP_MASK | ||
312 | |||
313 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
314 | if(node->IsLeaf()) | ||
315 | { | ||
316 | SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) | ||
317 | } | ||
318 | else | ||
319 | { | ||
320 | _CollideNoPrimitiveTest(node->GetPos(), OutClipMask); | ||
321 | |||
322 | if(ContactFound()) return; | ||
323 | |||
324 | _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask); | ||
325 | } | ||
326 | } | ||
327 | |||
328 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
329 | /** | ||
330 | * Recursive collision query for quantized AABB trees. | ||
331 | * \param node [in] current collision node | ||
332 | */ | ||
333 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
334 | void PlanesCollider::_Collide(const AABBQuantizedNode* node, udword clip_mask) | ||
335 | { | ||
336 | // Dequantize box | ||
337 | const QuantizedAABB& Box = node->mAABB; | ||
338 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); | ||
339 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); | ||
340 | |||
341 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
342 | udword OutClipMask; | ||
343 | if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return; | ||
344 | |||
345 | TEST_CLIP_MASK | ||
346 | |||
347 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
348 | if(node->IsLeaf()) | ||
349 | { | ||
350 | PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT) | ||
351 | } | ||
352 | else | ||
353 | { | ||
354 | _Collide(node->GetPos(), OutClipMask); | ||
355 | |||
356 | if(ContactFound()) return; | ||
357 | |||
358 | _Collide(node->GetNeg(), OutClipMask); | ||
359 | } | ||
360 | } | ||
361 | |||
362 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
363 | /** | ||
364 | * Recursive collision query for quantized AABB trees. | ||
365 | * \param node [in] current collision node | ||
366 | */ | ||
367 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
368 | void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node, udword clip_mask) | ||
369 | { | ||
370 | // Dequantize box | ||
371 | const QuantizedAABB& Box = node->mAABB; | ||
372 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); | ||
373 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); | ||
374 | |||
375 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
376 | udword OutClipMask; | ||
377 | if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return; | ||
378 | |||
379 | TEST_CLIP_MASK | ||
380 | |||
381 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
382 | if(node->IsLeaf()) | ||
383 | { | ||
384 | SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) | ||
385 | } | ||
386 | else | ||
387 | { | ||
388 | _CollideNoPrimitiveTest(node->GetPos(), OutClipMask); | ||
389 | |||
390 | if(ContactFound()) return; | ||
391 | |||
392 | _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask); | ||
393 | } | ||
394 | } | ||
395 | |||
396 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
397 | /** | ||
398 | * Recursive collision query for no-leaf AABB trees. | ||
399 | * \param node [in] current collision node | ||
400 | */ | ||
401 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
402 | void PlanesCollider::_Collide(const AABBNoLeafNode* node, udword clip_mask) | ||
403 | { | ||
404 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
405 | udword OutClipMask; | ||
406 | if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return; | ||
407 | |||
408 | TEST_CLIP_MASK | ||
409 | |||
410 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
411 | if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } | ||
412 | else _Collide(node->GetPos(), OutClipMask); | ||
413 | |||
414 | if(ContactFound()) return; | ||
415 | |||
416 | if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } | ||
417 | else _Collide(node->GetNeg(), OutClipMask); | ||
418 | } | ||
419 | |||
420 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
421 | /** | ||
422 | * Recursive collision query for no-leaf AABB trees. | ||
423 | * \param node [in] current collision node | ||
424 | */ | ||
425 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
426 | void PlanesCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node, udword clip_mask) | ||
427 | { | ||
428 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
429 | udword OutClipMask; | ||
430 | if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return; | ||
431 | |||
432 | TEST_CLIP_MASK | ||
433 | |||
434 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
435 | if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } | ||
436 | else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask); | ||
437 | |||
438 | if(ContactFound()) return; | ||
439 | |||
440 | if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } | ||
441 | else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask); | ||
442 | } | ||
443 | |||
444 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
445 | /** | ||
446 | * Recursive collision query for quantized no-leaf AABB trees. | ||
447 | * \param node [in] current collision node | ||
448 | */ | ||
449 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
450 | void PlanesCollider::_Collide(const AABBQuantizedNoLeafNode* node, udword clip_mask) | ||
451 | { | ||
452 | // Dequantize box | ||
453 | const QuantizedAABB& Box = node->mAABB; | ||
454 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); | ||
455 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); | ||
456 | |||
457 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
458 | udword OutClipMask; | ||
459 | if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return; | ||
460 | |||
461 | TEST_CLIP_MASK | ||
462 | |||
463 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
464 | if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } | ||
465 | else _Collide(node->GetPos(), OutClipMask); | ||
466 | |||
467 | if(ContactFound()) return; | ||
468 | |||
469 | if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } | ||
470 | else _Collide(node->GetNeg(), OutClipMask); | ||
471 | } | ||
472 | |||
473 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
474 | /** | ||
475 | * Recursive collision query for quantized no-leaf AABB trees. | ||
476 | * \param node [in] current collision node | ||
477 | */ | ||
478 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
479 | void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node, udword clip_mask) | ||
480 | { | ||
481 | // Dequantize box | ||
482 | const QuantizedAABB& Box = node->mAABB; | ||
483 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); | ||
484 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); | ||
485 | |||
486 | // Test the box against the planes. If the box is completely culled, so are its children, hence we exit. | ||
487 | udword OutClipMask; | ||
488 | if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return; | ||
489 | |||
490 | TEST_CLIP_MASK | ||
491 | |||
492 | // Else the box straddles one or several planes, so we need to recurse down the tree. | ||
493 | if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } | ||
494 | else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask); | ||
495 | |||
496 | if(ContactFound()) return; | ||
497 | |||
498 | if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } | ||
499 | else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask); | ||
500 | } | ||
501 | |||
502 | |||
503 | |||
504 | |||
505 | |||
506 | |||
507 | |||
508 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
509 | /** | ||
510 | * Constructor. | ||
511 | */ | ||
512 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
513 | HybridPlanesCollider::HybridPlanesCollider() | ||
514 | { | ||
515 | } | ||
516 | |||
517 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
518 | /** | ||
519 | * Destructor. | ||
520 | */ | ||
521 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
522 | HybridPlanesCollider::~HybridPlanesCollider() | ||
523 | { | ||
524 | } | ||
525 | |||
526 | bool HybridPlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const HybridModel& model, const Matrix4x4* worldm) | ||
527 | { | ||
528 | // We don't want primitive tests here! | ||
529 | mFlags |= OPC_NO_PRIMITIVE_TESTS; | ||
530 | |||
531 | // Checkings | ||
532 | if(!Setup(&model)) return false; | ||
533 | |||
534 | // Init collision query | ||
535 | if(InitQuery(cache, planes, nb_planes, worldm)) return true; | ||
536 | |||
537 | // Special case for 1-leaf trees | ||
538 | if(mCurrentModel && mCurrentModel->HasSingleNode()) | ||
539 | { | ||
540 | // Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles | ||
541 | udword Nb = mIMesh->GetNbTriangles(); | ||
542 | |||
543 | // Loop through all triangles | ||
544 | udword clip_mask = (1<<mNbPlanes)-1; | ||
545 | for(udword i=0;i<Nb;i++) | ||
546 | { | ||
547 | PLANES_PRIM(i, OPC_CONTACT) | ||
548 | } | ||
549 | return true; | ||
550 | } | ||
551 | |||
552 | // Override destination array since we're only going to get leaf boxes here | ||
553 | mTouchedBoxes.Reset(); | ||
554 | mTouchedPrimitives = &mTouchedBoxes; | ||
555 | |||
556 | udword PlaneMask = (1<<nb_planes)-1; | ||
557 | |||
558 | // Now, do the actual query against leaf boxes | ||
559 | if(!model.HasLeafNodes()) | ||
560 | { | ||
561 | if(model.IsQuantized()) | ||
562 | { | ||
563 | const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); | ||
564 | |||
565 | // Setup dequantization coeffs | ||
566 | mCenterCoeff = Tree->mCenterCoeff; | ||
567 | mExtentsCoeff = Tree->mExtentsCoeff; | ||
568 | |||
569 | // Perform collision query - we don't want primitive tests here! | ||
570 | _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
571 | } | ||
572 | else | ||
573 | { | ||
574 | const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); | ||
575 | |||
576 | // Perform collision query - we don't want primitive tests here! | ||
577 | _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
578 | } | ||
579 | } | ||
580 | else | ||
581 | { | ||
582 | if(model.IsQuantized()) | ||
583 | { | ||
584 | const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); | ||
585 | |||
586 | // Setup dequantization coeffs | ||
587 | mCenterCoeff = Tree->mCenterCoeff; | ||
588 | mExtentsCoeff = Tree->mExtentsCoeff; | ||
589 | |||
590 | // Perform collision query - we don't want primitive tests here! | ||
591 | _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
592 | } | ||
593 | else | ||
594 | { | ||
595 | const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); | ||
596 | |||
597 | // Perform collision query - we don't want primitive tests here! | ||
598 | _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask); | ||
599 | } | ||
600 | } | ||
601 | |||
602 | // We only have a list of boxes so far | ||
603 | if(GetContactStatus()) | ||
604 | { | ||
605 | // Reset contact status, since it currently only reflects collisions with leaf boxes | ||
606 | Collider::InitQuery(); | ||
607 | |||
608 | // Change dest container so that we can use built-in overlap tests and get collided primitives | ||
609 | cache.TouchedPrimitives.Reset(); | ||
610 | mTouchedPrimitives = &cache.TouchedPrimitives; | ||
611 | |||
612 | // Read touched leaf boxes | ||
613 | udword Nb = mTouchedBoxes.GetNbEntries(); | ||
614 | const udword* Touched = mTouchedBoxes.GetEntries(); | ||
615 | |||
616 | const LeafTriangles* LT = model.GetLeafTriangles(); | ||
617 | const udword* Indices = model.GetIndices(); | ||
618 | |||
619 | // Loop through touched leaves | ||
620 | udword clip_mask = (1<<mNbPlanes)-1; | ||
621 | while(Nb--) | ||
622 | { | ||
623 | const LeafTriangles& CurrentLeaf = LT[*Touched++]; | ||
624 | |||
625 | // Each leaf box has a set of triangles | ||
626 | udword NbTris = CurrentLeaf.GetNbTriangles(); | ||
627 | if(Indices) | ||
628 | { | ||
629 | const udword* T = &Indices[CurrentLeaf.GetTriangleIndex()]; | ||
630 | |||
631 | // Loop through triangles and test each of them | ||
632 | while(NbTris--) | ||
633 | { | ||
634 | udword TriangleIndex = *T++; | ||
635 | PLANES_PRIM(TriangleIndex, OPC_CONTACT) | ||
636 | } | ||
637 | } | ||
638 | else | ||
639 | { | ||
640 | udword BaseIndex = CurrentLeaf.GetTriangleIndex(); | ||
641 | |||
642 | // Loop through triangles and test each of them | ||
643 | while(NbTris--) | ||
644 | { | ||
645 | udword TriangleIndex = BaseIndex++; | ||
646 | PLANES_PRIM(TriangleIndex, OPC_CONTACT) | ||
647 | } | ||
648 | } | ||
649 | } | ||
650 | } | ||
651 | |||
652 | return true; | ||
653 | } | ||