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author | Aki <please@ignore.pl> | 2022-01-30 17:44:05 +0100 |
---|---|---|
committer | Aki <please@ignore.pl> | 2022-01-30 17:44:05 +0100 |
commit | c01469dddabe404506ef3a64542e8423f9e11f2c (patch) | |
tree | 740f6e0e0811227a6e40aac51ba48057f1166b41 /Opcode/OPC_LSSCollider.cpp | |
parent | 51657e10769faa2617d546a06c42e4c62a19bb50 (diff) | |
download | starshatter-c01469dddabe404506ef3a64542e8423f9e11f2c.zip starshatter-c01469dddabe404506ef3a64542e8423f9e11f2c.tar.gz starshatter-c01469dddabe404506ef3a64542e8423f9e11f2c.tar.bz2 |
Converted Opcode and Ice into unix newlines format
Diffstat (limited to 'Opcode/OPC_LSSCollider.cpp')
-rw-r--r-- | Opcode/OPC_LSSCollider.cpp | 1450 |
1 files changed, 725 insertions, 725 deletions
diff --git a/Opcode/OPC_LSSCollider.cpp b/Opcode/OPC_LSSCollider.cpp index 3b4559e..35ec89a 100644 --- a/Opcode/OPC_LSSCollider.cpp +++ b/Opcode/OPC_LSSCollider.cpp @@ -1,725 +1,725 @@ -///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/*
- * OPCODE - Optimized Collision Detection
- * Copyright (C) 2001 Pierre Terdiman
- * Homepage: http://www.codercorner.com/Opcode.htm
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for an LSS collider.
- * \file OPC_LSSCollider.cpp
- * \author Pierre Terdiman
- * \date December, 28, 2002
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a lss-vs-tree collider.
- *
- * \class LSSCollider
- * \author Pierre Terdiman
- * \version 1.3
- * \date December, 28, 2002
-*/
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace Opcode;
-
-#include "OPC_LSSAABBOverlap.h"
-#include "OPC_LSSTriOverlap.h"
-
-#define SET_CONTACT(prim_index, flag) \
- /* Set contact status */ \
- mFlags |= flag; \
- mTouchedPrimitives->Add(prim_index);
-
-//! LSS-triangle overlap test
-#define LSS_PRIM(prim_index, flag) \
- /* Request vertices from the app */ \
- VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
- \
- /* Perform LSS-tri overlap test */ \
- if(LSSTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
- { \
- SET_CONTACT(prim_index, flag) \
- }
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Constructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-LSSCollider::LSSCollider()
-{
-// mCenter.Zero();
-// mRadius2 = 0.0f;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Destructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-LSSCollider::~LSSCollider()
-{
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Generic collision query for generic OPCODE models. After the call, access the results:
- * - with GetContactStatus()
- * - with GetNbTouchedPrimitives()
- * - with GetTouchedPrimitives()
- *
- * \param cache [in/out] an lss cache
- * \param lss [in] collision lss in local space
- * \param model [in] Opcode model to collide with
- * \param worldl [in] lss world matrix, or null
- * \param worldm [in] model's world matrix, or null
- * \return true if success
- * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const Model& model, const Matrix4x4* worldl, const Matrix4x4* worldm)
-{
- // Checkings
- if(!Setup(&model)) return false;
-
- // Init collision query
- if(InitQuery(cache, lss, worldl, worldm)) return true;
-
- if(!model.HasLeafNodes())
- {
- if(model.IsQuantized())
- {
- const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree();
-
- // Setup dequantization coeffs
- mCenterCoeff = Tree->mCenterCoeff;
- mExtentsCoeff = Tree->mExtentsCoeff;
-
- // Perform collision query
- if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
- else _Collide(Tree->GetNodes());
- }
- else
- {
- const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
-
- // Perform collision query
- if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
- else _Collide(Tree->GetNodes());
- }
- }
- else
- {
- if(model.IsQuantized())
- {
- const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
-
- // Setup dequantization coeffs
- mCenterCoeff = Tree->mCenterCoeff;
- mExtentsCoeff = Tree->mExtentsCoeff;
-
- // Perform collision query
- if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
- else _Collide(Tree->GetNodes());
- }
- else
- {
- const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
-
- // Perform collision query
- if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
- else _Collide(Tree->GetNodes());
- }
- }
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Initializes a collision query :
- * - reset stats & contact status
- * - setup matrices
- * - check temporal coherence
- *
- * \param cache [in/out] an lss cache
- * \param lss [in] lss in local space
- * \param worldl [in] lss world matrix, or null
- * \param worldm [in] model's world matrix, or null
- * \return TRUE if we can return immediately
- * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-BOOL LSSCollider::InitQuery(LSSCache& cache, const LSS& lss, const Matrix4x4* worldl, const Matrix4x4* worldm)
-{
- // 1) Call the base method
- VolumeCollider::InitQuery();
-
- // 2) Compute LSS in model space:
- // - Precompute R^2
- mRadius2 = lss.mRadius * lss.mRadius;
- // - Compute segment
- mSeg.mP0 = lss.mP0;
- mSeg.mP1 = lss.mP1;
- // -> to world space
- if(worldl)
- {
- mSeg.mP0 *= *worldl;
- mSeg.mP1 *= *worldl;
- }
- // -> to model space
- if(worldm)
- {
- // Invert model matrix
- Matrix4x4 InvWorldM;
- InvertPRMatrix(InvWorldM, *worldm);
-
- mSeg.mP0 *= InvWorldM;
- mSeg.mP1 *= InvWorldM;
- }
-
- // 3) Setup destination pointer
- mTouchedPrimitives = &cache.TouchedPrimitives;
-
- // 4) Special case: 1-triangle meshes [Opcode 1.3]
- if(mCurrentModel && mCurrentModel->HasSingleNode())
- {
- if(!SkipPrimitiveTests())
- {
- // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
- mTouchedPrimitives->Reset();
-
- // Perform overlap test between the unique triangle and the LSS (and set contact status if needed)
- LSS_PRIM(udword(0), OPC_CONTACT)
-
- // Return immediately regardless of status
- return TRUE;
- }
- }
-
- // 5) Check temporal coherence :
- if(TemporalCoherenceEnabled())
- {
- // Here we use temporal coherence
- // => check results from previous frame before performing the collision query
- if(FirstContactEnabled())
- {
- // We're only interested in the first contact found => test the unique previously touched face
- if(mTouchedPrimitives->GetNbEntries())
- {
- // Get index of previously touched face = the first entry in the array
- udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0);
-
- // Then reset the array:
- // - if the overlap test below is successful, the index we'll get added back anyway
- // - if it isn't, then the array should be reset anyway for the normal query
- mTouchedPrimitives->Reset();
-
- // Perform overlap test between the cached triangle and the LSS (and set contact status if needed)
- LSS_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT)
-
- // Return immediately if possible
- if(GetContactStatus()) return TRUE;
- }
- // else no face has been touched during previous query
- // => we'll have to perform a normal query
- }
- else
- {
- // We're interested in all contacts =>test the new real LSS N(ew) against the previous fat LSS P(revious):
-
- // ### rewrite this
-
- LSS Test(mSeg, lss.mRadius); // in model space
- LSS Previous(cache.Previous, sqrtf(cache.Previous.mRadius));
-
-// if(cache.Previous.Contains(Test))
- if(IsCacheValid(cache) && Previous.Contains(Test))
- {
- // - if N is included in P, return previous list
- // => we simply leave the list (mTouchedFaces) unchanged
-
- // Set contact status if needed
- if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT;
-
- // In any case we don't need to do a query
- return TRUE;
- }
- else
- {
- // - else do the query using a fat N
-
- // Reset cache since we'll about to perform a real query
- mTouchedPrimitives->Reset();
-
- // Make a fat sphere so that coherence will work for subsequent frames
- mRadius2 *= cache.FatCoeff;
-// mRadius2 = (lss.mRadius * cache.FatCoeff)*(lss.mRadius * cache.FatCoeff);
-
-
- // Update cache with query data (signature for cached faces)
- cache.Previous.mP0 = mSeg.mP0;
- cache.Previous.mP1 = mSeg.mP1;
- cache.Previous.mRadius = mRadius2;
- }
- }
- }
- else
- {
- // Here we don't use temporal coherence => do a normal query
- mTouchedPrimitives->Reset();
- }
-
- return FALSE;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Collision query for vanilla AABB trees.
- * \param cache [in/out] an lss cache
- * \param lss [in] collision lss in world space
- * \param tree [in] AABB tree
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const AABBTree* tree)
-{
- // This is typically called for a scene tree, full of -AABBs-, not full of triangles.
- // So we don't really have "primitives" to deal with. Hence it doesn't work with
- // "FirstContact" + "TemporalCoherence".
- ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) );
-
- // Checkings
- if(!tree) return false;
-
- // Init collision query
- if(InitQuery(cache, lss)) return true;
-
- // Perform collision query
- _Collide(tree);
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks the LSS completely contains the box. In which case we can end the query sooner.
- * \param bc [in] box center
- * \param be [in] box extents
- * \return true if the LSS contains the whole box
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-inline_ BOOL LSSCollider::LSSContainsBox(const IcePoint& bc, const IcePoint& be)
-{
- // Not implemented
- return FALSE;
-}
-
-#define TEST_BOX_IN_LSS(center, extents) \
- if(LSSContainsBox(center, extents)) \
- { \
- /* Set contact status */ \
- mFlags |= OPC_CONTACT; \
- _Dump(node); \
- return; \
- }
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for normal AABB trees.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_Collide(const AABBCollisionNode* node)
-{
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
-
- TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
-
- if(node->IsLeaf())
- {
- LSS_PRIM(node->GetPrimitive(), OPC_CONTACT)
- }
- else
- {
- _Collide(node->GetPos());
-
- if(ContactFound()) return;
-
- _Collide(node->GetNeg());
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for normal AABB trees, without primitive tests.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
-{
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
-
- TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
-
- if(node->IsLeaf())
- {
- SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
- }
- else
- {
- _CollideNoPrimitiveTest(node->GetPos());
-
- if(ContactFound()) return;
-
- _CollideNoPrimitiveTest(node->GetNeg());
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for quantized AABB trees.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_Collide(const AABBQuantizedNode* node)
-{
- // Dequantize box
- const QuantizedAABB& Box = node->mAABB;
- const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
- const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
-
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(Center, Extents)) return;
-
- TEST_BOX_IN_LSS(Center, Extents)
-
- if(node->IsLeaf())
- {
- LSS_PRIM(node->GetPrimitive(), OPC_CONTACT)
- }
- else
- {
- _Collide(node->GetPos());
-
- if(ContactFound()) return;
-
- _Collide(node->GetNeg());
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for quantized AABB trees, without primitive tests.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
-{
- // Dequantize box
- const QuantizedAABB& Box = node->mAABB;
- const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
- const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
-
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(Center, Extents)) return;
-
- TEST_BOX_IN_LSS(Center, Extents)
-
- if(node->IsLeaf())
- {
- SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
- }
- else
- {
- _CollideNoPrimitiveTest(node->GetPos());
-
- if(ContactFound()) return;
-
- _CollideNoPrimitiveTest(node->GetNeg());
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for no-leaf AABB trees.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_Collide(const AABBNoLeafNode* node)
-{
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
-
- TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
-
- if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
- else _Collide(node->GetPos());
-
- if(ContactFound()) return;
-
- if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
- else _Collide(node->GetNeg());
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for no-leaf AABB trees, without primitive tests.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
-{
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
-
- TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
-
- if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
- else _CollideNoPrimitiveTest(node->GetPos());
-
- if(ContactFound()) return;
-
- if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
- else _CollideNoPrimitiveTest(node->GetNeg());
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for quantized no-leaf AABB trees.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_Collide(const AABBQuantizedNoLeafNode* node)
-{
- // Dequantize box
- const QuantizedAABB& Box = node->mAABB;
- const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
- const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
-
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(Center, Extents)) return;
-
- TEST_BOX_IN_LSS(Center, Extents)
-
- if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
- else _Collide(node->GetPos());
-
- if(ContactFound()) return;
-
- if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
- else _Collide(node->GetNeg());
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for quantized no-leaf AABB trees, without primitive tests.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
-{
- // Dequantize box
- const QuantizedAABB& Box = node->mAABB;
- const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
- const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
-
- // Perform LSS-AABB overlap test
- if(!LSSAABBOverlap(Center, Extents)) return;
-
- TEST_BOX_IN_LSS(Center, Extents)
-
- if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
- else _CollideNoPrimitiveTest(node->GetPos());
-
- if(ContactFound()) return;
-
- if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
- else _CollideNoPrimitiveTest(node->GetNeg());
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Recursive collision query for vanilla AABB trees.
- * \param node [in] current collision node
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void LSSCollider::_Collide(const AABBTreeNode* node)
-{
- // Perform LSS-AABB overlap test
- IcePoint Center, Extents;
- node->GetAABB()->GetCenter(Center);
- node->GetAABB()->GetExtents(Extents);
- if(!LSSAABBOverlap(Center, Extents)) return;
-
- if(node->IsLeaf() || LSSContainsBox(Center, Extents))
- {
- mFlags |= OPC_CONTACT;
- mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
- }
- else
- {
- _Collide(node->GetPos());
- _Collide(node->GetNeg());
- }
-}
-
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Constructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-HybridLSSCollider::HybridLSSCollider()
-{
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Destructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-HybridLSSCollider::~HybridLSSCollider()
-{
-}
-
-bool HybridLSSCollider::Collide(LSSCache& cache, const LSS& lss, const HybridModel& model, const Matrix4x4* worldl, const Matrix4x4* worldm)
-{
- // We don't want primitive tests here!
- mFlags |= OPC_NO_PRIMITIVE_TESTS;
-
- // Checkings
- if(!Setup(&model)) return false;
-
- // Init collision query
- if(InitQuery(cache, lss, worldl, worldm)) return true;
-
- // Special case for 1-leaf trees
- if(mCurrentModel && mCurrentModel->HasSingleNode())
- {
- // Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles
- udword Nb = mIMesh->GetNbTriangles();
-
- // Loop through all triangles
- for(udword i=0;i<Nb;i++)
- {
- LSS_PRIM(i, OPC_CONTACT)
- }
- return true;
- }
-
- // Override destination array since we're only going to get leaf boxes here
- mTouchedBoxes.Reset();
- mTouchedPrimitives = &mTouchedBoxes;
-
- // Now, do the actual query against leaf boxes
- if(!model.HasLeafNodes())
- {
- if(model.IsQuantized())
- {
- const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree();
-
- // Setup dequantization coeffs
- mCenterCoeff = Tree->mCenterCoeff;
- mExtentsCoeff = Tree->mExtentsCoeff;
-
- // Perform collision query - we don't want primitive tests here!
- _CollideNoPrimitiveTest(Tree->GetNodes());
- }
- else
- {
- const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
-
- // Perform collision query - we don't want primitive tests here!
- _CollideNoPrimitiveTest(Tree->GetNodes());
- }
- }
- else
- {
- if(model.IsQuantized())
- {
- const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
-
- // Setup dequantization coeffs
- mCenterCoeff = Tree->mCenterCoeff;
- mExtentsCoeff = Tree->mExtentsCoeff;
-
- // Perform collision query - we don't want primitive tests here!
- _CollideNoPrimitiveTest(Tree->GetNodes());
- }
- else
- {
- const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
-
- // Perform collision query - we don't want primitive tests here!
- _CollideNoPrimitiveTest(Tree->GetNodes());
- }
- }
-
- // We only have a list of boxes so far
- if(GetContactStatus())
- {
- // Reset contact status, since it currently only reflects collisions with leaf boxes
- Collider::InitQuery();
-
- // Change dest container so that we can use built-in overlap tests and get collided primitives
- cache.TouchedPrimitives.Reset();
- mTouchedPrimitives = &cache.TouchedPrimitives;
-
- // Read touched leaf boxes
- udword Nb = mTouchedBoxes.GetNbEntries();
- const udword* Touched = mTouchedBoxes.GetEntries();
-
- const LeafTriangles* LT = model.GetLeafTriangles();
- const udword* Indices = model.GetIndices();
-
- // Loop through touched leaves
- while(Nb--)
- {
- const LeafTriangles& CurrentLeaf = LT[*Touched++];
-
- // Each leaf box has a set of triangles
- udword NbTris = CurrentLeaf.GetNbTriangles();
- if(Indices)
- {
- const udword* T = &Indices[CurrentLeaf.GetTriangleIndex()];
-
- // Loop through triangles and test each of them
- while(NbTris--)
- {
- udword TriangleIndex = *T++;
- LSS_PRIM(TriangleIndex, OPC_CONTACT)
- }
- }
- else
- {
- udword BaseIndex = CurrentLeaf.GetTriangleIndex();
-
- // Loop through triangles and test each of them
- while(NbTris--)
- {
- udword TriangleIndex = BaseIndex++;
- LSS_PRIM(TriangleIndex, OPC_CONTACT)
- }
- }
- }
- }
-
- return true;
-}
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/* + * OPCODE - Optimized Collision Detection + * Copyright (C) 2001 Pierre Terdiman + * Homepage: http://www.codercorner.com/Opcode.htm + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Contains code for an LSS collider. + * \file OPC_LSSCollider.cpp + * \author Pierre Terdiman + * \date December, 28, 2002 + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Contains a lss-vs-tree collider. + * + * \class LSSCollider + * \author Pierre Terdiman + * \version 1.3 + * \date December, 28, 2002 +*/ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Precompiled Header +#include "StdAfx.h" + +using namespace Opcode; + +#include "OPC_LSSAABBOverlap.h" +#include "OPC_LSSTriOverlap.h" + +#define SET_CONTACT(prim_index, flag) \ + /* Set contact status */ \ + mFlags |= flag; \ + mTouchedPrimitives->Add(prim_index); + +//! LSS-triangle overlap test +#define LSS_PRIM(prim_index, flag) \ + /* Request vertices from the app */ \ + VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \ + \ + /* Perform LSS-tri overlap test */ \ + if(LSSTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \ + { \ + SET_CONTACT(prim_index, flag) \ + } + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Constructor. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +LSSCollider::LSSCollider() +{ +// mCenter.Zero(); +// mRadius2 = 0.0f; +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Destructor. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +LSSCollider::~LSSCollider() +{ +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Generic collision query for generic OPCODE models. After the call, access the results: + * - with GetContactStatus() + * - with GetNbTouchedPrimitives() + * - with GetTouchedPrimitives() + * + * \param cache [in/out] an lss cache + * \param lss [in] collision lss in local space + * \param model [in] Opcode model to collide with + * \param worldl [in] lss world matrix, or null + * \param worldm [in] model's world matrix, or null + * \return true if success + * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const Model& model, const Matrix4x4* worldl, const Matrix4x4* worldm) +{ + // Checkings + if(!Setup(&model)) return false; + + // Init collision query + if(InitQuery(cache, lss, worldl, worldm)) return true; + + if(!model.HasLeafNodes()) + { + if(model.IsQuantized()) + { + const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); + + // Setup dequantization coeffs + mCenterCoeff = Tree->mCenterCoeff; + mExtentsCoeff = Tree->mExtentsCoeff; + + // Perform collision query + if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); + else _Collide(Tree->GetNodes()); + } + else + { + const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); + + // Perform collision query + if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); + else _Collide(Tree->GetNodes()); + } + } + else + { + if(model.IsQuantized()) + { + const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); + + // Setup dequantization coeffs + mCenterCoeff = Tree->mCenterCoeff; + mExtentsCoeff = Tree->mExtentsCoeff; + + // Perform collision query + if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); + else _Collide(Tree->GetNodes()); + } + else + { + const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); + + // Perform collision query + if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); + else _Collide(Tree->GetNodes()); + } + } + + return true; +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Initializes a collision query : + * - reset stats & contact status + * - setup matrices + * - check temporal coherence + * + * \param cache [in/out] an lss cache + * \param lss [in] lss in local space + * \param worldl [in] lss world matrix, or null + * \param worldm [in] model's world matrix, or null + * \return TRUE if we can return immediately + * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +BOOL LSSCollider::InitQuery(LSSCache& cache, const LSS& lss, const Matrix4x4* worldl, const Matrix4x4* worldm) +{ + // 1) Call the base method + VolumeCollider::InitQuery(); + + // 2) Compute LSS in model space: + // - Precompute R^2 + mRadius2 = lss.mRadius * lss.mRadius; + // - Compute segment + mSeg.mP0 = lss.mP0; + mSeg.mP1 = lss.mP1; + // -> to world space + if(worldl) + { + mSeg.mP0 *= *worldl; + mSeg.mP1 *= *worldl; + } + // -> to model space + if(worldm) + { + // Invert model matrix + Matrix4x4 InvWorldM; + InvertPRMatrix(InvWorldM, *worldm); + + mSeg.mP0 *= InvWorldM; + mSeg.mP1 *= InvWorldM; + } + + // 3) Setup destination pointer + mTouchedPrimitives = &cache.TouchedPrimitives; + + // 4) Special case: 1-triangle meshes [Opcode 1.3] + if(mCurrentModel && mCurrentModel->HasSingleNode()) + { + if(!SkipPrimitiveTests()) + { + // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0. + mTouchedPrimitives->Reset(); + + // Perform overlap test between the unique triangle and the LSS (and set contact status if needed) + LSS_PRIM(udword(0), OPC_CONTACT) + + // Return immediately regardless of status + return TRUE; + } + } + + // 5) Check temporal coherence : + if(TemporalCoherenceEnabled()) + { + // Here we use temporal coherence + // => check results from previous frame before performing the collision query + if(FirstContactEnabled()) + { + // We're only interested in the first contact found => test the unique previously touched face + if(mTouchedPrimitives->GetNbEntries()) + { + // Get index of previously touched face = the first entry in the array + udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0); + + // Then reset the array: + // - if the overlap test below is successful, the index we'll get added back anyway + // - if it isn't, then the array should be reset anyway for the normal query + mTouchedPrimitives->Reset(); + + // Perform overlap test between the cached triangle and the LSS (and set contact status if needed) + LSS_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT) + + // Return immediately if possible + if(GetContactStatus()) return TRUE; + } + // else no face has been touched during previous query + // => we'll have to perform a normal query + } + else + { + // We're interested in all contacts =>test the new real LSS N(ew) against the previous fat LSS P(revious): + + // ### rewrite this + + LSS Test(mSeg, lss.mRadius); // in model space + LSS Previous(cache.Previous, sqrtf(cache.Previous.mRadius)); + +// if(cache.Previous.Contains(Test)) + if(IsCacheValid(cache) && Previous.Contains(Test)) + { + // - if N is included in P, return previous list + // => we simply leave the list (mTouchedFaces) unchanged + + // Set contact status if needed + if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT; + + // In any case we don't need to do a query + return TRUE; + } + else + { + // - else do the query using a fat N + + // Reset cache since we'll about to perform a real query + mTouchedPrimitives->Reset(); + + // Make a fat sphere so that coherence will work for subsequent frames + mRadius2 *= cache.FatCoeff; +// mRadius2 = (lss.mRadius * cache.FatCoeff)*(lss.mRadius * cache.FatCoeff); + + + // Update cache with query data (signature for cached faces) + cache.Previous.mP0 = mSeg.mP0; + cache.Previous.mP1 = mSeg.mP1; + cache.Previous.mRadius = mRadius2; + } + } + } + else + { + // Here we don't use temporal coherence => do a normal query + mTouchedPrimitives->Reset(); + } + + return FALSE; +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Collision query for vanilla AABB trees. + * \param cache [in/out] an lss cache + * \param lss [in] collision lss in world space + * \param tree [in] AABB tree + * \return true if success + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const AABBTree* tree) +{ + // This is typically called for a scene tree, full of -AABBs-, not full of triangles. + // So we don't really have "primitives" to deal with. Hence it doesn't work with + // "FirstContact" + "TemporalCoherence". + ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) ); + + // Checkings + if(!tree) return false; + + // Init collision query + if(InitQuery(cache, lss)) return true; + + // Perform collision query + _Collide(tree); + + return true; +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Checks the LSS completely contains the box. In which case we can end the query sooner. + * \param bc [in] box center + * \param be [in] box extents + * \return true if the LSS contains the whole box + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +inline_ BOOL LSSCollider::LSSContainsBox(const IcePoint& bc, const IcePoint& be) +{ + // Not implemented + return FALSE; +} + +#define TEST_BOX_IN_LSS(center, extents) \ + if(LSSContainsBox(center, extents)) \ + { \ + /* Set contact status */ \ + mFlags |= OPC_CONTACT; \ + _Dump(node); \ + return; \ + } + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for normal AABB trees. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_Collide(const AABBCollisionNode* node) +{ + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; + + TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents) + + if(node->IsLeaf()) + { + LSS_PRIM(node->GetPrimitive(), OPC_CONTACT) + } + else + { + _Collide(node->GetPos()); + + if(ContactFound()) return; + + _Collide(node->GetNeg()); + } +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for normal AABB trees, without primitive tests. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node) +{ + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; + + TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents) + + if(node->IsLeaf()) + { + SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) + } + else + { + _CollideNoPrimitiveTest(node->GetPos()); + + if(ContactFound()) return; + + _CollideNoPrimitiveTest(node->GetNeg()); + } +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for quantized AABB trees. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_Collide(const AABBQuantizedNode* node) +{ + // Dequantize box + const QuantizedAABB& Box = node->mAABB; + const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); + const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); + + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(Center, Extents)) return; + + TEST_BOX_IN_LSS(Center, Extents) + + if(node->IsLeaf()) + { + LSS_PRIM(node->GetPrimitive(), OPC_CONTACT) + } + else + { + _Collide(node->GetPos()); + + if(ContactFound()) return; + + _Collide(node->GetNeg()); + } +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for quantized AABB trees, without primitive tests. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node) +{ + // Dequantize box + const QuantizedAABB& Box = node->mAABB; + const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); + const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); + + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(Center, Extents)) return; + + TEST_BOX_IN_LSS(Center, Extents) + + if(node->IsLeaf()) + { + SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) + } + else + { + _CollideNoPrimitiveTest(node->GetPos()); + + if(ContactFound()) return; + + _CollideNoPrimitiveTest(node->GetNeg()); + } +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for no-leaf AABB trees. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_Collide(const AABBNoLeafNode* node) +{ + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; + + TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents) + + if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } + else _Collide(node->GetPos()); + + if(ContactFound()) return; + + if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } + else _Collide(node->GetNeg()); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for no-leaf AABB trees, without primitive tests. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node) +{ + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; + + TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents) + + if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } + else _CollideNoPrimitiveTest(node->GetPos()); + + if(ContactFound()) return; + + if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } + else _CollideNoPrimitiveTest(node->GetNeg()); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for quantized no-leaf AABB trees. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_Collide(const AABBQuantizedNoLeafNode* node) +{ + // Dequantize box + const QuantizedAABB& Box = node->mAABB; + const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); + const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); + + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(Center, Extents)) return; + + TEST_BOX_IN_LSS(Center, Extents) + + if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } + else _Collide(node->GetPos()); + + if(ContactFound()) return; + + if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } + else _Collide(node->GetNeg()); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for quantized no-leaf AABB trees, without primitive tests. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node) +{ + // Dequantize box + const QuantizedAABB& Box = node->mAABB; + const IcePoint Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); + const IcePoint Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); + + // Perform LSS-AABB overlap test + if(!LSSAABBOverlap(Center, Extents)) return; + + TEST_BOX_IN_LSS(Center, Extents) + + if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } + else _CollideNoPrimitiveTest(node->GetPos()); + + if(ContactFound()) return; + + if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } + else _CollideNoPrimitiveTest(node->GetNeg()); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Recursive collision query for vanilla AABB trees. + * \param node [in] current collision node + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +void LSSCollider::_Collide(const AABBTreeNode* node) +{ + // Perform LSS-AABB overlap test + IcePoint Center, Extents; + node->GetAABB()->GetCenter(Center); + node->GetAABB()->GetExtents(Extents); + if(!LSSAABBOverlap(Center, Extents)) return; + + if(node->IsLeaf() || LSSContainsBox(Center, Extents)) + { + mFlags |= OPC_CONTACT; + mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives()); + } + else + { + _Collide(node->GetPos()); + _Collide(node->GetNeg()); + } +} + + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Constructor. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +HybridLSSCollider::HybridLSSCollider() +{ +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Destructor. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +HybridLSSCollider::~HybridLSSCollider() +{ +} + +bool HybridLSSCollider::Collide(LSSCache& cache, const LSS& lss, const HybridModel& model, const Matrix4x4* worldl, const Matrix4x4* worldm) +{ + // We don't want primitive tests here! + mFlags |= OPC_NO_PRIMITIVE_TESTS; + + // Checkings + if(!Setup(&model)) return false; + + // Init collision query + if(InitQuery(cache, lss, worldl, worldm)) return true; + + // Special case for 1-leaf trees + if(mCurrentModel && mCurrentModel->HasSingleNode()) + { + // Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles + udword Nb = mIMesh->GetNbTriangles(); + + // Loop through all triangles + for(udword i=0;i<Nb;i++) + { + LSS_PRIM(i, OPC_CONTACT) + } + return true; + } + + // Override destination array since we're only going to get leaf boxes here + mTouchedBoxes.Reset(); + mTouchedPrimitives = &mTouchedBoxes; + + // Now, do the actual query against leaf boxes + if(!model.HasLeafNodes()) + { + if(model.IsQuantized()) + { + const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); + + // Setup dequantization coeffs + mCenterCoeff = Tree->mCenterCoeff; + mExtentsCoeff = Tree->mExtentsCoeff; + + // Perform collision query - we don't want primitive tests here! + _CollideNoPrimitiveTest(Tree->GetNodes()); + } + else + { + const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); + + // Perform collision query - we don't want primitive tests here! + _CollideNoPrimitiveTest(Tree->GetNodes()); + } + } + else + { + if(model.IsQuantized()) + { + const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); + + // Setup dequantization coeffs + mCenterCoeff = Tree->mCenterCoeff; + mExtentsCoeff = Tree->mExtentsCoeff; + + // Perform collision query - we don't want primitive tests here! + _CollideNoPrimitiveTest(Tree->GetNodes()); + } + else + { + const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); + + // Perform collision query - we don't want primitive tests here! + _CollideNoPrimitiveTest(Tree->GetNodes()); + } + } + + // We only have a list of boxes so far + if(GetContactStatus()) + { + // Reset contact status, since it currently only reflects collisions with leaf boxes + Collider::InitQuery(); + + // Change dest container so that we can use built-in overlap tests and get collided primitives + cache.TouchedPrimitives.Reset(); + mTouchedPrimitives = &cache.TouchedPrimitives; + + // Read touched leaf boxes + udword Nb = mTouchedBoxes.GetNbEntries(); + const udword* Touched = mTouchedBoxes.GetEntries(); + + const LeafTriangles* LT = model.GetLeafTriangles(); + const udword* Indices = model.GetIndices(); + + // Loop through touched leaves + while(Nb--) + { + const LeafTriangles& CurrentLeaf = LT[*Touched++]; + + // Each leaf box has a set of triangles + udword NbTris = CurrentLeaf.GetNbTriangles(); + if(Indices) + { + const udword* T = &Indices[CurrentLeaf.GetTriangleIndex()]; + + // Loop through triangles and test each of them + while(NbTris--) + { + udword TriangleIndex = *T++; + LSS_PRIM(TriangleIndex, OPC_CONTACT) + } + } + else + { + udword BaseIndex = CurrentLeaf.GetTriangleIndex(); + + // Loop through triangles and test each of them + while(NbTris--) + { + udword TriangleIndex = BaseIndex++; + LSS_PRIM(TriangleIndex, OPC_CONTACT) + } + } + } + } + + return true; +} |