summaryrefslogtreecommitdiffhomepage
path: root/Opcode
diff options
context:
space:
mode:
authorFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
committerFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
commite33e19d0587146859d48a134ec9fd94e7b7ba5cd (patch)
tree69d048c8801858d2756ab3a487090a7a1b74bf14 /Opcode
downloadstarshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.zip
starshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.tar.gz
starshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.tar.bz2
Initial upload
Diffstat (limited to 'Opcode')
-rw-r--r--Opcode/Demo/IceCharacter.dllbin0 -> 45056 bytes
-rw-r--r--Opcode/Demo/IceCore.dllbin0 -> 98304 bytes
-rw-r--r--Opcode/Demo/IceDX7Renderer.dllbin0 -> 65536 bytes
-rw-r--r--Opcode/Demo/IceImageWork.dllbin0 -> 40960 bytes
-rw-r--r--Opcode/Demo/IceMaths.dllbin0 -> 118784 bytes
-rw-r--r--Opcode/Demo/IceRenderManager.dllbin0 -> 729088 bytes
-rw-r--r--Opcode/Demo/IceRenderer.dllbin0 -> 151552 bytes
-rw-r--r--Opcode/Demo/IceTerrain.dllbin0 -> 45056 bytes
-rw-r--r--Opcode/Demo/Meshmerizer.dllbin0 -> 282624 bytes
-rw-r--r--Opcode/Demo/Opcode.dllbin0 -> 69632 bytes
-rw-r--r--Opcode/Demo/Opcode.exebin0 -> 57344 bytes
-rw-r--r--Opcode/Demo/Rapid.dllbin0 -> 40960 bytes
-rw-r--r--Opcode/Demo/Readme.txt142
-rw-r--r--Opcode/Demo/Test scenes/Opcode00_KnotKnot.zcbbin0 -> 66042 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode01_VenusRoom.zcbbin0 -> 243721 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode02_TorusTorus.zcbbin0 -> 12617 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode03_TeapotTeapot.zcbbin0 -> 66074 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode04_SphereCylinder.zcbbin0 -> 15327 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode05_KnotKnot2.zcbbin0 -> 36591 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode06_VenusVenus.zcbbin0 -> 59373 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode07_VenusTorus.zcbbin0 -> 56544 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode08_BoxBox.zcbbin0 -> 7563 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode09_Stairs.zcbbin0 -> 46842 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode10_Explora.zcbbin0 -> 203926 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode11_Gears.zcbbin0 -> 36038 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode12_Irion.zcbbin0 -> 10988 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode13_Pen.zcbbin0 -> 6555 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode14_Shad.zcbbin0 -> 95924 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode15_Chevy.zcbbin0 -> 471484 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode16_Char.zcbbin0 -> 446017 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode17_PCP_Big.zcbbin0 -> 22559 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode17_PCP_Small.zcbbin0 -> 17014 bytes
-rw-r--r--Opcode/Demo/Test scenes/Opcode18_Skewed.zcbbin0 -> 899 bytes
-rw-r--r--Opcode/Demo/Test scenes/ice.log192
-rw-r--r--Opcode/Demo/ZCollide.dllbin0 -> 73728 bytes
-rw-r--r--Opcode/Demo/ZLib.dllbin0 -> 57344 bytes
-rw-r--r--Opcode/Demo/ice.ini28
-rw-r--r--Opcode/Demo/libbz2.dllbin0 -> 57344 bytes
-rw-r--r--Opcode/Doc/OpcodeUserManual.pdfbin0 -> 39653 bytes
-rw-r--r--Opcode/Ice/IceAABB.cpp405
-rw-r--r--Opcode/Ice/IceAABB.h505
-rw-r--r--Opcode/Ice/IceAxes.h54
-rw-r--r--Opcode/Ice/IceBoundingSphere.h142
-rw-r--r--Opcode/Ice/IceContainer.cpp345
-rw-r--r--Opcode/Ice/IceContainer.h212
-rw-r--r--Opcode/Ice/IceFPU.h317
-rw-r--r--Opcode/Ice/IceHPoint.cpp70
-rw-r--r--Opcode/Ice/IceHPoint.h157
-rw-r--r--Opcode/Ice/IceIndexedTriangle.cpp548
-rw-r--r--Opcode/Ice/IceIndexedTriangle.h68
-rw-r--r--Opcode/Ice/IceLSS.h75
-rw-r--r--Opcode/Ice/IceMatrix3x3.cpp48
-rw-r--r--Opcode/Ice/IceMatrix3x3.h496
-rw-r--r--Opcode/Ice/IceMatrix4x4.cpp135
-rw-r--r--Opcode/Ice/IceMatrix4x4.h455
-rw-r--r--Opcode/Ice/IceMemoryMacros.h105
-rw-r--r--Opcode/Ice/IceOBB.cpp323
-rw-r--r--Opcode/Ice/IceOBB.h177
-rw-r--r--Opcode/Ice/IcePairs.h45
-rw-r--r--Opcode/Ice/IcePlane.cpp45
-rw-r--r--Opcode/Ice/IcePlane.h113
-rw-r--r--Opcode/Ice/IcePoint.cpp193
-rw-r--r--Opcode/Ice/IcePoint.h528
-rw-r--r--Opcode/Ice/IcePreprocessor.h128
-rw-r--r--Opcode/Ice/IceRandom.cpp35
-rw-r--r--Opcode/Ice/IceRandom.h42
-rw-r--r--Opcode/Ice/IceRay.cpp84
-rw-r--r--Opcode/Ice/IceRay.h98
-rw-r--r--Opcode/Ice/IceRevisitedRadix.cpp520
-rw-r--r--Opcode/Ice/IceRevisitedRadix.h65
-rw-r--r--Opcode/Ice/IceSegment.cpp57
-rw-r--r--Opcode/Ice/IceSegment.h55
-rw-r--r--Opcode/Ice/IceTriangle.cpp286
-rw-r--r--Opcode/Ice/IceTriangle.h68
-rw-r--r--Opcode/Ice/IceTrilist.h61
-rw-r--r--Opcode/Ice/IceTypes.h157
-rw-r--r--Opcode/Ice/IceUtils.cpp39
-rw-r--r--Opcode/Ice/IceUtils.h256
-rw-r--r--Opcode/OPC_AABBCollider.cpp696
-rw-r--r--Opcode/OPC_AABBCollider.h97
-rw-r--r--Opcode/OPC_AABBTree.cpp573
-rw-r--r--Opcode/OPC_AABBTree.h137
-rw-r--r--Opcode/OPC_BaseModel.cpp138
-rw-r--r--Opcode/OPC_BaseModel.h175
-rw-r--r--Opcode/OPC_BoxBoxOverlap.h122
-rw-r--r--Opcode/OPC_BoxPruning.cpp367
-rw-r--r--Opcode/OPC_BoxPruning.h31
-rw-r--r--Opcode/OPC_Collider.cpp54
-rw-r--r--Opcode/OPC_Collider.h176
-rw-r--r--Opcode/OPC_Common.cpp48
-rw-r--r--Opcode/OPC_Common.h101
-rw-r--r--Opcode/OPC_HybridModel.cpp466
-rw-r--r--Opcode/OPC_HybridModel.h106
-rw-r--r--Opcode/OPC_IceHook.h70
-rw-r--r--Opcode/OPC_LSSAABBOverlap.h523
-rw-r--r--Opcode/OPC_LSSCollider.cpp725
-rw-r--r--Opcode/OPC_LSSCollider.h99
-rw-r--r--Opcode/OPC_LSSTriOverlap.h679
-rw-r--r--Opcode/OPC_MeshInterface.cpp299
-rw-r--r--Opcode/OPC_MeshInterface.h182
-rw-r--r--Opcode/OPC_Model.cpp222
-rw-r--r--Opcode/OPC_Model.h65
-rw-r--r--Opcode/OPC_OBBCollider.cpp767
-rw-r--r--Opcode/OPC_OBBCollider.h142
-rw-r--r--Opcode/OPC_OptimizedTree.cpp782
-rw-r--r--Opcode/OPC_OptimizedTree.h206
-rw-r--r--Opcode/OPC_Picking.cpp182
-rw-r--r--Opcode/OPC_Picking.h45
-rw-r--r--Opcode/OPC_PlanesAABBOverlap.h50
-rw-r--r--Opcode/OPC_PlanesCollider.cpp653
-rw-r--r--Opcode/OPC_PlanesCollider.h121
-rw-r--r--Opcode/OPC_PlanesTriOverlap.h40
-rw-r--r--Opcode/OPC_RayAABBOverlap.h63
-rw-r--r--Opcode/OPC_RayCollider.cpp762
-rw-r--r--Opcode/OPC_RayCollider.h225
-rw-r--r--Opcode/OPC_RayTriOverlap.h89
-rw-r--r--Opcode/OPC_Settings.h49
-rw-r--r--Opcode/OPC_SphereAABBOverlap.h128
-rw-r--r--Opcode/OPC_SphereCollider.cpp726
-rw-r--r--Opcode/OPC_SphereCollider.h96
-rw-r--r--Opcode/OPC_SphereTriOverlap.h187
-rw-r--r--Opcode/OPC_SweepAndPrune.cpp664
-rw-r--r--Opcode/OPC_SweepAndPrune.h86
-rw-r--r--Opcode/OPC_TreeBuilders.cpp255
-rw-r--r--Opcode/OPC_TreeBuilders.h173
-rw-r--r--Opcode/OPC_TreeCollider.cpp943
-rw-r--r--Opcode/OPC_TreeCollider.h244
-rw-r--r--Opcode/OPC_TriBoxOverlap.h339
-rw-r--r--Opcode/OPC_TriTriOverlap.h279
-rw-r--r--Opcode/OPC_VolumeCollider.cpp103
-rw-r--r--Opcode/OPC_VolumeCollider.h138
-rw-r--r--Opcode/Opcode.cpp65
-rw-r--r--Opcode/Opcode.dsp517
-rw-r--r--Opcode/Opcode.dsw41
-rw-r--r--Opcode/Opcode.h89
-rw-r--r--Opcode/Opcode.ncbbin0 -> 525312 bytes
-rw-r--r--Opcode/Opcode.optbin0 -> 75776 bytes
-rw-r--r--Opcode/Opcode.plg299
-rw-r--r--Opcode/Opcode.vcxproj367
-rw-r--r--Opcode/Opcode.vcxproj.filters327
-rw-r--r--Opcode/OpcodeLib/Ice/IceAABB.cpp405
-rw-r--r--Opcode/OpcodeLib/Ice/IceAABB.h505
-rw-r--r--Opcode/OpcodeLib/Ice/IceAxes.h54
-rw-r--r--Opcode/OpcodeLib/Ice/IceBoundingSphere.h142
-rw-r--r--Opcode/OpcodeLib/Ice/IceContainer.cpp345
-rw-r--r--Opcode/OpcodeLib/Ice/IceContainer.h212
-rw-r--r--Opcode/OpcodeLib/Ice/IceFPU.h317
-rw-r--r--Opcode/OpcodeLib/Ice/IceHPoint.cpp70
-rw-r--r--Opcode/OpcodeLib/Ice/IceHPoint.h157
-rw-r--r--Opcode/OpcodeLib/Ice/IceIndexedTriangle.cpp548
-rw-r--r--Opcode/OpcodeLib/Ice/IceIndexedTriangle.h68
-rw-r--r--Opcode/OpcodeLib/Ice/IceLSS.h75
-rw-r--r--Opcode/OpcodeLib/Ice/IceMatrix3x3.cpp48
-rw-r--r--Opcode/OpcodeLib/Ice/IceMatrix3x3.h496
-rw-r--r--Opcode/OpcodeLib/Ice/IceMatrix4x4.cpp135
-rw-r--r--Opcode/OpcodeLib/Ice/IceMatrix4x4.h455
-rw-r--r--Opcode/OpcodeLib/Ice/IceMemoryMacros.h105
-rw-r--r--Opcode/OpcodeLib/Ice/IceOBB.cpp323
-rw-r--r--Opcode/OpcodeLib/Ice/IceOBB.h177
-rw-r--r--Opcode/OpcodeLib/Ice/IcePairs.h45
-rw-r--r--Opcode/OpcodeLib/Ice/IcePlane.cpp45
-rw-r--r--Opcode/OpcodeLib/Ice/IcePlane.h113
-rw-r--r--Opcode/OpcodeLib/Ice/IcePoint.cpp193
-rw-r--r--Opcode/OpcodeLib/Ice/IcePoint.h528
-rw-r--r--Opcode/OpcodeLib/Ice/IcePreprocessor.h128
-rw-r--r--Opcode/OpcodeLib/Ice/IceRandom.cpp35
-rw-r--r--Opcode/OpcodeLib/Ice/IceRandom.h42
-rw-r--r--Opcode/OpcodeLib/Ice/IceRay.cpp84
-rw-r--r--Opcode/OpcodeLib/Ice/IceRay.h98
-rw-r--r--Opcode/OpcodeLib/Ice/IceRevisitedRadix.cpp520
-rw-r--r--Opcode/OpcodeLib/Ice/IceRevisitedRadix.h65
-rw-r--r--Opcode/OpcodeLib/Ice/IceSegment.cpp57
-rw-r--r--Opcode/OpcodeLib/Ice/IceSegment.h55
-rw-r--r--Opcode/OpcodeLib/Ice/IceTriangle.cpp286
-rw-r--r--Opcode/OpcodeLib/Ice/IceTriangle.h68
-rw-r--r--Opcode/OpcodeLib/Ice/IceTrilist.h61
-rw-r--r--Opcode/OpcodeLib/Ice/IceTypes.h157
-rw-r--r--Opcode/OpcodeLib/Ice/IceUtils.cpp39
-rw-r--r--Opcode/OpcodeLib/Ice/IceUtils.h256
-rw-r--r--Opcode/OpcodeLib/OPC_AABBCollider.cpp696
-rw-r--r--Opcode/OpcodeLib/OPC_AABBCollider.h97
-rw-r--r--Opcode/OpcodeLib/OPC_AABBTree.cpp573
-rw-r--r--Opcode/OpcodeLib/OPC_AABBTree.h137
-rw-r--r--Opcode/OpcodeLib/OPC_BaseModel.cpp138
-rw-r--r--Opcode/OpcodeLib/OPC_BaseModel.h175
-rw-r--r--Opcode/OpcodeLib/OPC_BoxBoxOverlap.h122
-rw-r--r--Opcode/OpcodeLib/OPC_Collider.cpp54
-rw-r--r--Opcode/OpcodeLib/OPC_Collider.h176
-rw-r--r--Opcode/OpcodeLib/OPC_Common.cpp48
-rw-r--r--Opcode/OpcodeLib/OPC_Common.h101
-rw-r--r--Opcode/OpcodeLib/OPC_HybridModel.cpp466
-rw-r--r--Opcode/OpcodeLib/OPC_HybridModel.h106
-rw-r--r--Opcode/OpcodeLib/OPC_IceHook.h70
-rw-r--r--Opcode/OpcodeLib/OPC_MeshInterface.cpp299
-rw-r--r--Opcode/OpcodeLib/OPC_MeshInterface.h182
-rw-r--r--Opcode/OpcodeLib/OPC_Model.cpp222
-rw-r--r--Opcode/OpcodeLib/OPC_Model.h65
-rw-r--r--Opcode/OpcodeLib/OPC_OBBCollider.cpp767
-rw-r--r--Opcode/OpcodeLib/OPC_OBBCollider.h142
-rw-r--r--Opcode/OpcodeLib/OPC_OptimizedTree.cpp782
-rw-r--r--Opcode/OpcodeLib/OPC_OptimizedTree.h206
-rw-r--r--Opcode/OpcodeLib/OPC_RayAABBOverlap.h63
-rw-r--r--Opcode/OpcodeLib/OPC_RayCollider.cpp762
-rw-r--r--Opcode/OpcodeLib/OPC_RayCollider.h225
-rw-r--r--Opcode/OpcodeLib/OPC_RayTriOverlap.h89
-rw-r--r--Opcode/OpcodeLib/OPC_Settings.h49
-rw-r--r--Opcode/OpcodeLib/OPC_TreeBuilders.cpp255
-rw-r--r--Opcode/OpcodeLib/OPC_TreeBuilders.h173
-rw-r--r--Opcode/OpcodeLib/OPC_TreeCollider.cpp943
-rw-r--r--Opcode/OpcodeLib/OPC_TreeCollider.h244
-rw-r--r--Opcode/OpcodeLib/OPC_TriBoxOverlap.h339
-rw-r--r--Opcode/OpcodeLib/OPC_TriTriOverlap.h279
-rw-r--r--Opcode/OpcodeLib/OPC_VolumeCollider.cpp103
-rw-r--r--Opcode/OpcodeLib/OPC_VolumeCollider.h138
-rw-r--r--Opcode/OpcodeLib/Opcode.cpp65
-rw-r--r--Opcode/OpcodeLib/Opcode.h64
-rw-r--r--Opcode/OpcodeLib/OpcodeLib.dsp405
-rw-r--r--Opcode/OpcodeLib/OpcodeLib.plg259
-rw-r--r--Opcode/OpcodeLib/Readme.txt24
-rw-r--r--Opcode/OpcodeLib/StdAfx.cpp10
-rw-r--r--Opcode/OpcodeLib/StdAfx.h24
-rw-r--r--Opcode/ReadMe.txt171
-rw-r--r--Opcode/StdAfx.cpp10
-rw-r--r--Opcode/StdAfx.h24
-rw-r--r--Opcode/TemporalCoherence.txt32
225 files changed, 42153 insertions, 0 deletions
diff --git a/Opcode/Demo/IceCharacter.dll b/Opcode/Demo/IceCharacter.dll
new file mode 100644
index 0000000..560222f
--- /dev/null
+++ b/Opcode/Demo/IceCharacter.dll
Binary files differ
diff --git a/Opcode/Demo/IceCore.dll b/Opcode/Demo/IceCore.dll
new file mode 100644
index 0000000..90d2f86
--- /dev/null
+++ b/Opcode/Demo/IceCore.dll
Binary files differ
diff --git a/Opcode/Demo/IceDX7Renderer.dll b/Opcode/Demo/IceDX7Renderer.dll
new file mode 100644
index 0000000..4ada015
--- /dev/null
+++ b/Opcode/Demo/IceDX7Renderer.dll
Binary files differ
diff --git a/Opcode/Demo/IceImageWork.dll b/Opcode/Demo/IceImageWork.dll
new file mode 100644
index 0000000..35fd638
--- /dev/null
+++ b/Opcode/Demo/IceImageWork.dll
Binary files differ
diff --git a/Opcode/Demo/IceMaths.dll b/Opcode/Demo/IceMaths.dll
new file mode 100644
index 0000000..c2a454e
--- /dev/null
+++ b/Opcode/Demo/IceMaths.dll
Binary files differ
diff --git a/Opcode/Demo/IceRenderManager.dll b/Opcode/Demo/IceRenderManager.dll
new file mode 100644
index 0000000..01b4ba1
--- /dev/null
+++ b/Opcode/Demo/IceRenderManager.dll
Binary files differ
diff --git a/Opcode/Demo/IceRenderer.dll b/Opcode/Demo/IceRenderer.dll
new file mode 100644
index 0000000..a96bd98
--- /dev/null
+++ b/Opcode/Demo/IceRenderer.dll
Binary files differ
diff --git a/Opcode/Demo/IceTerrain.dll b/Opcode/Demo/IceTerrain.dll
new file mode 100644
index 0000000..8a9cb94
--- /dev/null
+++ b/Opcode/Demo/IceTerrain.dll
Binary files differ
diff --git a/Opcode/Demo/Meshmerizer.dll b/Opcode/Demo/Meshmerizer.dll
new file mode 100644
index 0000000..ed5943e
--- /dev/null
+++ b/Opcode/Demo/Meshmerizer.dll
Binary files differ
diff --git a/Opcode/Demo/Opcode.dll b/Opcode/Demo/Opcode.dll
new file mode 100644
index 0000000..f6079db
--- /dev/null
+++ b/Opcode/Demo/Opcode.dll
Binary files differ
diff --git a/Opcode/Demo/Opcode.exe b/Opcode/Demo/Opcode.exe
new file mode 100644
index 0000000..473d1a4
--- /dev/null
+++ b/Opcode/Demo/Opcode.exe
Binary files differ
diff --git a/Opcode/Demo/Rapid.dll b/Opcode/Demo/Rapid.dll
new file mode 100644
index 0000000..84dc41a
--- /dev/null
+++ b/Opcode/Demo/Rapid.dll
Binary files differ
diff --git a/Opcode/Demo/Readme.txt b/Opcode/Demo/Readme.txt
new file mode 100644
index 0000000..d9e241a
--- /dev/null
+++ b/Opcode/Demo/Readme.txt
@@ -0,0 +1,142 @@
+
+ ======================================
+ OPCODE (OPtimized COllision DEtection)
+ ======================================
+
+ Demo version 1.3b
+
+ This demo compares RAPID 2.01 vs OPCODE 1.0.
+
+ Information about RAPID can be found there:
+ http://www.cs.unc.edu/~geom/OBB/OBBT.html
+
+ Information about OPCODE can be found there:
+ http://www.codercorner.com/Opcode.htm
+
+ -----
+
+ I tried to be as fair as possible, and selected several scenes
+ where both RAPID and OPCODE show their forces. RAPID is usually
+ faster in close-proximity scenarii, especially when one object
+ is totally surrounded by another. OPCODE is usually faster when
+ objects deeply overlap. On my machine (Celeron 500Mhz), I have
+ found OPCODE to be faster overall. See for yourself.
+
+ By the way, don't forget OPCODE's primary goal was *memory*, not
+ speed. Considering this, I'm quite pleased with the results!
+
+ -----
+
+ Scenes have been exported with Flexporter:
+ http://www.codercorner.com/Flexporter.htm
+
+ If you don't like them, you can export your own test scenes from
+ MAX - just ensure there are only 2 meshes in them.
+
+ -----
+
+ How to proceed:
+ 1) Run Opcode.exe
+ 2) Drag&drop a ZCB file on the window
+ Messages such as "Chunk MOVE not found" are normal.
+ 3) Play!
+
+ -----
+
+ OPCODE-related keys:
+
+ 1 Toggle contact mode
+ - All contacts: report all colliding triangles
+ - First contact: report first contact only (a simple yes/no
+ answer to the overlap question)
+
+ 2 Toggle BV-BV tests
+ - full tests: standard SAT (15 separating axes)
+ - no class III: SAT-lite (6 separating axes)
+
+ 3 Toggle Prim-BV tests
+ - full tests: standard SAT (15 separating axes)
+ - no class III: SAT-lite (6 separating axes)
+
+ 4 Toggle leaf nodes
+ - discarded: use N-1 nodes only for a complete tree
+ - kept: standard complete tree with 2*N-1 nodes
+
+ 5 Toggle compression
+ - enabled: use quantized trees
+ - disabled: use normal trees
+
+ 6 Toggle temporal coherence (only for first contact mode)
+ - enabled: test the previous pair of colliding triangles
+ before everything else.
+ - disabled: well, do not....
+
+ -----
+
+ NB: in order to switch from one feature to another quickly, I create
+ 4 trees for each mesh: normal, no-leaf, quantized, quantized no-leaf.
+
+ i.e. 4 OPCODE models + 1 RAPID model / mesh, which explains why the
+ building phase is not very fast... Especially in the last scene, it
+ takes a while - please wait!
+
+ -----
+
+ Generic keys to play with:
+
+ F1 Texture control
+ F2 Camera control
+ F3 Mesh control
+ F4 Material control
+ F5 Scene control
+ F6 Light control
+ F7 Helper control
+
+ To move the camera or a mesh, use the mouse. Should be intuitive.
+ In camera mode, press +/- to jump from one camera to another.
+ Actually +/- jump to "next current" or "previous current", where
+ "current" is a mesh, camera, texture, etc - depends on selected
+ control mode.
+
+ To test collision detection, useful keys are:
+ - S to spin a model automatically (on/off)
+ - P to pause any animation
+ - O (in pause mode) to play one frame only
+
+ Other keys shouldn't be useful there but anyway:
+ - F displays the framerate on/off (BTW, I do 2 collision queries/frame
+ and displays a lot of slow text, so don't pay too much attention to
+ the overall framerate)
+ - T toggles texturing
+ - G toggles gouraud
+ - W toggles wireframe
+ - R toggles the profiling
+ - I toggles general information
+ - B toggles bounding boxes
+
+ Special keys
+ - Y should subdivide a mesh with the Butterfly algorithm. Since it
+ implies rebuilding all collision trees, it may be quite slow.
+ - L should smooth a mesh (same remark)
+ - M should make a mesh manifold, in case ICE complains....
+ - U should unfold a mesh, so beware.
+
+ Otherwise, play with the menu *at your own risk*.
+
+
+ -----
+
+ In situations where RAPID is really faster (for example when a mesh
+ is surrounded by another one) try re-enabling leaf nodes....
+
+ -----
+
+ Pierre Terdiman
+ May 03, 2001
+
+ p.terdiman@wanadoo.fr
+ p.terdiman@codercorner.com
+
+ www.codercorner.com
+
+ \ No newline at end of file
diff --git a/Opcode/Demo/Test scenes/Opcode00_KnotKnot.zcb b/Opcode/Demo/Test scenes/Opcode00_KnotKnot.zcb
new file mode 100644
index 0000000..d7b52ee
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode00_KnotKnot.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode01_VenusRoom.zcb b/Opcode/Demo/Test scenes/Opcode01_VenusRoom.zcb
new file mode 100644
index 0000000..842add7
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode01_VenusRoom.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode02_TorusTorus.zcb b/Opcode/Demo/Test scenes/Opcode02_TorusTorus.zcb
new file mode 100644
index 0000000..f448050
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode02_TorusTorus.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode03_TeapotTeapot.zcb b/Opcode/Demo/Test scenes/Opcode03_TeapotTeapot.zcb
new file mode 100644
index 0000000..fffe753
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode03_TeapotTeapot.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode04_SphereCylinder.zcb b/Opcode/Demo/Test scenes/Opcode04_SphereCylinder.zcb
new file mode 100644
index 0000000..3948365
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode04_SphereCylinder.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode05_KnotKnot2.zcb b/Opcode/Demo/Test scenes/Opcode05_KnotKnot2.zcb
new file mode 100644
index 0000000..bae81d6
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode05_KnotKnot2.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode06_VenusVenus.zcb b/Opcode/Demo/Test scenes/Opcode06_VenusVenus.zcb
new file mode 100644
index 0000000..b421513
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode06_VenusVenus.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode07_VenusTorus.zcb b/Opcode/Demo/Test scenes/Opcode07_VenusTorus.zcb
new file mode 100644
index 0000000..37c8660
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode07_VenusTorus.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode08_BoxBox.zcb b/Opcode/Demo/Test scenes/Opcode08_BoxBox.zcb
new file mode 100644
index 0000000..9ebd29c
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode08_BoxBox.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode09_Stairs.zcb b/Opcode/Demo/Test scenes/Opcode09_Stairs.zcb
new file mode 100644
index 0000000..e4ea480
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode09_Stairs.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode10_Explora.zcb b/Opcode/Demo/Test scenes/Opcode10_Explora.zcb
new file mode 100644
index 0000000..b672aef
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode10_Explora.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode11_Gears.zcb b/Opcode/Demo/Test scenes/Opcode11_Gears.zcb
new file mode 100644
index 0000000..505ca79
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode11_Gears.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode12_Irion.zcb b/Opcode/Demo/Test scenes/Opcode12_Irion.zcb
new file mode 100644
index 0000000..b017080
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode12_Irion.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode13_Pen.zcb b/Opcode/Demo/Test scenes/Opcode13_Pen.zcb
new file mode 100644
index 0000000..55159d1
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode13_Pen.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode14_Shad.zcb b/Opcode/Demo/Test scenes/Opcode14_Shad.zcb
new file mode 100644
index 0000000..623fe67
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode14_Shad.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode15_Chevy.zcb b/Opcode/Demo/Test scenes/Opcode15_Chevy.zcb
new file mode 100644
index 0000000..4fce879
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode15_Chevy.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode16_Char.zcb b/Opcode/Demo/Test scenes/Opcode16_Char.zcb
new file mode 100644
index 0000000..cc44da6
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode16_Char.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode17_PCP_Big.zcb b/Opcode/Demo/Test scenes/Opcode17_PCP_Big.zcb
new file mode 100644
index 0000000..f6b7eca
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode17_PCP_Big.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode17_PCP_Small.zcb b/Opcode/Demo/Test scenes/Opcode17_PCP_Small.zcb
new file mode 100644
index 0000000..068fb7d
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode17_PCP_Small.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/Opcode18_Skewed.zcb b/Opcode/Demo/Test scenes/Opcode18_Skewed.zcb
new file mode 100644
index 0000000..0203fe6
--- /dev/null
+++ b/Opcode/Demo/Test scenes/Opcode18_Skewed.zcb
Binary files differ
diff --git a/Opcode/Demo/Test scenes/ice.log b/Opcode/Demo/Test scenes/ice.log
new file mode 100644
index 0000000..4274454
--- /dev/null
+++ b/Opcode/Demo/Test scenes/ice.log
@@ -0,0 +1,192 @@
+// Opening Ice Core
+
+Registering dynamic identifier 1 (Out of memory)
+Registering dynamic identifier 2 (File not found)
+Registering dynamic identifier 3 (Invalid callback)
+Registering dynamic identifier 4 (Cloning process has failed)
+Registering dynamic identifier 5 (Too many unread messages. Kernel has automatically disabled messages.)
+Registering dynamic identifier 6 (Shared data block)
+Registering dynamic identifier 7 (Kernel has sent a self-destruction order)
+Registering dynamic identifier 8 (Kernel is corrupted)
+Registering dynamic identifier 9 (Kernel contains lost cells)
+Registering dynamic identifier 10 (A cell has been deleted while still referenced)
+Registering dynamic identifier 11 (Provided reference is now invalid)
+Registering dynamic identifier 12 (Provided cell has been modified by the kernel)
+Registering dynamic identifier 13 (Provided field has been modified)
+Registering dynamic identifier 14 (Fields are not compatible)
+Registering dynamic identifier 15 (Custom list)
+Unknown processor type.
+FPU detected.
+MMX detected.
+RDTSC supported.
+CMOV supported.
+FCOMI supported.
+Registering API: IceCore
+// Opening Ice Maths
+
+Registering API: IceMaths
+// Opening Ice Meshmerizer
+
+Registering dynamic identifier 16 (Only works with manifold meshes)
+// Opening Ice Character
+
+Registering dynamic identifier 17 (An invalid motion creation structure has been used)
+Registering dynamic identifier 18 (An invalid number of bones has been specified)
+Registering dynamic identifier 19 (An invalid CSID has been specified)
+Registering dynamic identifier 20 (A CSID has been multiply defined)
+// Opening Ice ImageWork
+
+// Opening Ice Renderer
+
+Registering dynamic identifier 21 (Texture size exceeds device caps)
+Registering dynamic identifier 22 (An unsupported render state has been used)
+// Opening Ice DX7 Renderer
+
+Registering dynamic identifier 23 (An unsupported render state has been used)
+Registering dynamic identifier 24 (Unable to find valid device)
+Registering dynamic identifier 25 (Unable to find valid video mode)
+Registering dynamic identifier 26 (A DirectDraw method has failed)
+Registering dynamic identifier 27 (Unable to query interface)
+Registering dynamic identifier 28 (Unable to set cooperative level)
+Registering dynamic identifier 29 (Unable to set display mode)
+Registering dynamic identifier 30 (Unable to create surface)
+Registering dynamic identifier 31 (Unable to create clipper)
+Registering dynamic identifier 32 (Can't get surface)
+Registering dynamic identifier 33 (Unable to create device)
+Registering dynamic identifier 34 (Enumeration has failed)
+Registering dynamic identifier 35 (Unable to find a valid ZBuffer)
+// Opening Ice Z-Collide
+
+// Opening OPCODE
+
+// Opening Ice Terrain
+
+// Opening Ice Render Manager
+
+Registering dynamic identifier 36 (RM Scene)
+Registering dynamic identifier 37 (RM Camera)
+Registering dynamic identifier 38 (RM Controller)
+Registering dynamic identifier 39 (RM Light)
+Registering dynamic identifier 40 (RM Material)
+Registering dynamic identifier 41 (RM Mesh)
+Registering dynamic identifier 42 (RM Shape)
+Registering dynamic identifier 43 (RM Texture)
+Registering dynamic identifier 44 (RM Helper)
+Registering dynamic identifier 45 (RM Skin)
+Registering dynamic identifier 46 (RM Skeleton)
+Registering dynamic identifier 47 (RM Cloth)
+Registering dynamic identifier 48 (RM ClothSupport)
+Registering dynamic identifier 49 (RM Water)
+Registering dynamic identifier 50 (RM Terrain)
+Registering dynamic identifier 51 (RM Portal)
+Registering dynamic identifier 52 (RM Particle System)
+Registering dynamic identifier 53 (Invalid ZCB file)
+Registering dynamic identifier 54 (Translucency code must be recomputed)
+Registering dynamic identifier 55 (ChangeShowFPS)
+Registering dynamic identifier 56 (ChangeShowInfo)
+Registering dynamic identifier 57 (ChangeProfiling)
+Registering dynamic identifier 58 (ChangeShowCoords)
+Registering dynamic identifier 59 (Dump)
+Registering dynamic identifier 60 (ChangePause)
+Registering dynamic identifier 61 (ChangeOneFrame)
+Registering dynamic identifier 62 (SetTextureControl)
+Registering dynamic identifier 63 (SetCameraControl)
+Registering dynamic identifier 64 (SetMeshControl)
+Registering dynamic identifier 65 (SetMaterialControl)
+Registering dynamic identifier 66 (SetSceneControl)
+Registering dynamic identifier 67 (SetLightControl)
+Registering dynamic identifier 68 (SetHelperControl)
+Registering dynamic identifier 69 (SetShapeControl)
+Registering dynamic identifier 70 (ChangeBBoxMode)
+Registering dynamic identifier 71 (ChangeTexturing)
+Registering dynamic identifier 72 (ChangeAntialiasing)
+Registering dynamic identifier 73 (ChangeFillMode)
+Registering dynamic identifier 74 (ChangeShading)
+Registering dynamic identifier 75 (ChangeAutoNormalize)
+Registering dynamic identifier 76 (ChangeComputeNormals)
+Registering dynamic identifier 77 (MakeManifold)
+Registering dynamic identifier 78 (Unfold)
+Registering dynamic identifier 79 (ChangeAutoSpin)
+Registering dynamic identifier 80 (Butterfly)
+Registering dynamic identifier 81 (LockedSmooth)
+Registering dynamic identifier 82 (DeleteCurrent)
+Registering dynamic identifier 83 (NextCurrent)
+Registering dynamic identifier 84 (PrevCurrent)
+Registering dynamic identifier 85 (UserIncrease)
+Registering dynamic identifier 86 (UserDecrease)
+Registering dynamic identifier 87 (UserIncrease2)
+Registering dynamic identifier 88 (UserDecrease2)
+Registering dynamic identifier 89 (ChangeHidden)
+Registering dynamic identifier 90 (ChangeScreenQuad)
+Registering dynamic identifier 91 (ChangeFirstContact)
+Registering dynamic identifier 92 (ChangeFullBoxBoxTest)
+Registering dynamic identifier 93 (ChangeFullPrimBoxTest)
+Registering dynamic identifier 94 (ChangeNoLeaf)
+Registering dynamic identifier 95 (ChangeQuantizedTree)
+Registering dynamic identifier 96 (ChangeTemporalCoherence)
+Renderer: enumerating drivers...
+Driver name: display
+Driver description: Primary Display Driver
+Selecting TnL HAL device...
+ZBuffer depth: 32
+Stencil depth: 8
+3D Card identifier: VID = 4318, DID = 835, Rev = 161 (unknown card)
+Importing 3 cameras...
+Importing 1 lights...
+New point light..Type 0, TDist: -1.000000
+Importing 2 materials...
+Importing 2 meshes...
+Importing 1 shapes...
+Vertex cloud reducer: 288 (before) => 288 (after)
+Surface optimization succeeded.
+MeshBuilder: reduced 288 to 288 vertices (0.0%)
+Creating vertex buffer (XYZ NORMAL WRITEONLY - 6912 bytes)
+Optimizing vertex buffer...
+Vertex cloud reducer: 288 (before) => 288 (after)
+Surface optimization succeeded.
+MeshBuilder: reduced 288 to 288 vertices (0.0%)
+Creating vertex buffer (XYZ NORMAL WRITEONLY - 6912 bytes)
+Optimizing vertex buffer...
+Original tree: 1151 nodes, depth 13
+AABB Collision tree: 1151 nodes, 32228 bytes - Alignment: 8
+Original tree: 1151 nodes, depth 13
+AABB quantized tree: 575 nodes, 18400 bytes - Alignment: 16
+Original tree: 1151 nodes, depth 13
+AABB quantized tree: 1151 nodes, 18416 bytes - Alignment: 16
+Original tree: 1151 nodes, depth 13
+AABB quantized no-leaf tree: 575 nodes, 11500 bytes - Alignment: 8
+Original tree: 1151 nodes, depth 12
+AABB Collision tree: 1151 nodes, 32228 bytes - Alignment: 8192
+Original tree: 1151 nodes, depth 12
+AABB quantized tree: 575 nodes, 18400 bytes - Alignment: 16
+Original tree: 1151 nodes, depth 12
+AABB quantized tree: 1151 nodes, 18416 bytes - Alignment: 8
+Original tree: 1151 nodes, depth 12
+AABB quantized no-leaf tree: 575 nodes, 11500 bytes - Alignment: 16
+// Closing Ice Render Manager
+
+// Closing Ice Terrain
+
+// Closing OPCODE
+
+// Closing Ice Z-Collide
+
+// Closing Ice DX7 Renderer
+
+// Closing Ice Renderer
+
+// Closing Ice ImageWork
+
+// Closing Ice Character
+
+// Closing Ice Meshmerizer
+
+// Closing Ice Maths
+
+// Closing Ice Core
+
+0 entries left in kernel (max = 31), 1228 bytes used by ref-tracking.
+96 registered dynamic identifiers.
+28 flushed messages.
+0 flushed errors.
+Trash buffer size: 2928 bytes
diff --git a/Opcode/Demo/ZCollide.dll b/Opcode/Demo/ZCollide.dll
new file mode 100644
index 0000000..c3e261f
--- /dev/null
+++ b/Opcode/Demo/ZCollide.dll
Binary files differ
diff --git a/Opcode/Demo/ZLib.dll b/Opcode/Demo/ZLib.dll
new file mode 100644
index 0000000..3e3fc04
--- /dev/null
+++ b/Opcode/Demo/ZLib.dll
Binary files differ
diff --git a/Opcode/Demo/ice.ini b/Opcode/Demo/ice.ini
new file mode 100644
index 0000000..58afcc1
--- /dev/null
+++ b/Opcode/Demo/ice.ini
@@ -0,0 +1,28 @@
+// ICE - (C) 2000 Pierre Terdiman
+// Visit: www.codercorner.com
+
+// OPCODE (OPtimized COllision DEtection)
+// Demo v1.3b
+
+// Global path
+//Path c:\
+
+// Resolution
+//Width 640
+//Height 480
+Width 1024
+Height 768
+
+// Fullscreen or window mode
+Fullscreen 0
+
+// Wants a stencil buffer ? (make sure you run the program in 32bits)
+Stencil 0
+
+// Framerate (Hz)
+DeltaT 60
+
+// FSAA
+Antialias 0
+
+// End of file \ No newline at end of file
diff --git a/Opcode/Demo/libbz2.dll b/Opcode/Demo/libbz2.dll
new file mode 100644
index 0000000..4179f55
--- /dev/null
+++ b/Opcode/Demo/libbz2.dll
Binary files differ
diff --git a/Opcode/Doc/OpcodeUserManual.pdf b/Opcode/Doc/OpcodeUserManual.pdf
new file mode 100644
index 0000000..4ca3f12
--- /dev/null
+++ b/Opcode/Doc/OpcodeUserManual.pdf
Binary files differ
diff --git a/Opcode/Ice/IceAABB.cpp b/Opcode/Ice/IceAABB.cpp
new file mode 100644
index 0000000..149211c
--- /dev/null
+++ b/Opcode/Ice/IceAABB.cpp
@@ -0,0 +1,405 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains AABB-related code.
+ * \file IceAABB.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * AABB class.
+ * \class AABB
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the sum of two AABBs.
+ * \param aabb [in] the other AABB
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABB& AABB::Add(const AABB& aabb)
+{
+ // Compute new min & max values
+ IcePoint Min; GetMin(Min);
+ IcePoint Tmp; aabb.GetMin(Tmp);
+ Min.Min(Tmp);
+
+ IcePoint Max; GetMax(Max);
+ aabb.GetMax(Tmp);
+ Max.Max(Tmp);
+
+ // Update this
+ SetMinMax(Min, Max);
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Makes a cube from the AABB.
+ * \param cube [out] the cube AABB
+ * \return cube edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABB::MakeCube(AABB& cube) const
+{
+ IcePoint Ext; GetExtents(Ext);
+ float Max = Ext.Max();
+
+ IcePoint Cnt; GetCenter(Cnt);
+ cube.SetCenterExtents(Cnt, IcePoint(Max, Max, Max));
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Makes a sphere from the AABB.
+ * \param sphere [out] sphere containing the AABB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABB::MakeSphere(Sphere& sphere) const
+{
+ GetExtents(sphere.mCenter);
+ sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
+ GetCenter(sphere.mCenter);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks a box is inside another box.
+ * \param box [in] the other AABB
+ * \return true if current box is inside input box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::IsInside(const AABB& box) const
+{
+ if(box.GetMin(0)>GetMin(0)) return false;
+ if(box.GetMin(1)>GetMin(1)) return false;
+ if(box.GetMin(2)>GetMin(2)) return false;
+ if(box.GetMax(0)<GetMax(0)) return false;
+ if(box.GetMax(1)<GetMax(1)) return false;
+ if(box.GetMax(2)<GetMax(2)) return false;
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB planes.
+ * \param planes [out] 6 planes surrounding the box
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::ComputePlanes(Plane* planes) const
+{
+ // Checkings
+ if(!planes) return false;
+
+ IcePoint Center, Extents;
+ GetCenter(Center);
+ GetExtents(Extents);
+
+ // Writes normals
+ planes[0].n = IcePoint(1.0f, 0.0f, 0.0f);
+ planes[1].n = IcePoint(-1.0f, 0.0f, 0.0f);
+ planes[2].n = IcePoint(0.0f, 1.0f, 0.0f);
+ planes[3].n = IcePoint(0.0f, -1.0f, 0.0f);
+ planes[4].n = IcePoint(0.0f, 0.0f, 1.0f);
+ planes[5].n = IcePoint(0.0f, 0.0f, -1.0f);
+
+ // Compute a point on each plane
+ IcePoint p0 = IcePoint(Center.x+Extents.x, Center.y, Center.z);
+ IcePoint p1 = IcePoint(Center.x-Extents.x, Center.y, Center.z);
+ IcePoint p2 = IcePoint(Center.x, Center.y+Extents.y, Center.z);
+ IcePoint p3 = IcePoint(Center.x, Center.y-Extents.y, Center.z);
+ IcePoint p4 = IcePoint(Center.x, Center.y, Center.z+Extents.z);
+ IcePoint p5 = IcePoint(Center.x, Center.y, Center.z-Extents.z);
+
+ // Compute d
+ planes[0].d = -(planes[0].n|p0);
+ planes[1].d = -(planes[1].n|p1);
+ planes[2].d = -(planes[2].n|p2);
+ planes[3].d = -(planes[3].n|p3);
+ planes[4].d = -(planes[4].n|p4);
+ planes[5].d = -(planes[5].n|p5);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the aabb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::ComputePoints(IcePoint* pts) const
+{
+ // Checkings
+ if(!pts) return false;
+
+ // Get box corners
+ IcePoint min; GetMin(min);
+ IcePoint max; GetMax(max);
+
+ // 7+------+6 0 = ---
+ // /| /| 1 = +--
+ // / | / | 2 = ++-
+ // / 4+---/--+5 3 = -+-
+ // 3+------+2 / y z 4 = --+
+ // | / | / | / 5 = +-+
+ // |/ |/ |/ 6 = +++
+ // 0+------+1 *---x 7 = -++
+
+ // Generate 8 corners of the bbox
+ pts[0] = IcePoint(min.x, min.y, min.z);
+ pts[1] = IcePoint(max.x, min.y, min.z);
+ pts[2] = IcePoint(max.x, max.y, min.z);
+ pts[3] = IcePoint(min.x, max.y, min.z);
+ pts[4] = IcePoint(min.x, min.y, max.z);
+ pts[5] = IcePoint(max.x, min.y, max.z);
+ pts[6] = IcePoint(max.x, max.y, max.z);
+ pts[7] = IcePoint(min.x, max.y, max.z);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* AABB::GetVertexNormals() const
+{
+ static float VertexNormals[] =
+ {
+ -INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, INVSQRT3, INVSQRT3,
+ -INVSQRT3, INVSQRT3, INVSQRT3
+ };
+ return (const IcePoint*)VertexNormals;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const udword* AABB::GetEdges() const
+{
+ static udword Indices[] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 7, 6, 6, 5, 5, 4, 4, 7,
+ 1, 5, 6, 2,
+ 3, 7, 4, 0
+ };
+ return Indices;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edge normals.
+ * \return edge normals in local space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* AABB::GetEdgeNormals() const
+{
+ static float EdgeNormals[] =
+ {
+ 0, -INVSQRT2, -INVSQRT2, // 0-1
+ INVSQRT2, 0, -INVSQRT2, // 1-2
+ 0, INVSQRT2, -INVSQRT2, // 2-3
+ -INVSQRT2, 0, -INVSQRT2, // 3-0
+
+ 0, INVSQRT2, INVSQRT2, // 7-6
+ INVSQRT2, 0, INVSQRT2, // 6-5
+ 0, -INVSQRT2, INVSQRT2, // 5-4
+ -INVSQRT2, 0, INVSQRT2, // 4-7
+
+ INVSQRT2, -INVSQRT2, 0, // 1-5
+ INVSQRT2, INVSQRT2, 0, // 6-2
+ -INVSQRT2, INVSQRT2, 0, // 3-7
+ -INVSQRT2, -INVSQRT2, 0 // 4-0
+ };
+ return (const IcePoint*)EdgeNormals;
+}
+
+// ===========================================================================
+// (C) 1996-98 Vienna University of Technology
+// ===========================================================================
+// NAME: bboxarea
+// TYPE: c++ code
+// PROJECT: Bounding Box Area
+// CONTENT: Computes area of 2D projection of 3D oriented bounding box
+// VERSION: 1.0
+// ===========================================================================
+// AUTHORS: ds Dieter Schmalstieg
+// ep Erik Pojar
+// ===========================================================================
+// HISTORY:
+//
+// 19-sep-99 15:23:03 ds last modification
+// 01-dec-98 15:23:03 ep created
+// ===========================================================================
+
+//----------------------------------------------------------------------------
+// SAMPLE CODE STARTS HERE
+//----------------------------------------------------------------------------
+
+// NOTE: This sample program requires OPEN INVENTOR!
+
+//indexlist: this table stores the 64 possible cases of classification of
+//the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
+//only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
+//the first 6 numbers in each row are the indices of the bbox vertices that
+//form the outline of which we want to compute the area (counterclockwise
+//ordering), the 7th entry means the number of vertices in the outline.
+//there are 6 cases with a single face and and a 4-vertex outline, and
+//20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
+//an invalid case.
+
+
+// Original list was made of 7 items, I added an 8th element:
+// - to padd on a cache line
+// - to repeat the first entry to avoid modulos
+//
+// I also replaced original ints with sbytes.
+
+static const sbyte gIndexList[64][8] =
+{
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
+ { 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
+ { 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
+ { 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
+ { 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
+ { 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
+ { 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
+ { 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
+ { 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
+ { 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
+ { 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
+ { 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
+ { 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
+ { 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
+ { 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
+ { 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
+ { 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
+ { 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
+ { 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
+ { 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
+ { 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
+ { 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
+ { 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
+ { 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
+ { 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
+ { 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
+ { 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
+};
+
+const sbyte* AABB::ComputeOutline(const IcePoint& local_eye, sdword& num) const
+{
+ // Get box corners
+ IcePoint min; GetMin(min);
+ IcePoint max; GetMax(max);
+
+ // Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
+ int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
+ + ((local_eye.x > max.x) ? 2 : 0) // 2 = right
+ + ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
+ + ((local_eye.y > max.y) ? 8 : 0) // 8 = top
+ + ((local_eye.z < min.z) ? 16 : 0) // 16 = front
+ + ((local_eye.z > max.z) ? 32 : 0); // 32 = back
+
+ // Look up number of vertices in outline
+ num = (sdword)gIndexList[pos][7];
+ // Zero indicates invalid case
+ if(!num) return null;
+
+ return &gIndexList[pos][0];
+}
+
+// calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
+
+//const IcePoint& eye, //eye point (in bbox object coordinates)
+//const AABB& box, //3d bbox
+//const Matrix4x4& mat, //free transformation for bbox
+//float width, float height, int& num)
+float AABB::ComputeBoxArea(const IcePoint& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
+{
+ const sbyte* Outline = ComputeOutline(eye, num);
+ if(!Outline) return -1.0f;
+
+ // Compute box vertices
+ IcePoint vertexBox[8], dst[8];
+ ComputePoints(vertexBox);
+
+ // Transform all outline corners into 2D screen space
+ for(sdword i=0;i<num;i++)
+ {
+ HPoint Projected;
+ vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
+ dst[i] = Projected;
+ }
+
+ float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
+
+ for(int i=0; i<num-1; i++)
+ Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
+
+ return Sum * 0.5f; //return computed value corrected by 0.5
+}
diff --git a/Opcode/Ice/IceAABB.h b/Opcode/Ice/IceAABB.h
new file mode 100644
index 0000000..573629e
--- /dev/null
+++ b/Opcode/Ice/IceAABB.h
@@ -0,0 +1,505 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains AABB-related code. (axis-aligned bounding box)
+ * \file IceAABB.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEAABB_H__
+#define __ICEAABB_H__
+
+ // Forward declarations
+ class Sphere;
+
+//! Declarations of type-independent methods (most of them implemented in the .cpp)
+#define AABB_COMMON_METHODS \
+ AABB& Add(const AABB& aabb); \
+ float MakeCube(AABB& cube) const; \
+ void MakeSphere(Sphere& sphere) const; \
+ const sbyte* ComputeOutline(const Point& local_eye, sdword& num) const; \
+ float ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const; \
+ bool IsInside(const AABB& box) const; \
+ bool ComputePlanes(Plane* planes) const; \
+ bool ComputePoints(Point* pts) const; \
+ const Point* GetVertexNormals() const; \
+ const udword* GetEdges() const; \
+ const Point* GetEdgeNormals() const; \
+ inline_ BOOL ContainsPoint(const Point& p) const \
+ { \
+ if(p.x > GetMax(0) || p.x < GetMin(0)) return FALSE; \
+ if(p.y > GetMax(1) || p.y < GetMin(1)) return FALSE; \
+ if(p.z > GetMax(2) || p.z < GetMin(2)) return FALSE; \
+ return TRUE; \
+ }
+
+ enum AABBType
+ {
+ AABB_RENDER = 0, //!< AABB used for rendering. Not visible == not rendered.
+ AABB_UPDATE = 1, //!< AABB used for dynamic updates. Not visible == not updated.
+
+ AABB_FORCE_DWORD = 0x7fffffff,
+ };
+
+#ifdef USE_MINMAX
+
+ struct ICEMATHS_API ShadowAABB
+ {
+ Point mMin;
+ Point mMax;
+ };
+
+ class ICEMATHS_API AABB
+ {
+ public:
+ //! Constructor
+ inline_ AABB() {}
+ //! Destructor
+ inline_ ~AABB() {}
+
+ //! Type-independent methods
+ AABB_COMMON_METHODS;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetMinMax(const Point& min, const Point& max) { mMin = min; mMax = max; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from center & extents vectors.
+ * \param c [in] the center point
+ * \param e [in] the extents vector
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetCenterExtents(const Point& c, const Point& e) { mMin = c - e; mMax = c + e; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty() { Point p(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); mMin = -p; mMax = p;}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups a point AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetPoint(const Point& pt) { mMin = mMax = pt; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the size of the AABB. The size is defined as the longest extent.
+ * \return the size of the AABB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ float GetSize() const { Point e; GetExtents(e); return e.Max(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Extends the AABB.
+ * \param p [in] the next point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Extend(const Point& p)
+ {
+ if(p.x > mMax.x) mMax.x = p.x;
+ if(p.x < mMin.x) mMin.x = p.x;
+
+ if(p.y > mMax.y) mMax.y = p.y;
+ if(p.y < mMin.y) mMin.y = p.y;
+
+ if(p.z > mMax.z) mMax.z = p.z;
+ if(p.z < mMin.z) mMin.z = p.z;
+ }
+ // Data access
+
+ //! Get min point of the box
+ inline_ void GetMin(Point& min) const { min = mMin; }
+ //! Get max point of the box
+ inline_ void GetMax(Point& max) const { max = mMax; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mMin[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mMax[axis]; }
+
+ //! Get box center
+ inline_ void GetCenter(Point& center) const { center = (mMax + mMin)*0.5f; }
+ //! Get box extents
+ inline_ void GetExtents(Point& extents) const { extents = (mMax - mMin)*0.5f; }
+
+ //! Get component of the box's center along a given axis
+ inline_ float GetCenter(udword axis) const { return (mMax[axis] + mMin[axis])*0.5f; }
+ //! Get component of the box's extents along a given axis
+ inline_ float GetExtents(udword axis) const { return (mMax[axis] - mMin[axis])*0.5f; }
+
+ //! Get box diagonal
+ inline_ void GetDiagonal(Point& diagonal) const { diagonal = mMax - mMin; }
+ inline_ float GetWidth() const { return mMax.x - mMin.x; }
+ inline_ float GetHeight() const { return mMax.y - mMin.y; }
+ inline_ float GetDepth() const { return mMax.z - mMin.z; }
+
+ //! Volume
+ inline_ float GetVolume() const { return GetWidth() * GetHeight() * GetDepth(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the intersection between two AABBs.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a) const
+ {
+ if(mMax.x < a.mMin.x
+ || a.mMax.x < mMin.x
+ || mMax.y < a.mMin.y
+ || a.mMax.y < mMin.y
+ || mMax.z < a.mMin.z
+ || a.mMax.z < mMin.z) return FALSE;
+
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the 1D-intersection between two AABBs, on a given axis.
+ * \param a [in] the other AABB
+ * \param axis [in] the axis (0, 1, 2)
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a, udword axis) const
+ {
+ if(mMax[axis] < a.mMin[axis] || a.mMax[axis] < mMin[axis]) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
+ * Original code by Charles Bloom on the GD-Algorithm list. (I slightly modified it)
+ * \param mtx [in] the transform matrix
+ * \param aabb [out] the transformed AABB [can be *this]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
+ {
+ // The three edges transformed: you can efficiently transform an X-only vector
+ // by just getting the "X" column of the matrix
+ Point vx,vy,vz;
+ mtx.GetRow(0, vx); vx *= (mMax.x - mMin.x);
+ mtx.GetRow(1, vy); vy *= (mMax.y - mMin.y);
+ mtx.GetRow(2, vz); vz *= (mMax.z - mMin.z);
+
+ // Transform the min point
+ aabb.mMin = aabb.mMax = mMin * mtx;
+
+ // Take the transformed min & axes and find new extents
+ // Using CPU code in the right place is faster...
+ if(IS_NEGATIVE_FLOAT(vx.x)) aabb.mMin.x += vx.x; else aabb.mMax.x += vx.x;
+ if(IS_NEGATIVE_FLOAT(vx.y)) aabb.mMin.y += vx.y; else aabb.mMax.y += vx.y;
+ if(IS_NEGATIVE_FLOAT(vx.z)) aabb.mMin.z += vx.z; else aabb.mMax.z += vx.z;
+ if(IS_NEGATIVE_FLOAT(vy.x)) aabb.mMin.x += vy.x; else aabb.mMax.x += vy.x;
+ if(IS_NEGATIVE_FLOAT(vy.y)) aabb.mMin.y += vy.y; else aabb.mMax.y += vy.y;
+ if(IS_NEGATIVE_FLOAT(vy.z)) aabb.mMin.z += vy.z; else aabb.mMax.z += vy.z;
+ if(IS_NEGATIVE_FLOAT(vz.x)) aabb.mMin.x += vz.x; else aabb.mMax.x += vz.x;
+ if(IS_NEGATIVE_FLOAT(vz.y)) aabb.mMin.y += vz.y; else aabb.mMax.y += vz.y;
+ if(IS_NEGATIVE_FLOAT(vz.z)) aabb.mMin.z += vz.z; else aabb.mMax.z += vz.z;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the AABB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Min, Max) boxes: min < max
+ if(mMin.x > mMax.x) return FALSE;
+ if(mMin.y > mMax.y) return FALSE;
+ if(mMin.z > mMax.z) return FALSE;
+ return TRUE;
+ }
+
+ //! Operator for AABB *= float. Scales the extents, keeps same center.
+ inline_ AABB& operator*=(float s)
+ {
+ Point Center; GetCenter(Center);
+ Point Extents; GetExtents(Extents);
+ SetCenterExtents(Center, Extents * s);
+ return *this;
+ }
+
+ //! Operator for AABB /= float. Scales the extents, keeps same center.
+ inline_ AABB& operator/=(float s)
+ {
+ Point Center; GetCenter(Center);
+ Point Extents; GetExtents(Extents);
+ SetCenterExtents(Center, Extents / s);
+ return *this;
+ }
+
+ //! Operator for AABB += Point. Translates the box.
+ inline_ AABB& operator+=(const Point& trans)
+ {
+ mMin+=trans;
+ mMax+=trans;
+ return *this;
+ }
+ private:
+ Point mMin; //!< Min point
+ Point mMax; //!< Max point
+ };
+
+#else
+
+ class ICEMATHS_API AABB
+ {
+ public:
+ //! Constructor
+ inline_ AABB() {}
+ //! Destructor
+ inline_ ~AABB() {}
+
+ //! Type-independent methods
+ AABB_COMMON_METHODS;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetMinMax(const Point& min, const Point& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from center & extents vectors.
+ * \param c [in] the center point
+ * \param e [in] the extents vector
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetCenterExtents(const Point& c, const Point& e) { mCenter = c; mExtents = e; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty() { mCenter.Zero(); mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups a point AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetPoint(const Point& pt) { mCenter = pt; mExtents.Zero(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the size of the AABB. The size is defined as the longest extent.
+ * \return the size of the AABB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ float GetSize() const { return mExtents.Max(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Extends the AABB.
+ * \param p [in] the next point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Extend(const Point& p)
+ {
+ Point Max = mCenter + mExtents;
+ Point Min = mCenter - mExtents;
+
+ if(p.x > Max.x) Max.x = p.x;
+ if(p.x < Min.x) Min.x = p.x;
+
+ if(p.y > Max.y) Max.y = p.y;
+ if(p.y < Min.y) Min.y = p.y;
+
+ if(p.z > Max.z) Max.z = p.z;
+ if(p.z < Min.z) Min.z = p.z;
+
+ SetMinMax(Min, Max);
+ }
+ // Data access
+
+ //! Get min point of the box
+ inline_ void GetMin(Point& min) const { min = mCenter - mExtents; }
+ //! Get max point of the box
+ inline_ void GetMax(Point& max) const { max = mCenter + mExtents; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
+
+ //! Get box center
+ inline_ void GetCenter(Point& center) const { center = mCenter; }
+ //! Get box extents
+ inline_ void GetExtents(Point& extents) const { extents = mExtents; }
+
+ //! Get component of the box's center along a given axis
+ inline_ float GetCenter(udword axis) const { return mCenter[axis]; }
+ //! Get component of the box's extents along a given axis
+ inline_ float GetExtents(udword axis) const { return mExtents[axis]; }
+
+ //! Get box diagonal
+ inline_ void GetDiagonal(Point& diagonal) const { diagonal = mExtents * 2.0f; }
+ inline_ float GetWidth() const { return mExtents.x * 2.0f; }
+ inline_ float GetHeight() const { return mExtents.y * 2.0f; }
+ inline_ float GetDepth() const { return mExtents.z * 2.0f; }
+
+ //! Volume
+ inline_ float GetVolume() const { return mExtents.x * mExtents.y * mExtents.z * 8.0f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the intersection between two AABBs.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a) const
+ {
+ float tx = mCenter.x - a.mCenter.x; float ex = a.mExtents.x + mExtents.x; if(AIR(tx) > IR(ex)) return FALSE;
+ float ty = mCenter.y - a.mCenter.y; float ey = a.mExtents.y + mExtents.y; if(AIR(ty) > IR(ey)) return FALSE;
+ float tz = mCenter.z - a.mCenter.z; float ez = a.mExtents.z + mExtents.z; if(AIR(tz) > IR(ez)) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * The standard intersection method from Gamasutra. Just here to check its speed against the one above.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool GomezIntersect(const AABB& a)
+ {
+ Point T = mCenter - a.mCenter; // Vector from A to B
+ return ((fabsf(T.x) <= (a.mExtents.x + mExtents.x))
+ && (fabsf(T.y) <= (a.mExtents.y + mExtents.y))
+ && (fabsf(T.z) <= (a.mExtents.z + mExtents.z)));
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the 1D-intersection between two AABBs, on a given axis.
+ * \param a [in] the other AABB
+ * \param axis [in] the axis (0, 1, 2)
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a, udword axis) const
+ {
+ float t = mCenter[axis] - a.mCenter[axis];
+ float e = a.mExtents[axis] + mExtents[axis];
+ if(AIR(t) > IR(e)) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
+ * \param mtx [in] the transform matrix
+ * \param aabb [out] the transformed AABB [can be *this]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
+ {
+ // Compute new center
+ aabb.mCenter = mCenter * mtx;
+
+ // Compute new extents. FPU code & CPU code have been interleaved for improved performance.
+ Point Ex(mtx.m[0][0] * mExtents.x, mtx.m[0][1] * mExtents.x, mtx.m[0][2] * mExtents.x);
+ IR(Ex.x)&=0x7fffffff; IR(Ex.y)&=0x7fffffff; IR(Ex.z)&=0x7fffffff;
+
+ Point Ey(mtx.m[1][0] * mExtents.y, mtx.m[1][1] * mExtents.y, mtx.m[1][2] * mExtents.y);
+ IR(Ey.x)&=0x7fffffff; IR(Ey.y)&=0x7fffffff; IR(Ey.z)&=0x7fffffff;
+
+ Point Ez(mtx.m[2][0] * mExtents.z, mtx.m[2][1] * mExtents.z, mtx.m[2][2] * mExtents.z);
+ IR(Ez.x)&=0x7fffffff; IR(Ez.y)&=0x7fffffff; IR(Ez.z)&=0x7fffffff;
+
+ aabb.mExtents.x = Ex.x + Ey.x + Ez.x;
+ aabb.mExtents.y = Ex.y + Ey.y + Ez.y;
+ aabb.mExtents.z = Ex.z + Ey.z + Ez.z;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the AABB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Center, Extents) boxes: Extents >= 0
+ if(IS_NEGATIVE_FLOAT(mExtents.x)) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mExtents.y)) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mExtents.z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Operator for AABB *= float. Scales the extents, keeps same center.
+ inline_ AABB& operator*=(float s) { mExtents*=s; return *this; }
+
+ //! Operator for AABB /= float. Scales the extents, keeps same center.
+ inline_ AABB& operator/=(float s) { mExtents/=s; return *this; }
+
+ //! Operator for AABB += Point. Translates the box.
+ inline_ AABB& operator+=(const Point& trans)
+ {
+ mCenter+=trans;
+ return *this;
+ }
+ private:
+ Point mCenter; //!< AABB Center
+ Point mExtents; //!< x, y and z extents
+ };
+
+#endif
+
+ inline_ void ComputeMinMax(const Point& p, Point& min, Point& max)
+ {
+ if(p.x > max.x) max.x = p.x;
+ if(p.x < min.x) min.x = p.x;
+
+ if(p.y > max.y) max.y = p.y;
+ if(p.y < min.y) min.y = p.y;
+
+ if(p.z > max.z) max.z = p.z;
+ if(p.z < min.z) min.z = p.z;
+ }
+
+ inline_ void ComputeAABB(AABB& aabb, const Point* list, udword nb_pts)
+ {
+ if(list)
+ {
+ Point Maxi(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+ Point Mini(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
+ while(nb_pts--)
+ {
+// _prefetch(list+1); // off by one ?
+ ComputeMinMax(*list++, Mini, Maxi);
+ }
+ aabb.SetMinMax(Mini, Maxi);
+ }
+ }
+
+#endif // __ICEAABB_H__
diff --git a/Opcode/Ice/IceAxes.h b/Opcode/Ice/IceAxes.h
new file mode 100644
index 0000000..39004a9
--- /dev/null
+++ b/Opcode/Ice/IceAxes.h
@@ -0,0 +1,54 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains axes definition.
+ * \file IceAxes.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEAXES_H__
+#define __ICEAXES_H__
+
+ enum PointComponent
+ {
+ _X = 0,
+ _Y = 1,
+ _Z = 2,
+ _W = 3,
+
+ _FORCE_DWORD = 0x7fffffff
+ };
+
+ enum AxisOrder
+ {
+ AXES_XYZ = (_X)|(_Y<<2)|(_Z<<4),
+ AXES_XZY = (_X)|(_Z<<2)|(_Y<<4),
+ AXES_YXZ = (_Y)|(_X<<2)|(_Z<<4),
+ AXES_YZX = (_Y)|(_Z<<2)|(_X<<4),
+ AXES_ZXY = (_Z)|(_X<<2)|(_Y<<4),
+ AXES_ZYX = (_Z)|(_Y<<2)|(_X<<4),
+
+ AXES_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICEMATHS_API Axes
+ {
+ public:
+
+ inline_ Axes(AxisOrder order)
+ {
+ mAxis0 = (order ) & 3;
+ mAxis1 = (order>>2) & 3;
+ mAxis2 = (order>>4) & 3;
+ }
+ inline_ ~Axes() {}
+
+ udword mAxis0;
+ udword mAxis1;
+ udword mAxis2;
+ };
+
+#endif // __ICEAXES_H__
diff --git a/Opcode/Ice/IceBoundingSphere.h b/Opcode/Ice/IceBoundingSphere.h
new file mode 100644
index 0000000..c66524c
--- /dev/null
+++ b/Opcode/Ice/IceBoundingSphere.h
@@ -0,0 +1,142 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code to compute the minimal bounding sphere.
+ * \file IceBoundingSphere.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEBOUNDINGSPHERE_H__
+#define __ICEBOUNDINGSPHERE_H__
+
+ enum BSphereMethod
+ {
+ BS_NONE,
+ BS_GEMS,
+ BS_MINIBALL,
+
+ BS_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICEMATHS_API Sphere
+ {
+ public:
+ //! Constructor
+ inline_ Sphere() {}
+ //! Constructor
+ inline_ Sphere(const Point& center, float radius) : mCenter(center), mRadius(radius) {}
+ //! Constructor
+ Sphere(udword nb_verts, const Point* verts);
+ //! Copy constructor
+ inline_ Sphere(const Sphere& sphere) : mCenter(sphere.mCenter), mRadius(sphere.mRadius) {}
+ //! Destructor
+ inline_ ~Sphere() {}
+
+ BSphereMethod Compute(udword nb_verts, const Point* verts);
+ bool FastCompute(udword nb_verts, const Point* verts);
+
+ // Access methods
+ inline_ const Point& GetCenter() const { return mCenter; }
+ inline_ float GetRadius() const { return mRadius; }
+
+ inline_ const Point& Center() const { return mCenter; }
+ inline_ float Radius() const { return mRadius; }
+
+ inline_ Sphere& Set(const Point& center, float radius) { mCenter = center; mRadius = radius; return *this; }
+ inline_ Sphere& SetCenter(const Point& center) { mCenter = center; return *this; }
+ inline_ Sphere& SetRadius(float radius) { mRadius = radius; return *this; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the sphere.
+ * \param p [in] the point to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Point& p) const
+ {
+ return mCenter.SquareDistance(p) <= mRadius*mRadius;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a sphere is contained within the sphere.
+ * \param sphere [in] the sphere to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Sphere& sphere) const
+ {
+ // If our radius is the smallest, we can't possibly contain the other sphere
+ if(mRadius < sphere.mRadius) return false;
+ // So r is always positive or null now
+ float r = mRadius - sphere.mRadius;
+ return mCenter.SquareDistance(sphere.mCenter) <= r*r;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a box is contained within the sphere.
+ * \param aabb [in] the box to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Contains(const AABB& aabb) const
+ {
+ // I assume if all 8 box vertices are inside the sphere, so does the whole box.
+ // Sounds ok but maybe there's a better way?
+ float R2 = mRadius * mRadius;
+#ifdef USE_MIN_MAX
+ const Point& Max = ((ShadowAABB&)&aabb).mMax;
+ const Point& Min = ((ShadowAABB&)&aabb).mMin;
+#else
+ Point Max; aabb.GetMax(Max);
+ Point Min; aabb.GetMin(Min);
+#endif
+ Point p;
+ p.x=Max.x; p.y=Max.y; p.z=Max.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Max.y; p.z=Min.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if the sphere intersects another sphere
+ * \param sphere [in] the other sphere
+ * \return true if spheres overlap
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Intersect(const Sphere& sphere) const
+ {
+ float r = mRadius + sphere.mRadius;
+ return mCenter.SquareDistance(sphere.mCenter) <= r*r;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the sphere is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for spheres: Radius >= 0.0f
+ if(mRadius < 0.0f) return FALSE;
+ return TRUE;
+ }
+ public:
+ Point mCenter; //!< Sphere center
+ float mRadius; //!< Sphere radius
+ };
+
+#endif // __ICEBOUNDINGSPHERE_H__
diff --git a/Opcode/Ice/IceContainer.cpp b/Opcode/Ice/IceContainer.cpp
new file mode 100644
index 0000000..e2c42d1
--- /dev/null
+++ b/Opcode/Ice/IceContainer.cpp
@@ -0,0 +1,345 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple container class.
+ * \file IceContainer.cpp
+ * \author Pierre Terdiman
+ * \date February, 5, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a list of 32-bits values.
+ * Use this class when you need to store an unknown number of values. The list is automatically
+ * resized and can contains 32-bits entities (dwords or floats)
+ *
+ * \class Container
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+// Static members
+#ifdef CONTAINER_STATS
+udword Container::mNbContainers = 0;
+udword Container::mUsedRam = 0;
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor. No entries allocated there.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container() : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor. Also allocates a given number of entries.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container(udword size, float growth_factor) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(growth_factor)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+ SetSize(size);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Copy constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container(const Container& object) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+ *this = object;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor. Frees everything and leaves.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::~Container()
+{
+ Empty();
+#ifdef CONTAINER_STATS
+ mNbContainers--;
+ mUsedRam-=GetUsedRam();
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Clears the container. All stored values are deleted, and it frees used ram.
+ * \see Reset()
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::Empty()
+{
+#ifdef CONTAINER_STATS
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+ DELETEARRAY(mEntries);
+ mCurNbEntries = mMaxNbEntries = 0;
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Resizes the container.
+ * \param needed [in] assume the container can be added at least "needed" values
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Resize(udword needed)
+{
+#ifdef CONTAINER_STATS
+ // Subtract previous amount of bytes
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Get more entries
+ mMaxNbEntries = mMaxNbEntries ? udword(float(mMaxNbEntries)*mGrowthFactor) : 2; // Default nb Entries = 2
+ if(mMaxNbEntries<mCurNbEntries + needed) mMaxNbEntries = mCurNbEntries + needed;
+
+ // Get some bytes for new entries
+ udword* NewEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(NewEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Copy old data if needed
+ if(mCurNbEntries) CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
+
+ // Delete old data
+ DELETEARRAY(mEntries);
+
+ // Assign new pointer
+ mEntries = NewEntries;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Sets the initial size of the container. If it already contains something, it's discarded.
+ * \param nb [in] Number of entries
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::SetSize(udword nb)
+{
+ // Make sure it's empty
+ Empty();
+
+ // Checkings
+ if(!nb) return false;
+
+ // Initialize for nb entries
+ mMaxNbEntries = nb;
+
+ // Get some bytes for new entries
+ mEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(mEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the container and get rid of unused bytes.
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Refit()
+{
+#ifdef CONTAINER_STATS
+ // Subtract previous amount of bytes
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Get just enough entries
+ mMaxNbEntries = mCurNbEntries;
+ if(!mMaxNbEntries) return false;
+
+ // Get just enough bytes
+ udword* NewEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(NewEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Copy old data
+ CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
+
+ // Delete old data
+ DELETEARRAY(mEntries);
+
+ // Assign new pointer
+ mEntries = NewEntries;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the container already contains a given value.
+ * \param entry [in] the value to look for in the container
+ * \param location [out] a possible pointer to store the entry location
+ * \see Add(udword entry)
+ * \see Add(float entry)
+ * \see Empty()
+ * \return true if the value has been found in the container, else false.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Contains(udword entry, udword* location) const
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ if(location) *location = i;
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Deletes an entry. If the container contains such an entry, it's removed.
+ * \param entry [in] the value to delete.
+ * \return true if the value has been found in the container, else false.
+ * \warning This method is arbitrary slow (O(n)) and should be used carefully. Insertion order is not preserved.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Delete(udword entry)
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ // Entry has been found at index i. The strategy is to copy the last current entry at index i, and decrement the current number of entries.
+ DeleteIndex(i);
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Deletes an entry, preserving the insertion order. If the container contains such an entry, it's removed.
+ * \param entry [in] the value to delete.
+ * \return true if the value has been found in the container, else false.
+ * \warning This method is arbitrary slow (O(n)) and should be used carefully.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::DeleteKeepingOrder(udword entry)
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ // Entry has been found at index i.
+ // Shift entries to preserve order. You really should use a linked list instead.
+ mCurNbEntries--;
+ for(udword j=i;j<mCurNbEntries;j++)
+ {
+ mEntries[j] = mEntries[j+1];
+ }
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the next entry, starting from input one.
+ * \param entry [in/out] On input, the entry to look for. On output, the next entry
+ * \param find_mode [in] wrap/clamp
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::FindNext(udword& entry, FindMode find_mode)
+{
+ udword Location;
+ if(Contains(entry, &Location))
+ {
+ Location++;
+ if(Location==mCurNbEntries) Location = find_mode==FIND_WRAP ? 0 : mCurNbEntries-1;
+ entry = mEntries[Location];
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the previous entry, starting from input one.
+ * \param entry [in/out] On input, the entry to look for. On output, the previous entry
+ * \param find_mode [in] wrap/clamp
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::FindPrev(udword& entry, FindMode find_mode)
+{
+ udword Location;
+ if(Contains(entry, &Location))
+ {
+ Location--;
+ if(Location==0xffffffff) Location = find_mode==FIND_WRAP ? mCurNbEntries-1 : 0;
+ entry = mEntries[Location];
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the ram used by the container.
+ * \return the ram used in bytes.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword Container::GetUsedRam() const
+{
+ return sizeof(Container) + mMaxNbEntries * sizeof(udword);
+}
+
+void Container::operator=(const Container& object)
+{
+ SetSize(object.GetNbEntries());
+ CopyMemory(mEntries, object.GetEntries(), mMaxNbEntries*sizeof(udword));
+ mCurNbEntries = mMaxNbEntries;
+}
diff --git a/Opcode/Ice/IceContainer.h b/Opcode/Ice/IceContainer.h
new file mode 100644
index 0000000..9f06ada
--- /dev/null
+++ b/Opcode/Ice/IceContainer.h
@@ -0,0 +1,212 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple container class.
+ * \file IceContainer.h
+ * \author Pierre Terdiman
+ * \date February, 5, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICECONTAINER_H__
+#define __ICECONTAINER_H__
+
+ #define CONTAINER_STATS
+
+ enum FindMode
+ {
+ FIND_CLAMP,
+ FIND_WRAP,
+
+ FIND_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICECORE_API Container
+ {
+ public:
+ // Constructor / Destructor
+ Container();
+ Container(const Container& object);
+ Container(udword size, float growth_factor);
+ ~Container();
+ // Management
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * A O(1) method to add a value in the container. The container is automatically resized if needed.
+ * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
+ * costs a lot more than the call overhead...
+ *
+ * \param entry [in] a udword to store in the container
+ * \see Add(float entry)
+ * \see Empty()
+ * \see Contains(udword entry)
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ Container& Add(udword entry)
+ {
+ // Resize if needed
+ if(mCurNbEntries==mMaxNbEntries) Resize();
+
+ // Add new entry
+ mEntries[mCurNbEntries++] = entry;
+ return *this;
+ }
+
+ inline_ Container& Add(const udword* entries, udword nb)
+ {
+ // Resize if needed
+ if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
+
+ // Add new entry
+ CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(udword));
+ mCurNbEntries+=nb;
+ return *this;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * A O(1) method to add a value in the container. The container is automatically resized if needed.
+ * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
+ * costs a lot more than the call overhead...
+ *
+ * \param entry [in] a float to store in the container
+ * \see Add(udword entry)
+ * \see Empty()
+ * \see Contains(udword entry)
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ Container& Add(float entry)
+ {
+ // Resize if needed
+ if(mCurNbEntries==mMaxNbEntries) Resize();
+
+ // Add new entry
+ mEntries[mCurNbEntries++] = IR(entry);
+ return *this;
+ }
+
+ inline_ Container& Add(const float* entries, udword nb)
+ {
+ // Resize if needed
+ if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
+
+ // Add new entry
+ CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(float));
+ mCurNbEntries+=nb;
+ return *this;
+ }
+
+ //! Add unique [slow]
+ inline_ Container& AddUnique(udword entry)
+ {
+ if(!Contains(entry)) Add(entry);
+ return *this;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Clears the container. All stored values are deleted, and it frees used ram.
+ * \see Reset()
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ Container& Empty();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Resets the container. Stored values are discarded but the buffer is kept so that further calls don't need resizing again.
+ * That's a kind of temporal coherence.
+ * \see Empty()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Reset()
+ {
+ // Avoid the write if possible
+ // ### CMOV
+ if(mCurNbEntries) mCurNbEntries = 0;
+ }
+
+ // HANDLE WITH CARE
+ inline_ void ForceSize(udword size)
+ {
+ mCurNbEntries = size;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Sets the initial size of the container. If it already contains something, it's discarded.
+ * \param nb [in] Number of entries
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetSize(udword nb);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the container and get rid of unused bytes.
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Refit();
+
+ // Checks whether the container already contains a given value.
+ bool Contains(udword entry, udword* location=null) const;
+ // Deletes an entry - doesn't preserve insertion order.
+ bool Delete(udword entry);
+ // Deletes an entry - does preserve insertion order.
+ bool DeleteKeepingOrder(udword entry);
+ //! Deletes the very last entry.
+ inline_ void DeleteLastEntry() { if(mCurNbEntries) mCurNbEntries--; }
+ //! Deletes the entry whose index is given
+ inline_ void DeleteIndex(udword index) { mEntries[index] = mEntries[--mCurNbEntries]; }
+
+ // Helpers
+ Container& FindNext(udword& entry, FindMode find_mode=FIND_CLAMP);
+ Container& FindPrev(udword& entry, FindMode find_mode=FIND_CLAMP);
+ // Data access.
+ inline_ udword GetNbEntries() const { return mCurNbEntries; } //!< Returns the current number of entries.
+ inline_ udword GetEntry(udword i) const { return mEntries[i]; } //!< Returns ith entry
+ inline_ udword* GetEntries() const { return mEntries; } //!< Returns the list of entries.
+
+ inline_ udword GetFirst() const { return mEntries[0]; }
+ inline_ udword GetLast() const { return mEntries[mCurNbEntries-1]; }
+
+ // Growth control
+ inline_ float GetGrowthFactor() const { return mGrowthFactor; } //!< Returns the growth factor
+ inline_ void SetGrowthFactor(float growth) { mGrowthFactor = growth; } //!< Sets the growth factor
+ inline_ bool IsFull() const { return mCurNbEntries==mMaxNbEntries; } //!< Checks the container is full
+ inline_ BOOL IsNotEmpty() const { return mCurNbEntries; } //!< Checks the container is empty
+
+ //! Read-access as an array
+ inline_ udword operator[](udword i) const { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
+ //! Write-access as an array
+ inline_ udword& operator[](udword i) { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
+
+ // Stats
+ udword GetUsedRam() const;
+
+ //! Operator for "Container A = Container B"
+ void operator = (const Container& object);
+
+#ifdef CONTAINER_STATS
+ inline_ udword GetNbContainers() const { return mNbContainers; }
+ inline_ udword GetTotalBytes() const { return mUsedRam; }
+ private:
+
+ static udword mNbContainers; //!< Number of containers around
+ static udword mUsedRam; //!< Amount of bytes used by containers in the system
+#endif
+ private:
+ // Resizing
+ bool Resize(udword needed=1);
+ // Data
+ udword mMaxNbEntries; //!< Maximum possible number of entries
+ udword mCurNbEntries; //!< Current number of entries
+ udword* mEntries; //!< List of entries
+ float mGrowthFactor; //!< Resize: new number of entries = old number * mGrowthFactor
+ };
+
+#endif // __ICECONTAINER_H__
diff --git a/Opcode/Ice/IceFPU.h b/Opcode/Ice/IceFPU.h
new file mode 100644
index 0000000..9e57960
--- /dev/null
+++ b/Opcode/Ice/IceFPU.h
@@ -0,0 +1,317 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains FPU related code.
+ * \file IceFPU.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEFPU_H__
+#define __ICEFPU_H__
+
+ #define SIGN_BITMASK 0x80000000
+
+ //! Integer representation of a floating-point value.
+ #define IR(x) ((udword&)(x))
+
+ //! Signed integer representation of a floating-point value.
+ #define SIR(x) ((sdword&)(x))
+
+ //! Absolute integer representation of a floating-point value
+ #define AIR(x) (IR(x)&0x7fffffff)
+
+ //! Floating-point representation of an integer value.
+ #define FR(x) ((float&)(x))
+
+ //! Integer-based comparison of a floating point value.
+ //! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
+ #define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000)
+
+ //! Fast fabs for floating-point values. It just clears the sign bit.
+ //! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context.
+ inline_ float FastFabs(float x)
+ {
+ udword FloatBits = IR(x)&0x7fffffff;
+ return FR(FloatBits);
+ }
+
+ //! Fast square root for floating-point values.
+ inline_ float FastSqrt(float square)
+ {
+ float retval;
+
+ __asm {
+ mov eax, square
+ sub eax, 0x3F800000
+ sar eax, 1
+ add eax, 0x3F800000
+ mov [retval], eax
+ }
+ return retval;
+ }
+
+ //! Saturates positive to zero.
+ inline_ float fsat(float f)
+ {
+ udword y = (udword&)f & ~((sdword&)f >>31);
+ return (float&)y;
+ }
+
+ //! Computes 1.0f / sqrtf(x).
+ inline_ float frsqrt(float f)
+ {
+ float x = f * 0.5f;
+ udword y = 0x5f3759df - ((udword&)f >> 1);
+ // Iteration...
+ (float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) );
+ // Result
+ return (float&)y;
+ }
+
+ //! Computes 1.0f / sqrtf(x). Comes from NVIDIA.
+ inline_ float InvSqrt(const float& x)
+ {
+ udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1;
+ float y = *(float*)&tmp;
+ return y * (1.47f - 0.47f * x * y * y);
+ }
+
+ //! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above.
+ //! See http://www.magic-software.com/3DGEDInvSqrt.html
+ inline_ float RSqrt(float number)
+ {
+ long i;
+ float x2, y;
+ const float threehalfs = 1.5f;
+
+ x2 = number * 0.5f;
+ y = number;
+ i = * (long *) &y;
+ i = 0x5f3759df - (i >> 1);
+ y = * (float *) &i;
+ y = y * (threehalfs - (x2 * y * y));
+
+ return y;
+ }
+
+ //! TO BE DOCUMENTED
+ inline_ float fsqrt(float f)
+ {
+ udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000;
+ // Iteration...?
+ // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f;
+ // Result
+ return (float&)y;
+ }
+
+ //! Returns the float ranged espilon value.
+ inline_ float fepsilon(float f)
+ {
+ udword b = (udword&)f & 0xff800000;
+ udword a = b | 0x00000001;
+ (float&)a -= (float&)b;
+ // Result
+ return (float&)a;
+ }
+
+ //! Is the float valid ?
+ inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; }
+ inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; }
+ inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; }
+ inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; }
+
+ inline_ bool IsValidFloat(float value)
+ {
+ if(IsNAN(value)) return false;
+ if(IsIndeterminate(value)) return false;
+ if(IsPlusInf(value)) return false;
+ if(IsMinusInf(value)) return false;
+ return true;
+ }
+
+ #define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x));
+
+/*
+ //! FPU precision setting function.
+ inline_ void SetFPU()
+ {
+ // This function evaluates whether the floating-point
+ // control word is set to single precision/round to nearest/
+ // exceptions disabled. If these conditions don't hold, the
+ // function changes the control word to set them and returns
+ // TRUE, putting the old control word value in the passback
+ // location pointed to by pwOldCW.
+ {
+ uword wTemp, wSave;
+
+ __asm fstcw wSave
+ if (wSave & 0x300 || // Not single mode
+ 0x3f != (wSave & 0x3f) || // Exceptions enabled
+ wSave & 0xC00) // Not round to nearest mode
+ {
+ __asm
+ {
+ mov ax, wSave
+ and ax, not 300h ;; single mode
+ or ax, 3fh ;; disable all exceptions
+ and ax, not 0xC00 ;; round to nearest mode
+ mov wTemp, ax
+ fldcw wTemp
+ }
+ }
+ }
+ }
+*/
+ //! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON)
+ inline_ float ComputeFloatEpsilon()
+ {
+ float f = 1.0f;
+ ((udword&)f)^=1;
+ return f - 1.0f; // You can check it's the same as FLT_EPSILON
+ }
+
+ inline_ bool IsFloatZero(float x, float epsilon=1e-6f)
+ {
+ return x*x < epsilon;
+ }
+
+ #define FCOMI_ST0 _asm _emit 0xdb _asm _emit 0xf0
+ #define FCOMIP_ST0 _asm _emit 0xdf _asm _emit 0xf0
+ #define FCMOVB_ST0 _asm _emit 0xda _asm _emit 0xc0
+ #define FCMOVNB_ST0 _asm _emit 0xdb _asm _emit 0xc0
+
+ #define FCOMI_ST1 _asm _emit 0xdb _asm _emit 0xf1
+ #define FCOMIP_ST1 _asm _emit 0xdf _asm _emit 0xf1
+ #define FCMOVB_ST1 _asm _emit 0xda _asm _emit 0xc1
+ #define FCMOVNB_ST1 _asm _emit 0xdb _asm _emit 0xc1
+
+ #define FCOMI_ST2 _asm _emit 0xdb _asm _emit 0xf2
+ #define FCOMIP_ST2 _asm _emit 0xdf _asm _emit 0xf2
+ #define FCMOVB_ST2 _asm _emit 0xda _asm _emit 0xc2
+ #define FCMOVNB_ST2 _asm _emit 0xdb _asm _emit 0xc2
+
+ #define FCOMI_ST3 _asm _emit 0xdb _asm _emit 0xf3
+ #define FCOMIP_ST3 _asm _emit 0xdf _asm _emit 0xf3
+ #define FCMOVB_ST3 _asm _emit 0xda _asm _emit 0xc3
+ #define FCMOVNB_ST3 _asm _emit 0xdb _asm _emit 0xc3
+
+ #define FCOMI_ST4 _asm _emit 0xdb _asm _emit 0xf4
+ #define FCOMIP_ST4 _asm _emit 0xdf _asm _emit 0xf4
+ #define FCMOVB_ST4 _asm _emit 0xda _asm _emit 0xc4
+ #define FCMOVNB_ST4 _asm _emit 0xdb _asm _emit 0xc4
+
+ #define FCOMI_ST5 _asm _emit 0xdb _asm _emit 0xf5
+ #define FCOMIP_ST5 _asm _emit 0xdf _asm _emit 0xf5
+ #define FCMOVB_ST5 _asm _emit 0xda _asm _emit 0xc5
+ #define FCMOVNB_ST5 _asm _emit 0xdb _asm _emit 0xc5
+
+ #define FCOMI_ST6 _asm _emit 0xdb _asm _emit 0xf6
+ #define FCOMIP_ST6 _asm _emit 0xdf _asm _emit 0xf6
+ #define FCMOVB_ST6 _asm _emit 0xda _asm _emit 0xc6
+ #define FCMOVNB_ST6 _asm _emit 0xdb _asm _emit 0xc6
+
+ #define FCOMI_ST7 _asm _emit 0xdb _asm _emit 0xf7
+ #define FCOMIP_ST7 _asm _emit 0xdf _asm _emit 0xf7
+ #define FCMOVB_ST7 _asm _emit 0xda _asm _emit 0xc7
+ #define FCMOVNB_ST7 _asm _emit 0xdb _asm _emit 0xc7
+
+ //! A global function to find MAX(a,b) using FCOMI/FCMOV
+ inline_ float FCMax2(float a, float b)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ FCOMI_ST1
+ FCMOVB_ST1
+ _asm fstp [Res]
+ _asm fcomp
+ return Res;
+ }
+
+ //! A global function to find MIN(a,b) using FCOMI/FCMOV
+ inline_ float FCMin2(float a, float b)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ FCOMI_ST1
+ FCMOVNB_ST1
+ _asm fstp [Res]
+ _asm fcomp
+ return Res;
+ }
+
+ //! A global function to find MAX(a,b,c) using FCOMI/FCMOV
+ inline_ float FCMax3(float a, float b, float c)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ _asm fld [c]
+ FCOMI_ST1
+ FCMOVB_ST1
+ FCOMI_ST2
+ FCMOVB_ST2
+ _asm fstp [Res]
+ _asm fcompp
+ return Res;
+ }
+
+ //! A global function to find MIN(a,b,c) using FCOMI/FCMOV
+ inline_ float FCMin3(float a, float b, float c)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ _asm fld [c]
+ FCOMI_ST1
+ FCMOVNB_ST1
+ FCOMI_ST2
+ FCMOVNB_ST2
+ _asm fstp [Res]
+ _asm fcompp
+ return Res;
+ }
+
+ inline_ int ConvertToSortable(float f)
+ {
+ int& Fi = (int&)f;
+ int Fmask = (Fi>>31);
+ Fi ^= Fmask;
+ Fmask &= ~(1<<31);
+ Fi -= Fmask;
+ return Fi;
+ }
+
+ enum FPUMode
+ {
+ FPU_FLOOR = 0,
+ FPU_CEIL = 1,
+ FPU_BEST = 2,
+
+ FPU_FORCE_DWORD = 0x7fffffff
+ };
+
+ FUNCTION ICECORE_API FPUMode GetFPUMode();
+ FUNCTION ICECORE_API void SaveFPU();
+ FUNCTION ICECORE_API void RestoreFPU();
+ FUNCTION ICECORE_API void SetFPUFloorMode();
+ FUNCTION ICECORE_API void SetFPUCeilMode();
+ FUNCTION ICECORE_API void SetFPUBestMode();
+
+ FUNCTION ICECORE_API void SetFPUPrecision24();
+ FUNCTION ICECORE_API void SetFPUPrecision53();
+ FUNCTION ICECORE_API void SetFPUPrecision64();
+ FUNCTION ICECORE_API void SetFPURoundingChop();
+ FUNCTION ICECORE_API void SetFPURoundingUp();
+ FUNCTION ICECORE_API void SetFPURoundingDown();
+ FUNCTION ICECORE_API void SetFPURoundingNear();
+
+ FUNCTION ICECORE_API int intChop(const float& f);
+ FUNCTION ICECORE_API int intFloor(const float& f);
+ FUNCTION ICECORE_API int intCeil(const float& f);
+
+#endif // __ICEFPU_H__
diff --git a/Opcode/Ice/IceHPoint.cpp b/Opcode/Ice/IceHPoint.cpp
new file mode 100644
index 0000000..2074543
--- /dev/null
+++ b/Opcode/Ice/IceHPoint.cpp
@@ -0,0 +1,70 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for homogeneous points.
+ * \file IceHPoint.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Homogeneous point.
+ *
+ * Use it:
+ * - for clipping in homogeneous space (standard way)
+ * - to differentiate between points (w=1) and vectors (w=0).
+ * - in some cases you can also use it instead of IcePoint for padding reasons.
+ *
+ * \class HPoint
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \warning No cross-product in 4D.
+ * \warning HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// IcePoint Mul = HPoint * Matrix3x3;
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+IcePoint HPoint::operator*(const Matrix3x3& mat) const
+{
+ return IcePoint(
+ x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0],
+ x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1],
+ x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] );
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// HPoint Mul = HPoint * Matrix4x4;
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HPoint HPoint::operator*(const Matrix4x4& mat) const
+{
+ return HPoint(
+ x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0],
+ x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1],
+ x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2],
+ x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3]);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// HPoint *= Matrix4x4
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HPoint& HPoint::operator*=(const Matrix4x4& mat)
+{
+ float xp = x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0];
+ float yp = x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1];
+ float zp = x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2];
+ float wp = x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3];
+
+ x = xp; y = yp; z = zp; w = wp;
+
+ return *this;
+}
+
diff --git a/Opcode/Ice/IceHPoint.h b/Opcode/Ice/IceHPoint.h
new file mode 100644
index 0000000..3065d8e
--- /dev/null
+++ b/Opcode/Ice/IceHPoint.h
@@ -0,0 +1,157 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for homogeneous points.
+ * \file IceHPoint.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEHPOINT_H__
+#define __ICEHPOINT_H__
+
+ class ICEMATHS_API HPoint : public Point
+ {
+ public:
+
+ //! Empty constructor
+ inline_ HPoint() {}
+ //! Constructor from floats
+ inline_ HPoint(float _x, float _y, float _z, float _w=0.0f) : Point(_x, _y, _z), w(_w) {}
+ //! Constructor from array
+ inline_ HPoint(const float f[4]) : Point(f), w(f[3]) {}
+ //! Constructor from a Point
+ inline_ HPoint(const Point& p, float _w=0.0f) : Point(p), w(_w) {}
+ //! Destructor
+ inline_ ~HPoint() {}
+
+ //! Clear the point
+ inline_ HPoint& Zero() { x = y = z = w = 0.0f; return *this; }
+
+ //! Assignment from values
+ inline_ HPoint& Set(float _x, float _y, float _z, float _w ) { x = _x; y = _y; z = _z; w = _w; return *this; }
+ //! Assignment from array
+ inline_ HPoint& Set(const float f[4]) { x = f[_X]; y = f[_Y]; z = f[_Z]; w = f[_W]; return *this; }
+ //! Assignment from another h-point
+ inline_ HPoint& Set(const HPoint& src) { x = src.x; y = src.y; z = src.z; w = src.w; return *this; }
+
+ //! Add a vector
+ inline_ HPoint& Add(float _x, float _y, float _z, float _w ) { x += _x; y += _y; z += _z; w += _w; return *this; }
+ //! Add a vector
+ inline_ HPoint& Add(const float f[4]) { x += f[_X]; y += f[_Y]; z += f[_Z]; w += f[_W]; return *this; }
+
+ //! Subtract a vector
+ inline_ HPoint& Sub(float _x, float _y, float _z, float _w ) { x -= _x; y -= _y; z -= _z; w -= _w; return *this; }
+ //! Subtract a vector
+ inline_ HPoint& Sub(const float f[4]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; w -= f[_W]; return *this; }
+
+ //! Multiplies by a scalar
+ inline_ HPoint& Mul(float s) { x *= s; y *= s; z *= s; w *= s; return *this; }
+
+ //! Returns MIN(x, y, z, w);
+ float Min() const { return MIN(x, MIN(y, MIN(z, w))); }
+ //! Returns MAX(x, y, z, w);
+ float Max() const { return MAX(x, MAX(y, MAX(z, w))); }
+ //! Sets each element to be componentwise minimum
+ HPoint& Min(const HPoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); w = MIN(w, p.w); return *this; }
+ //! Sets each element to be componentwise maximum
+ HPoint& Max(const HPoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); w = MAX(w, p.w); return *this; }
+
+ //! Computes square magnitude
+ inline_ float SquareMagnitude() const { return x*x + y*y + z*z + w*w; }
+ //! Computes magnitude
+ inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z + w*w); }
+
+ //! Normalize the vector
+ inline_ HPoint& Normalize()
+ {
+ float M = Magnitude();
+ if(M)
+ {
+ M = 1.0f / M;
+ x *= M;
+ y *= M;
+ z *= M;
+ w *= M;
+ }
+ return *this;
+ }
+
+ // Arithmetic operators
+ //! Operator for HPoint Negate = - HPoint;
+ inline_ HPoint operator-() const { return HPoint(-x, -y, -z, -w); }
+
+ //! Operator for HPoint Plus = HPoint + HPoint;
+ inline_ HPoint operator+(const HPoint& p) const { return HPoint(x + p.x, y + p.y, z + p.z, w + p.w); }
+ //! Operator for HPoint Minus = HPoint - HPoint;
+ inline_ HPoint operator-(const HPoint& p) const { return HPoint(x - p.x, y - p.y, z - p.z, w - p.w); }
+
+ //! Operator for HPoint Mul = HPoint * HPoint;
+ inline_ HPoint operator*(const HPoint& p) const { return HPoint(x * p.x, y * p.y, z * p.z, w * p.w); }
+ //! Operator for HPoint Scale = HPoint * float;
+ inline_ HPoint operator*(float s) const { return HPoint(x * s, y * s, z * s, w * s); }
+ //! Operator for HPoint Scale = float * HPoint;
+ inline_ friend HPoint operator*(float s, const HPoint& p) { return HPoint(s * p.x, s * p.y, s * p.z, s * p.w); }
+
+ //! Operator for HPoint Div = HPoint / HPoint;
+ inline_ HPoint operator/(const HPoint& p) const { return HPoint(x / p.x, y / p.y, z / p.z, w / p.w); }
+ //! Operator for HPoint Scale = HPoint / float;
+ inline_ HPoint operator/(float s) const { s = 1.0f / s; return HPoint(x * s, y * s, z * s, w * s); }
+ //! Operator for HPoint Scale = float / HPoint;
+ inline_ friend HPoint operator/(float s, const HPoint& p) { return HPoint(s / p.x, s / p.y, s / p.z, s / p.w); }
+
+ //! Operator for float DotProd = HPoint | HPoint;
+ inline_ float operator|(const HPoint& p) const { return x*p.x + y*p.y + z*p.z + w*p.w; }
+ // No cross-product in 4D
+
+ //! Operator for HPoint += HPoint;
+ inline_ HPoint& operator+=(const HPoint& p) { x += p.x; y += p.y; z += p.z; w += p.w; return *this; }
+ //! Operator for HPoint += float;
+ inline_ HPoint& operator+=(float s) { x += s; y += s; z += s; w += s; return *this; }
+
+ //! Operator for HPoint -= HPoint;
+ inline_ HPoint& operator-=(const HPoint& p) { x -= p.x; y -= p.y; z -= p.z; w -= p.w; return *this; }
+ //! Operator for HPoint -= float;
+ inline_ HPoint& operator-=(float s) { x -= s; y -= s; z -= s; w -= s; return *this; }
+
+ //! Operator for HPoint *= HPoint;
+ inline_ HPoint& operator*=(const HPoint& p) { x *= p.x; y *= p.y; z *= p.z; w *= p.w; return *this; }
+ //! Operator for HPoint *= float;
+ inline_ HPoint& operator*=(float s) { x*=s; y*=s; z*=s; w*=s; return *this; }
+
+ //! Operator for HPoint /= HPoint;
+ inline_ HPoint& operator/=(const HPoint& p) { x /= p.x; y /= p.y; z /= p.z; w /= p.w; return *this; }
+ //! Operator for HPoint /= float;
+ inline_ HPoint& operator/=(float s) { s = 1.0f / s; x*=s; y*=s; z*=s; w*=s; return *this; }
+
+ // Arithmetic operators
+
+ //! Operator for Point Mul = HPoint * Matrix3x3;
+ Point operator*(const Matrix3x3& mat) const;
+ //! Operator for HPoint Mul = HPoint * Matrix4x4;
+ HPoint operator*(const Matrix4x4& mat) const;
+
+ // HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
+ //! Operator for HPoint *= Matrix4x4
+ HPoint& operator*=(const Matrix4x4& mat);
+
+ // Logical operators
+
+ //! Operator for "if(HPoint==HPoint)"
+ inline_ bool operator==(const HPoint& p) const { return ( (x==p.x)&&(y==p.y)&&(z==p.z)&&(w==p.w)); }
+ //! Operator for "if(HPoint!=HPoint)"
+ inline_ bool operator!=(const HPoint& p) const { return ( (x!=p.x)||(y!=p.y)||(z!=p.z)||(w!=p.w)); }
+
+ // Cast operators
+
+ //! Cast a HPoint to a Point. w is discarded.
+ inline_ operator Point() const { return Point(x, y, z); }
+
+ public:
+ float w;
+ };
+
+#endif // __ICEHPOINT_H__
+
diff --git a/Opcode/Ice/IceIndexedTriangle.cpp b/Opcode/Ice/IceIndexedTriangle.cpp
new file mode 100644
index 0000000..d680f24
--- /dev/null
+++ b/Opcode/Ice/IceIndexedTriangle.cpp
@@ -0,0 +1,548 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy indexed triangle class.
+ * \file IceIndexedTriangle.cpp
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an indexed triangle class.
+ *
+ * \class Triangle
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Flips the winding order.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Flip()
+{
+ Swap(mVRef[1], mVRef[2]);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle area.
+ * \param verts [in] the list of indexed vertices
+ * \return the area
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Area(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ const IcePoint& p0 = verts[0];
+ const IcePoint& p1 = verts[1];
+ const IcePoint& p2 = verts[2];
+ return ((p0-p1)^(p0-p2)).Magnitude() * 0.5f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle perimeter.
+ * \param verts [in] the list of indexed vertices
+ * \return the perimeter
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Perimeter(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ const IcePoint& p0 = verts[0];
+ const IcePoint& p1 = verts[1];
+ const IcePoint& p2 = verts[2];
+ return p0.Distance(p1)
+ + p0.Distance(p2)
+ + p1.Distance(p2);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle compacity.
+ * \param verts [in] the list of indexed vertices
+ * \return the compacity
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Compacity(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ float P = Perimeter(verts);
+ if(P==0.0f) return 0.0f;
+ return (4.0f*PI*Area(verts)/(P*P));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle normal.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Normal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ normal = ((p2-p1)^(p0-p1)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle denormalized normal.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::DenormalizedNormal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ normal = ((p2-p1)^(p0-p1));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle center.
+ * \param verts [in] the list of indexed vertices
+ * \param center [out] the computed center
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Center(const IcePoint* verts, IcePoint& center) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ center = (p0+p1+p2)*INV3;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the centered normal
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed centered normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::CenteredNormal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ IcePoint Center = (p0+p1+p2)*INV3;
+ normal = Center + ((p2-p1)^(p0-p1)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a random point within the triangle.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed centered normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::RandomPoint(const IcePoint* verts, IcePoint& random) const
+{
+ if(!verts) return;
+
+ // Random barycentric coords
+ float Alpha = UnitRandomFloat();
+ float Beta = UnitRandomFloat();
+ float Gamma = UnitRandomFloat();
+ float OneOverTotal = 1.0f / (Alpha + Beta + Gamma);
+ Alpha *= OneOverTotal;
+ Beta *= OneOverTotal;
+ Gamma *= OneOverTotal;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ random = Alpha*p0 + Beta*p1 + Gamma*p2;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes backface culling.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which culling must be computed
+ * \return true if the triangle is visible from the source point
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::IsVisible(const IcePoint* verts, const IcePoint& source) const
+{
+ // Checkings
+ if(!verts) return false;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute denormalized normal
+ IcePoint Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+ return (Normal | source) >= 0.0f;
+
+// Same as:
+// Plane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
+// return PL.Distance(source) > PL.d;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes backface culling.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which culling must be computed
+ * \return true if the triangle is visible from the source point
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::BackfaceCulling(const IcePoint* verts, const IcePoint& source) const
+{
+ // Checkings
+ if(!verts) return false;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute base
+// IcePoint Base = (p0 + p1 + p2)*INV3;
+
+ // Compute denormalized normal
+ IcePoint Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+// return (Normal | (source - Base)) >= 0.0f;
+ return (Normal | (source - p0)) >= 0.0f;
+
+// Same as: (but a bit faster)
+// Plane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
+// return PL.Distance(source)>0.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the occlusion potential of the triangle.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which occlusion potential must be computed
+ * \return the occlusion potential
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::ComputeOcclusionPotential(const IcePoint* verts, const IcePoint& view) const
+{
+ if(!verts) return 0.0f;
+ // Occlusion potential: -(A * (N|V) / d^2)
+ // A = polygon area
+ // N = polygon normal
+ // V = view vector
+ // d = distance viewpoint-center of polygon
+
+ float A = Area(verts);
+ IcePoint N; Normal(verts, N);
+ IcePoint C; Center(verts, C);
+ float d = view.Distance(C);
+ return -(A*(N|view))/(d*d);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Replaces a vertex reference with another one.
+ * \param oldref [in] the vertex reference to replace
+ * \param newref [in] the new vertex reference
+ * \return true if success, else false if the input vertex reference doesn't belong to the triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::ReplaceVertex(udword oldref, udword newref)
+{
+ if(mVRef[0]==oldref) { mVRef[0] = newref; return true; }
+ else if(mVRef[1]==oldref) { mVRef[1] = newref; return true; }
+ else if(mVRef[2]==oldref) { mVRef[2] = newref; return true; }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the triangle is degenerate or not. A degenerate triangle has two common vertex references. This is a zero-area triangle.
+ * \return true if the triangle is degenerate
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::IsDegenerate() const
+{
+ if(mVRef[0]==mVRef[1]) return true;
+ if(mVRef[1]==mVRef[2]) return true;
+ if(mVRef[2]==mVRef[0]) return true;
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the input vertex reference belongs to the triangle or not.
+ * \param ref [in] the vertex reference to look for
+ * \return true if the triangle contains the vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::HasVertex(udword ref) const
+{
+ if(mVRef[0]==ref) return true;
+ if(mVRef[1]==ref) return true;
+ if(mVRef[2]==ref) return true;
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the input vertex reference belongs to the triangle or not.
+ * \param ref [in] the vertex reference to look for
+ * \param index [out] the corresponding index in the triangle
+ * \return true if the triangle contains the vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::HasVertex(udword ref, udword* index) const
+{
+ if(mVRef[0]==ref) { *index = 0; return true; }
+ if(mVRef[1]==ref) { *index = 1; return true; }
+ if(mVRef[2]==ref) { *index = 2; return true; }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Finds an edge in a tri, given two vertex references.
+ * \param vref0 [in] the edge's first vertex reference
+ * \param vref1 [in] the edge's second vertex reference
+ * \return the edge number between 0 and 2, or 0xff if input refs are wrong.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ubyte IndexedTriangle::FindEdge(udword vref0, udword vref1) const
+{
+ if(mVRef[0]==vref0 && mVRef[1]==vref1) return 0;
+ else if(mVRef[0]==vref1 && mVRef[1]==vref0) return 0;
+ else if(mVRef[0]==vref0 && mVRef[2]==vref1) return 1;
+ else if(mVRef[0]==vref1 && mVRef[2]==vref0) return 1;
+ else if(mVRef[1]==vref0 && mVRef[2]==vref1) return 2;
+ else if(mVRef[1]==vref1 && mVRef[2]==vref0) return 2;
+ return 0xff;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the last reference given the first two.
+ * \param vref0 [in] the first vertex reference
+ * \param vref1 [in] the second vertex reference
+ * \return the last reference, or INVALID_ID if input refs are wrong.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword IndexedTriangle::OppositeVertex(udword vref0, udword vref1) const
+{
+ if(mVRef[0]==vref0 && mVRef[1]==vref1) return mVRef[2];
+ else if(mVRef[0]==vref1 && mVRef[1]==vref0) return mVRef[2];
+ else if(mVRef[0]==vref0 && mVRef[2]==vref1) return mVRef[1];
+ else if(mVRef[0]==vref1 && mVRef[2]==vref0) return mVRef[1];
+ else if(mVRef[1]==vref0 && mVRef[2]==vref1) return mVRef[0];
+ else if(mVRef[1]==vref1 && mVRef[2]==vref0) return mVRef[0];
+ return INVALID_ID;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the three sorted vertex references according to an edge number.
+ * edgenb = 0 => edge 0-1, returns references 0, 1, 2
+ * edgenb = 1 => edge 0-2, returns references 0, 2, 1
+ * edgenb = 2 => edge 1-2, returns references 1, 2, 0
+ *
+ * \param edgenb [in] the edge number, 0, 1 or 2
+ * \param vref0 [out] the returned first vertex reference
+ * \param vref1 [out] the returned second vertex reference
+ * \param vref2 [out] the returned third vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const
+{
+ if(edgenb==0)
+ {
+ vref0 = mVRef[0];
+ vref1 = mVRef[1];
+ vref2 = mVRef[2];
+ }
+ else if(edgenb==1)
+ {
+ vref0 = mVRef[0];
+ vref1 = mVRef[2];
+ vref2 = mVRef[1];
+ }
+ else if(edgenb==2)
+ {
+ vref0 = mVRef[1];
+ vref1 = mVRef[2];
+ vref2 = mVRef[0];
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's smallest edge length.
+ * \param verts [in] the list of indexed vertices
+ * \return the smallest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::MinEdgeLength(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+
+ float Min = MAX_FLOAT;
+ float Length01 = verts[0].Distance(verts[1]);
+ float Length02 = verts[0].Distance(verts[2]);
+ float Length12 = verts[1].Distance(verts[2]);
+ if(Length01 < Min) Min = Length01;
+ if(Length02 < Min) Min = Length02;
+ if(Length12 < Min) Min = Length12;
+ return Min;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's largest edge length.
+ * \param verts [in] the list of indexed vertices
+ * \return the largest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::MaxEdgeLength(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+
+ float Max = MIN_FLOAT;
+ float Length01 = verts[0].Distance(verts[1]);
+ float Length02 = verts[0].Distance(verts[2]);
+ float Length12 = verts[1].Distance(verts[2]);
+ if(Length01 > Max) Max = Length01;
+ if(Length02 > Max) Max = Length02;
+ if(Length12 > Max) Max = Length12;
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a point on the triangle according to the stabbing information.
+ * \param verts [in] the list of indexed vertices
+ * \param u,v [in] point's barycentric coordinates
+ * \param pt [out] point on triangle
+ * \param nearvtx [out] index of nearest vertex
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::ComputePoint(const IcePoint* verts, float u, float v, IcePoint& pt, udword* nearvtx) const
+{
+ // Checkings
+ if(!verts) return;
+
+ // Get face in local or global space
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute point coordinates
+ pt = (1.0f - u - v)*p0 + u*p1 + v*p2;
+
+ // Compute nearest vertex if needed
+ if(nearvtx)
+ {
+ // Compute distance vector
+ IcePoint d(p0.SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
+ p1.SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
+ p2.SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
+
+ // Get smallest distance
+ *nearvtx = mVRef[d.SmallestAxis()];
+ }
+}
+
+ //**************************************
+ // Angle between two vectors (in radians)
+ // we use this formula
+ // uv = |u||v| cos(u,v)
+ // u ^ v = w
+ // |w| = |u||v| |sin(u,v)|
+ //**************************************
+ float Angle(const IcePoint& u, const IcePoint& v)
+ {
+ float NormU = u.Magnitude(); // |u|
+ float NormV = v.Magnitude(); // |v|
+ float Product = NormU*NormV; // |u||v|
+ if(Product==0.0f) return 0.0f;
+ float OneOverProduct = 1.0f / Product;
+
+ // Cosinus
+ float Cosinus = (u|v) * OneOverProduct;
+
+ // Sinus
+ IcePoint w = u^v;
+ float NormW = w.Magnitude();
+
+ float AbsSinus = NormW * OneOverProduct;
+
+ // Remove degeneracy
+ if(AbsSinus > 1.0f) AbsSinus = 1.0f;
+ if(AbsSinus < -1.0f) AbsSinus = -1.0f;
+
+ if(Cosinus>=0.0f) return asinf(AbsSinus);
+ else return (PI-asinf(AbsSinus));
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the angle between two triangles.
+ * \param tri [in] the other triangle
+ * \param verts [in] the list of indexed vertices
+ * \return the angle in radians
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Angle(const IndexedTriangle& tri, const IcePoint* verts) const
+{
+ // Checkings
+ if(!verts) return 0.0f;
+
+ // Compute face normals
+ IcePoint n0, n1;
+ Normal(verts, n0);
+ tri.Normal(verts, n1);
+
+ // Compute angle
+ float dp = n0|n1;
+ if(dp>1.0f) return 0.0f;
+ if(dp<-1.0f) return PI;
+ return acosf(dp);
+
+// return ::Angle(n0,n1);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks a triangle is the same as another one.
+ * \param tri [in] the other triangle
+ * \return true if same triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::Equal(const IndexedTriangle& tri) const
+{
+ // Test all vertex references
+ return (HasVertex(tri.mVRef[0]) &&
+ HasVertex(tri.mVRef[1]) &&
+ HasVertex(tri.mVRef[2]));
+}
diff --git a/Opcode/Ice/IceIndexedTriangle.h b/Opcode/Ice/IceIndexedTriangle.h
new file mode 100644
index 0000000..0c497ee
--- /dev/null
+++ b/Opcode/Ice/IceIndexedTriangle.h
@@ -0,0 +1,68 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy indexed triangle class.
+ * \file IceIndexedTriangle.h
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEINDEXEDTRIANGLE_H__
+#define __ICEINDEXEDTRIANGLE_H__
+
+ // Forward declarations
+ enum CubeIndex;
+
+ // An indexed triangle class.
+ class ICEMATHS_API IndexedTriangle
+ {
+ public:
+ //! Constructor
+ inline_ IndexedTriangle() {}
+ //! Constructor
+ inline_ IndexedTriangle(udword r0, udword r1, udword r2) { mVRef[0]=r0; mVRef[1]=r1; mVRef[2]=r2; }
+ //! Copy constructor
+ inline_ IndexedTriangle(const IndexedTriangle& triangle)
+ {
+ mVRef[0] = triangle.mVRef[0];
+ mVRef[1] = triangle.mVRef[1];
+ mVRef[2] = triangle.mVRef[2];
+ }
+ //! Destructor
+ inline_ ~IndexedTriangle() {}
+ //! Vertex-references
+ udword mVRef[3];
+
+ // Methods
+ void Flip();
+ float Area(const Point* verts) const;
+ float Perimeter(const Point* verts) const;
+ float Compacity(const Point* verts) const;
+ void Normal(const Point* verts, Point& normal) const;
+ void DenormalizedNormal(const Point* verts, Point& normal) const;
+ void Center(const Point* verts, Point& center) const;
+ void CenteredNormal(const Point* verts, Point& normal) const;
+ void RandomPoint(const Point* verts, Point& random) const;
+ bool IsVisible(const Point* verts, const Point& source) const;
+ bool BackfaceCulling(const Point* verts, const Point& source) const;
+ float ComputeOcclusionPotential(const Point* verts, const Point& view) const;
+ bool ReplaceVertex(udword oldref, udword newref);
+ bool IsDegenerate() const;
+ bool HasVertex(udword ref) const;
+ bool HasVertex(udword ref, udword* index) const;
+ ubyte FindEdge(udword vref0, udword vref1) const;
+ udword OppositeVertex(udword vref0, udword vref1) const;
+ inline_ udword OppositeVertex(ubyte edgenb) const { return mVRef[2-edgenb]; }
+ void GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const;
+ float MinEdgeLength(const Point* verts) const;
+ float MaxEdgeLength(const Point* verts) const;
+ void ComputePoint(const Point* verts, float u, float v, Point& pt, udword* nearvtx=null) const;
+ float Angle(const IndexedTriangle& tri, const Point* verts) const;
+ inline_ Plane PlaneEquation(const Point* verts) const { return Plane(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]); }
+ bool Equal(const IndexedTriangle& tri) const;
+ CubeIndex ComputeCubeIndex(const Point* verts) const;
+ };
+
+#endif // __ICEINDEXEDTRIANGLE_H__
diff --git a/Opcode/Ice/IceLSS.h b/Opcode/Ice/IceLSS.h
new file mode 100644
index 0000000..c16c29f
--- /dev/null
+++ b/Opcode/Ice/IceLSS.h
@@ -0,0 +1,75 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for line-swept spheres.
+ * \file IceLSS.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICELSS_H__
+#define __ICELSS_H__
+
+ class ICEMATHS_API LSS : public Segment
+ {
+ public:
+ //! Constructor
+ inline_ LSS() {}
+ //! Constructor
+ inline_ LSS(const Segment& seg, float radius) : Segment(seg), mRadius(radius) {}
+ //! Destructor
+ inline_ ~LSS() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes an OBB surrounding the LSS.
+ * \param box [out] the OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeOBB(OBB& box);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the LSS.
+ * \param pt [in] the point to test
+ * \return true if inside the LSS
+ * \warning point and LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Point& pt) const { return SquareDistance(pt) <= mRadius*mRadius; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a sphere is contained within the LSS.
+ * \param sphere [in] the sphere to test
+ * \return true if inside the LSS
+ * \warning sphere and LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Sphere& sphere)
+ {
+ float d = mRadius - sphere.mRadius;
+ if(d>=0.0f) return SquareDistance(sphere.mCenter) <= d*d;
+ else return false;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if an LSS is contained within the LSS.
+ * \param lss [in] the LSS to test
+ * \return true if inside the LSS
+ * \warning both LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const LSS& lss)
+ {
+ // We check the LSS contains the two spheres at the start and end of the sweep
+ return Contains(Sphere(lss.mP0, lss.mRadius)) && Contains(Sphere(lss.mP0, lss.mRadius));
+ }
+
+ float mRadius; //!< Sphere radius
+ };
+
+#endif // __ICELSS_H__
diff --git a/Opcode/Ice/IceMatrix3x3.cpp b/Opcode/Ice/IceMatrix3x3.cpp
new file mode 100644
index 0000000..189d39d
--- /dev/null
+++ b/Opcode/Ice/IceMatrix3x3.cpp
@@ -0,0 +1,48 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3x3 matrices.
+ * \file IceMatrix3x3.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 3x3 matrix.
+ * DirectX-compliant, ie row-column order, ie m[Row][Col].
+ * Same as:
+ * m11 m12 m13 first row.
+ * m21 m22 m23 second row.
+ * m31 m32 m33 third row.
+ * Stored in memory as m11 m12 m13 m21...
+ *
+ * Multiplication rules:
+ *
+ * [x'y'z'] = [xyz][M]
+ *
+ * x' = x*m11 + y*m21 + z*m31
+ * y' = x*m12 + y*m22 + z*m32
+ * z' = x*m13 + y*m23 + z*m33
+ *
+ * \class Matrix3x3
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+// Cast operator
+Matrix3x3::operator Matrix4x4() const
+{
+ return Matrix4x4(
+ m[0][0], m[0][1], m[0][2], 0.0f,
+ m[1][0], m[1][1], m[1][2], 0.0f,
+ m[2][0], m[2][1], m[2][2], 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
diff --git a/Opcode/Ice/IceMatrix3x3.h b/Opcode/Ice/IceMatrix3x3.h
new file mode 100644
index 0000000..2266fc5
--- /dev/null
+++ b/Opcode/Ice/IceMatrix3x3.h
@@ -0,0 +1,496 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3x3 matrices.
+ * \file IceMatrix3x3.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMATRIX3X3_H__
+#define __ICEMATRIX3X3_H__
+
+ // Forward declarations
+ class Quat;
+
+ #define MATRIX3X3_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API Matrix3x3
+ {
+ public:
+ //! Empty constructor
+ inline_ Matrix3x3() {}
+ //! Constructor from 9 values
+ inline_ Matrix3x3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ }
+ //! Copy constructor
+ inline_ Matrix3x3(const Matrix3x3& mat) { CopyMemory(m, &mat.m, 9*sizeof(float)); }
+ //! Destructor
+ inline_ ~Matrix3x3() {}
+
+ //! Assign values
+ inline_ void Set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ }
+
+ //! Sets the scale from a Point. The point is put on the diagonal.
+ inline_ void SetScale(const Point& p) { m[0][0] = p.x; m[1][1] = p.y; m[2][2] = p.z; }
+
+ //! Sets the scale from floats. Values are put on the diagonal.
+ inline_ void SetScale(float sx, float sy, float sz) { m[0][0] = sx; m[1][1] = sy; m[2][2] = sz; }
+
+ //! Scales from a Point. Each row is multiplied by a component.
+ inline_ void Scale(const Point& p)
+ {
+ m[0][0] *= p.x; m[0][1] *= p.x; m[0][2] *= p.x;
+ m[1][0] *= p.y; m[1][1] *= p.y; m[1][2] *= p.y;
+ m[2][0] *= p.z; m[2][1] *= p.z; m[2][2] *= p.z;
+ }
+
+ //! Scales from floats. Each row is multiplied by a value.
+ inline_ void Scale(float sx, float sy, float sz)
+ {
+ m[0][0] *= sx; m[0][1] *= sx; m[0][2] *= sx;
+ m[1][0] *= sy; m[1][1] *= sy; m[1][2] *= sy;
+ m[2][0] *= sz; m[2][1] *= sz; m[2][2] *= sz;
+ }
+
+ //! Copy from a Matrix3x3
+ inline_ void Copy(const Matrix3x3& source) { CopyMemory(m, source.m, 9*sizeof(float)); }
+
+ // Row-column access
+ //! Returns a row.
+ inline_ void GetRow(const udword r, Point& p) const { p.x = m[r][0]; p.y = m[r][1]; p.z = m[r][2]; }
+ //! Returns a row.
+ inline_ const Point& GetRow(const udword r) const { return *(const Point*)&m[r][0]; }
+ //! Returns a row.
+ inline_ Point& GetRow(const udword r) { return *(Point*)&m[r][0]; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const Point& p) { m[r][0] = p.x; m[r][1] = p.y; m[r][2] = p.z; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, Point& p) const { p.x = m[0][c]; p.y = m[1][c]; p.z = m[2][c]; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const Point& p) { m[0][c] = p.x; m[1][c] = p.y; m[2][c] = p.z; }
+
+ //! Computes the trace. The trace is the sum of the 3 diagonal components.
+ inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2]; }
+ //! Clears the matrix.
+ inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
+ //! Sets the identity matrix.
+ inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = 1.0f; }
+ //! Checks for identity
+ inline_ bool IsIdentity() const
+ {
+ if(IR(m[0][0])!=IEEE_1_0) return false;
+ if(IR(m[0][1])!=0) return false;
+ if(IR(m[0][2])!=0) return false;
+
+ if(IR(m[1][0])!=0) return false;
+ if(IR(m[1][1])!=IEEE_1_0) return false;
+ if(IR(m[1][2])!=0) return false;
+
+ if(IR(m[2][0])!=0) return false;
+ if(IR(m[2][1])!=0) return false;
+ if(IR(m[2][2])!=IEEE_1_0) return false;
+
+ return true;
+ }
+
+ //! Checks matrix validity
+ inline_ BOOL IsValid() const
+ {
+ for(udword j=0;j<3;j++)
+ {
+ for(udword i=0;i<3;i++)
+ {
+ if(!IsValidFloat(m[j][i])) return FALSE;
+ }
+ }
+ return TRUE;
+ }
+
+ //! Makes a skew-symmetric matrix (a.k.a. Star(*) Matrix)
+ //! [ 0.0 -a.z a.y ]
+ //! [ a.z 0.0 -a.x ]
+ //! [ -a.y a.x 0.0 ]
+ //! This is also called a "cross matrix" since for any vectors A and B,
+ //! A^B = Skew(A) * B = - B * Skew(A);
+ inline_ void SkewSymmetric(const Point& a)
+ {
+ m[0][0] = 0.0f;
+ m[0][1] = -a.z;
+ m[0][2] = a.y;
+
+ m[1][0] = a.z;
+ m[1][1] = 0.0f;
+ m[1][2] = -a.x;
+
+ m[2][0] = -a.y;
+ m[2][1] = a.x;
+ m[2][2] = 0.0f;
+ }
+
+ //! Negates the matrix
+ inline_ void Neg()
+ {
+ m[0][0] = -m[0][0]; m[0][1] = -m[0][1]; m[0][2] = -m[0][2];
+ m[1][0] = -m[1][0]; m[1][1] = -m[1][1]; m[1][2] = -m[1][2];
+ m[2][0] = -m[2][0]; m[2][1] = -m[2][1]; m[2][2] = -m[2][2];
+ }
+
+ //! Neg from another matrix
+ inline_ void Neg(const Matrix3x3& mat)
+ {
+ m[0][0] = -mat.m[0][0]; m[0][1] = -mat.m[0][1]; m[0][2] = -mat.m[0][2];
+ m[1][0] = -mat.m[1][0]; m[1][1] = -mat.m[1][1]; m[1][2] = -mat.m[1][2];
+ m[2][0] = -mat.m[2][0]; m[2][1] = -mat.m[2][1]; m[2][2] = -mat.m[2][2];
+ }
+
+ //! Add another matrix
+ inline_ void Add(const Matrix3x3& mat)
+ {
+ m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
+ m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
+ m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
+ }
+
+ //! Sub another matrix
+ inline_ void Sub(const Matrix3x3& mat)
+ {
+ m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
+ m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
+ m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
+ }
+ //! Mac
+ inline_ void Mac(const Matrix3x3& a, const Matrix3x3& b, float s)
+ {
+ m[0][0] = a.m[0][0] + b.m[0][0] * s;
+ m[0][1] = a.m[0][1] + b.m[0][1] * s;
+ m[0][2] = a.m[0][2] + b.m[0][2] * s;
+
+ m[1][0] = a.m[1][0] + b.m[1][0] * s;
+ m[1][1] = a.m[1][1] + b.m[1][1] * s;
+ m[1][2] = a.m[1][2] + b.m[1][2] * s;
+
+ m[2][0] = a.m[2][0] + b.m[2][0] * s;
+ m[2][1] = a.m[2][1] + b.m[2][1] * s;
+ m[2][2] = a.m[2][2] + b.m[2][2] * s;
+ }
+ //! Mac
+ inline_ void Mac(const Matrix3x3& a, float s)
+ {
+ m[0][0] += a.m[0][0] * s; m[0][1] += a.m[0][1] * s; m[0][2] += a.m[0][2] * s;
+ m[1][0] += a.m[1][0] * s; m[1][1] += a.m[1][1] * s; m[1][2] += a.m[1][2] * s;
+ m[2][0] += a.m[2][0] * s; m[2][1] += a.m[2][1] * s; m[2][2] += a.m[2][2] * s;
+ }
+
+ //! this = A * s
+ inline_ void Mult(const Matrix3x3& a, float s)
+ {
+ m[0][0] = a.m[0][0] * s; m[0][1] = a.m[0][1] * s; m[0][2] = a.m[0][2] * s;
+ m[1][0] = a.m[1][0] * s; m[1][1] = a.m[1][1] * s; m[1][2] = a.m[1][2] * s;
+ m[2][0] = a.m[2][0] * s; m[2][1] = a.m[2][1] * s; m[2][2] = a.m[2][2] * s;
+ }
+
+ inline_ void Add(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] + b.m[0][0]; m[0][1] = a.m[0][1] + b.m[0][1]; m[0][2] = a.m[0][2] + b.m[0][2];
+ m[1][0] = a.m[1][0] + b.m[1][0]; m[1][1] = a.m[1][1] + b.m[1][1]; m[1][2] = a.m[1][2] + b.m[1][2];
+ m[2][0] = a.m[2][0] + b.m[2][0]; m[2][1] = a.m[2][1] + b.m[2][1]; m[2][2] = a.m[2][2] + b.m[2][2];
+ }
+
+ inline_ void Sub(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] - b.m[0][0]; m[0][1] = a.m[0][1] - b.m[0][1]; m[0][2] = a.m[0][2] - b.m[0][2];
+ m[1][0] = a.m[1][0] - b.m[1][0]; m[1][1] = a.m[1][1] - b.m[1][1]; m[1][2] = a.m[1][2] - b.m[1][2];
+ m[2][0] = a.m[2][0] - b.m[2][0]; m[2][1] = a.m[2][1] - b.m[2][1]; m[2][2] = a.m[2][2] - b.m[2][2];
+ }
+
+ //! this = a * b
+ inline_ void Mult(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[1][0] + a.m[0][2] * b.m[2][0];
+ m[0][1] = a.m[0][0] * b.m[0][1] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[2][1];
+ m[0][2] = a.m[0][0] * b.m[0][2] + a.m[0][1] * b.m[1][2] + a.m[0][2] * b.m[2][2];
+ m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[1][2] * b.m[2][0];
+ m[1][1] = a.m[1][0] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[2][1];
+ m[1][2] = a.m[1][0] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[1][2] * b.m[2][2];
+ m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[1][0] + a.m[2][2] * b.m[2][0];
+ m[2][1] = a.m[2][0] * b.m[0][1] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[2][1];
+ m[2][2] = a.m[2][0] * b.m[0][2] + a.m[2][1] * b.m[1][2] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! this = transpose(a) * b
+ inline_ void MultAtB(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[1][0] * b.m[1][0] + a.m[2][0] * b.m[2][0];
+ m[0][1] = a.m[0][0] * b.m[0][1] + a.m[1][0] * b.m[1][1] + a.m[2][0] * b.m[2][1];
+ m[0][2] = a.m[0][0] * b.m[0][2] + a.m[1][0] * b.m[1][2] + a.m[2][0] * b.m[2][2];
+ m[1][0] = a.m[0][1] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[2][1] * b.m[2][0];
+ m[1][1] = a.m[0][1] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[2][1] * b.m[2][1];
+ m[1][2] = a.m[0][1] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[2][1] * b.m[2][2];
+ m[2][0] = a.m[0][2] * b.m[0][0] + a.m[1][2] * b.m[1][0] + a.m[2][2] * b.m[2][0];
+ m[2][1] = a.m[0][2] * b.m[0][1] + a.m[1][2] * b.m[1][1] + a.m[2][2] * b.m[2][1];
+ m[2][2] = a.m[0][2] * b.m[0][2] + a.m[1][2] * b.m[1][2] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! this = a * transpose(b)
+ inline_ void MultABt(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[0][1] + a.m[0][2] * b.m[0][2];
+ m[0][1] = a.m[0][0] * b.m[1][0] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[1][2];
+ m[0][2] = a.m[0][0] * b.m[2][0] + a.m[0][1] * b.m[2][1] + a.m[0][2] * b.m[2][2];
+ m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[0][1] + a.m[1][2] * b.m[0][2];
+ m[1][1] = a.m[1][0] * b.m[1][0] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[1][2];
+ m[1][2] = a.m[1][0] * b.m[2][0] + a.m[1][1] * b.m[2][1] + a.m[1][2] * b.m[2][2];
+ m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[0][1] + a.m[2][2] * b.m[0][2];
+ m[2][1] = a.m[2][0] * b.m[1][0] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[1][2];
+ m[2][2] = a.m[2][0] * b.m[2][0] + a.m[2][1] * b.m[2][1] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! Makes a rotation matrix mapping vector "from" to vector "to".
+ Matrix3x3& FromTo(const Point& from, const Point& to);
+
+ //! Set a rotation matrix around the X axis.
+ //! 1 0 0
+ //! RX = 0 cx sx
+ //! 0 -sx cx
+ void RotX(float angle);
+ //! Set a rotation matrix around the Y axis.
+ //! cy 0 -sy
+ //! RY = 0 1 0
+ //! sy 0 cy
+ void RotY(float angle);
+ //! Set a rotation matrix around the Z axis.
+ //! cz sz 0
+ //! RZ = -sz cz 0
+ //! 0 0 1
+ void RotZ(float angle);
+ //! cy sx.sy -sy.cx
+ //! RY.RX 0 cx sx
+ //! sy -sx.cy cx.cy
+ void RotYX(float y, float x);
+
+ //! Make a rotation matrix about an arbitrary axis
+ Matrix3x3& Rot(float angle, const Point& axis);
+
+ //! Transpose the matrix.
+ void Transpose()
+ {
+ IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
+ IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
+ IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]);
+ }
+
+ //! this = Transpose(a)
+ void Transpose(const Matrix3x3& a)
+ {
+ m[0][0] = a.m[0][0]; m[0][1] = a.m[1][0]; m[0][2] = a.m[2][0];
+ m[1][0] = a.m[0][1]; m[1][1] = a.m[1][1]; m[1][2] = a.m[2][1];
+ m[2][0] = a.m[0][2]; m[2][1] = a.m[1][2]; m[2][2] = a.m[2][2];
+ }
+
+ //! Compute the determinant of the matrix. We use the rule of Sarrus.
+ float Determinant() const
+ {
+ return (m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1])
+ - (m[2][0]*m[1][1]*m[0][2] + m[2][1]*m[1][2]*m[0][0] + m[2][2]*m[1][0]*m[0][1]);
+ }
+/*
+ //! Compute a cofactor. Used for matrix inversion.
+ float CoFactor(ubyte row, ubyte column) const
+ {
+ static sdword gIndex[3+2] = { 0, 1, 2, 0, 1 };
+ return (m[gIndex[row+1]][gIndex[column+1]]*m[gIndex[row+2]][gIndex[column+2]] - m[gIndex[row+2]][gIndex[column+1]]*m[gIndex[row+1]][gIndex[column+2]]);
+ }
+*/
+ //! Invert the matrix. Determinant must be different from zero, else matrix can't be inverted.
+ Matrix3x3& Invert()
+ {
+ float Det = Determinant(); // Must be !=0
+ float OneOverDet = 1.0f / Det;
+
+ Matrix3x3 Temp;
+ Temp.m[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDet;
+ Temp.m[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDet;
+ Temp.m[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDet;
+ Temp.m[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDet;
+ Temp.m[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDet;
+ Temp.m[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDet;
+ Temp.m[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDet;
+ Temp.m[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDet;
+ Temp.m[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDet;
+
+ *this = Temp;
+
+ return *this;
+ }
+
+ Matrix3x3& Normalize();
+
+ //! this = exp(a)
+ Matrix3x3& Exp(const Matrix3x3& a);
+
+void FromQuat(const Quat &q);
+void FromQuatL2(const Quat &q, float l2);
+
+ // Arithmetic operators
+ //! Operator for Matrix3x3 Plus = Matrix3x3 + Matrix3x3;
+ inline_ Matrix3x3 operator+(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0] + mat.m[0][0], m[0][1] + mat.m[0][1], m[0][2] + mat.m[0][2],
+ m[1][0] + mat.m[1][0], m[1][1] + mat.m[1][1], m[1][2] + mat.m[1][2],
+ m[2][0] + mat.m[2][0], m[2][1] + mat.m[2][1], m[2][2] + mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Minus = Matrix3x3 - Matrix3x3;
+ inline_ Matrix3x3 operator-(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0] - mat.m[0][0], m[0][1] - mat.m[0][1], m[0][2] - mat.m[0][2],
+ m[1][0] - mat.m[1][0], m[1][1] - mat.m[1][1], m[1][2] - mat.m[1][2],
+ m[2][0] - mat.m[2][0], m[2][1] - mat.m[2][1], m[2][2] - mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Mul = Matrix3x3 * Matrix3x3;
+ inline_ Matrix3x3 operator*(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0],
+ m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1],
+ m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2],
+
+ m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0],
+ m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1],
+ m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2],
+
+ m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0],
+ m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1],
+ m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2]);
+ }
+
+ //! Operator for Point Mul = Matrix3x3 * Point;
+ inline_ Point operator*(const Point& v) const { return Point(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v); }
+
+ //! Operator for Matrix3x3 Mul = Matrix3x3 * float;
+ inline_ Matrix3x3 operator*(float s) const
+ {
+ return Matrix3x3(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s);
+ }
+
+ //! Operator for Matrix3x3 Mul = float * Matrix3x3;
+ inline_ friend Matrix3x3 operator*(float s, const Matrix3x3& mat)
+ {
+ return Matrix3x3(
+ s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2],
+ s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2],
+ s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Div = Matrix3x3 / float;
+ inline_ Matrix3x3 operator/(float s) const
+ {
+ if (s) s = 1.0f / s;
+ return Matrix3x3(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s);
+ }
+
+ //! Operator for Matrix3x3 Div = float / Matrix3x3;
+ inline_ friend Matrix3x3 operator/(float s, const Matrix3x3& mat)
+ {
+ return Matrix3x3(
+ s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2],
+ s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2],
+ s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 += Matrix3x3
+ inline_ Matrix3x3& operator+=(const Matrix3x3& mat)
+ {
+ m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
+ m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
+ m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 -= Matrix3x3
+ inline_ Matrix3x3& operator-=(const Matrix3x3& mat)
+ {
+ m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
+ m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
+ m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 *= Matrix3x3
+ inline_ Matrix3x3& operator*=(const Matrix3x3& mat)
+ {
+ Point TempRow;
+
+ GetRow(0, TempRow);
+ m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+
+ GetRow(1, TempRow);
+ m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+
+ GetRow(2, TempRow);
+ m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 *= float
+ inline_ Matrix3x3& operator*=(float s)
+ {
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 /= float
+ inline_ Matrix3x3& operator/=(float s)
+ {
+ if (s) s = 1.0f / s;
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
+ return *this;
+ }
+
+ // Cast operators
+ //! Cast a Matrix3x3 to a Matrix4x4.
+ operator Matrix4x4() const;
+ //! Cast a Matrix3x3 to a Quat.
+ operator Quat() const;
+
+ inline_ const Point& operator[](int row) const { return *(const Point*)&m[row][0]; }
+ inline_ Point& operator[](int row) { return *(Point*)&m[row][0]; }
+
+ public:
+
+ float m[3][3];
+ };
+
+#endif // __ICEMATRIX3X3_H__
+
diff --git a/Opcode/Ice/IceMatrix4x4.cpp b/Opcode/Ice/IceMatrix4x4.cpp
new file mode 100644
index 0000000..4c539c9
--- /dev/null
+++ b/Opcode/Ice/IceMatrix4x4.cpp
@@ -0,0 +1,135 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 4x4 matrices.
+ * \file IceMatrix4x4.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 4x4 matrix.
+ * DirectX-compliant, ie row-column order, ie m[Row][Col].
+ * Same as:
+ * m11 m12 m13 m14 first row.
+ * m21 m22 m23 m24 second row.
+ * m31 m32 m33 m34 third row.
+ * m41 m42 m43 m44 fourth row.
+ * Translation is (m41, m42, m43), (m14, m24, m34, m44) = (0, 0, 0, 1).
+ * Stored in memory as m11 m12 m13 m14 m21...
+ *
+ * Multiplication rules:
+ *
+ * [x'y'z'1] = [xyz1][M]
+ *
+ * x' = x*m11 + y*m21 + z*m31 + m41
+ * y' = x*m12 + y*m22 + z*m32 + m42
+ * z' = x*m13 + y*m23 + z*m33 + m43
+ * 1' = 0 + 0 + 0 + m44
+ *
+ * \class Matrix4x4
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Inverts a PR matrix. (which only contains a rotation and a translation)
+ * This is faster and less subject to FPU errors than the generic inversion code.
+ *
+ * \relates Matrix4x4
+ * \fn InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
+ * \param dest [out] destination matrix
+ * \param src [in] source matrix
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ICEMATHS_API void IceMaths::InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
+{
+ dest.m[0][0] = src.m[0][0];
+ dest.m[1][0] = src.m[0][1];
+ dest.m[2][0] = src.m[0][2];
+ dest.m[3][0] = -(src.m[3][0]*src.m[0][0] + src.m[3][1]*src.m[0][1] + src.m[3][2]*src.m[0][2]);
+
+ dest.m[0][1] = src.m[1][0];
+ dest.m[1][1] = src.m[1][1];
+ dest.m[2][1] = src.m[1][2];
+ dest.m[3][1] = -(src.m[3][0]*src.m[1][0] + src.m[3][1]*src.m[1][1] + src.m[3][2]*src.m[1][2]);
+
+ dest.m[0][2] = src.m[2][0];
+ dest.m[1][2] = src.m[2][1];
+ dest.m[2][2] = src.m[2][2];
+ dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + src.m[3][2]*src.m[2][2]);
+
+ dest.m[0][3] = 0.0f;
+ dest.m[1][3] = 0.0f;
+ dest.m[2][3] = 0.0f;
+ dest.m[3][3] = 1.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the cofactor of the Matrix at a specified location
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Matrix4x4::CoFactor(udword row, udword col) const
+{
+ return (( m[(row+1)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+3)&3][(col+3)&3] +
+ m[(row+1)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+3)&3][(col+1)&3] +
+ m[(row+1)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+3)&3][(col+2)&3])
+ - (m[(row+3)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+1)&3][(col+3)&3] +
+ m[(row+3)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+1)&3][(col+1)&3] +
+ m[(row+3)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+1)&3][(col+2)&3])) * ((row + col) & 1 ? -1.0f : +1.0f);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the determinant of the Matrix
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Matrix4x4::Determinant() const
+{
+ return m[0][0] * CoFactor(0, 0) +
+ m[0][1] * CoFactor(0, 1) +
+ m[0][2] * CoFactor(0, 2) +
+ m[0][3] * CoFactor(0, 3);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the inverse of the matrix
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Matrix4x4& Matrix4x4::Invert()
+{
+ float Det = Determinant();
+ Matrix4x4 Temp;
+
+ if(fabsf(Det) < MATRIX4X4_EPSILON)
+ return *this; // The matrix is not invertible! Singular case!
+
+ float IDet = 1.0f / Det;
+
+ Temp.m[0][0] = CoFactor(0,0) * IDet;
+ Temp.m[1][0] = CoFactor(0,1) * IDet;
+ Temp.m[2][0] = CoFactor(0,2) * IDet;
+ Temp.m[3][0] = CoFactor(0,3) * IDet;
+ Temp.m[0][1] = CoFactor(1,0) * IDet;
+ Temp.m[1][1] = CoFactor(1,1) * IDet;
+ Temp.m[2][1] = CoFactor(1,2) * IDet;
+ Temp.m[3][1] = CoFactor(1,3) * IDet;
+ Temp.m[0][2] = CoFactor(2,0) * IDet;
+ Temp.m[1][2] = CoFactor(2,1) * IDet;
+ Temp.m[2][2] = CoFactor(2,2) * IDet;
+ Temp.m[3][2] = CoFactor(2,3) * IDet;
+ Temp.m[0][3] = CoFactor(3,0) * IDet;
+ Temp.m[1][3] = CoFactor(3,1) * IDet;
+ Temp.m[2][3] = CoFactor(3,2) * IDet;
+ Temp.m[3][3] = CoFactor(3,3) * IDet;
+
+ *this = Temp;
+
+ return *this;
+}
+
diff --git a/Opcode/Ice/IceMatrix4x4.h b/Opcode/Ice/IceMatrix4x4.h
new file mode 100644
index 0000000..d61a461
--- /dev/null
+++ b/Opcode/Ice/IceMatrix4x4.h
@@ -0,0 +1,455 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 4x4 matrices.
+ * \file IceMatrix4x4.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMATRIX4X4_H__
+#define __ICEMATRIX4X4_H__
+
+ // Forward declarations
+ class PRS;
+ class PR;
+
+ #define MATRIX4X4_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API Matrix4x4
+ {
+// void LUBackwardSubstitution( sdword *indx, float* b );
+// void LUDecomposition( sdword* indx, float* d );
+
+ public:
+ //! Empty constructor.
+ inline_ Matrix4x4() {}
+ //! Constructor from 16 values
+ inline_ Matrix4x4( float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23,
+ float m30, float m31, float m32, float m33)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
+ m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
+ }
+ //! Copy constructor
+ inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); }
+ //! Destructor.
+ inline_ ~Matrix4x4() {}
+
+ //! Assign values (rotation only)
+ inline_ Matrix4x4& Set( float m00, float m01, float m02,
+ float m10, float m11, float m12,
+ float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ return *this;
+ }
+ //! Assign values
+ inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23,
+ float m30, float m31, float m32, float m33)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
+ m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
+ return *this;
+ }
+
+ //! Copy from a Matrix4x4
+ inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); }
+
+ // Row-column access
+ //! Returns a row.
+ inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; }
+ //! Returns a row.
+ inline_ void GetRow(const udword r, Point& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; }
+ //! Returns a row.
+ inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; }
+ //! Returns a row.
+ inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const Point& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, Point& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const Point& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; }
+
+ // Translation
+ //! Returns the translation part of the matrix.
+ inline_ const HPoint& GetTrans() const { return GetRow(3); }
+ //! Gets the translation part of the matrix
+ inline_ void GetTrans(Point& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; }
+ //! Sets the translation part of the matrix, from a Point.
+ inline_ void SetTrans(const Point& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; }
+ //! Sets the translation part of the matrix, from a HPoint.
+ inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; }
+ //! Sets the translation part of the matrix, from floats.
+ inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; }
+
+ // Scale
+ //! Sets the scale from a Point. The point is put on the diagonal.
+ inline_ void SetScale(const Point& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; }
+ //! Sets the scale from floats. Values are put on the diagonal.
+ inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; }
+ //! Scales from a Point. Each row is multiplied by a component.
+ void Scale(const Point& p)
+ {
+ m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z;
+ m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z;
+ m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z;
+ }
+ //! Scales from floats. Each row is multiplied by a value.
+ void Scale(float sx, float sy, float sz)
+ {
+ m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz;
+ m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz;
+ m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz;
+ }
+/*
+ //! Returns a row.
+ inline_ HPoint GetRow(const udword row) const { return mRow[row]; }
+ //! Sets a row.
+ inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; }
+ //! Sets a row.
+ Matrix4x4& SetRow(const udword row, const Point& p)
+ {
+ m[row][0] = p.x;
+ m[row][1] = p.y;
+ m[row][2] = p.z;
+ m[row][3] = (row != 3) ? 0.0f : 1.0f;
+ return *this;
+ }
+ //! Returns a column.
+ HPoint GetCol(const udword col) const
+ {
+ HPoint Res;
+ Res.x = m[0][col];
+ Res.y = m[1][col];
+ Res.z = m[2][col];
+ Res.w = m[3][col];
+ return Res;
+ }
+ //! Sets a column.
+ Matrix4x4& SetCol(const udword col, const HPoint& p)
+ {
+ m[0][col] = p.x;
+ m[1][col] = p.y;
+ m[2][col] = p.z;
+ m[3][col] = p.w;
+ return *this;
+ }
+ //! Sets a column.
+ Matrix4x4& SetCol(const udword col, const Point& p)
+ {
+ m[0][col] = p.x;
+ m[1][col] = p.y;
+ m[2][col] = p.z;
+ m[3][col] = (col != 3) ? 0.0f : 1.0f;
+ return *this;
+ }
+*/
+ //! Computes the trace. The trace is the sum of the 4 diagonal components.
+ inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; }
+ //! Computes the trace of the upper 3x3 matrix.
+ inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; }
+ //! Clears the matrix.
+ inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
+ //! Sets the identity matrix.
+ inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; }
+ //! Checks for identity
+ inline_ bool IsIdentity() const
+ {
+ if(IR(m[0][0])!=IEEE_1_0) return false;
+ if(IR(m[0][1])!=0) return false;
+ if(IR(m[0][2])!=0) return false;
+ if(IR(m[0][3])!=0) return false;
+
+ if(IR(m[1][0])!=0) return false;
+ if(IR(m[1][1])!=IEEE_1_0) return false;
+ if(IR(m[1][2])!=0) return false;
+ if(IR(m[1][3])!=0) return false;
+
+ if(IR(m[2][0])!=0) return false;
+ if(IR(m[2][1])!=0) return false;
+ if(IR(m[2][2])!=IEEE_1_0) return false;
+ if(IR(m[2][3])!=0) return false;
+
+ if(IR(m[3][0])!=0) return false;
+ if(IR(m[3][1])!=0) return false;
+ if(IR(m[3][2])!=0) return false;
+ if(IR(m[3][3])!=IEEE_1_0) return false;
+ return true;
+ }
+
+ //! Checks matrix validity
+ inline_ BOOL IsValid() const
+ {
+ for(udword j=0;j<4;j++)
+ {
+ for(udword i=0;i<4;i++)
+ {
+ if(!IsValidFloat(m[j][i])) return FALSE;
+ }
+ }
+ return TRUE;
+ }
+
+ //! Sets a rotation matrix around the X axis.
+ void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; }
+ //! Sets a rotation matrix around the Y axis.
+ void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; }
+ //! Sets a rotation matrix around the Z axis.
+ void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; }
+
+ //! Makes a rotation matrix about an arbitrary axis
+ Matrix4x4& Rot(float angle, Point& p1, Point& p2);
+
+ //! Transposes the matrix.
+ void Transpose()
+ {
+ IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
+ IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
+ IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]);
+ IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]);
+ IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]);
+ IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]);
+ }
+
+ //! Computes a cofactor. Used for matrix inversion.
+ float CoFactor(udword row, udword col) const;
+ //! Computes the determinant of the matrix.
+ float Determinant() const;
+ //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted.
+ Matrix4x4& Invert();
+// Matrix& ComputeAxisMatrix(Point& axis, float angle);
+
+ // Cast operators
+ //! Casts a Matrix4x4 to a Matrix3x3.
+ inline_ operator Matrix3x3() const
+ {
+ return Matrix3x3(
+ m[0][0], m[0][1], m[0][2],
+ m[1][0], m[1][1], m[1][2],
+ m[2][0], m[2][1], m[2][2]);
+ }
+ //! Casts a Matrix4x4 to a Quat.
+ operator Quat() const;
+ //! Casts a Matrix4x4 to a PR.
+ operator PR() const;
+
+ // Arithmetic operators
+ //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4;
+ inline_ Matrix4x4 operator+(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3],
+ m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3],
+ m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3],
+ m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4;
+ inline_ Matrix4x4 operator-(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3],
+ m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3],
+ m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3],
+ m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4;
+ inline_ Matrix4x4 operator*(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0],
+ m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1],
+ m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2],
+ m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3],
+
+ m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0],
+ m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1],
+ m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2],
+ m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3],
+
+ m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0],
+ m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1],
+ m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2],
+ m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3],
+
+ m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0],
+ m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1],
+ m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2],
+ m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]);
+ }
+
+ //! Operator for HPoint Mul = Matrix4x4 * HPoint;
+ inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); }
+
+ //! Operator for Point Mul = Matrix4x4 * Point;
+ inline_ Point operator*(const Point& v) const
+ {
+ return Point( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3],
+ m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3],
+ m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] );
+ }
+
+ //! Operator for Matrix4x4 Scale = Matrix4x4 * float;
+ inline_ Matrix4x4 operator*(float s) const
+ {
+ return Matrix4x4(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
+ m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
+ }
+
+ //! Operator for Matrix4x4 Scale = float * Matrix4x4;
+ inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat)
+ {
+ return Matrix4x4(
+ s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3],
+ s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3],
+ s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3],
+ s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Div = Matrix4x4 / float;
+ inline_ Matrix4x4 operator/(float s) const
+ {
+ if(s) s = 1.0f / s;
+
+ return Matrix4x4(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
+ m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
+ }
+
+ //! Operator for Matrix4x4 Div = float / Matrix4x4;
+ inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat)
+ {
+ return Matrix4x4(
+ s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3],
+ s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3],
+ s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3],
+ s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 += Matrix4x4;
+ inline_ Matrix4x4& operator+=(const Matrix4x4& mat)
+ {
+ m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3];
+ m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3];
+ m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3];
+ m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3];
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 -= Matrix4x4;
+ inline_ Matrix4x4& operator-=(const Matrix4x4& mat)
+ {
+ m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3];
+ m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3];
+ m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3];
+ m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3];
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 *= Matrix4x4;
+ Matrix4x4& operator*=(const Matrix4x4& mat)
+ {
+ HPoint TempRow;
+
+ GetRow(0, TempRow);
+ m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(1, TempRow);
+ m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(2, TempRow);
+ m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(3, TempRow);
+ m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 *= float;
+ inline_ Matrix4x4& operator*=(float s)
+ {
+ m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
+ m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
+ m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
+ m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 /= float;
+ inline_ Matrix4x4& operator/=(float s)
+ {
+ if(s) s = 1.0f / s;
+ m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
+ m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
+ m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
+ m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
+ return *this;
+ }
+
+ inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; }
+ inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; }
+
+ public:
+
+ float m[4][4];
+ };
+
+ //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix
+ inline_ void TransformPoint4x3(Point& dest, const Point& source, const Matrix4x4& rot)
+ {
+ dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+ //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix
+ inline_ void TransformPoint3x3(Point& dest, const Point& source, const Matrix4x4& rot)
+ {
+ dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+ ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src);
+
+#endif // __ICEMATRIX4X4_H__
+
diff --git a/Opcode/Ice/IceMemoryMacros.h b/Opcode/Ice/IceMemoryMacros.h
new file mode 100644
index 0000000..490ecd1
--- /dev/null
+++ b/Opcode/Ice/IceMemoryMacros.h
@@ -0,0 +1,105 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains all memory macros.
+ * \file IceMemoryMacros.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMEMORYMACROS_H__
+#define __ICEMEMORYMACROS_H__
+
+#undef ZeroMemory
+#undef CopyMemory
+#undef MoveMemory
+#undef FillMemory
+
+ //! Clears a buffer.
+ //! \param addr [in] buffer address
+ //! \param size [in] buffer length
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see CopyMemory
+ //! \see MoveMemory
+ inline_ void ZeroMemory(void* addr, udword size) { memset(addr, 0, size); }
+
+ //! Fills a buffer with a given byte.
+ //! \param addr [in] buffer address
+ //! \param size [in] buffer length
+ //! \param val [in] the byte value
+ //! \see StoreDwords
+ //! \see ZeroMemory
+ //! \see CopyMemory
+ //! \see MoveMemory
+ inline_ void FillMemory(void* dest, udword size, ubyte val) { memset(dest, val, size); }
+
+ //! Fills a buffer with a given dword.
+ //! \param addr [in] buffer address
+ //! \param nb [in] number of dwords to write
+ //! \param value [in] the dword value
+ //! \see FillMemory
+ //! \see ZeroMemory
+ //! \see CopyMemory
+ //! \see MoveMemory
+ //! \warning writes nb*4 bytes !
+ inline_ void StoreDwords(udword* dest, udword nb, udword value)
+ {
+ // The asm code below **SHOULD** be equivalent to one of those C versions
+ // or the other if your compiled is good: (checked on VC++ 6.0)
+ //
+ // 1) while(nb--) *dest++ = value;
+ //
+ // 2) for(udword i=0;i<nb;i++) dest[i] = value;
+ //
+ _asm push eax
+ _asm push ecx
+ _asm push edi
+ _asm mov edi, dest
+ _asm mov ecx, nb
+ _asm mov eax, value
+ _asm rep stosd
+ _asm pop edi
+ _asm pop ecx
+ _asm pop eax
+ }
+
+ //! Copies a buffer.
+ //! \param addr [in] destination buffer address
+ //! \param addr [in] source buffer address
+ //! \param size [in] buffer length
+ //! \see ZeroMemory
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see MoveMemory
+ inline_ void CopyMemory(void* dest, const void* src, udword size) { memcpy(dest, src, size); }
+
+ //! Moves a buffer.
+ //! \param addr [in] destination buffer address
+ //! \param addr [in] source buffer address
+ //! \param size [in] buffer length
+ //! \see ZeroMemory
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see CopyMemory
+ inline_ void MoveMemory(void* dest, const void* src, udword size) { memmove(dest, src, size); }
+
+ #define SIZEOFOBJECT sizeof(*this) //!< Gives the size of current object. Avoid some mistakes (e.g. "sizeof(this)").
+ //#define CLEAROBJECT { memset(this, 0, SIZEOFOBJECT); } //!< Clears current object. Laziness is my business. HANDLE WITH CARE.
+ #define DELETESINGLE(x) if (x) { delete x; x = null; } //!< Deletes an instance of a class.
+ #define DELETEARRAY(x) if (x) { delete []x; x = null; } //!< Deletes an array.
+ #define SAFE_RELEASE(x) if (x) { (x)->Release(); (x) = null; } //!< Safe D3D-style release
+ #define SAFE_DESTRUCT(x) if (x) { (x)->SelfDestruct(); (x) = null; } //!< Safe ICE-style release
+
+#ifdef __ICEERROR_H__
+ #define CHECKALLOC(x) if(!x) return SetIceError("Out of memory.", EC_OUT_OF_MEMORY); //!< Standard alloc checking. HANDLE WITH CARE.
+#else
+ #define CHECKALLOC(x) if(!x) return false;
+#endif
+
+ //! Standard allocation cycle
+ #define SAFE_ALLOC(ptr, type, count) DELETEARRAY(ptr); ptr = new type[count]; CHECKALLOC(ptr);
+
+#endif // __ICEMEMORYMACROS_H__
diff --git a/Opcode/Ice/IceOBB.cpp b/Opcode/Ice/IceOBB.cpp
new file mode 100644
index 0000000..439c58c
--- /dev/null
+++ b/Opcode/Ice/IceOBB.cpp
@@ -0,0 +1,323 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains OBB-related code.
+ * \file IceOBB.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An Oriented Bounding Box (OBB).
+ * \class OBB
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Tests if a point is contained within the OBB.
+ * \param p [in] the world point to test
+ * \return true if inside the OBB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ContainsPoint(const IcePoint& p) const
+{
+ // IcePoint in OBB test using lazy evaluation and early exits
+
+ // Translate to box space
+ IcePoint RelPoint = p - mCenter;
+
+ // IcePoint * mRot maps from box space to world space
+ // mRot * IcePoint maps from world space to box space (what we need here)
+
+ float f = mRot.m[0][0] * RelPoint.x + mRot.m[0][1] * RelPoint.y + mRot.m[0][2] * RelPoint.z;
+ if(f >= mExtents.x || f <= -mExtents.x) return false;
+
+ f = mRot.m[1][0] * RelPoint.x + mRot.m[1][1] * RelPoint.y + mRot.m[1][2] * RelPoint.z;
+ if(f >= mExtents.y || f <= -mExtents.y) return false;
+
+ f = mRot.m[2][0] * RelPoint.x + mRot.m[2][1] * RelPoint.y + mRot.m[2][2] * RelPoint.z;
+ if(f >= mExtents.z || f <= -mExtents.z) return false;
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds an OBB from an AABB and a world transform.
+ * \param aabb [in] the aabb
+ * \param mat [in] the world transform
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::Create(const AABB& aabb, const Matrix4x4& mat)
+{
+ // Note: must be coherent with Rotate()
+
+ aabb.GetCenter(mCenter);
+ aabb.GetExtents(mExtents);
+ // Here we have the same as OBB::Rotate(mat) where the obb is (mCenter, mExtents, Identity).
+
+ // So following what's done in Rotate:
+ // - x-form the center
+ mCenter *= mat;
+ // - combine rotation with identity, i.e. just use given matrix
+ mRot = mat;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the obb planes.
+ * \param planes [out] 6 box planes
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputePlanes(Plane* planes) const
+{
+ // Checkings
+ if(!planes) return false;
+
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ // Writes normals
+ planes[0].n = Axis0;
+ planes[1].n = -Axis0;
+ planes[2].n = Axis1;
+ planes[3].n = -Axis1;
+ planes[4].n = Axis2;
+ planes[5].n = -Axis2;
+
+ // Compute a point on each plane
+ IcePoint p0 = mCenter + Axis0 * mExtents.x;
+ IcePoint p1 = mCenter - Axis0 * mExtents.x;
+ IcePoint p2 = mCenter + Axis1 * mExtents.y;
+ IcePoint p3 = mCenter - Axis1 * mExtents.y;
+ IcePoint p4 = mCenter + Axis2 * mExtents.z;
+ IcePoint p5 = mCenter - Axis2 * mExtents.z;
+
+ // Compute d
+ planes[0].d = -(planes[0].n|p0);
+ planes[1].d = -(planes[1].n|p1);
+ planes[2].d = -(planes[2].n|p2);
+ planes[3].d = -(planes[3].n|p3);
+ planes[4].d = -(planes[4].n|p4);
+ planes[5].d = -(planes[5].n|p5);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the obb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputePoints(IcePoint* pts) const
+{
+ // Checkings
+ if(!pts) return false;
+
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ Axis0 *= mExtents.x;
+ Axis1 *= mExtents.y;
+ Axis2 *= mExtents.z;
+
+ // 7+------+6 0 = ---
+ // /| /| 1 = +--
+ // / | / | 2 = ++-
+ // / 4+---/--+5 3 = -+-
+ // 3+------+2 / y z 4 = --+
+ // | / | / | / 5 = +-+
+ // |/ |/ |/ 6 = +++
+ // 0+------+1 *---x 7 = -++
+
+ pts[0] = mCenter - Axis0 - Axis1 - Axis2;
+ pts[1] = mCenter + Axis0 - Axis1 - Axis2;
+ pts[2] = mCenter + Axis0 + Axis1 - Axis2;
+ pts[3] = mCenter - Axis0 + Axis1 - Axis2;
+ pts[4] = mCenter - Axis0 - Axis1 + Axis2;
+ pts[5] = mCenter + Axis0 - Axis1 + Axis2;
+ pts[6] = mCenter + Axis0 + Axis1 + Axis2;
+ pts[7] = mCenter - Axis0 + Axis1 + Axis2;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputeVertexNormals(IcePoint* pts) const
+{
+ static float VertexNormals[] =
+ {
+ -INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, INVSQRT3, INVSQRT3,
+ -INVSQRT3, INVSQRT3, INVSQRT3
+ };
+
+ if(!pts) return false;
+
+ const IcePoint* VN = (const IcePoint*)VertexNormals;
+ for(udword i=0;i<8;i++)
+ {
+ pts[i] = VN[i] * mRot;
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const udword* OBB::GetEdges() const
+{
+ static udword Indices[] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 7, 6, 6, 5, 5, 4, 4, 7,
+ 1, 5, 6, 2,
+ 3, 7, 4, 0
+ };
+ return Indices;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns local edge normals.
+ * \return edge normals in local space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* OBB::GetLocalEdgeNormals() const
+{
+ static float EdgeNormals[] =
+ {
+ 0, -INVSQRT2, -INVSQRT2, // 0-1
+ INVSQRT2, 0, -INVSQRT2, // 1-2
+ 0, INVSQRT2, -INVSQRT2, // 2-3
+ -INVSQRT2, 0, -INVSQRT2, // 3-0
+
+ 0, INVSQRT2, INVSQRT2, // 7-6
+ INVSQRT2, 0, INVSQRT2, // 6-5
+ 0, -INVSQRT2, INVSQRT2, // 5-4
+ -INVSQRT2, 0, INVSQRT2, // 4-7
+
+ INVSQRT2, -INVSQRT2, 0, // 1-5
+ INVSQRT2, INVSQRT2, 0, // 6-2
+ -INVSQRT2, INVSQRT2, 0, // 3-7
+ -INVSQRT2, -INVSQRT2, 0 // 4-0
+ };
+ return (const IcePoint*)EdgeNormals;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns world edge normal
+ * \param edge_index [in] 0 <= edge index < 12
+ * \param world_normal [out] edge normal in world space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::ComputeWorldEdgeNormal(udword edge_index, IcePoint& world_normal) const
+{
+ ASSERT(edge_index<12);
+ world_normal = GetLocalEdgeNormals()[edge_index] * mRot;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes an LSS surrounding the OBB.
+ * \param lss [out] the LSS
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::ComputeLSS(LSS& lss) const
+{
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ switch(mExtents.LargestAxis())
+ {
+ case 0:
+ lss.mRadius = (mExtents.y + mExtents.z)*0.5f;
+ lss.mP0 = mCenter + Axis0 * (mExtents.x - lss.mRadius);
+ lss.mP1 = mCenter - Axis0 * (mExtents.x - lss.mRadius);
+ break;
+ case 1:
+ lss.mRadius = (mExtents.x + mExtents.z)*0.5f;
+ lss.mP0 = mCenter + Axis1 * (mExtents.y - lss.mRadius);
+ lss.mP1 = mCenter - Axis1 * (mExtents.y - lss.mRadius);
+ break;
+ case 2:
+ lss.mRadius = (mExtents.x + mExtents.y)*0.5f;
+ lss.mP0 = mCenter + Axis2 * (mExtents.z - lss.mRadius);
+ lss.mP1 = mCenter - Axis2 * (mExtents.z - lss.mRadius);
+ break;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the OBB is inside another OBB.
+ * \param box [in] the other OBB
+ * \return TRUE if we're inside the other box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL OBB::IsInside(const OBB& box) const
+{
+ // Make a 4x4 from the box & inverse it
+ Matrix4x4 M0Inv;
+ {
+ Matrix4x4 M0 = box.mRot;
+ M0.SetTrans(box.mCenter);
+ InvertPRMatrix(M0Inv, M0);
+ }
+
+ // With our inversed 4x4, create box1 in space of box0
+ OBB _1in0;
+ Rotate(M0Inv, _1in0);
+
+ // This should cancel out box0's rotation, i.e. it's now an AABB.
+ // => Center(0,0,0), Rot(identity)
+
+ // The two boxes are in the same space so now we can compare them.
+
+ // Create the AABB of (box1 in space of box0)
+ const Matrix3x3& mtx = _1in0.mRot;
+
+ float f = fabsf(mtx.m[0][0] * mExtents.x) + fabsf(mtx.m[1][0] * mExtents.y) + fabsf(mtx.m[2][0] * mExtents.z) - box.mExtents.x;
+ if(f > _1in0.mCenter.x) return FALSE;
+ if(-f < _1in0.mCenter.x) return FALSE;
+
+ f = fabsf(mtx.m[0][1] * mExtents.x) + fabsf(mtx.m[1][1] * mExtents.y) + fabsf(mtx.m[2][1] * mExtents.z) - box.mExtents.y;
+ if(f > _1in0.mCenter.y) return FALSE;
+ if(-f < _1in0.mCenter.y) return FALSE;
+
+ f = fabsf(mtx.m[0][2] * mExtents.x) + fabsf(mtx.m[1][2] * mExtents.y) + fabsf(mtx.m[2][2] * mExtents.z) - box.mExtents.z;
+ if(f > _1in0.mCenter.z) return FALSE;
+ if(-f < _1in0.mCenter.z) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/Ice/IceOBB.h b/Opcode/Ice/IceOBB.h
new file mode 100644
index 0000000..4747f7f
--- /dev/null
+++ b/Opcode/Ice/IceOBB.h
@@ -0,0 +1,177 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains OBB-related code. (oriented bounding box)
+ * \file IceOBB.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEOBB_H__
+#define __ICEOBB_H__
+
+ // Forward declarations
+ class LSS;
+
+ class ICEMATHS_API OBB
+ {
+ public:
+ //! Constructor
+ inline_ OBB() {}
+ //! Constructor
+ inline_ OBB(const Point& center, const Point& extents, const Matrix3x3& rot) : mCenter(center), mExtents(extents), mRot(rot) {}
+ //! Destructor
+ inline_ ~OBB() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty OBB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty()
+ {
+ mCenter.Zero();
+ mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+ mRot.Identity();
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the OBB.
+ * \param p [in] the world point to test
+ * \return true if inside the OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ContainsPoint(const Point& p) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds an OBB from an AABB and a world transform.
+ * \param aabb [in] the aabb
+ * \param mat [in] the world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Create(const AABB& aabb, const Matrix4x4& mat);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the OBB after an arbitrary transform by a 4x4 matrix.
+ * \param mtx [in] the transform matrix
+ * \param obb [out] the transformed OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, OBB& obb) const
+ {
+ // The extents remain constant
+ obb.mExtents = mExtents;
+ // The center gets x-formed
+ obb.mCenter = mCenter * mtx;
+ // Combine rotations
+ obb.mRot = mRot * Matrix3x3(mtx);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the OBB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Center, Extents) boxes: Extents >= 0.0f
+ if(mExtents.x < 0.0f) return FALSE;
+ if(mExtents.y < 0.0f) return FALSE;
+ if(mExtents.z < 0.0f) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the obb planes.
+ * \param planes [out] 6 box planes
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputePlanes(Plane* planes) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the obb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputePoints(Point* pts) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputeVertexNormals(Point* pts) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ const udword* GetEdges() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns local edge normals.
+ * \return edge normals in local space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ const Point* GetLocalEdgeNormals() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns world edge normal
+ * \param edge_index [in] 0 <= edge index < 12
+ * \param world_normal [out] edge normal in world space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeWorldEdgeNormal(udword edge_index, Point& world_normal) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes an LSS surrounding the OBB.
+ * \param lss [out] the LSS
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeLSS(LSS& lss) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the OBB is inside another OBB.
+ * \param box [in] the other OBB
+ * \return TRUE if we're inside the other box
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ BOOL IsInside(const OBB& box) const;
+
+ inline_ const Point& GetCenter() const { return mCenter; }
+ inline_ const Point& GetExtents() const { return mExtents; }
+ inline_ const Matrix3x3& GetRot() const { return mRot; }
+
+ inline_ void GetRotatedExtents(Matrix3x3& extents) const
+ {
+ extents = mRot;
+ extents.Scale(mExtents);
+ }
+
+ Point mCenter; //!< B for Box
+ Point mExtents; //!< B for Bounding
+ Matrix3x3 mRot; //!< O for Oriented
+
+ // Orientation is stored in row-major format,
+ // i.e. rows = eigen vectors of the covariance matrix
+ };
+
+#endif // __ICEOBB_H__
diff --git a/Opcode/Ice/IcePairs.h b/Opcode/Ice/IcePairs.h
new file mode 100644
index 0000000..35e3a07
--- /dev/null
+++ b/Opcode/Ice/IcePairs.h
@@ -0,0 +1,45 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple pair class.
+ * \file IcePairs.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPAIRS_H__
+#define __ICEPAIRS_H__
+
+ //! A generic couple structure
+ struct ICECORE_API Pair
+ {
+ inline_ Pair() {}
+ inline_ Pair(udword i0, udword i1) : id0(i0), id1(i1) {}
+
+ udword id0; //!< First index of the pair
+ udword id1; //!< Second index of the pair
+ };
+
+ class ICECORE_API Pairs : private Container
+ {
+ public:
+ // Constructor / Destructor
+ Pairs() {}
+ ~Pairs() {}
+
+ inline_ udword GetNbPairs() const { return GetNbEntries()>>1; }
+ inline_ const Pair* GetPairs() const { return (const Pair*)GetEntries(); }
+ inline_ const Pair* GetPair(udword i) const { return (const Pair*)&GetEntries()[i+i]; }
+
+ inline_ BOOL HasPairs() const { return IsNotEmpty(); }
+
+ inline_ void ResetPairs() { Reset(); }
+ inline_ void DeleteLastPair() { DeleteLastEntry(); DeleteLastEntry(); }
+
+ inline_ void AddPair(const Pair& p) { Add(p.id0).Add(p.id1); }
+ inline_ void AddPair(udword id0, udword id1) { Add(id0).Add(id1); }
+ };
+
+#endif // __ICEPAIRS_H__
diff --git a/Opcode/Ice/IcePlane.cpp b/Opcode/Ice/IcePlane.cpp
new file mode 100644
index 0000000..36fe473
--- /dev/null
+++ b/Opcode/Ice/IcePlane.cpp
@@ -0,0 +1,45 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for planes.
+ * \file IcePlane.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Plane class.
+ * \class Plane
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the plane equation from 3 points.
+ * \param p0 [in] first point
+ * \param p1 [in] second point
+ * \param p2 [in] third point
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Plane& Plane::Set(const Point& p0, const Point& p1, const Point& p2)
+{
+ Point Edge0 = p1 - p0;
+ Point Edge1 = p2 - p0;
+
+ n = Edge0 ^ Edge1;
+ n.Normalize();
+
+ d = -(p0 | n);
+
+ return *this;
+}
diff --git a/Opcode/Ice/IcePlane.h b/Opcode/Ice/IcePlane.h
new file mode 100644
index 0000000..0e0604c
--- /dev/null
+++ b/Opcode/Ice/IcePlane.h
@@ -0,0 +1,113 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for planes.
+ * \file IcePlane.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPLANE_H__
+#define __ICEPLANE_H__
+
+ #define PLANE_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API Plane
+ {
+ public:
+ //! Constructor
+ inline_ Plane() { }
+ //! Constructor from a normal and a distance
+ inline_ Plane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); }
+ //! Constructor from a point on the plane and a normal
+ inline_ Plane(const Point& p, const Point& n) { Set(p, n); }
+ //! Constructor from three points
+ inline_ Plane(const Point& p0, const Point& p1, const Point& p2) { Set(p0, p1, p2); }
+ //! Constructor from a normal and a distance
+ inline_ Plane(const Point& _n, float _d) { n = _n; d = _d; }
+ //! Copy constructor
+ inline_ Plane(const Plane& plane) : n(plane.n), d(plane.d) { }
+ //! Destructor
+ inline_ ~Plane() { }
+
+ inline_ Plane& Zero() { n.Zero(); d = 0.0f; return *this; }
+ inline_ Plane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
+ inline_ Plane& Set(const Point& p, const Point& _n) { n = _n; d = - p | _n; return *this; }
+ Plane& Set(const Point& p0, const Point& p1, const Point& p2);
+
+ inline_ float Distance(const Point& p) const { return (p | n) + d; }
+ inline_ bool Belongs(const Point& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
+
+ inline_ void Normalize()
+ {
+ float Denom = 1.0f / n.Magnitude();
+ n.x *= Denom;
+ n.y *= Denom;
+ n.z *= Denom;
+ d *= Denom;
+ }
+ public:
+ // Members
+ Point n; //!< The normal to the plane
+ float d; //!< The distance from the origin
+
+ // Cast operators
+ inline_ operator Point() const { return n; }
+ inline_ operator HPoint() const { return HPoint(n, d); }
+
+ // Arithmetic operators
+ inline_ Plane operator*(const Matrix4x4& m) const
+ {
+ // Old code from Irion. Kept for reference.
+ Plane Ret(*this);
+ return Ret *= m;
+ }
+
+ inline_ Plane& operator*=(const Matrix4x4& m)
+ {
+ // Old code from Irion. Kept for reference.
+ Point n2 = HPoint(n, 0.0f) * m;
+ d = -((Point) (HPoint( -d*n, 1.0f ) * m) | n2);
+ n = n2;
+ return *this;
+ }
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
+ * \param transformed [out] transformed plane
+ * \param plane [in] source plane
+ * \param transform [in] transform matrix
+ * \warning the plane normal must be unit-length
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void TransformPlane(Plane& transformed, const Plane& plane, const Matrix4x4& transform)
+ {
+ // Rotate the normal using the rotation part of the 4x4 matrix
+ transformed.n = plane.n * Matrix3x3(transform);
+
+ // Compute new d
+ transformed.d = plane.d - (Point(transform.GetTrans())|transformed.n);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
+ * \param plane [in/out] source plane (transformed on return)
+ * \param transform [in] transform matrix
+ * \warning the plane normal must be unit-length
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void TransformPlane(Plane& plane, const Matrix4x4& transform)
+ {
+ // Rotate the normal using the rotation part of the 4x4 matrix
+ plane.n *= Matrix3x3(transform);
+
+ // Compute new d
+ plane.d -= Point(transform.GetTrans())|plane.n;
+ }
+
+#endif // __ICEPLANE_H__
diff --git a/Opcode/Ice/IcePoint.cpp b/Opcode/Ice/IcePoint.cpp
new file mode 100644
index 0000000..9fd7570
--- /dev/null
+++ b/Opcode/Ice/IcePoint.cpp
@@ -0,0 +1,193 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3D vectors.
+ * \file IcePoint.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 3D point.
+ *
+ * The name is "Point" instead of "Vector" since a vector is N-dimensional, whereas a point is an implicit "vector of dimension 3".
+ * So the choice was between "Point" and "Vector3", the first one looked better (IMHO).
+ *
+ * Some people, then, use a typedef to handle both points & vectors using the same class: typedef Point Vector3;
+ * This is bad since it opens the door to a lot of confusion while reading the code. I know it may sounds weird but check this out:
+ *
+ * \code
+ * Point P0,P1 = some 3D points;
+ * Point Delta = P1 - P0;
+ * \endcode
+ *
+ * This compiles fine, although you should have written:
+ *
+ * \code
+ * Point P0,P1 = some 3D points;
+ * Vector3 Delta = P1 - P0;
+ * \endcode
+ *
+ * Subtle things like this are not caught at compile-time, and when you find one in the code, you never know whether it's a mistake
+ * from the author or something you don't get.
+ *
+ * One way to handle it at compile-time would be to use different classes for Point & Vector3, only overloading operator "-" for vectors.
+ * But then, you get a lot of redundant code in thoses classes, and basically it's really a lot of useless work.
+ *
+ * Another way would be to use homogeneous points: w=1 for points, w=0 for vectors. That's why the HPoint class exists. Now, to store
+ * your model's vertices and in most cases, you really want to use Points to save ram.
+ *
+ * \class Point
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates a positive unit random vector.
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Point& Point::PositiveUnitRandomVector()
+{
+ x = UnitRandomFloat();
+ y = UnitRandomFloat();
+ z = UnitRandomFloat();
+ Normalize();
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates a unit random vector.
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Point& Point::UnitRandomVector()
+{
+ x = UnitRandomFloat() - 0.5f;
+ y = UnitRandomFloat() - 0.5f;
+ z = UnitRandomFloat() - 0.5f;
+ Normalize();
+ return *this;
+}
+
+// Cast operator
+// WARNING: not inlined
+Point::operator HPoint() const { return HPoint(x, y, z, 0.0f); }
+
+Point& Point::Refract(const Point& eye, const Point& n, float refractindex, Point& refracted)
+{
+ // Point EyePt = eye position
+ // Point p = current vertex
+ // Point n = vertex normal
+ // Point rv = refracted vector
+ // Eye vector - doesn't need to be normalized
+ Point Env;
+ Env.x = eye.x - x;
+ Env.y = eye.y - y;
+ Env.z = eye.z - z;
+
+ float NDotE = n|Env;
+ float NDotN = n|n;
+ NDotE /= refractindex;
+
+ // Refracted vector
+ refracted = n*NDotE - Env*NDotN;
+
+ return *this;
+}
+
+Point& Point::ProjectToPlane(const Plane& p)
+{
+ *this-= (p.d + (*this|p.n))*p.n;
+ return *this;
+}
+
+void Point::ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const
+{
+ projected = HPoint(x, y, z, 1.0f) * mat;
+ projected.w = 1.0f / projected.w;
+
+ projected.x*=projected.w;
+ projected.y*=projected.w;
+ projected.z*=projected.w;
+
+ projected.x *= halfrenderwidth; projected.x += halfrenderwidth;
+ projected.y *= -halfrenderheight; projected.y += halfrenderheight;
+}
+
+void Point::SetNotUsed()
+{
+ // We use a particular integer pattern : 0xffffffff everywhere. This is a NAN.
+ IR(x) = 0xffffffff;
+ IR(y) = 0xffffffff;
+ IR(z) = 0xffffffff;
+}
+
+BOOL Point::IsNotUsed() const
+{
+ if(IR(x)!=0xffffffff) return FALSE;
+ if(IR(y)!=0xffffffff) return FALSE;
+ if(IR(z)!=0xffffffff) return FALSE;
+ return TRUE;
+}
+
+Point& Point::Mult(const Matrix3x3& mat, const Point& a)
+{
+ x = a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
+ y = a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
+ z = a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
+ return *this;
+}
+
+Point& Point::Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2)
+{
+ x = a1.x * mat1.m[0][0] + a1.y * mat1.m[0][1] + a1.z * mat1.m[0][2] + a2.x * mat2.m[0][0] + a2.y * mat2.m[0][1] + a2.z * mat2.m[0][2];
+ y = a1.x * mat1.m[1][0] + a1.y * mat1.m[1][1] + a1.z * mat1.m[1][2] + a2.x * mat2.m[1][0] + a2.y * mat2.m[1][1] + a2.z * mat2.m[1][2];
+ z = a1.x * mat1.m[2][0] + a1.y * mat1.m[2][1] + a1.z * mat1.m[2][2] + a2.x * mat2.m[2][0] + a2.y * mat2.m[2][1] + a2.z * mat2.m[2][2];
+ return *this;
+}
+
+Point& Point::Mac(const Matrix3x3& mat, const Point& a)
+{
+ x += a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
+ y += a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
+ z += a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
+ return *this;
+}
+
+Point& Point::TransMult(const Matrix3x3& mat, const Point& a)
+{
+ x = a.x * mat.m[0][0] + a.y * mat.m[1][0] + a.z * mat.m[2][0];
+ y = a.x * mat.m[0][1] + a.y * mat.m[1][1] + a.z * mat.m[2][1];
+ z = a.x * mat.m[0][2] + a.y * mat.m[1][2] + a.z * mat.m[2][2];
+ return *this;
+}
+
+Point& Point::Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos)
+{
+ x = r.x * rotpos.m[0][0] + r.y * rotpos.m[0][1] + r.z * rotpos.m[0][2] + linpos.x;
+ y = r.x * rotpos.m[1][0] + r.y * rotpos.m[1][1] + r.z * rotpos.m[1][2] + linpos.y;
+ z = r.x * rotpos.m[2][0] + r.y * rotpos.m[2][1] + r.z * rotpos.m[2][2] + linpos.z;
+ return *this;
+}
+
+Point& Point::InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos)
+{
+ float sx = r.x - linpos.x;
+ float sy = r.y - linpos.y;
+ float sz = r.z - linpos.z;
+ x = sx * rotpos.m[0][0] + sy * rotpos.m[1][0] + sz * rotpos.m[2][0];
+ y = sx * rotpos.m[0][1] + sy * rotpos.m[1][1] + sz * rotpos.m[2][1];
+ z = sx * rotpos.m[0][2] + sy * rotpos.m[1][2] + sz * rotpos.m[2][2];
+ return *this;
+}
diff --git a/Opcode/Ice/IcePoint.h b/Opcode/Ice/IcePoint.h
new file mode 100644
index 0000000..78148d6
--- /dev/null
+++ b/Opcode/Ice/IcePoint.h
@@ -0,0 +1,528 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3D vectors.
+ * \file IcePoint.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPOINT_H__
+#define __ICEPOINT_H__
+
+ // Forward declarations
+ class HPoint;
+ class Plane;
+ class Matrix3x3;
+ class Matrix4x4;
+
+ #define CROSS2D(a, b) (a.x*b.y - b.x*a.y)
+
+ const float EPSILON2 = 1.0e-20f;
+
+ class ICEMATHS_API Point
+ {
+ public:
+
+ //! Empty constructor
+ inline_ Point() {}
+ //! Constructor from a single float
+// inline_ Point(float val) : x(val), y(val), z(val) {}
+// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
+ //! Constructor from floats
+ inline_ Point(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
+ //! Constructor from array
+ inline_ Point(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z]) {}
+ //! Copy constructor
+ inline_ Point(const Point& p) : x(p.x), y(p.y), z(p.z) {}
+ //! Destructor
+ inline_ ~Point() {}
+
+ //! Clears the vector
+ inline_ Point& Zero() { x = y = z = 0.0f; return *this; }
+
+ //! + infinity
+ inline_ Point& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
+ //! - infinity
+ inline_ Point& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
+
+ //! Sets positive unit random vector
+ Point& PositiveUnitRandomVector();
+ //! Sets unit random vector
+ Point& UnitRandomVector();
+
+ //! Assignment from values
+ inline_ Point& Set(float _x, float _y, float _z) { x = _x; y = _y; z = _z; return *this; }
+ //! Assignment from array
+ inline_ Point& Set(const float f[3]) { x = f[_X]; y = f[_Y]; z = f[_Z]; return *this; }
+ //! Assignment from another point
+ inline_ Point& Set(const Point& src) { x = src.x; y = src.y; z = src.z; return *this; }
+
+ //! Adds a vector
+ inline_ Point& Add(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
+ //! Adds a vector
+ inline_ Point& Add(float _x, float _y, float _z) { x += _x; y += _y; z += _z; return *this; }
+ //! Adds a vector
+ inline_ Point& Add(const float f[3]) { x += f[_X]; y += f[_Y]; z += f[_Z]; return *this; }
+ //! Adds vectors
+ inline_ Point& Add(const Point& p, const Point& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; }
+
+ //! Subtracts a vector
+ inline_ Point& Sub(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
+ //! Subtracts a vector
+ inline_ Point& Sub(float _x, float _y, float _z) { x -= _x; y -= _y; z -= _z; return *this; }
+ //! Subtracts a vector
+ inline_ Point& Sub(const float f[3]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; return *this; }
+ //! Subtracts vectors
+ inline_ Point& Sub(const Point& p, const Point& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; }
+
+ //! this = -this
+ inline_ Point& Neg() { x = -x; y = -y; z = -z; return *this; }
+ //! this = -a
+ inline_ Point& Neg(const Point& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
+
+ //! Multiplies by a scalar
+ inline_ Point& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
+
+ //! this = a * scalar
+ inline_ Point& Mult(const Point& a, float scalar)
+ {
+ x = a.x * scalar;
+ y = a.y * scalar;
+ z = a.z * scalar;
+ return *this;
+ }
+
+ //! this = a + b * scalar
+ inline_ Point& Mac(const Point& a, const Point& b, float scalar)
+ {
+ x = a.x + b.x * scalar;
+ y = a.y + b.y * scalar;
+ z = a.z + b.z * scalar;
+ return *this;
+ }
+
+ //! this = this + a * scalar
+ inline_ Point& Mac(const Point& a, float scalar)
+ {
+ x += a.x * scalar;
+ y += a.y * scalar;
+ z += a.z * scalar;
+ return *this;
+ }
+
+ //! this = a - b * scalar
+ inline_ Point& Msc(const Point& a, const Point& b, float scalar)
+ {
+ x = a.x - b.x * scalar;
+ y = a.y - b.y * scalar;
+ z = a.z - b.z * scalar;
+ return *this;
+ }
+
+ //! this = this - a * scalar
+ inline_ Point& Msc(const Point& a, float scalar)
+ {
+ x -= a.x * scalar;
+ y -= a.y * scalar;
+ z -= a.z * scalar;
+ return *this;
+ }
+
+ //! this = a + b * scalarb + c * scalarc
+ inline_ Point& Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
+ {
+ x = a.x + b.x * scalarb + c.x * scalarc;
+ y = a.y + b.y * scalarb + c.y * scalarc;
+ z = a.z + b.z * scalarb + c.z * scalarc;
+ return *this;
+ }
+
+ //! this = a - b * scalarb - c * scalarc
+ inline_ Point& Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
+ {
+ x = a.x - b.x * scalarb - c.x * scalarc;
+ y = a.y - b.y * scalarb - c.y * scalarc;
+ z = a.z - b.z * scalarb - c.z * scalarc;
+ return *this;
+ }
+
+ //! this = mat * a
+ inline_ Point& Mult(const Matrix3x3& mat, const Point& a);
+
+ //! this = mat1 * a1 + mat2 * a2
+ inline_ Point& Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2);
+
+ //! this = this + mat * a
+ inline_ Point& Mac(const Matrix3x3& mat, const Point& a);
+
+ //! this = transpose(mat) * a
+ inline_ Point& TransMult(const Matrix3x3& mat, const Point& a);
+
+ //! Linear interpolate between two vectors: this = a + t * (b - a)
+ inline_ Point& Lerp(const Point& a, const Point& b, float t)
+ {
+ x = a.x + t * (b.x - a.x);
+ y = a.y + t * (b.y - a.y);
+ z = a.z + t * (b.z - a.z);
+ return *this;
+ }
+
+ //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
+ //! this = p0 * (2t^2 - t^3 - t)/2
+ //! + p1 * (3t^3 - 5t^2 + 2)/2
+ //! + p2 * (4t^2 - 3t^3 + t)/2
+ //! + p3 * (t^3 - t^2)/2
+ inline_ Point& Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t)
+ {
+ float t2 = t * t;
+ float t3 = t2 * t;
+ float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
+ float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
+ float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
+ float kp3 = (t3 - t2) * 0.5f;
+ x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
+ y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
+ z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
+ return *this;
+ }
+
+ //! this = rotpos * r + linpos
+ inline_ Point& Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
+
+ //! this = trans(rotpos) * (r - linpos)
+ inline_ Point& InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
+
+ //! Returns MIN(x, y, z);
+ inline_ float Min() const { return MIN(x, MIN(y, z)); }
+ //! Returns MAX(x, y, z);
+ inline_ float Max() const { return MAX(x, MAX(y, z)); }
+ //! Sets each element to be componentwise minimum
+ inline_ Point& Min(const Point& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; }
+ //! Sets each element to be componentwise maximum
+ inline_ Point& Max(const Point& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; }
+
+ //! Clamps each element
+ inline_ Point& Clamp(float min, float max)
+ {
+ if(x<min) x=min; if(x>max) x=max;
+ if(y<min) y=min; if(y>max) y=max;
+ if(z<min) z=min; if(z>max) z=max;
+ return *this;
+ }
+
+ //! Computes square magnitude
+ inline_ float SquareMagnitude() const { return x*x + y*y + z*z; }
+ //! Computes magnitude
+ inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); }
+ //! Computes volume
+ inline_ float Volume() const { return x * y * z; }
+
+ //! Checks the point is near zero
+ inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; }
+
+ //! Tests for exact zero vector
+ inline_ BOOL IsZero() const
+ {
+ if(IR(x) || IR(y) || IR(z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Checks point validity
+ inline_ BOOL IsValid() const
+ {
+ if(!IsValidFloat(x)) return FALSE;
+ if(!IsValidFloat(y)) return FALSE;
+ if(!IsValidFloat(z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Slighty moves the point
+ void Tweak(udword coord_mask, udword tweak_mask)
+ {
+ if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); }
+ if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); }
+ if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); }
+ }
+
+ #define TWEAKMASK 0x3fffff
+ #define TWEAKNOTMASK ~TWEAKMASK
+ //! Slighty moves the point out
+ inline_ void TweakBigger()
+ {
+ udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
+ Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
+ Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
+ }
+
+ //! Slighty moves the point in
+ inline_ void TweakSmaller()
+ {
+ udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
+ Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
+ Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
+ }
+
+ //! Normalizes the vector
+ inline_ Point& Normalize()
+ {
+ float M = x*x + y*y + z*z;
+ if(M)
+ {
+ M = 1.0f / sqrtf(M);
+ x *= M;
+ y *= M;
+ z *= M;
+ }
+ return *this;
+ }
+
+ //! Sets vector length
+ inline_ Point& SetLength(float length)
+ {
+ float NewLength = length / Magnitude();
+ x *= NewLength;
+ y *= NewLength;
+ z *= NewLength;
+ return *this;
+ }
+
+ //! Clamps vector length
+ inline_ Point& ClampLength(float limit_length)
+ {
+ if(limit_length>=0.0f) // Magnitude must be positive
+ {
+ float CurrentSquareLength = SquareMagnitude();
+
+ if(CurrentSquareLength > limit_length * limit_length)
+ {
+ float Coeff = limit_length / sqrtf(CurrentSquareLength);
+ x *= Coeff;
+ y *= Coeff;
+ z *= Coeff;
+ }
+ }
+ return *this;
+ }
+
+ //! Computes distance to another point
+ inline_ float Distance(const Point& b) const
+ {
+ return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
+ }
+
+ //! Computes square distance to another point
+ inline_ float SquareDistance(const Point& b) const
+ {
+ return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
+ }
+
+ //! Dot product dp = this|a
+ inline_ float Dot(const Point& p) const { return p.x * x + p.y * y + p.z * z; }
+
+ //! Cross product this = a x b
+ inline_ Point& Cross(const Point& a, const Point& b)
+ {
+ x = a.y * b.z - a.z * b.y;
+ y = a.z * b.x - a.x * b.z;
+ z = a.x * b.y - a.y * b.x;
+ return *this;
+ }
+
+ //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
+ inline_ udword VectorCode() const
+ {
+ return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
+ }
+
+ //! Returns largest axis
+ inline_ PointComponent LargestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(Vals[_Y] > Vals[m]) m = _Y;
+ if(Vals[_Z] > Vals[m]) m = _Z;
+ return m;
+ }
+
+ //! Returns closest axis
+ inline_ PointComponent ClosestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(AIR(Vals[_Y]) > AIR(Vals[m])) m = _Y;
+ if(AIR(Vals[_Z]) > AIR(Vals[m])) m = _Z;
+ return m;
+ }
+
+ //! Returns smallest axis
+ inline_ PointComponent SmallestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(Vals[_Y] < Vals[m]) m = _Y;
+ if(Vals[_Z] < Vals[m]) m = _Z;
+ return m;
+ }
+
+ //! Refracts the point
+ Point& Refract(const Point& eye, const Point& n, float refractindex, Point& refracted);
+
+ //! Projects the point onto a plane
+ Point& ProjectToPlane(const Plane& p);
+
+ //! Projects the point onto the screen
+ void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
+
+ //! Unfolds the point onto a plane according to edge(a,b)
+ Point& Unfold(Plane& p, Point& a, Point& b);
+
+ //! Hash function from Ville Miettinen
+ inline_ udword GetHashValue() const
+ {
+ const udword* h = (const udword*)(this);
+ udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
+ return (f>>22)^(f>>12)^(f);
+ }
+
+ //! Stuff magic values in the point, marking it as explicitely not used.
+ void SetNotUsed();
+ //! Checks the point is marked as not used
+ BOOL IsNotUsed() const;
+
+ // Arithmetic operators
+
+ //! Unary operator for Point Negate = - Point
+ inline_ Point operator-() const { return Point(-x, -y, -z); }
+
+ //! Operator for Point Plus = Point + Point.
+ inline_ Point operator+(const Point& p) const { return Point(x + p.x, y + p.y, z + p.z); }
+ //! Operator for Point Minus = Point - Point.
+ inline_ Point operator-(const Point& p) const { return Point(x - p.x, y - p.y, z - p.z); }
+
+ //! Operator for Point Mul = Point * Point.
+ inline_ Point operator*(const Point& p) const { return Point(x * p.x, y * p.y, z * p.z); }
+ //! Operator for Point Scale = Point * float.
+ inline_ Point operator*(float s) const { return Point(x * s, y * s, z * s ); }
+ //! Operator for Point Scale = float * Point.
+ inline_ friend Point operator*(float s, const Point& p) { return Point(s * p.x, s * p.y, s * p.z); }
+
+ //! Operator for Point Div = Point / Point.
+ inline_ Point operator/(const Point& p) const { return Point(x / p.x, y / p.y, z / p.z); }
+ //! Operator for Point Scale = Point / float.
+ inline_ Point operator/(float s) const { s = 1.0f / s; return Point(x * s, y * s, z * s); }
+ //! Operator for Point Scale = float / Point.
+ inline_ friend Point operator/(float s, const Point& p) { return Point(s / p.x, s / p.y, s / p.z); }
+
+ //! Operator for float DotProd = Point | Point.
+ inline_ float operator|(const Point& p) const { return x*p.x + y*p.y + z*p.z; }
+ //! Operator for Point VecProd = Point ^ Point.
+ inline_ Point operator^(const Point& p) const
+ {
+ return Point(
+ y * p.z - z * p.y,
+ z * p.x - x * p.z,
+ x * p.y - y * p.x );
+ }
+
+ //! Operator for Point += Point.
+ inline_ Point& operator+=(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
+ //! Operator for Point += float.
+ inline_ Point& operator+=(float s) { x += s; y += s; z += s; return *this; }
+
+ //! Operator for Point -= Point.
+ inline_ Point& operator-=(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
+ //! Operator for Point -= float.
+ inline_ Point& operator-=(float s) { x -= s; y -= s; z -= s; return *this; }
+
+ //! Operator for Point *= Point.
+ inline_ Point& operator*=(const Point& p) { x *= p.x; y *= p.y; z *= p.z; return *this; }
+ //! Operator for Point *= float.
+ inline_ Point& operator*=(float s) { x *= s; y *= s; z *= s; return *this; }
+
+ //! Operator for Point /= Point.
+ inline_ Point& operator/=(const Point& p) { x /= p.x; y /= p.y; z /= p.z; return *this; }
+ //! Operator for Point /= float.
+ inline_ Point& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }
+
+ // Logical operators
+
+ //! Operator for "if(Point==Point)"
+ inline_ bool operator==(const Point& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); }
+ //! Operator for "if(Point!=Point)"
+ inline_ bool operator!=(const Point& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); }
+
+ // Arithmetic operators
+
+ //! Operator for Point Mul = Point * Matrix3x3.
+ inline_ Point operator*(const Matrix3x3& mat) const
+ {
+ class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
+ const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
+
+ return Point(
+ x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
+ x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
+ x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
+ }
+
+ //! Operator for Point Mul = Point * Matrix4x4.
+ inline_ Point operator*(const Matrix4x4& mat) const
+ {
+ class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
+ const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
+
+ return Point(
+ x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
+ x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
+ x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
+ }
+
+ //! Operator for Point *= Matrix3x3.
+ inline_ Point& operator*=(const Matrix3x3& mat)
+ {
+ class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
+ const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
+
+ float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
+ float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
+ float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];
+
+ x = xp; y = yp; z = zp;
+
+ return *this;
+ }
+
+ //! Operator for Point *= Matrix4x4.
+ inline_ Point& operator*=(const Matrix4x4& mat)
+ {
+ class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
+ const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
+
+ float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
+ float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
+ float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];
+
+ x = xp; y = yp; z = zp;
+
+ return *this;
+ }
+
+ // Cast operators
+
+ //! Cast a Point to a HPoint. w is set to zero.
+ operator HPoint() const;
+
+ inline_ operator const float*() const { return &x; }
+ inline_ operator float*() { return &x; }
+
+ public:
+ float x, y, z;
+ };
+
+ FUNCTION ICEMATHS_API void Normalize1(Point& a);
+ FUNCTION ICEMATHS_API void Normalize2(Point& a);
+
+#endif //__ICEPOINT_H__
diff --git a/Opcode/Ice/IcePreprocessor.h b/Opcode/Ice/IcePreprocessor.h
new file mode 100644
index 0000000..bb0ef7b
--- /dev/null
+++ b/Opcode/Ice/IcePreprocessor.h
@@ -0,0 +1,128 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains preprocessor stuff. This should be the first included header.
+ * \file IcePreprocessor.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPREPROCESSOR_H__
+#define __ICEPREPROCESSOR_H__
+
+ // Check platform
+ #if defined( _WIN32 ) || defined( WIN32 )
+ #pragma message("Compiling on Windows...")
+ #define PLATFORM_WINDOWS
+ #else
+ #pragma message("Compiling on unknown platform...")
+ #endif
+
+ // Check compiler
+ #if defined(_MSC_VER)
+ #pragma message("Compiling with VC++...")
+ #define COMPILER_VISUAL_CPP
+ #else
+ #pragma message("Compiling with unknown compiler...")
+ #endif
+
+ // Check compiler options. If this file is included in user-apps, this
+ // shouldn't be needed, so that they can use what they like best.
+ #ifndef ICE_DONT_CHECK_COMPILER_OPTIONS
+ #ifdef COMPILER_VISUAL_CPP
+ #if defined(_CHAR_UNSIGNED)
+ #endif
+
+ #if defined(_CPPRTTI)
+ #error Please disable RTTI...
+ #endif
+
+ #if defined(_CPPUNWIND)
+ #error Please disable exceptions...
+ #endif
+
+ #if defined(_MT)
+ // Multithreading
+ #endif
+ #endif
+ #endif
+
+ // Check debug mode
+ #ifdef DEBUG // May be defined instead of _DEBUG. Let's fix it.
+ #ifndef _DEBUG
+ #define _DEBUG
+ #endif
+ #endif
+
+ #ifdef _DEBUG
+ // Here you may define items for debug builds
+ #endif
+
+ #ifndef THIS_FILE
+ #define THIS_FILE __FILE__
+ #endif
+
+ #ifndef ICE_NO_DLL
+ #ifdef ICECORE_EXPORTS
+ #define ICECORE_API __declspec(dllexport)
+ #else
+ #define ICECORE_API __declspec(dllimport)
+ #endif
+ #else
+ #define ICECORE_API
+ #endif
+
+ // Don't override new/delete
+// #define DEFAULT_NEWDELETE
+ #define DONT_TRACK_MEMORY_LEAKS
+
+ #define FUNCTION extern "C"
+
+ // Cosmetic stuff [mainly useful with multiple inheritance]
+ #define override(base_class) virtual
+
+ // Our own inline keyword, so that:
+ // - we can switch to __forceinline to check it's really better or not
+ // - we can remove __forceinline if the compiler doesn't support it
+// #define inline_ __forceinline
+// #define inline_ inline
+
+ // Contributed by Bruce Mitchener
+ #if defined(COMPILER_VISUAL_CPP)
+ #define inline_ __forceinline
+// #define inline_ inline
+ #elif defined(__GNUC__) && __GNUC__ < 3
+ #define inline_ inline
+ #elif defined(__GNUC__)
+ #define inline_ inline __attribute__ ((always_inline))
+ #else
+ #define inline_ inline
+ #endif
+
+ // Down the hatch
+ #pragma inline_depth( 255 )
+
+ #ifdef COMPILER_VISUAL_CPP
+ #pragma intrinsic(memcmp)
+ #pragma intrinsic(memcpy)
+ #pragma intrinsic(memset)
+ #pragma intrinsic(strcat)
+ #pragma intrinsic(strcmp)
+ #pragma intrinsic(strcpy)
+ #pragma intrinsic(strlen)
+ #pragma intrinsic(abs)
+ #pragma intrinsic(labs)
+ #endif
+
+ // ANSI compliance
+ #ifdef _DEBUG
+ // Remove painful warning in debug
+ inline_ bool __False__(){ return false; }
+ #define for if(__False__()){} else for
+ #else
+ #define for if(0){} else for
+ #endif
+
+#endif // __ICEPREPROCESSOR_H__
diff --git a/Opcode/Ice/IceRandom.cpp b/Opcode/Ice/IceRandom.cpp
new file mode 100644
index 0000000..0139be6
--- /dev/null
+++ b/Opcode/Ice/IceRandom.cpp
@@ -0,0 +1,35 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for random generators.
+ * \file IceRandom.cpp
+ * \author Pierre Terdiman
+ * \date August, 9, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+void IceCore:: SRand(udword seed)
+{
+ srand(seed);
+}
+
+udword IceCore::Rand()
+{
+ return rand();
+}
+
+
+static BasicRandom gRandomGenerator(42);
+
+udword IceCore::GetRandomIndex(udword max_index)
+{
+ // We don't use rand() since it's limited to RAND_MAX
+ udword Index = gRandomGenerator.Randomize();
+ return Index % max_index;
+}
+
diff --git a/Opcode/Ice/IceRandom.h b/Opcode/Ice/IceRandom.h
new file mode 100644
index 0000000..3584769
--- /dev/null
+++ b/Opcode/Ice/IceRandom.h
@@ -0,0 +1,42 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for random generators.
+ * \file IceRandom.h
+ * \author Pierre Terdiman
+ * \date August, 9, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERANDOM_H__
+#define __ICERANDOM_H__
+
+ FUNCTION ICECORE_API void SRand(udword seed);
+ FUNCTION ICECORE_API udword Rand();
+
+ //! Returns a unit random floating-point value
+ inline_ float UnitRandomFloat() { return float(Rand()) * ONE_OVER_RAND_MAX; }
+
+ //! Returns a random index so that 0<= index < max_index
+ ICECORE_API udword GetRandomIndex(udword max_index);
+
+ class ICECORE_API BasicRandom
+ {
+ public:
+
+ //! Constructor
+ inline_ BasicRandom(udword seed=0) : mRnd(seed) {}
+ //! Destructor
+ inline_ ~BasicRandom() {}
+
+ inline_ void SetSeed(udword seed) { mRnd = seed; }
+ inline_ udword GetCurrentValue() const { return mRnd; }
+ inline_ udword Randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
+
+ private:
+ udword mRnd;
+ };
+
+#endif // __ICERANDOM_H__
+
diff --git a/Opcode/Ice/IceRay.cpp b/Opcode/Ice/IceRay.cpp
new file mode 100644
index 0000000..be04043
--- /dev/null
+++ b/Opcode/Ice/IceRay.cpp
@@ -0,0 +1,84 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for rays.
+ * \file IceRay.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Ray class.
+ * A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity
+ * \class Ray
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+ O = Origin = impact point
+ i = normalized vector along the x axis
+ j = normalized vector along the y axis = actually the normal vector in O
+ D = Direction vector, norm |D| = 1
+ N = Projection of D on y axis, norm |N| = normal reaction
+ T = Projection of D on x axis, norm |T| = tangential reaction
+ R = Reflexion vector
+
+ ^y
+ |
+ |
+ |
+ _ _ _| _ _ _
+ * * *|
+ \ | /
+ \ |N / |
+ R\ | /D
+ \ | / |
+ \ | /
+ _________\|/______*_______>x
+ O T
+
+ Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized.
+
+ j|D = |j|*|D|*cos(theta) => |N| = j|D
+
+ Then we simply have:
+
+ D = N + T
+
+ To compute tangential reaction :
+
+ T = D - N
+
+ To compute reflexion vector :
+
+ R = N - T = N - (D-N) = 2*N - D
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+float Ray::SquareDistance(const Point& point, float* t) const
+{
+ Point Diff = point - mOrig;
+ float fT = Diff | mDir;
+
+ if(fT<=0.0f)
+ {
+ fT = 0.0f;
+ }
+ else
+ {
+ fT /= mDir.SquareMagnitude();
+ Diff -= fT*mDir;
+ }
+
+ if(t) *t = fT;
+
+ return Diff.SquareMagnitude();
+}
diff --git a/Opcode/Ice/IceRay.h b/Opcode/Ice/IceRay.h
new file mode 100644
index 0000000..f99a78b
--- /dev/null
+++ b/Opcode/Ice/IceRay.h
@@ -0,0 +1,98 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for rays.
+ * \file IceRay.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERAY_H__
+#define __ICERAY_H__
+
+ class ICEMATHS_API Ray
+ {
+ public:
+ //! Constructor
+ inline_ Ray() {}
+ //! Constructor
+ inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {}
+ //! Copy constructor
+ inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
+ //! Destructor
+ inline_ ~Ray() {}
+
+ float SquareDistance(const Point& point, float* t=null) const;
+ inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
+
+ Point mOrig; //!< Ray origin
+ Point mDir; //!< Normalized direction
+ };
+
+ inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal)
+ {
+ reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
+ }
+
+ inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal)
+ {
+ Point V = impact - source;
+ reflected = V - normal * 2.0f * (V|normal);
+ }
+
+ inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal)
+ {
+ normal_compo = outward_normal * (outward_dir|outward_normal);
+ tangent_compo = outward_dir - normal_compo;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a direction vector from world space to local space
+ * \param local_dir [out] direction vector in local space
+ * \param world_dir [in] direction vector in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world)
+ {
+ // Get world direction back in local space
+// Matrix3x3 InvWorld = world;
+// local_dir = InvWorld * world_dir;
+ local_dir = Matrix3x3(world) * world_dir;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a position vector from world space to local space
+ * \param local_pt [out] position vector in local space
+ * \param world_pt [in] position vector in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world)
+ {
+ // Get world vertex back in local space
+ Matrix4x4 InvWorld = world;
+ InvWorld.Invert();
+ local_pt = world_pt * InvWorld;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a ray from world space to local space
+ * \param local_ray [out] ray in local space
+ * \param world_ray [in] ray in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
+ {
+ // Get world ray back in local space
+ ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
+ ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
+ }
+
+#endif // __ICERAY_H__
diff --git a/Opcode/Ice/IceRevisitedRadix.cpp b/Opcode/Ice/IceRevisitedRadix.cpp
new file mode 100644
index 0000000..f55b0cf
--- /dev/null
+++ b/Opcode/Ice/IceRevisitedRadix.cpp
@@ -0,0 +1,520 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains source code from the article "Radix Sort Revisited".
+ * \file IceRevisitedRadix.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Revisited Radix Sort.
+ * This is my new radix routine:
+ * - it uses indices and doesn't recopy the values anymore, hence wasting less ram
+ * - it creates all the histograms in one run instead of four
+ * - it sorts words faster than dwords and bytes faster than words
+ * - it correctly sorts negative floating-point values by patching the offsets
+ * - it automatically takes advantage of temporal coherence
+ * - multiple keys support is a side effect of temporal coherence
+ * - it may be worth recoding in asm... (mainly to use FCOMI, FCMOV, etc) [it's probably memory-bound anyway]
+ *
+ * History:
+ * - 08.15.98: very first version
+ * - 04.04.00: recoded for the radix article
+ * - 12.xx.00: code lifting
+ * - 09.18.01: faster CHECK_PASS_VALIDITY thanks to Mark D. Shattuck (who provided other tips, not included here)
+ * - 10.11.01: added local ram support
+ * - 01.20.02: bugfix! In very particular cases the last pass was skipped in the float code-path, leading to incorrect sorting......
+ * - 01.02.02: - "mIndices" renamed => "mRanks". That's a rank sorter after all.
+ * - ranks are not "reset" anymore, but implicit on first calls
+ * - 07.05.02: - offsets rewritten with one less indirection.
+ * - 11.03.02: - "bool" replaced with RadixHint enum
+ *
+ * \class RadixSort
+ * \author Pierre Terdiman
+ * \version 1.4
+ * \date August, 15, 1998
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+To do:
+ - add an offset parameter between two input values (avoid some data recopy sometimes)
+ - unroll ? asm ?
+ - 11 bits trick & 3 passes as Michael did
+ - prefetch stuff the day I have a P3
+ - make a version with 16-bits indices ?
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+#define INVALIDATE_RANKS mCurrentSize|=0x80000000
+#define VALIDATE_RANKS mCurrentSize&=0x7fffffff
+#define CURRENT_SIZE (mCurrentSize&0x7fffffff)
+#define INVALID_RANKS (mCurrentSize&0x80000000)
+
+#define CHECK_RESIZE(n) \
+ if(n!=mPreviousSize) \
+ { \
+ if(n>mCurrentSize) Resize(n); \
+ else ResetRanks(); \
+ mPreviousSize = n; \
+ }
+
+#define CREATE_HISTOGRAMS(type, buffer) \
+ /* Clear counters/histograms */ \
+ ZeroMemory(mHistogram, 256*4*sizeof(udword)); \
+ \
+ /* Prepare to count */ \
+ ubyte* p = (ubyte*)input; \
+ ubyte* pe = &p[nb*4]; \
+ udword* h0= &mHistogram[0]; /* Histogram for first pass (LSB) */ \
+ udword* h1= &mHistogram[256]; /* Histogram for second pass */ \
+ udword* h2= &mHistogram[512]; /* Histogram for third pass */ \
+ udword* h3= &mHistogram[768]; /* Histogram for last pass (MSB) */ \
+ \
+ bool AlreadySorted = true; /* Optimism... */ \
+ \
+ if(INVALID_RANKS) \
+ { \
+ /* Prepare for temporal coherence */ \
+ type* Running = (type*)buffer; \
+ type PrevVal = *Running; \
+ \
+ while(p!=pe) \
+ { \
+ /* Read input buffer in previous sorted order */ \
+ type Val = *Running++; \
+ /* Check whether already sorted or not */ \
+ if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
+ /* Update for next iteration */ \
+ PrevVal = Val; \
+ \
+ /* Create histograms */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ } \
+ \
+ /* If all input values are already sorted, we just have to return and leave the */ \
+ /* previous list unchanged. That way the routine may take advantage of temporal */ \
+ /* coherence, for example when used to sort transparent faces. */ \
+ if(AlreadySorted) \
+ { \
+ mNbHits++; \
+ for(udword i=0;i<nb;i++) mRanks[i] = i; \
+ return *this; \
+ } \
+ } \
+ else \
+ { \
+ /* Prepare for temporal coherence */ \
+ udword* Indices = mRanks; \
+ type PrevVal = (type)buffer[*Indices]; \
+ \
+ while(p!=pe) \
+ { \
+ /* Read input buffer in previous sorted order */ \
+ type Val = (type)buffer[*Indices++]; \
+ /* Check whether already sorted or not */ \
+ if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
+ /* Update for next iteration */ \
+ PrevVal = Val; \
+ \
+ /* Create histograms */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ } \
+ \
+ /* If all input values are already sorted, we just have to return and leave the */ \
+ /* previous list unchanged. That way the routine may take advantage of temporal */ \
+ /* coherence, for example when used to sort transparent faces. */ \
+ if(AlreadySorted) { mNbHits++; return *this; } \
+ } \
+ \
+ /* Else there has been an early out and we must finish computing the histograms */ \
+ while(p!=pe) \
+ { \
+ /* Create histograms without the previous overhead */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ }
+
+#define CHECK_PASS_VALIDITY(pass) \
+ /* Shortcut to current counters */ \
+ udword* CurCount = &mHistogram[pass<<8]; \
+ \
+ /* Reset flag. The sorting pass is supposed to be performed. (default) */ \
+ bool PerformPass = true; \
+ \
+ /* Check pass validity */ \
+ \
+ /* If all values have the same byte, sorting is useless. */ \
+ /* It may happen when sorting bytes or words instead of dwords. */ \
+ /* This routine actually sorts words faster than dwords, and bytes */ \
+ /* faster than words. Standard running time (O(4*n))is reduced to O(2*n) */ \
+ /* for words and O(n) for bytes. Running time for floats depends on actual values... */ \
+ \
+ /* Get first byte */ \
+ ubyte UniqueVal = *(((ubyte*)input)+pass); \
+ \
+ /* Check that byte's counter */ \
+ if(CurCount[UniqueVal]==nb) PerformPass=false;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort::RadixSort() : mRanks(null), mRanks2(null), mCurrentSize(0), mTotalCalls(0), mNbHits(0)
+{
+#ifndef RADIX_LOCAL_RAM
+ // Allocate input-independent ram
+ mHistogram = new udword[256*4];
+ mOffset = new udword[256];
+#endif
+ // Initialize indices
+ INVALIDATE_RANKS;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort::~RadixSort()
+{
+ // Release everything
+#ifndef RADIX_LOCAL_RAM
+ DELETEARRAY(mOffset);
+ DELETEARRAY(mHistogram);
+#endif
+ DELETEARRAY(mRanks2);
+ DELETEARRAY(mRanks);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Resizes the inner lists.
+ * \param nb [in] new size (number of dwords)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RadixSort::Resize(udword nb)
+{
+ // Free previously used ram
+ DELETEARRAY(mRanks2);
+ DELETEARRAY(mRanks);
+
+ // Get some fresh one
+ mRanks = new udword[nb]; CHECKALLOC(mRanks);
+ mRanks2 = new udword[nb]; CHECKALLOC(mRanks2);
+
+ return true;
+}
+
+inline_ void RadixSort::CheckResize(udword nb)
+{
+ udword CurSize = CURRENT_SIZE;
+ if(nb!=CurSize)
+ {
+ if(nb>CurSize) Resize(nb);
+ mCurrentSize = nb;
+ INVALIDATE_RANKS;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main sort routine.
+ * This one is for integer values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
+ * \param input [in] a list of integer values to sort
+ * \param nb [in] number of values to sort, must be < 2^31
+ * \param hint [in] RADIX_SIGNED to handle negative values, RADIX_UNSIGNED if you know your input buffer only contains positive values
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort& RadixSort::Sort(const udword* input, udword nb, RadixHint hint)
+{
+ // Checkings
+ if(!input || !nb || nb&0x80000000) return *this;
+
+ // Stats
+ mTotalCalls++;
+
+ // Resize lists if needed
+ CheckResize(nb);
+
+#ifdef RADIX_LOCAL_RAM
+ // Allocate histograms & offsets on the stack
+ udword mHistogram[256*4];
+// udword mOffset[256];
+ udword* mLink[256];
+#endif
+
+ // Create histograms (counters). Counters for all passes are created in one run.
+ // Pros: read input buffer once instead of four times
+ // Cons: mHistogram is 4Kb instead of 1Kb
+ // We must take care of signed/unsigned values for temporal coherence.... I just
+ // have 2 code paths even if just a single opcode changes. Self-modifying code, someone?
+ if(hint==RADIX_UNSIGNED) { CREATE_HISTOGRAMS(udword, input); }
+ else { CREATE_HISTOGRAMS(sdword, input); }
+
+ // Compute #negative values involved if needed
+ udword NbNegativeValues = 0;
+ if(hint==RADIX_SIGNED)
+ {
+ // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
+ // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
+ // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
+ udword* h3= &mHistogram[768];
+ for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
+ }
+
+ // Radix sort, j is the pass number (0=LSB, 3=MSB)
+ for(udword j=0;j<4;j++)
+ {
+ CHECK_PASS_VALIDITY(j);
+
+ // Sometimes the fourth (negative) pass is skipped because all numbers are negative and the MSB is 0xFF (for example). This is
+ // not a problem, numbers are correctly sorted anyway.
+ if(PerformPass)
+ {
+ // Should we care about negative values?
+ if(j!=3 || hint==RADIX_UNSIGNED)
+ {
+ // Here we deal with positive values only
+
+ // Create offsets
+// mOffset[0] = 0;
+// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ mLink[0] = mRanks2;
+ for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+ }
+ else
+ {
+ // This is a special case to correctly handle negative integers. They're sorted in the right order but at the wrong place.
+
+ // Create biased offsets, in order for negative numbers to be sorted as well
+// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
+ mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
+// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+ for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+
+ // Fixing the wrong place for negative values
+// mOffset[128] = 0;
+ mLink[128] = mRanks2;
+// for(i=129;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ for(udword i=129;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+ }
+
+ // Perform Radix Sort
+ ubyte* InputBytes = (ubyte*)input;
+ InputBytes += j;
+ if(INVALID_RANKS)
+ {
+// for(udword i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
+ for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ udword* Indices = mRanks;
+ udword* IndicesEnd = &mRanks[nb];
+ while(Indices!=IndicesEnd)
+ {
+ udword id = *Indices++;
+// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
+ *mLink[InputBytes[id<<2]]++ = id;
+ }
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main sort routine.
+ * This one is for floating-point values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
+ * \param input [in] a list of floating-point values to sort
+ * \param nb [in] number of values to sort, must be < 2^31
+ * \return Self-Reference
+ * \warning only sorts IEEE floating-point values
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort& RadixSort::Sort(const float* input2, udword nb)
+{
+ // Checkings
+ if(!input2 || !nb || nb&0x80000000) return *this;
+
+ // Stats
+ mTotalCalls++;
+
+ udword* input = (udword*)input2;
+
+ // Resize lists if needed
+ CheckResize(nb);
+
+#ifdef RADIX_LOCAL_RAM
+ // Allocate histograms & offsets on the stack
+ udword mHistogram[256*4];
+// udword mOffset[256];
+ udword* mLink[256];
+#endif
+
+ // Create histograms (counters). Counters for all passes are created in one run.
+ // Pros: read input buffer once instead of four times
+ // Cons: mHistogram is 4Kb instead of 1Kb
+ // Floating-point values are always supposed to be signed values, so there's only one code path there.
+ // Please note the floating point comparison needed for temporal coherence! Although the resulting asm code
+ // is dreadful, this is surprisingly not such a performance hit - well, I suppose that's a big one on first
+ // generation Pentiums....We can't make comparison on integer representations because, as Chris said, it just
+ // wouldn't work with mixed positive/negative values....
+ { CREATE_HISTOGRAMS(float, input2); }
+
+ // Compute #negative values involved if needed
+ udword NbNegativeValues = 0;
+ // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
+ // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
+ // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
+ udword* h3= &mHistogram[768];
+ for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
+
+ // Radix sort, j is the pass number (0=LSB, 3=MSB)
+ for(udword j=0;j<4;j++)
+ {
+ // Should we care about negative values?
+ if(j!=3)
+ {
+ // Here we deal with positive values only
+ CHECK_PASS_VALIDITY(j);
+
+ if(PerformPass)
+ {
+ // Create offsets
+// mOffset[0] = 0;
+ mLink[0] = mRanks2;
+// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+
+ // Perform Radix Sort
+ ubyte* InputBytes = (ubyte*)input;
+ InputBytes += j;
+ if(INVALID_RANKS)
+ {
+// for(i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
+ for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ udword* Indices = mRanks;
+ udword* IndicesEnd = &mRanks[nb];
+ while(Indices!=IndicesEnd)
+ {
+ udword id = *Indices++;
+// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
+ *mLink[InputBytes[id<<2]]++ = id;
+ }
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ else
+ {
+ // This is a special case to correctly handle negative values
+ CHECK_PASS_VALIDITY(j);
+
+ if(PerformPass)
+ {
+ // Create biased offsets, in order for negative numbers to be sorted as well
+// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
+ mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
+// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+ for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+
+ // We must reverse the sorting order for negative numbers!
+// mOffset[255] = 0;
+ mLink[255] = mRanks2;
+// for(i=0;i<127;i++) mOffset[254-i] = mOffset[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
+ for(udword i=0;i<127;i++) mLink[254-i] = mLink[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
+// for(i=128;i<256;i++) mOffset[i] += CurCount[i]; // Fixing the wrong place for negative values
+ for(udword i=128;i<256;i++) mLink[i] += CurCount[i]; // Fixing the wrong place for negative values
+
+ // Perform Radix Sort
+ if(INVALID_RANKS)
+ {
+ for(udword i=0;i<nb;i++)
+ {
+ udword Radix = input[i]>>24; // Radix byte, same as above. AND is useless here (udword).
+ // ### cmp to be killed. Not good. Later.
+// if(Radix<128) mRanks2[mOffset[Radix]++] = i; // Number is positive, same as above
+// else mRanks2[--mOffset[Radix]] = i; // Number is negative, flip the sorting order
+ if(Radix<128) *mLink[Radix]++ = i; // Number is positive, same as above
+ else *(--mLink[Radix]) = i; // Number is negative, flip the sorting order
+ }
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ for(udword i=0;i<nb;i++)
+ {
+ udword Radix = input[mRanks[i]]>>24; // Radix byte, same as above. AND is useless here (udword).
+ // ### cmp to be killed. Not good. Later.
+// if(Radix<128) mRanks2[mOffset[Radix]++] = mRanks[i]; // Number is positive, same as above
+// else mRanks2[--mOffset[Radix]] = mRanks[i]; // Number is negative, flip the sorting order
+ if(Radix<128) *mLink[Radix]++ = mRanks[i]; // Number is positive, same as above
+ else *(--mLink[Radix]) = mRanks[i]; // Number is negative, flip the sorting order
+ }
+ }
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ else
+ {
+ // The pass is useless, yet we still have to reverse the order of current list if all values are negative.
+ if(UniqueVal>=128)
+ {
+ if(INVALID_RANKS)
+ {
+ // ###Possible?
+ for(udword i=0;i<nb;i++) mRanks2[i] = nb-i-1;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ for(udword i=0;i<nb;i++) mRanks2[i] = mRanks[nb-i-1];
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ }
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the ram used.
+ * \return memory used in bytes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword RadixSort::GetUsedRam() const
+{
+ udword UsedRam = sizeof(RadixSort);
+#ifndef RADIX_LOCAL_RAM
+ UsedRam += 256*4*sizeof(udword); // Histograms
+ UsedRam += 256*sizeof(udword); // Offsets
+#endif
+ UsedRam += 2*CURRENT_SIZE*sizeof(udword); // 2 lists of indices
+ return UsedRam;
+}
diff --git a/Opcode/Ice/IceRevisitedRadix.h b/Opcode/Ice/IceRevisitedRadix.h
new file mode 100644
index 0000000..ec2f6b1
--- /dev/null
+++ b/Opcode/Ice/IceRevisitedRadix.h
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains source code from the article "Radix Sort Revisited".
+ * \file IceRevisitedRadix.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERADIXSORT_H__
+#define __ICERADIXSORT_H__
+
+ //! Allocate histograms & offsets locally
+ #define RADIX_LOCAL_RAM
+
+ enum RadixHint
+ {
+ RADIX_SIGNED, //!< Input values are signed
+ RADIX_UNSIGNED, //!< Input values are unsigned
+
+ RADIX_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICECORE_API RadixSort
+ {
+ public:
+ // Constructor/Destructor
+ RadixSort();
+ ~RadixSort();
+ // Sorting methods
+ RadixSort& Sort(const udword* input, udword nb, RadixHint hint=RADIX_SIGNED);
+ RadixSort& Sort(const float* input, udword nb);
+
+ //! Access to results. mRanks is a list of indices in sorted order, i.e. in the order you may further process your data
+ inline_ const udword* GetRanks() const { return mRanks; }
+
+ //! mIndices2 gets trashed on calling the sort routine, but otherwise you can recycle it the way you want.
+ inline_ udword* GetRecyclable() const { return mRanks2; }
+
+ // Stats
+ udword GetUsedRam() const;
+ //! Returns the total number of calls to the radix sorter.
+ inline_ udword GetNbTotalCalls() const { return mTotalCalls; }
+ //! Returns the number of eraly exits due to temporal coherence.
+ inline_ udword GetNbHits() const { return mNbHits; }
+
+ private:
+#ifndef RADIX_LOCAL_RAM
+ udword* mHistogram; //!< Counters for each byte
+ udword* mOffset; //!< Offsets (nearly a cumulative distribution function)
+#endif
+ udword mCurrentSize; //!< Current size of the indices list
+ udword* mRanks; //!< Two lists, swapped each pass
+ udword* mRanks2;
+ // Stats
+ udword mTotalCalls; //!< Total number of calls to the sort routine
+ udword mNbHits; //!< Number of early exits due to coherence
+ // Internal methods
+ void CheckResize(udword nb);
+ bool Resize(udword nb);
+ };
+
+#endif // __ICERADIXSORT_H__
diff --git a/Opcode/Ice/IceSegment.cpp b/Opcode/Ice/IceSegment.cpp
new file mode 100644
index 0000000..4b51343
--- /dev/null
+++ b/Opcode/Ice/IceSegment.cpp
@@ -0,0 +1,57 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for segments.
+ * \file IceSegment.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Segment class.
+ * A segment is defined by S(t) = mP0 * (1 - t) + mP1 * t, with 0 <= t <= 1
+ * Alternatively, a segment is S(t) = Origin + t * Direction for 0 <= t <= 1.
+ * Direction is not necessarily unit length. The end points are Origin = mP0 and Origin + Direction = mP1.
+ *
+ * \class Segment
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+float Segment::SquareDistance(const Point& point, float* t) const
+{
+ Point Diff = point - mP0;
+ Point Dir = mP1 - mP0;
+ float fT = Diff | Dir;
+
+ if(fT<=0.0f)
+ {
+ fT = 0.0f;
+ }
+ else
+ {
+ float SqrLen= Dir.SquareMagnitude();
+ if(fT>=SqrLen)
+ {
+ fT = 1.0f;
+ Diff -= Dir;
+ }
+ else
+ {
+ fT /= SqrLen;
+ Diff -= fT*Dir;
+ }
+ }
+
+ if(t) *t = fT;
+
+ return Diff.SquareMagnitude();
+}
diff --git a/Opcode/Ice/IceSegment.h b/Opcode/Ice/IceSegment.h
new file mode 100644
index 0000000..3dc8314
--- /dev/null
+++ b/Opcode/Ice/IceSegment.h
@@ -0,0 +1,55 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for segments.
+ * \file IceSegment.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICESEGMENT_H__
+#define __ICESEGMENT_H__
+
+ class ICEMATHS_API Segment
+ {
+ public:
+ //! Constructor
+ inline_ Segment() {}
+ //! Constructor
+ inline_ Segment(const Point& p0, const Point& p1) : mP0(p0), mP1(p1) {}
+ //! Copy constructor
+ inline_ Segment(const Segment& seg) : mP0(seg.mP0), mP1(seg.mP1) {}
+ //! Destructor
+ inline_ ~Segment() {}
+
+ inline_ const Point& GetOrigin() const { return mP0; }
+ inline_ Point ComputeDirection() const { return mP1 - mP0; }
+ inline_ void ComputeDirection(Point& dir) const { dir = mP1 - mP0; }
+ inline_ float ComputeLength() const { return mP1.Distance(mP0); }
+ inline_ float ComputeSquareLength() const { return mP1.SquareDistance(mP0); }
+
+ inline_ void SetOriginDirection(const Point& origin, const Point& direction)
+ {
+ mP0 = mP1 = origin;
+ mP1 += direction;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes a point on the segment
+ * \param pt [out] point on segment
+ * \param t [in] point's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputePoint(Point& pt, float t) const { pt = mP0 + t * (mP1 - mP0); }
+
+ float SquareDistance(const Point& point, float* t=null) const;
+ inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
+
+ Point mP0; //!< Start of segment
+ Point mP1; //!< End of segment
+ };
+
+#endif // __ICESEGMENT_H__
diff --git a/Opcode/Ice/IceTriangle.cpp b/Opcode/Ice/IceTriangle.cpp
new file mode 100644
index 0000000..ef89109
--- /dev/null
+++ b/Opcode/Ice/IceTriangle.cpp
@@ -0,0 +1,286 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy triangle class.
+ * \file IceTriangle.cpp
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a triangle class.
+ *
+ * \class Tri
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static sdword VPlaneSideEps(const Point& v, const Plane& plane, float epsilon)
+{
+ // Compute distance from current vertex to the plane
+ float Dist = plane.Distance(v);
+ // Compute side:
+ // 1 = the vertex is on the positive side of the plane
+ // -1 = the vertex is on the negative side of the plane
+ // 0 = the vertex is on the plane (within epsilon)
+ return Dist > epsilon ? 1 : Dist < -epsilon ? -1 : 0;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Flips the winding order.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Flip()
+{
+ Point Tmp = mVerts[1];
+ mVerts[1] = mVerts[2];
+ mVerts[2] = Tmp;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle area.
+ * \return the area
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Area() const
+{
+ const Point& p0 = mVerts[0];
+ const Point& p1 = mVerts[1];
+ const Point& p2 = mVerts[2];
+ return ((p0 - p1)^(p0 - p2)).Magnitude() * 0.5f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle perimeter.
+ * \return the perimeter
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Perimeter() const
+{
+ const Point& p0 = mVerts[0];
+ const Point& p1 = mVerts[1];
+ const Point& p2 = mVerts[2];
+ return p0.Distance(p1)
+ + p0.Distance(p2)
+ + p1.Distance(p2);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle compacity.
+ * \return the compacity
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Compacity() const
+{
+ float P = Perimeter();
+ if(P==0.0f) return 0.0f;
+ return (4.0f*PI*Area()/(P*P));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle normal.
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Normal(Point& normal) const
+{
+ const Point& p0 = mVerts[0];
+ const Point& p1 = mVerts[1];
+ const Point& p2 = mVerts[2];
+ normal = ((p0 - p1)^(p0 - p2)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle denormalized normal.
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::DenormalizedNormal(Point& normal) const
+{
+ const Point& p0 = mVerts[0];
+ const Point& p1 = mVerts[1];
+ const Point& p2 = mVerts[2];
+ normal = ((p0 - p1)^(p0 - p2));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle center.
+ * \param center [out] the computed center
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Center(Point& center) const
+{
+ const Point& p0 = mVerts[0];
+ const Point& p1 = mVerts[1];
+ const Point& p2 = mVerts[2];
+ center = (p0 + p1 + p2)*INV3;
+}
+
+PartVal Triangle::TestAgainstPlane(const Plane& plane, float epsilon) const
+{
+ bool Pos = false, Neg = false;
+
+ // Loop through all vertices
+ for(udword i=0;i<3;i++)
+ {
+ // Compute side:
+ sdword Side = VPlaneSideEps(mVerts[i], plane, epsilon);
+
+ if (Side < 0) Neg = true;
+ else if (Side > 0) Pos = true;
+ }
+
+ if (!Pos && !Neg) return TRI_ON_PLANE;
+ else if (Pos && Neg) return TRI_INTERSECT;
+ else if (Pos && !Neg) return TRI_PLUS_SPACE;
+ else if (!Pos && Neg) return TRI_MINUS_SPACE;
+
+ // What?!
+ return TRI_FORCEDWORD;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle moment.
+ * \param m [out] the moment
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+void Triangle::ComputeMoment(Moment& m)
+{
+ // Compute the area of the triangle
+ m.mArea = Area();
+
+ // Compute the centroid
+ Center(m.mCentroid);
+
+ // Second-order components. Handle zero-area faces.
+ Point& p = mVerts[0];
+ Point& q = mVerts[1];
+ Point& r = mVerts[2];
+ if(m.mArea==0.0f)
+ {
+ // This triangle has zero area. The second order components would be eliminated with the usual formula, so, for the
+ // sake of robustness we use an alternative form. These are the centroid and second-order components of the triangle's vertices.
+ m.mCovariance.m[0][0] = (p.x*p.x + q.x*q.x + r.x*r.x);
+ m.mCovariance.m[0][1] = (p.x*p.y + q.x*q.y + r.x*r.y);
+ m.mCovariance.m[0][2] = (p.x*p.z + q.x*q.z + r.x*r.z);
+ m.mCovariance.m[1][1] = (p.y*p.y + q.y*q.y + r.y*r.y);
+ m.mCovariance.m[1][2] = (p.y*p.z + q.y*q.z + r.y*r.z);
+ m.mCovariance.m[2][2] = (p.z*p.z + q.z*q.z + r.z*r.z);
+ m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
+ m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
+ m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
+ }
+ else
+ {
+ const float OneOverTwelve = 1.0f / 12.0f;
+ m.mCovariance.m[0][0] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.x + p.x*p.x + q.x*q.x + r.x*r.x) * OneOverTwelve;
+ m.mCovariance.m[0][1] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.y + p.x*p.y + q.x*q.y + r.x*r.y) * OneOverTwelve;
+ m.mCovariance.m[1][1] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.y + p.y*p.y + q.y*q.y + r.y*r.y) * OneOverTwelve;
+ m.mCovariance.m[0][2] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.z + p.x*p.z + q.x*q.z + r.x*r.z) * OneOverTwelve;
+ m.mCovariance.m[1][2] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.z + p.y*p.z + q.y*q.z + r.y*r.z) * OneOverTwelve;
+ m.mCovariance.m[2][2] = m.mArea * (9.0f * m.mCentroid.z*m.mCentroid.z + p.z*p.z + q.z*q.z + r.z*r.z) * OneOverTwelve;
+ m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
+ m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
+ m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
+ }
+}
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's smallest edge length.
+ * \return the smallest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::MinEdgeLength() const
+{
+ float Min = MAX_FLOAT;
+ float Length01 = mVerts[0].Distance(mVerts[1]);
+ float Length02 = mVerts[0].Distance(mVerts[2]);
+ float Length12 = mVerts[1].Distance(mVerts[2]);
+ if(Length01 < Min) Min = Length01;
+ if(Length02 < Min) Min = Length02;
+ if(Length12 < Min) Min = Length12;
+ return Min;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's largest edge length.
+ * \return the largest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::MaxEdgeLength() const
+{
+ float Max = MIN_FLOAT;
+ float Length01 = mVerts[0].Distance(mVerts[1]);
+ float Length02 = mVerts[0].Distance(mVerts[2]);
+ float Length12 = mVerts[1].Distance(mVerts[2]);
+ if(Length01 > Max) Max = Length01;
+ if(Length02 > Max) Max = Length02;
+ if(Length12 > Max) Max = Length12;
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a point on the triangle according to the stabbing information.
+ * \param u,v [in] point's barycentric coordinates
+ * \param pt [out] point on triangle
+ * \param nearvtx [out] index of nearest vertex
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::ComputePoint(float u, float v, Point& pt, udword* nearvtx) const
+{
+ // Compute point coordinates
+ pt = (1.0f - u - v)*mVerts[0] + u*mVerts[1] + v*mVerts[2];
+
+ // Compute nearest vertex if needed
+ if(nearvtx)
+ {
+ // Compute distance vector
+ Point d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
+ mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
+ mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
+
+ // Get smallest distance
+ *nearvtx = d.SmallestAxis();
+ }
+}
+
+void Triangle::Inflate(float fat_coeff, bool constant_border)
+{
+ // Compute triangle center
+ Point TriangleCenter;
+ Center(TriangleCenter);
+
+ // Don't normalize?
+ // Normalize => add a constant border, regardless of triangle size
+ // Don't => add more to big triangles
+ for(udword i=0;i<3;i++)
+ {
+ Point v = mVerts[i] - TriangleCenter;
+
+ if(constant_border) v.Normalize();
+
+ mVerts[i] += v * fat_coeff;
+ }
+}
diff --git a/Opcode/Ice/IceTriangle.h b/Opcode/Ice/IceTriangle.h
new file mode 100644
index 0000000..02e03ce
--- /dev/null
+++ b/Opcode/Ice/IceTriangle.h
@@ -0,0 +1,68 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy triangle class.
+ * \file IceTriangle.h
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETRIANGLE_H__
+#define __ICETRIANGLE_H__
+
+ // Forward declarations
+ class Moment;
+
+ // Partitioning values
+ enum PartVal
+ {
+ TRI_MINUS_SPACE = 0, //!< Triangle is in the negative space
+ TRI_PLUS_SPACE = 1, //!< Triangle is in the positive space
+ TRI_INTERSECT = 2, //!< Triangle intersects plane
+ TRI_ON_PLANE = 3, //!< Triangle and plane are coplanar
+
+ TRI_FORCEDWORD = 0x7fffffff
+ };
+
+ // A triangle class.
+ class ICEMATHS_API Triangle
+ {
+ public:
+ //! Constructor
+ inline_ Triangle() {}
+ //! Constructor
+ inline_ Triangle(const Point& p0, const Point& p1, const Point& p2) { mVerts[0]=p0; mVerts[1]=p1; mVerts[2]=p2; }
+ //! Copy constructor
+ inline_ Triangle(const Triangle& triangle)
+ {
+ mVerts[0] = triangle.mVerts[0];
+ mVerts[1] = triangle.mVerts[1];
+ mVerts[2] = triangle.mVerts[2];
+ }
+ //! Destructor
+ inline_ ~Triangle() {}
+ //! Vertices
+ Point mVerts[3];
+
+ // Methods
+ void Flip();
+ float Area() const;
+ float Perimeter() const;
+ float Compacity() const;
+ void Normal(Point& normal) const;
+ void DenormalizedNormal(Point& normal) const;
+ void Center(Point& center) const;
+ inline_ Plane PlaneEquation() const { return Plane(mVerts[0], mVerts[1], mVerts[2]); }
+
+ PartVal TestAgainstPlane(const Plane& plane, float epsilon) const;
+// float Distance(Point& cp, Point& cq, Tri& tri);
+ void ComputeMoment(Moment& m);
+ float MinEdgeLength() const;
+ float MaxEdgeLength() const;
+ void ComputePoint(float u, float v, Point& pt, udword* nearvtx=null) const;
+ void Inflate(float fat_coeff, bool constant_border);
+ };
+
+#endif // __ICETRIANGLE_H__
diff --git a/Opcode/Ice/IceTrilist.h b/Opcode/Ice/IceTrilist.h
new file mode 100644
index 0000000..7a8d9de
--- /dev/null
+++ b/Opcode/Ice/IceTrilist.h
@@ -0,0 +1,61 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a triangle container.
+ * \file IceTrilist.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETRILIST_H__
+#define __ICETRILIST_H__
+
+ class ICEMATHS_API TriList : public Container
+ {
+ public:
+ // Constructor / Destructor
+ TriList() {}
+ ~TriList() {}
+
+ inline_ udword GetNbTriangles() const { return GetNbEntries()/9; }
+ inline_ Triangle* GetTriangles() const { return (Triangle*)GetEntries(); }
+
+ void AddTri(const Triangle& tri)
+ {
+ Add(tri.mVerts[0].x).Add(tri.mVerts[0].y).Add(tri.mVerts[0].z);
+ Add(tri.mVerts[1].x).Add(tri.mVerts[1].y).Add(tri.mVerts[1].z);
+ Add(tri.mVerts[2].x).Add(tri.mVerts[2].y).Add(tri.mVerts[2].z);
+ }
+
+ void AddTri(const Point& p0, const Point& p1, const Point& p2)
+ {
+ Add(p0.x).Add(p0.y).Add(p0.z);
+ Add(p1.x).Add(p1.y).Add(p1.z);
+ Add(p2.x).Add(p2.y).Add(p2.z);
+ }
+ };
+
+ class ICEMATHS_API TriangleList : public Container
+ {
+ public:
+ // Constructor / Destructor
+ TriangleList() {}
+ ~TriangleList() {}
+
+ inline_ udword GetNbTriangles() const { return GetNbEntries()/3; }
+ inline_ IndexedTriangle* GetTriangles() const { return (IndexedTriangle*)GetEntries();}
+
+ void AddTriangle(const IndexedTriangle& tri)
+ {
+ Add(tri.mVRef[0]).Add(tri.mVRef[1]).Add(tri.mVRef[2]);
+ }
+
+ void AddTriangle(udword vref0, udword vref1, udword vref2)
+ {
+ Add(vref0).Add(vref1).Add(vref2);
+ }
+ };
+
+#endif //__ICETRILIST_H__
diff --git a/Opcode/Ice/IceTypes.h b/Opcode/Ice/IceTypes.h
new file mode 100644
index 0000000..dac0a71
--- /dev/null
+++ b/Opcode/Ice/IceTypes.h
@@ -0,0 +1,157 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains custom types.
+ * \file IceTypes.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETYPES_H__
+#define __ICETYPES_H__
+
+ #define USE_HANDLE_MANAGER
+
+ // Constants
+ #define PI 3.1415926535897932384626433832795028841971693993751f //!< PI
+ #define HALFPI 1.57079632679489661923f //!< 0.5 * PI
+ #define TWOPI 6.28318530717958647692f //!< 2.0 * PI
+ #define INVPI 0.31830988618379067154f //!< 1.0 / PI
+
+ #define RADTODEG 57.2957795130823208768f //!< 180.0 / PI, convert radians to degrees
+ #define DEGTORAD 0.01745329251994329577f //!< PI / 180.0, convert degrees to radians
+
+ #define EXP 2.71828182845904523536f //!< e
+ #define INVLOG2 3.32192809488736234787f //!< 1.0 / log10(2)
+ #define LN2 0.693147180559945f //!< ln(2)
+ #define INVLN2 1.44269504089f //!< 1.0f / ln(2)
+
+ #define INV3 0.33333333333333333333f //!< 1/3
+ #define INV6 0.16666666666666666666f //!< 1/6
+ #define INV7 0.14285714285714285714f //!< 1/7
+ #define INV9 0.11111111111111111111f //!< 1/9
+ #define INV255 0.00392156862745098039f //!< 1/255
+
+ #define SQRT2 1.41421356237f //!< sqrt(2)
+ #define INVSQRT2 0.707106781188f //!< 1 / sqrt(2)
+
+ #define SQRT3 1.73205080757f //!< sqrt(3)
+ #define INVSQRT3 0.577350269189f //!< 1 / sqrt(3)
+
+ #define null 0 //!< our own NULL pointer
+
+ // Custom types used in ICE
+ typedef signed char sbyte; //!< sizeof(sbyte) must be 1
+ typedef unsigned char ubyte; //!< sizeof(ubyte) must be 1
+ typedef signed short sword; //!< sizeof(sword) must be 2
+ typedef unsigned short uword; //!< sizeof(uword) must be 2
+ typedef signed int sdword; //!< sizeof(sdword) must be 4
+ typedef unsigned int udword; //!< sizeof(udword) must be 4
+ typedef signed __int64 sqword; //!< sizeof(sqword) must be 8
+ typedef unsigned __int64 uqword; //!< sizeof(uqword) must be 8
+ typedef float float32; //!< sizeof(float32) must be 4
+ typedef double float64; //!< sizeof(float64) must be 4
+
+ ICE_COMPILE_TIME_ASSERT(sizeof(bool)==1); // ...otherwise things might fail with VC++ 4.2 !
+ ICE_COMPILE_TIME_ASSERT(sizeof(ubyte)==1);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sbyte)==1);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sword)==2);
+ ICE_COMPILE_TIME_ASSERT(sizeof(uword)==2);
+ ICE_COMPILE_TIME_ASSERT(sizeof(udword)==4);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sdword)==4);
+ ICE_COMPILE_TIME_ASSERT(sizeof(uqword)==8);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sqword)==8);
+
+ //! TO BE DOCUMENTED
+ #define DECLARE_ICE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
+
+ typedef udword DynID; //!< Dynamic identifier
+#ifdef USE_HANDLE_MANAGER
+ typedef udword KID; //!< Kernel ID
+// DECLARE_ICE_HANDLE(KID);
+#else
+ typedef uword KID; //!< Kernel ID
+#endif
+ typedef udword RTYPE; //!< Relationship-type (!) between owners and references
+ #define INVALID_ID 0xffffffff //!< Invalid dword ID (counterpart of null pointers)
+#ifdef USE_HANDLE_MANAGER
+ #define INVALID_KID 0xffffffff //!< Invalid Kernel ID
+#else
+ #define INVALID_KID 0xffff //!< Invalid Kernel ID
+#endif
+ #define INVALID_NUMBER 0xDEADBEEF //!< Standard junk value
+
+ // Define BOOL if needed
+ #ifndef BOOL
+ typedef int BOOL; //!< Another boolean type.
+ #endif
+
+ //! Union of a float and a sdword
+ typedef union {
+ float f; //!< The float
+ sdword d; //!< The integer
+ }scell;
+
+ //! Union of a float and a udword
+ typedef union {
+ float f; //!< The float
+ udword d; //!< The integer
+ }ucell;
+
+ // Type ranges
+ #define MAX_SBYTE 0x7f //!< max possible sbyte value
+ #define MIN_SBYTE 0x80 //!< min possible sbyte value
+ #define MAX_UBYTE 0xff //!< max possible ubyte value
+ #define MIN_UBYTE 0x00 //!< min possible ubyte value
+ #define MAX_SWORD 0x7fff //!< max possible sword value
+ #define MIN_SWORD 0x8000 //!< min possible sword value
+ #define MAX_UWORD 0xffff //!< max possible uword value
+ #define MIN_UWORD 0x0000 //!< min possible uword value
+ #define MAX_SDWORD 0x7fffffff //!< max possible sdword value
+ #define MIN_SDWORD 0x80000000 //!< min possible sdword value
+ #define MAX_UDWORD 0xffffffff //!< max possible udword value
+ #define MIN_UDWORD 0x00000000 //!< min possible udword value
+ #define MAX_FLOAT FLT_MAX //!< max possible float value
+ #define MIN_FLOAT (-FLT_MAX) //!< min possible loat value
+ #define IEEE_1_0 0x3f800000 //!< integer representation of 1.0
+ #define IEEE_255_0 0x437f0000 //!< integer representation of 255.0
+ #define IEEE_MAX_FLOAT 0x7f7fffff //!< integer representation of MAX_FLOAT
+ #define IEEE_MIN_FLOAT 0xff7fffff //!< integer representation of MIN_FLOAT
+ #define IEEE_UNDERFLOW_LIMIT 0x1a000000
+
+ #define ONE_OVER_RAND_MAX (1.0f / float(RAND_MAX)) //!< Inverse of the max possible value returned by rand()
+
+ typedef int (__stdcall* PROC)(); //!< A standard procedure call.
+ typedef bool (*ENUMERATION)(udword value, udword param, udword context); //!< ICE standard enumeration call
+ typedef void** VTABLE; //!< A V-Table.
+
+ #undef MIN
+ #undef MAX
+ #define MIN(a, b) ((a) < (b) ? (a) : (b)) //!< Returns the min value between a and b
+ #define MAX(a, b) ((a) > (b) ? (a) : (b)) //!< Returns the max value between a and b
+ #define MAXMAX(a,b,c) ((a) > (b) ? MAX (a,c) : MAX (b,c)) //!< Returns the max value between a, b and c
+
+ template<class T> inline_ const T& TMin (const T& a, const T& b) { return b < a ? b : a; }
+ template<class T> inline_ const T& TMax (const T& a, const T& b) { return a < b ? b : a; }
+ template<class T> inline_ void TSetMin (T& a, const T& b) { if(a>b) a = b; }
+ template<class T> inline_ void TSetMax (T& a, const T& b) { if(a<b) a = b; }
+
+ #define SQR(x) ((x)*(x)) //!< Returns x square
+ #define CUBE(x) ((x)*(x)*(x)) //!< Returns x cube
+
+ #define AND & //!< ...
+ #define OR | //!< ...
+ #define XOR ^ //!< ...
+
+ #define QUADRAT(x) ((x)*(x)) //!< Returns x square
+
+#ifdef _WIN32
+# define srand48(x) srand((unsigned int) (x))
+# define srandom(x) srand((unsigned int) (x))
+# define random() ((double) rand())
+# define drand48() ((double) (((double) rand()) / ((double) RAND_MAX)))
+#endif
+
+#endif // __ICETYPES_H__
diff --git a/Opcode/Ice/IceUtils.cpp b/Opcode/Ice/IceUtils.cpp
new file mode 100644
index 0000000..d877203
--- /dev/null
+++ b/Opcode/Ice/IceUtils.cpp
@@ -0,0 +1,39 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains misc. useful macros & defines.
+ * \file IceUtils.cpp
+ * \author Pierre Terdiman (collected from various sources)
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns the alignment of the input address.
+ * \fn Alignment()
+ * \param address [in] address to check
+ * \return the best alignment (e.g. 1 for odd addresses, etc)
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword IceCore::Alignment(udword address)
+{
+ // Returns 0 for null addresses
+ if(!address) return 0;
+
+ // Test all bits
+ udword Align = 1;
+ for(udword i=1;i<32;i++)
+ {
+ // Returns as soon as the alignment is broken
+ if(address&Align) return Align;
+ Align<<=1;
+ }
+ // Here all bits are null, except the highest one (else the address would be null)
+ return Align;
+}
diff --git a/Opcode/Ice/IceUtils.h b/Opcode/Ice/IceUtils.h
new file mode 100644
index 0000000..0e6161e
--- /dev/null
+++ b/Opcode/Ice/IceUtils.h
@@ -0,0 +1,256 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains misc. useful macros & defines.
+ * \file IceUtils.h
+ * \author Pierre Terdiman (collected from various sources)
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEUTILS_H__
+#define __ICEUTILS_H__
+
+ #define START_RUNONCE { static bool __RunOnce__ = false; if(!__RunOnce__){
+ #define END_RUNONCE __RunOnce__ = true;}}
+
+ //! Reverse all the bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ //! (each line can be done in any order.
+ inline_ void ReverseBits(udword& n)
+ {
+ n = ((n >> 1) & 0x55555555) | ((n << 1) & 0xaaaaaaaa);
+ n = ((n >> 2) & 0x33333333) | ((n << 2) & 0xcccccccc);
+ n = ((n >> 4) & 0x0f0f0f0f) | ((n << 4) & 0xf0f0f0f0);
+ n = ((n >> 8) & 0x00ff00ff) | ((n << 8) & 0xff00ff00);
+ n = ((n >> 16) & 0x0000ffff) | ((n << 16) & 0xffff0000);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ }
+
+ //! Count the number of '1' bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ inline_ udword CountBits(udword n)
+ {
+ // This relies of the fact that the count of n bits can NOT overflow
+ // an n bit interger. EG: 1 bit count takes a 1 bit interger, 2 bit counts
+ // 2 bit interger, 3 bit count requires only a 2 bit interger.
+ // So we add all bit pairs, then each nible, then each byte etc...
+ n = (n & 0x55555555) + ((n & 0xaaaaaaaa) >> 1);
+ n = (n & 0x33333333) + ((n & 0xcccccccc) >> 2);
+ n = (n & 0x0f0f0f0f) + ((n & 0xf0f0f0f0) >> 4);
+ n = (n & 0x00ff00ff) + ((n & 0xff00ff00) >> 8);
+ n = (n & 0x0000ffff) + ((n & 0xffff0000) >> 16);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ return n;
+ }
+
+ //! Even faster?
+ inline_ udword CountBits2(udword bits)
+ {
+ bits = bits - ((bits >> 1) & 0x55555555);
+ bits = ((bits >> 2) & 0x33333333) + (bits & 0x33333333);
+ bits = ((bits >> 4) + bits) & 0x0F0F0F0F;
+ return (bits * 0x01010101) >> 24;
+ }
+
+ //! Spread out bits. EG 00001111 -> 0101010101
+ //! 00001010 -> 0100010000
+ //! This is used to interleve to intergers to produce a `Morten Key'
+ //! used in Space Filling Curves (See DrDobbs Journal, July 1999)
+ //! Order is important.
+ inline_ void SpreadBits(udword& n)
+ {
+ n = ( n & 0x0000ffff) | (( n & 0xffff0000) << 16);
+ n = ( n & 0x000000ff) | (( n & 0x0000ff00) << 8);
+ n = ( n & 0x000f000f) | (( n & 0x00f000f0) << 4);
+ n = ( n & 0x03030303) | (( n & 0x0c0c0c0c) << 2);
+ n = ( n & 0x11111111) | (( n & 0x22222222) << 1);
+ }
+
+ // Next Largest Power of 2
+ // Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
+ // that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
+ // the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
+ // largest power of 2. For a 32-bit value:
+ inline_ udword nlpo2(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return x+1;
+ }
+
+ //! Test to see if a number is an exact power of two (from Steve Baker's Cute Code Collection)
+ inline_ bool IsPowerOfTwo(udword n) { return ((n&(n-1))==0); }
+
+ //! Zero the least significant '1' bit in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void ZeroLeastSetBit(udword& n) { n&=(n-1); }
+
+ //! Set the least significant N bits in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void SetLeastNBits(udword& x, udword n) { x|=~(~0<<n); }
+
+ //! Classic XOR swap (from Steve Baker's Cute Code Collection)
+ //! x ^= y; /* x' = (x^y) */
+ //! y ^= x; /* y' = (y^(x^y)) = x */
+ //! x ^= y; /* x' = (x^y)^x = y */
+ inline_ void Swap(udword& x, udword& y) { x ^= y; y ^= x; x ^= y; }
+
+ //! Little/Big endian (from Steve Baker's Cute Code Collection)
+ //!
+ //! Extra comments by Kenny Hoff:
+ //! Determines the byte-ordering of the current machine (little or big endian)
+ //! by setting an integer value to 1 (so least significant bit is now 1); take
+ //! the address of the int and cast to a byte pointer (treat integer as an
+ //! array of four bytes); check the value of the first byte (must be 0 or 1).
+ //! If the value is 1, then the first byte least significant byte and this
+ //! implies LITTLE endian. If the value is 0, the first byte is the most
+ //! significant byte, BIG endian. Examples:
+ //! integer 1 on BIG endian: 00000000 00000000 00000000 00000001
+ //! integer 1 on LITTLE endian: 00000001 00000000 00000000 00000000
+ //!---------------------------------------------------------------------------
+ //! int IsLittleEndian() { int x=1; return ( ((char*)(&x))[0] ); }
+ inline_ char LittleEndian() { int i = 1; return *((char*)&i); }
+
+ //!< Alternative abs function
+ inline_ udword abs_(sdword x) { sdword y= x >> 31; return (x^y)-y; }
+
+ //!< Alternative min function
+ inline_ sdword min_(sdword a, sdword b) { sdword delta = b-a; return a + (delta&(delta>>31)); }
+
+ // Determine if one of the bytes in a 4 byte word is zero
+ inline_ BOOL HasNullByte(udword x) { return ((x + 0xfefefeff) & (~x) & 0x80808080); }
+
+ // To find the smallest 1 bit in a word EG: ~~~~~~10---0 => 0----010---0
+ inline_ udword LowestOneBit(udword w) { return ((w) & (~(w)+1)); }
+// inline_ udword LowestOneBit_(udword w) { return ((w) & (-(w))); }
+
+ // Most Significant 1 Bit
+ // Given a binary integer value x, the most significant 1 bit (highest numbered element of a bit set)
+ // can be computed using a SWAR algorithm that recursively "folds" the upper bits into the lower bits.
+ // This process yields a bit vector with the same most significant 1 as x, but all 1's below it.
+ // Bitwise AND of the original value with the complement of the "folded" value shifted down by one
+ // yields the most significant bit. For a 32-bit value:
+ inline_ udword msb32(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return (x & ~(x >> 1));
+ }
+
+ /*
+ "Just call it repeatedly with various input values and always with the same variable as "memory".
+ The sharpness determines the degree of filtering, where 0 completely filters out the input, and 1
+ does no filtering at all.
+
+ I seem to recall from college that this is called an IIR (Infinite Impulse Response) filter. As opposed
+ to the more typical FIR (Finite Impulse Response).
+
+ Also, I'd say that you can make more intelligent and interesting filters than this, for example filters
+ that remove wrong responses from the mouse because it's being moved too fast. You'd want such a filter
+ to be applied before this one, of course."
+
+ (JCAB on Flipcode)
+ */
+ inline_ float FeedbackFilter(float val, float& memory, float sharpness)
+ {
+ ASSERT(sharpness>=0.0f && sharpness<=1.0f && "Invalid sharpness value in feedback filter");
+ if(sharpness<0.0f) sharpness = 0.0f;
+ else if(sharpness>1.0f) sharpness = 1.0f;
+ return memory = val * sharpness + memory * (1.0f - sharpness);
+ }
+
+ //! If you can guarantee that your input domain (i.e. value of x) is slightly
+ //! limited (abs(x) must be < ((1<<31u)-32767)), then you can use the
+ //! following code to clamp the resulting value into [-32768,+32767] range:
+ inline_ int ClampToInt16(int x)
+ {
+// ASSERT(abs(x) < (int)((1<<31u)-32767));
+
+ int delta = 32767 - x;
+ x += (delta>>31) & delta;
+ delta = x + 32768;
+ x -= (delta>>31) & delta;
+ return x;
+ }
+
+ // Generic functions
+ template<class Type> inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; }
+ template<class Type> inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((x<lo) ? lo : (x>hi) ? hi : x); }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b)
+ {
+ if(a>b) TSwap(a, b);
+ }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b, Type& c)
+ {
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ }
+
+ // Prevent nasty user-manipulations (strategy borrowed from Charles Bloom)
+// #define PREVENT_COPY(curclass) void operator = (const curclass& object) { ASSERT(!"Bad use of operator ="); }
+ // ... actually this is better !
+ #define PREVENT_COPY(cur_class) private: cur_class(const cur_class& object); cur_class& operator=(const cur_class& object);
+
+ //! TO BE DOCUMENTED
+ #define OFFSET_OF(Class, Member) (size_t)&(((Class*)0)->Member)
+ //! TO BE DOCUMENTED
+ #define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns the alignment of the input address.
+ * \fn Alignment()
+ * \param address [in] address to check
+ * \return the best alignment (e.g. 1 for odd addresses, etc)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ FUNCTION ICECORE_API udword Alignment(udword address);
+
+ #define IS_ALIGNED_2(x) ((x&1)==0)
+ #define IS_ALIGNED_4(x) ((x&3)==0)
+ #define IS_ALIGNED_8(x) ((x&7)==0)
+
+ inline_ void _prefetch(void const* ptr) { (void)*(char const volatile *)ptr; }
+
+ // Compute implicit coords from an index:
+ // The idea is to get back 2D coords from a 1D index.
+ // For example:
+ //
+ // 0 1 2 ... nbu-1
+ // nbu nbu+1 i ...
+ //
+ // We have i, we're looking for the equivalent (u=2, v=1) location.
+ // i = u + v*nbu
+ // <=> i/nbu = u/nbu + v
+ // Since 0 <= u < nbu, u/nbu = 0 (integer)
+ // Hence: v = i/nbu
+ // Then we simply put it back in the original equation to compute u = i - v*nbu
+ inline_ void Compute2DCoords(udword& u, udword& v, udword i, udword nbu)
+ {
+ v = i / nbu;
+ u = i - (v * nbu);
+ }
+
+ // In 3D: i = u + v*nbu + w*nbu*nbv
+ // <=> i/(nbu*nbv) = u/(nbu*nbv) + v/nbv + w
+ // u/(nbu*nbv) is null since u/nbu was null already.
+ // v/nbv is null as well for the same reason.
+ // Hence w = i/(nbu*nbv)
+ // Then we're left with a 2D problem: i' = i - w*nbu*nbv = u + v*nbu
+ inline_ void Compute3DCoords(udword& u, udword& v, udword& w, udword i, udword nbu, udword nbu_nbv)
+ {
+ w = i / (nbu_nbv);
+ Compute2DCoords(u, v, i - (w * nbu_nbv), nbu);
+ }
+
+#endif // __ICEUTILS_H__
diff --git a/Opcode/OPC_AABBCollider.cpp b/Opcode/OPC_AABBCollider.cpp
new file mode 100644
index 0000000..7d9346e
--- /dev/null
+++ b/Opcode/OPC_AABBCollider.cpp
@@ -0,0 +1,696 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an AABB collider.
+ * \file OPC_AABBCollider.cpp
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an AABB-vs-tree collider.
+ *
+ * \class AABBCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date January, 1st, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! AABB-triangle test
+#define AABB_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index);\
+ mLeafVerts[0] = *VP.Vertex[0]; \
+ mLeafVerts[1] = *VP.Vertex[1]; \
+ mLeafVerts[2] = *VP.Vertex[2]; \
+ /* Perform triangle-box overlap test */ \
+ if(TriBoxOverlap()) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollider::AABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollider::~AABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param model [in] Opcode model to collide with
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const Model& model)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box)) 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
+ * - check temporal coherence
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] AABB in world space
+ * \return TRUE if we can return immediately
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL AABBCollider::InitQuery(AABBCache& cache, const CollisionAABB& box)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Keep track of the query box
+ mBox = box;
+
+ // 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 box (and set contact status if needed)
+ AABB_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 box (and set contact status if needed)
+ AABB_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 box N(ew) against the previous fat box P(revious):
+ if(IsCacheValid(cache) && mBox.IsInside(cache.FatBox))
+ {
+ // - 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 box so that coherence will work for subsequent frames
+ mBox.mExtents *= cache.FatCoeff;
+
+ // Update cache with query data (signature for cached faces)
+ cache.FatBox = mBox;
+ }
+ }
+ }
+ else
+ {
+ // Here we don't use temporal coherence => do a normal query
+ mTouchedPrimitives->Reset();
+ }
+
+ // 5) Precompute min & max bounds if needed
+ mMin = box.mCenter - box.mExtents;
+ mMax = box.mCenter + box.mExtents;
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for vanilla AABB trees.
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param tree [in] AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, 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, box)) return true;
+
+ // Perform collision query
+ _Collide(tree);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the AABB 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 AABB contains the whole box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBCollider::AABBContainsBox(const Point& bc, const Point& be)
+{
+ if(mMin.x > bc.x - be.x) return FALSE;
+ if(mMin.y > bc.y - be.y) return FALSE;
+ if(mMin.z > bc.z - be.z) return FALSE;
+
+ if(mMax.x < bc.x + be.x) return FALSE;
+ if(mMax.y < bc.y + be.y) return FALSE;
+ if(mMax.z < bc.z + be.z) return FALSE;
+
+ return TRUE;
+}
+
+#define TEST_BOX_IN_AABB(center, extents) \
+ if(AABBContainsBox(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 AABBCollider::_Collide(const AABBCollisionNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->IsLeaf())
+ {
+ AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(Center, Extents)
+
+ if(node->IsLeaf())
+ {
+ AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBNoLeafNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(Center, Extents)
+
+ if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBTreeNode* node)
+{
+ // Perform AABB-AABB overlap test
+ Point Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!AABBAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf() || AABBContainsBox(Center, Extents))
+ {
+ mFlags |= OPC_CONTACT;
+ mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _Collide(node->GetPos());
+ _Collide(node->GetNeg());
+ }
+}
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridAABBCollider::HybridAABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridAABBCollider::~HybridAABBCollider()
+{
+}
+
+bool HybridAABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model)
+{
+ // We don't want primitive tests here!
+ mFlags |= OPC_NO_PRIMITIVE_TESTS;
+
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box)) 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++)
+ {
+ AABB_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++;
+ AABB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ AABB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OPC_AABBCollider.h b/Opcode/OPC_AABBCollider.h
new file mode 100644
index 0000000..8e2b3e4
--- /dev/null
+++ b/Opcode/OPC_AABBCollider.h
@@ -0,0 +1,97 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an AABB collider.
+ * \file OPC_AABBCollider.h
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_AABBCOLLIDER_H__
+#define __OPC_AABBCOLLIDER_H__
+
+ struct OPCODE_API AABBCache : VolumeCache
+ {
+ AABBCache() : FatCoeff(1.1f)
+ {
+ FatBox.mCenter.Zero();
+ FatBox.mExtents.Zero();
+ }
+
+ // Cached faces signature
+ CollisionAABB FatBox; //!< Box used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< mRadius2 multiplier used to create a fat sphere
+ };
+
+ class OPCODE_API AABBCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ AABBCollider();
+ virtual ~AABBCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param model [in] Opcode model to collide with
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const Model& model);
+ //
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const AABBTree* tree);
+ protected:
+ CollisionAABB mBox; //!< Query box in (center, extents) form
+ Point mMin; //!< Query box min point
+ Point mMax; //!< Query box max point
+ // Leaf description
+ Point mLeafVerts[3]; //!< Triangle vertices
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _Collide(const AABBTreeNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL AABBContainsBox(const Point& bc, const Point& be);
+ inline_ BOOL AABBAABBOverlap(const Point& b, const Point& Pb);
+ inline_ BOOL TriBoxOverlap();
+ // Init methods
+ BOOL InitQuery(AABBCache& cache, const CollisionAABB& box);
+ };
+
+ class OPCODE_API HybridAABBCollider : public AABBCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridAABBCollider();
+ virtual ~HybridAABBCollider();
+
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_AABBCOLLIDER_H__
diff --git a/Opcode/OPC_AABBTree.cpp b/Opcode/OPC_AABBTree.cpp
new file mode 100644
index 0000000..5738f9b
--- /dev/null
+++ b/Opcode/OPC_AABBTree.cpp
@@ -0,0 +1,573 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a versatile AABB tree.
+ * \file OPC_AABBTree.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a generic AABB tree node.
+ *
+ * \class AABBTreeNode
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a generic AABB tree.
+ * This is a vanilla AABB tree, without any particular optimization. It contains anonymous references to
+ * user-provided primitives, which can theoretically be anything - triangles, boxes, etc. Each primitive
+ * is surrounded by an AABB, regardless of the primitive's nature. When the primitive is a triangle, the
+ * resulting tree can be converted into an optimized tree. If the primitive is a box, the resulting tree
+ * can be used for culling - VFC or occlusion -, assuming you cull on a mesh-by-mesh basis (modern way).
+ *
+ * \class AABBTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeNode::AABBTreeNode() :
+ mPos (null),
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mNeg (null),
+#endif
+ mNbPrimitives (0),
+ mNodePrimitives (null)
+{
+#ifdef OPC_USE_TREE_COHERENCE
+ mBitmask = 0;
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeNode::~AABBTreeNode()
+{
+ // Opcode 1.3:
+ const AABBTreeNode* Pos = GetPos();
+ const AABBTreeNode* Neg = GetNeg();
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ if(!(mPos&1)) DELETESINGLE(Pos);
+ if(!(mNeg&1)) DELETESINGLE(Neg);
+#else
+ if(!(mPos&1)) DELETEARRAY(Pos);
+#endif
+ mNodePrimitives = null; // This was just a shortcut to the global list => no release
+ mNbPrimitives = 0;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Splits the node along a given axis.
+ * The list of indices is reorganized according to the split values.
+ * \param axis [in] splitting axis index
+ * \param builder [in] the tree builder
+ * \return the number of primitives assigned to the first child
+ * \warning this method reorganizes the internal list of primitives
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTreeNode::Split(udword axis, AABBTreeBuilder* builder)
+{
+ // Get node split value
+ float SplitValue = builder->GetSplittingValue(mNodePrimitives, mNbPrimitives, mBV, axis);
+
+ udword NbPos = 0;
+ // Loop through all node-related primitives. Their indices range from mNodePrimitives[0] to mNodePrimitives[mNbPrimitives-1].
+ // Those indices map the global list in the tree builder.
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ // Get index in global list
+ udword Index = mNodePrimitives[i];
+
+ // Test against the splitting value. The primitive value is tested against the enclosing-box center.
+ // [We only need an approximate partition of the enclosing box here.]
+ float PrimitiveValue = builder->GetSplittingValue(Index, axis);
+
+ // Reorganize the list of indices in this order: positive - negative.
+ if(PrimitiveValue > SplitValue)
+ {
+ // Swap entries
+ udword Tmp = mNodePrimitives[i];
+ mNodePrimitives[i] = mNodePrimitives[NbPos];
+ mNodePrimitives[NbPos] = Tmp;
+ // Count primitives assigned to positive space
+ NbPos++;
+ }
+ }
+ return NbPos;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Subdivides the node.
+ *
+ * N
+ * / \
+ * / \
+ * N/2 N/2
+ * / \ / \
+ * N/4 N/4 N/4 N/4
+ * (etc)
+ *
+ * A well-balanced tree should have a O(log n) depth.
+ * A degenerate tree would have a O(n) depth.
+ * Note a perfectly-balanced tree is not well-suited to collision detection anyway.
+ *
+ * \param builder [in] the tree builder
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeNode::Subdivide(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder) return false;
+
+ // Stop subdividing if we reach a leaf node. This is always performed here,
+ // else we could end in trouble if user overrides this.
+ if(mNbPrimitives==1) return true;
+
+ // Let the user validate the subdivision
+ if(!builder->ValidateSubdivision(mNodePrimitives, mNbPrimitives, mBV)) return true;
+
+ bool ValidSplit = true; // Optimism...
+ udword NbPos;
+ if(builder->mSettings.mRules & SPLIT_LARGEST_AXIS)
+ {
+ // Find the largest axis to split along
+ Point Extents; mBV.GetExtents(Extents); // Box extents
+ udword Axis = Extents.LargestAxis(); // Index of largest axis
+
+ // Split along the axis
+ NbPos = Split(Axis, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_SPLATTER_POINTS)
+ {
+ // Compute the means
+ Point Means(0.0f, 0.0f, 0.0f);
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ udword Index = mNodePrimitives[i];
+ Means.x+=builder->GetSplittingValue(Index, 0);
+ Means.y+=builder->GetSplittingValue(Index, 1);
+ Means.z+=builder->GetSplittingValue(Index, 2);
+ }
+ Means/=float(mNbPrimitives);
+
+ // Compute variances
+ Point Vars(0.0f, 0.0f, 0.0f);
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ udword Index = mNodePrimitives[i];
+ float Cx = builder->GetSplittingValue(Index, 0);
+ float Cy = builder->GetSplittingValue(Index, 1);
+ float Cz = builder->GetSplittingValue(Index, 2);
+ Vars.x += (Cx - Means.x)*(Cx - Means.x);
+ Vars.y += (Cy - Means.y)*(Cy - Means.y);
+ Vars.z += (Cz - Means.z)*(Cz - Means.z);
+ }
+ Vars/=float(mNbPrimitives-1);
+
+ // Choose axis with greatest variance
+ udword Axis = Vars.LargestAxis();
+
+ // Split along the axis
+ NbPos = Split(Axis, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_BALANCED)
+ {
+ // Test 3 axis, take the best
+ float Results[3];
+ NbPos = Split(0, builder); Results[0] = float(NbPos)/float(mNbPrimitives);
+ NbPos = Split(1, builder); Results[1] = float(NbPos)/float(mNbPrimitives);
+ NbPos = Split(2, builder); Results[2] = float(NbPos)/float(mNbPrimitives);
+ Results[0]-=0.5f; Results[0]*=Results[0];
+ Results[1]-=0.5f; Results[1]*=Results[1];
+ Results[2]-=0.5f; Results[2]*=Results[2];
+ udword Min=0;
+ if(Results[1]<Results[Min]) Min = 1;
+ if(Results[2]<Results[Min]) Min = 2;
+
+ // Split along the axis
+ NbPos = Split(Min, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_BEST_AXIS)
+ {
+ // Test largest, then middle, then smallest axis...
+
+ // Sort axis
+ Point Extents; mBV.GetExtents(Extents); // Box extents
+ udword SortedAxis[] = { 0, 1, 2 };
+ float* Keys = (float*)&Extents.x;
+ for(udword j=0;j<3;j++)
+ {
+ for(udword i=0;i<2;i++)
+ {
+ if(Keys[SortedAxis[i]]<Keys[SortedAxis[i+1]])
+ {
+ udword Tmp = SortedAxis[i];
+ SortedAxis[i] = SortedAxis[i+1];
+ SortedAxis[i+1] = Tmp;
+ }
+ }
+ }
+
+ // Find the largest axis to split along
+ udword CurAxis = 0;
+ ValidSplit = false;
+ while(!ValidSplit && CurAxis!=3)
+ {
+ NbPos = Split(SortedAxis[CurAxis], builder);
+ // Check the subdivision has been successful
+ if(!NbPos || NbPos==mNbPrimitives) CurAxis++;
+ else ValidSplit = true;
+ }
+ }
+ else if(builder->mSettings.mRules & SPLIT_FIFTY)
+ {
+ // Don't even bother splitting (mainly a performance test)
+ NbPos = mNbPrimitives>>1;
+ }
+ else return false; // Unknown splitting rules
+
+ // Check the subdivision has been successful
+ if(!ValidSplit)
+ {
+ // Here, all boxes lie in the same sub-space. Two strategies:
+ // - if the tree *must* be complete, make an arbitrary 50-50 split
+ // - else stop subdividing
+// if(builder->mSettings.mRules&SPLIT_COMPLETE)
+ if(builder->mSettings.mLimit==1)
+ {
+ builder->IncreaseNbInvalidSplits();
+ NbPos = mNbPrimitives>>1;
+ }
+ else return true;
+ }
+
+ // Now create children and assign their pointers.
+ if(builder->mNodeBase)
+ {
+ // We use a pre-allocated linear pool for complete trees [Opcode 1.3]
+ AABBTreeNode* Pool = (AABBTreeNode*)builder->mNodeBase;
+ udword Count = builder->GetCount() - 1; // Count begins to 1...
+ // Set last bit to tell it shouldn't be freed ### pretty ugly, find a better way. Maybe one bit in mNbPrimitives
+ ASSERT(!(udword(&Pool[Count+0])&1));
+ ASSERT(!(udword(&Pool[Count+1])&1));
+ mPos = udword(&Pool[Count+0])|1;
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mNeg = udword(&Pool[Count+1])|1;
+#endif
+ }
+ else
+ {
+ // Non-complete trees and/or Opcode 1.2 allocate nodes on-the-fly
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mPos = (udword)new AABBTreeNode; CHECKALLOC(mPos);
+ mNeg = (udword)new AABBTreeNode; CHECKALLOC(mNeg);
+#else
+ AABBTreeNode* PosNeg = new AABBTreeNode[2];
+ CHECKALLOC(PosNeg);
+ mPos = (udword)PosNeg;
+#endif
+ }
+
+ // Update stats
+ builder->IncreaseCount(2);
+
+ // Assign children
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ Pos->mNodePrimitives = &mNodePrimitives[0];
+ Pos->mNbPrimitives = NbPos;
+ Neg->mNodePrimitives = &mNodePrimitives[NbPos];
+ Neg->mNbPrimitives = mNbPrimitives - NbPos;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive hierarchy building in a top-down fashion.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeNode::_BuildHierarchy(AABBTreeBuilder* builder)
+{
+ // 1) Compute the global box for current node. The box is stored in mBV.
+ builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
+
+ // 2) Subdivide current node
+ Subdivide(builder);
+
+ // 3) Recurse
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ if(Pos) Pos->_BuildHierarchy(builder);
+ if(Neg) Neg->_BuildHierarchy(builder);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree (top-down).
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeNode::_Refit(AABBTreeBuilder* builder)
+{
+ // 1) Recompute the new global box for current node
+ builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
+
+ // 2) Recurse
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ if(Pos) Pos->_Refit(builder);
+ if(Neg) Neg->_Refit(builder);
+}
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTree::AABBTree() : mIndices(null), mTotalNbNodes(0), mPool(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTree::~AABBTree()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases the tree.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTree::Release()
+{
+ DELETEARRAY(mPool);
+ DELETEARRAY(mIndices);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a generic AABB tree from a tree builder.
+ * \param builder [in] the tree builder
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Build(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder || !builder->mNbPrimitives) return false;
+
+ // Release previous tree
+ Release();
+
+ // Init stats
+ builder->SetCount(1);
+ builder->SetNbInvalidSplits(0);
+
+ // Initialize indices. This list will be modified during build.
+ mIndices = new udword[builder->mNbPrimitives];
+ CHECKALLOC(mIndices);
+ // Identity permutation
+ for(udword i=0;i<builder->mNbPrimitives;i++) mIndices[i] = i;
+
+ // Setup initial node. Here we have a complete permutation of the app's primitives.
+ mNodePrimitives = mIndices;
+ mNbPrimitives = builder->mNbPrimitives;
+
+ // Use a linear array for complete trees (since we can predict the final number of nodes) [Opcode 1.3]
+// if(builder->mRules&SPLIT_COMPLETE)
+ if(builder->mSettings.mLimit==1)
+ {
+ // Allocate a pool of nodes
+ mPool = new AABBTreeNode[builder->mNbPrimitives*2 - 1];
+
+ builder->mNodeBase = mPool; // ### ugly !
+ }
+
+ // Build the hierarchy
+ _BuildHierarchy(builder);
+
+ // Get back total number of nodes
+ mTotalNbNodes = builder->GetCount();
+
+ // For complete trees, check the correct number of nodes has been created [Opcode 1.3]
+ if(mPool) ASSERT(mTotalNbNodes==builder->mNbPrimitives*2 - 1);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the depth of the tree.
+ * A well-balanced tree should have a log(n) depth. A degenerate tree O(n) depth.
+ * \return depth of the tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::ComputeDepth() const
+{
+ return Walk(null, null); // Use the walking code without callback
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree, calling the user back for each node.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::Walk(WalkingCallback callback, void* user_data) const
+{
+ // Call it without callback to compute max depth
+ udword MaxDepth = 0;
+ udword CurrentDepth = 0;
+
+ struct Local
+ {
+ static void _Walk(const AABBTreeNode* current_node, udword& max_depth, udword& current_depth, WalkingCallback callback, void* user_data)
+ {
+ // Checkings
+ if(!current_node) return;
+ // Entering a new node => increase depth
+ current_depth++;
+ // Keep track of max depth
+ if(current_depth>max_depth) max_depth = current_depth;
+
+ // Callback
+ if(callback && !(callback)(current_node, current_depth, user_data)) return;
+
+ // Recurse
+ if(current_node->GetPos()) { _Walk(current_node->GetPos(), max_depth, current_depth, callback, user_data); current_depth--; }
+ if(current_node->GetNeg()) { _Walk(current_node->GetNeg(), max_depth, current_depth, callback, user_data); current_depth--; }
+ }
+ };
+ Local::_Walk(this, MaxDepth, CurrentDepth, callback, user_data);
+ return MaxDepth;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree in a top-down way.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Refit(AABBTreeBuilder* builder)
+{
+ if(!builder) return false;
+ _Refit(builder);
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree in a bottom-up way.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Refit2(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder) return false;
+
+ ASSERT(mPool);
+
+ // Bottom-up update
+ Point Min,Max;
+ Point Min_,Max_;
+ udword Index = mTotalNbNodes;
+ while(Index--)
+ {
+ AABBTreeNode& Current = mPool[Index];
+
+ if(Current.IsLeaf())
+ {
+ builder->ComputeGlobalBox(Current.GetPrimitives(), Current.GetNbPrimitives(), *(AABB*)Current.GetAABB());
+ }
+ else
+ {
+ Current.GetPos()->GetAABB()->GetMin(Min);
+ Current.GetPos()->GetAABB()->GetMax(Max);
+
+ Current.GetNeg()->GetAABB()->GetMin(Min_);
+ Current.GetNeg()->GetAABB()->GetMax(Max_);
+
+ Min.Min(Min_);
+ Max.Max(Max_);
+
+ ((AABB*)Current.GetAABB())->SetMinMax(Min, Max);
+ }
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the number of bytes used by the tree.
+ * \return number of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::GetUsedBytes() const
+{
+ udword TotalSize = mTotalNbNodes*GetNodeSize();
+ if(mIndices) TotalSize+=mNbPrimitives*sizeof(udword);
+ return TotalSize;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the tree is a complete tree or not.
+ * A complete tree is made of 2*N-1 nodes, where N is the number of primitives in the tree.
+ * \return true for complete trees
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::IsComplete() const
+{
+ return (GetNbNodes()==GetNbPrimitives()*2-1);
+}
diff --git a/Opcode/OPC_AABBTree.h b/Opcode/OPC_AABBTree.h
new file mode 100644
index 0000000..377fbcb
--- /dev/null
+++ b/Opcode/OPC_AABBTree.h
@@ -0,0 +1,137 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a versatile AABB tree.
+ * \file OPC_AABBTree.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_AABBTREE_H__
+#define __OPC_AABBTREE_H__
+
+#ifdef OPC_NO_NEG_VANILLA_TREE
+ //! TO BE DOCUMENTED
+ #define IMPLEMENT_TREE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ ~base_class(); \
+ /* Data access */ \
+ inline_ const volume* Get##volume() const { return &mBV; } \
+ /* Clear the last bit */ \
+ inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
+ inline_ const base_class* GetNeg() const { const base_class* P = GetPos(); return P ? P+1 : null;} \
+ \
+ /* We don't need to test both nodes since we can't have one without the other */ \
+ inline_ bool IsLeaf() const { return !GetPos(); } \
+ \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ protected: \
+ /* Tree-independent data */ \
+ /* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
+ /* Whatever happens we need the two children and the enclosing volume.*/ \
+ volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
+ udword mPos; /* "Positive" & "Negative" children */
+#else
+ //! TO BE DOCUMENTED
+ #define IMPLEMENT_TREE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ ~base_class(); \
+ /* Data access */ \
+ inline_ const volume* Get##volume() const { return &mBV; } \
+ /* Clear the last bit */ \
+ inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
+ inline_ const base_class* GetNeg() const { return (const base_class*)(mNeg&~1); } \
+ \
+/* inline_ bool IsLeaf() const { return (!GetPos() && !GetNeg()); } */ \
+ /* We don't need to test both nodes since we can't have one without the other */ \
+ inline_ bool IsLeaf() const { return !GetPos(); } \
+ \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ protected: \
+ /* Tree-independent data */ \
+ /* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
+ /* Whatever happens we need the two children and the enclosing volume.*/ \
+ volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
+ udword mPos; /* "Positive" child */ \
+ udword mNeg; /* "Negative" child */
+#endif
+
+ typedef void (*CullingCallback) (udword nb_primitives, udword* node_primitives, BOOL need_clipping, void* user_data);
+
+ class OPCODE_API AABBTreeNode
+ {
+ IMPLEMENT_TREE(AABBTreeNode, AABB)
+ public:
+ // Data access
+ inline_ const udword* GetPrimitives() const { return mNodePrimitives; }
+ inline_ udword GetNbPrimitives() const { return mNbPrimitives; }
+
+ protected:
+ // Tree-dependent data
+ udword* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
+ udword mNbPrimitives; //!< Number of primitives for this node
+ // Internal methods
+ udword Split(udword axis, AABBTreeBuilder* builder);
+ bool Subdivide(AABBTreeBuilder* builder);
+ void _BuildHierarchy(AABBTreeBuilder* builder);
+ void _Refit(AABBTreeBuilder* builder);
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called for each node by the walking code.
+ * \param current [in] current node
+ * \param depth [in] current node's depth
+ * \param user_data [in] user-defined data
+ * \return true to recurse through children, else false to bypass them
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef bool (*WalkingCallback) (const AABBTreeNode* current, udword depth, void* user_data);
+
+ class OPCODE_API AABBTree : public AABBTreeNode
+ {
+ public:
+ // Constructor / Destructor
+ AABBTree();
+ ~AABBTree();
+ // Build
+ bool Build(AABBTreeBuilder* builder);
+ void Release();
+
+ // Data access
+ inline_ const udword* GetIndices() const { return mIndices; } //!< Catch the indices
+ inline_ udword GetNbNodes() const { return mTotalNbNodes; } //!< Catch the number of nodes
+
+ // Infos
+ bool IsComplete() const;
+ // Stats
+ udword ComputeDepth() const;
+ udword GetUsedBytes() const;
+ udword Walk(WalkingCallback callback, void* user_data) const;
+
+ bool Refit(AABBTreeBuilder* builder);
+ bool Refit2(AABBTreeBuilder* builder);
+ private:
+ udword* mIndices; //!< Indices in the app list. Indices are reorganized during build (permutation).
+ AABBTreeNode* mPool; //!< Linear pool of nodes for complete trees. Null otherwise. [Opcode 1.3]
+ // Stats
+ udword mTotalNbNodes; //!< Number of nodes in the tree.
+ };
+
+#endif // __OPC_AABBTREE_H__
diff --git a/Opcode/OPC_BaseModel.cpp b/Opcode/OPC_BaseModel.cpp
new file mode 100644
index 0000000..4e15809
--- /dev/null
+++ b/Opcode/OPC_BaseModel.cpp
@@ -0,0 +1,138 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base model interface.
+ * \file OPC_BaseModel.cpp
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * The base class for collision models.
+ *
+ * \class BaseModel
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date May, 18, 2003
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OPCODECREATE::OPCODECREATE()
+{
+ mIMesh = null;
+ mSettings.mRules = SPLIT_SPLATTER_POINTS | SPLIT_GEOM_CENTER;
+ mSettings.mLimit = 1; // Mandatory for complete trees
+ mNoLeaf = true;
+ mQuantized = true;
+#ifdef __MESHMERIZER_H__
+ mCollisionHull = false;
+#endif // __MESHMERIZER_H__
+ mKeepOriginal = false;
+ mCanRemap = false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BaseModel::BaseModel() : mIMesh(null), mModelCode(0), mSource(null), mTree(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BaseModel::~BaseModel()
+{
+ ReleaseBase();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases everything.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void BaseModel::ReleaseBase()
+{
+ DELETESINGLE(mSource);
+ DELETESINGLE(mTree);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates an optimized tree according to user-settings, and setups mModelCode.
+ * \param no_leaf [in] true for "no leaf" tree
+ * \param quantized [in] true for quantized tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool BaseModel::CreateTree(bool no_leaf, bool quantized)
+{
+ DELETESINGLE(mTree);
+
+ // Setup model code
+ if(no_leaf) mModelCode |= OPC_NO_LEAF;
+ else mModelCode &= ~OPC_NO_LEAF;
+
+ if(quantized) mModelCode |= OPC_QUANTIZED;
+ else mModelCode &= ~OPC_QUANTIZED;
+
+ // Create the correct class
+ if(mModelCode & OPC_NO_LEAF)
+ {
+ if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedNoLeafTree;
+ else mTree = new AABBNoLeafTree;
+ }
+ else
+ {
+ if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedTree;
+ else mTree = new AABBCollisionTree;
+ }
+ CHECKALLOC(mTree);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool BaseModel::Refit()
+{
+ // Refit the optimized tree
+ return mTree->Refit(mIMesh);
+
+// Old code kept for reference : refit the source tree then rebuild !
+// if(!mSource) return false;
+// // Ouch...
+// mSource->Refit(&mTB);
+// // Ouch...
+// return mTree->Build(mSource);
+}
diff --git a/Opcode/OPC_BaseModel.h b/Opcode/OPC_BaseModel.h
new file mode 100644
index 0000000..15fc423
--- /dev/null
+++ b/Opcode/OPC_BaseModel.h
@@ -0,0 +1,175 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base model interface.
+ * \file OPC_BaseModel.h
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_BASEMODEL_H__
+#define __OPC_BASEMODEL_H__
+
+ //! Model creation structure
+ struct OPCODE_API OPCODECREATE
+ {
+ //! Constructor
+ OPCODECREATE();
+
+ MeshInterface* mIMesh; //!< Mesh interface (access to triangles & vertices) (*)
+ BuildSettings mSettings; //!< Builder's settings
+ bool mNoLeaf; //!< true => discard leaf nodes (else use a normal tree)
+ bool mQuantized; //!< true => quantize the tree (else use a normal tree)
+#ifdef __MESHMERIZER_H__
+ bool mCollisionHull; //!< true => use convex hull + GJK
+#endif // __MESHMERIZER_H__
+ bool mKeepOriginal; //!< true => keep a copy of the original tree (debug purpose)
+ bool mCanRemap; //!< true => allows OPCODE to reorganize client arrays
+
+ // (*) This pointer is saved internally and used by OPCODE until collision structures are released,
+ // so beware of the object's lifetime.
+ };
+
+ enum ModelFlag
+ {
+ OPC_QUANTIZED = (1<<0), //!< Compressed/uncompressed tree
+ OPC_NO_LEAF = (1<<1), //!< Leaf/NoLeaf tree
+ OPC_SINGLE_NODE = (1<<2) //!< Special case for 1-node models
+ };
+
+ class OPCODE_API BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ BaseModel();
+ virtual ~BaseModel();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Build(const OPCODECREATE& create) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual udword GetUsedBytes() const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Refit();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the source tree.
+ * \return generic tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const AABBTree* GetSourceTree() const { return mSource; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the tree.
+ * \return the collision tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const AABBOptimizedTree* GetTree() const { return mTree; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the tree.
+ * \return the collision tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ AABBOptimizedTree* GetTree() { return mTree; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of nodes in the tree.
+ * Should be 2*N-1 for normal trees and N-1 for optimized ones.
+ * \return number of nodes
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbNodes() const { return mTree->GetNbNodes(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the tree has leaf nodes or not.
+ * \return true if the tree has leaf nodes (normal tree), else false (optimized tree)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL HasLeafNodes() const { return !(mModelCode & OPC_NO_LEAF); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the tree is quantized or not.
+ * \return true if the tree is quantized
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsQuantized() const { return mModelCode & OPC_QUANTIZED; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the model has a single node or not. This special case must be handled separately.
+ * \return true if the model has only 1 node
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL HasSingleNode() const { return mModelCode & OPC_SINGLE_NODE; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the model's code.
+ * \return model's code
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetModelCode() const { return mModelCode; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the mesh interface.
+ * \return mesh interface
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const MeshInterface* GetMeshInterface() const { return mIMesh; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Sets the mesh interface.
+ * \param imesh [in] mesh interface
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMeshInterface(const MeshInterface* imesh) { mIMesh = imesh; }
+
+ protected:
+ const MeshInterface* mIMesh; //!< User-defined mesh interface
+ udword mModelCode; //!< Model code = combination of ModelFlag(s)
+ AABBTree* mSource; //!< Original source tree
+ AABBOptimizedTree* mTree; //!< Optimized tree owned by the model
+ // Internal methods
+ void ReleaseBase();
+ bool CreateTree(bool no_leaf, bool quantized);
+ };
+
+#endif //__OPC_BASEMODEL_H__ \ No newline at end of file
diff --git a/Opcode/OPC_BoxBoxOverlap.h b/Opcode/OPC_BoxBoxOverlap.h
new file mode 100644
index 0000000..550ab01
--- /dev/null
+++ b/Opcode/OPC_BoxBoxOverlap.h
@@ -0,0 +1,122 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * OBB-OBB overlap test using the separating axis theorem.
+ * - original code by Gomez / Gamasutra (similar to Gottschalk's one in RAPID)
+ * - optimized for AABB trees by computing the rotation matrix once (SOLID-fashion)
+ * - the fabs matrix is precomputed as well and epsilon-tweaked (RAPID-style, we found this almost mandatory)
+ * - Class III axes can be disabled... (SOLID & Intel fashion)
+ * - ...or enabled to perform some profiling
+ * - CPU comparisons used when appropriate
+ * - lazy evaluation sometimes saves some work in case of early exits (unlike SOLID)
+ *
+ * \param ea [in] extents from box A
+ * \param ca [in] center from box A
+ * \param eb [in] extents from box B
+ * \param cb [in] center from box B
+ * \return true if boxes overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::BoxBoxOverlap(const Point& ea, const Point& ca, const Point& eb, const Point& cb)
+{
+ // Stats
+ mNbBVBVTests++;
+
+ float t,t2;
+
+ // Class I : A's basis vectors
+ float Tx = (mR1to0.m[0][0]*cb.x + mR1to0.m[1][0]*cb.y + mR1to0.m[2][0]*cb.z) + mT1to0.x - ca.x;
+ t = ea.x + eb.x*mAR.m[0][0] + eb.y*mAR.m[1][0] + eb.z*mAR.m[2][0];
+ if(GREATER(Tx, t)) return FALSE;
+
+ float Ty = (mR1to0.m[0][1]*cb.x + mR1to0.m[1][1]*cb.y + mR1to0.m[2][1]*cb.z) + mT1to0.y - ca.y;
+ t = ea.y + eb.x*mAR.m[0][1] + eb.y*mAR.m[1][1] + eb.z*mAR.m[2][1];
+ if(GREATER(Ty, t)) return FALSE;
+
+ float Tz = (mR1to0.m[0][2]*cb.x + mR1to0.m[1][2]*cb.y + mR1to0.m[2][2]*cb.z) + mT1to0.z - ca.z;
+ t = ea.z + eb.x*mAR.m[0][2] + eb.y*mAR.m[1][2] + eb.z*mAR.m[2][2];
+ if(GREATER(Tz, t)) return FALSE;
+
+ // Class II : B's basis vectors
+ t = Tx*mR1to0.m[0][0] + Ty*mR1to0.m[0][1] + Tz*mR1to0.m[0][2]; t2 = ea.x*mAR.m[0][0] + ea.y*mAR.m[0][1] + ea.z*mAR.m[0][2] + eb.x;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mR1to0.m[1][0] + Ty*mR1to0.m[1][1] + Tz*mR1to0.m[1][2]; t2 = ea.x*mAR.m[1][0] + ea.y*mAR.m[1][1] + ea.z*mAR.m[1][2] + eb.y;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mR1to0.m[2][0] + Ty*mR1to0.m[2][1] + Tz*mR1to0.m[2][2]; t2 = ea.x*mAR.m[2][0] + ea.y*mAR.m[2][1] + ea.z*mAR.m[2][2] + eb.z;
+ if(GREATER(t, t2)) return FALSE;
+
+ // Class III : 9 cross products
+ // Cool trick: always perform the full test for first level, regardless of settings.
+ // That way pathological cases (such as the pencils scene) are quickly rejected anyway !
+ if(mFullBoxBoxTest || mNbBVBVTests==1)
+ {
+ t = Tz*mR1to0.m[0][1] - Ty*mR1to0.m[0][2]; t2 = ea.y*mAR.m[0][2] + ea.z*mAR.m[0][1] + eb.y*mAR.m[2][0] + eb.z*mAR.m[1][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
+ t = Tz*mR1to0.m[1][1] - Ty*mR1to0.m[1][2]; t2 = ea.y*mAR.m[1][2] + ea.z*mAR.m[1][1] + eb.x*mAR.m[2][0] + eb.z*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
+ t = Tz*mR1to0.m[2][1] - Ty*mR1to0.m[2][2]; t2 = ea.y*mAR.m[2][2] + ea.z*mAR.m[2][1] + eb.x*mAR.m[1][0] + eb.y*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
+ t = Tx*mR1to0.m[0][2] - Tz*mR1to0.m[0][0]; t2 = ea.x*mAR.m[0][2] + ea.z*mAR.m[0][0] + eb.y*mAR.m[2][1] + eb.z*mAR.m[1][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
+ t = Tx*mR1to0.m[1][2] - Tz*mR1to0.m[1][0]; t2 = ea.x*mAR.m[1][2] + ea.z*mAR.m[1][0] + eb.x*mAR.m[2][1] + eb.z*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
+ t = Tx*mR1to0.m[2][2] - Tz*mR1to0.m[2][0]; t2 = ea.x*mAR.m[2][2] + ea.z*mAR.m[2][0] + eb.x*mAR.m[1][1] + eb.y*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
+ t = Ty*mR1to0.m[0][0] - Tx*mR1to0.m[0][1]; t2 = ea.x*mAR.m[0][1] + ea.y*mAR.m[0][0] + eb.y*mAR.m[2][2] + eb.z*mAR.m[1][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
+ t = Ty*mR1to0.m[1][0] - Tx*mR1to0.m[1][1]; t2 = ea.x*mAR.m[1][1] + ea.y*mAR.m[1][0] + eb.x*mAR.m[2][2] + eb.z*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
+ t = Ty*mR1to0.m[2][0] - Tx*mR1to0.m[2][1]; t2 = ea.x*mAR.m[2][1] + ea.y*mAR.m[2][0] + eb.x*mAR.m[1][2] + eb.y*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
+ }
+ return TRUE;
+}
+
+//! A dedicated version when one box is constant
+inline_ BOOL OBBCollider::BoxBoxOverlap(const Point& extents, const Point& center)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float t,t2;
+
+ // Class I : A's basis vectors
+ float Tx = mTBoxToModel.x - center.x; t = extents.x + mBBx1; if(GREATER(Tx, t)) return FALSE;
+ float Ty = mTBoxToModel.y - center.y; t = extents.y + mBBy1; if(GREATER(Ty, t)) return FALSE;
+ float Tz = mTBoxToModel.z - center.z; t = extents.z + mBBz1; if(GREATER(Tz, t)) return FALSE;
+
+ // Class II : B's basis vectors
+ t = Tx*mRBoxToModel.m[0][0] + Ty*mRBoxToModel.m[0][1] + Tz*mRBoxToModel.m[0][2];
+ t2 = extents.x*mAR.m[0][0] + extents.y*mAR.m[0][1] + extents.z*mAR.m[0][2] + mBoxExtents.x;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mRBoxToModel.m[1][0] + Ty*mRBoxToModel.m[1][1] + Tz*mRBoxToModel.m[1][2];
+ t2 = extents.x*mAR.m[1][0] + extents.y*mAR.m[1][1] + extents.z*mAR.m[1][2] + mBoxExtents.y;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mRBoxToModel.m[2][0] + Ty*mRBoxToModel.m[2][1] + Tz*mRBoxToModel.m[2][2];
+ t2 = extents.x*mAR.m[2][0] + extents.y*mAR.m[2][1] + extents.z*mAR.m[2][2] + mBoxExtents.z;
+ if(GREATER(t, t2)) return FALSE;
+
+ // Class III : 9 cross products
+ // Cool trick: always perform the full test for first level, regardless of settings.
+ // That way pathological cases (such as the pencils scene) are quickly rejected anyway !
+ if(mFullBoxBoxTest || mNbVolumeBVTests==1)
+ {
+ t = Tz*mRBoxToModel.m[0][1] - Ty*mRBoxToModel.m[0][2]; t2 = extents.y*mAR.m[0][2] + extents.z*mAR.m[0][1] + mBB_1; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
+ t = Tz*mRBoxToModel.m[1][1] - Ty*mRBoxToModel.m[1][2]; t2 = extents.y*mAR.m[1][2] + extents.z*mAR.m[1][1] + mBB_2; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
+ t = Tz*mRBoxToModel.m[2][1] - Ty*mRBoxToModel.m[2][2]; t2 = extents.y*mAR.m[2][2] + extents.z*mAR.m[2][1] + mBB_3; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
+ t = Tx*mRBoxToModel.m[0][2] - Tz*mRBoxToModel.m[0][0]; t2 = extents.x*mAR.m[0][2] + extents.z*mAR.m[0][0] + mBB_4; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
+ t = Tx*mRBoxToModel.m[1][2] - Tz*mRBoxToModel.m[1][0]; t2 = extents.x*mAR.m[1][2] + extents.z*mAR.m[1][0] + mBB_5; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
+ t = Tx*mRBoxToModel.m[2][2] - Tz*mRBoxToModel.m[2][0]; t2 = extents.x*mAR.m[2][2] + extents.z*mAR.m[2][0] + mBB_6; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
+ t = Ty*mRBoxToModel.m[0][0] - Tx*mRBoxToModel.m[0][1]; t2 = extents.x*mAR.m[0][1] + extents.y*mAR.m[0][0] + mBB_7; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
+ t = Ty*mRBoxToModel.m[1][0] - Tx*mRBoxToModel.m[1][1]; t2 = extents.x*mAR.m[1][1] + extents.y*mAR.m[1][0] + mBB_8; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
+ t = Ty*mRBoxToModel.m[2][0] - Tx*mRBoxToModel.m[2][1]; t2 = extents.x*mAR.m[2][1] + extents.y*mAR.m[2][0] + mBB_9; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
+ }
+ return TRUE;
+}
+
+//! A special version for 2 axis-aligned boxes
+inline_ BOOL AABBCollider::AABBAABBOverlap(const Point& extents, const Point& center)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float tx = mBox.mCenter.x - center.x; float ex = extents.x + mBox.mExtents.x; if(GREATER(tx, ex)) return FALSE;
+ float ty = mBox.mCenter.y - center.y; float ey = extents.y + mBox.mExtents.y; if(GREATER(ty, ey)) return FALSE;
+ float tz = mBox.mCenter.z - center.z; float ez = extents.z + mBox.mExtents.z; if(GREATER(tz, ez)) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/OPC_BoxPruning.cpp b/Opcode/OPC_BoxPruning.cpp
new file mode 100644
index 0000000..adc2d24
--- /dev/null
+++ b/Opcode/OPC_BoxPruning.cpp
@@ -0,0 +1,367 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for box pruning.
+ * \file IceBoxPruning.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ You could use a complex sweep-and-prune as implemented in I-Collide.
+ You could use a complex hashing scheme as implemented in V-Clip or recently in ODE it seems.
+ You could use a "Recursive Dimensional Clustering" algorithm as implemented in GPG2.
+
+ Or you could use this.
+ Faster ? I don't know. Probably not. It would be a shame. But who knows ?
+ Easier ? Definitely. Enjoy the sheer simplicity.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+*/
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+ inline_ void FindRunningIndex(udword& index, float* array, udword* sorted, int last, float max)
+ {
+ int First=index;
+ while(First<=last)
+ {
+ index = (First+last)>>1;
+
+ if(max>array[sorted[index]]) First = index+1;
+ else last = index-1;
+ }
+ }
+// ### could be log(n) !
+// and maybe use cmp integers
+
+// InsertionSort has better coherence, RadixSort is better for one-shot queries.
+#define PRUNING_SORTER RadixSort
+//#define PRUNING_SORTER InsertionSort
+
+// Static for coherence
+static PRUNING_SORTER* gCompletePruningSorter = null;
+static PRUNING_SORTER* gBipartitePruningSorter0 = null;
+static PRUNING_SORTER* gBipartitePruningSorter1 = null;
+inline_ PRUNING_SORTER* GetCompletePruningSorter()
+{
+ if(!gCompletePruningSorter) gCompletePruningSorter = new PRUNING_SORTER;
+ return gCompletePruningSorter;
+}
+inline_ PRUNING_SORTER* GetBipartitePruningSorter0()
+{
+ if(!gBipartitePruningSorter0) gBipartitePruningSorter0 = new PRUNING_SORTER;
+ return gBipartitePruningSorter0;
+}
+inline_ PRUNING_SORTER* GetBipartitePruningSorter1()
+{
+ if(!gBipartitePruningSorter1) gBipartitePruningSorter1 = new PRUNING_SORTER;
+ return gBipartitePruningSorter1;
+}
+void ReleasePruningSorters()
+{
+ DELETESINGLE(gBipartitePruningSorter1);
+ DELETESINGLE(gBipartitePruningSorter0);
+ DELETESINGLE(gCompletePruningSorter);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
+ * \param nb0 [in] number of boxes in the first set
+ * \param array0 [in] array of boxes for the first set
+ * \param nb1 [in] number of boxes in the second set
+ * \param array1 [in] array of boxes for the second set
+ * \param pairs [out] array of overlapping pairs
+ * \param axes [in] projection order (0,2,1 is often best)
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Opcode::BipartiteBoxPruning(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs, const Axes& axes)
+{
+ // Checkings
+ if(!nb0 || !array0 || !nb1 || !array1) return false;
+
+ // Catch axes
+ udword Axis0 = axes.mAxis0;
+ udword Axis1 = axes.mAxis1;
+ udword Axis2 = axes.mAxis2;
+
+ // Allocate some temporary data
+ float* MinPosList0 = new float[nb0];
+ float* MinPosList1 = new float[nb1];
+
+ // 1) Build main lists using the primary axis
+ for(udword i=0;i<nb0;i++) MinPosList0[i] = array0[i]->GetMin(Axis0);
+ for(udword i=0;i<nb1;i++) MinPosList1[i] = array1[i]->GetMin(Axis0);
+
+ // 2) Sort the lists
+ PRUNING_SORTER* RS0 = GetBipartitePruningSorter0();
+ PRUNING_SORTER* RS1 = GetBipartitePruningSorter1();
+ const udword* Sorted0 = RS0->Sort(MinPosList0, nb0).GetRanks();
+ const udword* Sorted1 = RS1->Sort(MinPosList1, nb1).GetRanks();
+
+ // 3) Prune the lists
+ udword Index0, Index1;
+
+ const udword* const LastSorted0 = &Sorted0[nb0];
+ const udword* const LastSorted1 = &Sorted1[nb1];
+ const udword* RunningAddress0 = Sorted0;
+ const udword* RunningAddress1 = Sorted1;
+
+ while(RunningAddress1<LastSorted1 && Sorted0<LastSorted0)
+ {
+ Index0 = *Sorted0++;
+
+ while(RunningAddress1<LastSorted1 && MinPosList1[*RunningAddress1]<MinPosList0[Index0]) RunningAddress1++;
+
+ const udword* RunningAddress2_1 = RunningAddress1;
+
+ while(RunningAddress2_1<LastSorted1 && MinPosList1[Index1 = *RunningAddress2_1++]<=array0[Index0]->GetMax(Axis0))
+ {
+ if(array0[Index0]->Intersect(*array1[Index1], Axis1))
+ {
+ if(array0[Index0]->Intersect(*array1[Index1], Axis2))
+ {
+ pairs.AddPair(Index0, Index1);
+ }
+ }
+ }
+ }
+
+ ////
+
+ while(RunningAddress0<LastSorted0 && Sorted1<LastSorted1)
+ {
+ Index0 = *Sorted1++;
+
+ while(RunningAddress0<LastSorted0 && MinPosList0[*RunningAddress0]<=MinPosList1[Index0]) RunningAddress0++;
+
+ const udword* RunningAddress2_0 = RunningAddress0;
+
+ while(RunningAddress2_0<LastSorted0 && MinPosList0[Index1 = *RunningAddress2_0++]<=array1[Index0]->GetMax(Axis0))
+ {
+ if(array0[Index1]->Intersect(*array1[Index0], Axis1))
+ {
+ if(array0[Index1]->Intersect(*array1[Index0], Axis2))
+ {
+ pairs.AddPair(Index1, Index0);
+ }
+ }
+
+ }
+ }
+
+ DELETEARRAY(MinPosList1);
+ DELETEARRAY(MinPosList0);
+
+ return true;
+}
+
+#define ORIGINAL_VERSION
+//#define JOAKIM
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
+ * \param nb [in] number of boxes
+ * \param array [in] array of boxes
+ * \param pairs [out] array of overlapping pairs
+ * \param axes [in] projection order (0,2,1 is often best)
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Opcode::CompleteBoxPruning(udword nb, const AABB** array, Pairs& pairs, const Axes& axes)
+{
+ // Checkings
+ if(!nb || !array) return false;
+
+ // Catch axes
+ udword Axis0 = axes.mAxis0;
+ udword Axis1 = axes.mAxis1;
+ udword Axis2 = axes.mAxis2;
+
+#ifdef ORIGINAL_VERSION
+ // Allocate some temporary data
+// float* PosList = new float[nb];
+ float* PosList = new float[nb+1];
+
+ // 1) Build main list using the primary axis
+ for(udword i=0;i<nb;i++) PosList[i] = array[i]->GetMin(Axis0);
+PosList[nb++] = MAX_FLOAT;
+
+ // 2) Sort the list
+ PRUNING_SORTER* RS = GetCompletePruningSorter();
+ const udword* Sorted = RS->Sort(PosList, nb).GetRanks();
+
+ // 3) Prune the list
+ const udword* const LastSorted = &Sorted[nb];
+ const udword* RunningAddress = Sorted;
+ udword Index0, Index1;
+ while(RunningAddress<LastSorted && Sorted<LastSorted)
+ {
+ Index0 = *Sorted++;
+
+// while(RunningAddress<LastSorted && PosList[*RunningAddress++]<PosList[Index0]);
+ while(PosList[*RunningAddress++]<PosList[Index0]);
+
+ if(RunningAddress<LastSorted)
+ {
+ const udword* RunningAddress2 = RunningAddress;
+
+// while(RunningAddress2<LastSorted && PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
+ while(PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
+ {
+// if(Index0!=Index1)
+// {
+ if(array[Index0]->Intersect(*array[Index1], Axis1))
+ {
+ if(array[Index0]->Intersect(*array[Index1], Axis2))
+ {
+ pairs.AddPair(Index0, Index1);
+ }
+ }
+// }
+ }
+ }
+ }
+
+ DELETEARRAY(PosList);
+#endif
+
+#ifdef JOAKIM
+ // Allocate some temporary data
+// float* PosList = new float[nb];
+ float* MinList = new float[nb+1];
+
+ // 1) Build main list using the primary axis
+ for(udword i=0;i<nb;i++) MinList[i] = array[i]->GetMin(Axis0);
+ MinList[nb] = MAX_FLOAT;
+
+ // 2) Sort the list
+ PRUNING_SORTER* RS = GetCompletePruningSorter();
+ udword* Sorted = RS->Sort(MinList, nb+1).GetRanks();
+
+ // 3) Prune the list
+// const udword* const LastSorted = &Sorted[nb];
+// const udword* const LastSorted = &Sorted[nb-1];
+ const udword* RunningAddress = Sorted;
+ udword Index0, Index1;
+
+// while(RunningAddress<LastSorted && Sorted<LastSorted)
+// while(RunningAddress<LastSorted)
+ while(RunningAddress<&Sorted[nb])
+// while(Sorted<LastSorted)
+ {
+// Index0 = *Sorted++;
+ Index0 = *RunningAddress++;
+
+// while(RunningAddress<LastSorted && PosList[*RunningAddress++]<PosList[Index0]);
+// while(PosList[*RunningAddress++]<PosList[Index0]);
+//RunningAddress = Sorted;
+// if(RunningAddress<LastSorted)
+ {
+ const udword* RunningAddress2 = RunningAddress;
+
+// while(RunningAddress2<LastSorted && PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
+
+// float CurrentMin = array[Index0]->GetMin(Axis0);
+ float CurrentMax = array[Index0]->GetMax(Axis0);
+
+ while(MinList[Index1 = *RunningAddress2] <= CurrentMax)
+// while(PosList[Index1 = *RunningAddress] <= CurrentMax)
+ {
+// if(Index0!=Index1)
+// {
+ if(array[Index0]->Intersect(*array[Index1], Axis1))
+ {
+ if(array[Index0]->Intersect(*array[Index1], Axis2))
+ {
+ pairs.AddPair(Index0, Index1);
+ }
+ }
+// }
+
+ RunningAddress2++;
+// RunningAddress++;
+ }
+ }
+ }
+
+ DELETEARRAY(MinList);
+#endif
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Brute-force versions are kept:
+// - to check the optimized versions return the correct list of intersections
+// - to check the speed of the optimized code against the brute-force one
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Brute-force bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
+ * \param nb0 [in] number of boxes in the first set
+ * \param array0 [in] array of boxes for the first set
+ * \param nb1 [in] number of boxes in the second set
+ * \param array1 [in] array of boxes for the second set
+ * \param pairs [out] array of overlapping pairs
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Opcode::BruteForceBipartiteBoxTest(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs)
+{
+ // Checkings
+ if(!nb0 || !array0 || !nb1 || !array1) return false;
+
+ // Brute-force nb0*nb1 overlap tests
+ for(udword i=0;i<nb0;i++)
+ {
+ for(udword j=0;j<nb1;j++)
+ {
+ if(array0[i]->Intersect(*array1[j])) pairs.AddPair(i, j);
+ }
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
+ * \param nb [in] number of boxes
+ * \param array [in] array of boxes
+ * \param pairs [out] array of overlapping pairs
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Opcode::BruteForceCompleteBoxTest(udword nb, const AABB** array, Pairs& pairs)
+{
+ // Checkings
+ if(!nb || !array) return false;
+
+ // Brute-force n(n-1)/2 overlap tests
+ for(udword i=0;i<nb;i++)
+ {
+ for(udword j=i+1;j<nb;j++)
+ {
+ if(array[i]->Intersect(*array[j])) pairs.AddPair(i, j);
+ }
+ }
+ return true;
+}
diff --git a/Opcode/OPC_BoxPruning.h b/Opcode/OPC_BoxPruning.h
new file mode 100644
index 0000000..ef65c80
--- /dev/null
+++ b/Opcode/OPC_BoxPruning.h
@@ -0,0 +1,31 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for box pruning.
+ * \file IceBoxPruning.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_BOXPRUNING_H__
+#define __OPC_BOXPRUNING_H__
+
+ // Optimized versions
+ FUNCTION OPCODE_API bool CompleteBoxPruning(udword nb, const AABB** array, Pairs& pairs, const Axes& axes);
+ FUNCTION OPCODE_API bool BipartiteBoxPruning(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs, const Axes& axes);
+
+ // Brute-force versions
+ FUNCTION OPCODE_API bool BruteForceCompleteBoxTest(udword nb, const AABB** array, Pairs& pairs);
+ FUNCTION OPCODE_API bool BruteForceBipartiteBoxTest(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs);
+
+#endif //__OPC_BOXPRUNING_H__ \ No newline at end of file
diff --git a/Opcode/OPC_Collider.cpp b/Opcode/OPC_Collider.cpp
new file mode 100644
index 0000000..bb9663d
--- /dev/null
+++ b/Opcode/OPC_Collider.cpp
@@ -0,0 +1,54 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base collider class.
+ * \file OPC_Collider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains the abstract class for colliders.
+ *
+ * \class Collider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Collider::Collider() :
+ mFlags (0),
+ mCurrentModel (null),
+ mIMesh (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Collider::~Collider()
+{
+}
diff --git a/Opcode/OPC_Collider.h b/Opcode/OPC_Collider.h
new file mode 100644
index 0000000..4495093
--- /dev/null
+++ b/Opcode/OPC_Collider.h
@@ -0,0 +1,176 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base collider class.
+ * \file OPC_Collider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_COLLIDER_H__
+#define __OPC_COLLIDER_H__
+
+ enum CollisionFlag
+ {
+ OPC_FIRST_CONTACT = (1<<0), //!< Report all contacts (false) or only first one (true)
+ OPC_TEMPORAL_COHERENCE = (1<<1), //!< Use temporal coherence or not
+ OPC_CONTACT = (1<<2), //!< Final contact status after a collision query
+ OPC_TEMPORAL_HIT = (1<<3), //!< There has been an early exit due to temporal coherence
+ OPC_NO_PRIMITIVE_TESTS = (1<<4), //!< Keep or discard primitive-bv tests in leaf nodes (volume-mesh queries)
+
+ OPC_CONTACT_FOUND = OPC_FIRST_CONTACT | OPC_CONTACT,
+ OPC_TEMPORAL_CONTACT = OPC_TEMPORAL_HIT | OPC_CONTACT,
+
+ OPC_FORCE_DWORD = 0x7fffffff
+ };
+
+ class OPCODE_API Collider
+ {
+ public:
+ // Constructor / Destructor
+ Collider();
+ virtual ~Collider();
+
+ // Collision report
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the last collision status after a collision query.
+ * \return true if a collision occured
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL GetContactStatus() const { return mFlags & OPC_CONTACT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the "first contact" mode.
+ * \return true if "first contact" mode is on
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL FirstContactEnabled() const { return mFlags & OPC_FIRST_CONTACT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the temporal coherence mode.
+ * \return true if temporal coherence is on
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL TemporalCoherenceEnabled() const { return mFlags & OPC_TEMPORAL_COHERENCE; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks a first contact has already been found.
+ * \return true if a first contact has been found and we can stop a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL ContactFound() const { return (mFlags&OPC_CONTACT_FOUND)==OPC_CONTACT_FOUND; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks there's been an early exit due to temporal coherence;
+ * \return true if a temporal hit has occured
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL TemporalHit() const { return mFlags & OPC_TEMPORAL_HIT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks primitive tests are enabled;
+ * \return true if primitive tests must be skipped
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL SkipPrimitiveTests() const { return mFlags & OPC_NO_PRIMITIVE_TESTS; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Reports all contacts (false) or first contact only (true)
+ * \param flag [in] true for first contact, false for all contacts
+ * \see SetTemporalCoherence(bool flag)
+ * \see ValidateSettings()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFirstContact(bool flag)
+ {
+ if(flag) mFlags |= OPC_FIRST_CONTACT;
+ else mFlags &= ~OPC_FIRST_CONTACT;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Enable/disable temporal coherence.
+ * \param flag [in] true to enable temporal coherence, false to discard it
+ * \see SetFirstContact(bool flag)
+ * \see ValidateSettings()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetTemporalCoherence(bool flag)
+ {
+ if(flag) mFlags |= OPC_TEMPORAL_COHERENCE;
+ else mFlags &= ~OPC_TEMPORAL_COHERENCE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Enable/disable primitive tests.
+ * \param flag [in] true to enable primitive tests, false to discard them
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetPrimitiveTests(bool flag)
+ {
+ if(!flag) mFlags |= OPC_NO_PRIMITIVE_TESTS;
+ else mFlags &= ~OPC_NO_PRIMITIVE_TESTS;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual const char* ValidateSettings() = 0;
+
+ protected:
+ udword mFlags; //!< Bit flags
+ const BaseModel* mCurrentModel; //!< Current model for collision query (owner of touched faces)
+ // User mesh interface
+ const MeshInterface* mIMesh; //!< User-defined mesh interface
+
+ // Internal methods
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups current collision model
+ * \param model [in] current collision model
+ * \return TRUE if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Setup(const BaseModel* model)
+ {
+ // Keep track of current model
+ mCurrentModel = model;
+ if(!mCurrentModel) return FALSE;
+
+ mIMesh = model->GetMeshInterface();
+ return mIMesh!=null;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Initializes a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual inline_ void InitQuery() { mFlags &= ~OPC_TEMPORAL_CONTACT; }
+ };
+
+#endif // __OPC_COLLIDER_H__
diff --git a/Opcode/OPC_Common.cpp b/Opcode/OPC_Common.cpp
new file mode 100644
index 0000000..839186b
--- /dev/null
+++ b/Opcode/OPC_Common.cpp
@@ -0,0 +1,48 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains common classes & defs used in OPCODE.
+ * \file OPC_Common.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An AABB dedicated to collision detection.
+ * We don't use the generic AABB class included in ICE, since it can be a Min/Max or a Center/Extents one (depends
+ * on compilation flags). Since the Center/Extents model is more efficient in collision detection, it was worth
+ * using an extra special class.
+ *
+ * \class CollisionAABB
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized AABB.
+ * Center/Extent model, using 16-bits integers.
+ *
+ * \class QuantizedAABB
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
diff --git a/Opcode/OPC_Common.h b/Opcode/OPC_Common.h
new file mode 100644
index 0000000..58c6253
--- /dev/null
+++ b/Opcode/OPC_Common.h
@@ -0,0 +1,101 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains common classes & defs used in OPCODE.
+ * \file OPC_Common.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_COMMON_H__
+#define __OPC_COMMON_H__
+
+// [GOTTFRIED]: Just a small change for readability.
+#ifdef OPC_CPU_COMPARE
+ #define GREATER(x, y) AIR(x) > IR(y)
+#else
+ #define GREATER(x, y) fabsf(x) > (y)
+#endif
+
+ class OPCODE_API CollisionAABB
+ {
+ public:
+ //! Constructor
+ inline_ CollisionAABB() {}
+ //! Constructor
+ inline_ CollisionAABB(const AABB& b) { b.GetCenter(mCenter); b.GetExtents(mExtents); }
+ //! Destructor
+ inline_ ~CollisionAABB() {}
+
+ //! Get min point of the box
+ inline_ void GetMin(Point& min) const { min = mCenter - mExtents; }
+ //! Get max point of the box
+ inline_ void GetMax(Point& max) const { max = mCenter + mExtents; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMinMax(const Point& min, const Point& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks a box is inside another box.
+ * \param box [in] the other box
+ * \return true if current box is inside input box
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsInside(const CollisionAABB& box) const
+ {
+ if(box.GetMin(0)>GetMin(0)) return FALSE;
+ if(box.GetMin(1)>GetMin(1)) return FALSE;
+ if(box.GetMin(2)>GetMin(2)) return FALSE;
+ if(box.GetMax(0)<GetMax(0)) return FALSE;
+ if(box.GetMax(1)<GetMax(1)) return FALSE;
+ if(box.GetMax(2)<GetMax(2)) return FALSE;
+ return TRUE;
+ }
+
+ Point mCenter; //!< Box center
+ Point mExtents; //!< Box extents
+ };
+
+ class OPCODE_API QuantizedAABB
+ {
+ public:
+ //! Constructor
+ inline_ QuantizedAABB() {}
+ //! Destructor
+ inline_ ~QuantizedAABB() {}
+
+ sword mCenter[3]; //!< Quantized center
+ uword mExtents[3]; //!< Quantized extents
+ };
+
+ //! Quickly rotates & translates a vector
+ inline_ void TransformPoint(Point& dest, const Point& source, const Matrix3x3& rot, const Point& trans)
+ {
+ dest.x = trans.x + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = trans.y + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = trans.z + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+#endif //__OPC_COMMON_H__ \ No newline at end of file
diff --git a/Opcode/OPC_HybridModel.cpp b/Opcode/OPC_HybridModel.cpp
new file mode 100644
index 0000000..f922f6d
--- /dev/null
+++ b/Opcode/OPC_HybridModel.cpp
@@ -0,0 +1,466 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for hybrid models.
+ * \file OPC_HybridModel.cpp
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An hybrid collision model.
+ *
+ * The problem :
+ *
+ * Opcode really shines for mesh-mesh collision, especially when meshes are deeply overlapping
+ * (it typically outperforms RAPID in those cases).
+ *
+ * Unfortunately this is not the typical scenario in games.
+ *
+ * For close-proximity cases, especially for volume-mesh queries, it's relatively easy to run faster
+ * than Opcode, that suffers from a relatively high setup time.
+ *
+ * In particular, Opcode's "vanilla" trees in those cases -can- run faster. They can also use -less-
+ * memory than the optimized ones, when you let the system stop at ~10 triangles / leaf for example
+ * (i.e. when you don't use "complete" trees). However, those trees tend to fragment memory quite a
+ * lot, increasing cache misses : since they're not "complete", we can't predict the final number of
+ * nodes and we have to allocate nodes on-the-fly. For the same reasons we can't use Opcode's "optimized"
+ * trees here, since they rely on a known layout to perform the "optimization".
+ *
+ * Hybrid trees :
+ *
+ * Hybrid trees try to combine best of both worlds :
+ *
+ * - they use a maximum limit of 16 triangles/leaf. "16" is used so that we'll be able to save the
+ * number of triangles using 4 bits only.
+ *
+ * - they're still "complete" trees thanks to a two-passes building phase. First we create a "vanilla"
+ * AABB-tree with Opcode, limited to 16 triangles/leaf. Then we create a *second* vanilla tree, this
+ * time using the leaves of the first one. The trick is : this second tree is now "complete"... so we
+ * can further transform it into an Opcode's optimized tree.
+ *
+ * - then we run the collision queries on that standard Opcode tree. The only difference is that leaf
+ * nodes contain indices to leaf nodes of another tree. Also, we have to skip all primitive tests in
+ * Opcode optimized trees, since our leaves don't contain triangles anymore.
+ *
+ * - finally, for each collided leaf, we simply loop through 16 triangles max, and collide them with
+ * the bounding volume used in the query (we only support volume-vs-mesh queries here, not mesh-vs-mesh)
+ *
+ * All of that is wrapped in this "hybrid model" that contains the minimal data required for this to work.
+ * It's a mix between old "vanilla" trees, and old "optimized" trees.
+ *
+ * Extra advantages:
+ *
+ * - If we use them for dynamic models, we're left with a very small number of leaf nodes to refit. It
+ * might be a bit faster since we have less nodes to write back.
+ *
+ * - In rigid body simulation, using temporal coherence and sleeping objects greatly reduce the actual
+ * influence of one tree over another (i.e. the speed difference is often invisible). So memory is really
+ * the key element to consider, and in this regard hybrid trees are just better.
+ *
+ * Information to take home:
+ * - they use less ram
+ * - they're not slower (they're faster or slower depending on cases, overall there's no significant
+ * difference *as long as objects don't interpenetrate too much* - in which case Opcode's optimized trees
+ * are still notably faster)
+ *
+ * \class HybridModel
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date May, 18, 2003
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridModel::HybridModel() :
+ mNbLeaves (0),
+ mNbPrimitives (0),
+ mTriangles (null),
+ mIndices (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridModel::~HybridModel()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases everything.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void HybridModel::Release()
+{
+ ReleaseBase();
+ DELETEARRAY(mIndices);
+ DELETEARRAY(mTriangles);
+ mNbLeaves = 0;
+ mNbPrimitives = 0;
+}
+
+ struct Internal
+ {
+ Internal()
+ {
+ mNbLeaves = 0;
+ mLeaves = null;
+ mTriangles = null;
+ mBase = null;
+ }
+ ~Internal()
+ {
+ DELETEARRAY(mLeaves);
+ }
+
+ udword mNbLeaves;
+ AABB* mLeaves;
+ LeafTriangles* mTriangles;
+ const udword* mBase;
+ };
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool HybridModel::Build(const OPCODECREATE& create)
+{
+ // 1) Checkings
+ if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
+
+ // Look for degenerate faces.
+ udword NbDegenerate = create.mIMesh->CheckTopology();
+ if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
+ // We continue nonetheless....
+
+ Release(); // Make sure previous tree has been discarded
+
+ // 1-1) Setup mesh interface automatically
+ SetMeshInterface(create.mIMesh);
+
+ bool Status = false;
+ AABBTree* LeafTree = null;
+ Internal Data;
+
+ // 2) Build a generic AABB Tree.
+ mSource = new AABBTree;
+ CHECKALLOC(mSource);
+
+ // 2-1) Setup a builder. Our primitives here are triangles from input mesh,
+ // so we use an AABBTreeOfTrianglesBuilder.....
+ {
+ AABBTreeOfTrianglesBuilder TB;
+ TB.mIMesh = create.mIMesh;
+ TB.mNbPrimitives = create.mIMesh->GetNbTriangles();
+ TB.mSettings = create.mSettings;
+ TB.mSettings.mLimit = 16; // ### Hardcoded, but maybe we could let the user choose 8 / 16 / 32 ...
+ if(!mSource->Build(&TB)) goto FreeAndExit;
+ }
+
+ // 2-2) Here's the trick : create *another* AABB tree using the leaves of the first one (which are boxes, this time)
+ struct Local
+ {
+ // A callback to count leaf nodes
+ static bool CountLeaves(const AABBTreeNode* current, udword depth, void* user_data)
+ {
+ if(current->IsLeaf())
+ {
+ Internal* Data = (Internal*)user_data;
+ Data->mNbLeaves++;
+ }
+ return true;
+ }
+
+ // A callback to setup leaf nodes in our internal structures
+ static bool SetupLeafData(const AABBTreeNode* current, udword depth, void* user_data)
+ {
+ if(current->IsLeaf())
+ {
+ Internal* Data = (Internal*)user_data;
+
+ // Get current leaf's box
+ Data->mLeaves[Data->mNbLeaves] = *current->GetAABB();
+
+ // Setup leaf data
+ udword Index = (udword(current->GetPrimitives()) - udword(Data->mBase))/sizeof(udword);
+ Data->mTriangles[Data->mNbLeaves].SetData(current->GetNbPrimitives(), Index);
+
+ Data->mNbLeaves++;
+ }
+ return true;
+ }
+ };
+
+ // Walk the tree & count number of leaves
+ Data.mNbLeaves = 0;
+ mSource->Walk(Local::CountLeaves, &Data);
+ mNbLeaves = Data.mNbLeaves; // Keep track of it
+
+ // Special case for 1-leaf meshes
+ if(mNbLeaves==1)
+ {
+ mModelCode |= OPC_SINGLE_NODE;
+ Status = true;
+ goto FreeAndExit;
+ }
+
+ // Allocate our structures
+ Data.mLeaves = new AABB[Data.mNbLeaves]; CHECKALLOC(Data.mLeaves);
+ mTriangles = new LeafTriangles[Data.mNbLeaves]; CHECKALLOC(mTriangles);
+
+ // Walk the tree again & setup leaf data
+ Data.mTriangles = mTriangles;
+ Data.mBase = mSource->GetIndices();
+ Data.mNbLeaves = 0; // Reset for incoming walk
+ mSource->Walk(Local::SetupLeafData, &Data);
+
+ // Handle source indices
+ {
+ bool MustKeepIndices = true;
+ if(create.mCanRemap)
+ {
+ // We try to get rid of source indices (saving more ram!) by reorganizing triangle arrays...
+ // Remap can fail when we use callbacks => keep track of indices in that case (it still
+ // works, only using more memory)
+ if(create.mIMesh->RemapClient(mSource->GetNbPrimitives(), mSource->GetIndices()))
+ {
+ MustKeepIndices = false;
+ }
+ }
+
+ if(MustKeepIndices)
+ {
+ // Keep track of source indices (from vanilla tree)
+ mNbPrimitives = mSource->GetNbPrimitives();
+ mIndices = new udword[mNbPrimitives];
+ CopyMemory(mIndices, mSource->GetIndices(), mNbPrimitives*sizeof(udword));
+ }
+ }
+
+ // Now, create our optimized tree using previous leaf nodes
+ LeafTree = new AABBTree;
+ CHECKALLOC(LeafTree);
+ {
+ AABBTreeOfAABBsBuilder TB; // Now using boxes !
+ TB.mSettings = create.mSettings;
+ TB.mSettings.mLimit = 1; // We now want a complete tree so that we can "optimize" it
+ TB.mNbPrimitives = Data.mNbLeaves;
+ TB.mAABBArray = Data.mLeaves;
+ if(!LeafTree->Build(&TB)) goto FreeAndExit;
+ }
+
+ // 3) Create an optimized tree according to user-settings
+ if(!CreateTree(create.mNoLeaf, create.mQuantized)) goto FreeAndExit;
+
+ // 3-2) Create optimized tree
+ if(!mTree->Build(LeafTree)) goto FreeAndExit;
+
+ // Finally ok...
+ Status = true;
+
+FreeAndExit: // Allow me this one...
+ DELETESINGLE(LeafTree);
+
+ // 3-3) Delete generic tree if needed
+ if(!create.mKeepOriginal) DELETESINGLE(mSource);
+
+ return Status;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword HybridModel::GetUsedBytes() const
+{
+ udword UsedBytes = 0;
+ if(mTree) UsedBytes += mTree->GetUsedBytes();
+ if(mIndices) UsedBytes += mNbPrimitives * sizeof(udword); // mIndices
+ if(mTriangles) UsedBytes += mNbLeaves * sizeof(LeafTriangles); // mTriangles
+ return UsedBytes;
+}
+
+inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp)
+{
+ // Compute triangle's AABB = a leaf box
+#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
+ min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+ max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+
+ min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+ max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+
+ min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+ max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+#else
+ min = *vp.Vertex[0];
+ max = *vp.Vertex[0];
+ min.Min(*vp.Vertex[1]);
+ max.Max(*vp.Vertex[1]);
+ min.Min(*vp.Vertex[2]);
+ max.Max(*vp.Vertex[2]);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool HybridModel::Refit()
+{
+ if(!mIMesh) return false;
+ if(!mTree) return false;
+
+ if(IsQuantized()) return false;
+ if(HasLeafNodes()) return false;
+
+ const LeafTriangles* LT = GetLeafTriangles();
+ const udword* Indices = GetIndices();
+
+ // Bottom-up update
+ VertexPointers VP;
+ Point Min,Max;
+ Point Min_,Max_;
+ udword Index = mTree->GetNbNodes();
+ AABBNoLeafNode* Nodes = (AABBNoLeafNode*)((AABBNoLeafTree*)mTree)->GetNodes();
+ while(Index--)
+ {
+ AABBNoLeafNode& Current = Nodes[Index];
+
+ if(Current.HasPosLeaf())
+ {
+ const LeafTriangles& CurrentLeaf = LT[Current.GetPosPrimitive()];
+
+ Min.SetPlusInfinity();
+ Max.SetMinusInfinity();
+
+ Point TmpMin, TmpMax;
+
+ // 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--)
+ {
+ mIMesh->GetTriangle(VP, *T++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min.Min(TmpMin);
+ Max.Max(TmpMax);
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ mIMesh->GetTriangle(VP, BaseIndex++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min.Min(TmpMin);
+ Max.Max(TmpMax);
+ }
+ }
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
+ CurrentBox.GetMin(Min);
+ CurrentBox.GetMax(Max);
+ }
+
+ if(Current.HasNegLeaf())
+ {
+ const LeafTriangles& CurrentLeaf = LT[Current.GetNegPrimitive()];
+
+ Min_.SetPlusInfinity();
+ Max_.SetMinusInfinity();
+
+ Point TmpMin, TmpMax;
+
+ // 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--)
+ {
+ mIMesh->GetTriangle(VP, *T++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min_.Min(TmpMin);
+ Max_.Max(TmpMax);
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ mIMesh->GetTriangle(VP, BaseIndex++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min_.Min(TmpMin);
+ Max_.Max(TmpMax);
+ }
+ }
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
+ CurrentBox.GetMin(Min_);
+ CurrentBox.GetMax(Max_);
+ }
+#ifdef OPC_USE_FCOMI
+ Min.x = FCMin2(Min.x, Min_.x);
+ Max.x = FCMax2(Max.x, Max_.x);
+ Min.y = FCMin2(Min.y, Min_.y);
+ Max.y = FCMax2(Max.y, Max_.y);
+ Min.z = FCMin2(Min.z, Min_.z);
+ Max.z = FCMax2(Max.z, Max_.z);
+#else
+ Min.Min(Min_);
+ Max.Max(Max_);
+#endif
+ Current.mAABB.SetMinMax(Min, Max);
+ }
+ return true;
+}
diff --git a/Opcode/OPC_HybridModel.h b/Opcode/OPC_HybridModel.h
new file mode 100644
index 0000000..7833a94
--- /dev/null
+++ b/Opcode/OPC_HybridModel.h
@@ -0,0 +1,106 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for hybrid models.
+ * \file OPC_HybridModel.h
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_HYBRIDMODEL_H__
+#define __OPC_HYBRIDMODEL_H__
+
+ //! Leaf descriptor
+ struct LeafTriangles
+ {
+ udword Data; //!< Packed data
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets number of triangles in the leaf.
+ * \return number of triangles N, with 0 < N <= 16
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbTriangles() const { return (Data & 15)+1; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets triangle index for this leaf. Indexed model's array of indices retrieved with HybridModel::GetIndices()
+ * \return triangle index
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetTriangleIndex() const { return Data>>4; }
+ inline_ void SetData(udword nb, udword index) { ASSERT(nb>0 && nb<=16); nb--; Data = (index<<4)|(nb&15); }
+ };
+
+ class OPCODE_API HybridModel : public BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ HybridModel();
+ virtual ~HybridModel();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Build(const OPCODECREATE& create);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) udword GetUsedBytes() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Refit();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets array of triangles.
+ * \return array of triangles
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const LeafTriangles* GetLeafTriangles() const { return mTriangles; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets array of indices.
+ * \return array of indices
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const udword* GetIndices() const { return mIndices; }
+
+ private:
+ udword mNbLeaves; //!< Number of leaf nodes in the model
+ LeafTriangles* mTriangles; //!< Array of mNbLeaves leaf descriptors
+ udword mNbPrimitives; //!< Number of primitives in the model
+ udword* mIndices; //!< Array of primitive indices
+
+ // Internal methods
+ void Release();
+ };
+
+#endif // __OPC_HYBRIDMODEL_H__
diff --git a/Opcode/OPC_IceHook.h b/Opcode/OPC_IceHook.h
new file mode 100644
index 0000000..8b97eaa
--- /dev/null
+++ b/Opcode/OPC_IceHook.h
@@ -0,0 +1,70 @@
+
+// Should be included by Opcode.h if needed
+
+ #define ICE_DONT_CHECK_COMPILER_OPTIONS
+
+ // From Windows...
+ typedef int BOOL;
+ #ifndef FALSE
+ #define FALSE 0
+ #endif
+
+ #ifndef TRUE
+ #define TRUE 1
+ #endif
+
+ #include <stdio.h>
+ #include <stdlib.h>
+ #include <assert.h>
+ #include <string.h>
+ #include <float.h>
+ #include <Math.h>
+
+ #ifndef ASSERT
+ #define ASSERT(exp) {}
+ #endif
+ #define ICE_COMPILE_TIME_ASSERT(exp) extern char ICE_Dummy[ (exp) ? 1 : -1 ]
+
+ #define Log {}
+ #define SetIceError false
+ #define EC_OUTOFMEMORY "Out of memory"
+
+ #include ".\Ice\IcePreprocessor.h"
+
+ #undef ICECORE_API
+ #define ICECORE_API OPCODE_API
+
+ #include ".\Ice\IceTypes.h"
+ #include ".\Ice\IceFPU.h"
+ #include ".\Ice\IceMemoryMacros.h"
+
+ namespace IceCore
+ {
+ #include ".\Ice\IceUtils.h"
+ #include ".\Ice\IceContainer.h"
+ #include ".\Ice\IcePairs.h"
+ #include ".\Ice\IceRevisitedRadix.h"
+ #include ".\Ice\IceRandom.h"
+ }
+ using namespace IceCore;
+
+ #define ICEMATHS_API OPCODE_API
+ namespace IceMaths
+ {
+ #include ".\Ice\IceAxes.h"
+ #include ".\Ice\IcePoint.h"
+ #include ".\Ice\IceHPoint.h"
+ #include ".\Ice\IceMatrix3x3.h"
+ #include ".\Ice\IceMatrix4x4.h"
+ #include ".\Ice\IcePlane.h"
+ #include ".\Ice\IceRay.h"
+ #include ".\Ice\IceIndexedTriangle.h"
+ #include ".\Ice\IceTriangle.h"
+ #include ".\Ice\IceTriList.h"
+ #include ".\Ice\IceAABB.h"
+ #include ".\Ice\IceOBB.h"
+ #include ".\Ice\IceBoundingSphere.h"
+ #include ".\Ice\IceSegment.h"
+ #include ".\Ice\IceLSS.h"
+ }
+ using namespace IceMaths;
diff --git a/Opcode/OPC_LSSAABBOverlap.h b/Opcode/OPC_LSSAABBOverlap.h
new file mode 100644
index 0000000..c36b250
--- /dev/null
+++ b/Opcode/OPC_LSSAABBOverlap.h
@@ -0,0 +1,523 @@
+
+// Following code from Magic-Software (http://www.magic-software.com/)
+// A bit modified for Opcode
+
+inline_ float OPC_PointAABBSqrDist(const Point& point, const Point& center, const Point& extents)
+{
+ // Compute coordinates of point in box coordinate system
+ Point Closest = point - center;
+
+ float SqrDistance = 0.0f;
+
+ if(Closest.x < -extents.x)
+ {
+ float Delta = Closest.x + extents.x;
+ SqrDistance += Delta*Delta;
+ }
+ else if(Closest.x > extents.x)
+ {
+ float Delta = Closest.x - extents.x;
+ SqrDistance += Delta*Delta;
+ }
+
+ if(Closest.y < -extents.y)
+ {
+ float Delta = Closest.y + extents.y;
+ SqrDistance += Delta*Delta;
+ }
+ else if(Closest.y > extents.y)
+ {
+ float Delta = Closest.y - extents.y;
+ SqrDistance += Delta*Delta;
+ }
+
+ if(Closest.z < -extents.z)
+ {
+ float Delta = Closest.z + extents.z;
+ SqrDistance += Delta*Delta;
+ }
+ else if(Closest.z > extents.z)
+ {
+ float Delta = Closest.z - extents.z;
+ SqrDistance += Delta*Delta;
+ }
+ return SqrDistance;
+}
+
+static void Face(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, const Point& rkPmE, float* pfLParam, float& rfSqrDistance)
+{
+ Point kPpE;
+ float fLSqr, fInv, fTmp, fParam, fT, fDelta;
+
+ kPpE[i1] = rkPnt[i1] + extents[i1];
+ kPpE[i2] = rkPnt[i2] + extents[i2];
+ if(rkDir[i0]*kPpE[i1] >= rkDir[i1]*rkPmE[i0])
+ {
+ if(rkDir[i0]*kPpE[i2] >= rkDir[i2]*rkPmE[i0])
+ {
+ // v[i1] >= -e[i1], v[i2] >= -e[i2] (distance = 0)
+ if(pfLParam)
+ {
+ rkPnt[i0] = extents[i0];
+ fInv = 1.0f/rkDir[i0];
+ rkPnt[i1] -= rkDir[i1]*rkPmE[i0]*fInv;
+ rkPnt[i2] -= rkDir[i2]*rkPmE[i0]*fInv;
+ *pfLParam = -rkPmE[i0]*fInv;
+ }
+ }
+ else
+ {
+ // v[i1] >= -e[i1], v[i2] < -e[i2]
+ fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i2]*rkDir[i2];
+ fTmp = fLSqr*kPpE[i1] - rkDir[i1]*(rkDir[i0]*rkPmE[i0] + rkDir[i2]*kPpE[i2]);
+ if(fTmp <= 2.0f*fLSqr*extents[i1])
+ {
+ fT = fTmp/fLSqr;
+ fLSqr += rkDir[i1]*rkDir[i1];
+ fTmp = kPpE[i1] - fT;
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*fTmp + rkDir[i2]*kPpE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + fTmp*fTmp + kPpE[i2]*kPpE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = fT - extents[i1];
+ rkPnt[i2] = -extents[i2];
+ }
+ }
+ else
+ {
+ fLSqr += rkDir[i1]*rkDir[i1];
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*rkPmE[i1] + rkDir[i2]*kPpE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + rkPmE[i1]*rkPmE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = extents[i1];
+ rkPnt[i2] = -extents[i2];
+ }
+ }
+ }
+ }
+ else
+ {
+ if ( rkDir[i0]*kPpE[i2] >= rkDir[i2]*rkPmE[i0] )
+ {
+ // v[i1] < -e[i1], v[i2] >= -e[i2]
+ fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1];
+ fTmp = fLSqr*kPpE[i2] - rkDir[i2]*(rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1]);
+ if(fTmp <= 2.0f*fLSqr*extents[i2])
+ {
+ fT = fTmp/fLSqr;
+ fLSqr += rkDir[i2]*rkDir[i2];
+ fTmp = kPpE[i2] - fT;
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*fTmp;
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + fTmp*fTmp + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = -extents[i1];
+ rkPnt[i2] = fT - extents[i2];
+ }
+ }
+ else
+ {
+ fLSqr += rkDir[i2]*rkDir[i2];
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*rkPmE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + rkPmE[i2]*rkPmE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = -extents[i1];
+ rkPnt[i2] = extents[i2];
+ }
+ }
+ }
+ else
+ {
+ // v[i1] < -e[i1], v[i2] < -e[i2]
+ fLSqr = rkDir[i0]*rkDir[i0]+rkDir[i2]*rkDir[i2];
+ fTmp = fLSqr*kPpE[i1] - rkDir[i1]*(rkDir[i0]*rkPmE[i0] + rkDir[i2]*kPpE[i2]);
+ if(fTmp >= 0.0f)
+ {
+ // v[i1]-edge is closest
+ if ( fTmp <= 2.0f*fLSqr*extents[i1] )
+ {
+ fT = fTmp/fLSqr;
+ fLSqr += rkDir[i1]*rkDir[i1];
+ fTmp = kPpE[i1] - fT;
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*fTmp + rkDir[i2]*kPpE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + fTmp*fTmp + kPpE[i2]*kPpE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = fT - extents[i1];
+ rkPnt[i2] = -extents[i2];
+ }
+ }
+ else
+ {
+ fLSqr += rkDir[i1]*rkDir[i1];
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*rkPmE[i1] + rkDir[i2]*kPpE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + rkPmE[i1]*rkPmE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = extents[i1];
+ rkPnt[i2] = -extents[i2];
+ }
+ }
+ return;
+ }
+
+ fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1];
+ fTmp = fLSqr*kPpE[i2] - rkDir[i2]*(rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1]);
+ if(fTmp >= 0.0f)
+ {
+ // v[i2]-edge is closest
+ if(fTmp <= 2.0f*fLSqr*extents[i2])
+ {
+ fT = fTmp/fLSqr;
+ fLSqr += rkDir[i2]*rkDir[i2];
+ fTmp = kPpE[i2] - fT;
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*fTmp;
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + fTmp*fTmp + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = -extents[i1];
+ rkPnt[i2] = fT - extents[i2];
+ }
+ }
+ else
+ {
+ fLSqr += rkDir[i2]*rkDir[i2];
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*rkPmE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + rkPmE[i2]*rkPmE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = -extents[i1];
+ rkPnt[i2] = extents[i2];
+ }
+ }
+ return;
+ }
+
+ // (v[i1],v[i2])-corner is closest
+ fLSqr += rkDir[i2]*rkDir[i2];
+ fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*kPpE[i2];
+ fParam = -fDelta/fLSqr;
+ rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
+
+ if(pfLParam)
+ {
+ *pfLParam = fParam;
+ rkPnt[i0] = extents[i0];
+ rkPnt[i1] = -extents[i1];
+ rkPnt[i2] = -extents[i2];
+ }
+ }
+ }
+}
+
+static void CaseNoZeros(Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
+{
+ Point kPmE(rkPnt.x - extents.x, rkPnt.y - extents.y, rkPnt.z - extents.z);
+
+ float fProdDxPy, fProdDyPx, fProdDzPx, fProdDxPz, fProdDzPy, fProdDyPz;
+
+ fProdDxPy = rkDir.x*kPmE.y;
+ fProdDyPx = rkDir.y*kPmE.x;
+ if(fProdDyPx >= fProdDxPy)
+ {
+ fProdDzPx = rkDir.z*kPmE.x;
+ fProdDxPz = rkDir.x*kPmE.z;
+ if(fProdDzPx >= fProdDxPz)
+ {
+ // line intersects x = e0
+ Face(0, 1, 2, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
+ }
+ else
+ {
+ // line intersects z = e2
+ Face(2, 0, 1, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
+ }
+ }
+ else
+ {
+ fProdDzPy = rkDir.z*kPmE.y;
+ fProdDyPz = rkDir.y*kPmE.z;
+ if(fProdDzPy >= fProdDyPz)
+ {
+ // line intersects y = e1
+ Face(1, 2, 0, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
+ }
+ else
+ {
+ // line intersects z = e2
+ Face(2, 0, 1, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
+ }
+ }
+}
+
+static void Case0(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
+{
+ float fPmE0 = rkPnt[i0] - extents[i0];
+ float fPmE1 = rkPnt[i1] - extents[i1];
+ float fProd0 = rkDir[i1]*fPmE0;
+ float fProd1 = rkDir[i0]*fPmE1;
+ float fDelta, fInvLSqr, fInv;
+
+ if(fProd0 >= fProd1)
+ {
+ // line intersects P[i0] = e[i0]
+ rkPnt[i0] = extents[i0];
+
+ float fPpE1 = rkPnt[i1] + extents[i1];
+ fDelta = fProd0 - rkDir[i0]*fPpE1;
+ if(fDelta >= 0.0f)
+ {
+ fInvLSqr = 1.0f/(rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1]);
+ rfSqrDistance += fDelta*fDelta*fInvLSqr;
+ if(pfLParam)
+ {
+ rkPnt[i1] = -extents[i1];
+ *pfLParam = -(rkDir[i0]*fPmE0+rkDir[i1]*fPpE1)*fInvLSqr;
+ }
+ }
+ else
+ {
+ if(pfLParam)
+ {
+ fInv = 1.0f/rkDir[i0];
+ rkPnt[i1] -= fProd0*fInv;
+ *pfLParam = -fPmE0*fInv;
+ }
+ }
+ }
+ else
+ {
+ // line intersects P[i1] = e[i1]
+ rkPnt[i1] = extents[i1];
+
+ float fPpE0 = rkPnt[i0] + extents[i0];
+ fDelta = fProd1 - rkDir[i1]*fPpE0;
+ if(fDelta >= 0.0f)
+ {
+ fInvLSqr = 1.0f/(rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1]);
+ rfSqrDistance += fDelta*fDelta*fInvLSqr;
+ if(pfLParam)
+ {
+ rkPnt[i0] = -extents[i0];
+ *pfLParam = -(rkDir[i0]*fPpE0+rkDir[i1]*fPmE1)*fInvLSqr;
+ }
+ }
+ else
+ {
+ if(pfLParam)
+ {
+ fInv = 1.0f/rkDir[i1];
+ rkPnt[i0] -= fProd1*fInv;
+ *pfLParam = -fPmE1*fInv;
+ }
+ }
+ }
+
+ if(rkPnt[i2] < -extents[i2])
+ {
+ fDelta = rkPnt[i2] + extents[i2];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i2] = -extents[i2];
+ }
+ else if ( rkPnt[i2] > extents[i2] )
+ {
+ fDelta = rkPnt[i2] - extents[i2];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i2] = extents[i2];
+ }
+}
+
+static void Case00(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
+{
+ float fDelta;
+
+ if(pfLParam)
+ *pfLParam = (extents[i0] - rkPnt[i0])/rkDir[i0];
+
+ rkPnt[i0] = extents[i0];
+
+ if(rkPnt[i1] < -extents[i1])
+ {
+ fDelta = rkPnt[i1] + extents[i1];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i1] = -extents[i1];
+ }
+ else if(rkPnt[i1] > extents[i1])
+ {
+ fDelta = rkPnt[i1] - extents[i1];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i1] = extents[i1];
+ }
+
+ if(rkPnt[i2] < -extents[i2])
+ {
+ fDelta = rkPnt[i2] + extents[i2];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i1] = -extents[i2];
+ }
+ else if(rkPnt[i2] > extents[i2])
+ {
+ fDelta = rkPnt[i2] - extents[i2];
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt[i2] = extents[i2];
+ }
+}
+
+static void Case000(Point& rkPnt, const Point& extents, float& rfSqrDistance)
+{
+ float fDelta;
+
+ if(rkPnt.x < -extents.x)
+ {
+ fDelta = rkPnt.x + extents.x;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.x = -extents.x;
+ }
+ else if(rkPnt.x > extents.x)
+ {
+ fDelta = rkPnt.x - extents.x;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.x = extents.x;
+ }
+
+ if(rkPnt.y < -extents.y)
+ {
+ fDelta = rkPnt.y + extents.y;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.y = -extents.y;
+ }
+ else if(rkPnt.y > extents.y)
+ {
+ fDelta = rkPnt.y - extents.y;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.y = extents.y;
+ }
+
+ if(rkPnt.z < -extents.z)
+ {
+ fDelta = rkPnt.z + extents.z;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.z = -extents.z;
+ }
+ else if(rkPnt.z > extents.z)
+ {
+ fDelta = rkPnt.z - extents.z;
+ rfSqrDistance += fDelta*fDelta;
+ rkPnt.z = extents.z;
+ }
+}
+
+static float SqrDistance(const Ray& rkLine, const Point& center, const Point& extents, float* pfLParam)
+{
+ // compute coordinates of line in box coordinate system
+ Point kDiff = rkLine.mOrig - center;
+ Point kPnt = kDiff;
+ Point kDir = rkLine.mDir;
+
+ // Apply reflections so that direction vector has nonnegative components.
+ bool bReflect[3];
+ for(int i=0;i<3;i++)
+ {
+ if(kDir[i]<0.0f)
+ {
+ kPnt[i] = -kPnt[i];
+ kDir[i] = -kDir[i];
+ bReflect[i] = true;
+ }
+ else
+ {
+ bReflect[i] = false;
+ }
+ }
+
+ float fSqrDistance = 0.0f;
+
+ if(kDir.x>0.0f)
+ {
+ if(kDir.y>0.0f)
+ {
+ if(kDir.z>0.0f) CaseNoZeros(kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,+,+)
+ else Case0(0, 1, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,+,0)
+ }
+ else
+ {
+ if(kDir.z>0.0f) Case0(0, 2, 1, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,0,+)
+ else Case00(0, 1, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,0,0)
+ }
+ }
+ else
+ {
+ if(kDir.y>0.0f)
+ {
+ if(kDir.z>0.0f) Case0(1, 2, 0, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,+,+)
+ else Case00(1, 0, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,+,0)
+ }
+ else
+ {
+ if(kDir.z>0.0f) Case00(2, 0, 1, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,0,+)
+ else
+ {
+ Case000(kPnt, extents, fSqrDistance); // (0,0,0)
+ if(pfLParam) *pfLParam = 0.0f;
+ }
+ }
+ }
+ return fSqrDistance;
+}
+
+inline_ float OPC_SegmentOBBSqrDist(const Segment& segment, const Point& c0, const Point& e0)
+{
+ float fLP;
+ float fSqrDistance = SqrDistance(Ray(segment.GetOrigin(), segment.ComputeDirection()), c0, e0, &fLP);
+ if(fLP>=0.0f)
+ {
+ if(fLP<=1.0f) return fSqrDistance;
+ else return OPC_PointAABBSqrDist(segment.mP1, c0, e0);
+ }
+ else return OPC_PointAABBSqrDist(segment.mP0, c0, e0);
+}
+
+inline_ BOOL LSSCollider::LSSAABBOverlap(const Point& center, const Point& extents)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float s2 = OPC_SegmentOBBSqrDist(mSeg, center, extents);
+ if(s2<mRadius2) return TRUE;
+
+ return FALSE;
+}
diff --git a/Opcode/OPC_LSSCollider.cpp b/Opcode/OPC_LSSCollider.cpp
new file mode 100644
index 0000000..c1f21a8
--- /dev/null
+++ b/Opcode/OPC_LSSCollider.cpp
@@ -0,0 +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 Point& bc, const Point& 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 Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point 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 Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point 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 Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point 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 Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point 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
+ Point 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;
+}
diff --git a/Opcode/OPC_LSSCollider.h b/Opcode/OPC_LSSCollider.h
new file mode 100644
index 0000000..7b69448
--- /dev/null
+++ b/Opcode/OPC_LSSCollider.h
@@ -0,0 +1,99 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * 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.h
+ * \author Pierre Terdiman
+ * \date December, 28, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_LSSCOLLIDER_H__
+#define __OPC_LSSCOLLIDER_H__
+
+ struct OPCODE_API LSSCache : VolumeCache
+ {
+ LSSCache()
+ {
+ Previous.mP0 = Point(0.0f, 0.0f, 0.0f);
+ Previous.mP1 = Point(0.0f, 0.0f, 0.0f);
+ Previous.mRadius = 0.0f;
+ FatCoeff = 1.1f;
+ }
+
+ // Cached faces signature
+ LSS Previous; //!< LSS used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< mRadius2 multiplier used to create a fat LSS
+ };
+
+ class OPCODE_API LSSCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ LSSCollider();
+ virtual ~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 Collide(LSSCache& cache, const LSS& lss, const Model& model, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
+ //
+ bool Collide(LSSCache& cache, const LSS& lss, const AABBTree* tree);
+ protected:
+ // LSS in model space
+ Segment mSeg; //!< Segment
+ float mRadius2; //!< LSS radius squared
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _Collide(const AABBTreeNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL LSSContainsBox(const Point& bc, const Point& be);
+ inline_ BOOL LSSAABBOverlap(const Point& center, const Point& extents);
+ inline_ BOOL LSSTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2);
+ // Init methods
+ BOOL InitQuery(LSSCache& cache, const LSS& lss, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
+ };
+
+ class OPCODE_API HybridLSSCollider : public LSSCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridLSSCollider();
+ virtual ~HybridLSSCollider();
+
+ bool Collide(LSSCache& cache, const LSS& lss, const HybridModel& model, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_LSSCOLLIDER_H__
diff --git a/Opcode/OPC_LSSTriOverlap.h b/Opcode/OPC_LSSTriOverlap.h
new file mode 100644
index 0000000..728ef87
--- /dev/null
+++ b/Opcode/OPC_LSSTriOverlap.h
@@ -0,0 +1,679 @@
+// Following code from Magic-Software (http://www.magic-software.com/)
+// A bit modified for Opcode
+
+static const float gs_fTolerance = 1e-05f;
+
+static float OPC_PointTriangleSqrDist(const Point& point, const Point& p0, const Point& p1, const Point& p2)
+{
+ // Hook
+ Point TriEdge0 = p1 - p0;
+ Point TriEdge1 = p2 - p0;
+
+ Point kDiff = p0 - point;
+ float fA00 = TriEdge0.SquareMagnitude();
+ float fA01 = TriEdge0 | TriEdge1;
+ float fA11 = TriEdge1.SquareMagnitude();
+ float fB0 = kDiff | TriEdge0;
+ float fB1 = kDiff | TriEdge1;
+ float fC = kDiff.SquareMagnitude();
+ float fDet = fabsf(fA00*fA11 - fA01*fA01);
+ float fS = fA01*fB1-fA11*fB0;
+ float fT = fA01*fB0-fA00*fB1;
+ float fSqrDist;
+
+ if(fS + fT <= fDet)
+ {
+ if(fS < 0.0f)
+ {
+ if(fT < 0.0f) // region 4
+ {
+ if(fB0 < 0.0f)
+ {
+ if(-fB0 >= fA00) fSqrDist = fA00+2.0f*fB0+fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else
+ {
+ if(fB1 >= 0.0f) fSqrDist = fC;
+ else if(-fB1 >= fA11) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ }
+ else // region 3
+ {
+ if(fB1 >= 0.0f) fSqrDist = fC;
+ else if(-fB1 >= fA11) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ }
+ else if(fT < 0.0f) // region 5
+ {
+ if(fB0 >= 0.0f) fSqrDist = fC;
+ else if(-fB0 >= fA00) fSqrDist = fA00+2.0f*fB0+fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else // region 0
+ {
+ // minimum at interior point
+ if(fDet==0.0f)
+ {
+ fSqrDist = MAX_FLOAT;
+ }
+ else
+ {
+ float fInvDet = 1.0f/fDet;
+ fS *= fInvDet;
+ fT *= fInvDet;
+ fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
+ }
+ }
+ }
+ else
+ {
+ float fTmp0, fTmp1, fNumer, fDenom;
+
+ if(fS < 0.0f) // region 2
+ {
+ fTmp0 = fA01 + fB0;
+ fTmp1 = fA11 + fB1;
+ if(fTmp1 > fTmp0)
+ {
+ fNumer = fTmp1 - fTmp0;
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+ fSqrDist = fA00+2.0f*fB0+fC;
+ }
+ else
+ {
+ fS = fNumer/fDenom;
+ fT = 1.0f - fS;
+ fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
+ }
+ }
+ else
+ {
+ if(fTmp1 <= 0.0f) fSqrDist = fA11+2.0f*fB1+fC;
+ else if(fB1 >= 0.0f) fSqrDist = fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ }
+ else if(fT < 0.0f) // region 6
+ {
+ fTmp0 = fA01 + fB1;
+ fTmp1 = fA00 + fB0;
+ if(fTmp1 > fTmp0)
+ {
+ fNumer = fTmp1 - fTmp0;
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+ fSqrDist = fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ fT = fNumer/fDenom;
+ fS = 1.0f - fT;
+ fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
+ }
+ }
+ else
+ {
+ if(fTmp1 <= 0.0f) fSqrDist = fA00+2.0f*fB0+fC;
+ else if(fB0 >= 0.0f) fSqrDist = fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ }
+ else // region 1
+ {
+ fNumer = fA11 + fB1 - fA01 - fB0;
+ if(fNumer <= 0.0f)
+ {
+ fSqrDist = fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+ fSqrDist = fA00+2.0f*fB0+fC;
+ }
+ else
+ {
+ fS = fNumer/fDenom;
+ fT = 1.0f - fS;
+ fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
+ }
+ }
+ }
+ }
+ return fabsf(fSqrDist);
+}
+
+static float OPC_SegmentSegmentSqrDist(const Segment& rkSeg0, const Segment& rkSeg1)
+{
+ // Hook
+ Point rkSeg0Direction = rkSeg0.ComputeDirection();
+ Point rkSeg1Direction = rkSeg1.ComputeDirection();
+
+ Point kDiff = rkSeg0.mP0 - rkSeg1.mP0;
+ float fA00 = rkSeg0Direction.SquareMagnitude();
+ float fA01 = -rkSeg0Direction.Dot(rkSeg1Direction);
+ float fA11 = rkSeg1Direction.SquareMagnitude();
+ float fB0 = kDiff.Dot(rkSeg0Direction);
+ float fC = kDiff.SquareMagnitude();
+ float fDet = fabsf(fA00*fA11-fA01*fA01);
+
+ float fB1, fS, fT, fSqrDist, fTmp;
+
+ if(fDet>=gs_fTolerance)
+ {
+ // line segments are not parallel
+ fB1 = -kDiff.Dot(rkSeg1Direction);
+ fS = fA01*fB1-fA11*fB0;
+ fT = fA01*fB0-fA00*fB1;
+
+ if(fS >= 0.0f)
+ {
+ if(fS <= fDet)
+ {
+ if(fT >= 0.0f)
+ {
+ if(fT <= fDet) // region 0 (interior)
+ {
+ // minimum at two interior points of 3D lines
+ float fInvDet = 1.0f/fDet;
+ fS *= fInvDet;
+ fT *= fInvDet;
+ fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
+ }
+ else // region 3 (side)
+ {
+ fTmp = fA01+fB0;
+ if(fTmp>=0.0f) fSqrDist = fA11+2.0f*fB1+fC;
+ else if(-fTmp>=fA00) fSqrDist = fA00+fA11+fC+2.0f*(fB1+fTmp);
+ else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
+ }
+ }
+ else // region 7 (side)
+ {
+ if(fB0>=0.0f) fSqrDist = fC;
+ else if(-fB0>=fA00) fSqrDist = fA00+2.0f*fB0+fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ }
+ else
+ {
+ if ( fT >= 0.0 )
+ {
+ if ( fT <= fDet ) // region 1 (side)
+ {
+ fTmp = fA01+fB1;
+ if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
+ else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
+ else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
+ }
+ else // region 2 (corner)
+ {
+ fTmp = fA01+fB0;
+ if ( -fTmp <= fA00 )
+ {
+ if(fTmp>=0.0f) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ fTmp = fA01+fB1;
+ if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
+ else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
+ else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
+ }
+ }
+ }
+ else // region 8 (corner)
+ {
+ if ( -fB0 < fA00 )
+ {
+ if(fB0>=0.0f) fSqrDist = fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else
+ {
+ fTmp = fA01+fB1;
+ if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
+ else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
+ else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
+ }
+ }
+ }
+ }
+ else
+ {
+ if ( fT >= 0.0f )
+ {
+ if ( fT <= fDet ) // region 5 (side)
+ {
+ if(fB1>=0.0f) fSqrDist = fC;
+ else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ else // region 4 (corner)
+ {
+ fTmp = fA01+fB0;
+ if ( fTmp < 0.0f )
+ {
+ if(-fTmp>=fA00) fSqrDist = fA00+fA11+fC+2.0f*(fB1+fTmp);
+ else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ if(fB1>=0.0f) fSqrDist = fC;
+ else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ }
+ }
+ else // region 6 (corner)
+ {
+ if ( fB0 < 0.0f )
+ {
+ if(-fB0>=fA00) fSqrDist = fA00+2.0f*fB0+fC;
+ else fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else
+ {
+ if(fB1>=0.0f) fSqrDist = fC;
+ else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
+ else fSqrDist = fB1*(-fB1/fA11)+fC;
+ }
+ }
+ }
+ }
+ else
+ {
+ // line segments are parallel
+ if ( fA01 > 0.0f )
+ {
+ // direction vectors form an obtuse angle
+ if ( fB0 >= 0.0f )
+ {
+ fSqrDist = fC;
+ }
+ else if ( -fB0 <= fA00 )
+ {
+ fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else
+ {
+ fB1 = -kDiff.Dot(rkSeg1Direction);
+ fTmp = fA00+fB0;
+ if ( -fTmp >= fA01 )
+ {
+ fSqrDist = fA00+fA11+fC+2.0f*(fA01+fB0+fB1);
+ }
+ else
+ {
+ fT = -fTmp/fA01;
+ fSqrDist = fA00+2.0f*fB0+fC+fT*(fA11*fT+2.0f*(fA01+fB1));
+ }
+ }
+ }
+ else
+ {
+ // direction vectors form an acute angle
+ if ( -fB0 >= fA00 )
+ {
+ fSqrDist = fA00+2.0f*fB0+fC;
+ }
+ else if ( fB0 <= 0.0f )
+ {
+ fSqrDist = fB0*(-fB0/fA00)+fC;
+ }
+ else
+ {
+ fB1 = -kDiff.Dot(rkSeg1Direction);
+ if ( fB0 >= -fA01 )
+ {
+ fSqrDist = fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ fT = -fB0/fA01;
+ fSqrDist = fC+fT*(2.0f*fB1+fA11*fT);
+ }
+ }
+ }
+ }
+ return fabsf(fSqrDist);
+}
+
+inline_ float OPC_SegmentRaySqrDist(const Segment& rkSeg0, const Ray& rkSeg1)
+{
+ return OPC_SegmentSegmentSqrDist(rkSeg0, Segment(rkSeg1.mOrig, rkSeg1.mOrig + rkSeg1.mDir));
+}
+
+static float OPC_SegmentTriangleSqrDist(const Segment& segment, const Point& p0, const Point& p1, const Point& p2)
+{
+ // Hook
+ const Point TriEdge0 = p1 - p0;
+ const Point TriEdge1 = p2 - p0;
+
+ const Point& rkSegOrigin = segment.GetOrigin();
+ Point rkSegDirection = segment.ComputeDirection();
+
+ Point kDiff = p0 - rkSegOrigin;
+ float fA00 = rkSegDirection.SquareMagnitude();
+ float fA01 = -rkSegDirection.Dot(TriEdge0);
+ float fA02 = -rkSegDirection.Dot(TriEdge1);
+ float fA11 = TriEdge0.SquareMagnitude();
+ float fA12 = TriEdge0.Dot(TriEdge1);
+ float fA22 = TriEdge1.Dot(TriEdge1);
+ float fB0 = -kDiff.Dot(rkSegDirection);
+ float fB1 = kDiff.Dot(TriEdge0);
+ float fB2 = kDiff.Dot(TriEdge1);
+ float fCof00 = fA11*fA22-fA12*fA12;
+ float fCof01 = fA02*fA12-fA01*fA22;
+ float fCof02 = fA01*fA12-fA02*fA11;
+ float fDet = fA00*fCof00+fA01*fCof01+fA02*fCof02;
+
+ Ray kTriSeg;
+ Point kPt;
+ float fSqrDist, fSqrDist0;
+
+ if(fabsf(fDet)>=gs_fTolerance)
+ {
+ float fCof11 = fA00*fA22-fA02*fA02;
+ float fCof12 = fA02*fA01-fA00*fA12;
+ float fCof22 = fA00*fA11-fA01*fA01;
+ float fInvDet = 1.0f/fDet;
+ float fRhs0 = -fB0*fInvDet;
+ float fRhs1 = -fB1*fInvDet;
+ float fRhs2 = -fB2*fInvDet;
+
+ float fR = fCof00*fRhs0+fCof01*fRhs1+fCof02*fRhs2;
+ float fS = fCof01*fRhs0+fCof11*fRhs1+fCof12*fRhs2;
+ float fT = fCof02*fRhs0+fCof12*fRhs1+fCof22*fRhs2;
+
+ if ( fR < 0.0f )
+ {
+ if ( fS+fT <= 1.0f )
+ {
+ if ( fS < 0.0f )
+ {
+ if ( fT < 0.0f ) // region 4m
+ {
+ // min on face s=0 or t=0 or r=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 3m
+ {
+ // min on face s=0 or r=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ }
+ else if ( fT < 0.0f ) // region 5m
+ {
+ // min on face t=0 or r=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 0m
+ {
+ // min on face r=0
+ fSqrDist = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ }
+ }
+ else
+ {
+ if ( fS < 0.0f ) // region 2m
+ {
+ // min on face s=0 or s+t=1 or r=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else if ( fT < 0.0f ) // region 6m
+ {
+ // min on face t=0 or s+t=1 or r=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 1m
+ {
+ // min on face s+t=1 or r=0
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ }
+ }
+ else if ( fR <= 1.0f )
+ {
+ if ( fS+fT <= 1.0f )
+ {
+ if ( fS < 0.0f )
+ {
+ if ( fT < 0.0f ) // region 4
+ {
+ // min on face s=0 or t=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 3
+ {
+ // min on face s=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ }
+ }
+ else if ( fT < 0.0f ) // region 5
+ {
+ // min on face t=0
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ }
+ else // region 0
+ {
+ // global minimum is interior, done
+ fSqrDist = fR*(fA00*fR+fA01*fS+fA02*fT+2.0f*fB0)
+ +fS*(fA01*fR+fA11*fS+fA12*fT+2.0f*fB1)
+ +fT*(fA02*fR+fA12*fS+fA22*fT+2.0f*fB2)
+ +kDiff.SquareMagnitude();
+ }
+ }
+ else
+ {
+ if ( fS < 0.0f ) // region 2
+ {
+ // min on face s=0 or s+t=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else if ( fT < 0.0f ) // region 6
+ {
+ // min on face t=0 or s+t=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 1
+ {
+ // min on face s+t=1
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ }
+ }
+ }
+ else // fR > 1
+ {
+ if ( fS+fT <= 1.0f )
+ {
+ if ( fS < 0.0f )
+ {
+ if ( fT < 0.0f ) // region 4p
+ {
+ // min on face s=0 or t=0 or r=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 3p
+ {
+ // min on face s=0 or r=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ }
+ else if ( fT < 0.0f ) // region 5p
+ {
+ // min on face t=0 or r=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 0p
+ {
+ // min face on r=1
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ }
+ }
+ else
+ {
+ if ( fS < 0.0f ) // region 2p
+ {
+ // min on face s=0 or s+t=1 or r=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else if ( fT < 0.0f ) // region 6p
+ {
+ // min on face t=0 or s+t=1 or r=1
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ else // region 1p
+ {
+ // min on face s+t=1 or r=1
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1-TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ }
+ }
+ }
+ else
+ {
+ // segment and triangle are parallel
+ kTriSeg.mOrig = p0;
+ kTriSeg.mDir = TriEdge0;
+ fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
+
+ kTriSeg.mDir = TriEdge1;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+
+ kTriSeg.mOrig = p1;
+ kTriSeg.mDir = TriEdge1 - TriEdge0;
+ fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+
+ fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+
+ kPt = rkSegOrigin+rkSegDirection;
+ fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
+ if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
+ }
+ return fabsf(fSqrDist);
+}
+
+inline_ BOOL LSSCollider::LSSTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ float s2 = OPC_SegmentTriangleSqrDist(mSeg, vert0, vert1, vert2);
+ if(s2<mRadius2) return TRUE;
+ return FALSE;
+}
diff --git a/Opcode/OPC_MeshInterface.cpp b/Opcode/OPC_MeshInterface.cpp
new file mode 100644
index 0000000..3a1d653
--- /dev/null
+++ b/Opcode/OPC_MeshInterface.cpp
@@ -0,0 +1,299 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a mesh interface.
+ * \file OPC_MeshInterface.cpp
+ * \author Pierre Terdiman
+ * \date November, 27, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have
+ * to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled
+ * the alternative.
+ *
+ * \class VertexPointers
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we
+ * try to support most of them.
+ *
+ * Basically you have two options:
+ * - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h.
+ * - else pointers.
+ *
+ * If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined.
+ *
+ *
+ * CALLBACKS:
+ *
+ * Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give
+ * access to three vertices at the end of the day. It's up to you to fetch them from your database, using
+ * whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16
+ * or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is
+ * called each time OPCODE needs access to a particular triangle, so there might be a slight overhead.
+ *
+ * To make things clear: geometry & topology are NOT stored in the collision system,
+ * in order to save some ram. So, when the system needs them to perform accurate intersection
+ * tests, you're requested to provide the triangle-vertices corresponding to a given face index.
+ *
+ * Ex:
+ *
+ * \code
+ * static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data)
+ * {
+ * // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
+ * Mesh* MyMesh = (Mesh*)user_data;
+ * // Get correct triangle in the app-controlled database
+ * const Triangle* Tri = MyMesh->GetTriangle(triangle_index);
+ * // Setup pointers to vertices for the collision system
+ * triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
+ * triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
+ * triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
+ * }
+ *
+ * // Setup callbacks
+ * MeshInterface0->SetCallback(ColCallback, udword(Mesh0));
+ * MeshInterface1->SetCallback(ColCallback, udword(Mesh1));
+ * \endcode
+ *
+ * Of course, you should make this callback as fast as possible. And you're also not supposed
+ * to modify the geometry *after* the collision trees have been built. The alternative was to
+ * store the geometry & topology in the collision system as well (as in RAPID) but we have found
+ * this approach to waste a lot of ram in many cases.
+ *
+ *
+ * POINTERS:
+ *
+ * If you're internally using the following canonical structures:
+ * - a vertex made of three 32-bits floating point values
+ * - a triangle made of three 32-bits integer vertex references
+ * ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly
+ * use provided pointers to access the topology and geometry, without using a callback. It might be faster,
+ * but probably not as safe. Pointers have been introduced in OPCODE 1.2.
+ *
+ * Ex:
+ *
+ * \code
+ * // Setup pointers
+ * MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts());
+ * MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts());
+ * \endcode
+ *
+ *
+ * STRIDES:
+ *
+ * If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates
+ * (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE
+ * doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase
+ * cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers !
+ *
+ *
+ * In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so
+ * choose what's best for your application. All of this has been wrapped into this MeshInterface.
+ *
+ * \class MeshInterface
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date November, 27, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+MeshInterface::MeshInterface() :
+#ifdef OPC_USE_CALLBACKS
+ mUserData (null),
+ mObjCallback (null),
+#else
+ mTris (null),
+ mVerts (null),
+ #ifdef OPC_USE_STRIDE
+ mTriStride (sizeof(IndexedTriangle)),
+ mVertexStride (sizeof(Point)),
+ #endif
+#endif
+ mNbTris (0),
+ mNbVerts (0)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+MeshInterface::~MeshInterface()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the mesh interface is valid, i.e. things have been setup correctly.
+ * \return true if valid
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::IsValid() const
+{
+ if(!mNbTris || !mNbVerts) return false;
+#ifdef OPC_USE_CALLBACKS
+ if(!mObjCallback) return false;
+#else
+ if(!mTris || !mVerts) return false;
+#endif
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the mesh itself is valid.
+ * Currently we only look for degenerate faces.
+ * \return number of degenerate faces
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword MeshInterface::CheckTopology() const
+{
+ // Check topology. If the model contains degenerate faces, collision report can be wrong in some cases.
+ // e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner
+ // you can try this: www.codercorner.com/Consolidation.zip
+
+ udword NbDegenerate = 0;
+
+ VertexPointers VP;
+
+ // Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for
+ // redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides).
+ for(udword i=0;i<mNbTris;i++)
+ {
+ GetTriangle(VP, i);
+
+ if( (VP.Vertex[0]==VP.Vertex[1])
+ || (VP.Vertex[1]==VP.Vertex[2])
+ || (VP.Vertex[2]==VP.Vertex[0])) NbDegenerate++;
+ }
+
+ return NbDegenerate;
+}
+
+#ifdef OPC_USE_CALLBACKS
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
+ * \param callback [in] user-defined callback
+ * \param user_data [in] user-defined data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetCallback(RequestCallback callback, void* user_data)
+{
+ if(!callback) return SetIceError("MeshInterface::SetCallback: callback pointer is null");
+
+ mObjCallback = callback;
+ mUserData = user_data;
+ return true;
+}
+#else
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
+ * \param tris [in] pointer to triangles
+ * \param verts [in] pointer to vertices
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetPointers(const IndexedTriangle* tris, const Point* verts)
+{
+ if(!tris || !verts) return SetIceError("MeshInterface::SetPointers: pointer is null", null);
+
+ mTris = tris;
+ mVerts = verts;
+ return true;
+}
+#ifdef OPC_USE_STRIDE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Strides control
+ * \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
+ * \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetStrides(udword tri_stride, udword vertex_stride)
+{
+ if(tri_stride<sizeof(IndexedTriangle)) return SetIceError("MeshInterface::SetStrides: invalid triangle stride", null);
+ if(vertex_stride<sizeof(Point)) return SetIceError("MeshInterface::SetStrides: invalid vertex stride", null);
+
+ mTriStride = tri_stride;
+ mVertexStride = vertex_stride;
+ return true;
+}
+#endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Remaps client's mesh according to a permutation.
+ * \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
+ * \param permutation [in] list of triangle indices
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::RemapClient(udword nb_indices, const udword* permutation) const
+{
+ // Checkings
+ if(!nb_indices || !permutation) return false;
+ if(nb_indices!=mNbTris) return false;
+
+#ifdef OPC_USE_CALLBACKS
+ // We can't really do that using callbacks
+ return false;
+#else
+ IndexedTriangle* Tmp = new IndexedTriangle[mNbTris];
+ CHECKALLOC(Tmp);
+
+ #ifdef OPC_USE_STRIDE
+ udword Stride = mTriStride;
+ #else
+ udword Stride = sizeof(IndexedTriangle);
+ #endif
+
+ for(udword i=0;i<mNbTris;i++)
+ {
+ const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
+ Tmp[i] = *T;
+ }
+
+ for(udword i=0;i<mNbTris;i++)
+ {
+ IndexedTriangle* T = (IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
+ *T = Tmp[permutation[i]];
+ }
+
+ DELETEARRAY(Tmp);
+#endif
+ return true;
+}
diff --git a/Opcode/OPC_MeshInterface.h b/Opcode/OPC_MeshInterface.h
new file mode 100644
index 0000000..1318f7a
--- /dev/null
+++ b/Opcode/OPC_MeshInterface.h
@@ -0,0 +1,182 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a mesh interface.
+ * \file OPC_MeshInterface.h
+ * \author Pierre Terdiman
+ * \date November, 27, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_MESHINTERFACE_H__
+#define __OPC_MESHINTERFACE_H__
+
+ struct VertexPointers
+ {
+ const Point* Vertex[3];
+
+ bool BackfaceCulling(const Point& source)
+ {
+ const Point& p0 = *Vertex[0];
+ const Point& p1 = *Vertex[1];
+ const Point& p2 = *Vertex[2];
+
+ // Compute normal direction
+ Point Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+ return (Normal | (source - p0)) >= 0.0f;
+ }
+ };
+
+#ifdef OPC_USE_CALLBACKS
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called by OPCODE to request vertices from the app.
+ * \param triangle_index [in] face index for which the system is requesting the vertices
+ * \param triangle [out] triangle's vertices (must be provided by the user)
+ * \param user_data [in] user-defined data from SetCallback()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef void (*RequestCallback) (udword triangle_index, VertexPointers& triangle, void* user_data);
+#endif
+
+ class OPCODE_API MeshInterface
+ {
+ public:
+ // Constructor / Destructor
+ MeshInterface();
+ ~MeshInterface();
+ // Common settings
+ inline_ udword GetNbTriangles() const { return mNbTris; }
+ inline_ udword GetNbVertices() const { return mNbVerts; }
+ inline_ void SetNbTriangles(udword nb) { mNbTris = nb; }
+ inline_ void SetNbVertices(udword nb) { mNbVerts = nb; }
+
+#ifdef OPC_USE_CALLBACKS
+ // Callback settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
+ * \param callback [in] user-defined callback
+ * \param user_data [in] user-defined data
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetCallback(RequestCallback callback, void* user_data);
+ inline_ void* GetUserData() const { return mUserData; }
+ inline_ RequestCallback GetCallback() const { return mObjCallback; }
+#else
+ // Pointers settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
+ * \param tris [in] pointer to triangles
+ * \param verts [in] pointer to vertices
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetPointers(const IndexedTriangle* tris, const Point* verts);
+ inline_ const IndexedTriangle* GetTris() const { return mTris; }
+ inline_ const Point* GetVerts() const { return mVerts; }
+
+ #ifdef OPC_USE_STRIDE
+ // Strides settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Strides control
+ * \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
+ * \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetStrides(udword tri_stride=sizeof(IndexedTriangle), udword vertex_stride=sizeof(Point));
+ inline_ udword GetTriStride() const { return mTriStride; }
+ inline_ udword GetVertexStride() const { return mVertexStride; }
+ #endif
+#endif
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Fetches a triangle given a triangle index.
+ * \param vp [out] required triangle's vertex pointers
+ * \param index [in] triangle index
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void GetTriangle(VertexPointers& vp, udword index) const
+ {
+#ifdef OPC_USE_CALLBACKS
+ (mObjCallback)(index, vp, mUserData);
+#else
+ #ifdef OPC_USE_STRIDE
+ const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
+ vp.Vertex[0] = (const Point*)(((ubyte*)mVerts) + T->mVRef[0] * mVertexStride);
+ vp.Vertex[1] = (const Point*)(((ubyte*)mVerts) + T->mVRef[1] * mVertexStride);
+ vp.Vertex[2] = (const Point*)(((ubyte*)mVerts) + T->mVRef[2] * mVertexStride);
+ #else
+ const IndexedTriangle* T = &mTris[index];
+ vp.Vertex[0] = &mVerts[T->mVRef[0]];
+ vp.Vertex[1] = &mVerts[T->mVRef[1]];
+ vp.Vertex[2] = &mVerts[T->mVRef[2]];
+ #endif
+#endif
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Remaps client's mesh according to a permutation.
+ * \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
+ * \param permutation [in] list of triangle indices
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool RemapClient(udword nb_indices, const udword* permutation) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the mesh interface is valid, i.e. things have been setup correctly.
+ * \return true if valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool IsValid() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the mesh itself is valid.
+ * Currently we only look for degenerate faces.
+ * \return number of degenerate faces
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ udword CheckTopology() const;
+ private:
+
+ udword mNbTris; //!< Number of triangles in the input model
+ udword mNbVerts; //!< Number of vertices in the input model
+#ifdef OPC_USE_CALLBACKS
+ // User callback
+ void* mUserData; //!< User-defined data sent to callback
+ RequestCallback mObjCallback; //!< Object callback
+#else
+ // User pointers
+ const IndexedTriangle* mTris; //!< Array of indexed triangles
+ const Point* mVerts; //!< Array of vertices
+ #ifdef OPC_USE_STRIDE
+ udword mTriStride; //!< Possible triangle stride in bytes [Opcode 1.3]
+ udword mVertexStride; //!< Possible vertex stride in bytes [Opcode 1.3]
+ #endif
+#endif
+ };
+
+#endif //__OPC_MESHINTERFACE_H__ \ No newline at end of file
diff --git a/Opcode/OPC_Model.cpp b/Opcode/OPC_Model.cpp
new file mode 100644
index 0000000..0616c4d
--- /dev/null
+++ b/Opcode/OPC_Model.cpp
@@ -0,0 +1,222 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for OPCODE models.
+ * \file OPC_Model.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * The main collision wrapper, for all trees. Supported trees are:
+ * - Normal trees (2*N-1 nodes, full size)
+ * - No-leaf trees (N-1 nodes, full size)
+ * - Quantized trees (2*N-1 nodes, half size)
+ * - Quantized no-leaf trees (N-1 nodes, half size)
+ *
+ * Usage:
+ *
+ * 1) Create a static mesh interface using callbacks or pointers. (see OPC_MeshInterface.cpp).
+ * Keep it around in your app, since a pointer to this interface is saved internally and
+ * used until you release the collision structures.
+ *
+ * 2) Build a Model using a creation structure:
+ *
+ * \code
+ * Model Sample;
+ *
+ * OPCODECREATE OPCC;
+ * OPCC.IMesh = ...;
+ * OPCC.Rules = ...;
+ * OPCC.NoLeaf = ...;
+ * OPCC.Quantized = ...;
+ * OPCC.KeepOriginal = ...;
+ * bool Status = Sample.Build(OPCC);
+ * \endcode
+ *
+ * 3) Create a tree collider and set it up:
+ *
+ * \code
+ * AABBTreeCollider TC;
+ * TC.SetFirstContact(...);
+ * TC.SetFullBoxBoxTest(...);
+ * TC.SetFullPrimBoxTest(...);
+ * TC.SetTemporalCoherence(...);
+ * \endcode
+ *
+ * 4) Perform a collision query
+ *
+ * \code
+ * // Setup cache
+ * static BVTCache ColCache;
+ * ColCache.Model0 = &Model0;
+ * ColCache.Model1 = &Model1;
+ *
+ * // Collision query
+ * bool IsOk = TC.Collide(ColCache, World0, World1);
+ *
+ * // Get collision status => if true, objects overlap
+ * BOOL Status = TC.GetContactStatus();
+ *
+ * // Number of colliding pairs and list of pairs
+ * udword NbPairs = TC.GetNbPairs();
+ * const Pair* p = TC.GetPairs()
+ * \endcode
+ *
+ * 5) Stats
+ *
+ * \code
+ * Model0.GetUsedBytes() = number of bytes used for this collision tree
+ * TC.GetNbBVBVTests() = number of BV-BV overlap tests performed during last query
+ * TC.GetNbPrimPrimTests() = number of Triangle-Triangle overlap tests performed during last query
+ * TC.GetNbBVPrimTests() = number of Triangle-BV overlap tests performed during last query
+ * \endcode
+ *
+ * \class Model
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::Model()
+{
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ mHull = null;
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::~Model()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases the model.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Model::Release()
+{
+ ReleaseBase();
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ DELETESINGLE(mHull);
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Model::Build(const OPCODECREATE& create)
+{
+ // 1) Checkings
+ if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
+
+ // For this model, we only support complete trees
+ if(create.mSettings.mLimit!=1) return SetIceError("OPCODE WARNING: supports complete trees only! Use mLimit = 1.\n", null);
+
+ // Look for degenerate faces.
+ udword NbDegenerate = create.mIMesh->CheckTopology();
+ if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
+ // We continue nonetheless....
+
+ Release(); // Make sure previous tree has been discarded [Opcode 1.3, thanks Adam]
+
+ // 1-1) Setup mesh interface automatically [Opcode 1.3]
+ SetMeshInterface(create.mIMesh);
+
+ // Special case for 1-triangle meshes [Opcode 1.3]
+ udword NbTris = create.mIMesh->GetNbTriangles();
+ if(NbTris==1)
+ {
+ // We don't need to actually create a tree here, since we'll only have a single triangle to deal with anyway.
+ // It's a waste to use a "model" for this but at least it will work.
+ mModelCode |= OPC_SINGLE_NODE;
+ return true;
+ }
+
+ // 2) Build a generic AABB Tree.
+ mSource = new AABBTree;
+ CHECKALLOC(mSource);
+
+ // 2-1) Setup a builder. Our primitives here are triangles from input mesh,
+ // so we use an AABBTreeOfTrianglesBuilder.....
+ {
+ AABBTreeOfTrianglesBuilder TB;
+ TB.mIMesh = create.mIMesh;
+ TB.mSettings = create.mSettings;
+ TB.mNbPrimitives = NbTris;
+ if(!mSource->Build(&TB)) return false;
+ }
+
+ // 3) Create an optimized tree according to user-settings
+ if(!CreateTree(create.mNoLeaf, create.mQuantized)) return false;
+
+ // 3-2) Create optimized tree
+ if(!mTree->Build(mSource)) return false;
+
+ // 3-3) Delete generic tree if needed
+ if(!create.mKeepOriginal) DELETESINGLE(mSource);
+
+#ifdef __MESHMERIZER_H__
+ // 4) Convex hull
+ if(create.mCollisionHull)
+ {
+ // Create hull
+ mHull = new CollisionHull;
+ CHECKALLOC(mHull);
+
+ CONVEXHULLCREATE CHC;
+ // ### doesn't work with strides
+ CHC.NbVerts = create.mIMesh->GetNbVertices();
+ CHC.Vertices = create.mIMesh->GetVerts();
+ CHC.UnifyNormals = true;
+ CHC.ReduceVertices = true;
+ CHC.WordFaces = false;
+ mHull->Compute(CHC);
+ }
+#endif // __MESHMERIZER_H__
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword Model::GetUsedBytes() const
+{
+ if(!mTree) return 0;
+ return mTree->GetUsedBytes();
+}
diff --git a/Opcode/OPC_Model.h b/Opcode/OPC_Model.h
new file mode 100644
index 0000000..1d7e1e4
--- /dev/null
+++ b/Opcode/OPC_Model.h
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for OPCODE models.
+ * \file OPC_Model.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_MODEL_H__
+#define __OPC_MODEL_H__
+
+ class OPCODE_API Model : public BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ Model();
+ virtual ~Model();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Build(const OPCODECREATE& create);
+
+#ifdef __MESHMERIZER_H__
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the collision hull.
+ * \return the collision hull if it exists
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const CollisionHull* GetHull() const { return mHull; }
+#endif // __MESHMERIZER_H__
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) udword GetUsedBytes() const;
+
+ private:
+#ifdef __MESHMERIZER_H__
+ CollisionHull* mHull; //!< Possible convex hull
+#endif // __MESHMERIZER_H__
+ // Internal methods
+ void Release();
+ };
+
+#endif //__OPC_MODEL_H__ \ No newline at end of file
diff --git a/Opcode/OPC_OBBCollider.cpp b/Opcode/OPC_OBBCollider.cpp
new file mode 100644
index 0000000..a784339
--- /dev/null
+++ b/Opcode/OPC_OBBCollider.cpp
@@ -0,0 +1,767 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an OBB collider.
+ * \file OPC_OBBCollider.cpp
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an OBB-vs-tree collider.
+ *
+ * \class OBBCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date January, 1st, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! OBB-triangle test
+#define OBB_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ /* Transform them in a common space */ \
+ TransformPoint(mLeafVerts[0], *VP.Vertex[0], mRModelToBox, mTModelToBox); \
+ TransformPoint(mLeafVerts[1], *VP.Vertex[1], mRModelToBox, mTModelToBox); \
+ TransformPoint(mLeafVerts[2], *VP.Vertex[2], mRModelToBox, mTModelToBox); \
+ /* Perform triangle-box overlap test */ \
+ if(TriBoxOverlap()) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OBBCollider::OBBCollider() : mFullBoxBoxTest(true)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OBBCollider::~OBBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* OBBCollider::ValidateSettings()
+{
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+
+ return VolumeCollider::ValidateSettings();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision OBB in local space
+ * \param model [in] Opcode model to collide with
+ * \param worldb [in] OBB's 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 OBBCollider::Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb, const Matrix4x4* worldm)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box, worldb, 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] a box cache
+ * \param box [in] obb in local space
+ * \param worldb [in] obb's 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 OBBCollider::InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb, const Matrix4x4* worldm)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Compute obb in world space
+ mBoxExtents = box.mExtents;
+
+ Matrix4x4 WorldB;
+
+ if(worldb)
+ {
+ WorldB = Matrix4x4( box.mRot * Matrix3x3(*worldb) );
+ WorldB.SetTrans(box.mCenter * *worldb);
+ }
+ else
+ {
+ WorldB = box.mRot;
+ WorldB.SetTrans(box.mCenter);
+ }
+
+ // Setup matrices
+ Matrix4x4 InvWorldB;
+ InvertPRMatrix(InvWorldB, WorldB);
+
+ if(worldm)
+ {
+ Matrix4x4 InvWorldM;
+ InvertPRMatrix(InvWorldM, *worldm);
+
+ Matrix4x4 WorldBtoM = WorldB * InvWorldM;
+ Matrix4x4 WorldMtoB = *worldm * InvWorldB;
+
+ mRModelToBox = WorldMtoB; WorldMtoB.GetTrans(mTModelToBox);
+ mRBoxToModel = WorldBtoM; WorldBtoM.GetTrans(mTBoxToModel);
+ }
+ else
+ {
+ mRModelToBox = InvWorldB; InvWorldB.GetTrans(mTModelToBox);
+ mRBoxToModel = WorldB; WorldB.GetTrans(mTBoxToModel);
+ }
+
+ // 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 box (and set contact status if needed)
+ OBB_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 box (and set contact status if needed)
+ OBB_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
+ {
+ // ### rewrite this
+ OBB TestBox(mTBoxToModel, mBoxExtents, mRBoxToModel);
+
+ // We're interested in all contacts =>test the new real box N(ew) against the previous fat box P(revious):
+ if(IsCacheValid(cache) && TestBox.IsInside(cache.FatBox))
+ {
+ // - 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 box so that coherence will work for subsequent frames
+ TestBox.mExtents *= cache.FatCoeff;
+ mBoxExtents *= cache.FatCoeff;
+
+ // Update cache with query data (signature for cached faces)
+ cache.FatBox = TestBox;
+ }
+ }
+ }
+ else
+ {
+ // Here we don't use temporal coherence => do a normal query
+ mTouchedPrimitives->Reset();
+ }
+
+ // Now we can precompute box-box data
+
+ // Precompute absolute box-to-model rotation matrix
+ for(udword i=0;i<3;i++)
+ {
+ for(udword j=0;j<3;j++)
+ {
+ // Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
+ mAR.m[i][j] = 1e-6f + fabsf(mRBoxToModel.m[i][j]);
+ }
+ }
+
+ // Precompute bounds for box-in-box test
+ mB0 = mBoxExtents - mTModelToBox;
+ mB1 = - mBoxExtents - mTModelToBox;
+
+ // Precompute box-box data - Courtesy of Erwin de Vries
+ mBBx1 = mBoxExtents.x*mAR.m[0][0] + mBoxExtents.y*mAR.m[1][0] + mBoxExtents.z*mAR.m[2][0];
+ mBBy1 = mBoxExtents.x*mAR.m[0][1] + mBoxExtents.y*mAR.m[1][1] + mBoxExtents.z*mAR.m[2][1];
+ mBBz1 = mBoxExtents.x*mAR.m[0][2] + mBoxExtents.y*mAR.m[1][2] + mBoxExtents.z*mAR.m[2][2];
+
+ mBB_1 = mBoxExtents.y*mAR.m[2][0] + mBoxExtents.z*mAR.m[1][0];
+ mBB_2 = mBoxExtents.x*mAR.m[2][0] + mBoxExtents.z*mAR.m[0][0];
+ mBB_3 = mBoxExtents.x*mAR.m[1][0] + mBoxExtents.y*mAR.m[0][0];
+ mBB_4 = mBoxExtents.y*mAR.m[2][1] + mBoxExtents.z*mAR.m[1][1];
+ mBB_5 = mBoxExtents.x*mAR.m[2][1] + mBoxExtents.z*mAR.m[0][1];
+ mBB_6 = mBoxExtents.x*mAR.m[1][1] + mBoxExtents.y*mAR.m[0][1];
+ mBB_7 = mBoxExtents.y*mAR.m[2][2] + mBoxExtents.z*mAR.m[1][2];
+ mBB_8 = mBoxExtents.x*mAR.m[2][2] + mBoxExtents.z*mAR.m[0][2];
+ mBB_9 = mBoxExtents.x*mAR.m[1][2] + mBoxExtents.y*mAR.m[0][2];
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the OBB 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 OBB contains the whole box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL OBBCollider::OBBContainsBox(const Point& bc, const Point& be)
+{
+ // I assume if all 8 box vertices are inside the OBB, so does the whole box.
+ // Sounds ok but maybe there's a better way?
+/*
+#define TEST_PT(a,b,c) \
+ p.x=a; p.y=b; p.z=c; p+=bc; \
+ f = p.x * mRModelToBox.m[0][0] + p.y * mRModelToBox.m[1][0] + p.z * mRModelToBox.m[2][0]; if(f>mB0.x || f<mB1.x) return FALSE;\
+ f = p.x * mRModelToBox.m[0][1] + p.y * mRModelToBox.m[1][1] + p.z * mRModelToBox.m[2][1]; if(f>mB0.y || f<mB1.y) return FALSE;\
+ f = p.x * mRModelToBox.m[0][2] + p.y * mRModelToBox.m[1][2] + p.z * mRModelToBox.m[2][2]; if(f>mB0.z || f<mB1.z) return FALSE;
+
+ Point p;
+ float f;
+
+ TEST_PT(be.x, be.y, be.z)
+ TEST_PT(-be.x, be.y, be.z)
+ TEST_PT(be.x, -be.y, be.z)
+ TEST_PT(-be.x, -be.y, be.z)
+ TEST_PT(be.x, be.y, -be.z)
+ TEST_PT(-be.x, be.y, -be.z)
+ TEST_PT(be.x, -be.y, -be.z)
+ TEST_PT(-be.x, -be.y, -be.z)
+
+ return TRUE;
+*/
+
+ // Yes there is:
+ // - compute model-box's AABB in OBB space
+ // - test AABB-in-AABB
+ float NCx = bc.x * mRModelToBox.m[0][0] + bc.y * mRModelToBox.m[1][0] + bc.z * mRModelToBox.m[2][0];
+ float NEx = fabsf(mRModelToBox.m[0][0] * be.x) + fabsf(mRModelToBox.m[1][0] * be.y) + fabsf(mRModelToBox.m[2][0] * be.z);
+
+ if(mB0.x < NCx+NEx) return FALSE;
+ if(mB1.x > NCx-NEx) return FALSE;
+
+ float NCy = bc.x * mRModelToBox.m[0][1] + bc.y * mRModelToBox.m[1][1] + bc.z * mRModelToBox.m[2][1];
+ float NEy = fabsf(mRModelToBox.m[0][1] * be.x) + fabsf(mRModelToBox.m[1][1] * be.y) + fabsf(mRModelToBox.m[2][1] * be.z);
+
+ if(mB0.y < NCy+NEy) return FALSE;
+ if(mB1.y > NCy-NEy) return FALSE;
+
+ float NCz = bc.x * mRModelToBox.m[0][2] + bc.y * mRModelToBox.m[1][2] + bc.z * mRModelToBox.m[2][2];
+ float NEz = fabsf(mRModelToBox.m[0][2] * be.x) + fabsf(mRModelToBox.m[1][2] * be.y) + fabsf(mRModelToBox.m[2][2] * be.z);
+
+ if(mB0.z < NCz+NEz) return FALSE;
+ if(mB1.z > NCz-NEz) return FALSE;
+
+ return TRUE;
+}
+
+#define TEST_BOX_IN_OBB(center, extents) \
+ if(OBBContainsBox(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 OBBCollider::_Collide(const AABBCollisionNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->IsLeaf())
+ {
+ OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_Collide(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(Center, Extents)
+
+ if(node->IsLeaf())
+ {
+ OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_Collide(const AABBNoLeafNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_Collide(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(Center, Extents)
+
+ if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(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());
+}
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridOBBCollider::HybridOBBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridOBBCollider::~HybridOBBCollider()
+{
+}
+
+bool HybridOBBCollider::Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb, 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, box, worldb, 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++)
+ {
+ OBB_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++;
+ OBB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ OBB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OPC_OBBCollider.h b/Opcode/OPC_OBBCollider.h
new file mode 100644
index 0000000..b5c1de2
--- /dev/null
+++ b/Opcode/OPC_OBBCollider.h
@@ -0,0 +1,142 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an OBB collider.
+ * \file OPC_OBBCollider.h
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_OBBCOLLIDER_H__
+#define __OPC_OBBCOLLIDER_H__
+
+ struct OPCODE_API OBBCache : VolumeCache
+ {
+ OBBCache() : FatCoeff(1.1f)
+ {
+ FatBox.mCenter.Zero();
+ FatBox.mExtents.Zero();
+ FatBox.mRot.Identity();
+ }
+
+ // Cached faces signature
+ OBB FatBox; //!< Box used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< extents multiplier used to create a fat box
+ };
+
+ class OPCODE_API OBBCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ OBBCollider();
+ virtual ~OBBCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision OBB in local space
+ * \param model [in] Opcode model to collide with
+ * \param worldb [in] OBB's 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 Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: select between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Precomputed data
+ Matrix3x3 mAR; //!< Absolute rotation matrix
+ Matrix3x3 mRModelToBox; //!< Rotation from model space to obb space
+ Matrix3x3 mRBoxToModel; //!< Rotation from obb space to model space
+ Point mTModelToBox; //!< Translation from model space to obb space
+ Point mTBoxToModel; //!< Translation from obb space to model space
+
+ Point mBoxExtents;
+ Point mB0; //!< - mTModelToBox + mBoxExtents
+ Point mB1; //!< - mTModelToBox - mBoxExtents
+
+ float mBBx1;
+ float mBBy1;
+ float mBBz1;
+
+ float mBB_1;
+ float mBB_2;
+ float mBB_3;
+ float mBB_4;
+ float mBB_5;
+ float mBB_6;
+ float mBB_7;
+ float mBB_8;
+ float mBB_9;
+
+ // Leaf description
+ Point mLeafVerts[3]; //!< Triangle vertices
+ // Settings
+ bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL OBBContainsBox(const Point& bc, const Point& be);
+ inline_ BOOL BoxBoxOverlap(const Point& extents, const Point& center);
+ inline_ BOOL TriBoxOverlap();
+ // Init methods
+ BOOL InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+ };
+
+ class OPCODE_API HybridOBBCollider : public OBBCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridOBBCollider();
+ virtual ~HybridOBBCollider();
+
+ bool Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_OBBCOLLIDER_H__
diff --git a/Opcode/OPC_OptimizedTree.cpp b/Opcode/OPC_OptimizedTree.cpp
new file mode 100644
index 0000000..aed4f64
--- /dev/null
+++ b/Opcode/OPC_OptimizedTree.cpp
@@ -0,0 +1,782 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for optimized trees. Implements 4 trees:
+ * - normal
+ * - no leaf
+ * - quantized
+ * - no leaf / quantized
+ *
+ * \file OPC_OptimizedTree.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A standard AABB tree.
+ *
+ * \class AABBCollisionTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A no-leaf AABB tree.
+ *
+ * \class AABBNoLeafTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized AABB tree.
+ *
+ * \class AABBQuantizedTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized no-leaf AABB tree.
+ *
+ * \class AABBQuantizedNoLeafTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+//! Compilation flag:
+//! - true to fix quantized boxes (i.e. make sure they enclose the original ones)
+//! - false to see the effects of quantization errors (faster, but wrong results in some cases)
+static bool gFixQuantized = true;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds an implicit tree from a standard one. An implicit tree is a complete tree (2*N-1 nodes) whose negative
+ * box pointers and primitive pointers have been made implicit, hence packing 3 pointers in one.
+ *
+ * Layout for implicit trees:
+ * Node:
+ * - box
+ * - data (32-bits value)
+ *
+ * if data's LSB = 1 => remaining bits are a primitive pointer
+ * else remaining bits are a P-node pointer, and N = P + 1
+ *
+ * \relates AABBCollisionNode
+ * \fn _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+ * \param linear [in] base address of destination nodes
+ * \param box_id [in] index of destination node
+ * \param current_id [in] current running index
+ * \param current_node [in] current node from input tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+static void _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+{
+ // Current node from input tree is "current_node". Must be flattened into "linear[boxid]".
+
+ // Store the AABB
+ current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
+ current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
+ // Store remaining info
+ if(current_node->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(current_node->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = current_node->GetPrimitives()[0];
+ // Setup box data as the primitive index, marked as leaf
+ linear[box_id].mData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // To make the negative one implicit, we must store P and N in successive order
+ udword PosID = current_id++; // Get a new id for positive child
+ udword NegID = current_id++; // Get a new id for negative child
+ // Setup box data as the forthcoming new P pointer
+ linear[box_id].mData = (udword)&linear[PosID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mData&1));
+ // Recurse with new IDs
+ _BuildCollisionTree(linear, PosID, current_id, current_node->GetPos());
+ _BuildCollisionTree(linear, NegID, current_id, current_node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a "no-leaf" tree from a standard one. This is a tree whose leaf nodes have been removed.
+ *
+ * Layout for no-leaf trees:
+ *
+ * Node:
+ * - box
+ * - P pointer => a node (LSB=0) or a primitive (LSB=1)
+ * - N pointer => a node (LSB=0) or a primitive (LSB=1)
+ *
+ * \relates AABBNoLeafNode
+ * \fn _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+ * \param linear [in] base address of destination nodes
+ * \param box_id [in] index of destination node
+ * \param current_id [in] current running index
+ * \param current_node [in] current node from input tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+static void _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+{
+ const AABBTreeNode* P = current_node->GetPos();
+ const AABBTreeNode* N = current_node->GetNeg();
+ // Leaf nodes here?!
+ ASSERT(P);
+ ASSERT(N);
+ // Internal node => keep the box
+ current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
+ current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
+
+ if(P->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(P->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = P->GetPrimitives()[0];
+ // Setup prev box data as the primitive index, marked as leaf
+ linear[box_id].mPosData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // Get a new id for positive child
+ udword PosID = current_id++;
+ // Setup box data
+ linear[box_id].mPosData = (udword)&linear[PosID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mPosData&1));
+ // Recurse
+ _BuildNoLeafTree(linear, PosID, current_id, P);
+ }
+
+ if(N->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(N->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = N->GetPrimitives()[0];
+ // Setup prev box data as the primitive index, marked as leaf
+ linear[box_id].mNegData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // Get a new id for negative child
+ udword NegID = current_id++;
+ // Setup box data
+ linear[box_id].mNegData = (udword)&linear[NegID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mNegData&1));
+ // Recurse
+ _BuildNoLeafTree(linear, NegID, current_id, N);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollisionTree::AABBCollisionTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollisionTree::~AABBCollisionTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ if(mNbNodes!=NbNodes) // Same number of nodes => keep moving
+ {
+ mNbNodes = NbNodes;
+ DELETEARRAY(mNodes);
+ mNodes = new AABBCollisionNode[mNbNodes];
+ CHECKALLOC(mNodes);
+ }
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildCollisionTree(mNodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since AABBCollisionTrees have twice as more nodes to refit as AABBNoLeafTrees!");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBCollisionNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->IsLeaf())
+ {
+ _Walk(current_node->GetPos(), callback, user_data);
+ _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBNoLeafTree::AABBNoLeafTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBNoLeafTree::~AABBNoLeafTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ if(mNbNodes!=NbTriangles-1) // Same number of nodes => keep moving
+ {
+ mNbNodes = NbTriangles-1;
+ DELETEARRAY(mNodes);
+ mNodes = new AABBNoLeafNode[mNbNodes];
+ CHECKALLOC(mNodes);
+ }
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildNoLeafTree(mNodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ return true;
+}
+
+inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp)
+{
+ // Compute triangle's AABB = a leaf box
+#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
+ min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+ max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+
+ min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+ max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+
+ min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+ max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+#else
+ min = *vp.Vertex[0];
+ max = *vp.Vertex[0];
+ min.Min(*vp.Vertex[1]);
+ max.Max(*vp.Vertex[1]);
+ min.Min(*vp.Vertex[2]);
+ max.Max(*vp.Vertex[2]);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Refit(const MeshInterface* mesh_interface)
+{
+ // Checkings
+ if(!mesh_interface) return false;
+
+ // Bottom-up update
+ VertexPointers VP;
+ Point Min,Max;
+ Point Min_,Max_;
+ udword Index = mNbNodes;
+ while(Index--)
+ {
+ AABBNoLeafNode& Current = mNodes[Index];
+
+ if(Current.HasPosLeaf())
+ {
+ mesh_interface->GetTriangle(VP, Current.GetPosPrimitive());
+ ComputeMinMax(Min, Max, VP);
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
+ CurrentBox.GetMin(Min);
+ CurrentBox.GetMax(Max);
+ }
+
+ if(Current.HasNegLeaf())
+ {
+ mesh_interface->GetTriangle(VP, Current.GetNegPrimitive());
+ ComputeMinMax(Min_, Max_, VP);
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
+ CurrentBox.GetMin(Min_);
+ CurrentBox.GetMax(Max_);
+ }
+#ifdef OPC_USE_FCOMI
+ Min.x = FCMin2(Min.x, Min_.x);
+ Max.x = FCMax2(Max.x, Max_.x);
+ Min.y = FCMin2(Min.y, Min_.y);
+ Max.y = FCMax2(Max.y, Max_.y);
+ Min.z = FCMin2(Min.z, Min_.z);
+ Max.z = FCMax2(Max.z, Max_.z);
+#else
+ Min.Min(Min_);
+ Max.Max(Max_);
+#endif
+ Current.mAABB.SetMinMax(Min, Max);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
+ if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+// Quantization notes:
+// - We could use the highest bits of mData to store some more quantized bits. Dequantization code
+// would be slightly more complex, but number of overlap tests would be reduced (and anyhow those
+// bits are currently wasted). Of course it's not possible if we move to 16 bits mData.
+// - Something like "16 bits floats" could be tested, to bypass the int-to-float conversion.
+// - A dedicated BV-BV test could be used, dequantizing while testing for overlap. (i.e. it's some
+// lazy-dequantization which may save some work in case of early exits). At the very least some
+// muls could be saved by precomputing several more matrices. But maybe not worth the pain.
+// - Do we need to dequantize anyway? Not doing the extents-related muls only implies the box has
+// been scaled, for example.
+// - The deeper we move into the hierarchy, the smaller the extents should be. May not need a fixed
+// number of quantization bits. Even better, could probably be best delta-encoded.
+
+
+// Find max values. Some people asked why I wasn't simply using the first node. Well, I can't.
+// I'm not looking for (min, max) values like in a standard AABB, I'm looking for the extremal
+// centers/extents in order to quantize them. The first node would only give a single center and
+// a single extents. While extents would be the biggest, the center wouldn't.
+#define FIND_MAX_VALUES \
+ /* Get max values */ \
+ Point CMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
+ Point EMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
+ for(udword i=0;i<mNbNodes;i++) \
+ { \
+ if(fabsf(Nodes[i].mAABB.mCenter.x)>CMax.x) CMax.x = fabsf(Nodes[i].mAABB.mCenter.x); \
+ if(fabsf(Nodes[i].mAABB.mCenter.y)>CMax.y) CMax.y = fabsf(Nodes[i].mAABB.mCenter.y); \
+ if(fabsf(Nodes[i].mAABB.mCenter.z)>CMax.z) CMax.z = fabsf(Nodes[i].mAABB.mCenter.z); \
+ if(fabsf(Nodes[i].mAABB.mExtents.x)>EMax.x) EMax.x = fabsf(Nodes[i].mAABB.mExtents.x); \
+ if(fabsf(Nodes[i].mAABB.mExtents.y)>EMax.y) EMax.y = fabsf(Nodes[i].mAABB.mExtents.y); \
+ if(fabsf(Nodes[i].mAABB.mExtents.z)>EMax.z) EMax.z = fabsf(Nodes[i].mAABB.mExtents.z); \
+ }
+
+#define INIT_QUANTIZATION \
+ udword nbc=15; /* Keep one bit for sign */ \
+ udword nbe=15; /* Keep one bit for fix */ \
+ if(!gFixQuantized) nbe++; \
+ \
+ /* Compute quantization coeffs */ \
+ Point CQuantCoeff, EQuantCoeff; \
+ CQuantCoeff.x = CMax.x!=0.0f ? float((1<<nbc)-1)/CMax.x : 0.0f; \
+ CQuantCoeff.y = CMax.y!=0.0f ? float((1<<nbc)-1)/CMax.y : 0.0f; \
+ CQuantCoeff.z = CMax.z!=0.0f ? float((1<<nbc)-1)/CMax.z : 0.0f; \
+ EQuantCoeff.x = EMax.x!=0.0f ? float((1<<nbe)-1)/EMax.x : 0.0f; \
+ EQuantCoeff.y = EMax.y!=0.0f ? float((1<<nbe)-1)/EMax.y : 0.0f; \
+ EQuantCoeff.z = EMax.z!=0.0f ? float((1<<nbe)-1)/EMax.z : 0.0f; \
+ /* Compute and save dequantization coeffs */ \
+ mCenterCoeff.x = CQuantCoeff.x!=0.0f ? 1.0f / CQuantCoeff.x : 0.0f; \
+ mCenterCoeff.y = CQuantCoeff.y!=0.0f ? 1.0f / CQuantCoeff.y : 0.0f; \
+ mCenterCoeff.z = CQuantCoeff.z!=0.0f ? 1.0f / CQuantCoeff.z : 0.0f; \
+ mExtentsCoeff.x = EQuantCoeff.x!=0.0f ? 1.0f / EQuantCoeff.x : 0.0f; \
+ mExtentsCoeff.y = EQuantCoeff.y!=0.0f ? 1.0f / EQuantCoeff.y : 0.0f; \
+ mExtentsCoeff.z = EQuantCoeff.z!=0.0f ? 1.0f / EQuantCoeff.z : 0.0f; \
+
+#define PERFORM_QUANTIZATION \
+ /* Quantize */ \
+ mNodes[i].mAABB.mCenter[0] = sword(Nodes[i].mAABB.mCenter.x * CQuantCoeff.x); \
+ mNodes[i].mAABB.mCenter[1] = sword(Nodes[i].mAABB.mCenter.y * CQuantCoeff.y); \
+ mNodes[i].mAABB.mCenter[2] = sword(Nodes[i].mAABB.mCenter.z * CQuantCoeff.z); \
+ mNodes[i].mAABB.mExtents[0] = uword(Nodes[i].mAABB.mExtents.x * EQuantCoeff.x); \
+ mNodes[i].mAABB.mExtents[1] = uword(Nodes[i].mAABB.mExtents.y * EQuantCoeff.y); \
+ mNodes[i].mAABB.mExtents[2] = uword(Nodes[i].mAABB.mExtents.z * EQuantCoeff.z); \
+ /* Fix quantized boxes */ \
+ if(gFixQuantized) \
+ { \
+ /* Make sure the quantized box is still valid */ \
+ Point Max = Nodes[i].mAABB.mCenter + Nodes[i].mAABB.mExtents; \
+ Point Min = Nodes[i].mAABB.mCenter - Nodes[i].mAABB.mExtents; \
+ /* For each axis */ \
+ for(udword j=0;j<3;j++) \
+ { /* Dequantize the box center */ \
+ float qc = float(mNodes[i].mAABB.mCenter[j]) * mCenterCoeff[j]; \
+ bool FixMe=true; \
+ do \
+ { /* Dequantize the box extent */ \
+ float qe = float(mNodes[i].mAABB.mExtents[j]) * mExtentsCoeff[j]; \
+ /* Compare real & dequantized values */ \
+ if(qc+qe<Max[j] || qc-qe>Min[j]) mNodes[i].mAABB.mExtents[j]++; \
+ else FixMe=false; \
+ /* Prevent wrapping */ \
+ if(!mNodes[i].mAABB.mExtents[j]) \
+ { \
+ mNodes[i].mAABB.mExtents[j]=0xffff; \
+ FixMe=false; \
+ } \
+ }while(FixMe); \
+ } \
+ }
+
+#define REMAP_DATA(member) \
+ /* Fix data */ \
+ Data = Nodes[i].member; \
+ if(!(Data&1)) \
+ { \
+ /* Compute box number */ \
+ udword Nb = (Data - udword(Nodes))/Nodes[i].GetNodeSize(); \
+ Data = udword(&mNodes[Nb]); \
+ } \
+ /* ...remapped */ \
+ mNodes[i].member = Data;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedTree::AABBQuantizedTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedTree::~AABBQuantizedTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ mNbNodes = NbNodes;
+ DELETEARRAY(mNodes);
+ AABBCollisionNode* Nodes = new AABBCollisionNode[mNbNodes];
+ CHECKALLOC(Nodes);
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildCollisionTree(Nodes, 0, CurID, tree);
+
+ // Quantize
+ {
+ mNodes = new AABBQuantizedNode[mNbNodes];
+ CHECKALLOC(mNodes);
+
+ // Get max values
+ FIND_MAX_VALUES
+
+ // Quantization
+ INIT_QUANTIZATION
+
+ // Quantize
+ udword Data;
+ for(udword i=0;i<mNbNodes;i++)
+ {
+ PERFORM_QUANTIZATION
+ REMAP_DATA(mData)
+ }
+
+ DELETEARRAY(Nodes);
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since requantizing is painful !");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBQuantizedNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->IsLeaf())
+ {
+ _Walk(current_node->GetPos(), callback, user_data);
+ _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedNoLeafTree::AABBQuantizedNoLeafTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedNoLeafTree::~AABBQuantizedNoLeafTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ mNbNodes = NbTriangles-1;
+ DELETEARRAY(mNodes);
+ AABBNoLeafNode* Nodes = new AABBNoLeafNode[mNbNodes];
+ CHECKALLOC(Nodes);
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildNoLeafTree(Nodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ // Quantize
+ {
+ mNodes = new AABBQuantizedNoLeafNode[mNbNodes];
+ CHECKALLOC(mNodes);
+
+ // Get max values
+ FIND_MAX_VALUES
+
+ // Quantization
+ INIT_QUANTIZATION
+
+ // Quantize
+ udword Data;
+ for(udword i=0;i<mNbNodes;i++)
+ {
+ PERFORM_QUANTIZATION
+ REMAP_DATA(mPosData)
+ REMAP_DATA(mNegData)
+ }
+
+ DELETEARRAY(Nodes);
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since requantizing is painful !");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBQuantizedNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
+ if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
diff --git a/Opcode/OPC_OptimizedTree.h b/Opcode/OPC_OptimizedTree.h
new file mode 100644
index 0000000..7bfe06f
--- /dev/null
+++ b/Opcode/OPC_OptimizedTree.h
@@ -0,0 +1,206 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for optimized trees.
+ * \file OPC_OptimizedTree.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_OPTIMIZEDTREE_H__
+#define __OPC_OPTIMIZEDTREE_H__
+
+ //! Common interface for a node of an implicit tree
+ #define IMPLEMENT_IMPLICIT_NODE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ inline_ base_class() : mData(0) {} \
+ inline_ ~base_class() {} \
+ /* Leaf test */ \
+ inline_ BOOL IsLeaf() const { return mData&1; } \
+ /* Data access */ \
+ inline_ const base_class* GetPos() const { return (base_class*)mData; } \
+ inline_ const base_class* GetNeg() const { return ((base_class*)mData)+1; } \
+ inline_ udword GetPrimitive() const { return (mData>>1); } \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ \
+ volume mAABB; \
+ udword mData;
+
+ //! Common interface for a node of a no-leaf tree
+ #define IMPLEMENT_NOLEAF_NODE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ inline_ base_class() : mPosData(0), mNegData(0) {} \
+ inline_ ~base_class() {} \
+ /* Leaf tests */ \
+ inline_ BOOL HasPosLeaf() const { return mPosData&1; } \
+ inline_ BOOL HasNegLeaf() const { return mNegData&1; } \
+ /* Data access */ \
+ inline_ const base_class* GetPos() const { return (base_class*)mPosData; } \
+ inline_ const base_class* GetNeg() const { return (base_class*)mNegData; } \
+ inline_ udword GetPosPrimitive() const { return (mPosData>>1); } \
+ inline_ udword GetNegPrimitive() const { return (mNegData>>1); } \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ \
+ volume mAABB; \
+ udword mPosData; \
+ udword mNegData;
+
+ class OPCODE_API AABBCollisionNode
+ {
+ IMPLEMENT_IMPLICIT_NODE(AABBCollisionNode, CollisionAABB)
+
+ inline_ float GetVolume() const { return mAABB.mExtents.x * mAABB.mExtents.y * mAABB.mExtents.z; }
+ inline_ float GetSize() const { return mAABB.mExtents.SquareMagnitude(); }
+ inline_ udword GetRadius() const
+ {
+ udword* Bits = (udword*)&mAABB.mExtents.x;
+ udword Max = Bits[0];
+ if(Bits[1]>Max) Max = Bits[1];
+ if(Bits[2]>Max) Max = Bits[2];
+ return Max;
+ }
+
+ // NB: using the square-magnitude or the true volume of the box, seems to yield better results
+ // (assuming UNC-like informed traversal methods). I borrowed this idea from PQP. The usual "size"
+ // otherwise, is the largest box extent. In SOLID that extent is computed on-the-fly each time it's
+ // needed (the best approach IMHO). In RAPID the rotation matrix is permuted so that Extent[0] is
+ // always the greatest, which saves looking for it at runtime. On the other hand, it yields matrices
+ // whose determinant is not 1, i.e. you can't encode them anymore as unit quaternions. Not a very
+ // good strategy.
+ };
+
+ class OPCODE_API AABBQuantizedNode
+ {
+ IMPLEMENT_IMPLICIT_NODE(AABBQuantizedNode, QuantizedAABB)
+
+ inline_ uword GetSize() const
+ {
+ const uword* Bits = mAABB.mExtents;
+ uword Max = Bits[0];
+ if(Bits[1]>Max) Max = Bits[1];
+ if(Bits[2]>Max) Max = Bits[2];
+ return Max;
+ }
+ // NB: for quantized nodes I don't feel like computing a square-magnitude with integers all
+ // over the place.......!
+ };
+
+ class OPCODE_API AABBNoLeafNode
+ {
+ IMPLEMENT_NOLEAF_NODE(AABBNoLeafNode, CollisionAABB)
+ };
+
+ class OPCODE_API AABBQuantizedNoLeafNode
+ {
+ IMPLEMENT_NOLEAF_NODE(AABBQuantizedNoLeafNode, QuantizedAABB)
+ };
+
+ //! Common interface for a collision tree
+ #define IMPLEMENT_COLLISION_TREE(base_class, node) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ virtual ~base_class(); \
+ /* Builds from a standard tree */ \
+ override(AABBOptimizedTree) bool Build(AABBTree* tree); \
+ /* Refits the tree */ \
+ override(AABBOptimizedTree) bool Refit(const MeshInterface* mesh_interface); \
+ /* Walks the tree */ \
+ override(AABBOptimizedTree) bool Walk(GenericWalkingCallback callback, void* user_data) const; \
+ /* Data access */ \
+ inline_ const node* GetNodes() const { return mNodes; } \
+ /* Stats */ \
+ override(AABBOptimizedTree) udword GetUsedBytes() const { return mNbNodes*sizeof(node); } \
+ private: \
+ node* mNodes;
+
+ typedef bool (*GenericWalkingCallback) (const void* current, void* user_data);
+
+ class OPCODE_API AABBOptimizedTree
+ {
+ public:
+ // Constructor / Destructor
+ AABBOptimizedTree() :
+ mNbNodes (0)
+ {}
+ virtual ~AABBOptimizedTree() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Build(AABBTree* tree) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Refit(const MeshInterface* mesh_interface) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Walk(GenericWalkingCallback callback, void* user_data) const = 0;
+
+ // Data access
+ virtual udword GetUsedBytes() const = 0;
+ inline_ udword GetNbNodes() const { return mNbNodes; }
+
+ protected:
+ udword mNbNodes;
+ };
+
+ class OPCODE_API AABBCollisionTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBCollisionTree, AABBCollisionNode)
+ };
+
+ class OPCODE_API AABBNoLeafTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBNoLeafTree, AABBNoLeafNode)
+ };
+
+ class OPCODE_API AABBQuantizedTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBQuantizedTree, AABBQuantizedNode)
+
+ public:
+ Point mCenterCoeff;
+ Point mExtentsCoeff;
+ };
+
+ class OPCODE_API AABBQuantizedNoLeafTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBQuantizedNoLeafTree, AABBQuantizedNoLeafNode)
+
+ public:
+ Point mCenterCoeff;
+ Point mExtentsCoeff;
+ };
+
+#endif // __OPC_OPTIMIZEDTREE_H__
diff --git a/Opcode/OPC_Picking.cpp b/Opcode/OPC_Picking.cpp
new file mode 100644
index 0000000..1d6319f
--- /dev/null
+++ b/Opcode/OPC_Picking.cpp
@@ -0,0 +1,182 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code to perform "picking".
+ * \file OPC_Picking.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#ifdef OPC_RAYHIT_CALLBACK
+
+/*
+ Possible RayCollider usages:
+ - boolean query (shadow feeler)
+ - closest hit
+ - all hits
+ - number of intersection (boolean)
+
+*/
+
+bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts)
+{
+ struct Local
+ {
+ static void AllContacts(const CollisionFace& hit, void* user_data)
+ {
+ CollisionFaces* CF = (CollisionFaces*)user_data;
+ CF->AddFace(hit);
+ }
+ };
+
+ collider.SetFirstContact(false);
+ collider.SetHitCallback(Local::AllContacts);
+ collider.SetUserData(&contacts);
+ return true;
+}
+
+bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact)
+{
+ struct Local
+ {
+ static void ClosestContact(const CollisionFace& hit, void* user_data)
+ {
+ CollisionFace* CF = (CollisionFace*)user_data;
+ if(hit.mDistance<CF->mDistance) *CF = hit;
+ }
+ };
+
+ collider.SetFirstContact(false);
+ collider.SetHitCallback(Local::ClosestContact);
+ collider.SetUserData(&closest_contact);
+ closest_contact.mDistance = MAX_FLOAT;
+ return true;
+}
+
+bool Opcode::SetupShadowFeeler(RayCollider& collider)
+{
+ collider.SetFirstContact(true);
+ collider.SetHitCallback(null);
+ return true;
+}
+
+bool Opcode::SetupInOutTest(RayCollider& collider)
+{
+ collider.SetFirstContact(false);
+ collider.SetHitCallback(null);
+ // Results with collider.GetNbIntersections()
+ return true;
+}
+
+bool Opcode::Picking(
+CollisionFace& picked_face,
+const Ray& world_ray, const Model& model, const Matrix4x4* world,
+float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data)
+{
+ struct Local
+ {
+ struct CullData
+ {
+ CollisionFace* Closest;
+ float MinLimit;
+ CullModeCallback Callback;
+ void* UserData;
+ Point ViewPoint;
+ const MeshInterface* IMesh;
+ };
+
+ // Called for each stabbed face
+ static void RenderCullingCallback(const CollisionFace& hit, void* user_data)
+ {
+ CullData* Data = (CullData*)user_data;
+
+ // Discard face if we already have a closer hit
+ if(hit.mDistance>=Data->Closest->mDistance) return;
+
+ // Discard face if hit point is smaller than min limit. This mainly happens when the face is in front
+ // of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an
+ // object that he may not even be able to see, which is very annoying.
+ if(hit.mDistance<=Data->MinLimit) return;
+
+ // This is the index of currently stabbed triangle.
+ udword StabbedFaceIndex = hit.mFaceID;
+
+ // We may keep it or not, depending on backface culling
+ bool KeepIt = true;
+
+ // Catch *render* cull mode for this face
+ CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData);
+
+ if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles
+ {
+ // Compute backface culling for current face
+
+ VertexPointers VP;
+ Data->IMesh->GetTriangle(VP, StabbedFaceIndex);
+ if(VP.BackfaceCulling(Data->ViewPoint))
+ {
+ if(CM==CULLMODE_CW) KeepIt = false;
+ }
+ else
+ {
+ if(CM==CULLMODE_CCW) KeepIt = false;
+ }
+ }
+
+ if(KeepIt) *Data->Closest = hit;
+ }
+ };
+
+ RayCollider RC;
+ RC.SetMaxDist(max_dist);
+ RC.SetTemporalCoherence(false);
+ RC.SetCulling(false); // We need all faces since some of them can be double-sided
+ RC.SetFirstContact(false);
+ RC.SetHitCallback(Local::RenderCullingCallback);
+
+ picked_face.mFaceID = INVALID_ID;
+ picked_face.mDistance = MAX_FLOAT;
+ picked_face.mU = 0.0f;
+ picked_face.mV = 0.0f;
+
+ Local::CullData Data;
+ Data.Closest = &picked_face;
+ Data.MinLimit = min_dist;
+ Data.Callback = callback;
+ Data.UserData = user_data;
+ Data.ViewPoint = view_point;
+ Data.IMesh = model.GetMeshInterface();
+
+ if(world)
+ {
+ // Get matrices
+ Matrix4x4 InvWorld;
+ InvertPRMatrix(InvWorld, *world);
+
+ // Compute camera position in mesh space
+ Data.ViewPoint *= InvWorld;
+ }
+
+ RC.SetUserData(&Data);
+ if(RC.Collide(world_ray, model, world))
+ {
+ return picked_face.mFaceID!=INVALID_ID;
+ }
+ return false;
+}
+
+#endif
diff --git a/Opcode/OPC_Picking.h b/Opcode/OPC_Picking.h
new file mode 100644
index 0000000..74a87b2
--- /dev/null
+++ b/Opcode/OPC_Picking.h
@@ -0,0 +1,45 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code to perform "picking".
+ * \file OPC_Picking.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_PICKING_H__
+#define __OPC_PICKING_H__
+
+#ifdef OPC_RAYHIT_CALLBACK
+
+ enum CullMode
+ {
+ CULLMODE_NONE = 0,
+ CULLMODE_CW = 1,
+ CULLMODE_CCW = 2
+ };
+
+ typedef CullMode (*CullModeCallback)(udword triangle_index, void* user_data);
+
+ OPCODE_API bool SetupAllHits (RayCollider& collider, CollisionFaces& contacts);
+ OPCODE_API bool SetupClosestHit (RayCollider& collider, CollisionFace& closest_contact);
+ OPCODE_API bool SetupShadowFeeler (RayCollider& collider);
+ OPCODE_API bool SetupInOutTest (RayCollider& collider);
+
+ OPCODE_API bool Picking(
+ CollisionFace& picked_face,
+ const Ray& world_ray, const Model& model, const Matrix4x4* world,
+ float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data);
+#endif
+
+#endif //__OPC_PICKING_H__ \ No newline at end of file
diff --git a/Opcode/OPC_PlanesAABBOverlap.h b/Opcode/OPC_PlanesAABBOverlap.h
new file mode 100644
index 0000000..010b82f
--- /dev/null
+++ b/Opcode/OPC_PlanesAABBOverlap.h
@@ -0,0 +1,50 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Planes-AABB overlap test.
+ * - original code by Ville Miettinen, from Umbra/dPVS (released on the GD-Algorithms mailing list)
+ * - almost used "as-is", I even left the comments (hence the frustum-related notes)
+ *
+ * \param center [in] box center
+ * \param extents [in] box extents
+ * \param out_clip_mask [out] bitmask for active planes
+ * \param in_clip_mask [in] bitmask for active planes
+ * \return TRUE if boxes overlap planes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL PlanesCollider::PlanesAABBOverlap(const Point& center, const Point& extents, udword& out_clip_mask, udword in_clip_mask)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ const Plane* p = mPlanes;
+
+ // Evaluate through all active frustum planes. We determine the relation
+ // between the AABB and a plane by using the concept of "near" and "far"
+ // vertices originally described by Zhang (and later by Möller). Our
+ // variant here uses 3 fabs ops, 6 muls, 7 adds and two floating point
+ // comparisons per plane. The routine early-exits if the AABB is found
+ // to be outside any of the planes. The loop also constructs a new output
+ // clip mask. Most FPUs have a native single-cycle fabsf() operation.
+
+ udword Mask = 1; // current mask index (1,2,4,8,..)
+ udword TmpOutClipMask = 0; // initialize output clip mask into empty.
+
+ while(Mask<=in_clip_mask) // keep looping while we have active planes left...
+ {
+ if(in_clip_mask & Mask) // if clip plane is active, process it..
+ {
+ float NP = extents.x*fabsf(p->n.x) + extents.y*fabsf(p->n.y) + extents.z*fabsf(p->n.z); // ### fabsf could be precomputed
+ float MP = center.x*p->n.x + center.y*p->n.y + center.z*p->n.z + p->d;
+
+ if(NP < MP) // near vertex behind the clip plane...
+ return FALSE; // .. so there is no intersection..
+ if((-NP) < MP) // near and far vertices on different sides of plane..
+ TmpOutClipMask |= Mask; // .. so update the clip mask...
+ }
+ Mask+=Mask; // mk = (1<<plane)
+ p++; // advance to next plane
+ }
+
+ out_clip_mask = TmpOutClipMask; // copy output value (temp used to resolve aliasing!)
+ return TRUE; // indicate that AABB intersects frustum
+}
diff --git a/Opcode/OPC_PlanesCollider.cpp b/Opcode/OPC_PlanesCollider.cpp
new file mode 100644
index 0000000..89b507c
--- /dev/null
+++ b/Opcode/OPC_PlanesCollider.cpp
@@ -0,0 +1,653 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a planes collider.
+ * \file OPC_PlanesCollider.cpp
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a Planes-vs-tree collider.
+ *
+ * \class PlanesCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date January, 1st, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_PlanesAABBOverlap.h"
+#include "OPC_PlanesTriOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! Planes-triangle test
+#define PLANES_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ mIMesh->GetTriangle(mVP, prim_index); \
+ /* Perform triangle-box overlap test */ \
+ if(PlanesTriOverlap(clip_mask)) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+PlanesCollider::PlanesCollider() :
+ mPlanes (null),
+ mNbPlanes (0)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+PlanesCollider::~PlanesCollider()
+{
+ DELETEARRAY(mPlanes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* PlanesCollider::ValidateSettings()
+{
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+
+ return VolumeCollider::ValidateSettings();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a planes cache
+ * \param planes [in] list of planes in world space
+ * \param nb_planes [in] number of planes
+ * \param model [in] Opcode model to collide with
+ * \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 PlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const Model& model, const Matrix4x4* worldm)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, planes, nb_planes, worldm)) return true;
+
+ udword PlaneMask = (1<<nb_planes)-1;
+
+ 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(), PlaneMask);
+ else _Collide(Tree->GetNodes(), PlaneMask);
+ }
+ else
+ {
+ const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
+
+ // Perform collision query
+ if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
+ else _Collide(Tree->GetNodes(), PlaneMask);
+ }
+ }
+ 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(), PlaneMask);
+ else _Collide(Tree->GetNodes(), PlaneMask);
+ }
+ else
+ {
+ const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
+
+ // Perform collision query
+ if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
+ else _Collide(Tree->GetNodes(), PlaneMask);
+ }
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes a collision query :
+ * - reset stats & contact status
+ * - compute planes in model space
+ * - check temporal coherence
+ *
+ * \param cache [in/out] a planes cache
+ * \param planes [in] list of planes
+ * \param nb_planes [in] number of planes
+ * \param worldm [in] model's world matrix, or null
+ * \return TRUE if we can return immediately
+ * \warning SCALE NOT SUPPORTED. The matrix must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL PlanesCollider::InitQuery(PlanesCache& cache, const Plane* planes, udword nb_planes, const Matrix4x4* worldm)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Compute planes in model space
+ if(nb_planes>mNbPlanes)
+ {
+ DELETEARRAY(mPlanes);
+ mPlanes = new Plane[nb_planes];
+ }
+ mNbPlanes = nb_planes;
+
+ if(worldm)
+ {
+ Matrix4x4 InvWorldM;
+ InvertPRMatrix(InvWorldM, *worldm);
+
+// for(udword i=0;i<nb_planes;i++) mPlanes[i] = planes[i] * InvWorldM;
+ for(udword i=0;i<nb_planes;i++) TransformPlane(mPlanes[i], planes[i], InvWorldM);
+ }
+ else CopyMemory(mPlanes, planes, nb_planes*sizeof(Plane));
+
+ // 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 planes (and set contact status if needed)
+ udword clip_mask = (1<<mNbPlanes)-1;
+ PLANES_PRIM(udword(0), OPC_CONTACT)
+
+ // Return immediately regardless of status
+ return TRUE;
+ }
+ }
+
+ // 4) 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 planes (and set contact status if needed)
+ udword clip_mask = (1<<mNbPlanes)-1;
+ PLANES_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 mTouchedPrimitives->Reset();
+ }
+ else
+ {
+ // Here we don't use temporal coherence => do a normal query
+ mTouchedPrimitives->Reset();
+ }
+
+ return FALSE;
+}
+
+#define TEST_CLIP_MASK \
+ /* If the box is completely included, so are its children. We don't need to do extra tests, we */ \
+ /* can immediately output a list of visible children. Those ones won't need to be clipped. */ \
+ if(!OutClipMask) \
+ { \
+ /* Set contact status */ \
+ mFlags |= OPC_CONTACT; \
+ _Dump(node); \
+ return; \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_Collide(const AABBCollisionNode* node, udword clip_mask)
+{
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->IsLeaf())
+ {
+ PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _Collide(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ _Collide(node->GetNeg(), OutClipMask);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node, udword clip_mask)
+{
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->IsLeaf())
+ {
+ SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_Collide(const AABBQuantizedNode* node, udword clip_mask)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->IsLeaf())
+ {
+ PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _Collide(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ _Collide(node->GetNeg(), OutClipMask);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node, udword clip_mask)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->IsLeaf())
+ {
+ SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_Collide(const AABBNoLeafNode* node, udword clip_mask)
+{
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetNeg(), OutClipMask);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node, udword clip_mask)
+{
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
+ else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_Collide(const AABBQuantizedNoLeafNode* node, udword clip_mask)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetNeg(), OutClipMask);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node, udword clip_mask)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
+ udword OutClipMask;
+ if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
+
+ TEST_CLIP_MASK
+
+ // Else the box straddles one or several planes, so we need to recurse down the tree.
+ if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
+ else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
+}
+
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridPlanesCollider::HybridPlanesCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridPlanesCollider::~HybridPlanesCollider()
+{
+}
+
+bool HybridPlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const HybridModel& model, 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, planes, nb_planes, 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
+ udword clip_mask = (1<<mNbPlanes)-1;
+ for(udword i=0;i<Nb;i++)
+ {
+ PLANES_PRIM(i, OPC_CONTACT)
+ }
+ return true;
+ }
+
+ // Override destination array since we're only going to get leaf boxes here
+ mTouchedBoxes.Reset();
+ mTouchedPrimitives = &mTouchedBoxes;
+
+ udword PlaneMask = (1<<nb_planes)-1;
+
+ // 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(), PlaneMask);
+ }
+ else
+ {
+ const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
+
+ // Perform collision query - we don't want primitive tests here!
+ _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
+ }
+ }
+ 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(), PlaneMask);
+ }
+ else
+ {
+ const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
+
+ // Perform collision query - we don't want primitive tests here!
+ _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
+ }
+ }
+
+ // 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
+ udword clip_mask = (1<<mNbPlanes)-1;
+ 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++;
+ PLANES_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ PLANES_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OPC_PlanesCollider.h b/Opcode/OPC_PlanesCollider.h
new file mode 100644
index 0000000..8ac63e8
--- /dev/null
+++ b/Opcode/OPC_PlanesCollider.h
@@ -0,0 +1,121 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a planes collider.
+ * \file OPC_PlanesCollider.h
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_PLANESCOLLIDER_H__
+#define __OPC_PLANESCOLLIDER_H__
+
+ struct OPCODE_API PlanesCache : VolumeCache
+ {
+ PlanesCache()
+ {
+ }
+ };
+
+ class OPCODE_API PlanesCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ PlanesCollider();
+ virtual ~PlanesCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a planes cache
+ * \param planes [in] list of planes in world space
+ * \param nb_planes [in] number of planes
+ * \param model [in] Opcode model to collide with
+ * \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 Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const Model& model, const Matrix4x4* worldm=null);
+
+ // Mutant box-with-planes collision queries
+ inline_ bool Collide(PlanesCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null)
+ {
+ Plane PL[6];
+
+ if(worldb)
+ {
+ // Create a new OBB in world space
+ OBB WorldBox;
+ box.Rotate(*worldb, WorldBox);
+ // Compute planes from the sides of the box
+ WorldBox.ComputePlanes(PL);
+ }
+ else
+ {
+ // Compute planes from the sides of the box
+ box.ComputePlanes(PL);
+ }
+
+ // Collide with box planes
+ return Collide(cache, PL, 6, model, worldm);
+ }
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Planes in model space
+ udword mNbPlanes;
+ Plane* mPlanes;
+ // Leaf description
+ VertexPointers mVP;
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node, udword clip_mask);
+ void _Collide(const AABBNoLeafNode* node, udword clip_mask);
+ void _Collide(const AABBQuantizedNode* node, udword clip_mask);
+ void _Collide(const AABBQuantizedNoLeafNode* node, udword clip_mask);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node, udword clip_mask);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node, udword clip_mask);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node, udword clip_mask);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node, udword clip_mask);
+ // Overlap tests
+ inline_ BOOL PlanesAABBOverlap(const Point& center, const Point& extents, udword& out_clip_mask, udword in_clip_mask);
+ inline_ BOOL PlanesTriOverlap(udword in_clip_mask);
+ // Init methods
+ BOOL InitQuery(PlanesCache& cache, const Plane* planes, udword nb_planes, const Matrix4x4* worldm=null);
+ };
+
+ class OPCODE_API HybridPlanesCollider : public PlanesCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridPlanesCollider();
+ virtual ~HybridPlanesCollider();
+
+ bool Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const HybridModel& model, const Matrix4x4* worldm=null);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_PLANESCOLLIDER_H__
diff --git a/Opcode/OPC_PlanesTriOverlap.h b/Opcode/OPC_PlanesTriOverlap.h
new file mode 100644
index 0000000..7667cbc
--- /dev/null
+++ b/Opcode/OPC_PlanesTriOverlap.h
@@ -0,0 +1,40 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Planes-triangle overlap test.
+ * \param in_clip_mask [in] bitmask for active planes
+ * \return TRUE if triangle overlap planes
+ * \warning THIS IS A CONSERVATIVE TEST !! Some triangles will be returned as intersecting, while they're not!
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL PlanesCollider::PlanesTriOverlap(udword in_clip_mask)
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ const Plane* p = mPlanes;
+ udword Mask = 1;
+
+ while(Mask<=in_clip_mask)
+ {
+ if(in_clip_mask & Mask)
+ {
+ float d0 = p->Distance(*mVP.Vertex[0]);
+ float d1 = p->Distance(*mVP.Vertex[1]);
+ float d2 = p->Distance(*mVP.Vertex[2]);
+ if(d0>0.0f && d1>0.0f && d2>0.0f) return FALSE;
+// if(!(IR(d0)&SIGN_BITMASK) && !(IR(d1)&SIGN_BITMASK) && !(IR(d2)&SIGN_BITMASK)) return FALSE;
+ }
+ Mask+=Mask;
+ p++;
+ }
+/*
+ for(udword i=0;i<6;i++)
+ {
+ float d0 = p[i].Distance(mLeafVerts[0]);
+ float d1 = p[i].Distance(mLeafVerts[1]);
+ float d2 = p[i].Distance(mLeafVerts[2]);
+ if(d0>0.0f && d1>0.0f && d2>0.0f) return false;
+ }
+*/
+ return TRUE;
+}
diff --git a/Opcode/OPC_RayAABBOverlap.h b/Opcode/OPC_RayAABBOverlap.h
new file mode 100644
index 0000000..4330652
--- /dev/null
+++ b/Opcode/OPC_RayAABBOverlap.h
@@ -0,0 +1,63 @@
+// Opcode 1.1: ray-AABB overlap tests based on Woo's code
+// Opcode 1.2: ray-AABB overlap tests based on the separating axis theorem
+//
+// The point of intersection is not computed anymore. The distance to impact is not needed anymore
+// since we now have two different queries for segments or rays.
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a segment-AABB overlap test using the separating axis theorem. Segment is cached within the class.
+ * \param center [in] AABB center
+ * \param extents [in] AABB extents
+ * \return true on overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::SegmentAABBOverlap(const Point& center, const Point& extents)
+{
+ // Stats
+ mNbRayBVTests++;
+
+ float Dx = mData2.x - center.x; if(fabsf(Dx) > extents.x + mFDir.x) return FALSE;
+ float Dy = mData2.y - center.y; if(fabsf(Dy) > extents.y + mFDir.y) return FALSE;
+ float Dz = mData2.z - center.z; if(fabsf(Dz) > extents.z + mFDir.z) return FALSE;
+
+ float f;
+ f = mData.y * Dz - mData.z * Dy; if(fabsf(f) > extents.y*mFDir.z + extents.z*mFDir.y) return FALSE;
+ f = mData.z * Dx - mData.x * Dz; if(fabsf(f) > extents.x*mFDir.z + extents.z*mFDir.x) return FALSE;
+ f = mData.x * Dy - mData.y * Dx; if(fabsf(f) > extents.x*mFDir.y + extents.y*mFDir.x) return FALSE;
+
+ return TRUE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a ray-AABB overlap test using the separating axis theorem. Ray is cached within the class.
+ * \param center [in] AABB center
+ * \param extents [in] AABB extents
+ * \return true on overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::RayAABBOverlap(const Point& center, const Point& extents)
+{
+ // Stats
+ mNbRayBVTests++;
+
+// float Dx = mOrigin.x - center.x; if(fabsf(Dx) > extents.x && Dx*mDir.x>=0.0f) return FALSE;
+// float Dy = mOrigin.y - center.y; if(fabsf(Dy) > extents.y && Dy*mDir.y>=0.0f) return FALSE;
+// float Dz = mOrigin.z - center.z; if(fabsf(Dz) > extents.z && Dz*mDir.z>=0.0f) return FALSE;
+
+ float Dx = mOrigin.x - center.x; if(GREATER(Dx, extents.x) && Dx*mDir.x>=0.0f) return FALSE;
+ float Dy = mOrigin.y - center.y; if(GREATER(Dy, extents.y) && Dy*mDir.y>=0.0f) return FALSE;
+ float Dz = mOrigin.z - center.z; if(GREATER(Dz, extents.z) && Dz*mDir.z>=0.0f) return FALSE;
+
+// float Dx = mOrigin.x - center.x; if(GREATER(Dx, extents.x) && ((SIR(Dx)-1)^SIR(mDir.x))>=0.0f) return FALSE;
+// float Dy = mOrigin.y - center.y; if(GREATER(Dy, extents.y) && ((SIR(Dy)-1)^SIR(mDir.y))>=0.0f) return FALSE;
+// float Dz = mOrigin.z - center.z; if(GREATER(Dz, extents.z) && ((SIR(Dz)-1)^SIR(mDir.z))>=0.0f) return FALSE;
+
+ float f;
+ f = mDir.y * Dz - mDir.z * Dy; if(fabsf(f) > extents.y*mFDir.z + extents.z*mFDir.y) return FALSE;
+ f = mDir.z * Dx - mDir.x * Dz; if(fabsf(f) > extents.x*mFDir.z + extents.z*mFDir.x) return FALSE;
+ f = mDir.x * Dy - mDir.y * Dx; if(fabsf(f) > extents.x*mFDir.y + extents.y*mFDir.x) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/OPC_RayCollider.cpp b/Opcode/OPC_RayCollider.cpp
new file mode 100644
index 0000000..92c5a9b
--- /dev/null
+++ b/Opcode/OPC_RayCollider.cpp
@@ -0,0 +1,762 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a ray collider.
+ * \file OPC_RayCollider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a ray-vs-tree collider.
+ * This class performs a stabbing query on an AABB tree, i.e. does a ray-mesh collision.
+ *
+ * HIGHER DISTANCE BOUND:
+ *
+ * If P0 and P1 are two 3D points, let's define:
+ * - d = distance between P0 and P1
+ * - Origin = P0
+ * - Direction = (P1 - P0) / d = normalized direction vector
+ * - A parameter t such as a point P on the line (P0,P1) is P = Origin + t * Direction
+ * - t = 0 --> P = P0
+ * - t = d --> P = P1
+ *
+ * Then we can define a general "ray" as:
+ *
+ * struct Ray
+ * {
+ * Point Origin;
+ * Point Direction;
+ * };
+ *
+ * But it actually maps three different things:
+ * - a segment, when 0 <= t <= d
+ * - a half-line, when 0 <= t < +infinity, or -infinity < t <= d
+ * - a line, when -infinity < t < +infinity
+ *
+ * In Opcode, we support segment queries, which yield half-line queries by setting d = +infinity.
+ * We don't support line-queries. If you need them, shift the origin along the ray by an appropriate margin.
+ *
+ * In short, the lower bound is always 0, and you can setup the higher bound "d" with RayCollider::SetMaxDist().
+ *
+ * Query |segment |half-line |line
+ * --------|-------------------|---------------|----------------
+ * Usages |-shadow feelers |-raytracing |-
+ * |-sweep tests |-in/out tests |
+ *
+ * FIRST CONTACT:
+ *
+ * - You can setup "first contact" mode or "all contacts" mode with RayCollider::SetFirstContact().
+ * - In "first contact" mode we return as soon as the ray hits one face. If can be useful e.g. for shadow feelers, where
+ * you want to know whether the path to the light is free or not (a boolean answer is enough).
+ * - In "all contacts" mode we return all faces hit by the ray.
+ *
+ * TEMPORAL COHERENCE:
+ *
+ * - You can enable or disable temporal coherence with RayCollider::SetTemporalCoherence().
+ * - It currently only works in "first contact" mode.
+ * - If temporal coherence is enabled, the previously hit triangle is cached during the first query. Then, next queries
+ * start by colliding the ray against the cached triangle. If they still collide, we return immediately.
+ *
+ * CLOSEST HIT:
+ *
+ * - You can enable or disable "closest hit" with RayCollider::SetClosestHit().
+ * - It currently only works in "all contacts" mode.
+ * - If closest hit is enabled, faces are sorted by distance on-the-fly and the closest one only is reported.
+ *
+ * BACKFACE CULLING:
+ *
+ * - You can enable or disable backface culling with RayCollider::SetCulling().
+ * - If culling is enabled, ray will not hit back faces (only front faces).
+ *
+ *
+ *
+ * \class RayCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class describes a face hit by a ray or segment.
+ * This is a particular class dedicated to stabbing queries.
+ *
+ * \class CollisionFace
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class is a dedicated collection of CollisionFace.
+ *
+ * \class CollisionFaces
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_RayAABBOverlap.h"
+#include "OPC_RayTriOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ mNbIntersections++; \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ /* In any case the contact has been found and recorded in mStabbedFace */ \
+ mStabbedFace.mFaceID = prim_index;
+
+#ifdef OPC_RAYHIT_CALLBACK
+
+ #define HANDLE_CONTACT(prim_index, flag) \
+ SET_CONTACT(prim_index, flag) \
+ \
+ if(mHitCallback) (mHitCallback)(mStabbedFace, mUserData);
+
+ #define UPDATE_CACHE \
+ if(cache && GetContactStatus()) \
+ { \
+ *cache = mStabbedFace.mFaceID; \
+ }
+#else
+
+ #define HANDLE_CONTACT(prim_index, flag) \
+ SET_CONTACT(prim_index, flag) \
+ \
+ /* Now we can also record it in mStabbedFaces if available */ \
+ if(mStabbedFaces) \
+ { \
+ /* If we want all faces or if that's the first one we hit */ \
+ if(!mClosestHit || !mStabbedFaces->GetNbFaces()) \
+ { \
+ mStabbedFaces->AddFace(mStabbedFace); \
+ } \
+ else \
+ { \
+ /* We only keep closest hit */ \
+ CollisionFace* Current = const_cast<CollisionFace*>(mStabbedFaces->GetFaces()); \
+ if(Current && mStabbedFace.mDistance<Current->mDistance) \
+ { \
+ *Current = mStabbedFace; \
+ } \
+ } \
+ }
+
+ #define UPDATE_CACHE \
+ if(cache && GetContactStatus() && mStabbedFaces) \
+ { \
+ const CollisionFace* Current = mStabbedFaces->GetFaces(); \
+ if(Current) *cache = Current->mFaceID; \
+ else *cache = INVALID_ID; \
+ }
+#endif
+
+#define SEGMENT_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ \
+ /* Perform ray-tri overlap test and return */ \
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
+ { \
+ /* Intersection point is valid if dist < segment's length */ \
+ /* We know dist>0 so we can use integers */ \
+ if(IR(mStabbedFace.mDistance)<IR(mMaxDist)) \
+ { \
+ HANDLE_CONTACT(prim_index, flag) \
+ } \
+ }
+
+#define RAY_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ \
+ /* Perform ray-tri overlap test and return */ \
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
+ { \
+ HANDLE_CONTACT(prim_index, flag) \
+ }
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RayCollider::RayCollider() :
+ mNbRayBVTests (0),
+ mNbRayPrimTests (0),
+ mNbIntersections (0),
+ mCulling (true),
+#ifdef OPC_RAYHIT_CALLBACK
+ mHitCallback (null),
+ mUserData (0),
+#else
+ mClosestHit (false),
+ mStabbedFaces (null),
+#endif
+ mMaxDist (MAX_FLOAT)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RayCollider::~RayCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* RayCollider::ValidateSettings()
+{
+ if(mMaxDist<0.0f) return "Higher distance bound must be positive!";
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mClosestHit && FirstContactEnabled()) return "Closest hit doesn't work with ""First contact"" mode!";
+ if(TemporalCoherenceEnabled() && mClosestHit) return "Temporal coherence can't guarantee to report closest hit!";
+#endif
+ if(SkipPrimitiveTests()) return "SkipPrimitiveTests not possible for RayCollider ! (not implemented)";
+ return null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic stabbing query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - in the user-provided destination array
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param model [in] Opcode model to collide with
+ * \param world [in] model's world matrix, or null
+ * \param cache [in] a possibly cached face index, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RayCollider::Collide(const Ray& world_ray, const Model& model, const Matrix4x4* world, udword* cache)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(world_ray, world, cache)) 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 stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ else
+ {
+ const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ }
+ else
+ {
+ if(model.IsQuantized())
+ {
+ const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
+
+ // Setup dequantization coeffs
+ mCenterCoeff = Tree->mCenterCoeff;
+ mExtentsCoeff = Tree->mExtentsCoeff;
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ else
+ {
+ const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ }
+
+ // Update cache if needed
+ UPDATE_CACHE
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes a stabbing query :
+ * - reset stats & contact status
+ * - compute ray in local space
+ * - check temporal coherence
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param world [in] object's world matrix, or null
+ * \param face_id [in] index of previously stabbed triangle
+ * \return TRUE if we can return immediately
+ * \warning SCALE NOT SUPPORTED. The matrix must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL RayCollider::InitQuery(const Ray& world_ray, const Matrix4x4* world, udword* face_id)
+{
+ // Reset stats & contact status
+ Collider::InitQuery();
+ mNbRayBVTests = 0;
+ mNbRayPrimTests = 0;
+ mNbIntersections = 0;
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mStabbedFaces) mStabbedFaces->Reset();
+#endif
+
+ // Compute ray in local space
+ // The (Origin/Dir) form is needed for the ray-triangle test anyway (even for segment tests)
+ if(world)
+ {
+ Matrix3x3 InvWorld = *world;
+ mDir = InvWorld * world_ray.mDir;
+
+ Matrix4x4 World;
+ InvertPRMatrix(World, *world);
+ mOrigin = world_ray.mOrig * World;
+ }
+ else
+ {
+ mDir = world_ray.mDir;
+ mOrigin = world_ray.mOrig;
+ }
+
+ // 4) Special case: 1-triangle meshes [Opcode 1.3]
+ if(mCurrentModel && mCurrentModel->HasSingleNode())
+ {
+ // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
+ if(!SkipPrimitiveTests())
+ {
+ // Perform overlap test between the unique triangle and the ray (and set contact status if needed)
+ SEGMENT_PRIM(udword(0), OPC_CONTACT)
+
+ // Return immediately regardless of status
+ return TRUE;
+ }
+ }
+
+ // Check temporal coherence :
+
+ // Test previously colliding primitives first
+ if(TemporalCoherenceEnabled() && FirstContactEnabled() && face_id && *face_id!=INVALID_ID)
+ {
+#ifdef OLD_CODE
+#ifndef OPC_RAYHIT_CALLBACK
+ if(!mClosestHit)
+#endif
+ {
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh->GetTriangle(VP, *face_id);
+ // Perform ray-cached tri overlap test
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Intersection point is valid if:
+ // - distance is positive (else it can just be a face behind the orig point)
+ // - distance is smaller than a given max distance (useful for shadow feelers)
+// if(mStabbedFace.mDistance>0.0f && mStabbedFace.mDistance<mMaxDist)
+ if(IR(mStabbedFace.mDistance)<IR(mMaxDist)) // The other test is already performed in RayTriOverlap
+ {
+ // Set contact status
+ mFlags |= OPC_TEMPORAL_CONTACT;
+
+ mStabbedFace.mFaceID = *face_id;
+
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mStabbedFaces) mStabbedFaces->AddFace(mStabbedFace);
+#endif
+ return TRUE;
+ }
+ }
+ }
+#else
+ // New code
+ // We handle both Segment/ray queries with the same segment code, and a possible infinite limit
+ SEGMENT_PRIM(*face_id, OPC_TEMPORAL_CONTACT)
+
+ // Return immediately if possible
+ if(GetContactStatus()) return TRUE;
+#endif
+ }
+
+ // Precompute data (moved after temporal coherence since only needed for ray-AABB)
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT)
+ {
+ // For Segment-AABB overlap
+ mData = 0.5f * mDir * mMaxDist;
+ mData2 = mOrigin + mData;
+
+ // Precompute mFDir;
+ mFDir.x = fabsf(mData.x);
+ mFDir.y = fabsf(mData.y);
+ mFDir.z = fabsf(mData.z);
+ }
+ else
+ {
+ // For Ray-AABB overlap
+// udword x = SIR(mDir.x)-1;
+// udword y = SIR(mDir.y)-1;
+// udword z = SIR(mDir.z)-1;
+// mData.x = FR(x);
+// mData.y = FR(y);
+// mData.z = FR(z);
+
+ // Precompute mFDir;
+ mFDir.x = fabsf(mDir.x);
+ mFDir.y = fabsf(mDir.y);
+ mFDir.z = fabsf(mDir.z);
+ }
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Stabbing query for vanilla AABB trees.
+ * \param world_ray [in] stabbing ray in world space
+ * \param tree [in] AABB tree
+ * \param box_indices [out] indices of stabbed boxes
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RayCollider::Collide(const Ray& world_ray, const AABBTree* tree, Container& box_indices)
+{
+ // ### bad design here
+
+ // 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
+ // Basically this is only called to initialize precomputed data
+ if(InitQuery(world_ray)) return true;
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(tree, box_indices);
+ else _RayStab(tree, box_indices);
+
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBCollisionNode* node)
+{
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->IsLeaf())
+ {
+ SEGMENT_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _SegmentStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ SEGMENT_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _SegmentStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBNoLeafNode* node)
+{
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ SEGMENT_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ SEGMENT_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ SEGMENT_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ SEGMENT_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for vanilla AABB trees.
+ * \param node [in] current collision node
+ * \param box_indices [out] indices of stabbed boxes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBTreeNode* node, Container& box_indices)
+{
+ // Test the box against the segment
+ Point Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ box_indices.Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _SegmentStab(node->GetPos(), box_indices);
+ _SegmentStab(node->GetNeg(), box_indices);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBCollisionNode* node)
+{
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->IsLeaf())
+ {
+ RAY_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _RayStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ RAY_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _RayStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBNoLeafNode* node)
+{
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ RAY_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ RAY_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ RAY_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ RAY_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for vanilla AABB trees.
+ * \param node [in] current collision node
+ * \param box_indices [out] indices of stabbed boxes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBTreeNode* node, Container& box_indices)
+{
+ // Test the box against the ray
+ Point Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ mFlags |= OPC_CONTACT;
+ box_indices.Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _RayStab(node->GetPos(), box_indices);
+ _RayStab(node->GetNeg(), box_indices);
+ }
+}
diff --git a/Opcode/OPC_RayCollider.h b/Opcode/OPC_RayCollider.h
new file mode 100644
index 0000000..f3b0065
--- /dev/null
+++ b/Opcode/OPC_RayCollider.h
@@ -0,0 +1,225 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a ray collider.
+ * \file OPC_RayCollider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_RAYCOLLIDER_H__
+#define __OPC_RAYCOLLIDER_H__
+
+ class OPCODE_API CollisionFace
+ {
+ public:
+ //! Constructor
+ inline_ CollisionFace() {}
+ //! Destructor
+ inline_ ~CollisionFace() {}
+
+ udword mFaceID; //!< Index of touched face
+ float mDistance; //!< Distance from collider to hitpoint
+ float mU, mV; //!< Impact barycentric coordinates
+ };
+
+ class OPCODE_API CollisionFaces : private Container
+ {
+ public:
+ //! Constructor
+ CollisionFaces() {}
+ //! Destructor
+ ~CollisionFaces() {}
+
+ inline_ udword GetNbFaces() const { return GetNbEntries()>>2; }
+ inline_ const CollisionFace* GetFaces() const { return (const CollisionFace*)GetEntries(); }
+
+ inline_ void Reset() { Container::Reset(); }
+
+ inline_ void AddFace(const CollisionFace& face) { Add(face.mFaceID).Add(face.mDistance).Add(face.mU).Add(face.mV); }
+ };
+
+#ifdef OPC_RAYHIT_CALLBACK
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called by OPCODE to record a hit.
+ * \param hit [in] current hit
+ * \param user_data [in] user-defined data from SetCallback()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef void (*HitCallback) (const CollisionFace& hit, void* user_data);
+#endif
+
+ class OPCODE_API RayCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ RayCollider();
+ virtual ~RayCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic stabbing query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - in the user-provided destination array
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param model [in] Opcode model to collide with
+ * \param world [in] model's world matrix, or null
+ * \param cache [in] a possibly cached face index, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(const Ray& world_ray, const Model& model, const Matrix4x4* world=null, udword* cache=null);
+ //
+ bool Collide(const Ray& world_ray, const AABBTree* tree, Container& box_indices);
+ // Settings
+
+#ifndef OPC_RAYHIT_CALLBACK
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: enable or disable "closest hit" mode.
+ * \param flag [in] true to report closest hit only
+ * \see SetCulling(bool flag)
+ * \see SetMaxDist(float max_dist)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetClosestHit(bool flag) { mClosestHit = flag; }
+#endif
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: enable or disable backface culling.
+ * \param flag [in] true to enable backface culling
+ * \see SetClosestHit(bool flag)
+ * \see SetMaxDist(float max_dist)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetCulling(bool flag) { mCulling = flag; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: sets the higher distance bound.
+ * \param max_dist [in] higher distance bound. Default = maximal value, for ray queries (else segment)
+ * \see SetClosestHit(bool flag)
+ * \see SetCulling(bool flag)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMaxDist(float max_dist=MAX_FLOAT) { mMaxDist = max_dist; }
+
+#ifdef OPC_RAYHIT_CALLBACK
+ inline_ void SetHitCallback(HitCallback cb) { mHitCallback = cb; }
+ inline_ void SetUserData(void* user_data) { mUserData = user_data; }
+#else
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: sets the destination array for stabbed faces.
+ * \param cf [in] destination array, filled during queries
+ * \see SetClosestHit(bool flag)
+ * \see SetCulling(bool flag)
+ * \see SetMaxDist(float max_dist)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetDestination(CollisionFaces* cf) { mStabbedFaces = cf; }
+#endif
+ // Stats
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Ray-BV overlap tests after a collision query.
+ * \see GetNbRayPrimTests()
+ * \see GetNbIntersections()
+ * \return the number of Ray-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbRayBVTests() const { return mNbRayBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Ray-Triangle overlap tests after a collision query.
+ * \see GetNbRayBVTests()
+ * \see GetNbIntersections()
+ * \return the number of Ray-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbRayPrimTests() const { return mNbRayPrimTests; }
+
+ // In-out test
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of intersection found after a collision query. Can be used for in/out tests.
+ * \see GetNbRayBVTests()
+ * \see GetNbRayPrimTests()
+ * \return the number of valid intersections during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbIntersections() const { return mNbIntersections; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Ray in local space
+ Point mOrigin; //!< Ray origin
+ Point mDir; //!< Ray direction (normalized)
+ Point mFDir; //!< fabsf(mDir)
+ Point mData, mData2;
+ // Stabbed faces
+ CollisionFace mStabbedFace; //!< Current stabbed face
+#ifdef OPC_RAYHIT_CALLBACK
+ HitCallback mHitCallback; //!< Callback used to record a hit
+ void* mUserData; //!< User-defined data
+#else
+ CollisionFaces* mStabbedFaces; //!< List of stabbed faces
+#endif
+ // Stats
+ udword mNbRayBVTests; //!< Number of Ray-BV tests
+ udword mNbRayPrimTests; //!< Number of Ray-Primitive tests
+ // In-out test
+ udword mNbIntersections; //!< Number of valid intersections
+ // Dequantization coeffs
+ Point mCenterCoeff;
+ Point mExtentsCoeff;
+ // Settings
+ float mMaxDist; //!< Valid segment on the ray
+#ifndef OPC_RAYHIT_CALLBACK
+ bool mClosestHit; //!< Report closest hit only
+#endif
+ bool mCulling; //!< Stab culled faces or not
+ // Internal methods
+ void _SegmentStab(const AABBCollisionNode* node);
+ void _SegmentStab(const AABBNoLeafNode* node);
+ void _SegmentStab(const AABBQuantizedNode* node);
+ void _SegmentStab(const AABBQuantizedNoLeafNode* node);
+ void _SegmentStab(const AABBTreeNode* node, Container& box_indices);
+ void _RayStab(const AABBCollisionNode* node);
+ void _RayStab(const AABBNoLeafNode* node);
+ void _RayStab(const AABBQuantizedNode* node);
+ void _RayStab(const AABBQuantizedNoLeafNode* node);
+ void _RayStab(const AABBTreeNode* node, Container& box_indices);
+ // Overlap tests
+ inline_ BOOL RayAABBOverlap(const Point& center, const Point& extents);
+ inline_ BOOL SegmentAABBOverlap(const Point& center, const Point& extents);
+ inline_ BOOL RayTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2);
+ // Init methods
+ BOOL InitQuery(const Ray& world_ray, const Matrix4x4* world=null, udword* face_id=null);
+ };
+
+#endif // __OPC_RAYCOLLIDER_H__
diff --git a/Opcode/OPC_RayTriOverlap.h b/Opcode/OPC_RayTriOverlap.h
new file mode 100644
index 0000000..550effc
--- /dev/null
+++ b/Opcode/OPC_RayTriOverlap.h
@@ -0,0 +1,89 @@
+#define LOCAL_EPSILON 0.000001f
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a ray-triangle intersection test.
+ * Original code from Tomas Möller's "Fast Minimum Storage Ray-Triangle Intersection".
+ * It's been optimized a bit with integer code, and modified to return a non-intersection if distance from
+ * ray origin to triangle is negative.
+ *
+ * \param vert0 [in] triangle vertex
+ * \param vert1 [in] triangle vertex
+ * \param vert2 [in] triangle vertex
+ * \return true on overlap. mStabbedFace is filled with relevant info.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
+{
+ // Stats
+ mNbRayPrimTests++;
+
+ // Find vectors for two edges sharing vert0
+ Point edge1 = vert1 - vert0;
+ Point edge2 = vert2 - vert0;
+
+ // Begin calculating determinant - also used to calculate U parameter
+ Point pvec = mDir^edge2;
+
+ // If determinant is near zero, ray lies in plane of triangle
+ float det = edge1|pvec;
+
+ if(mCulling)
+ {
+ if(det<LOCAL_EPSILON) return FALSE;
+ // From here, det is > 0. So we can use integer cmp.
+
+ // Calculate distance from vert0 to ray origin
+ Point tvec = mOrigin - vert0;
+
+ // Calculate U parameter and test bounds
+ mStabbedFace.mU = tvec|pvec;
+// if(IR(u)&0x80000000 || u>det) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE;
+
+ // Prepare to test V parameter
+ Point qvec = tvec^edge1;
+
+ // Calculate V parameter and test bounds
+ mStabbedFace.mV = mDir|qvec;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>det) return FALSE;
+
+ // Calculate t, scale parameters, ray intersects triangle
+ mStabbedFace.mDistance = edge2|qvec;
+ // Det > 0 so we can early exit here
+ // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
+ // Else go on
+ float OneOverDet = 1.0f / det;
+ mStabbedFace.mDistance *= OneOverDet;
+ mStabbedFace.mU *= OneOverDet;
+ mStabbedFace.mV *= OneOverDet;
+ }
+ else
+ {
+ // the non-culling branch
+ if(det>-LOCAL_EPSILON && det<LOCAL_EPSILON) return FALSE;
+ float OneOverDet = 1.0f / det;
+
+ // Calculate distance from vert0 to ray origin
+ Point tvec = mOrigin - vert0;
+
+ // Calculate U parameter and test bounds
+ mStabbedFace.mU = (tvec|pvec) * OneOverDet;
+// if(IR(u)&0x80000000 || u>1.0f) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE;
+
+ // prepare to test V parameter
+ Point qvec = tvec^edge1;
+
+ // Calculate V parameter and test bounds
+ mStabbedFace.mV = (mDir|qvec) * OneOverDet;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>1.0f) return FALSE;
+
+ // Calculate t, ray intersects triangle
+ mStabbedFace.mDistance = (edge2|qvec) * OneOverDet;
+ // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
+ }
+ return TRUE;
+}
diff --git a/Opcode/OPC_Settings.h b/Opcode/OPC_Settings.h
new file mode 100644
index 0000000..8232d9b
--- /dev/null
+++ b/Opcode/OPC_Settings.h
@@ -0,0 +1,49 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains compilation flags.
+ * \file OPC_Settings.h
+ * \author Pierre Terdiman
+ * \date May, 12, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_SETTINGS_H__
+#define __OPC_SETTINGS_H__
+
+ //! Use CPU comparisons (comment that line to use standard FPU compares)
+ #define OPC_CPU_COMPARE
+
+ //! Use FCOMI / FCMOV on Pentium-Pro based processors (comment that line to use plain C++)
+ #define OPC_USE_FCOMI
+
+ //! Use epsilon value in tri-tri overlap test
+ #define OPC_TRITRI_EPSILON_TEST
+
+ //! Use tree-coherence or not [not implemented yet]
+// #define OPC_USE_TREE_COHERENCE
+
+ //! Use callbacks or direct pointers. Using callbacks might be a bit slower (but probably not much)
+// #define OPC_USE_CALLBACKS
+
+ //! Support triangle and vertex strides or not. Using strides might be a bit slower (but probably not much)
+// #define OPC_USE_STRIDE
+
+ //! Discard negative pointer in vanilla trees
+ #define OPC_NO_NEG_VANILLA_TREE
+
+ //! Use a callback in the ray collider
+ #define OPC_RAYHIT_CALLBACK
+
+ // NB: no compilation flag to enable/disable stats since they're actually needed in the box/box overlap test
+
+#endif //__OPC_SETTINGS_H__ \ No newline at end of file
diff --git a/Opcode/OPC_SphereAABBOverlap.h b/Opcode/OPC_SphereAABBOverlap.h
new file mode 100644
index 0000000..8a50aa9
--- /dev/null
+++ b/Opcode/OPC_SphereAABBOverlap.h
@@ -0,0 +1,128 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Sphere-AABB overlap test, based on Jim Arvo's code.
+ * \param center [in] box center
+ * \param extents [in] box extents
+ * \return TRUE on overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL SphereCollider::SphereAABBOverlap(const Point& center, const Point& extents)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float d = 0.0f;
+
+ //find the square of the distance
+ //from the sphere to the box
+#ifdef OLDIES
+ for(udword i=0;i<3;i++)
+ {
+ float tmp = mCenter[i] - center[i];
+ float s = tmp + extents[i];
+
+ if(s<0.0f) d += s*s;
+ else
+ {
+ s = tmp - extents[i];
+ if(s>0.0f) d += s*s;
+ }
+ }
+#endif
+
+//#ifdef NEW_TEST
+
+// float tmp = mCenter.x - center.x;
+// float s = tmp + extents.x;
+
+ float tmp,s;
+
+ tmp = mCenter.x - center.x;
+ s = tmp + extents.x;
+
+ if(s<0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ else
+ {
+ s = tmp - extents.x;
+ if(s>0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ }
+
+ tmp = mCenter.y - center.y;
+ s = tmp + extents.y;
+
+ if(s<0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ else
+ {
+ s = tmp - extents.y;
+ if(s>0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ }
+
+ tmp = mCenter.z - center.z;
+ s = tmp + extents.z;
+
+ if(s<0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ else
+ {
+ s = tmp - extents.z;
+ if(s>0.0f)
+ {
+ d += s*s;
+ if(d>mRadius2) return FALSE;
+ }
+ }
+//#endif
+
+#ifdef OLDIES
+// Point Min = center - extents;
+// Point Max = center + extents;
+
+ float d = 0.0f;
+
+ //find the square of the distance
+ //from the sphere to the box
+ for(udword i=0;i<3;i++)
+ {
+float Min = center[i] - extents[i];
+
+// if(mCenter[i]<Min[i])
+ if(mCenter[i]<Min)
+ {
+// float s = mCenter[i] - Min[i];
+ float s = mCenter[i] - Min;
+ d += s*s;
+ }
+ else
+ {
+float Max = center[i] + extents[i];
+
+// if(mCenter[i]>Max[i])
+ if(mCenter[i]>Max)
+ {
+ float s = mCenter[i] - Max;
+ d += s*s;
+ }
+ }
+ }
+#endif
+ return d <= mRadius2;
+}
diff --git a/Opcode/OPC_SphereCollider.cpp b/Opcode/OPC_SphereCollider.cpp
new file mode 100644
index 0000000..4f2de83
--- /dev/null
+++ b/Opcode/OPC_SphereCollider.cpp
@@ -0,0 +1,726 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a sphere collider.
+ * \file OPC_SphereCollider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a sphere-vs-tree collider.
+ * This class performs a collision test between a sphere and an AABB tree. You can use this to do a standard player vs world collision,
+ * in a Nettle/Telemachos way. It doesn't suffer from all reported bugs in those two classic codes - the "new" one by Paul Nettle is a
+ * debuggued version I think. Collision response can be driven by reported collision data - it works extremely well for me. In sake of
+ * efficiency, all meshes (that is, all AABB trees) should of course also be kept in an extra hierarchical structure (octree, whatever).
+ *
+ * \class SphereCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_SphereAABBOverlap.h"
+#include "OPC_SphereTriOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! Sphere-triangle overlap test
+#define SPHERE_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ \
+ /* Perform sphere-tri overlap test */ \
+ if(SphereTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SphereCollider::SphereCollider()
+{
+ mCenter.Zero();
+ mRadius2 = 0.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SphereCollider::~SphereCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a sphere cache
+ * \param sphere [in] collision sphere in local space
+ * \param model [in] Opcode model to collide with
+ * \param worlds [in] sphere's 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 SphereCollider::Collide(SphereCache& cache, const Sphere& sphere, const Model& model, const Matrix4x4* worlds, const Matrix4x4* worldm)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, sphere, worlds, 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] a sphere cache
+ * \param sphere [in] sphere in local space
+ * \param worlds [in] sphere's 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 SphereCollider::InitQuery(SphereCache& cache, const Sphere& sphere, const Matrix4x4* worlds, const Matrix4x4* worldm)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Compute sphere in model space:
+ // - Precompute R^2
+ mRadius2 = sphere.mRadius * sphere.mRadius;
+ // - Compute center position
+ mCenter = sphere.mCenter;
+ // -> to world space
+ if(worlds) mCenter *= *worlds;
+ // -> to model space
+ if(worldm)
+ {
+ // Invert model matrix
+ Matrix4x4 InvWorldM;
+ InvertPRMatrix(InvWorldM, *worldm);
+
+ mCenter *= 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 sphere (and set contact status if needed)
+ SPHERE_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 sphere (and set contact status if needed)
+ SPHERE_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 sphere N(ew) against the previous fat sphere P(revious):
+ float r = sqrtf(cache.FatRadius2) - sphere.mRadius;
+ if(IsCacheValid(cache) && cache.Center.SquareDistance(mCenter) < r*r)
+ {
+ // - 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 = (sphere.mRadius * cache.FatCoeff)*(sphere.mRadius * cache.FatCoeff);
+
+ // Update cache with query data (signature for cached faces)
+ cache.Center = mCenter;
+ cache.FatRadius2 = 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] a sphere cache
+ * \param sphere [in] collision sphere in world space
+ * \param tree [in] AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool SphereCollider::Collide(SphereCache& cache, const Sphere& sphere, 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, sphere)) return true;
+
+ // Perform collision query
+ _Collide(tree);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the sphere 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 sphere contains the whole box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL SphereCollider::SphereContainsBox(const Point& bc, const Point& be)
+{
+ // I assume if all 8 box vertices are inside the sphere, so does the whole box.
+ // Sounds ok but maybe there's a better way?
+ Point p;
+ p.x=bc.x+be.x; p.y=bc.y+be.y; p.z=bc.z+be.z; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x+be.x; p.y=bc.y-be.y; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x+be.x; p.y=bc.y+be.y; p.z=bc.z-be.z; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x+be.x; p.y=bc.y-be.y; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+ p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE;
+
+ return TRUE;
+}
+
+#define TEST_BOX_IN_SPHERE(center, extents) \
+ if(SphereContainsBox(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 SphereCollider::_Collide(const AABBCollisionNode* node)
+{
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->IsLeaf())
+ {
+ SPHERE_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 SphereCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
+{
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ TEST_BOX_IN_SPHERE(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 SphereCollider::_Collide(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(Center, Extents)) return;
+
+ TEST_BOX_IN_SPHERE(Center, Extents)
+
+ if(node->IsLeaf())
+ {
+ SPHERE_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 SphereCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(Center, Extents)) return;
+
+ TEST_BOX_IN_SPHERE(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 SphereCollider::_Collide(const AABBNoLeafNode* node)
+{
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->HasPosLeaf()) { SPHERE_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { SPHERE_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 SphereCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
+{
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ TEST_BOX_IN_SPHERE(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 SphereCollider::_Collide(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(Center, Extents)) return;
+
+ TEST_BOX_IN_SPHERE(Center, Extents)
+
+ if(node->HasPosLeaf()) { SPHERE_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { SPHERE_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 SphereCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
+{
+ // Dequantize box
+ const QuantizedAABB& Box = node->mAABB;
+ const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
+ const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
+
+ // Perform Sphere-AABB overlap test
+ if(!SphereAABBOverlap(Center, Extents)) return;
+
+ TEST_BOX_IN_SPHERE(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 SphereCollider::_Collide(const AABBTreeNode* node)
+{
+ // Perform Sphere-AABB overlap test
+ Point Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!SphereAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf() || SphereContainsBox(Center, Extents))
+ {
+ mFlags |= OPC_CONTACT;
+ mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _Collide(node->GetPos());
+ _Collide(node->GetNeg());
+ }
+}
+
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridSphereCollider::HybridSphereCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridSphereCollider::~HybridSphereCollider()
+{
+}
+
+bool HybridSphereCollider::Collide(SphereCache& cache, const Sphere& sphere, const HybridModel& model, const Matrix4x4* worlds, 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, sphere, worlds, 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++)
+ {
+ SPHERE_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++;
+ SPHERE_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ SPHERE_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OPC_SphereCollider.h b/Opcode/OPC_SphereCollider.h
new file mode 100644
index 0000000..aa53fdf
--- /dev/null
+++ b/Opcode/OPC_SphereCollider.h
@@ -0,0 +1,96 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a sphere collider.
+ * \file OPC_SphereCollider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_SPHERECOLLIDER_H__
+#define __OPC_SPHERECOLLIDER_H__
+
+ struct OPCODE_API SphereCache : VolumeCache
+ {
+ SphereCache() : Center(0.0f,0.0f,0.0f), FatRadius2(0.0f), FatCoeff(1.1f) {}
+ ~SphereCache() {}
+
+ // Cached faces signature
+ Point Center; //!< Sphere used when performing the query resulting in cached faces
+ float FatRadius2; //!< Sphere used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< mRadius2 multiplier used to create a fat sphere
+ };
+
+ class OPCODE_API SphereCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ SphereCollider();
+ virtual ~SphereCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a sphere cache
+ * \param sphere [in] collision sphere in local space
+ * \param model [in] Opcode model to collide with
+ * \param worlds [in] sphere's 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 Collide(SphereCache& cache, const Sphere& sphere, const Model& model, const Matrix4x4* worlds=null, const Matrix4x4* worldm=null);
+
+ //
+ bool Collide(SphereCache& cache, const Sphere& sphere, const AABBTree* tree);
+ protected:
+ // Sphere in model space
+ Point mCenter; //!< Sphere center
+ float mRadius2; //!< Sphere radius squared
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _Collide(const AABBTreeNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL SphereContainsBox(const Point& bc, const Point& be);
+ inline_ BOOL SphereAABBOverlap(const Point& center, const Point& extents);
+ BOOL SphereTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2);
+ // Init methods
+ BOOL InitQuery(SphereCache& cache, const Sphere& sphere, const Matrix4x4* worlds=null, const Matrix4x4* worldm=null);
+ };
+
+ class OPCODE_API HybridSphereCollider : public SphereCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridSphereCollider();
+ virtual ~HybridSphereCollider();
+
+ bool Collide(SphereCache& cache, const Sphere& sphere, const HybridModel& model, const Matrix4x4* worlds=null, const Matrix4x4* worldm=null);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_SPHERECOLLIDER_H__
diff --git a/Opcode/OPC_SphereTriOverlap.h b/Opcode/OPC_SphereTriOverlap.h
new file mode 100644
index 0000000..f1452ec
--- /dev/null
+++ b/Opcode/OPC_SphereTriOverlap.h
@@ -0,0 +1,187 @@
+
+// This is collision detection. If you do another distance test for collision *response*,
+// if might be useful to simply *skip* the test below completely, and report a collision.
+// - if sphere-triangle overlap, result is ok
+// - if they don't, we'll discard them during collision response with a similar test anyway
+// Overall this approach should run faster.
+
+// Original code by David Eberly in Magic.
+BOOL SphereCollider::SphereTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ // Early exit if one of the vertices is inside the sphere
+ Point kDiff = vert2 - mCenter;
+ float fC = kDiff.SquareMagnitude();
+ if(fC <= mRadius2) return TRUE;
+
+ kDiff = vert1 - mCenter;
+ fC = kDiff.SquareMagnitude();
+ if(fC <= mRadius2) return TRUE;
+
+ kDiff = vert0 - mCenter;
+ fC = kDiff.SquareMagnitude();
+ if(fC <= mRadius2) return TRUE;
+
+ // Else do the full distance test
+ Point TriEdge0 = vert1 - vert0;
+ Point TriEdge1 = vert2 - vert0;
+
+//Point kDiff = vert0 - mCenter;
+ float fA00 = TriEdge0.SquareMagnitude();
+ float fA01 = TriEdge0 | TriEdge1;
+ float fA11 = TriEdge1.SquareMagnitude();
+ float fB0 = kDiff | TriEdge0;
+ float fB1 = kDiff | TriEdge1;
+//float fC = kDiff.SquareMagnitude();
+ float fDet = fabsf(fA00*fA11 - fA01*fA01);
+ float u = fA01*fB1-fA11*fB0;
+ float v = fA01*fB0-fA00*fB1;
+ float SqrDist;
+
+ if(u + v <= fDet)
+ {
+ if(u < 0.0f)
+ {
+ if(v < 0.0f) // region 4
+ {
+ if(fB0 < 0.0f)
+ {
+// v = 0.0f;
+ if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
+ else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
+ }
+ else
+ {
+// u = 0.0f;
+ if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
+ else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
+ else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
+ }
+ }
+ else // region 3
+ {
+// u = 0.0f;
+ if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
+ else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
+ else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
+ }
+ }
+ else if(v < 0.0f) // region 5
+ {
+// v = 0.0f;
+ if(fB0>=0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
+ else if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
+ else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
+ }
+ else // region 0
+ {
+ // minimum at interior point
+ if(fDet==0.0f)
+ {
+// u = 0.0f;
+// v = 0.0f;
+ SqrDist = MAX_FLOAT;
+ }
+ else
+ {
+ float fInvDet = 1.0f/fDet;
+ u *= fInvDet;
+ v *= fInvDet;
+ SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
+ }
+ }
+ }
+ else
+ {
+ float fTmp0, fTmp1, fNumer, fDenom;
+
+ if(u < 0.0f) // region 2
+ {
+ fTmp0 = fA01 + fB0;
+ fTmp1 = fA11 + fB1;
+ if(fTmp1 > fTmp0)
+ {
+ fNumer = fTmp1 - fTmp0;
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+// u = 1.0f;
+// v = 0.0f;
+ SqrDist = fA00+2.0f*fB0+fC;
+ }
+ else
+ {
+ u = fNumer/fDenom;
+ v = 1.0f - u;
+ SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
+ }
+ }
+ else
+ {
+// u = 0.0f;
+ if(fTmp1 <= 0.0f) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
+ else if(fB1 >= 0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
+ else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
+ }
+ }
+ else if(v < 0.0f) // region 6
+ {
+ fTmp0 = fA01 + fB1;
+ fTmp1 = fA00 + fB0;
+ if(fTmp1 > fTmp0)
+ {
+ fNumer = fTmp1 - fTmp0;
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+// v = 1.0f;
+// u = 0.0f;
+ SqrDist = fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ v = fNumer/fDenom;
+ u = 1.0f - v;
+ SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
+ }
+ }
+ else
+ {
+// v = 0.0f;
+ if(fTmp1 <= 0.0f) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
+ else if(fB0 >= 0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
+ else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
+ }
+ }
+ else // region 1
+ {
+ fNumer = fA11 + fB1 - fA01 - fB0;
+ if(fNumer <= 0.0f)
+ {
+// u = 0.0f;
+// v = 1.0f;
+ SqrDist = fA11+2.0f*fB1+fC;
+ }
+ else
+ {
+ fDenom = fA00-2.0f*fA01+fA11;
+ if(fNumer >= fDenom)
+ {
+// u = 1.0f;
+// v = 0.0f;
+ SqrDist = fA00+2.0f*fB0+fC;
+ }
+ else
+ {
+ u = fNumer/fDenom;
+ v = 1.0f - u;
+ SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
+ }
+ }
+ }
+ }
+
+ return fabsf(SqrDist) < mRadius2;
+}
diff --git a/Opcode/OPC_SweepAndPrune.cpp b/Opcode/OPC_SweepAndPrune.cpp
new file mode 100644
index 0000000..b593e8b
--- /dev/null
+++ b/Opcode/OPC_SweepAndPrune.cpp
@@ -0,0 +1,664 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an implementation of the sweep-and-prune algorithm (moved from Z-Collide)
+ * \file OPC_SweepAndPrune.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+inline_ void Sort(udword& id0, udword& id1)
+{
+ if(id0>id1) Swap(id0, id1);
+}
+
+ class Opcode::SAP_Element
+ {
+ public:
+ inline_ SAP_Element() {}
+ inline_ SAP_Element(udword id, SAP_Element* next) : mID(id), mNext(next) {}
+ inline_ ~SAP_Element() {}
+
+ udword mID;
+ SAP_Element* mNext;
+ };
+
+ class Opcode::SAP_Box
+ {
+ public:
+ SAP_EndPoint* Min[3];
+ SAP_EndPoint* Max[3];
+ };
+
+ class Opcode::SAP_EndPoint
+ {
+ public:
+ float Value; // Min or Max value
+ SAP_EndPoint* Previous; // Previous EndPoint whose Value is smaller than ours (or null)
+ SAP_EndPoint* Next; // Next EndPoint whose Value is greater than ours (or null)
+ udword Data; // Parent box ID *2 | MinMax flag
+
+ inline_ void SetData(udword box_id, BOOL is_max) { Data = (box_id<<1)|is_max; }
+ inline_ BOOL IsMax() const { return Data & 1; }
+ inline_ udword GetBoxID() const { return Data>>1; }
+
+ inline_ void InsertAfter(SAP_EndPoint* element)
+ {
+ if(this!=element && this!=element->Next)
+ {
+ // Remove
+ if(Previous) Previous->Next = Next;
+ if(Next) Next->Previous = Previous;
+
+ // Insert
+ Next = element->Next;
+ if(Next) Next->Previous = this;
+
+ element->Next = this;
+ Previous = element;
+ }
+ }
+
+ inline_ void InsertBefore(SAP_EndPoint* element)
+ {
+ if(this!=element && this!=element->Previous)
+ {
+ // Remove
+ if(Previous) Previous->Next = Next;
+ if(Next) Next->Previous = Previous;
+
+ // Insert
+ Previous = element->Previous;
+ element->Previous = this;
+
+ Next = element;
+ if(Previous) Previous->Next = this;
+ }
+ }
+ };
+
+
+
+
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SAP_PairData::SAP_PairData() :
+ mNbElements (0),
+ mNbUsedElements (0),
+ mElementPool (null),
+ mFirstFree (null),
+ mNbObjects (0),
+ mArray (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SAP_PairData::~SAP_PairData()
+{
+ Release();
+}
+
+void SAP_PairData::Release()
+{
+ mNbElements = 0;
+ mNbUsedElements = 0;
+ mNbObjects = 0;
+ DELETEARRAY(mElementPool);
+ DELETEARRAY(mArray);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes.
+ * \param nb_objects [in]
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool SAP_PairData::Init(udword nb_objects)
+{
+ // Make sure everything has been released
+ Release();
+ if(!nb_objects) return false;
+
+ mArray = new SAP_Element*[nb_objects];
+ CHECKALLOC(mArray);
+ ZeroMemory(mArray, nb_objects*sizeof(SAP_Element*));
+ mNbObjects = nb_objects;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Remaps a pointer when pool gets resized.
+ * \param element [in/out] remapped element
+ * \param delta [in] offset in bytes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void Remap(SAP_Element*& element, udword delta)
+{
+ if(element) element = (SAP_Element*)(udword(element) + delta);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets a free element in the pool.
+ * \param id [in] element id
+ * \param next [in] next element
+ * \param remap [out] possible remapping offset
+ * \return the new element
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SAP_Element* SAP_PairData::GetFreeElem(udword id, SAP_Element* next, udword* remap)
+{
+ if(remap) *remap = 0;
+
+ SAP_Element* FreeElem;
+ if(mFirstFree)
+ {
+ // Recycle
+ FreeElem = mFirstFree;
+ mFirstFree = mFirstFree->mNext; // First free = next free (or null)
+ }
+ else
+ {
+ if(mNbUsedElements==mNbElements)
+ {
+ // Resize
+ mNbElements = mNbElements ? (mNbElements<<1) : 2;
+
+ SAP_Element* NewElems = new SAP_Element[mNbElements];
+
+ if(mNbUsedElements) CopyMemory(NewElems, mElementPool, mNbUsedElements*sizeof(SAP_Element));
+
+ // Remap everything
+ {
+ udword Delta = udword(NewElems) - udword(mElementPool);
+
+ for(udword i=0;i<mNbUsedElements;i++) Remap(NewElems[i].mNext, Delta);
+ for(udword i=0;i<mNbObjects;i++) Remap(mArray[i], Delta);
+
+ Remap(mFirstFree, Delta);
+ Remap(next, Delta);
+
+ if(remap) *remap = Delta;
+ }
+
+ DELETEARRAY(mElementPool);
+ mElementPool = NewElems;
+ }
+
+ FreeElem = &mElementPool[mNbUsedElements++];
+ }
+
+ FreeElem->mID = id;
+ FreeElem->mNext = next;
+
+ return FreeElem;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Frees an element of the pool.
+ * \param elem [in] element to free/recycle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void SAP_PairData::FreeElem(SAP_Element* elem)
+{
+ elem->mNext = mFirstFree; // Next free
+ mFirstFree = elem;
+}
+
+// Add a pair to the set.
+void SAP_PairData::AddPair(udword id1, udword id2)
+{
+ // Order the ids
+ Sort(id1, id2);
+
+ ASSERT(id1<mNbObjects);
+ if(id1>=mNbObjects) return;
+
+ // Select the right list from "mArray".
+ SAP_Element* Current = mArray[id1];
+
+ if(!Current)
+ {
+ // Empty slot => create new element
+ mArray[id1] = GetFreeElem(id2, null);
+ }
+ else if(Current->mID>id2)
+ {
+ // The list is not empty but all elements are greater than id2 => insert id2 in the front.
+ mArray[id1] = GetFreeElem(id2, mArray[id1]);
+ }
+ else
+ {
+ // Else find the correct location in the sorted list (ascending order) and insert id2 there.
+ while(Current->mNext)
+ {
+ if(Current->mNext->mID > id2) break;
+
+ Current = Current->mNext;
+ }
+
+ if(Current->mID==id2) return; // The pair already exists
+
+// Current->mNext = GetFreeElem(id2, Current->mNext);
+ udword Delta;
+ SAP_Element* E = GetFreeElem(id2, Current->mNext, &Delta);
+ if(Delta) Remap(Current, Delta);
+ Current->mNext = E;
+ }
+}
+
+// Delete a pair from the set.
+void SAP_PairData::RemovePair(udword id1, udword id2)
+{
+ // Order the ids.
+ Sort(id1, id2);
+
+ // Exit if the pair doesn't exist in the set
+ if(id1>=mNbObjects) return;
+
+ // Otherwise, select the correct list.
+ SAP_Element* Current = mArray[id1];
+
+ // If this list is empty, the pair doesn't exist.
+ if(!Current) return;
+
+ // Otherwise, if id2 is the first element, delete it.
+ if(Current->mID==id2)
+ {
+ mArray[id1] = Current->mNext;
+ FreeElem(Current);
+ }
+ else
+ {
+ // If id2 is not the first element, start traversing the sorted list.
+ while(Current->mNext)
+ {
+ // If we have moved too far away without hitting id2, then the pair doesn't exist
+ if(Current->mNext->mID > id2) return;
+
+ // Otherwise, delete id2.
+ if(Current->mNext->mID == id2)
+ {
+ SAP_Element* Temp = Current->mNext;
+ Current->mNext = Temp->mNext;
+ FreeElem(Temp);
+ return;
+ }
+ Current = Current->mNext;
+ }
+ }
+}
+
+void SAP_PairData::DumpPairs(Pairs& pairs) const
+{
+ // ### Ugly and slow
+ for(udword i=0;i<mNbObjects;i++)
+ {
+ SAP_Element* Current = mArray[i];
+ while(Current)
+ {
+ ASSERT(Current->mID<mNbObjects);
+
+ pairs.AddPair(i, Current->mID);
+ Current = Current->mNext;
+ }
+ }
+}
+
+void SAP_PairData::DumpPairs(PairCallback callback, void* user_data) const
+{
+ if(!callback) return;
+
+ // ### Ugly and slow
+ for(udword i=0;i<mNbObjects;i++)
+ {
+ SAP_Element* Current = mArray[i];
+ while(Current)
+ {
+ ASSERT(Current->mID<mNbObjects);
+
+ if(!(callback)(i, Current->mID, user_data)) return;
+ Current = Current->mNext;
+ }
+ }
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SweepAndPrune::SweepAndPrune()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+SweepAndPrune::~SweepAndPrune()
+{
+}
+
+void SweepAndPrune::GetPairs(Pairs& pairs) const
+{
+ mPairs.DumpPairs(pairs);
+}
+
+void SweepAndPrune::GetPairs(PairCallback callback, void* user_data) const
+{
+ mPairs.DumpPairs(callback, user_data);
+}
+
+bool SweepAndPrune::Init(udword nb_objects, const AABB** boxes)
+{
+ // 1) Create sorted lists
+ mNbObjects = nb_objects;
+
+ mBoxes = new SAP_Box[nb_objects];
+// for(udword i=0;i<nb_objects;i++) mBoxes[i].Box = *boxes[i];
+
+ float* Data = new float[nb_objects*2];
+
+ for(udword Axis=0;Axis<3;Axis++)
+ {
+ mList[Axis] = new SAP_EndPoint[nb_objects*2];
+
+ for(udword i=0;i<nb_objects;i++)
+ {
+ Data[i*2+0] = boxes[i]->GetMin(Axis);
+ Data[i*2+1] = boxes[i]->GetMax(Axis);
+ }
+ RadixSort RS;
+ const udword* Sorted = RS.Sort(Data, nb_objects*2).GetRanks();
+
+ SAP_EndPoint* PreviousEndPoint = null;
+
+ for(udword i=0;i<nb_objects*2;i++)
+ {
+ udword SortedIndex = *Sorted++;
+ float SortedCoord = Data[SortedIndex];
+ udword BoxIndex = SortedIndex>>1;
+
+ ASSERT(BoxIndex<nb_objects);
+
+ SAP_EndPoint* CurrentEndPoint = &mList[Axis][SortedIndex];
+ CurrentEndPoint->Value = SortedCoord;
+// CurrentEndPoint->IsMax = SortedIndex&1; // ### could be implicit ?
+// CurrentEndPoint->ID = BoxIndex; // ### could be implicit ?
+ CurrentEndPoint->SetData(BoxIndex, SortedIndex&1); // ### could be implicit ?
+ CurrentEndPoint->Previous = PreviousEndPoint;
+ CurrentEndPoint->Next = null;
+ if(PreviousEndPoint) PreviousEndPoint->Next = CurrentEndPoint;
+
+ if(CurrentEndPoint->IsMax()) mBoxes[BoxIndex].Max[Axis] = CurrentEndPoint;
+ else mBoxes[BoxIndex].Min[Axis] = CurrentEndPoint;
+
+ PreviousEndPoint = CurrentEndPoint;
+ }
+ }
+
+ DELETEARRAY(Data);
+
+ CheckListsIntegrity();
+
+ // 2) Quickly find starting pairs
+
+ mPairs.Init(nb_objects);
+
+ {
+ Pairs P;
+ CompleteBoxPruning(nb_objects, boxes, P, Axes(AXES_XZY));
+ for(udword i=0;i<P.GetNbPairs();i++)
+ {
+ const Pair* PP = P.GetPair(i);
+
+ udword id0 = PP->id0;
+ udword id1 = PP->id1;
+
+ if(id0!=id1 && boxes[id0]->Intersect(*boxes[id1]))
+ {
+ mPairs.AddPair(id0, id1);
+ }
+ else ASSERT(0);
+ }
+ }
+
+ return true;
+}
+
+bool SweepAndPrune::CheckListsIntegrity()
+{
+ for(udword Axis=0;Axis<3;Axis++)
+ {
+ // Find list head
+ SAP_EndPoint* Current = mList[Axis];
+ while(Current->Previous) Current = Current->Previous;
+
+ udword Nb = 0;
+
+ SAP_EndPoint* Previous = null;
+ while(Current)
+ {
+ Nb++;
+
+ if(Previous)
+ {
+ ASSERT(Previous->Value <= Current->Value);
+ if(Previous->Value > Current->Value) return false;
+ }
+
+ ASSERT(Current->Previous==Previous);
+ if(Current->Previous!=Previous) return false;
+
+ Previous = Current;
+ Current = Current->Next;
+ }
+
+ ASSERT(Nb==mNbObjects*2);
+ }
+ return true;
+}
+
+inline_ BOOL Intersect(const AABB& a, const SAP_Box& b)
+{
+ if(b.Max[0]->Value < a.GetMin(0) || a.GetMax(0) < b.Min[0]->Value
+ || b.Max[1]->Value < a.GetMin(1) || a.GetMax(1) < b.Min[1]->Value
+ || b.Max[2]->Value < a.GetMin(2) || a.GetMax(2) < b.Min[2]->Value) return FALSE;
+
+ return TRUE;
+}
+
+
+
+bool SweepAndPrune::UpdateObject(udword i, const AABB& box)
+{
+ for(udword Axis=0;Axis<3;Axis++)
+ {
+// udword Base = (udword)&mList[Axis][0];
+
+ // Update min
+ {
+ SAP_EndPoint* const CurrentMin = mBoxes[i].Min[Axis];
+ ASSERT(!CurrentMin->IsMax());
+
+ const float Limit = box.GetMin(Axis);
+ if(Limit == CurrentMin->Value)
+ {
+ }
+ else if(Limit < CurrentMin->Value)
+ {
+ CurrentMin->Value = Limit;
+
+ // Min is moving left:
+ SAP_EndPoint* NewPos = CurrentMin;
+ ASSERT(NewPos);
+
+ SAP_EndPoint* tmp;
+ while((tmp = NewPos->Previous) && tmp->Value > Limit)
+ {
+ NewPos = tmp;
+
+ if(NewPos->IsMax())
+ {
+ // Our min passed a max => start overlap
+ //udword SortedIndex = (udword(CurrentMin) - Base)/sizeof(NS_EndPoint);
+ const udword id0 = CurrentMin->GetBoxID();
+ const udword id1 = NewPos->GetBoxID();
+
+ if(id0!=id1 && Intersect(box, mBoxes[id1])) mPairs.AddPair(id0, id1);
+ }
+ }
+
+ CurrentMin->InsertBefore(NewPos);
+ }
+ else// if(Limit > CurrentMin->Value)
+ {
+ CurrentMin->Value = Limit;
+
+ // Min is moving right:
+ SAP_EndPoint* NewPos = CurrentMin;
+ ASSERT(NewPos);
+
+ SAP_EndPoint* tmp;
+ while((tmp = NewPos->Next) && tmp->Value < Limit)
+ {
+ NewPos = tmp;
+
+ if(NewPos->IsMax())
+ {
+ // Our min passed a max => stop overlap
+ const udword id0 = CurrentMin->GetBoxID();
+ const udword id1 = NewPos->GetBoxID();
+
+ if(id0!=id1) mPairs.RemovePair(id0, id1);
+ }
+ }
+
+ CurrentMin->InsertAfter(NewPos);
+ }
+ }
+
+ // Update max
+ {
+ SAP_EndPoint* const CurrentMax = mBoxes[i].Max[Axis];
+ ASSERT(CurrentMax->IsMax());
+
+ const float Limit = box.GetMax(Axis);
+ if(Limit == CurrentMax->Value)
+ {
+ }
+ else if(Limit > CurrentMax->Value)
+ {
+ CurrentMax->Value = Limit;
+
+ // Max is moving right:
+ SAP_EndPoint* NewPos = CurrentMax;
+ ASSERT(NewPos);
+
+ SAP_EndPoint* tmp;
+ while((tmp = NewPos->Next) && tmp->Value < Limit)
+ {
+ NewPos = tmp;
+
+ if(!NewPos->IsMax())
+ {
+ // Our max passed a min => start overlap
+ const udword id0 = CurrentMax->GetBoxID();
+ const udword id1 = NewPos->GetBoxID();
+
+ if(id0!=id1 && Intersect(box, mBoxes[id1])) mPairs.AddPair(id0, id1);
+ }
+ }
+
+ CurrentMax->InsertAfter(NewPos);
+ }
+ else// if(Limit < CurrentMax->Value)
+ {
+ CurrentMax->Value = Limit;
+
+ // Max is moving left:
+ SAP_EndPoint* NewPos = CurrentMax;
+ ASSERT(NewPos);
+
+ SAP_EndPoint* tmp;
+ while((tmp = NewPos->Previous) && tmp->Value > Limit)
+ {
+ NewPos = tmp;
+
+ if(!NewPos->IsMax())
+ {
+ // Our max passed a min => stop overlap
+ const udword id0 = CurrentMax->GetBoxID();
+ const udword id1 = NewPos->GetBoxID();
+
+ if(id0!=id1) mPairs.RemovePair(id0, id1);
+ }
+ }
+
+ CurrentMax->InsertBefore(NewPos);
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OPC_SweepAndPrune.h b/Opcode/OPC_SweepAndPrune.h
new file mode 100644
index 0000000..5cf7956
--- /dev/null
+++ b/Opcode/OPC_SweepAndPrune.h
@@ -0,0 +1,86 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an implementation of the sweep-and-prune algorithm (moved from Z-Collide)
+ * \file OPC_SweepAndPrune.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_SWEEPANDPRUNE_H__
+#define __OPC_SWEEPANDPRUNE_H__
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called by OPCODE for each colliding pairs.
+ * \param id0 [in] id of colliding object
+ * \param id1 [in] id of colliding object
+ * \param user_data [in] user-defined data
+ * \return TRUE to continue enumeration
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef BOOL (*PairCallback) (udword id0, udword id1, void* user_data);
+
+ class SAP_Element;
+ class SAP_EndPoint;
+ class SAP_Box;
+
+ class OPCODE_API SAP_PairData
+ {
+ public:
+ SAP_PairData();
+ ~SAP_PairData();
+
+ bool Init(udword nb_objects);
+
+ void AddPair(udword id1, udword id2);
+ void RemovePair(udword id1, udword id2);
+
+ void DumpPairs(Pairs& pairs) const;
+ void DumpPairs(PairCallback callback, void* user_data) const;
+ private:
+ udword mNbElements; //!< Total number of elements in the pool
+ udword mNbUsedElements; //!< Number of used elements
+ SAP_Element* mElementPool; //!< Array of mNbElements elements
+ SAP_Element* mFirstFree; //!< First free element in the pool
+
+ udword mNbObjects; //!< Max number of objects we can handle
+ SAP_Element** mArray; //!< Pointers to pool
+ // Internal methods
+ SAP_Element* GetFreeElem(udword id, SAP_Element* next, udword* remap=null);
+ inline_ void FreeElem(SAP_Element* elem);
+ void Release();
+ };
+
+ class OPCODE_API SweepAndPrune
+ {
+ public:
+ SweepAndPrune();
+ ~SweepAndPrune();
+
+ bool Init(udword nb_objects, const AABB** boxes);
+ bool UpdateObject(udword i, const AABB& box);
+
+ void GetPairs(Pairs& pairs) const;
+ void GetPairs(PairCallback callback, void* user_data) const;
+ private:
+ SAP_PairData mPairs;
+
+ udword mNbObjects;
+ SAP_Box* mBoxes;
+ SAP_EndPoint* mList[3];
+ // Internal methods
+ bool CheckListsIntegrity();
+ };
+
+#endif //__OPC_SWEEPANDPRUNE_H__ \ No newline at end of file
diff --git a/Opcode/OPC_TreeBuilders.cpp b/Opcode/OPC_TreeBuilders.cpp
new file mode 100644
index 0000000..73e89c7
--- /dev/null
+++ b/Opcode/OPC_TreeBuilders.cpp
@@ -0,0 +1,255 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for tree builders.
+ * \file OPC_TreeBuilders.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of vertices.
+ *
+ * \class AABBTreeOfVerticesBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of AABBs.
+ *
+ * \class AABBTreeOfAABBsBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of triangles.
+ *
+ * \class AABBTreeOfTrianglesBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfAABBsBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ global_box = mAABBArray[primitives[0]];
+
+ // Loop through boxes
+ for(udword i=1;i<nb_prims;i++)
+ {
+ // Update global box
+ global_box.Add(mAABBArray[primitives[i]]);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfAABBsBuilder::GetSplittingValue(udword index, udword axis) const
+{
+ // For an AABB, the splitting value is the middle of the given axis,
+ // i.e. the corresponding component of the center point
+ return mAABBArray[index].GetCenter(axis);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfTrianglesBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ Point Min(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
+ Point Max(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+
+ // Loop through triangles
+ VertexPointers VP;
+ while(nb_prims--)
+ {
+ // Get current triangle-vertices
+ mIMesh->GetTriangle(VP, *primitives++);
+ // Update global box
+ Min.Min(*VP.Vertex[0]).Min(*VP.Vertex[1]).Min(*VP.Vertex[2]);
+ Max.Max(*VP.Vertex[0]).Max(*VP.Vertex[1]).Max(*VP.Vertex[2]);
+ }
+ global_box.SetMinMax(Min, Max);
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfTrianglesBuilder::GetSplittingValue(udword index, udword axis) const
+{
+/* // Compute center of triangle
+ Point Center;
+ mTriList[index].Center(mVerts, Center);
+ // Return value
+ return Center[axis];*/
+
+ // Compute correct component from center of triangle
+// return (mVerts[mTriList[index].mVRef[0]][axis]
+// +mVerts[mTriList[index].mVRef[1]][axis]
+// +mVerts[mTriList[index].mVRef[2]][axis])*INV3;
+
+ VertexPointers VP;
+ mIMesh->GetTriangle(VP, index);
+
+ // Compute correct component from center of triangle
+ return ((*VP.Vertex[0])[axis]
+ +(*VP.Vertex[1])[axis]
+ +(*VP.Vertex[2])[axis])*INV3;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfTrianglesBuilder::GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+{
+ if(mSettings.mRules&SPLIT_GEOM_CENTER)
+ {
+ // Loop through triangles
+ float SplitValue = 0.0f;
+ VertexPointers VP;
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Get current triangle-vertices
+ mIMesh->GetTriangle(VP, primitives[i]);
+ // Update split value
+ SplitValue += (*VP.Vertex[0])[axis];
+ SplitValue += (*VP.Vertex[1])[axis];
+ SplitValue += (*VP.Vertex[2])[axis];
+ }
+ return SplitValue / float(nb_prims*3);
+ }
+ else return AABBTreeBuilder::GetSplittingValue(primitives, nb_prims, global_box, axis);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfVerticesBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ global_box.SetEmpty();
+
+ // Loop through vertices
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Update global box
+ global_box.Extend(mVertexArray[primitives[i]]);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfVerticesBuilder::GetSplittingValue(udword index, udword axis) const
+{
+ // For a vertex, the splitting value is simply the vertex coordinate.
+ return mVertexArray[index][axis];
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfVerticesBuilder::GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+{
+ if(mSettings.mRules&SPLIT_GEOM_CENTER)
+ {
+ // Loop through vertices
+ float SplitValue = 0.0f;
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Update split value
+ SplitValue += mVertexArray[primitives[i]][axis];
+ }
+ return SplitValue / float(nb_prims);
+ }
+ else return AABBTreeBuilder::GetSplittingValue(primitives, nb_prims, global_box, axis);
+}
diff --git a/Opcode/OPC_TreeBuilders.h b/Opcode/OPC_TreeBuilders.h
new file mode 100644
index 0000000..32486aa
--- /dev/null
+++ b/Opcode/OPC_TreeBuilders.h
@@ -0,0 +1,173 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for tree builders.
+ * \file OPC_TreeBuilders.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_TREEBUILDERS_H__
+#define __OPC_TREEBUILDERS_H__
+
+ //! Tree splitting rules
+ enum SplittingRules
+ {
+ // Primitive split
+ SPLIT_LARGEST_AXIS = (1<<0), //!< Split along the largest axis
+ SPLIT_SPLATTER_POINTS = (1<<1), //!< Splatter primitive centers (QuickCD-style)
+ SPLIT_BEST_AXIS = (1<<2), //!< Try largest axis, then second, then last
+ SPLIT_BALANCED = (1<<3), //!< Try to keep a well-balanced tree
+ SPLIT_FIFTY = (1<<4), //!< Arbitrary 50-50 split
+ // Node split
+ SPLIT_GEOM_CENTER = (1<<5), //!< Split at geometric center (else split in the middle)
+ //
+ SPLIT_FORCE_DWORD = 0x7fffffff
+ };
+
+ //! Simple wrapper around build-related settings [Opcode 1.3]
+ struct OPCODE_API BuildSettings
+ {
+ inline_ BuildSettings() : mLimit(1), mRules(SPLIT_FORCE_DWORD) {}
+
+ udword mLimit; //!< Limit number of primitives / node. If limit is 1, build a complete tree (2*N-1 nodes)
+ udword mRules; //!< Building/Splitting rules (a combination of SplittingRules flags)
+ };
+
+ class OPCODE_API AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeBuilder() :
+ mNbPrimitives(0),
+ mNodeBase(null),
+ mCount(0),
+ mNbInvalidSplits(0) {}
+ //! Destructor
+ virtual ~AABBTreeBuilder() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual float GetSplittingValue(udword index, udword axis) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+ {
+ // Default split value = middle of the axis (using only the box)
+ return global_box.GetCenter(axis);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates node subdivision. This is called each time a node is considered for subdivision, during tree building.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \return TRUE if the node should be subdivised
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual BOOL ValidateSubdivision(const udword* primitives, udword nb_prims, const AABB& global_box)
+ {
+ // Check the user-defined limit
+ if(nb_prims<=mSettings.mLimit) return FALSE;
+
+ return TRUE;
+ }
+
+ BuildSettings mSettings; //!< Splitting rules & split limit [Opcode 1.3]
+ udword mNbPrimitives; //!< Total number of primitives.
+ void* mNodeBase; //!< Address of node pool [Opcode 1.3]
+ // Stats
+ inline_ void SetCount(udword nb) { mCount=nb; }
+ inline_ void IncreaseCount(udword nb) { mCount+=nb; }
+ inline_ udword GetCount() const { return mCount; }
+ inline_ void SetNbInvalidSplits(udword nb) { mNbInvalidSplits=nb; }
+ inline_ void IncreaseNbInvalidSplits() { mNbInvalidSplits++; }
+ inline_ udword GetNbInvalidSplits() const { return mNbInvalidSplits; }
+
+ private:
+ udword mCount; //!< Stats: number of nodes created
+ udword mNbInvalidSplits; //!< Stats: number of invalid splits
+ };
+
+ class OPCODE_API AABBTreeOfVerticesBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfVerticesBuilder() : mVertexArray(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfVerticesBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+ override(AABBTreeBuilder) float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const;
+
+ const Point* mVertexArray; //!< Shortcut to an app-controlled array of vertices.
+ };
+
+ class OPCODE_API AABBTreeOfAABBsBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfAABBsBuilder() : mAABBArray(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfAABBsBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+
+ const AABB* mAABBArray; //!< Shortcut to an app-controlled array of AABBs.
+ };
+
+ class OPCODE_API AABBTreeOfTrianglesBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfTrianglesBuilder() : mIMesh(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfTrianglesBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+ override(AABBTreeBuilder) float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const;
+
+ const MeshInterface* mIMesh; //!< Shortcut to an app-controlled mesh interface
+ };
+
+#endif // __OPC_TREEBUILDERS_H__
diff --git a/Opcode/OPC_TreeCollider.cpp b/Opcode/OPC_TreeCollider.cpp
new file mode 100644
index 0000000..00be03c
--- /dev/null
+++ b/Opcode/OPC_TreeCollider.cpp
@@ -0,0 +1,943 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a tree collider.
+ * \file OPC_TreeCollider.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an AABB tree collider.
+ * This class performs a collision test between two AABB trees.
+ *
+ * \class AABBTreeCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+#include "OPC_TriTriOverlap.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeCollider::AABBTreeCollider() :
+ mNbBVBVTests (0),
+ mNbPrimPrimTests (0),
+ mNbBVPrimTests (0),
+ mFullBoxBoxTest (true),
+ mFullPrimBoxTest (true),
+ mIMesh0 (null),
+ mIMesh1 (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeCollider::~AABBTreeCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* AABBTreeCollider::ValidateSettings()
+{
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+ return null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results with:
+ * - GetContactStatus()
+ * - GetNbPairs()
+ * - GetPairs()
+ *
+ * \param cache [in] collision cache for model pointers and a colliding pair of primitives
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(BVTCache& cache, const Matrix4x4* world0, const Matrix4x4* world1)
+{
+ // Checkings
+ if(!cache.Model0 || !cache.Model1) return false;
+ if(cache.Model0->HasLeafNodes()!=cache.Model1->HasLeafNodes()) return false;
+ if(cache.Model0->IsQuantized()!=cache.Model1->IsQuantized()) return false;
+
+ /*
+
+ Rules:
+ - perform hull test
+ - when hulls collide, disable hull test
+ - if meshes overlap, reset countdown
+ - if countdown reaches 0, enable hull test
+
+ */
+
+#ifdef __MESHMERIZER_H__
+ // Handle hulls
+ if(cache.HullTest)
+ {
+ if(cache.Model0->GetHull() && cache.Model1->GetHull())
+ {
+ struct Local
+ {
+ static Point* SVCallback(const Point& sv, udword& previndex, udword user_data)
+ {
+ CollisionHull* Hull = (CollisionHull*)user_data;
+ previndex = Hull->ComputeSupportingVertex(sv, previndex);
+ return (Point*)&Hull->GetVerts()[previndex];
+ }
+ };
+
+ bool Collide;
+
+ if(0)
+ {
+ static GJKEngine GJK;
+ static bool GJKInitDone=false;
+ if(!GJKInitDone)
+ {
+ GJK.Enable(GJK_BACKUP_PROCEDURE);
+ GJK.Enable(GJK_DEGENERATE);
+ GJK.Enable(GJK_HILLCLIMBING);
+ GJKInitDone = true;
+ }
+ GJK.SetCallbackObj0(Local::SVCallback);
+ GJK.SetCallbackObj1(Local::SVCallback);
+ GJK.SetUserData0(udword(cache.Model0->GetHull()));
+ GJK.SetUserData1(udword(cache.Model1->GetHull()));
+ Collide = GJK.Collide(*world0, *world1, &cache.SepVector);
+ }
+ else
+ {
+ static SVEngine SVE;
+ SVE.SetCallbackObj0(Local::SVCallback);
+ SVE.SetCallbackObj1(Local::SVCallback);
+ SVE.SetUserData0(udword(cache.Model0->GetHull()));
+ SVE.SetUserData1(udword(cache.Model1->GetHull()));
+ Collide = SVE.Collide(*world0, *world1, &cache.SepVector);
+ }
+
+ if(!Collide)
+ {
+ // Reset stats & contact status
+ mFlags &= ~OPC_CONTACT;
+ mNbBVBVTests = 0;
+ mNbPrimPrimTests = 0;
+ mNbBVPrimTests = 0;
+ mPairs.Reset();
+ return true;
+ }
+ }
+ }
+
+ // Here, hulls collide
+ cache.HullTest = false;
+#endif // __MESHMERIZER_H__
+
+ // Checkings
+ if(!Setup(cache.Model0->GetMeshInterface(), cache.Model1->GetMeshInterface())) return false;
+
+ // Simple double-dispatch
+ bool Status;
+ if(!cache.Model0->HasLeafNodes())
+ {
+ if(cache.Model0->IsQuantized())
+ {
+ const AABBQuantizedNoLeafTree* T0 = (const AABBQuantizedNoLeafTree*)cache.Model0->GetTree();
+ const AABBQuantizedNoLeafTree* T1 = (const AABBQuantizedNoLeafTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ else
+ {
+ const AABBNoLeafTree* T0 = (const AABBNoLeafTree*)cache.Model0->GetTree();
+ const AABBNoLeafTree* T1 = (const AABBNoLeafTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ }
+ else
+ {
+ if(cache.Model0->IsQuantized())
+ {
+ const AABBQuantizedTree* T0 = (const AABBQuantizedTree*)cache.Model0->GetTree();
+ const AABBQuantizedTree* T1 = (const AABBQuantizedTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ else
+ {
+ const AABBCollisionTree* T0 = (const AABBCollisionTree*)cache.Model0->GetTree();
+ const AABBCollisionTree* T1 = (const AABBCollisionTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ }
+
+#ifdef __MESHMERIZER_H__
+ if(Status)
+ {
+ // Reset counter as long as overlap occurs
+ if(GetContactStatus()) cache.ResetCountDown();
+
+ // Enable hull test again when counter reaches zero
+ cache.CountDown--;
+ if(!cache.CountDown)
+ {
+ cache.ResetCountDown();
+ cache.HullTest = true;
+ }
+ }
+#endif
+ return Status;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes a collision query :
+ * - reset stats & contact status
+ * - setup matrices
+ *
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::InitQuery(const Matrix4x4* world0, const Matrix4x4* world1)
+{
+ // Reset stats & contact status
+ Collider::InitQuery();
+ mNbBVBVTests = 0;
+ mNbPrimPrimTests = 0;
+ mNbBVPrimTests = 0;
+ mPairs.Reset();
+
+ // Setup matrices
+ Matrix4x4 InvWorld0, InvWorld1;
+ if(world0) InvertPRMatrix(InvWorld0, *world0);
+ else InvWorld0.Identity();
+
+ if(world1) InvertPRMatrix(InvWorld1, *world1);
+ else InvWorld1.Identity();
+
+ Matrix4x4 World0to1 = world0 ? (*world0 * InvWorld1) : InvWorld1;
+ Matrix4x4 World1to0 = world1 ? (*world1 * InvWorld0) : InvWorld0;
+
+ mR0to1 = World0to1; World0to1.GetTrans(mT0to1);
+ mR1to0 = World1to0; World1to0.GetTrans(mT1to0);
+
+ // Precompute absolute 1-to-0 rotation matrix
+ for(udword i=0;i<3;i++)
+ {
+ for(udword j=0;j<3;j++)
+ {
+ // Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
+ mAR.m[i][j] = 1e-6f + fabsf(mR1to0.m[i][j]);
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Takes advantage of temporal coherence.
+ * \param cache [in] cache for a pair of previously colliding primitives
+ * \return true if we can return immediately
+ * \warning only works for "First Contact" mode
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::CheckTemporalCoherence(Pair* cache)
+{
+ // Checkings
+ if(!cache) return false;
+
+ // Test previously colliding primitives first
+ if(TemporalCoherenceEnabled() && FirstContactEnabled())
+ {
+ PrimTest(cache->id0, cache->id1);
+ if(GetContactStatus()) return true;
+ }
+ return false;
+}
+
+#define UPDATE_CACHE \
+ if(cache && GetContactStatus()) \
+ { \
+ cache->id0 = mPairs.GetEntry(0); \
+ cache->id1 = mPairs.GetEntry(1); \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for normal AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for no-leaf AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for quantized AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Setup dequantization coeffs
+ mCenterCoeff0 = tree0->mCenterCoeff;
+ mExtentsCoeff0 = tree0->mExtentsCoeff;
+ mCenterCoeff1 = tree1->mCenterCoeff;
+ mExtentsCoeff1 = tree1->mExtentsCoeff;
+
+ // Dequantize box A
+ const AABBQuantizedNode* N0 = tree0->GetNodes();
+ const Point a(float(N0->mAABB.mExtents[0]) * mExtentsCoeff0.x, float(N0->mAABB.mExtents[1]) * mExtentsCoeff0.y, float(N0->mAABB.mExtents[2]) * mExtentsCoeff0.z);
+ const Point Pa(float(N0->mAABB.mCenter[0]) * mCenterCoeff0.x, float(N0->mAABB.mCenter[1]) * mCenterCoeff0.y, float(N0->mAABB.mCenter[2]) * mCenterCoeff0.z);
+ // Dequantize box B
+ const AABBQuantizedNode* N1 = tree1->GetNodes();
+ const Point b(float(N1->mAABB.mExtents[0]) * mExtentsCoeff1.x, float(N1->mAABB.mExtents[1]) * mExtentsCoeff1.y, float(N1->mAABB.mExtents[2]) * mExtentsCoeff1.z);
+ const Point Pb(float(N1->mAABB.mCenter[0]) * mCenterCoeff1.x, float(N1->mAABB.mCenter[1]) * mCenterCoeff1.y, float(N1->mAABB.mCenter[2]) * mCenterCoeff1.z);
+
+ // Perform collision query
+ _Collide(N0, N1, a, Pa, b, Pb);
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for quantized no-leaf AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Setup dequantization coeffs
+ mCenterCoeff0 = tree0->mCenterCoeff;
+ mExtentsCoeff0 = tree0->mExtentsCoeff;
+ mCenterCoeff1 = tree1->mCenterCoeff;
+ mExtentsCoeff1 = tree1->mExtentsCoeff;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Standard trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// The normal AABB tree can use 2 different descent rules (with different performances)
+//#define ORIGINAL_CODE //!< UNC-like descent rules
+#define ALTERNATIVE_CODE //!< Alternative descent rules
+
+#ifdef ORIGINAL_CODE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter)) return;
+
+ if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
+
+ if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
+ {
+ _Collide(b0->GetNeg(), b1);
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1);
+ }
+ else
+ {
+ _Collide(b0, b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0, b1->GetPos());
+ }
+}
+#endif
+
+#ifdef ALTERNATIVE_CODE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter))
+ {
+ return;
+ }
+
+ if(b0->IsLeaf())
+ {
+ if(b1->IsLeaf())
+ {
+ PrimTest(b0->GetPrimitive(), b1->GetPrimitive());
+ }
+ else
+ {
+ _Collide(b0, b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0, b1->GetPos());
+ }
+ }
+ else if(b1->IsLeaf())
+ {
+ _Collide(b0->GetNeg(), b1);
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1);
+ }
+ else
+ {
+ _Collide(b0->GetNeg(), b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0->GetNeg(), b1->GetPos());
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1->GetPos());
+ }
+}
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// No-leaf trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for two primitive indices.
+ * \param id0 [in] index from first leaf-triangle
+ * \param id1 [in] index from second leaf-triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::PrimTest(udword id0, udword id1)
+{
+ // Request vertices from the app
+ VertexPointers VP0;
+ VertexPointers VP1;
+ mIMesh0->GetTriangle(VP0, id0);
+ mIMesh1->GetTriangle(VP1, id1);
+
+ // Transform from space 1 to space 0
+ Point u0,u1,u2;
+ TransformPoint(u0, *VP1.Vertex[0], mR1to0, mT1to0);
+ TransformPoint(u1, *VP1.Vertex[1], mR1to0, mT1to0);
+ TransformPoint(u2, *VP1.Vertex[2], mR1to0, mT1to0);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(*VP0.Vertex[0], *VP0.Vertex[1], *VP0.Vertex[2], u0, u1, u2))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(id0).Add(id1);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for a previously fetched triangle from tree A (in B's space) and a new leaf from B.
+ * \param id1 [in] leaf-triangle index from tree B
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void AABBTreeCollider::PrimTestTriIndex(udword id1)
+{
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh1->GetTriangle(VP, id1);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(mLeafIndex).Add(id1);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for a previously fetched triangle from tree B (in A's space) and a new leaf from A.
+ * \param id0 [in] leaf-triangle index from tree A
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void AABBTreeCollider::PrimTestIndexTri(udword id0)
+{
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh0->GetTriangle(VP, id0);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(id0).Add(mLeafIndex);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from A and a branch from B.
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideTriBox(const AABBNoLeafNode* b)
+{
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
+
+ // Keep same triangle, deal with first child
+ if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ // Keep same triangle, deal with second child
+ if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from B and a branch from A.
+ * \param b [in] collision node from first tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideBoxTri(const AABBNoLeafNode* b)
+{
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
+
+ // Keep same triangle, deal with first child
+ if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
+ else _CollideBoxTri(b->GetPos());
+
+ if(ContactFound()) return;
+
+ // Keep same triangle, deal with second child
+ if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
+ else _CollideBoxTri(b->GetNeg());
+}
+
+//! Request triangle vertices from the app and transform them
+#define FETCH_LEAF(prim_index, imesh, rot, trans) \
+ mLeafIndex = prim_index; \
+ /* Request vertices from the app */ \
+ VertexPointers VP; imesh->GetTriangle(VP, prim_index); \
+ /* Transform them in a common space */ \
+ TransformPoint(mLeafVerts[0], *VP.Vertex[0], rot, trans); \
+ TransformPoint(mLeafVerts[1], *VP.Vertex[1], rot, trans); \
+ TransformPoint(mLeafVerts[2], *VP.Vertex[2], rot, trans);
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for no-leaf AABB trees.
+ * \param a [in] collision node from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(a->mAABB.mExtents, a->mAABB.mCenter, b->mAABB.mExtents, b->mAABB.mCenter)) return;
+
+ // Catch leaf status
+ BOOL BHasPosLeaf = b->HasPosLeaf();
+ BOOL BHasNegLeaf = b->HasNegLeaf();
+
+ if(a->HasPosLeaf())
+ {
+ FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetNeg());
+ }
+
+ if(ContactFound()) return;
+
+ if(a->HasNegLeaf())
+ {
+ FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Quantized trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ * \param a [in] extent from box A
+ * \param Pa [in] center from box A
+ * \param b [in] extent from box B
+ * \param Pb [in] center from box B
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const Point& a, const Point& Pa, const Point& b, const Point& Pb)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(a, Pa, b, Pb)) return;
+
+ if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
+
+ if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
+ {
+ // Dequantize box
+ const QuantizedAABB* Box = &b0->GetNeg()->mAABB;
+ const Point negPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
+ const Point nega(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
+ _Collide(b0->GetNeg(), b1, nega, negPa, b, Pb);
+
+ if(ContactFound()) return;
+
+ // Dequantize box
+ Box = &b0->GetPos()->mAABB;
+ const Point posPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
+ const Point posa(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
+ _Collide(b0->GetPos(), b1, posa, posPa, b, Pb);
+ }
+ else
+ {
+ // Dequantize box
+ const QuantizedAABB* Box = &b1->GetNeg()->mAABB;
+ const Point negPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
+ const Point negb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
+ _Collide(b0, b1->GetNeg(), a, Pa, negb, negPb);
+
+ if(ContactFound()) return;
+
+ // Dequantize box
+ Box = &b1->GetPos()->mAABB;
+ const Point posPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
+ const Point posb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
+ _Collide(b0, b1->GetPos(), a, Pa, posb, posPb);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Quantized no-leaf trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from A and a quantized branch from B.
+ * \param leaf [in] leaf triangle from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideTriBox(const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box
+ const QuantizedAABB* bb = &b->mAABB;
+ const Point Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
+ const Point eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
+
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(Pb, eb)) return;
+
+ if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from B and a quantized branch from A.
+ * \param b [in] collision node from first tree
+ * \param leaf [in] leaf triangle from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideBoxTri(const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box
+ const QuantizedAABB* bb = &b->mAABB;
+ const Point Pa(float(bb->mCenter[0]) * mCenterCoeff0.x, float(bb->mCenter[1]) * mCenterCoeff0.y, float(bb->mCenter[2]) * mCenterCoeff0.z);
+ const Point ea(float(bb->mExtents[0]) * mExtentsCoeff0.x, float(bb->mExtents[1]) * mExtentsCoeff0.y, float(bb->mExtents[2]) * mExtentsCoeff0.z);
+
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(Pa, ea)) return;
+
+ if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
+ else _CollideBoxTri(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
+ else _CollideBoxTri(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized no-leaf AABB trees.
+ * \param a [in] collision node from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box A
+ const QuantizedAABB* ab = &a->mAABB;
+ const Point Pa(float(ab->mCenter[0]) * mCenterCoeff0.x, float(ab->mCenter[1]) * mCenterCoeff0.y, float(ab->mCenter[2]) * mCenterCoeff0.z);
+ const Point ea(float(ab->mExtents[0]) * mExtentsCoeff0.x, float(ab->mExtents[1]) * mExtentsCoeff0.y, float(ab->mExtents[2]) * mExtentsCoeff0.z);
+ // Dequantize box B
+ const QuantizedAABB* bb = &b->mAABB;
+ const Point Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
+ const Point eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
+
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(ea, Pa, eb, Pb)) return;
+
+ // Catch leaf status
+ BOOL BHasPosLeaf = b->HasPosLeaf();
+ BOOL BHasNegLeaf = b->HasNegLeaf();
+
+ if(a->HasPosLeaf())
+ {
+ FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetNeg());
+ }
+
+ if(ContactFound()) return;
+
+ if(a->HasNegLeaf())
+ {
+ FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetNeg());
+ }
+}
diff --git a/Opcode/OPC_TreeCollider.h b/Opcode/OPC_TreeCollider.h
new file mode 100644
index 0000000..bb8d1b6
--- /dev/null
+++ b/Opcode/OPC_TreeCollider.h
@@ -0,0 +1,244 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a tree collider.
+ * \file OPC_TreeCollider.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_TREECOLLIDER_H__
+#define __OPC_TREECOLLIDER_H__
+
+ //! This structure holds cached information used by the algorithm.
+ //! Two model pointers and two colliding primitives are cached. Model pointers are assigned
+ //! to their respective meshes, and the pair of colliding primitives is used for temporal
+ //! coherence. That is, in case temporal coherence is enabled, those two primitives are
+ //! tested for overlap before everything else. If they still collide, we're done before
+ //! even entering the recursive collision code.
+ struct OPCODE_API BVTCache : Pair
+ {
+ //! Constructor
+ inline_ BVTCache()
+ {
+ ResetCache();
+ ResetCountDown();
+ }
+
+ void ResetCache()
+ {
+ Model0 = null;
+ Model1 = null;
+ id0 = 0;
+ id1 = 1;
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ HullTest = true;
+ SepVector.pid = 0;
+ SepVector.qid = 0;
+ SepVector.SV = Point(1.0f, 0.0f, 0.0f);
+#endif // __MESHMERIZER_H__
+ }
+
+ inline_ void ResetCountDown()
+ {
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ CountDown = 50;
+#endif // __MESHMERIZER_H__
+ }
+
+ const Model* Model0; //!< Model for first object
+ const Model* Model1; //!< Model for second object
+
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ SVCache SepVector;
+ udword CountDown;
+ bool HullTest;
+#endif // __MESHMERIZER_H__
+ };
+
+ class OPCODE_API AABBTreeCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ AABBTreeCollider();
+ virtual ~AABBTreeCollider();
+ // Generic collision query
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results with:
+ * - GetContactStatus()
+ * - GetNbPairs()
+ * - GetPairs()
+ *
+ * \param cache [in] collision cache for model pointers and a colliding pair of primitives
+ * \param world0 [in] world matrix for first object, or null
+ * \param world1 [in] world matrix for second object, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(BVTCache& cache, const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+
+ // Collision queries
+ bool Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullPrimBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full triangle-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullBoxBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullPrimBoxTest(bool flag) { mFullPrimBoxTest = flag; }
+
+ // Stats
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-BV overlap tests after a collision query.
+ * \see GetNbPrimPrimTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of BV-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVBVTests() const { return mNbBVBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Triangle-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of Triangle-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPrimPrimTests() const { return mNbPrimPrimTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbPrimPrimTests()
+ * \return the number of BV-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVPrimTests() const { return mNbBVPrimTests; }
+
+ // Data access
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of contacts after a collision query.
+ * \see GetContactStatus()
+ * \see GetPairs()
+ * \return the number of contacts / colliding pairs.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPairs() const { return mPairs.GetNbEntries()>>1; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the pairs of colliding triangles after a collision query.
+ * \see GetContactStatus()
+ * \see GetNbPairs()
+ * \return the list of colliding pairs (triangle indices)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const Pair* GetPairs() const { return (const Pair*)mPairs.GetEntries(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Colliding pairs
+ Container mPairs; //!< Pairs of colliding primitives
+ // User mesh interfaces
+ const MeshInterface* mIMesh0; //!< User-defined mesh interface for object0
+ const MeshInterface* mIMesh1; //!< User-defined mesh interface for object1
+ // Stats
+ udword mNbBVBVTests; //!< Number of BV-BV tests
+ udword mNbPrimPrimTests; //!< Number of Primitive-Primitive tests
+ udword mNbBVPrimTests; //!< Number of BV-Primitive tests
+ // Precomputed data
+ Matrix3x3 mAR; //!< Absolute rotation matrix
+ Matrix3x3 mR0to1; //!< Rotation from object0 to object1
+ Matrix3x3 mR1to0; //!< Rotation from object1 to object0
+ Point mT0to1; //!< Translation from object0 to object1
+ Point mT1to0; //!< Translation from object1 to object0
+ // Dequantization coeffs
+ Point mCenterCoeff0;
+ Point mExtentsCoeff0;
+ Point mCenterCoeff1;
+ Point mExtentsCoeff1;
+ // Leaf description
+ Point mLeafVerts[3]; //!< Triangle vertices
+ udword mLeafIndex; //!< Triangle index
+ // Settings
+ bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
+ bool mFullPrimBoxTest; //!< Perform full Primitive-BV tests (true) or SAT-lite tests (false)
+ // Internal methods
+
+ // Standard AABB trees
+ void _Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1);
+ // Quantized AABB trees
+ void _Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const Point& a, const Point& Pa, const Point& b, const Point& Pb);
+ // No-leaf AABB trees
+ void _CollideTriBox(const AABBNoLeafNode* b);
+ void _CollideBoxTri(const AABBNoLeafNode* b);
+ void _Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b);
+ // Quantized no-leaf AABB trees
+ void _CollideTriBox(const AABBQuantizedNoLeafNode* b);
+ void _CollideBoxTri(const AABBQuantizedNoLeafNode* b);
+ void _Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b);
+ // Overlap tests
+ void PrimTest(udword id0, udword id1);
+ inline_ void PrimTestTriIndex(udword id1);
+ inline_ void PrimTestIndexTri(udword id0);
+
+ inline_ BOOL BoxBoxOverlap(const Point& ea, const Point& ca, const Point& eb, const Point& cb);
+ inline_ BOOL TriBoxOverlap(const Point& center, const Point& extents);
+ inline_ BOOL TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2);
+ // Init methods
+ void InitQuery(const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+ bool CheckTemporalCoherence(Pair* cache);
+
+ inline_ BOOL Setup(const MeshInterface* mi0, const MeshInterface* mi1)
+ {
+ mIMesh0 = mi0;
+ mIMesh1 = mi1;
+
+ if(!mIMesh0 || !mIMesh1) return FALSE;
+
+ return TRUE;
+ }
+ };
+
+#endif // __OPC_TREECOLLIDER_H__
diff --git a/Opcode/OPC_TriBoxOverlap.h b/Opcode/OPC_TriBoxOverlap.h
new file mode 100644
index 0000000..923e324
--- /dev/null
+++ b/Opcode/OPC_TriBoxOverlap.h
@@ -0,0 +1,339 @@
+
+//! This macro quickly finds the min & max values among 3 variables
+#define FINDMINMAX(x0, x1, x2, min, max) \
+ min = max = x0; \
+ if(x1<min) min=x1; \
+ if(x1>max) max=x1; \
+ if(x2<min) min=x2; \
+ if(x2>max) max=x2;
+
+//! TO BE DOCUMENTED
+inline_ BOOL planeBoxOverlap(const Point& normal, const float d, const Point& maxbox)
+{
+ Point vmin, vmax;
+ for(udword q=0;q<=2;q++)
+ {
+ if(normal[q]>0.0f) { vmin[q]=-maxbox[q]; vmax[q]=maxbox[q]; }
+ else { vmin[q]=maxbox[q]; vmax[q]=-maxbox[q]; }
+ }
+ if((normal|vmin)+d>0.0f) return FALSE;
+ if((normal|vmax)+d>=0.0f) return TRUE;
+
+ return FALSE;
+}
+
+//! TO BE DOCUMENTED
+#define AXISTEST_X01(a, b, fa, fb) \
+ min = a*v0.y - b*v0.z; \
+ max = a*v2.y - b*v2.z; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.y + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_X2(a, b, fa, fb) \
+ min = a*v0.y - b*v0.z; \
+ max = a*v1.y - b*v1.z; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.y + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Y02(a, b, fa, fb) \
+ min = b*v0.z - a*v0.x; \
+ max = b*v2.z - a*v2.x; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Y1(a, b, fa, fb) \
+ min = b*v0.z - a*v0.x; \
+ max = b*v1.z - a*v1.x; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Z12(a, b, fa, fb) \
+ min = a*v1.x - b*v1.y; \
+ max = a*v2.x - b*v2.y; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.y; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Z0(a, b, fa, fb) \
+ min = a*v0.x - b*v0.y; \
+ max = a*v1.x - b*v1.y; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.y; \
+ if(min>rad || max<-rad) return FALSE;
+
+// compute triangle edges
+// - edges lazy evaluated to take advantage of early exits
+// - fabs precomputed (half less work, possible since extents are always >0)
+// - customized macros to take advantage of the null component
+// - axis vector discarded, possibly saves useless movs
+#define IMPLEMENT_CLASS3_TESTS \
+ float rad; \
+ float min, max; \
+ \
+ const float fey0 = fabsf(e0.y); \
+ const float fez0 = fabsf(e0.z); \
+ AXISTEST_X01(e0.z, e0.y, fez0, fey0); \
+ const float fex0 = fabsf(e0.x); \
+ AXISTEST_Y02(e0.z, e0.x, fez0, fex0); \
+ AXISTEST_Z12(e0.y, e0.x, fey0, fex0); \
+ \
+ const float fey1 = fabsf(e1.y); \
+ const float fez1 = fabsf(e1.z); \
+ AXISTEST_X01(e1.z, e1.y, fez1, fey1); \
+ const float fex1 = fabsf(e1.x); \
+ AXISTEST_Y02(e1.z, e1.x, fez1, fex1); \
+ AXISTEST_Z0(e1.y, e1.x, fey1, fex1); \
+ \
+ const Point e2 = mLeafVerts[0] - mLeafVerts[2]; \
+ const float fey2 = fabsf(e2.y); \
+ const float fez2 = fabsf(e2.z); \
+ AXISTEST_X2(e2.z, e2.y, fez2, fey2); \
+ const float fex2 = fabsf(e2.x); \
+ AXISTEST_Y1(e2.z, e2.x, fez2, fex2); \
+ AXISTEST_Z12(e2.y, e2.x, fey2, fex2);
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Triangle-Box overlap test using the separating axis theorem.
+ * This is the code from Tomas Möller, a bit optimized:
+ * - with some more lazy evaluation (faster path on PC)
+ * - with a tiny bit of assembly
+ * - with "SAT-lite" applied if needed
+ * - and perhaps with some more minor modifs...
+ *
+ * \param center [in] box center
+ * \param extents [in] box extents
+ * \return true if triangle & box overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::TriBoxOverlap(const Point& center, const Point& extents)
+{
+ // Stats
+ mNbBVPrimTests++;
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // move everything so that the boxcenter is in (0,0,0)
+ Point v0, v1, v2;
+ v0.x = mLeafVerts[0].x - center.x;
+ v1.x = mLeafVerts[1].x - center.x;
+ v2.x = mLeafVerts[2].x - center.x;
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE;
+
+ // same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE;
+
+ // same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>extents.x || max<-extents.x) return FALSE;
+
+ // Same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>extents.y || max<-extents.y) return FALSE;
+
+ // Same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>extents.z || max<-extents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const Point e0 = v1 - v0;
+ const Point e1 = v2 - v1;
+ const Point normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, extents)) return FALSE;
+
+ // 3) "Class III" tests
+ if(mFullPrimBoxTest)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
+
+//! A dedicated version where the box is constant
+inline_ BOOL OBBCollider::TriBoxOverlap()
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ // Hook
+ const Point& extents = mBoxExtents;
+ const Point& v0 = mLeafVerts[0];
+ const Point& v1 = mLeafVerts[1];
+ const Point& v2 = mLeafVerts[2];
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // Box center is already in (0,0,0)
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>mBoxExtents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-mBoxExtents.x) return FALSE;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>mBoxExtents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-mBoxExtents.y) return FALSE;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>mBoxExtents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-mBoxExtents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>mBoxExtents.x || max<-mBoxExtents.x) return FALSE;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>mBoxExtents.y || max<-mBoxExtents.y) return FALSE;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>mBoxExtents.z || max<-mBoxExtents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const Point e0 = v1 - v0;
+ const Point e1 = v2 - v1;
+ const Point normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, mBoxExtents)) return FALSE;
+
+ // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
+
+//! ...and another one, jeez
+inline_ BOOL AABBCollider::TriBoxOverlap()
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ // Hook
+ const Point& center = mBox.mCenter;
+ const Point& extents = mBox.mExtents;
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // move everything so that the boxcenter is in (0,0,0)
+ Point v0, v1, v2;
+ v0.x = mLeafVerts[0].x - center.x;
+ v1.x = mLeafVerts[1].x - center.x;
+ v2.x = mLeafVerts[2].x - center.x;
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE;
+
+ // same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE;
+
+ // same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>extents.x || max<-extents.x) return FALSE;
+
+ // Same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>extents.y || max<-extents.y) return FALSE;
+
+ // Same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>extents.z || max<-extents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const Point e0 = v1 - v0;
+ const Point e1 = v2 - v1;
+ const Point normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, extents)) return FALSE;
+
+ // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
diff --git a/Opcode/OPC_TriTriOverlap.h b/Opcode/OPC_TriTriOverlap.h
new file mode 100644
index 0000000..45de8ba
--- /dev/null
+++ b/Opcode/OPC_TriTriOverlap.h
@@ -0,0 +1,279 @@
+
+//! if OPC_TRITRI_EPSILON_TEST is true then we do a check (if |dv|<EPSILON then dv=0.0;) else no check is done (which is less robust, but faster)
+#define LOCAL_EPSILON 0.000001f
+
+//! sort so that a<=b
+#define SORT(a,b) \
+ if(a>b) \
+ { \
+ const float c=a; \
+ a=b; \
+ b=c; \
+ }
+
+//! Edge to edge test based on Franlin Antonio's gem: "Faster Line Segment Intersection", in Graphics Gems III, pp. 199-202
+#define EDGE_EDGE_TEST(V0, U0, U1) \
+ Bx = U0[i0] - U1[i0]; \
+ By = U0[i1] - U1[i1]; \
+ Cx = V0[i0] - U0[i0]; \
+ Cy = V0[i1] - U0[i1]; \
+ f = Ay*Bx - Ax*By; \
+ d = By*Cx - Bx*Cy; \
+ if((f>0.0f && d>=0.0f && d<=f) || (f<0.0f && d<=0.0f && d>=f)) \
+ { \
+ const float e=Ax*Cy - Ay*Cx; \
+ if(f>0.0f) \
+ { \
+ if(e>=0.0f && e<=f) return TRUE; \
+ } \
+ else \
+ { \
+ if(e<=0.0f && e>=f) return TRUE; \
+ } \
+ }
+
+//! TO BE DOCUMENTED
+#define EDGE_AGAINST_TRI_EDGES(V0, V1, U0, U1, U2) \
+{ \
+ float Bx,By,Cx,Cy,d,f; \
+ const float Ax = V1[i0] - V0[i0]; \
+ const float Ay = V1[i1] - V0[i1]; \
+ /* test edge U0,U1 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U0, U1); \
+ /* test edge U1,U2 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U1, U2); \
+ /* test edge U2,U1 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U2, U0); \
+}
+
+//! TO BE DOCUMENTED
+#define POINT_IN_TRI(V0, U0, U1, U2) \
+{ \
+ /* is T1 completly inside T2? */ \
+ /* check if V0 is inside tri(U0,U1,U2) */ \
+ float a = U1[i1] - U0[i1]; \
+ float b = -(U1[i0] - U0[i0]); \
+ float c = -a*U0[i0] - b*U0[i1]; \
+ float d0 = a*V0[i0] + b*V0[i1] + c; \
+ \
+ a = U2[i1] - U1[i1]; \
+ b = -(U2[i0] - U1[i0]); \
+ c = -a*U1[i0] - b*U1[i1]; \
+ const float d1 = a*V0[i0] + b*V0[i1] + c; \
+ \
+ a = U0[i1] - U2[i1]; \
+ b = -(U0[i0] - U2[i0]); \
+ c = -a*U2[i0] - b*U2[i1]; \
+ const float d2 = a*V0[i0] + b*V0[i1] + c; \
+ if(d0*d1>0.0f) \
+ { \
+ if(d0*d2>0.0f) return TRUE; \
+ } \
+}
+
+//! TO BE DOCUMENTED
+BOOL CoplanarTriTri(const Point& n, const Point& v0, const Point& v1, const Point& v2, const Point& u0, const Point& u1, const Point& u2)
+{
+ float A[3];
+ short i0,i1;
+ /* first project onto an axis-aligned plane, that maximizes the area */
+ /* of the triangles, compute indices: i0,i1. */
+ A[0] = fabsf(n[0]);
+ A[1] = fabsf(n[1]);
+ A[2] = fabsf(n[2]);
+ if(A[0]>A[1])
+ {
+ if(A[0]>A[2])
+ {
+ i0=1; /* A[0] is greatest */
+ i1=2;
+ }
+ else
+ {
+ i0=0; /* A[2] is greatest */
+ i1=1;
+ }
+ }
+ else /* A[0]<=A[1] */
+ {
+ if(A[2]>A[1])
+ {
+ i0=0; /* A[2] is greatest */
+ i1=1;
+ }
+ else
+ {
+ i0=0; /* A[1] is greatest */
+ i1=2;
+ }
+ }
+
+ /* test all edges of triangle 1 against the edges of triangle 2 */
+ EDGE_AGAINST_TRI_EDGES(v0, v1, u0, u1, u2);
+ EDGE_AGAINST_TRI_EDGES(v1, v2, u0, u1, u2);
+ EDGE_AGAINST_TRI_EDGES(v2, v0, u0, u1, u2);
+
+ /* finally, test if tri1 is totally contained in tri2 or vice versa */
+ POINT_IN_TRI(v0, u0, u1, u2);
+ POINT_IN_TRI(u0, v0, v1, v2);
+
+ return FALSE;
+}
+
+//! TO BE DOCUMENTED
+#define NEWCOMPUTE_INTERVALS(VV0, VV1, VV2, D0, D1, D2, D0D1, D0D2, A, B, C, X0, X1) \
+{ \
+ if(D0D1>0.0f) \
+ { \
+ /* here we know that D0D2<=0.0 */ \
+ /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \
+ A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
+ } \
+ else if(D0D2>0.0f) \
+ { \
+ /* here we know that d0d1<=0.0 */ \
+ A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
+ } \
+ else if(D1*D2>0.0f || D0!=0.0f) \
+ { \
+ /* here we know that d0d1<=0.0 or that D0!=0.0 */ \
+ A=VV0; B=(VV1 - VV0)*D0; C=(VV2 - VV0)*D0; X0=D0 - D1; X1=D0 - D2; \
+ } \
+ else if(D1!=0.0f) \
+ { \
+ A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
+ } \
+ else if(D2!=0.0f) \
+ { \
+ A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
+ } \
+ else \
+ { \
+ /* triangles are coplanar */ \
+ return CoplanarTriTri(N1, V0, V1, V2, U0, U1, U2); \
+ } \
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Triangle/triangle intersection test routine,
+ * by Tomas Moller, 1997.
+ * See article "A Fast Triangle-Triangle Intersection Test",
+ * Journal of Graphics Tools, 2(2), 1997
+ *
+ * Updated June 1999: removed the divisions -- a little faster now!
+ * Updated October 1999: added {} to CROSS and SUB macros
+ *
+ * int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
+ * float U0[3],float U1[3],float U2[3])
+ *
+ * \param V0 [in] triangle 0, vertex 0
+ * \param V1 [in] triangle 0, vertex 1
+ * \param V2 [in] triangle 0, vertex 2
+ * \param U0 [in] triangle 1, vertex 0
+ * \param U1 [in] triangle 1, vertex 1
+ * \param U2 [in] triangle 1, vertex 2
+ * \return true if triangles overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2)
+{
+ // Stats
+ mNbPrimPrimTests++;
+
+ // Compute plane equation of triangle(V0,V1,V2)
+ Point E1 = V1 - V0;
+ Point E2 = V2 - V0;
+ const Point N1 = E1 ^ E2;
+ const float d1 =-N1 | V0;
+ // Plane equation 1: N1.X+d1=0
+
+ // Put U0,U1,U2 into plane equation 1 to compute signed distances to the plane
+ float du0 = (N1|U0) + d1;
+ float du1 = (N1|U1) + d1;
+ float du2 = (N1|U2) + d1;
+
+ // Coplanarity robustness check
+#ifdef OPC_TRITRI_EPSILON_TEST
+ if(fabsf(du0)<LOCAL_EPSILON) du0 = 0.0f;
+ if(fabsf(du1)<LOCAL_EPSILON) du1 = 0.0f;
+ if(fabsf(du2)<LOCAL_EPSILON) du2 = 0.0f;
+#endif
+ const float du0du1 = du0 * du1;
+ const float du0du2 = du0 * du2;
+
+ if(du0du1>0.0f && du0du2>0.0f) // same sign on all of them + not equal 0 ?
+ return FALSE; // no intersection occurs
+
+ // Compute plane of triangle (U0,U1,U2)
+ E1 = U1 - U0;
+ E2 = U2 - U0;
+ const Point N2 = E1 ^ E2;
+ const float d2=-N2 | U0;
+ // plane equation 2: N2.X+d2=0
+
+ // put V0,V1,V2 into plane equation 2
+ float dv0 = (N2|V0) + d2;
+ float dv1 = (N2|V1) + d2;
+ float dv2 = (N2|V2) + d2;
+
+#ifdef OPC_TRITRI_EPSILON_TEST
+ if(fabsf(dv0)<LOCAL_EPSILON) dv0 = 0.0f;
+ if(fabsf(dv1)<LOCAL_EPSILON) dv1 = 0.0f;
+ if(fabsf(dv2)<LOCAL_EPSILON) dv2 = 0.0f;
+#endif
+
+ const float dv0dv1 = dv0 * dv1;
+ const float dv0dv2 = dv0 * dv2;
+
+ if(dv0dv1>0.0f && dv0dv2>0.0f) // same sign on all of them + not equal 0 ?
+ return FALSE; // no intersection occurs
+
+ // Compute direction of intersection line
+ const Point D = N1^N2;
+
+ // Compute and index to the largest component of D
+ float max=fabsf(D[0]);
+ short index=0;
+ float bb=fabsf(D[1]);
+ float cc=fabsf(D[2]);
+ if(bb>max) max=bb,index=1;
+ if(cc>max) max=cc,index=2;
+
+ // This is the simplified projection onto L
+ const float vp0 = V0[index];
+ const float vp1 = V1[index];
+ const float vp2 = V2[index];
+
+ const float up0 = U0[index];
+ const float up1 = U1[index];
+ const float up2 = U2[index];
+
+ // Compute interval for triangle 1
+ float a,b,c,x0,x1;
+ NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1);
+
+ // Compute interval for triangle 2
+ float d,e,f,y0,y1;
+ NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1);
+
+ const float xx=x0*x1;
+ const float yy=y0*y1;
+ const float xxyy=xx*yy;
+
+ float isect1[2], isect2[2];
+
+ float tmp=a*xxyy;
+ isect1[0]=tmp+b*x1*yy;
+ isect1[1]=tmp+c*x0*yy;
+
+ tmp=d*xxyy;
+ isect2[0]=tmp+e*xx*y1;
+ isect2[1]=tmp+f*xx*y0;
+
+ SORT(isect1[0],isect1[1]);
+ SORT(isect2[0],isect2[1]);
+
+ if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return FALSE;
+ return TRUE;
+}
diff --git a/Opcode/OPC_VolumeCollider.cpp b/Opcode/OPC_VolumeCollider.cpp
new file mode 100644
index 0000000..70fc292
--- /dev/null
+++ b/Opcode/OPC_VolumeCollider.cpp
@@ -0,0 +1,103 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base volume collider class.
+ * \file OPC_VolumeCollider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains the abstract class for volume colliders.
+ *
+ * \class VolumeCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+VolumeCollider::VolumeCollider() :
+ mTouchedPrimitives (null),
+ mNbVolumeBVTests (0),
+ mNbVolumePrimTests (0)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+VolumeCollider::~VolumeCollider()
+{
+ mTouchedPrimitives = null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* VolumeCollider::ValidateSettings()
+{
+ return null;
+}
+
+// Pretty dumb way to dump - to do better - one day...
+
+#define IMPLEMENT_NOLEAFDUMP(type) \
+void VolumeCollider::_Dump(const type* node) \
+{ \
+ if(node->HasPosLeaf()) mTouchedPrimitives->Add(node->GetPosPrimitive()); \
+ else _Dump(node->GetPos()); \
+ \
+ if(ContactFound()) return; \
+ \
+ if(node->HasNegLeaf()) mTouchedPrimitives->Add(node->GetNegPrimitive()); \
+ else _Dump(node->GetNeg()); \
+}
+
+#define IMPLEMENT_LEAFDUMP(type) \
+void VolumeCollider::_Dump(const type* node) \
+{ \
+ if(node->IsLeaf()) \
+ { \
+ mTouchedPrimitives->Add(node->GetPrimitive()); \
+ } \
+ else \
+ { \
+ _Dump(node->GetPos()); \
+ \
+ if(ContactFound()) return; \
+ \
+ _Dump(node->GetNeg()); \
+ } \
+}
+
+IMPLEMENT_NOLEAFDUMP(AABBNoLeafNode)
+IMPLEMENT_NOLEAFDUMP(AABBQuantizedNoLeafNode)
+
+IMPLEMENT_LEAFDUMP(AABBCollisionNode)
+IMPLEMENT_LEAFDUMP(AABBQuantizedNode)
diff --git a/Opcode/OPC_VolumeCollider.h b/Opcode/OPC_VolumeCollider.h
new file mode 100644
index 0000000..05ea693
--- /dev/null
+++ b/Opcode/OPC_VolumeCollider.h
@@ -0,0 +1,138 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base volume collider class.
+ * \file OPC_VolumeCollider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_VOLUMECOLLIDER_H__
+#define __OPC_VOLUMECOLLIDER_H__
+
+ struct OPCODE_API VolumeCache
+ {
+ VolumeCache() : Model(null) {}
+ ~VolumeCache() {}
+
+ Container TouchedPrimitives; //!< Indices of touched primitives
+ const BaseModel* Model; //!< Owner
+ };
+
+ class OPCODE_API VolumeCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ VolumeCollider();
+ virtual ~VolumeCollider() = 0;
+
+ // Collision report
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of touched primitives after a collision query.
+ * \see GetContactStatus()
+ * \see GetTouchedPrimitives()
+ * \return the number of touched primitives
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbTouchedPrimitives() const { return mTouchedPrimitives ? mTouchedPrimitives->GetNbEntries() : 0; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the list of touched primitives after a collision query.
+ * \see GetContactStatus()
+ * \see GetNbTouchedPrimitives()
+ * \return the list of touched primitives (primitive indices)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const udword* GetTouchedPrimitives() const { return mTouchedPrimitives ? mTouchedPrimitives->GetEntries() : null; }
+
+ // Stats
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Volume-BV overlap tests after a collision query.
+ * \see GetNbVolumePrimTests()
+ * \return the number of Volume-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbVolumeBVTests() const { return mNbVolumeBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Volume-Triangle overlap tests after a collision query.
+ * \see GetNbVolumeBVTests()
+ * \return the number of Volume-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbVolumePrimTests() const { return mNbVolumePrimTests; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Touched primitives
+ Container* mTouchedPrimitives; //!< List of touched primitives
+
+ // Dequantization coeffs
+ Point mCenterCoeff;
+ Point mExtentsCoeff;
+ // Stats
+ udword mNbVolumeBVTests; //!< Number of Volume-BV tests
+ udword mNbVolumePrimTests; //!< Number of Volume-Primitive tests
+ // Internal methods
+ void _Dump(const AABBCollisionNode* node);
+ void _Dump(const AABBNoLeafNode* node);
+ void _Dump(const AABBQuantizedNode* node);
+ void _Dump(const AABBQuantizedNoLeafNode* node);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Initializes a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) inline_ void InitQuery()
+ {
+ // Reset stats & contact status
+ mNbVolumeBVTests = 0;
+ mNbVolumePrimTests = 0;
+ Collider::InitQuery();
+ }
+
+ inline_ BOOL IsCacheValid(VolumeCache& cache)
+ {
+ // We're going to do a volume-vs-model query.
+ if(cache.Model!=mCurrentModel)
+ {
+ // Cached list was for another model so we can't keep it
+ // Keep track of new owner and reset cache
+ cache.Model = mCurrentModel;
+ return FALSE;
+ }
+ else
+ {
+ // Same models, no problem
+ return TRUE;
+ }
+ }
+ };
+
+#endif // __OPC_VOLUMECOLLIDER_H__
diff --git a/Opcode/Opcode.cpp b/Opcode/Opcode.cpp
new file mode 100644
index 0000000..72d6b47
--- /dev/null
+++ b/Opcode/Opcode.cpp
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main file for Opcode.dll.
+ * \file Opcode.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+ Finding a good name is difficult!
+ Here's the draft for this lib.... Spooky, uh?
+
+ VOID? Very Optimized Interference Detection
+ ZOID? Zappy's Optimized Interference Detection
+ CID? Custom/Clever Interference Detection
+ AID / ACID! Accurate Interference Detection
+ QUID? Quick Interference Detection
+ RIDE? Realtime Interference DEtection
+ WIDE? Wicked Interference DEtection (....)
+ GUID!
+ KID ! k-dop interference detection :)
+ OPCODE! OPtimized COllision DEtection
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+bool Opcode::InitOpcode()
+{
+ Log("// Initializing OPCODE\n\n");
+// LogAPIInfo();
+ return true;
+}
+
+void ReleasePruningSorters();
+bool Opcode::CloseOpcode()
+{
+ Log("// Closing OPCODE\n\n");
+
+ ReleasePruningSorters();
+
+ return true;
+}
+
+#ifdef ICE_MAIN
+
+void ModuleAttach(HINSTANCE hinstance)
+{
+}
+
+void ModuleDetach()
+{
+}
+
+#endif \ No newline at end of file
diff --git a/Opcode/Opcode.dsp b/Opcode/Opcode.dsp
new file mode 100644
index 0000000..74d3b65
--- /dev/null
+++ b/Opcode/Opcode.dsp
@@ -0,0 +1,517 @@
+# Microsoft Developer Studio Project File - Name="Opcode" - Package Owner=<4>
+# Microsoft Developer Studio Generated Build File, Format Version 6.00
+# ** DO NOT EDIT **
+
+# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
+
+CFG=Opcode - Win32 Debug
+!MESSAGE This is not a valid makefile. To build this project using NMAKE,
+!MESSAGE use the Export Makefile command and run
+!MESSAGE
+!MESSAGE NMAKE /f "Opcode.mak".
+!MESSAGE
+!MESSAGE You can specify a configuration when running NMAKE
+!MESSAGE by defining the macro CFG on the command line. For example:
+!MESSAGE
+!MESSAGE NMAKE /f "Opcode.mak" CFG="Opcode - Win32 Debug"
+!MESSAGE
+!MESSAGE Possible choices for configuration are:
+!MESSAGE
+!MESSAGE "Opcode - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
+!MESSAGE "Opcode - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
+!MESSAGE
+
+# Begin Project
+# PROP AllowPerConfigDependencies 0
+# PROP Scc_ProjName ""
+# PROP Scc_LocalPath ""
+CPP=cl.exe
+MTL=midl.exe
+RSC=rc.exe
+
+!IF "$(CFG)" == "Opcode - Win32 Release"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 0
+# PROP BASE Output_Dir "Release"
+# PROP BASE Intermediate_Dir "Release"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 0
+# PROP Output_Dir "Release"
+# PROP Intermediate_Dir "Release"
+# PROP Ignore_Export_Lib 0
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /Yu"stdafx.h" /FD /c
+# ADD CPP /nologo /MD /W3 /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /Yu"stdafx.h" /FD /QIfist /c
+# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
+# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
+# ADD BASE RSC /l 0x40c /d "NDEBUG"
+# ADD RSC /l 0x40c /d "NDEBUG"
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LINK32=link.exe
+# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
+# ADD LINK32 /nologo /dll /machine:I386
+# SUBTRACT LINK32 /debug
+
+!ELSEIF "$(CFG)" == "Opcode - Win32 Debug"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 1
+# PROP BASE Output_Dir "Debug"
+# PROP BASE Intermediate_Dir "Debug"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 1
+# PROP Output_Dir "Debug"
+# PROP Intermediate_Dir "Debug"
+# PROP Ignore_Export_Lib 0
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
+# ADD CPP /nologo /MTd /W3 /Gm /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /FR /Yu"stdafx.h" /FD /GZ /QIfist /c
+# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
+# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
+# ADD BASE RSC /l 0x40c /d "_DEBUG"
+# ADD RSC /l 0x40c /d "_DEBUG"
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LINK32=link.exe
+# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
+# ADD LINK32 /nologo /dll /incremental:no /debug /machine:I386 /out:"Debug\Opcode_D.dll" /pdbtype:sept
+
+!ENDIF
+
+# Begin Target
+
+# Name "Opcode - Win32 Release"
+# Name "Opcode - Win32 Debug"
+# Begin Group "API"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_BaseModel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_BaseModel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_HybridModel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_HybridModel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_IceHook.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Model.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Model.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Settings.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Opcode.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Opcode.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\StdAfx.cpp
+# ADD CPP /Yc"stdafx.h"
+# End Source File
+# Begin Source File
+
+SOURCE=.\StdAfx.h
+# End Source File
+# End Group
+# Begin Group "Trees"
+
+# PROP Default_Filter ""
+# Begin Group "Collision queries"
+
+# PROP Default_Filter ""
+# Begin Group "Base colliders"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_Collider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Collider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_VolumeCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_VolumeCollider.h
+# End Source File
+# End Group
+# Begin Group "Standard colliders"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_AABBCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_LSSCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_LSSCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OBBCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OBBCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_PlanesCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_PlanesCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SphereCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SphereCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeCollider.h
+# End Source File
+# End Group
+# End Group
+# Begin Source File
+
+SOURCE=.\OPC_AABBTree.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBTree.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Common.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Common.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_MeshInterface.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_MeshInterface.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OptimizedTree.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OptimizedTree.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeBuilders.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeBuilders.h
+# End Source File
+# End Group
+# Begin Group "Overlap tests"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_BoxBoxOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_LSSAABBOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_LSSTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_PlanesAABBOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_PlanesTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayAABBOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SphereAABBOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SphereTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TriBoxOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TriTriOverlap.h
+# End Source File
+# End Group
+# Begin Group "SweepAndPrune"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_BoxPruning.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_BoxPruning.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SweepAndPrune.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_SweepAndPrune.h
+# End Source File
+# End Group
+# Begin Group "Usages"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\OPC_Picking.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Picking.h
+# End Source File
+# End Group
+# Begin Group "Ice"
+
+# PROP Default_Filter ""
+# Begin Source File
+
+SOURCE=.\Ice\IceAABB.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceAABB.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceAxes.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceBoundingSphere.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceContainer.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceContainer.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceFPU.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceHPoint.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceHPoint.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceIndexedTriangle.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceIndexedTriangle.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceLSS.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix3x3.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix3x3.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix4x4.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix4x4.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMemoryMacros.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceOBB.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceOBB.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePairs.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePlane.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePlane.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePoint.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePoint.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePreprocessor.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRandom.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRandom.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRay.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRay.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRevisitedRadix.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRevisitedRadix.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceSegment.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceSegment.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTriangle.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTriangle.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTrilist.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTypes.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceUtils.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceUtils.h
+# End Source File
+# End Group
+# Begin Source File
+
+SOURCE=.\ReadMe.txt
+# End Source File
+# End Target
+# End Project
diff --git a/Opcode/Opcode.dsw b/Opcode/Opcode.dsw
new file mode 100644
index 0000000..fffc3df
--- /dev/null
+++ b/Opcode/Opcode.dsw
@@ -0,0 +1,41 @@
+Microsoft Developer Studio Workspace File, Format Version 6.00
+# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
+
+###############################################################################
+
+Project: "Opcode"=.\Opcode.dsp - Package Owner=<4>
+
+Package=<5>
+{{{
+}}}
+
+Package=<4>
+{{{
+}}}
+
+###############################################################################
+
+Project: "OpcodeLib"=.\OpcodeLib\OpcodeLib.dsp - Package Owner=<4>
+
+Package=<5>
+{{{
+}}}
+
+Package=<4>
+{{{
+}}}
+
+###############################################################################
+
+Global:
+
+Package=<5>
+{{{
+}}}
+
+Package=<3>
+{{{
+}}}
+
+###############################################################################
+
diff --git a/Opcode/Opcode.h b/Opcode/Opcode.h
new file mode 100644
index 0000000..ca29a91
--- /dev/null
+++ b/Opcode/Opcode.h
@@ -0,0 +1,89 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main file for Opcode.dll.
+ * \file Opcode.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPCODE_H__
+#define __OPCODE_H__
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compilation messages
+#if defined(OPCODE_EXPORTS)
+ #pragma message("Compiling OPCODE")
+#elif !defined(OPCODE_EXPORTS)
+ #pragma message("Using OPCODE")
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ // Automatic linking
+ #ifndef BAN_OPCODE_AUTOLINK
+ #ifdef _DEBUG
+ #pragma comment(lib, "Opcode_D.lib")
+ #else
+ #pragma comment(lib, "Opcode.lib")
+ #endif
+ #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Preprocessor
+#ifndef ICE_NO_DLL
+ #ifdef OPCODE_EXPORTS
+ #define OPCODE_API __declspec(dllexport)
+ #else
+ #define OPCODE_API __declspec(dllimport)
+ #endif
+#else
+ #define OPCODE_API
+#endif
+
+ #include "OPC_IceHook.h"
+
+ namespace Opcode
+ {
+ // Bulk-of-the-work
+ #include "OPC_Settings.h"
+ #include "OPC_Common.h"
+ #include "OPC_MeshInterface.h"
+ // Builders
+ #include "OPC_TreeBuilders.h"
+ // Trees
+ #include "OPC_AABBTree.h"
+ #include "OPC_OptimizedTree.h"
+ // Models
+ #include "OPC_BaseModel.h"
+ #include "OPC_Model.h"
+ #include "OPC_HybridModel.h"
+ // Colliders
+ #include "OPC_Collider.h"
+ #include "OPC_VolumeCollider.h"
+ #include "OPC_TreeCollider.h"
+ #include "OPC_RayCollider.h"
+ #include "OPC_SphereCollider.h"
+ #include "OPC_OBBCollider.h"
+ #include "OPC_AABBCollider.h"
+ #include "OPC_LSSCollider.h"
+ #include "OPC_PlanesCollider.h"
+ // Usages
+ #include "OPC_Picking.h"
+ // Sweep-and-prune
+ #include "OPC_BoxPruning.h"
+ #include "OPC_SweepAndPrune.h"
+
+ FUNCTION OPCODE_API bool InitOpcode();
+ FUNCTION OPCODE_API bool CloseOpcode();
+ }
+
+#endif // __OPCODE_H__
diff --git a/Opcode/Opcode.ncb b/Opcode/Opcode.ncb
new file mode 100644
index 0000000..1adcbbb
--- /dev/null
+++ b/Opcode/Opcode.ncb
Binary files differ
diff --git a/Opcode/Opcode.opt b/Opcode/Opcode.opt
new file mode 100644
index 0000000..92017f5
--- /dev/null
+++ b/Opcode/Opcode.opt
Binary files differ
diff --git a/Opcode/Opcode.plg b/Opcode/Opcode.plg
new file mode 100644
index 0000000..60eb06c
--- /dev/null
+++ b/Opcode/Opcode.plg
@@ -0,0 +1,299 @@
+<html>
+<body>
+<pre>
+<h1>Build Log</h1>
+<h3>
+--------------------Configuration: Opcode - Win32 Release--------------------
+</h3>
+<h3>Command Lines</h3>
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17B.tmp" with contents
+[
+/nologo /MD /W3 /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /Fp"Release/Opcode.pch" /Yu"stdafx.h" /Fo"Release/" /Fd"Release/" /FD /QIfist /c
+"C:\GameDev\Opcode\OPC_BaseModel.cpp"
+"C:\GameDev\Opcode\OPC_HybridModel.cpp"
+"C:\GameDev\Opcode\OPC_Model.cpp"
+"C:\GameDev\Opcode\Opcode.cpp"
+"C:\GameDev\Opcode\OPC_Collider.cpp"
+"C:\GameDev\Opcode\OPC_VolumeCollider.cpp"
+"C:\GameDev\Opcode\OPC_AABBCollider.cpp"
+"C:\GameDev\Opcode\OPC_LSSCollider.cpp"
+"C:\GameDev\Opcode\OPC_OBBCollider.cpp"
+"C:\GameDev\Opcode\OPC_PlanesCollider.cpp"
+"C:\GameDev\Opcode\OPC_RayCollider.cpp"
+"C:\GameDev\Opcode\OPC_SphereCollider.cpp"
+"C:\GameDev\Opcode\OPC_TreeCollider.cpp"
+"C:\GameDev\Opcode\OPC_AABBTree.cpp"
+"C:\GameDev\Opcode\OPC_Common.cpp"
+"C:\GameDev\Opcode\OPC_MeshInterface.cpp"
+"C:\GameDev\Opcode\OPC_OptimizedTree.cpp"
+"C:\GameDev\Opcode\OPC_TreeBuilders.cpp"
+"C:\GameDev\Opcode\OPC_BoxPruning.cpp"
+"C:\GameDev\Opcode\OPC_SweepAndPrune.cpp"
+"C:\GameDev\Opcode\OPC_Picking.cpp"
+"C:\GameDev\Opcode\Ice\IceAABB.cpp"
+"C:\GameDev\Opcode\Ice\IceContainer.cpp"
+"C:\GameDev\Opcode\Ice\IceHPoint.cpp"
+"C:\GameDev\Opcode\Ice\IceIndexedTriangle.cpp"
+"C:\GameDev\Opcode\Ice\IceMatrix3x3.cpp"
+"C:\GameDev\Opcode\Ice\IceMatrix4x4.cpp"
+"C:\GameDev\Opcode\Ice\IceOBB.cpp"
+"C:\GameDev\Opcode\Ice\IcePlane.cpp"
+"C:\GameDev\Opcode\Ice\IcePoint.cpp"
+"C:\GameDev\Opcode\Ice\IceRandom.cpp"
+"C:\GameDev\Opcode\Ice\IceRay.cpp"
+"C:\GameDev\Opcode\Ice\IceRevisitedRadix.cpp"
+"C:\GameDev\Opcode\Ice\IceSegment.cpp"
+"C:\GameDev\Opcode\Ice\IceTriangle.cpp"
+"C:\GameDev\Opcode\Ice\IceUtils.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17B.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17C.tmp" with contents
+[
+/nologo /MD /W3 /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /Fp"Release/Opcode.pch" /Yc"stdafx.h" /Fo"Release/" /Fd"Release/" /FD /QIfist /c
+"C:\GameDev\Opcode\StdAfx.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17C.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17D.tmp" with contents
+[
+/nologo /dll /incremental:no /pdb:"Release/Opcode.pdb" /machine:I386 /out:"Release/Opcode.dll" /implib:"Release/Opcode.lib"
+.\Release\OPC_BaseModel.obj
+.\Release\OPC_HybridModel.obj
+.\Release\OPC_Model.obj
+.\Release\Opcode.obj
+.\Release\StdAfx.obj
+.\Release\OPC_Collider.obj
+.\Release\OPC_VolumeCollider.obj
+.\Release\OPC_AABBCollider.obj
+.\Release\OPC_LSSCollider.obj
+.\Release\OPC_OBBCollider.obj
+.\Release\OPC_PlanesCollider.obj
+.\Release\OPC_RayCollider.obj
+.\Release\OPC_SphereCollider.obj
+.\Release\OPC_TreeCollider.obj
+.\Release\OPC_AABBTree.obj
+.\Release\OPC_Common.obj
+.\Release\OPC_MeshInterface.obj
+.\Release\OPC_OptimizedTree.obj
+.\Release\OPC_TreeBuilders.obj
+.\Release\OPC_BoxPruning.obj
+.\Release\OPC_SweepAndPrune.obj
+.\Release\OPC_Picking.obj
+.\Release\IceAABB.obj
+.\Release\IceContainer.obj
+.\Release\IceHPoint.obj
+.\Release\IceIndexedTriangle.obj
+.\Release\IceMatrix3x3.obj
+.\Release\IceMatrix4x4.obj
+.\Release\IceOBB.obj
+.\Release\IcePlane.obj
+.\Release\IcePoint.obj
+.\Release\IceRandom.obj
+.\Release\IceRay.obj
+.\Release\IceRevisitedRadix.obj
+.\Release\IceSegment.obj
+.\Release\IceTriangle.obj
+.\Release\IceUtils.obj
+]
+Creating command line "link.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP17D.tmp"
+<h3>Output Window</h3>
+Compiling...
+StdAfx.cpp
+Compiling OPCODE
+Compiling on Windows...
+Compiling with VC++...
+Compiling...
+OPC_BaseModel.cpp
+OPC_HybridModel.cpp
+OPC_Model.cpp
+Opcode.cpp
+OPC_Collider.cpp
+OPC_VolumeCollider.cpp
+OPC_AABBCollider.cpp
+OPC_LSSCollider.cpp
+OPC_OBBCollider.cpp
+OPC_PlanesCollider.cpp
+OPC_RayCollider.cpp
+OPC_SphereCollider.cpp
+OPC_TreeCollider.cpp
+OPC_AABBTree.cpp
+OPC_Common.cpp
+OPC_MeshInterface.cpp
+OPC_OptimizedTree.cpp
+OPC_TreeBuilders.cpp
+OPC_BoxPruning.cpp
+OPC_SweepAndPrune.cpp
+Generating Code...
+Compiling...
+OPC_Picking.cpp
+IceAABB.cpp
+IceContainer.cpp
+IceHPoint.cpp
+IceIndexedTriangle.cpp
+IceMatrix3x3.cpp
+IceMatrix4x4.cpp
+IceOBB.cpp
+IcePlane.cpp
+IcePoint.cpp
+IceRandom.cpp
+IceRay.cpp
+IceRevisitedRadix.cpp
+IceSegment.cpp
+IceTriangle.cpp
+IceUtils.cpp
+Generating Code...
+Linking...
+ Creating library Release/Opcode.lib and object Release/Opcode.exp
+
+
+
+<h3>Results</h3>
+Opcode.dll - 0 error(s), 0 warning(s)
+<h3>
+--------------------Configuration: Opcode - Win32 Debug--------------------
+</h3>
+<h3>Command Lines</h3>
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP181.tmp" with contents
+[
+/nologo /MTd /W3 /Gm /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /FR"Debug/" /Fp"Debug/Opcode.pch" /Yu"stdafx.h" /Fo"Debug/" /Fd"Debug/" /FD /GZ /QIfist /c
+"C:\GameDev\Opcode\OPC_BaseModel.cpp"
+"C:\GameDev\Opcode\OPC_HybridModel.cpp"
+"C:\GameDev\Opcode\OPC_Model.cpp"
+"C:\GameDev\Opcode\Opcode.cpp"
+"C:\GameDev\Opcode\OPC_Collider.cpp"
+"C:\GameDev\Opcode\OPC_VolumeCollider.cpp"
+"C:\GameDev\Opcode\OPC_AABBCollider.cpp"
+"C:\GameDev\Opcode\OPC_LSSCollider.cpp"
+"C:\GameDev\Opcode\OPC_OBBCollider.cpp"
+"C:\GameDev\Opcode\OPC_PlanesCollider.cpp"
+"C:\GameDev\Opcode\OPC_RayCollider.cpp"
+"C:\GameDev\Opcode\OPC_SphereCollider.cpp"
+"C:\GameDev\Opcode\OPC_TreeCollider.cpp"
+"C:\GameDev\Opcode\OPC_AABBTree.cpp"
+"C:\GameDev\Opcode\OPC_Common.cpp"
+"C:\GameDev\Opcode\OPC_MeshInterface.cpp"
+"C:\GameDev\Opcode\OPC_OptimizedTree.cpp"
+"C:\GameDev\Opcode\OPC_TreeBuilders.cpp"
+"C:\GameDev\Opcode\OPC_BoxPruning.cpp"
+"C:\GameDev\Opcode\OPC_SweepAndPrune.cpp"
+"C:\GameDev\Opcode\OPC_Picking.cpp"
+"C:\GameDev\Opcode\Ice\IceAABB.cpp"
+"C:\GameDev\Opcode\Ice\IceContainer.cpp"
+"C:\GameDev\Opcode\Ice\IceHPoint.cpp"
+"C:\GameDev\Opcode\Ice\IceIndexedTriangle.cpp"
+"C:\GameDev\Opcode\Ice\IceMatrix3x3.cpp"
+"C:\GameDev\Opcode\Ice\IceMatrix4x4.cpp"
+"C:\GameDev\Opcode\Ice\IceOBB.cpp"
+"C:\GameDev\Opcode\Ice\IcePlane.cpp"
+"C:\GameDev\Opcode\Ice\IcePoint.cpp"
+"C:\GameDev\Opcode\Ice\IceRandom.cpp"
+"C:\GameDev\Opcode\Ice\IceRay.cpp"
+"C:\GameDev\Opcode\Ice\IceRevisitedRadix.cpp"
+"C:\GameDev\Opcode\Ice\IceSegment.cpp"
+"C:\GameDev\Opcode\Ice\IceTriangle.cpp"
+"C:\GameDev\Opcode\Ice\IceUtils.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP181.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP182.tmp" with contents
+[
+/nologo /MTd /W3 /Gm /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "OPCODE_EXPORTS" /FR"Debug/" /Fp"Debug/Opcode.pch" /Yc"stdafx.h" /Fo"Debug/" /Fd"Debug/" /FD /GZ /QIfist /c
+"C:\GameDev\Opcode\StdAfx.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP182.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP183.tmp" with contents
+[
+/nologo /dll /incremental:no /pdb:"Debug/Opcode_D.pdb" /debug /machine:I386 /out:"Debug\Opcode_D.dll" /implib:"Debug/Opcode_D.lib" /pdbtype:sept
+.\Debug\OPC_BaseModel.obj
+.\Debug\OPC_HybridModel.obj
+.\Debug\OPC_Model.obj
+.\Debug\Opcode.obj
+.\Debug\StdAfx.obj
+.\Debug\OPC_Collider.obj
+.\Debug\OPC_VolumeCollider.obj
+.\Debug\OPC_AABBCollider.obj
+.\Debug\OPC_LSSCollider.obj
+.\Debug\OPC_OBBCollider.obj
+.\Debug\OPC_PlanesCollider.obj
+.\Debug\OPC_RayCollider.obj
+.\Debug\OPC_SphereCollider.obj
+.\Debug\OPC_TreeCollider.obj
+.\Debug\OPC_AABBTree.obj
+.\Debug\OPC_Common.obj
+.\Debug\OPC_MeshInterface.obj
+.\Debug\OPC_OptimizedTree.obj
+.\Debug\OPC_TreeBuilders.obj
+.\Debug\OPC_BoxPruning.obj
+.\Debug\OPC_SweepAndPrune.obj
+.\Debug\OPC_Picking.obj
+.\Debug\IceAABB.obj
+.\Debug\IceContainer.obj
+.\Debug\IceHPoint.obj
+.\Debug\IceIndexedTriangle.obj
+.\Debug\IceMatrix3x3.obj
+.\Debug\IceMatrix4x4.obj
+.\Debug\IceOBB.obj
+.\Debug\IcePlane.obj
+.\Debug\IcePoint.obj
+.\Debug\IceRandom.obj
+.\Debug\IceRay.obj
+.\Debug\IceRevisitedRadix.obj
+.\Debug\IceSegment.obj
+.\Debug\IceTriangle.obj
+.\Debug\IceUtils.obj
+]
+Creating command line "link.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP183.tmp"
+<h3>Output Window</h3>
+Compiling...
+StdAfx.cpp
+Compiling OPCODE
+Compiling on Windows...
+Compiling with VC++...
+Compiling...
+OPC_BaseModel.cpp
+OPC_HybridModel.cpp
+OPC_Model.cpp
+Opcode.cpp
+OPC_Collider.cpp
+OPC_VolumeCollider.cpp
+OPC_AABBCollider.cpp
+OPC_LSSCollider.cpp
+OPC_OBBCollider.cpp
+OPC_PlanesCollider.cpp
+OPC_RayCollider.cpp
+OPC_SphereCollider.cpp
+OPC_TreeCollider.cpp
+OPC_AABBTree.cpp
+OPC_Common.cpp
+OPC_MeshInterface.cpp
+OPC_OptimizedTree.cpp
+OPC_TreeBuilders.cpp
+OPC_BoxPruning.cpp
+OPC_SweepAndPrune.cpp
+Generating Code...
+Compiling...
+OPC_Picking.cpp
+IceAABB.cpp
+IceContainer.cpp
+IceHPoint.cpp
+IceIndexedTriangle.cpp
+IceMatrix3x3.cpp
+IceMatrix4x4.cpp
+IceOBB.cpp
+IcePlane.cpp
+IcePoint.cpp
+IceRandom.cpp
+IceRay.cpp
+IceRevisitedRadix.cpp
+IceSegment.cpp
+IceTriangle.cpp
+IceUtils.cpp
+Generating Code...
+Linking...
+ Creating library Debug/Opcode_D.lib and object Debug/Opcode_D.exp
+
+
+
+<h3>Results</h3>
+Opcode_D.dll - 0 error(s), 0 warning(s)
+</pre>
+</body>
+</html>
diff --git a/Opcode/Opcode.vcxproj b/Opcode/Opcode.vcxproj
new file mode 100644
index 0000000..86aebed
--- /dev/null
+++ b/Opcode/Opcode.vcxproj
@@ -0,0 +1,367 @@
+īģŋ<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Template|Win32">
+ <Configuration>Template</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <SccProjectName />
+ <SccLocalPath />
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Template|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Template|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.Cpp.UpgradeFromVC60.props" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.Cpp.UpgradeFromVC60.props" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>.\Debug\</OutDir>
+ <IntDir>.\Debug\</IntDir>
+ <LinkIncremental>false</LinkIncremental>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>.\Release\</OutDir>
+ <IntDir>.\Release\</IntDir>
+ <LinkIncremental>false</LinkIncremental>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <InlineFunctionExpansion>Default</InlineFunctionExpansion>
+ <FunctionLevelLinking>false</FunctionLevelLinking>
+ <Optimization>Disabled</Optimization>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <WarningLevel>Level3</WarningLevel>
+ <MinimalRebuild>true</MinimalRebuild>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;OPCODE_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AssemblerListingLocation>.\Debug\</AssemblerListingLocation>
+ <BrowseInformation>true</BrowseInformation>
+ <PrecompiledHeaderOutputFile>.\Debug\Opcode.pch</PrecompiledHeaderOutputFile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
+ <ObjectFileName>.\Debug\</ObjectFileName>
+ <ProgramDataBaseFileName>.\Debug\</ProgramDataBaseFileName>
+ <AdditionalOptions> /QIfist </AdditionalOptions>
+ <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+ </ClCompile>
+ <Midl>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <TypeLibraryName>.\Debug\Opcode.tlb</TypeLibraryName>
+ <MkTypLibCompatible>true</MkTypLibCompatible>
+ <TargetEnvironment>Win32</TargetEnvironment>
+ </Midl>
+ <ResourceCompile>
+ <Culture>0x040c</Culture>
+ <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ </ResourceCompile>
+ <Bscmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <OutputFile>.\Debug\Opcode.bsc</OutputFile>
+ </Bscmake>
+ <Link>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <LinkDLL>true</LinkDLL>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <OutputFile>Debug\Opcode_D.dll</OutputFile>
+ <ImportLibrary>.\Debug\Opcode_D.lib</ImportLibrary>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <StringPooling>true</StringPooling>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <Optimization>MaxSpeed</Optimization>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <WarningLevel>Level3</WarningLevel>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;OPCODE_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AssemblerListingLocation>.\Release\</AssemblerListingLocation>
+ <PrecompiledHeaderOutputFile>.\Release\Opcode.pch</PrecompiledHeaderOutputFile>
+ <PrecompiledHeader>Use</PrecompiledHeader>
+ <PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
+ <ObjectFileName>.\Release\</ObjectFileName>
+ <ProgramDataBaseFileName>.\Release\</ProgramDataBaseFileName>
+ <AdditionalOptions> /QIfist </AdditionalOptions>
+ </ClCompile>
+ <Midl>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <TypeLibraryName>.\Release\Opcode.tlb</TypeLibraryName>
+ <MkTypLibCompatible>true</MkTypLibCompatible>
+ <TargetEnvironment>Win32</TargetEnvironment>
+ </Midl>
+ <ResourceCompile>
+ <Culture>0x040c</Culture>
+ <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ </ResourceCompile>
+ <Bscmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <OutputFile>.\Release\Opcode.bsc</OutputFile>
+ </Bscmake>
+ <Link>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <LinkDLL>true</LinkDLL>
+ <GenerateDebugInformation>false</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <OutputFile>.\Release\Opcode.dll</OutputFile>
+ <ImportLibrary>.\Release\Opcode.lib</ImportLibrary>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="OPC_BaseModel.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_HybridModel.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_Model.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Opcode.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="StdAfx.cpp">
+ <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
+ <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">stdafx.h</PrecompiledHeaderFile>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
+ <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">stdafx.h</PrecompiledHeaderFile>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_Collider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_VolumeCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_AABBCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_LSSCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_OBBCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_PlanesCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_RayCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_SphereCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_TreeCollider.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_AABBTree.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_Common.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_MeshInterface.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_OptimizedTree.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_TreeBuilders.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_BoxPruning.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_SweepAndPrune.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="OPC_Picking.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceAABB.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceContainer.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceHPoint.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceIndexedTriangle.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceMatrix3x3.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceMatrix4x4.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceOBB.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IcePlane.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IcePoint.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRandom.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRay.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRevisitedRadix.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceSegment.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceTriangle.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ <ClCompile Include="Ice\IceUtils.cpp">
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> /QIfist /QIfist </AdditionalOptions>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="OPC_BaseModel.h" />
+ <ClInclude Include="OPC_HybridModel.h" />
+ <ClInclude Include="OPC_IceHook.h" />
+ <ClInclude Include="OPC_Model.h" />
+ <ClInclude Include="OPC_Settings.h" />
+ <ClInclude Include="Opcode.h" />
+ <ClInclude Include="StdAfx.h" />
+ <ClInclude Include="OPC_Collider.h" />
+ <ClInclude Include="OPC_VolumeCollider.h" />
+ <ClInclude Include="OPC_AABBCollider.h" />
+ <ClInclude Include="OPC_LSSCollider.h" />
+ <ClInclude Include="OPC_OBBCollider.h" />
+ <ClInclude Include="OPC_PlanesCollider.h" />
+ <ClInclude Include="OPC_RayCollider.h" />
+ <ClInclude Include="OPC_SphereCollider.h" />
+ <ClInclude Include="OPC_TreeCollider.h" />
+ <ClInclude Include="OPC_AABBTree.h" />
+ <ClInclude Include="OPC_Common.h" />
+ <ClInclude Include="OPC_MeshInterface.h" />
+ <ClInclude Include="OPC_OptimizedTree.h" />
+ <ClInclude Include="OPC_TreeBuilders.h" />
+ <ClInclude Include="OPC_BoxBoxOverlap.h" />
+ <ClInclude Include="OPC_LSSAABBOverlap.h" />
+ <ClInclude Include="OPC_LSSTriOverlap.h" />
+ <ClInclude Include="OPC_PlanesAABBOverlap.h" />
+ <ClInclude Include="OPC_PlanesTriOverlap.h" />
+ <ClInclude Include="OPC_RayAABBOverlap.h" />
+ <ClInclude Include="OPC_RayTriOverlap.h" />
+ <ClInclude Include="OPC_SphereAABBOverlap.h" />
+ <ClInclude Include="OPC_SphereTriOverlap.h" />
+ <ClInclude Include="OPC_TriBoxOverlap.h" />
+ <ClInclude Include="OPC_TriTriOverlap.h" />
+ <ClInclude Include="OPC_BoxPruning.h" />
+ <ClInclude Include="OPC_SweepAndPrune.h" />
+ <ClInclude Include="OPC_Picking.h" />
+ <ClInclude Include="Ice\IceAABB.h" />
+ <ClInclude Include="Ice\IceAxes.h" />
+ <ClInclude Include="Ice\IceBoundingSphere.h" />
+ <ClInclude Include="Ice\IceContainer.h" />
+ <ClInclude Include="Ice\IceFPU.h" />
+ <ClInclude Include="Ice\IceHPoint.h" />
+ <ClInclude Include="Ice\IceIndexedTriangle.h" />
+ <ClInclude Include="Ice\IceLSS.h" />
+ <ClInclude Include="Ice\IceMatrix3x3.h" />
+ <ClInclude Include="Ice\IceMatrix4x4.h" />
+ <ClInclude Include="Ice\IceMemoryMacros.h" />
+ <ClInclude Include="Ice\IceOBB.h" />
+ <ClInclude Include="Ice\IcePairs.h" />
+ <ClInclude Include="Ice\IcePlane.h" />
+ <ClInclude Include="Ice\IcePoint.h" />
+ <ClInclude Include="Ice\IcePreprocessor.h" />
+ <ClInclude Include="Ice\IceRandom.h" />
+ <ClInclude Include="Ice\IceRay.h" />
+ <ClInclude Include="Ice\IceRevisitedRadix.h" />
+ <ClInclude Include="Ice\IceSegment.h" />
+ <ClInclude Include="Ice\IceTriangle.h" />
+ <ClInclude Include="Ice\IceTrilist.h" />
+ <ClInclude Include="Ice\IceTypes.h" />
+ <ClInclude Include="Ice\IceUtils.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <CustomBuild Include="ReadMe.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/Opcode/Opcode.vcxproj.filters b/Opcode/Opcode.vcxproj.filters
new file mode 100644
index 0000000..be0c241
--- /dev/null
+++ b/Opcode/Opcode.vcxproj.filters
@@ -0,0 +1,327 @@
+īģŋ<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="API">
+ <UniqueIdentifier>{6c24b0c1-fd62-41c8-99dc-9db1df8ee68b}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Trees">
+ <UniqueIdentifier>{39af0cb0-f266-4e16-bb83-e68a0730cb89}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Trees\Collision queries">
+ <UniqueIdentifier>{35f8ea64-1de7-4e93-b530-99c5966311b8}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Trees\Collision queries\Base colliders">
+ <UniqueIdentifier>{76d1ec49-eb79-4ee7-bee9-362490af6f51}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Trees\Collision queries\Standard colliders">
+ <UniqueIdentifier>{a6a367d4-6027-47cd-9cdd-1e714c09db19}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Overlap tests">
+ <UniqueIdentifier>{8ed5026e-bd57-4d9f-8e1b-a5a94e89a486}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="SweepAndPrune">
+ <UniqueIdentifier>{0c7b2ad1-679e-4869-8292-4bc14f1a79fb}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Usages">
+ <UniqueIdentifier>{6656c6e0-b75e-41ed-9ddf-cf3b8f213b0b}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Ice">
+ <UniqueIdentifier>{f9ebe0cc-7a07-4345-83e7-25f75f517391}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="OPC_BaseModel.cpp">
+ <Filter>API</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_HybridModel.cpp">
+ <Filter>API</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_Model.cpp">
+ <Filter>API</Filter>
+ </ClCompile>
+ <ClCompile Include="Opcode.cpp">
+ <Filter>API</Filter>
+ </ClCompile>
+ <ClCompile Include="StdAfx.cpp">
+ <Filter>API</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_Collider.cpp">
+ <Filter>Trees\Collision queries\Base colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_VolumeCollider.cpp">
+ <Filter>Trees\Collision queries\Base colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_AABBCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_LSSCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_OBBCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_PlanesCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_RayCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_SphereCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_TreeCollider.cpp">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_AABBTree.cpp">
+ <Filter>Trees</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_Common.cpp">
+ <Filter>Trees</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_MeshInterface.cpp">
+ <Filter>Trees</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_OptimizedTree.cpp">
+ <Filter>Trees</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_TreeBuilders.cpp">
+ <Filter>Trees</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_BoxPruning.cpp">
+ <Filter>SweepAndPrune</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_SweepAndPrune.cpp">
+ <Filter>SweepAndPrune</Filter>
+ </ClCompile>
+ <ClCompile Include="OPC_Picking.cpp">
+ <Filter>Usages</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceAABB.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceContainer.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceHPoint.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceIndexedTriangle.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceMatrix3x3.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceMatrix4x4.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceOBB.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IcePlane.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IcePoint.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRandom.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRay.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceRevisitedRadix.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceSegment.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceTriangle.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ <ClCompile Include="Ice\IceUtils.cpp">
+ <Filter>Ice</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="OPC_BaseModel.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_HybridModel.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_IceHook.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_Model.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_Settings.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="Opcode.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="StdAfx.h">
+ <Filter>API</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_Collider.h">
+ <Filter>Trees\Collision queries\Base colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_VolumeCollider.h">
+ <Filter>Trees\Collision queries\Base colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_AABBCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_LSSCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_OBBCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_PlanesCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_RayCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_SphereCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_TreeCollider.h">
+ <Filter>Trees\Collision queries\Standard colliders</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_AABBTree.h">
+ <Filter>Trees</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_Common.h">
+ <Filter>Trees</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_MeshInterface.h">
+ <Filter>Trees</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_OptimizedTree.h">
+ <Filter>Trees</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_TreeBuilders.h">
+ <Filter>Trees</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_BoxBoxOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_LSSAABBOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_LSSTriOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_PlanesAABBOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_PlanesTriOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_RayAABBOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_RayTriOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_SphereAABBOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_SphereTriOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_TriBoxOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_TriTriOverlap.h">
+ <Filter>Overlap tests</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_BoxPruning.h">
+ <Filter>SweepAndPrune</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_SweepAndPrune.h">
+ <Filter>SweepAndPrune</Filter>
+ </ClInclude>
+ <ClInclude Include="OPC_Picking.h">
+ <Filter>Usages</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceAABB.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceAxes.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceBoundingSphere.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceContainer.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceFPU.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceHPoint.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceIndexedTriangle.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceLSS.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceMatrix3x3.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceMatrix4x4.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceMemoryMacros.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceOBB.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IcePairs.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IcePlane.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IcePoint.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IcePreprocessor.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceRandom.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceRay.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceRevisitedRadix.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceSegment.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceTriangle.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceTrilist.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceTypes.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ <ClInclude Include="Ice\IceUtils.h">
+ <Filter>Ice</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <CustomBuild Include="ReadMe.txt" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/Opcode/OpcodeLib/Ice/IceAABB.cpp b/Opcode/OpcodeLib/Ice/IceAABB.cpp
new file mode 100644
index 0000000..2e3288b
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceAABB.cpp
@@ -0,0 +1,405 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains AABB-related code.
+ * \file IceAABB.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * AABB class.
+ * \class AABB
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the sum of two AABBs.
+ * \param aabb [in] the other AABB
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABB& AABB::Add(const AABB& aabb)
+{
+ // Compute new min & max values
+ IcePoint Min; GetMin(Min);
+ IcePoint Tmp; aabb.GetMin(Tmp);
+ Min.Min(Tmp);
+
+ IcePoint Max; GetMax(Max);
+ aabb.GetMax(Tmp);
+ Max.Max(Tmp);
+
+ // Update this
+ SetMinMax(Min, Max);
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Makes a cube from the AABB.
+ * \param cube [out] the cube AABB
+ * \return cube edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABB::MakeCube(AABB& cube) const
+{
+ IcePoint Ext; GetExtents(Ext);
+ float Max = Ext.Max();
+
+ IcePoint Cnt; GetCenter(Cnt);
+ cube.SetCenterExtents(Cnt, IcePoint(Max, Max, Max));
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Makes a sphere from the AABB.
+ * \param sphere [out] sphere containing the AABB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABB::MakeSphere(Sphere& sphere) const
+{
+ GetExtents(sphere.mCenter);
+ sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
+ GetCenter(sphere.mCenter);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks a box is inside another box.
+ * \param box [in] the other AABB
+ * \return true if current box is inside input box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::IsInside(const AABB& box) const
+{
+ if(box.GetMin(0)>GetMin(0)) return false;
+ if(box.GetMin(1)>GetMin(1)) return false;
+ if(box.GetMin(2)>GetMin(2)) return false;
+ if(box.GetMax(0)<GetMax(0)) return false;
+ if(box.GetMax(1)<GetMax(1)) return false;
+ if(box.GetMax(2)<GetMax(2)) return false;
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB planes.
+ * \param planes [out] 6 planes surrounding the box
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::ComputePlanes(IcePlane* planes) const
+{
+ // Checkings
+ if(!planes) return false;
+
+ IcePoint Center, Extents;
+ GetCenter(Center);
+ GetExtents(Extents);
+
+ // Writes normals
+ planes[0].n = IcePoint(1.0f, 0.0f, 0.0f);
+ planes[1].n = IcePoint(-1.0f, 0.0f, 0.0f);
+ planes[2].n = IcePoint(0.0f, 1.0f, 0.0f);
+ planes[3].n = IcePoint(0.0f, -1.0f, 0.0f);
+ planes[4].n = IcePoint(0.0f, 0.0f, 1.0f);
+ planes[5].n = IcePoint(0.0f, 0.0f, -1.0f);
+
+ // Compute a point on each plane
+ IcePoint p0 = IcePoint(Center.x+Extents.x, Center.y, Center.z);
+ IcePoint p1 = IcePoint(Center.x-Extents.x, Center.y, Center.z);
+ IcePoint p2 = IcePoint(Center.x, Center.y+Extents.y, Center.z);
+ IcePoint p3 = IcePoint(Center.x, Center.y-Extents.y, Center.z);
+ IcePoint p4 = IcePoint(Center.x, Center.y, Center.z+Extents.z);
+ IcePoint p5 = IcePoint(Center.x, Center.y, Center.z-Extents.z);
+
+ // Compute d
+ planes[0].d = -(planes[0].n|p0);
+ planes[1].d = -(planes[1].n|p1);
+ planes[2].d = -(planes[2].n|p2);
+ planes[3].d = -(planes[3].n|p3);
+ planes[4].d = -(planes[4].n|p4);
+ planes[5].d = -(planes[5].n|p5);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the aabb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABB::ComputePoints(IcePoint* pts) const
+{
+ // Checkings
+ if(!pts) return false;
+
+ // Get box corners
+ IcePoint min; GetMin(min);
+ IcePoint max; GetMax(max);
+
+ // 7+------+6 0 = ---
+ // /| /| 1 = +--
+ // / | / | 2 = ++-
+ // / 4+---/--+5 3 = -+-
+ // 3+------+2 / y z 4 = --+
+ // | / | / | / 5 = +-+
+ // |/ |/ |/ 6 = +++
+ // 0+------+1 *---x 7 = -++
+
+ // Generate 8 corners of the bbox
+ pts[0] = IcePoint(min.x, min.y, min.z);
+ pts[1] = IcePoint(max.x, min.y, min.z);
+ pts[2] = IcePoint(max.x, max.y, min.z);
+ pts[3] = IcePoint(min.x, max.y, min.z);
+ pts[4] = IcePoint(min.x, min.y, max.z);
+ pts[5] = IcePoint(max.x, min.y, max.z);
+ pts[6] = IcePoint(max.x, max.y, max.z);
+ pts[7] = IcePoint(min.x, max.y, max.z);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* AABB::GetVertexNormals() const
+{
+ static float VertexNormals[] =
+ {
+ -INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, INVSQRT3, INVSQRT3,
+ -INVSQRT3, INVSQRT3, INVSQRT3
+ };
+ return (const IcePoint*)VertexNormals;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const udword* AABB::GetEdges() const
+{
+ static udword Indices[] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 7, 6, 6, 5, 5, 4, 4, 7,
+ 1, 5, 6, 2,
+ 3, 7, 4, 0
+ };
+ return Indices;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edge normals.
+ * \return edge normals in local space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* AABB::GetEdgeNormals() const
+{
+ static float EdgeNormals[] =
+ {
+ 0, -INVSQRT2, -INVSQRT2, // 0-1
+ INVSQRT2, 0, -INVSQRT2, // 1-2
+ 0, INVSQRT2, -INVSQRT2, // 2-3
+ -INVSQRT2, 0, -INVSQRT2, // 3-0
+
+ 0, INVSQRT2, INVSQRT2, // 7-6
+ INVSQRT2, 0, INVSQRT2, // 6-5
+ 0, -INVSQRT2, INVSQRT2, // 5-4
+ -INVSQRT2, 0, INVSQRT2, // 4-7
+
+ INVSQRT2, -INVSQRT2, 0, // 1-5
+ INVSQRT2, INVSQRT2, 0, // 6-2
+ -INVSQRT2, INVSQRT2, 0, // 3-7
+ -INVSQRT2, -INVSQRT2, 0 // 4-0
+ };
+ return (const IcePoint*)EdgeNormals;
+}
+
+// ===========================================================================
+// (C) 1996-98 Vienna University of Technology
+// ===========================================================================
+// NAME: bboxarea
+// TYPE: c++ code
+// PROJECT: Bounding Box Area
+// CONTENT: Computes area of 2D projection of 3D oriented bounding box
+// VERSION: 1.0
+// ===========================================================================
+// AUTHORS: ds Dieter Schmalstieg
+// ep Erik Pojar
+// ===========================================================================
+// HISTORY:
+//
+// 19-sep-99 15:23:03 ds last modification
+// 01-dec-98 15:23:03 ep created
+// ===========================================================================
+
+//----------------------------------------------------------------------------
+// SAMPLE CODE STARTS HERE
+//----------------------------------------------------------------------------
+
+// NOTE: This sample program requires OPEN INVENTOR!
+
+//indexlist: this table stores the 64 possible cases of classification of
+//the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
+//only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
+//the first 6 numbers in each row are the indices of the bbox vertices that
+//form the outline of which we want to compute the area (counterclockwise
+//ordering), the 7th entry means the number of vertices in the outline.
+//there are 6 cases with a single face and and a 4-vertex outline, and
+//20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
+//an invalid case.
+
+
+// Original list was made of 7 items, I added an 8th element:
+// - to padd on a cache line
+// - to repeat the first entry to avoid modulos
+//
+// I also replaced original ints with sbytes.
+
+static const sbyte gIndexList[64][8] =
+{
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
+ { 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
+ { 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
+ { 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
+ { 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
+ { 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
+ { 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
+ { 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
+ { 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
+ { 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
+ { 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
+ { 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
+ { 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
+ { 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
+ { 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
+ { 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
+ { 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
+ { 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
+ { 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
+ { 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
+ { 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
+ { 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
+ { 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
+ { 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
+ { 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
+ { 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
+ { 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
+ {-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
+};
+
+const sbyte* AABB::ComputeOutline(const IcePoint& local_eye, sdword& num) const
+{
+ // Get box corners
+ IcePoint min; GetMin(min);
+ IcePoint max; GetMax(max);
+
+ // Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
+ int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
+ + ((local_eye.x > max.x) ? 2 : 0) // 2 = right
+ + ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
+ + ((local_eye.y > max.y) ? 8 : 0) // 8 = top
+ + ((local_eye.z < min.z) ? 16 : 0) // 16 = front
+ + ((local_eye.z > max.z) ? 32 : 0); // 32 = back
+
+ // Look up number of vertices in outline
+ num = (sdword)gIndexList[pos][7];
+ // Zero indicates invalid case
+ if(!num) return null;
+
+ return &gIndexList[pos][0];
+}
+
+// calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
+
+//const IcePoint& eye, //eye point (in bbox object coordinates)
+//const AABB& box, //3d bbox
+//const Matrix4x4& mat, //free transformation for bbox
+//float width, float height, int& num)
+float AABB::ComputeBoxArea(const IcePoint& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
+{
+ const sbyte* Outline = ComputeOutline(eye, num);
+ if(!Outline) return -1.0f;
+
+ // Compute box vertices
+ IcePoint vertexBox[8], dst[8];
+ ComputePoints(vertexBox);
+
+ // Transform all outline corners into 2D screen space
+ for(sdword i=0;i<num;i++)
+ {
+ HPoint Projected;
+ vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
+ dst[i] = Projected;
+ }
+
+ float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
+
+ for(int i=0; i<num-1; i++)
+ Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
+
+ return Sum * 0.5f; //return computed value corrected by 0.5
+}
diff --git a/Opcode/OpcodeLib/Ice/IceAABB.h b/Opcode/OpcodeLib/Ice/IceAABB.h
new file mode 100644
index 0000000..caf8a80
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceAABB.h
@@ -0,0 +1,505 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains AABB-related code. (axis-aligned bounding box)
+ * \file IceAABB.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEAABB_H__
+#define __ICEAABB_H__
+
+ // Forward declarations
+ class Sphere;
+
+//! Declarations of type-independent methods (most of them implemented in the .cpp)
+#define AABB_COMMON_METHODS \
+ AABB& Add(const AABB& aabb); \
+ float MakeCube(AABB& cube) const; \
+ void MakeSphere(Sphere& sphere) const; \
+ const sbyte* ComputeOutline(const IcePoint& local_eye, sdword& num) const; \
+ float ComputeBoxArea(const IcePoint& eye, const Matrix4x4& mat, float width, float height, sdword& num) const; \
+ bool IsInside(const AABB& box) const; \
+ bool ComputePlanes(IcePlane* planes) const; \
+ bool ComputePoints(IcePoint* pts) const; \
+ const IcePoint* GetVertexNormals() const; \
+ const udword* GetEdges() const; \
+ const IcePoint* GetEdgeNormals() const; \
+ inline_ BOOL ContainsPoint(const IcePoint& p) const \
+ { \
+ if(p.x > GetMax(0) || p.x < GetMin(0)) return FALSE; \
+ if(p.y > GetMax(1) || p.y < GetMin(1)) return FALSE; \
+ if(p.z > GetMax(2) || p.z < GetMin(2)) return FALSE; \
+ return TRUE; \
+ }
+
+ enum AABBType
+ {
+ AABB_RENDER = 0, //!< AABB used for rendering. Not visible == not rendered.
+ AABB_UPDATE = 1, //!< AABB used for dynamic updates. Not visible == not updated.
+
+ AABB_FORCE_DWORD = 0x7fffffff,
+ };
+
+#ifdef USE_MINMAX
+
+ struct ICEMATHS_API ShadowAABB
+ {
+ IcePoint mMin;
+ IcePoint mMax;
+ };
+
+ class ICEMATHS_API AABB
+ {
+ public:
+ //! Constructor
+ inline_ AABB() {}
+ //! Destructor
+ inline_ ~AABB() {}
+
+ //! Type-independent methods
+ AABB_COMMON_METHODS;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetMinMax(const IcePoint& min, const IcePoint& max) { mMin = min; mMax = max; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from center & extents vectors.
+ * \param c [in] the center point
+ * \param e [in] the extents vector
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetCenterExtents(const IcePoint& c, const IcePoint& e) { mMin = c - e; mMax = c + e; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty() { IcePoint p(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); mMin = -p; mMax = p;}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups a point AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetPoint(const IcePoint& pt) { mMin = mMax = pt; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the size of the AABB. The size is defined as the longest extent.
+ * \return the size of the AABB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ float GetSize() const { IcePoint e; GetExtents(e); return e.Max(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Extends the AABB.
+ * \param p [in] the next point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Extend(const IcePoint& p)
+ {
+ if(p.x > mMax.x) mMax.x = p.x;
+ if(p.x < mMin.x) mMin.x = p.x;
+
+ if(p.y > mMax.y) mMax.y = p.y;
+ if(p.y < mMin.y) mMin.y = p.y;
+
+ if(p.z > mMax.z) mMax.z = p.z;
+ if(p.z < mMin.z) mMin.z = p.z;
+ }
+ // Data access
+
+ //! Get min point of the box
+ inline_ void GetMin(IcePoint& min) const { min = mMin; }
+ //! Get max point of the box
+ inline_ void GetMax(IcePoint& max) const { max = mMax; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mMin[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mMax[axis]; }
+
+ //! Get box center
+ inline_ void GetCenter(IcePoint& center) const { center = (mMax + mMin)*0.5f; }
+ //! Get box extents
+ inline_ void GetExtents(IcePoint& extents) const { extents = (mMax - mMin)*0.5f; }
+
+ //! Get component of the box's center along a given axis
+ inline_ float GetCenter(udword axis) const { return (mMax[axis] + mMin[axis])*0.5f; }
+ //! Get component of the box's extents along a given axis
+ inline_ float GetExtents(udword axis) const { return (mMax[axis] - mMin[axis])*0.5f; }
+
+ //! Get box diagonal
+ inline_ void GetDiagonal(IcePoint& diagonal) const { diagonal = mMax - mMin; }
+ inline_ float GetWidth() const { return mMax.x - mMin.x; }
+ inline_ float GetHeight() const { return mMax.y - mMin.y; }
+ inline_ float GetDepth() const { return mMax.z - mMin.z; }
+
+ //! Volume
+ inline_ float GetVolume() const { return GetWidth() * GetHeight() * GetDepth(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the intersection between two AABBs.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a) const
+ {
+ if(mMax.x < a.mMin.x
+ || a.mMax.x < mMin.x
+ || mMax.y < a.mMin.y
+ || a.mMax.y < mMin.y
+ || mMax.z < a.mMin.z
+ || a.mMax.z < mMin.z) return FALSE;
+
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the 1D-intersection between two AABBs, on a given axis.
+ * \param a [in] the other AABB
+ * \param axis [in] the axis (0, 1, 2)
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a, udword axis) const
+ {
+ if(mMax[axis] < a.mMin[axis] || a.mMax[axis] < mMin[axis]) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
+ * Original code by Charles Bloom on the GD-Algorithm list. (I slightly modified it)
+ * \param mtx [in] the transform matrix
+ * \param aabb [out] the transformed AABB [can be *this]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
+ {
+ // The three edges transformed: you can efficiently transform an X-only vector
+ // by just getting the "X" column of the matrix
+ IcePoint vx,vy,vz;
+ mtx.GetRow(0, vx); vx *= (mMax.x - mMin.x);
+ mtx.GetRow(1, vy); vy *= (mMax.y - mMin.y);
+ mtx.GetRow(2, vz); vz *= (mMax.z - mMin.z);
+
+ // Transform the min point
+ aabb.mMin = aabb.mMax = mMin * mtx;
+
+ // Take the transformed min & axes and find new extents
+ // Using CPU code in the right place is faster...
+ if(IS_NEGATIVE_FLOAT(vx.x)) aabb.mMin.x += vx.x; else aabb.mMax.x += vx.x;
+ if(IS_NEGATIVE_FLOAT(vx.y)) aabb.mMin.y += vx.y; else aabb.mMax.y += vx.y;
+ if(IS_NEGATIVE_FLOAT(vx.z)) aabb.mMin.z += vx.z; else aabb.mMax.z += vx.z;
+ if(IS_NEGATIVE_FLOAT(vy.x)) aabb.mMin.x += vy.x; else aabb.mMax.x += vy.x;
+ if(IS_NEGATIVE_FLOAT(vy.y)) aabb.mMin.y += vy.y; else aabb.mMax.y += vy.y;
+ if(IS_NEGATIVE_FLOAT(vy.z)) aabb.mMin.z += vy.z; else aabb.mMax.z += vy.z;
+ if(IS_NEGATIVE_FLOAT(vz.x)) aabb.mMin.x += vz.x; else aabb.mMax.x += vz.x;
+ if(IS_NEGATIVE_FLOAT(vz.y)) aabb.mMin.y += vz.y; else aabb.mMax.y += vz.y;
+ if(IS_NEGATIVE_FLOAT(vz.z)) aabb.mMin.z += vz.z; else aabb.mMax.z += vz.z;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the AABB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Min, Max) boxes: min < max
+ if(mMin.x > mMax.x) return FALSE;
+ if(mMin.y > mMax.y) return FALSE;
+ if(mMin.z > mMax.z) return FALSE;
+ return TRUE;
+ }
+
+ //! Operator for AABB *= float. Scales the extents, keeps same center.
+ inline_ AABB& operator*=(float s)
+ {
+ IcePoint Center; GetCenter(Center);
+ IcePoint Extents; GetExtents(Extents);
+ SetCenterExtents(Center, Extents * s);
+ return *this;
+ }
+
+ //! Operator for AABB /= float. Scales the extents, keeps same center.
+ inline_ AABB& operator/=(float s)
+ {
+ IcePoint Center; GetCenter(Center);
+ IcePoint Extents; GetExtents(Extents);
+ SetCenterExtents(Center, Extents / s);
+ return *this;
+ }
+
+ //! Operator for AABB += IcePoint. Translates the box.
+ inline_ AABB& operator+=(const IcePoint& trans)
+ {
+ mMin+=trans;
+ mMax+=trans;
+ return *this;
+ }
+ private:
+ IcePoint mMin; //!< Min point
+ IcePoint mMax; //!< Max point
+ };
+
+#else
+
+ class ICEMATHS_API AABB
+ {
+ public:
+ //! Constructor
+ inline_ AABB() {}
+ //! Destructor
+ inline_ ~AABB() {}
+
+ //! Type-independent methods
+ AABB_COMMON_METHODS;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetMinMax(const IcePoint& min, const IcePoint& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from center & extents vectors.
+ * \param c [in] the center point
+ * \param e [in] the extents vector
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetCenterExtents(const IcePoint& c, const IcePoint& e) { mCenter = c; mExtents = e; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty() { mCenter.Zero(); mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups a point AABB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetPoint(const IcePoint& pt) { mCenter = pt; mExtents.Zero(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the size of the AABB. The size is defined as the longest extent.
+ * \return the size of the AABB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ float GetSize() const { return mExtents.Max(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Extends the AABB.
+ * \param p [in] the next point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Extend(const IcePoint& p)
+ {
+ IcePoint Max = mCenter + mExtents;
+ IcePoint Min = mCenter - mExtents;
+
+ if(p.x > Max.x) Max.x = p.x;
+ if(p.x < Min.x) Min.x = p.x;
+
+ if(p.y > Max.y) Max.y = p.y;
+ if(p.y < Min.y) Min.y = p.y;
+
+ if(p.z > Max.z) Max.z = p.z;
+ if(p.z < Min.z) Min.z = p.z;
+
+ SetMinMax(Min, Max);
+ }
+ // Data access
+
+ //! Get min point of the box
+ inline_ void GetMin(IcePoint& min) const { min = mCenter - mExtents; }
+ //! Get max point of the box
+ inline_ void GetMax(IcePoint& max) const { max = mCenter + mExtents; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
+
+ //! Get box center
+ inline_ void GetCenter(IcePoint& center) const { center = mCenter; }
+ //! Get box extents
+ inline_ void GetExtents(IcePoint& extents) const { extents = mExtents; }
+
+ //! Get component of the box's center along a given axis
+ inline_ float GetCenter(udword axis) const { return mCenter[axis]; }
+ //! Get component of the box's extents along a given axis
+ inline_ float GetExtents(udword axis) const { return mExtents[axis]; }
+
+ //! Get box diagonal
+ inline_ void GetDiagonal(IcePoint& diagonal) const { diagonal = mExtents * 2.0f; }
+ inline_ float GetWidth() const { return mExtents.x * 2.0f; }
+ inline_ float GetHeight() const { return mExtents.y * 2.0f; }
+ inline_ float GetDepth() const { return mExtents.z * 2.0f; }
+
+ //! Volume
+ inline_ float GetVolume() const { return mExtents.x * mExtents.y * mExtents.z * 8.0f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the intersection between two AABBs.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a) const
+ {
+ float tx = mCenter.x - a.mCenter.x; float ex = a.mExtents.x + mExtents.x; if(AIR(tx) > IR(ex)) return FALSE;
+ float ty = mCenter.y - a.mCenter.y; float ey = a.mExtents.y + mExtents.y; if(AIR(ty) > IR(ey)) return FALSE;
+ float tz = mCenter.z - a.mCenter.z; float ez = a.mExtents.z + mExtents.z; if(AIR(tz) > IR(ez)) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * The standard intersection method from Gamasutra. Just here to check its speed against the one above.
+ * \param a [in] the other AABB
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool GomezIntersect(const AABB& a)
+ {
+ IcePoint T = mCenter - a.mCenter; // Vector from A to B
+ return ((fabsf(T.x) <= (a.mExtents.x + mExtents.x))
+ && (fabsf(T.y) <= (a.mExtents.y + mExtents.y))
+ && (fabsf(T.z) <= (a.mExtents.z + mExtents.z)));
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the 1D-intersection between two AABBs, on a given axis.
+ * \param a [in] the other AABB
+ * \param axis [in] the axis (0, 1, 2)
+ * \return true on intersection
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Intersect(const AABB& a, udword axis) const
+ {
+ float t = mCenter[axis] - a.mCenter[axis];
+ float e = a.mExtents[axis] + mExtents[axis];
+ if(AIR(t) > IR(e)) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
+ * \param mtx [in] the transform matrix
+ * \param aabb [out] the transformed AABB [can be *this]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
+ {
+ // Compute new center
+ aabb.mCenter = mCenter * mtx;
+
+ // Compute new extents. FPU code & CPU code have been interleaved for improved performance.
+ IcePoint Ex(mtx.m[0][0] * mExtents.x, mtx.m[0][1] * mExtents.x, mtx.m[0][2] * mExtents.x);
+ IR(Ex.x)&=0x7fffffff; IR(Ex.y)&=0x7fffffff; IR(Ex.z)&=0x7fffffff;
+
+ IcePoint Ey(mtx.m[1][0] * mExtents.y, mtx.m[1][1] * mExtents.y, mtx.m[1][2] * mExtents.y);
+ IR(Ey.x)&=0x7fffffff; IR(Ey.y)&=0x7fffffff; IR(Ey.z)&=0x7fffffff;
+
+ IcePoint Ez(mtx.m[2][0] * mExtents.z, mtx.m[2][1] * mExtents.z, mtx.m[2][2] * mExtents.z);
+ IR(Ez.x)&=0x7fffffff; IR(Ez.y)&=0x7fffffff; IR(Ez.z)&=0x7fffffff;
+
+ aabb.mExtents.x = Ex.x + Ey.x + Ez.x;
+ aabb.mExtents.y = Ex.y + Ey.y + Ez.y;
+ aabb.mExtents.z = Ex.z + Ey.z + Ez.z;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the AABB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Center, Extents) boxes: Extents >= 0
+ if(IS_NEGATIVE_FLOAT(mExtents.x)) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mExtents.y)) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mExtents.z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Operator for AABB *= float. Scales the extents, keeps same center.
+ inline_ AABB& operator*=(float s) { mExtents*=s; return *this; }
+
+ //! Operator for AABB /= float. Scales the extents, keeps same center.
+ inline_ AABB& operator/=(float s) { mExtents/=s; return *this; }
+
+ //! Operator for AABB += IcePoint. Translates the box.
+ inline_ AABB& operator+=(const IcePoint& trans)
+ {
+ mCenter+=trans;
+ return *this;
+ }
+ private:
+ IcePoint mCenter; //!< AABB Center
+ IcePoint mExtents; //!< x, y and z extents
+ };
+
+#endif
+
+ inline_ void ComputeMinMax(const IcePoint& p, IcePoint& min, IcePoint& max)
+ {
+ if(p.x > max.x) max.x = p.x;
+ if(p.x < min.x) min.x = p.x;
+
+ if(p.y > max.y) max.y = p.y;
+ if(p.y < min.y) min.y = p.y;
+
+ if(p.z > max.z) max.z = p.z;
+ if(p.z < min.z) min.z = p.z;
+ }
+
+ inline_ void ComputeAABB(AABB& aabb, const IcePoint* list, udword nb_pts)
+ {
+ if(list)
+ {
+ IcePoint Maxi(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+ IcePoint Mini(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
+ while(nb_pts--)
+ {
+// _prefetch(list+1); // off by one ?
+ ComputeMinMax(*list++, Mini, Maxi);
+ }
+ aabb.SetMinMax(Mini, Maxi);
+ }
+ }
+
+#endif // __ICEAABB_H__
diff --git a/Opcode/OpcodeLib/Ice/IceAxes.h b/Opcode/OpcodeLib/Ice/IceAxes.h
new file mode 100644
index 0000000..39004a9
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceAxes.h
@@ -0,0 +1,54 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains axes definition.
+ * \file IceAxes.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEAXES_H__
+#define __ICEAXES_H__
+
+ enum PointComponent
+ {
+ _X = 0,
+ _Y = 1,
+ _Z = 2,
+ _W = 3,
+
+ _FORCE_DWORD = 0x7fffffff
+ };
+
+ enum AxisOrder
+ {
+ AXES_XYZ = (_X)|(_Y<<2)|(_Z<<4),
+ AXES_XZY = (_X)|(_Z<<2)|(_Y<<4),
+ AXES_YXZ = (_Y)|(_X<<2)|(_Z<<4),
+ AXES_YZX = (_Y)|(_Z<<2)|(_X<<4),
+ AXES_ZXY = (_Z)|(_X<<2)|(_Y<<4),
+ AXES_ZYX = (_Z)|(_Y<<2)|(_X<<4),
+
+ AXES_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICEMATHS_API Axes
+ {
+ public:
+
+ inline_ Axes(AxisOrder order)
+ {
+ mAxis0 = (order ) & 3;
+ mAxis1 = (order>>2) & 3;
+ mAxis2 = (order>>4) & 3;
+ }
+ inline_ ~Axes() {}
+
+ udword mAxis0;
+ udword mAxis1;
+ udword mAxis2;
+ };
+
+#endif // __ICEAXES_H__
diff --git a/Opcode/OpcodeLib/Ice/IceBoundingSphere.h b/Opcode/OpcodeLib/Ice/IceBoundingSphere.h
new file mode 100644
index 0000000..43329e6
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceBoundingSphere.h
@@ -0,0 +1,142 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code to compute the minimal bounding sphere.
+ * \file IceBoundingSphere.h
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEBOUNDINGSPHERE_H__
+#define __ICEBOUNDINGSPHERE_H__
+
+ enum BSphereMethod
+ {
+ BS_NONE,
+ BS_GEMS,
+ BS_MINIBALL,
+
+ BS_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICEMATHS_API Sphere
+ {
+ public:
+ //! Constructor
+ inline_ Sphere() {}
+ //! Constructor
+ inline_ Sphere(const IcePoint& center, float radius) : mCenter(center), mRadius(radius) {}
+ //! Constructor
+ Sphere(udword nb_verts, const IcePoint* verts);
+ //! Copy constructor
+ inline_ Sphere(const Sphere& sphere) : mCenter(sphere.mCenter), mRadius(sphere.mRadius) {}
+ //! Destructor
+ inline_ ~Sphere() {}
+
+ BSphereMethod Compute(udword nb_verts, const IcePoint* verts);
+ bool FastCompute(udword nb_verts, const IcePoint* verts);
+
+ // Access methods
+ inline_ const IcePoint& GetCenter() const { return mCenter; }
+ inline_ float GetRadius() const { return mRadius; }
+
+ inline_ const IcePoint& Center() const { return mCenter; }
+ inline_ float Radius() const { return mRadius; }
+
+ inline_ Sphere& Set(const IcePoint& center, float radius) { mCenter = center; mRadius = radius; return *this; }
+ inline_ Sphere& SetCenter(const IcePoint& center) { mCenter = center; return *this; }
+ inline_ Sphere& SetRadius(float radius) { mRadius = radius; return *this; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the sphere.
+ * \param p [in] the point to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const IcePoint& p) const
+ {
+ return mCenter.SquareDistance(p) <= mRadius*mRadius;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a sphere is contained within the sphere.
+ * \param sphere [in] the sphere to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Sphere& sphere) const
+ {
+ // If our radius is the smallest, we can't possibly contain the other sphere
+ if(mRadius < sphere.mRadius) return false;
+ // So r is always positive or null now
+ float r = mRadius - sphere.mRadius;
+ return mCenter.SquareDistance(sphere.mCenter) <= r*r;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a box is contained within the sphere.
+ * \param aabb [in] the box to test
+ * \return true if inside the sphere
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Contains(const AABB& aabb) const
+ {
+ // I assume if all 8 box vertices are inside the sphere, so does the whole box.
+ // Sounds ok but maybe there's a better way?
+ float R2 = mRadius * mRadius;
+#ifdef USE_MIN_MAX
+ const IcePoint& Max = ((ShadowAABB&)&aabb).mMax;
+ const IcePoint& Min = ((ShadowAABB&)&aabb).mMin;
+#else
+ IcePoint Max; aabb.GetMax(Max);
+ IcePoint Min; aabb.GetMin(Min);
+#endif
+ IcePoint p;
+ p.x=Max.x; p.y=Max.y; p.z=Max.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Max.y; p.z=Min.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+ p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
+
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if the sphere intersects another sphere
+ * \param sphere [in] the other sphere
+ * \return true if spheres overlap
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Intersect(const Sphere& sphere) const
+ {
+ float r = mRadius + sphere.mRadius;
+ return mCenter.SquareDistance(sphere.mCenter) <= r*r;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the sphere is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for spheres: Radius >= 0.0f
+ if(mRadius < 0.0f) return FALSE;
+ return TRUE;
+ }
+ public:
+ IcePoint mCenter; //!< Sphere center
+ float mRadius; //!< Sphere radius
+ };
+
+#endif // __ICEBOUNDINGSPHERE_H__
diff --git a/Opcode/OpcodeLib/Ice/IceContainer.cpp b/Opcode/OpcodeLib/Ice/IceContainer.cpp
new file mode 100644
index 0000000..e2c42d1
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceContainer.cpp
@@ -0,0 +1,345 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple container class.
+ * \file IceContainer.cpp
+ * \author Pierre Terdiman
+ * \date February, 5, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a list of 32-bits values.
+ * Use this class when you need to store an unknown number of values. The list is automatically
+ * resized and can contains 32-bits entities (dwords or floats)
+ *
+ * \class Container
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+// Static members
+#ifdef CONTAINER_STATS
+udword Container::mNbContainers = 0;
+udword Container::mUsedRam = 0;
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor. No entries allocated there.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container() : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor. Also allocates a given number of entries.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container(udword size, float growth_factor) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(growth_factor)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+ SetSize(size);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Copy constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::Container(const Container& object) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
+{
+#ifdef CONTAINER_STATS
+ mNbContainers++;
+ mUsedRam+=sizeof(Container);
+#endif
+ *this = object;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor. Frees everything and leaves.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container::~Container()
+{
+ Empty();
+#ifdef CONTAINER_STATS
+ mNbContainers--;
+ mUsedRam-=GetUsedRam();
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Clears the container. All stored values are deleted, and it frees used ram.
+ * \see Reset()
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::Empty()
+{
+#ifdef CONTAINER_STATS
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+ DELETEARRAY(mEntries);
+ mCurNbEntries = mMaxNbEntries = 0;
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Resizes the container.
+ * \param needed [in] assume the container can be added at least "needed" values
+ * \return true if success.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Resize(udword needed)
+{
+#ifdef CONTAINER_STATS
+ // Subtract previous amount of bytes
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Get more entries
+ mMaxNbEntries = mMaxNbEntries ? udword(float(mMaxNbEntries)*mGrowthFactor) : 2; // Default nb Entries = 2
+ if(mMaxNbEntries<mCurNbEntries + needed) mMaxNbEntries = mCurNbEntries + needed;
+
+ // Get some bytes for new entries
+ udword* NewEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(NewEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Copy old data if needed
+ if(mCurNbEntries) CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
+
+ // Delete old data
+ DELETEARRAY(mEntries);
+
+ // Assign new pointer
+ mEntries = NewEntries;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Sets the initial size of the container. If it already contains something, it's discarded.
+ * \param nb [in] Number of entries
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::SetSize(udword nb)
+{
+ // Make sure it's empty
+ Empty();
+
+ // Checkings
+ if(!nb) return false;
+
+ // Initialize for nb entries
+ mMaxNbEntries = nb;
+
+ // Get some bytes for new entries
+ mEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(mEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the container and get rid of unused bytes.
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Refit()
+{
+#ifdef CONTAINER_STATS
+ // Subtract previous amount of bytes
+ mUsedRam-=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Get just enough entries
+ mMaxNbEntries = mCurNbEntries;
+ if(!mMaxNbEntries) return false;
+
+ // Get just enough bytes
+ udword* NewEntries = new udword[mMaxNbEntries];
+ CHECKALLOC(NewEntries);
+
+#ifdef CONTAINER_STATS
+ // Add current amount of bytes
+ mUsedRam+=mMaxNbEntries*sizeof(udword);
+#endif
+
+ // Copy old data
+ CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
+
+ // Delete old data
+ DELETEARRAY(mEntries);
+
+ // Assign new pointer
+ mEntries = NewEntries;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the container already contains a given value.
+ * \param entry [in] the value to look for in the container
+ * \param location [out] a possible pointer to store the entry location
+ * \see Add(udword entry)
+ * \see Add(float entry)
+ * \see Empty()
+ * \return true if the value has been found in the container, else false.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Contains(udword entry, udword* location) const
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ if(location) *location = i;
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Deletes an entry. If the container contains such an entry, it's removed.
+ * \param entry [in] the value to delete.
+ * \return true if the value has been found in the container, else false.
+ * \warning This method is arbitrary slow (O(n)) and should be used carefully. Insertion order is not preserved.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::Delete(udword entry)
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ // Entry has been found at index i. The strategy is to copy the last current entry at index i, and decrement the current number of entries.
+ DeleteIndex(i);
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Deletes an entry, preserving the insertion order. If the container contains such an entry, it's removed.
+ * \param entry [in] the value to delete.
+ * \return true if the value has been found in the container, else false.
+ * \warning This method is arbitrary slow (O(n)) and should be used carefully.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Container::DeleteKeepingOrder(udword entry)
+{
+ // Look for the entry
+ for(udword i=0;i<mCurNbEntries;i++)
+ {
+ if(mEntries[i]==entry)
+ {
+ // Entry has been found at index i.
+ // Shift entries to preserve order. You really should use a linked list instead.
+ mCurNbEntries--;
+ for(udword j=i;j<mCurNbEntries;j++)
+ {
+ mEntries[j] = mEntries[j+1];
+ }
+ return true;
+ }
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the next entry, starting from input one.
+ * \param entry [in/out] On input, the entry to look for. On output, the next entry
+ * \param find_mode [in] wrap/clamp
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::FindNext(udword& entry, FindMode find_mode)
+{
+ udword Location;
+ if(Contains(entry, &Location))
+ {
+ Location++;
+ if(Location==mCurNbEntries) Location = find_mode==FIND_WRAP ? 0 : mCurNbEntries-1;
+ entry = mEntries[Location];
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the previous entry, starting from input one.
+ * \param entry [in/out] On input, the entry to look for. On output, the previous entry
+ * \param find_mode [in] wrap/clamp
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Container& Container::FindPrev(udword& entry, FindMode find_mode)
+{
+ udword Location;
+ if(Contains(entry, &Location))
+ {
+ Location--;
+ if(Location==0xffffffff) Location = find_mode==FIND_WRAP ? mCurNbEntries-1 : 0;
+ entry = mEntries[Location];
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the ram used by the container.
+ * \return the ram used in bytes.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword Container::GetUsedRam() const
+{
+ return sizeof(Container) + mMaxNbEntries * sizeof(udword);
+}
+
+void Container::operator=(const Container& object)
+{
+ SetSize(object.GetNbEntries());
+ CopyMemory(mEntries, object.GetEntries(), mMaxNbEntries*sizeof(udword));
+ mCurNbEntries = mMaxNbEntries;
+}
diff --git a/Opcode/OpcodeLib/Ice/IceContainer.h b/Opcode/OpcodeLib/Ice/IceContainer.h
new file mode 100644
index 0000000..9f06ada
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceContainer.h
@@ -0,0 +1,212 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple container class.
+ * \file IceContainer.h
+ * \author Pierre Terdiman
+ * \date February, 5, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICECONTAINER_H__
+#define __ICECONTAINER_H__
+
+ #define CONTAINER_STATS
+
+ enum FindMode
+ {
+ FIND_CLAMP,
+ FIND_WRAP,
+
+ FIND_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICECORE_API Container
+ {
+ public:
+ // Constructor / Destructor
+ Container();
+ Container(const Container& object);
+ Container(udword size, float growth_factor);
+ ~Container();
+ // Management
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * A O(1) method to add a value in the container. The container is automatically resized if needed.
+ * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
+ * costs a lot more than the call overhead...
+ *
+ * \param entry [in] a udword to store in the container
+ * \see Add(float entry)
+ * \see Empty()
+ * \see Contains(udword entry)
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ Container& Add(udword entry)
+ {
+ // Resize if needed
+ if(mCurNbEntries==mMaxNbEntries) Resize();
+
+ // Add new entry
+ mEntries[mCurNbEntries++] = entry;
+ return *this;
+ }
+
+ inline_ Container& Add(const udword* entries, udword nb)
+ {
+ // Resize if needed
+ if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
+
+ // Add new entry
+ CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(udword));
+ mCurNbEntries+=nb;
+ return *this;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * A O(1) method to add a value in the container. The container is automatically resized if needed.
+ * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
+ * costs a lot more than the call overhead...
+ *
+ * \param entry [in] a float to store in the container
+ * \see Add(udword entry)
+ * \see Empty()
+ * \see Contains(udword entry)
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ Container& Add(float entry)
+ {
+ // Resize if needed
+ if(mCurNbEntries==mMaxNbEntries) Resize();
+
+ // Add new entry
+ mEntries[mCurNbEntries++] = IR(entry);
+ return *this;
+ }
+
+ inline_ Container& Add(const float* entries, udword nb)
+ {
+ // Resize if needed
+ if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
+
+ // Add new entry
+ CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(float));
+ mCurNbEntries+=nb;
+ return *this;
+ }
+
+ //! Add unique [slow]
+ inline_ Container& AddUnique(udword entry)
+ {
+ if(!Contains(entry)) Add(entry);
+ return *this;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Clears the container. All stored values are deleted, and it frees used ram.
+ * \see Reset()
+ * \return Self-Reference
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ Container& Empty();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Resets the container. Stored values are discarded but the buffer is kept so that further calls don't need resizing again.
+ * That's a kind of temporal coherence.
+ * \see Empty()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Reset()
+ {
+ // Avoid the write if possible
+ // ### CMOV
+ if(mCurNbEntries) mCurNbEntries = 0;
+ }
+
+ // HANDLE WITH CARE
+ inline_ void ForceSize(udword size)
+ {
+ mCurNbEntries = size;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Sets the initial size of the container. If it already contains something, it's discarded.
+ * \param nb [in] Number of entries
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetSize(udword nb);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the container and get rid of unused bytes.
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Refit();
+
+ // Checks whether the container already contains a given value.
+ bool Contains(udword entry, udword* location=null) const;
+ // Deletes an entry - doesn't preserve insertion order.
+ bool Delete(udword entry);
+ // Deletes an entry - does preserve insertion order.
+ bool DeleteKeepingOrder(udword entry);
+ //! Deletes the very last entry.
+ inline_ void DeleteLastEntry() { if(mCurNbEntries) mCurNbEntries--; }
+ //! Deletes the entry whose index is given
+ inline_ void DeleteIndex(udword index) { mEntries[index] = mEntries[--mCurNbEntries]; }
+
+ // Helpers
+ Container& FindNext(udword& entry, FindMode find_mode=FIND_CLAMP);
+ Container& FindPrev(udword& entry, FindMode find_mode=FIND_CLAMP);
+ // Data access.
+ inline_ udword GetNbEntries() const { return mCurNbEntries; } //!< Returns the current number of entries.
+ inline_ udword GetEntry(udword i) const { return mEntries[i]; } //!< Returns ith entry
+ inline_ udword* GetEntries() const { return mEntries; } //!< Returns the list of entries.
+
+ inline_ udword GetFirst() const { return mEntries[0]; }
+ inline_ udword GetLast() const { return mEntries[mCurNbEntries-1]; }
+
+ // Growth control
+ inline_ float GetGrowthFactor() const { return mGrowthFactor; } //!< Returns the growth factor
+ inline_ void SetGrowthFactor(float growth) { mGrowthFactor = growth; } //!< Sets the growth factor
+ inline_ bool IsFull() const { return mCurNbEntries==mMaxNbEntries; } //!< Checks the container is full
+ inline_ BOOL IsNotEmpty() const { return mCurNbEntries; } //!< Checks the container is empty
+
+ //! Read-access as an array
+ inline_ udword operator[](udword i) const { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
+ //! Write-access as an array
+ inline_ udword& operator[](udword i) { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
+
+ // Stats
+ udword GetUsedRam() const;
+
+ //! Operator for "Container A = Container B"
+ void operator = (const Container& object);
+
+#ifdef CONTAINER_STATS
+ inline_ udword GetNbContainers() const { return mNbContainers; }
+ inline_ udword GetTotalBytes() const { return mUsedRam; }
+ private:
+
+ static udword mNbContainers; //!< Number of containers around
+ static udword mUsedRam; //!< Amount of bytes used by containers in the system
+#endif
+ private:
+ // Resizing
+ bool Resize(udword needed=1);
+ // Data
+ udword mMaxNbEntries; //!< Maximum possible number of entries
+ udword mCurNbEntries; //!< Current number of entries
+ udword* mEntries; //!< List of entries
+ float mGrowthFactor; //!< Resize: new number of entries = old number * mGrowthFactor
+ };
+
+#endif // __ICECONTAINER_H__
diff --git a/Opcode/OpcodeLib/Ice/IceFPU.h b/Opcode/OpcodeLib/Ice/IceFPU.h
new file mode 100644
index 0000000..9e57960
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceFPU.h
@@ -0,0 +1,317 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains FPU related code.
+ * \file IceFPU.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEFPU_H__
+#define __ICEFPU_H__
+
+ #define SIGN_BITMASK 0x80000000
+
+ //! Integer representation of a floating-point value.
+ #define IR(x) ((udword&)(x))
+
+ //! Signed integer representation of a floating-point value.
+ #define SIR(x) ((sdword&)(x))
+
+ //! Absolute integer representation of a floating-point value
+ #define AIR(x) (IR(x)&0x7fffffff)
+
+ //! Floating-point representation of an integer value.
+ #define FR(x) ((float&)(x))
+
+ //! Integer-based comparison of a floating point value.
+ //! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
+ #define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000)
+
+ //! Fast fabs for floating-point values. It just clears the sign bit.
+ //! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context.
+ inline_ float FastFabs(float x)
+ {
+ udword FloatBits = IR(x)&0x7fffffff;
+ return FR(FloatBits);
+ }
+
+ //! Fast square root for floating-point values.
+ inline_ float FastSqrt(float square)
+ {
+ float retval;
+
+ __asm {
+ mov eax, square
+ sub eax, 0x3F800000
+ sar eax, 1
+ add eax, 0x3F800000
+ mov [retval], eax
+ }
+ return retval;
+ }
+
+ //! Saturates positive to zero.
+ inline_ float fsat(float f)
+ {
+ udword y = (udword&)f & ~((sdword&)f >>31);
+ return (float&)y;
+ }
+
+ //! Computes 1.0f / sqrtf(x).
+ inline_ float frsqrt(float f)
+ {
+ float x = f * 0.5f;
+ udword y = 0x5f3759df - ((udword&)f >> 1);
+ // Iteration...
+ (float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) );
+ // Result
+ return (float&)y;
+ }
+
+ //! Computes 1.0f / sqrtf(x). Comes from NVIDIA.
+ inline_ float InvSqrt(const float& x)
+ {
+ udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1;
+ float y = *(float*)&tmp;
+ return y * (1.47f - 0.47f * x * y * y);
+ }
+
+ //! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above.
+ //! See http://www.magic-software.com/3DGEDInvSqrt.html
+ inline_ float RSqrt(float number)
+ {
+ long i;
+ float x2, y;
+ const float threehalfs = 1.5f;
+
+ x2 = number * 0.5f;
+ y = number;
+ i = * (long *) &y;
+ i = 0x5f3759df - (i >> 1);
+ y = * (float *) &i;
+ y = y * (threehalfs - (x2 * y * y));
+
+ return y;
+ }
+
+ //! TO BE DOCUMENTED
+ inline_ float fsqrt(float f)
+ {
+ udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000;
+ // Iteration...?
+ // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f;
+ // Result
+ return (float&)y;
+ }
+
+ //! Returns the float ranged espilon value.
+ inline_ float fepsilon(float f)
+ {
+ udword b = (udword&)f & 0xff800000;
+ udword a = b | 0x00000001;
+ (float&)a -= (float&)b;
+ // Result
+ return (float&)a;
+ }
+
+ //! Is the float valid ?
+ inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; }
+ inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; }
+ inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; }
+ inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; }
+
+ inline_ bool IsValidFloat(float value)
+ {
+ if(IsNAN(value)) return false;
+ if(IsIndeterminate(value)) return false;
+ if(IsPlusInf(value)) return false;
+ if(IsMinusInf(value)) return false;
+ return true;
+ }
+
+ #define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x));
+
+/*
+ //! FPU precision setting function.
+ inline_ void SetFPU()
+ {
+ // This function evaluates whether the floating-point
+ // control word is set to single precision/round to nearest/
+ // exceptions disabled. If these conditions don't hold, the
+ // function changes the control word to set them and returns
+ // TRUE, putting the old control word value in the passback
+ // location pointed to by pwOldCW.
+ {
+ uword wTemp, wSave;
+
+ __asm fstcw wSave
+ if (wSave & 0x300 || // Not single mode
+ 0x3f != (wSave & 0x3f) || // Exceptions enabled
+ wSave & 0xC00) // Not round to nearest mode
+ {
+ __asm
+ {
+ mov ax, wSave
+ and ax, not 300h ;; single mode
+ or ax, 3fh ;; disable all exceptions
+ and ax, not 0xC00 ;; round to nearest mode
+ mov wTemp, ax
+ fldcw wTemp
+ }
+ }
+ }
+ }
+*/
+ //! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON)
+ inline_ float ComputeFloatEpsilon()
+ {
+ float f = 1.0f;
+ ((udword&)f)^=1;
+ return f - 1.0f; // You can check it's the same as FLT_EPSILON
+ }
+
+ inline_ bool IsFloatZero(float x, float epsilon=1e-6f)
+ {
+ return x*x < epsilon;
+ }
+
+ #define FCOMI_ST0 _asm _emit 0xdb _asm _emit 0xf0
+ #define FCOMIP_ST0 _asm _emit 0xdf _asm _emit 0xf0
+ #define FCMOVB_ST0 _asm _emit 0xda _asm _emit 0xc0
+ #define FCMOVNB_ST0 _asm _emit 0xdb _asm _emit 0xc0
+
+ #define FCOMI_ST1 _asm _emit 0xdb _asm _emit 0xf1
+ #define FCOMIP_ST1 _asm _emit 0xdf _asm _emit 0xf1
+ #define FCMOVB_ST1 _asm _emit 0xda _asm _emit 0xc1
+ #define FCMOVNB_ST1 _asm _emit 0xdb _asm _emit 0xc1
+
+ #define FCOMI_ST2 _asm _emit 0xdb _asm _emit 0xf2
+ #define FCOMIP_ST2 _asm _emit 0xdf _asm _emit 0xf2
+ #define FCMOVB_ST2 _asm _emit 0xda _asm _emit 0xc2
+ #define FCMOVNB_ST2 _asm _emit 0xdb _asm _emit 0xc2
+
+ #define FCOMI_ST3 _asm _emit 0xdb _asm _emit 0xf3
+ #define FCOMIP_ST3 _asm _emit 0xdf _asm _emit 0xf3
+ #define FCMOVB_ST3 _asm _emit 0xda _asm _emit 0xc3
+ #define FCMOVNB_ST3 _asm _emit 0xdb _asm _emit 0xc3
+
+ #define FCOMI_ST4 _asm _emit 0xdb _asm _emit 0xf4
+ #define FCOMIP_ST4 _asm _emit 0xdf _asm _emit 0xf4
+ #define FCMOVB_ST4 _asm _emit 0xda _asm _emit 0xc4
+ #define FCMOVNB_ST4 _asm _emit 0xdb _asm _emit 0xc4
+
+ #define FCOMI_ST5 _asm _emit 0xdb _asm _emit 0xf5
+ #define FCOMIP_ST5 _asm _emit 0xdf _asm _emit 0xf5
+ #define FCMOVB_ST5 _asm _emit 0xda _asm _emit 0xc5
+ #define FCMOVNB_ST5 _asm _emit 0xdb _asm _emit 0xc5
+
+ #define FCOMI_ST6 _asm _emit 0xdb _asm _emit 0xf6
+ #define FCOMIP_ST6 _asm _emit 0xdf _asm _emit 0xf6
+ #define FCMOVB_ST6 _asm _emit 0xda _asm _emit 0xc6
+ #define FCMOVNB_ST6 _asm _emit 0xdb _asm _emit 0xc6
+
+ #define FCOMI_ST7 _asm _emit 0xdb _asm _emit 0xf7
+ #define FCOMIP_ST7 _asm _emit 0xdf _asm _emit 0xf7
+ #define FCMOVB_ST7 _asm _emit 0xda _asm _emit 0xc7
+ #define FCMOVNB_ST7 _asm _emit 0xdb _asm _emit 0xc7
+
+ //! A global function to find MAX(a,b) using FCOMI/FCMOV
+ inline_ float FCMax2(float a, float b)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ FCOMI_ST1
+ FCMOVB_ST1
+ _asm fstp [Res]
+ _asm fcomp
+ return Res;
+ }
+
+ //! A global function to find MIN(a,b) using FCOMI/FCMOV
+ inline_ float FCMin2(float a, float b)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ FCOMI_ST1
+ FCMOVNB_ST1
+ _asm fstp [Res]
+ _asm fcomp
+ return Res;
+ }
+
+ //! A global function to find MAX(a,b,c) using FCOMI/FCMOV
+ inline_ float FCMax3(float a, float b, float c)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ _asm fld [c]
+ FCOMI_ST1
+ FCMOVB_ST1
+ FCOMI_ST2
+ FCMOVB_ST2
+ _asm fstp [Res]
+ _asm fcompp
+ return Res;
+ }
+
+ //! A global function to find MIN(a,b,c) using FCOMI/FCMOV
+ inline_ float FCMin3(float a, float b, float c)
+ {
+ float Res;
+ _asm fld [a]
+ _asm fld [b]
+ _asm fld [c]
+ FCOMI_ST1
+ FCMOVNB_ST1
+ FCOMI_ST2
+ FCMOVNB_ST2
+ _asm fstp [Res]
+ _asm fcompp
+ return Res;
+ }
+
+ inline_ int ConvertToSortable(float f)
+ {
+ int& Fi = (int&)f;
+ int Fmask = (Fi>>31);
+ Fi ^= Fmask;
+ Fmask &= ~(1<<31);
+ Fi -= Fmask;
+ return Fi;
+ }
+
+ enum FPUMode
+ {
+ FPU_FLOOR = 0,
+ FPU_CEIL = 1,
+ FPU_BEST = 2,
+
+ FPU_FORCE_DWORD = 0x7fffffff
+ };
+
+ FUNCTION ICECORE_API FPUMode GetFPUMode();
+ FUNCTION ICECORE_API void SaveFPU();
+ FUNCTION ICECORE_API void RestoreFPU();
+ FUNCTION ICECORE_API void SetFPUFloorMode();
+ FUNCTION ICECORE_API void SetFPUCeilMode();
+ FUNCTION ICECORE_API void SetFPUBestMode();
+
+ FUNCTION ICECORE_API void SetFPUPrecision24();
+ FUNCTION ICECORE_API void SetFPUPrecision53();
+ FUNCTION ICECORE_API void SetFPUPrecision64();
+ FUNCTION ICECORE_API void SetFPURoundingChop();
+ FUNCTION ICECORE_API void SetFPURoundingUp();
+ FUNCTION ICECORE_API void SetFPURoundingDown();
+ FUNCTION ICECORE_API void SetFPURoundingNear();
+
+ FUNCTION ICECORE_API int intChop(const float& f);
+ FUNCTION ICECORE_API int intFloor(const float& f);
+ FUNCTION ICECORE_API int intCeil(const float& f);
+
+#endif // __ICEFPU_H__
diff --git a/Opcode/OpcodeLib/Ice/IceHPoint.cpp b/Opcode/OpcodeLib/Ice/IceHPoint.cpp
new file mode 100644
index 0000000..2074543
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceHPoint.cpp
@@ -0,0 +1,70 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for homogeneous points.
+ * \file IceHPoint.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Homogeneous point.
+ *
+ * Use it:
+ * - for clipping in homogeneous space (standard way)
+ * - to differentiate between points (w=1) and vectors (w=0).
+ * - in some cases you can also use it instead of IcePoint for padding reasons.
+ *
+ * \class HPoint
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \warning No cross-product in 4D.
+ * \warning HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// IcePoint Mul = HPoint * Matrix3x3;
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+IcePoint HPoint::operator*(const Matrix3x3& mat) const
+{
+ return IcePoint(
+ x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0],
+ x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1],
+ x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] );
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// HPoint Mul = HPoint * Matrix4x4;
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HPoint HPoint::operator*(const Matrix4x4& mat) const
+{
+ return HPoint(
+ x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0],
+ x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1],
+ x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2],
+ x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3]);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// HPoint *= Matrix4x4
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HPoint& HPoint::operator*=(const Matrix4x4& mat)
+{
+ float xp = x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0];
+ float yp = x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1];
+ float zp = x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2];
+ float wp = x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3];
+
+ x = xp; y = yp; z = zp; w = wp;
+
+ return *this;
+}
+
diff --git a/Opcode/OpcodeLib/Ice/IceHPoint.h b/Opcode/OpcodeLib/Ice/IceHPoint.h
new file mode 100644
index 0000000..461c39b
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceHPoint.h
@@ -0,0 +1,157 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for homogeneous points.
+ * \file IceHPoint.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEHPOINT_H__
+#define __ICEHPOINT_H__
+
+ class ICEMATHS_API HPoint : public IcePoint
+ {
+ public:
+
+ //! Empty constructor
+ inline_ HPoint() {}
+ //! Constructor from floats
+ inline_ HPoint(float _x, float _y, float _z, float _w=0.0f) : IcePoint(_x, _y, _z), w(_w) {}
+ //! Constructor from array
+ inline_ HPoint(const float f[4]) : IcePoint(f), w(f[3]) {}
+ //! Constructor from a IcePoint
+ inline_ HPoint(const IcePoint& p, float _w=0.0f) : IcePoint(p), w(_w) {}
+ //! Destructor
+ inline_ ~HPoint() {}
+
+ //! Clear the point
+ inline_ HPoint& Zero() { x = y = z = w = 0.0f; return *this; }
+
+ //! Assignment from values
+ inline_ HPoint& Set(float _x, float _y, float _z, float _w ) { x = _x; y = _y; z = _z; w = _w; return *this; }
+ //! Assignment from array
+ inline_ HPoint& Set(const float f[4]) { x = f[_X]; y = f[_Y]; z = f[_Z]; w = f[_W]; return *this; }
+ //! Assignment from another h-point
+ inline_ HPoint& Set(const HPoint& src) { x = src.x; y = src.y; z = src.z; w = src.w; return *this; }
+
+ //! Add a vector
+ inline_ HPoint& Add(float _x, float _y, float _z, float _w ) { x += _x; y += _y; z += _z; w += _w; return *this; }
+ //! Add a vector
+ inline_ HPoint& Add(const float f[4]) { x += f[_X]; y += f[_Y]; z += f[_Z]; w += f[_W]; return *this; }
+
+ //! Subtract a vector
+ inline_ HPoint& Sub(float _x, float _y, float _z, float _w ) { x -= _x; y -= _y; z -= _z; w -= _w; return *this; }
+ //! Subtract a vector
+ inline_ HPoint& Sub(const float f[4]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; w -= f[_W]; return *this; }
+
+ //! Multiplies by a scalar
+ inline_ HPoint& Mul(float s) { x *= s; y *= s; z *= s; w *= s; return *this; }
+
+ //! Returns MIN(x, y, z, w);
+ float Min() const { return MIN(x, MIN(y, MIN(z, w))); }
+ //! Returns MAX(x, y, z, w);
+ float Max() const { return MAX(x, MAX(y, MAX(z, w))); }
+ //! Sets each element to be componentwise minimum
+ HPoint& Min(const HPoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); w = MIN(w, p.w); return *this; }
+ //! Sets each element to be componentwise maximum
+ HPoint& Max(const HPoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); w = MAX(w, p.w); return *this; }
+
+ //! Computes square magnitude
+ inline_ float SquareMagnitude() const { return x*x + y*y + z*z + w*w; }
+ //! Computes magnitude
+ inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z + w*w); }
+
+ //! Normalize the vector
+ inline_ HPoint& Normalize()
+ {
+ float M = Magnitude();
+ if(M)
+ {
+ M = 1.0f / M;
+ x *= M;
+ y *= M;
+ z *= M;
+ w *= M;
+ }
+ return *this;
+ }
+
+ // Arithmetic operators
+ //! Operator for HPoint Negate = - HPoint;
+ inline_ HPoint operator-() const { return HPoint(-x, -y, -z, -w); }
+
+ //! Operator for HPoint Plus = HPoint + HPoint;
+ inline_ HPoint operator+(const HPoint& p) const { return HPoint(x + p.x, y + p.y, z + p.z, w + p.w); }
+ //! Operator for HPoint Minus = HPoint - HPoint;
+ inline_ HPoint operator-(const HPoint& p) const { return HPoint(x - p.x, y - p.y, z - p.z, w - p.w); }
+
+ //! Operator for HPoint Mul = HPoint * HPoint;
+ inline_ HPoint operator*(const HPoint& p) const { return HPoint(x * p.x, y * p.y, z * p.z, w * p.w); }
+ //! Operator for HPoint Scale = HPoint * float;
+ inline_ HPoint operator*(float s) const { return HPoint(x * s, y * s, z * s, w * s); }
+ //! Operator for HPoint Scale = float * HPoint;
+ inline_ friend HPoint operator*(float s, const HPoint& p) { return HPoint(s * p.x, s * p.y, s * p.z, s * p.w); }
+
+ //! Operator for HPoint Div = HPoint / HPoint;
+ inline_ HPoint operator/(const HPoint& p) const { return HPoint(x / p.x, y / p.y, z / p.z, w / p.w); }
+ //! Operator for HPoint Scale = HPoint / float;
+ inline_ HPoint operator/(float s) const { s = 1.0f / s; return HPoint(x * s, y * s, z * s, w * s); }
+ //! Operator for HPoint Scale = float / HPoint;
+ inline_ friend HPoint operator/(float s, const HPoint& p) { return HPoint(s / p.x, s / p.y, s / p.z, s / p.w); }
+
+ //! Operator for float DotProd = HPoint | HPoint;
+ inline_ float operator|(const HPoint& p) const { return x*p.x + y*p.y + z*p.z + w*p.w; }
+ // No cross-product in 4D
+
+ //! Operator for HPoint += HPoint;
+ inline_ HPoint& operator+=(const HPoint& p) { x += p.x; y += p.y; z += p.z; w += p.w; return *this; }
+ //! Operator for HPoint += float;
+ inline_ HPoint& operator+=(float s) { x += s; y += s; z += s; w += s; return *this; }
+
+ //! Operator for HPoint -= HPoint;
+ inline_ HPoint& operator-=(const HPoint& p) { x -= p.x; y -= p.y; z -= p.z; w -= p.w; return *this; }
+ //! Operator for HPoint -= float;
+ inline_ HPoint& operator-=(float s) { x -= s; y -= s; z -= s; w -= s; return *this; }
+
+ //! Operator for HPoint *= HPoint;
+ inline_ HPoint& operator*=(const HPoint& p) { x *= p.x; y *= p.y; z *= p.z; w *= p.w; return *this; }
+ //! Operator for HPoint *= float;
+ inline_ HPoint& operator*=(float s) { x*=s; y*=s; z*=s; w*=s; return *this; }
+
+ //! Operator for HPoint /= HPoint;
+ inline_ HPoint& operator/=(const HPoint& p) { x /= p.x; y /= p.y; z /= p.z; w /= p.w; return *this; }
+ //! Operator for HPoint /= float;
+ inline_ HPoint& operator/=(float s) { s = 1.0f / s; x*=s; y*=s; z*=s; w*=s; return *this; }
+
+ // Arithmetic operators
+
+ //! Operator for IcePoint Mul = HPoint * Matrix3x3;
+ IcePoint operator*(const Matrix3x3& mat) const;
+ //! Operator for HPoint Mul = HPoint * Matrix4x4;
+ HPoint operator*(const Matrix4x4& mat) const;
+
+ // HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
+ //! Operator for HPoint *= Matrix4x4
+ HPoint& operator*=(const Matrix4x4& mat);
+
+ // Logical operators
+
+ //! Operator for "if(HPoint==HPoint)"
+ inline_ bool operator==(const HPoint& p) const { return ( (x==p.x)&&(y==p.y)&&(z==p.z)&&(w==p.w)); }
+ //! Operator for "if(HPoint!=HPoint)"
+ inline_ bool operator!=(const HPoint& p) const { return ( (x!=p.x)||(y!=p.y)||(z!=p.z)||(w!=p.w)); }
+
+ // Cast operators
+
+ //! Cast a HPoint to a IcePoint. w is discarded.
+ inline_ operator IcePoint() const { return IcePoint(x, y, z); }
+
+ public:
+ float w;
+ };
+
+#endif // __ICEHPOINT_H__
+
diff --git a/Opcode/OpcodeLib/Ice/IceIndexedTriangle.cpp b/Opcode/OpcodeLib/Ice/IceIndexedTriangle.cpp
new file mode 100644
index 0000000..ea32362
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceIndexedTriangle.cpp
@@ -0,0 +1,548 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy indexed triangle class.
+ * \file IceIndexedTriangle.cpp
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an indexed triangle class.
+ *
+ * \class Triangle
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Flips the winding order.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Flip()
+{
+ Swap(mVRef[1], mVRef[2]);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle area.
+ * \param verts [in] the list of indexed vertices
+ * \return the area
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Area(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ const IcePoint& p0 = verts[0];
+ const IcePoint& p1 = verts[1];
+ const IcePoint& p2 = verts[2];
+ return ((p0-p1)^(p0-p2)).Magnitude() * 0.5f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle perimeter.
+ * \param verts [in] the list of indexed vertices
+ * \return the perimeter
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Perimeter(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ const IcePoint& p0 = verts[0];
+ const IcePoint& p1 = verts[1];
+ const IcePoint& p2 = verts[2];
+ return p0.Distance(p1)
+ + p0.Distance(p2)
+ + p1.Distance(p2);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle compacity.
+ * \param verts [in] the list of indexed vertices
+ * \return the compacity
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Compacity(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+ float P = Perimeter(verts);
+ if(P==0.0f) return 0.0f;
+ return (4.0f*PI*Area(verts)/(P*P));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle normal.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Normal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ normal = ((p2-p1)^(p0-p1)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle denormalized normal.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::DenormalizedNormal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ normal = ((p2-p1)^(p0-p1));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle center.
+ * \param verts [in] the list of indexed vertices
+ * \param center [out] the computed center
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::Center(const IcePoint* verts, IcePoint& center) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ center = (p0+p1+p2)*INV3;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the centered normal
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed centered normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::CenteredNormal(const IcePoint* verts, IcePoint& normal) const
+{
+ if(!verts) return;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ IcePoint Center = (p0+p1+p2)*INV3;
+ normal = Center + ((p2-p1)^(p0-p1)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a random point within the triangle.
+ * \param verts [in] the list of indexed vertices
+ * \param normal [out] the computed centered normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::RandomPoint(const IcePoint* verts, IcePoint& random) const
+{
+ if(!verts) return;
+
+ // Random barycentric coords
+ float Alpha = UnitRandomFloat();
+ float Beta = UnitRandomFloat();
+ float Gamma = UnitRandomFloat();
+ float OneOverTotal = 1.0f / (Alpha + Beta + Gamma);
+ Alpha *= OneOverTotal;
+ Beta *= OneOverTotal;
+ Gamma *= OneOverTotal;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+ random = Alpha*p0 + Beta*p1 + Gamma*p2;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes backface culling.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which culling must be computed
+ * \return true if the triangle is visible from the source point
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::IsVisible(const IcePoint* verts, const IcePoint& source) const
+{
+ // Checkings
+ if(!verts) return false;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute denormalized normal
+ IcePoint Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+ return (Normal | source) >= 0.0f;
+
+// Same as:
+// IcePlane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
+// return PL.Distance(source) > PL.d;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes backface culling.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which culling must be computed
+ * \return true if the triangle is visible from the source point
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::BackfaceCulling(const IcePoint* verts, const IcePoint& source) const
+{
+ // Checkings
+ if(!verts) return false;
+
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute base
+// IcePoint Base = (p0 + p1 + p2)*INV3;
+
+ // Compute denormalized normal
+ IcePoint Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+// return (Normal | (source - Base)) >= 0.0f;
+ return (Normal | (source - p0)) >= 0.0f;
+
+// Same as: (but a bit faster)
+// IcePlane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
+// return PL.Distance(source)>0.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the occlusion potential of the triangle.
+ * \param verts [in] the list of indexed vertices
+ * \param source [in] source point (in local space) from which occlusion potential must be computed
+ * \return the occlusion potential
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::ComputeOcclusionPotential(const IcePoint* verts, const IcePoint& view) const
+{
+ if(!verts) return 0.0f;
+ // Occlusion potential: -(A * (N|V) / d^2)
+ // A = polygon area
+ // N = polygon normal
+ // V = view vector
+ // d = distance viewpoint-center of polygon
+
+ float A = Area(verts);
+ IcePoint N; Normal(verts, N);
+ IcePoint C; Center(verts, C);
+ float d = view.Distance(C);
+ return -(A*(N|view))/(d*d);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Replaces a vertex reference with another one.
+ * \param oldref [in] the vertex reference to replace
+ * \param newref [in] the new vertex reference
+ * \return true if success, else false if the input vertex reference doesn't belong to the triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::ReplaceVertex(udword oldref, udword newref)
+{
+ if(mVRef[0]==oldref) { mVRef[0] = newref; return true; }
+ else if(mVRef[1]==oldref) { mVRef[1] = newref; return true; }
+ else if(mVRef[2]==oldref) { mVRef[2] = newref; return true; }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the triangle is degenerate or not. A degenerate triangle has two common vertex references. This is a zero-area triangle.
+ * \return true if the triangle is degenerate
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::IsDegenerate() const
+{
+ if(mVRef[0]==mVRef[1]) return true;
+ if(mVRef[1]==mVRef[2]) return true;
+ if(mVRef[2]==mVRef[0]) return true;
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the input vertex reference belongs to the triangle or not.
+ * \param ref [in] the vertex reference to look for
+ * \return true if the triangle contains the vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::HasVertex(udword ref) const
+{
+ if(mVRef[0]==ref) return true;
+ if(mVRef[1]==ref) return true;
+ if(mVRef[2]==ref) return true;
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks whether the input vertex reference belongs to the triangle or not.
+ * \param ref [in] the vertex reference to look for
+ * \param index [out] the corresponding index in the triangle
+ * \return true if the triangle contains the vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::HasVertex(udword ref, udword* index) const
+{
+ if(mVRef[0]==ref) { *index = 0; return true; }
+ if(mVRef[1]==ref) { *index = 1; return true; }
+ if(mVRef[2]==ref) { *index = 2; return true; }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Finds an edge in a tri, given two vertex references.
+ * \param vref0 [in] the edge's first vertex reference
+ * \param vref1 [in] the edge's second vertex reference
+ * \return the edge number between 0 and 2, or 0xff if input refs are wrong.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ubyte IndexedTriangle::FindEdge(udword vref0, udword vref1) const
+{
+ if(mVRef[0]==vref0 && mVRef[1]==vref1) return 0;
+ else if(mVRef[0]==vref1 && mVRef[1]==vref0) return 0;
+ else if(mVRef[0]==vref0 && mVRef[2]==vref1) return 1;
+ else if(mVRef[0]==vref1 && mVRef[2]==vref0) return 1;
+ else if(mVRef[1]==vref0 && mVRef[2]==vref1) return 2;
+ else if(mVRef[1]==vref1 && mVRef[2]==vref0) return 2;
+ return 0xff;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the last reference given the first two.
+ * \param vref0 [in] the first vertex reference
+ * \param vref1 [in] the second vertex reference
+ * \return the last reference, or INVALID_ID if input refs are wrong.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword IndexedTriangle::OppositeVertex(udword vref0, udword vref1) const
+{
+ if(mVRef[0]==vref0 && mVRef[1]==vref1) return mVRef[2];
+ else if(mVRef[0]==vref1 && mVRef[1]==vref0) return mVRef[2];
+ else if(mVRef[0]==vref0 && mVRef[2]==vref1) return mVRef[1];
+ else if(mVRef[0]==vref1 && mVRef[2]==vref0) return mVRef[1];
+ else if(mVRef[1]==vref0 && mVRef[2]==vref1) return mVRef[0];
+ else if(mVRef[1]==vref1 && mVRef[2]==vref0) return mVRef[0];
+ return INVALID_ID;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the three sorted vertex references according to an edge number.
+ * edgenb = 0 => edge 0-1, returns references 0, 1, 2
+ * edgenb = 1 => edge 0-2, returns references 0, 2, 1
+ * edgenb = 2 => edge 1-2, returns references 1, 2, 0
+ *
+ * \param edgenb [in] the edge number, 0, 1 or 2
+ * \param vref0 [out] the returned first vertex reference
+ * \param vref1 [out] the returned second vertex reference
+ * \param vref2 [out] the returned third vertex reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const
+{
+ if(edgenb==0)
+ {
+ vref0 = mVRef[0];
+ vref1 = mVRef[1];
+ vref2 = mVRef[2];
+ }
+ else if(edgenb==1)
+ {
+ vref0 = mVRef[0];
+ vref1 = mVRef[2];
+ vref2 = mVRef[1];
+ }
+ else if(edgenb==2)
+ {
+ vref0 = mVRef[1];
+ vref1 = mVRef[2];
+ vref2 = mVRef[0];
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's smallest edge length.
+ * \param verts [in] the list of indexed vertices
+ * \return the smallest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::MinEdgeLength(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+
+ float Min = MAX_FLOAT;
+ float Length01 = verts[0].Distance(verts[1]);
+ float Length02 = verts[0].Distance(verts[2]);
+ float Length12 = verts[1].Distance(verts[2]);
+ if(Length01 < Min) Min = Length01;
+ if(Length02 < Min) Min = Length02;
+ if(Length12 < Min) Min = Length12;
+ return Min;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's largest edge length.
+ * \param verts [in] the list of indexed vertices
+ * \return the largest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::MaxEdgeLength(const IcePoint* verts) const
+{
+ if(!verts) return 0.0f;
+
+ float Max = MIN_FLOAT;
+ float Length01 = verts[0].Distance(verts[1]);
+ float Length02 = verts[0].Distance(verts[2]);
+ float Length12 = verts[1].Distance(verts[2]);
+ if(Length01 > Max) Max = Length01;
+ if(Length02 > Max) Max = Length02;
+ if(Length12 > Max) Max = Length12;
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a point on the triangle according to the stabbing information.
+ * \param verts [in] the list of indexed vertices
+ * \param u,v [in] point's barycentric coordinates
+ * \param pt [out] point on triangle
+ * \param nearvtx [out] index of nearest vertex
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void IndexedTriangle::ComputePoint(const IcePoint* verts, float u, float v, IcePoint& pt, udword* nearvtx) const
+{
+ // Checkings
+ if(!verts) return;
+
+ // Get face in local or global space
+ const IcePoint& p0 = verts[mVRef[0]];
+ const IcePoint& p1 = verts[mVRef[1]];
+ const IcePoint& p2 = verts[mVRef[2]];
+
+ // Compute point coordinates
+ pt = (1.0f - u - v)*p0 + u*p1 + v*p2;
+
+ // Compute nearest vertex if needed
+ if(nearvtx)
+ {
+ // Compute distance vector
+ IcePoint d(p0.SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
+ p1.SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
+ p2.SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
+
+ // Get smallest distance
+ *nearvtx = mVRef[d.SmallestAxis()];
+ }
+}
+
+ //**************************************
+ // Angle between two vectors (in radians)
+ // we use this formula
+ // uv = |u||v| cos(u,v)
+ // u ^ v = w
+ // |w| = |u||v| |sin(u,v)|
+ //**************************************
+ float Angle(const IcePoint& u, const IcePoint& v)
+ {
+ float NormU = u.Magnitude(); // |u|
+ float NormV = v.Magnitude(); // |v|
+ float Product = NormU*NormV; // |u||v|
+ if(Product==0.0f) return 0.0f;
+ float OneOverProduct = 1.0f / Product;
+
+ // Cosinus
+ float Cosinus = (u|v) * OneOverProduct;
+
+ // Sinus
+ IcePoint w = u^v;
+ float NormW = w.Magnitude();
+
+ float AbsSinus = NormW * OneOverProduct;
+
+ // Remove degeneracy
+ if(AbsSinus > 1.0f) AbsSinus = 1.0f;
+ if(AbsSinus < -1.0f) AbsSinus = -1.0f;
+
+ if(Cosinus>=0.0f) return asinf(AbsSinus);
+ else return (PI-asinf(AbsSinus));
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the angle between two triangles.
+ * \param tri [in] the other triangle
+ * \param verts [in] the list of indexed vertices
+ * \return the angle in radians
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float IndexedTriangle::Angle(const IndexedTriangle& tri, const IcePoint* verts) const
+{
+ // Checkings
+ if(!verts) return 0.0f;
+
+ // Compute face normals
+ IcePoint n0, n1;
+ Normal(verts, n0);
+ tri.Normal(verts, n1);
+
+ // Compute angle
+ float dp = n0|n1;
+ if(dp>1.0f) return 0.0f;
+ if(dp<-1.0f) return PI;
+ return acosf(dp);
+
+// return ::Angle(n0,n1);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks a triangle is the same as another one.
+ * \param tri [in] the other triangle
+ * \return true if same triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool IndexedTriangle::Equal(const IndexedTriangle& tri) const
+{
+ // Test all vertex references
+ return (HasVertex(tri.mVRef[0]) &&
+ HasVertex(tri.mVRef[1]) &&
+ HasVertex(tri.mVRef[2]));
+}
diff --git a/Opcode/OpcodeLib/Ice/IceIndexedTriangle.h b/Opcode/OpcodeLib/Ice/IceIndexedTriangle.h
new file mode 100644
index 0000000..2cffa92
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceIndexedTriangle.h
@@ -0,0 +1,68 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy indexed triangle class.
+ * \file IceIndexedTriangle.h
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEINDEXEDTRIANGLE_H__
+#define __ICEINDEXEDTRIANGLE_H__
+
+ // Forward declarations
+ enum CubeIndex;
+
+ // An indexed triangle class.
+ class ICEMATHS_API IndexedTriangle
+ {
+ public:
+ //! Constructor
+ inline_ IndexedTriangle() {}
+ //! Constructor
+ inline_ IndexedTriangle(udword r0, udword r1, udword r2) { mVRef[0]=r0; mVRef[1]=r1; mVRef[2]=r2; }
+ //! Copy constructor
+ inline_ IndexedTriangle(const IndexedTriangle& triangle)
+ {
+ mVRef[0] = triangle.mVRef[0];
+ mVRef[1] = triangle.mVRef[1];
+ mVRef[2] = triangle.mVRef[2];
+ }
+ //! Destructor
+ inline_ ~IndexedTriangle() {}
+ //! Vertex-references
+ udword mVRef[3];
+
+ // Methods
+ void Flip();
+ float Area(const IcePoint* verts) const;
+ float Perimeter(const IcePoint* verts) const;
+ float Compacity(const IcePoint* verts) const;
+ void Normal(const IcePoint* verts, IcePoint& normal) const;
+ void DenormalizedNormal(const IcePoint* verts, IcePoint& normal) const;
+ void Center(const IcePoint* verts, IcePoint& center) const;
+ void CenteredNormal(const IcePoint* verts, IcePoint& normal) const;
+ void RandomPoint(const IcePoint* verts, IcePoint& random) const;
+ bool IsVisible(const IcePoint* verts, const IcePoint& source) const;
+ bool BackfaceCulling(const IcePoint* verts, const IcePoint& source) const;
+ float ComputeOcclusionPotential(const IcePoint* verts, const IcePoint& view) const;
+ bool ReplaceVertex(udword oldref, udword newref);
+ bool IsDegenerate() const;
+ bool HasVertex(udword ref) const;
+ bool HasVertex(udword ref, udword* index) const;
+ ubyte FindEdge(udword vref0, udword vref1) const;
+ udword OppositeVertex(udword vref0, udword vref1) const;
+ inline_ udword OppositeVertex(ubyte edgenb) const { return mVRef[2-edgenb]; }
+ void GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const;
+ float MinEdgeLength(const IcePoint* verts) const;
+ float MaxEdgeLength(const IcePoint* verts) const;
+ void ComputePoint(const IcePoint* verts, float u, float v, IcePoint& pt, udword* nearvtx=null) const;
+ float Angle(const IndexedTriangle& tri, const IcePoint* verts) const;
+ inline_ IcePlane PlaneEquation(const IcePoint* verts) const { return IcePlane(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]); }
+ bool Equal(const IndexedTriangle& tri) const;
+ CubeIndex ComputeCubeIndex(const IcePoint* verts) const;
+ };
+
+#endif // __ICEINDEXEDTRIANGLE_H__
diff --git a/Opcode/OpcodeLib/Ice/IceLSS.h b/Opcode/OpcodeLib/Ice/IceLSS.h
new file mode 100644
index 0000000..7fe5b59
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceLSS.h
@@ -0,0 +1,75 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for line-swept spheres.
+ * \file IceLSS.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICELSS_H__
+#define __ICELSS_H__
+
+ class ICEMATHS_API LSS : public IceSegment
+ {
+ public:
+ //! Constructor
+ inline_ LSS() {}
+ //! Constructor
+ inline_ LSS(const IceSegment& seg, float radius) : IceSegment(seg), mRadius(radius) {}
+ //! Destructor
+ inline_ ~LSS() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes an OBB surrounding the LSS.
+ * \param box [out] the OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeOBB(OBB& box);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the LSS.
+ * \param pt [in] the point to test
+ * \return true if inside the LSS
+ * \warning point and LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const IcePoint& pt) const { return SquareDistance(pt) <= mRadius*mRadius; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a sphere is contained within the LSS.
+ * \param sphere [in] the sphere to test
+ * \return true if inside the LSS
+ * \warning sphere and LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const Sphere& sphere)
+ {
+ float d = mRadius - sphere.mRadius;
+ if(d>=0.0f) return SquareDistance(sphere.mCenter) <= d*d;
+ else return false;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if an LSS is contained within the LSS.
+ * \param lss [in] the LSS to test
+ * \return true if inside the LSS
+ * \warning both LSS must be in same space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool Contains(const LSS& lss)
+ {
+ // We check the LSS contains the two spheres at the start and end of the sweep
+ return Contains(Sphere(lss.mP0, lss.mRadius)) && Contains(Sphere(lss.mP0, lss.mRadius));
+ }
+
+ float mRadius; //!< Sphere radius
+ };
+
+#endif // __ICELSS_H__
diff --git a/Opcode/OpcodeLib/Ice/IceMatrix3x3.cpp b/Opcode/OpcodeLib/Ice/IceMatrix3x3.cpp
new file mode 100644
index 0000000..189d39d
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceMatrix3x3.cpp
@@ -0,0 +1,48 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3x3 matrices.
+ * \file IceMatrix3x3.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 3x3 matrix.
+ * DirectX-compliant, ie row-column order, ie m[Row][Col].
+ * Same as:
+ * m11 m12 m13 first row.
+ * m21 m22 m23 second row.
+ * m31 m32 m33 third row.
+ * Stored in memory as m11 m12 m13 m21...
+ *
+ * Multiplication rules:
+ *
+ * [x'y'z'] = [xyz][M]
+ *
+ * x' = x*m11 + y*m21 + z*m31
+ * y' = x*m12 + y*m22 + z*m32
+ * z' = x*m13 + y*m23 + z*m33
+ *
+ * \class Matrix3x3
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+// Cast operator
+Matrix3x3::operator Matrix4x4() const
+{
+ return Matrix4x4(
+ m[0][0], m[0][1], m[0][2], 0.0f,
+ m[1][0], m[1][1], m[1][2], 0.0f,
+ m[2][0], m[2][1], m[2][2], 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
diff --git a/Opcode/OpcodeLib/Ice/IceMatrix3x3.h b/Opcode/OpcodeLib/Ice/IceMatrix3x3.h
new file mode 100644
index 0000000..07f5759
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceMatrix3x3.h
@@ -0,0 +1,496 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3x3 matrices.
+ * \file IceMatrix3x3.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMATRIX3X3_H__
+#define __ICEMATRIX3X3_H__
+
+ // Forward declarations
+ class Quat;
+
+ #define MATRIX3X3_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API Matrix3x3
+ {
+ public:
+ //! Empty constructor
+ inline_ Matrix3x3() {}
+ //! Constructor from 9 values
+ inline_ Matrix3x3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ }
+ //! Copy constructor
+ inline_ Matrix3x3(const Matrix3x3& mat) { CopyMemory(m, &mat.m, 9*sizeof(float)); }
+ //! Destructor
+ inline_ ~Matrix3x3() {}
+
+ //! Assign values
+ inline_ void Set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ }
+
+ //! Sets the scale from a IcePoint. The point is put on the diagonal.
+ inline_ void SetScale(const IcePoint& p) { m[0][0] = p.x; m[1][1] = p.y; m[2][2] = p.z; }
+
+ //! Sets the scale from floats. Values are put on the diagonal.
+ inline_ void SetScale(float sx, float sy, float sz) { m[0][0] = sx; m[1][1] = sy; m[2][2] = sz; }
+
+ //! Scales from a IcePoint. Each row is multiplied by a component.
+ inline_ void Scale(const IcePoint& p)
+ {
+ m[0][0] *= p.x; m[0][1] *= p.x; m[0][2] *= p.x;
+ m[1][0] *= p.y; m[1][1] *= p.y; m[1][2] *= p.y;
+ m[2][0] *= p.z; m[2][1] *= p.z; m[2][2] *= p.z;
+ }
+
+ //! Scales from floats. Each row is multiplied by a value.
+ inline_ void Scale(float sx, float sy, float sz)
+ {
+ m[0][0] *= sx; m[0][1] *= sx; m[0][2] *= sx;
+ m[1][0] *= sy; m[1][1] *= sy; m[1][2] *= sy;
+ m[2][0] *= sz; m[2][1] *= sz; m[2][2] *= sz;
+ }
+
+ //! Copy from a Matrix3x3
+ inline_ void Copy(const Matrix3x3& source) { CopyMemory(m, source.m, 9*sizeof(float)); }
+
+ // Row-column access
+ //! Returns a row.
+ inline_ void GetRow(const udword r, IcePoint& p) const { p.x = m[r][0]; p.y = m[r][1]; p.z = m[r][2]; }
+ //! Returns a row.
+ inline_ const IcePoint& GetRow(const udword r) const { return *(const IcePoint*)&m[r][0]; }
+ //! Returns a row.
+ inline_ IcePoint& GetRow(const udword r) { return *(IcePoint*)&m[r][0]; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const IcePoint& p) { m[r][0] = p.x; m[r][1] = p.y; m[r][2] = p.z; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, IcePoint& p) const { p.x = m[0][c]; p.y = m[1][c]; p.z = m[2][c]; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const IcePoint& p) { m[0][c] = p.x; m[1][c] = p.y; m[2][c] = p.z; }
+
+ //! Computes the trace. The trace is the sum of the 3 diagonal components.
+ inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2]; }
+ //! Clears the matrix.
+ inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
+ //! Sets the identity matrix.
+ inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = 1.0f; }
+ //! Checks for identity
+ inline_ bool IsIdentity() const
+ {
+ if(IR(m[0][0])!=IEEE_1_0) return false;
+ if(IR(m[0][1])!=0) return false;
+ if(IR(m[0][2])!=0) return false;
+
+ if(IR(m[1][0])!=0) return false;
+ if(IR(m[1][1])!=IEEE_1_0) return false;
+ if(IR(m[1][2])!=0) return false;
+
+ if(IR(m[2][0])!=0) return false;
+ if(IR(m[2][1])!=0) return false;
+ if(IR(m[2][2])!=IEEE_1_0) return false;
+
+ return true;
+ }
+
+ //! Checks matrix validity
+ inline_ BOOL IsValid() const
+ {
+ for(udword j=0;j<3;j++)
+ {
+ for(udword i=0;i<3;i++)
+ {
+ if(!IsValidFloat(m[j][i])) return FALSE;
+ }
+ }
+ return TRUE;
+ }
+
+ //! Makes a skew-symmetric matrix (a.k.a. Star(*) Matrix)
+ //! [ 0.0 -a.z a.y ]
+ //! [ a.z 0.0 -a.x ]
+ //! [ -a.y a.x 0.0 ]
+ //! This is also called a "cross matrix" since for any vectors A and B,
+ //! A^B = Skew(A) * B = - B * Skew(A);
+ inline_ void SkewSymmetric(const IcePoint& a)
+ {
+ m[0][0] = 0.0f;
+ m[0][1] = -a.z;
+ m[0][2] = a.y;
+
+ m[1][0] = a.z;
+ m[1][1] = 0.0f;
+ m[1][2] = -a.x;
+
+ m[2][0] = -a.y;
+ m[2][1] = a.x;
+ m[2][2] = 0.0f;
+ }
+
+ //! Negates the matrix
+ inline_ void Neg()
+ {
+ m[0][0] = -m[0][0]; m[0][1] = -m[0][1]; m[0][2] = -m[0][2];
+ m[1][0] = -m[1][0]; m[1][1] = -m[1][1]; m[1][2] = -m[1][2];
+ m[2][0] = -m[2][0]; m[2][1] = -m[2][1]; m[2][2] = -m[2][2];
+ }
+
+ //! Neg from another matrix
+ inline_ void Neg(const Matrix3x3& mat)
+ {
+ m[0][0] = -mat.m[0][0]; m[0][1] = -mat.m[0][1]; m[0][2] = -mat.m[0][2];
+ m[1][0] = -mat.m[1][0]; m[1][1] = -mat.m[1][1]; m[1][2] = -mat.m[1][2];
+ m[2][0] = -mat.m[2][0]; m[2][1] = -mat.m[2][1]; m[2][2] = -mat.m[2][2];
+ }
+
+ //! Add another matrix
+ inline_ void Add(const Matrix3x3& mat)
+ {
+ m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
+ m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
+ m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
+ }
+
+ //! Sub another matrix
+ inline_ void Sub(const Matrix3x3& mat)
+ {
+ m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
+ m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
+ m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
+ }
+ //! Mac
+ inline_ void Mac(const Matrix3x3& a, const Matrix3x3& b, float s)
+ {
+ m[0][0] = a.m[0][0] + b.m[0][0] * s;
+ m[0][1] = a.m[0][1] + b.m[0][1] * s;
+ m[0][2] = a.m[0][2] + b.m[0][2] * s;
+
+ m[1][0] = a.m[1][0] + b.m[1][0] * s;
+ m[1][1] = a.m[1][1] + b.m[1][1] * s;
+ m[1][2] = a.m[1][2] + b.m[1][2] * s;
+
+ m[2][0] = a.m[2][0] + b.m[2][0] * s;
+ m[2][1] = a.m[2][1] + b.m[2][1] * s;
+ m[2][2] = a.m[2][2] + b.m[2][2] * s;
+ }
+ //! Mac
+ inline_ void Mac(const Matrix3x3& a, float s)
+ {
+ m[0][0] += a.m[0][0] * s; m[0][1] += a.m[0][1] * s; m[0][2] += a.m[0][2] * s;
+ m[1][0] += a.m[1][0] * s; m[1][1] += a.m[1][1] * s; m[1][2] += a.m[1][2] * s;
+ m[2][0] += a.m[2][0] * s; m[2][1] += a.m[2][1] * s; m[2][2] += a.m[2][2] * s;
+ }
+
+ //! this = A * s
+ inline_ void Mult(const Matrix3x3& a, float s)
+ {
+ m[0][0] = a.m[0][0] * s; m[0][1] = a.m[0][1] * s; m[0][2] = a.m[0][2] * s;
+ m[1][0] = a.m[1][0] * s; m[1][1] = a.m[1][1] * s; m[1][2] = a.m[1][2] * s;
+ m[2][0] = a.m[2][0] * s; m[2][1] = a.m[2][1] * s; m[2][2] = a.m[2][2] * s;
+ }
+
+ inline_ void Add(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] + b.m[0][0]; m[0][1] = a.m[0][1] + b.m[0][1]; m[0][2] = a.m[0][2] + b.m[0][2];
+ m[1][0] = a.m[1][0] + b.m[1][0]; m[1][1] = a.m[1][1] + b.m[1][1]; m[1][2] = a.m[1][2] + b.m[1][2];
+ m[2][0] = a.m[2][0] + b.m[2][0]; m[2][1] = a.m[2][1] + b.m[2][1]; m[2][2] = a.m[2][2] + b.m[2][2];
+ }
+
+ inline_ void Sub(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] - b.m[0][0]; m[0][1] = a.m[0][1] - b.m[0][1]; m[0][2] = a.m[0][2] - b.m[0][2];
+ m[1][0] = a.m[1][0] - b.m[1][0]; m[1][1] = a.m[1][1] - b.m[1][1]; m[1][2] = a.m[1][2] - b.m[1][2];
+ m[2][0] = a.m[2][0] - b.m[2][0]; m[2][1] = a.m[2][1] - b.m[2][1]; m[2][2] = a.m[2][2] - b.m[2][2];
+ }
+
+ //! this = a * b
+ inline_ void Mult(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[1][0] + a.m[0][2] * b.m[2][0];
+ m[0][1] = a.m[0][0] * b.m[0][1] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[2][1];
+ m[0][2] = a.m[0][0] * b.m[0][2] + a.m[0][1] * b.m[1][2] + a.m[0][2] * b.m[2][2];
+ m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[1][2] * b.m[2][0];
+ m[1][1] = a.m[1][0] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[2][1];
+ m[1][2] = a.m[1][0] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[1][2] * b.m[2][2];
+ m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[1][0] + a.m[2][2] * b.m[2][0];
+ m[2][1] = a.m[2][0] * b.m[0][1] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[2][1];
+ m[2][2] = a.m[2][0] * b.m[0][2] + a.m[2][1] * b.m[1][2] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! this = transpose(a) * b
+ inline_ void MultAtB(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[1][0] * b.m[1][0] + a.m[2][0] * b.m[2][0];
+ m[0][1] = a.m[0][0] * b.m[0][1] + a.m[1][0] * b.m[1][1] + a.m[2][0] * b.m[2][1];
+ m[0][2] = a.m[0][0] * b.m[0][2] + a.m[1][0] * b.m[1][2] + a.m[2][0] * b.m[2][2];
+ m[1][0] = a.m[0][1] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[2][1] * b.m[2][0];
+ m[1][1] = a.m[0][1] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[2][1] * b.m[2][1];
+ m[1][2] = a.m[0][1] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[2][1] * b.m[2][2];
+ m[2][0] = a.m[0][2] * b.m[0][0] + a.m[1][2] * b.m[1][0] + a.m[2][2] * b.m[2][0];
+ m[2][1] = a.m[0][2] * b.m[0][1] + a.m[1][2] * b.m[1][1] + a.m[2][2] * b.m[2][1];
+ m[2][2] = a.m[0][2] * b.m[0][2] + a.m[1][2] * b.m[1][2] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! this = a * transpose(b)
+ inline_ void MultABt(const Matrix3x3& a, const Matrix3x3& b)
+ {
+ m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[0][1] + a.m[0][2] * b.m[0][2];
+ m[0][1] = a.m[0][0] * b.m[1][0] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[1][2];
+ m[0][2] = a.m[0][0] * b.m[2][0] + a.m[0][1] * b.m[2][1] + a.m[0][2] * b.m[2][2];
+ m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[0][1] + a.m[1][2] * b.m[0][2];
+ m[1][1] = a.m[1][0] * b.m[1][0] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[1][2];
+ m[1][2] = a.m[1][0] * b.m[2][0] + a.m[1][1] * b.m[2][1] + a.m[1][2] * b.m[2][2];
+ m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[0][1] + a.m[2][2] * b.m[0][2];
+ m[2][1] = a.m[2][0] * b.m[1][0] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[1][2];
+ m[2][2] = a.m[2][0] * b.m[2][0] + a.m[2][1] * b.m[2][1] + a.m[2][2] * b.m[2][2];
+ }
+
+ //! Makes a rotation matrix mapping vector "from" to vector "to".
+ Matrix3x3& FromTo(const IcePoint& from, const IcePoint& to);
+
+ //! Set a rotation matrix around the X axis.
+ //! 1 0 0
+ //! RX = 0 cx sx
+ //! 0 -sx cx
+ void RotX(float angle);
+ //! Set a rotation matrix around the Y axis.
+ //! cy 0 -sy
+ //! RY = 0 1 0
+ //! sy 0 cy
+ void RotY(float angle);
+ //! Set a rotation matrix around the Z axis.
+ //! cz sz 0
+ //! RZ = -sz cz 0
+ //! 0 0 1
+ void RotZ(float angle);
+ //! cy sx.sy -sy.cx
+ //! RY.RX 0 cx sx
+ //! sy -sx.cy cx.cy
+ void RotYX(float y, float x);
+
+ //! Make a rotation matrix about an arbitrary axis
+ Matrix3x3& Rot(float angle, const IcePoint& axis);
+
+ //! Transpose the matrix.
+ void Transpose()
+ {
+ IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
+ IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
+ IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]);
+ }
+
+ //! this = Transpose(a)
+ void Transpose(const Matrix3x3& a)
+ {
+ m[0][0] = a.m[0][0]; m[0][1] = a.m[1][0]; m[0][2] = a.m[2][0];
+ m[1][0] = a.m[0][1]; m[1][1] = a.m[1][1]; m[1][2] = a.m[2][1];
+ m[2][0] = a.m[0][2]; m[2][1] = a.m[1][2]; m[2][2] = a.m[2][2];
+ }
+
+ //! Compute the determinant of the matrix. We use the rule of Sarrus.
+ float Determinant() const
+ {
+ return (m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1])
+ - (m[2][0]*m[1][1]*m[0][2] + m[2][1]*m[1][2]*m[0][0] + m[2][2]*m[1][0]*m[0][1]);
+ }
+/*
+ //! Compute a cofactor. Used for matrix inversion.
+ float CoFactor(ubyte row, ubyte column) const
+ {
+ static sdword gIndex[3+2] = { 0, 1, 2, 0, 1 };
+ return (m[gIndex[row+1]][gIndex[column+1]]*m[gIndex[row+2]][gIndex[column+2]] - m[gIndex[row+2]][gIndex[column+1]]*m[gIndex[row+1]][gIndex[column+2]]);
+ }
+*/
+ //! Invert the matrix. Determinant must be different from zero, else matrix can't be inverted.
+ Matrix3x3& Invert()
+ {
+ float Det = Determinant(); // Must be !=0
+ float OneOverDet = 1.0f / Det;
+
+ Matrix3x3 Temp;
+ Temp.m[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDet;
+ Temp.m[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDet;
+ Temp.m[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDet;
+ Temp.m[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDet;
+ Temp.m[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDet;
+ Temp.m[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDet;
+ Temp.m[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDet;
+ Temp.m[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDet;
+ Temp.m[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDet;
+
+ *this = Temp;
+
+ return *this;
+ }
+
+ Matrix3x3& Normalize();
+
+ //! this = exp(a)
+ Matrix3x3& Exp(const Matrix3x3& a);
+
+void FromQuat(const Quat &q);
+void FromQuatL2(const Quat &q, float l2);
+
+ // Arithmetic operators
+ //! Operator for Matrix3x3 Plus = Matrix3x3 + Matrix3x3;
+ inline_ Matrix3x3 operator+(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0] + mat.m[0][0], m[0][1] + mat.m[0][1], m[0][2] + mat.m[0][2],
+ m[1][0] + mat.m[1][0], m[1][1] + mat.m[1][1], m[1][2] + mat.m[1][2],
+ m[2][0] + mat.m[2][0], m[2][1] + mat.m[2][1], m[2][2] + mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Minus = Matrix3x3 - Matrix3x3;
+ inline_ Matrix3x3 operator-(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0] - mat.m[0][0], m[0][1] - mat.m[0][1], m[0][2] - mat.m[0][2],
+ m[1][0] - mat.m[1][0], m[1][1] - mat.m[1][1], m[1][2] - mat.m[1][2],
+ m[2][0] - mat.m[2][0], m[2][1] - mat.m[2][1], m[2][2] - mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Mul = Matrix3x3 * Matrix3x3;
+ inline_ Matrix3x3 operator*(const Matrix3x3& mat) const
+ {
+ return Matrix3x3(
+ m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0],
+ m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1],
+ m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2],
+
+ m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0],
+ m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1],
+ m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2],
+
+ m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0],
+ m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1],
+ m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2]);
+ }
+
+ //! Operator for IcePoint Mul = Matrix3x3 * IcePoint;
+ inline_ IcePoint operator*(const IcePoint& v) const { return IcePoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v); }
+
+ //! Operator for Matrix3x3 Mul = Matrix3x3 * float;
+ inline_ Matrix3x3 operator*(float s) const
+ {
+ return Matrix3x3(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s);
+ }
+
+ //! Operator for Matrix3x3 Mul = float * Matrix3x3;
+ inline_ friend Matrix3x3 operator*(float s, const Matrix3x3& mat)
+ {
+ return Matrix3x3(
+ s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2],
+ s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2],
+ s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 Div = Matrix3x3 / float;
+ inline_ Matrix3x3 operator/(float s) const
+ {
+ if (s) s = 1.0f / s;
+ return Matrix3x3(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s);
+ }
+
+ //! Operator for Matrix3x3 Div = float / Matrix3x3;
+ inline_ friend Matrix3x3 operator/(float s, const Matrix3x3& mat)
+ {
+ return Matrix3x3(
+ s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2],
+ s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2],
+ s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2]);
+ }
+
+ //! Operator for Matrix3x3 += Matrix3x3
+ inline_ Matrix3x3& operator+=(const Matrix3x3& mat)
+ {
+ m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
+ m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
+ m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 -= Matrix3x3
+ inline_ Matrix3x3& operator-=(const Matrix3x3& mat)
+ {
+ m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
+ m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
+ m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 *= Matrix3x3
+ inline_ Matrix3x3& operator*=(const Matrix3x3& mat)
+ {
+ IcePoint TempRow;
+
+ GetRow(0, TempRow);
+ m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+
+ GetRow(1, TempRow);
+ m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+
+ GetRow(2, TempRow);
+ m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
+ m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
+ m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 *= float
+ inline_ Matrix3x3& operator*=(float s)
+ {
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
+ return *this;
+ }
+
+ //! Operator for Matrix3x3 /= float
+ inline_ Matrix3x3& operator/=(float s)
+ {
+ if (s) s = 1.0f / s;
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
+ return *this;
+ }
+
+ // Cast operators
+ //! Cast a Matrix3x3 to a Matrix4x4.
+ operator Matrix4x4() const;
+ //! Cast a Matrix3x3 to a Quat.
+ operator Quat() const;
+
+ inline_ const IcePoint& operator[](int row) const { return *(const IcePoint*)&m[row][0]; }
+ inline_ IcePoint& operator[](int row) { return *(IcePoint*)&m[row][0]; }
+
+ public:
+
+ float m[3][3];
+ };
+
+#endif // __ICEMATRIX3X3_H__
+
diff --git a/Opcode/OpcodeLib/Ice/IceMatrix4x4.cpp b/Opcode/OpcodeLib/Ice/IceMatrix4x4.cpp
new file mode 100644
index 0000000..4c539c9
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceMatrix4x4.cpp
@@ -0,0 +1,135 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 4x4 matrices.
+ * \file IceMatrix4x4.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 4x4 matrix.
+ * DirectX-compliant, ie row-column order, ie m[Row][Col].
+ * Same as:
+ * m11 m12 m13 m14 first row.
+ * m21 m22 m23 m24 second row.
+ * m31 m32 m33 m34 third row.
+ * m41 m42 m43 m44 fourth row.
+ * Translation is (m41, m42, m43), (m14, m24, m34, m44) = (0, 0, 0, 1).
+ * Stored in memory as m11 m12 m13 m14 m21...
+ *
+ * Multiplication rules:
+ *
+ * [x'y'z'1] = [xyz1][M]
+ *
+ * x' = x*m11 + y*m21 + z*m31 + m41
+ * y' = x*m12 + y*m22 + z*m32 + m42
+ * z' = x*m13 + y*m23 + z*m33 + m43
+ * 1' = 0 + 0 + 0 + m44
+ *
+ * \class Matrix4x4
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Inverts a PR matrix. (which only contains a rotation and a translation)
+ * This is faster and less subject to FPU errors than the generic inversion code.
+ *
+ * \relates Matrix4x4
+ * \fn InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
+ * \param dest [out] destination matrix
+ * \param src [in] source matrix
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ICEMATHS_API void IceMaths::InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
+{
+ dest.m[0][0] = src.m[0][0];
+ dest.m[1][0] = src.m[0][1];
+ dest.m[2][0] = src.m[0][2];
+ dest.m[3][0] = -(src.m[3][0]*src.m[0][0] + src.m[3][1]*src.m[0][1] + src.m[3][2]*src.m[0][2]);
+
+ dest.m[0][1] = src.m[1][0];
+ dest.m[1][1] = src.m[1][1];
+ dest.m[2][1] = src.m[1][2];
+ dest.m[3][1] = -(src.m[3][0]*src.m[1][0] + src.m[3][1]*src.m[1][1] + src.m[3][2]*src.m[1][2]);
+
+ dest.m[0][2] = src.m[2][0];
+ dest.m[1][2] = src.m[2][1];
+ dest.m[2][2] = src.m[2][2];
+ dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + src.m[3][2]*src.m[2][2]);
+
+ dest.m[0][3] = 0.0f;
+ dest.m[1][3] = 0.0f;
+ dest.m[2][3] = 0.0f;
+ dest.m[3][3] = 1.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the cofactor of the Matrix at a specified location
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Matrix4x4::CoFactor(udword row, udword col) const
+{
+ return (( m[(row+1)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+3)&3][(col+3)&3] +
+ m[(row+1)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+3)&3][(col+1)&3] +
+ m[(row+1)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+3)&3][(col+2)&3])
+ - (m[(row+3)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+1)&3][(col+3)&3] +
+ m[(row+3)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+1)&3][(col+1)&3] +
+ m[(row+3)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+1)&3][(col+2)&3])) * ((row + col) & 1 ? -1.0f : +1.0f);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the determinant of the Matrix
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Matrix4x4::Determinant() const
+{
+ return m[0][0] * CoFactor(0, 0) +
+ m[0][1] * CoFactor(0, 1) +
+ m[0][2] * CoFactor(0, 2) +
+ m[0][3] * CoFactor(0, 3);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compute the inverse of the matrix
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Matrix4x4& Matrix4x4::Invert()
+{
+ float Det = Determinant();
+ Matrix4x4 Temp;
+
+ if(fabsf(Det) < MATRIX4X4_EPSILON)
+ return *this; // The matrix is not invertible! Singular case!
+
+ float IDet = 1.0f / Det;
+
+ Temp.m[0][0] = CoFactor(0,0) * IDet;
+ Temp.m[1][0] = CoFactor(0,1) * IDet;
+ Temp.m[2][0] = CoFactor(0,2) * IDet;
+ Temp.m[3][0] = CoFactor(0,3) * IDet;
+ Temp.m[0][1] = CoFactor(1,0) * IDet;
+ Temp.m[1][1] = CoFactor(1,1) * IDet;
+ Temp.m[2][1] = CoFactor(1,2) * IDet;
+ Temp.m[3][1] = CoFactor(1,3) * IDet;
+ Temp.m[0][2] = CoFactor(2,0) * IDet;
+ Temp.m[1][2] = CoFactor(2,1) * IDet;
+ Temp.m[2][2] = CoFactor(2,2) * IDet;
+ Temp.m[3][2] = CoFactor(2,3) * IDet;
+ Temp.m[0][3] = CoFactor(3,0) * IDet;
+ Temp.m[1][3] = CoFactor(3,1) * IDet;
+ Temp.m[2][3] = CoFactor(3,2) * IDet;
+ Temp.m[3][3] = CoFactor(3,3) * IDet;
+
+ *this = Temp;
+
+ return *this;
+}
+
diff --git a/Opcode/OpcodeLib/Ice/IceMatrix4x4.h b/Opcode/OpcodeLib/Ice/IceMatrix4x4.h
new file mode 100644
index 0000000..f7658da
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceMatrix4x4.h
@@ -0,0 +1,455 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 4x4 matrices.
+ * \file IceMatrix4x4.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMATRIX4X4_H__
+#define __ICEMATRIX4X4_H__
+
+ // Forward declarations
+ class PRS;
+ class PR;
+
+ #define MATRIX4X4_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API Matrix4x4
+ {
+// void LUBackwardSubstitution( sdword *indx, float* b );
+// void LUDecomposition( sdword* indx, float* d );
+
+ public:
+ //! Empty constructor.
+ inline_ Matrix4x4() {}
+ //! Constructor from 16 values
+ inline_ Matrix4x4( float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23,
+ float m30, float m31, float m32, float m33)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
+ m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
+ }
+ //! Copy constructor
+ inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); }
+ //! Destructor.
+ inline_ ~Matrix4x4() {}
+
+ //! Assign values (rotation only)
+ inline_ Matrix4x4& Set( float m00, float m01, float m02,
+ float m10, float m11, float m12,
+ float m20, float m21, float m22)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
+ return *this;
+ }
+ //! Assign values
+ inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23,
+ float m30, float m31, float m32, float m33)
+ {
+ m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
+ m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
+ m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
+ m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
+ return *this;
+ }
+
+ //! Copy from a Matrix4x4
+ inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); }
+
+ // Row-column access
+ //! Returns a row.
+ inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; }
+ //! Returns a row.
+ inline_ void GetRow(const udword r, IcePoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; }
+ //! Returns a row.
+ inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; }
+ //! Returns a row.
+ inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; }
+ //! Sets a row.
+ inline_ void SetRow(const udword r, const IcePoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; }
+ //! Returns a column.
+ inline_ void GetCol(const udword c, IcePoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; }
+ //! Sets a column.
+ inline_ void SetCol(const udword c, const IcePoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; }
+
+ // Translation
+ //! Returns the translation part of the matrix.
+ inline_ const HPoint& GetTrans() const { return GetRow(3); }
+ //! Gets the translation part of the matrix
+ inline_ void GetTrans(IcePoint& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; }
+ //! Sets the translation part of the matrix, from a IcePoint.
+ inline_ void SetTrans(const IcePoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; }
+ //! Sets the translation part of the matrix, from a HPoint.
+ inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; }
+ //! Sets the translation part of the matrix, from floats.
+ inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; }
+
+ // Scale
+ //! Sets the scale from a IcePoint. The point is put on the diagonal.
+ inline_ void SetScale(const IcePoint& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; }
+ //! Sets the scale from floats. Values are put on the diagonal.
+ inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; }
+ //! Scales from a IcePoint. Each row is multiplied by a component.
+ void Scale(const IcePoint& p)
+ {
+ m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z;
+ m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z;
+ m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z;
+ }
+ //! Scales from floats. Each row is multiplied by a value.
+ void Scale(float sx, float sy, float sz)
+ {
+ m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz;
+ m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz;
+ m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz;
+ }
+/*
+ //! Returns a row.
+ inline_ HPoint GetRow(const udword row) const { return mRow[row]; }
+ //! Sets a row.
+ inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; }
+ //! Sets a row.
+ Matrix4x4& SetRow(const udword row, const IcePoint& p)
+ {
+ m[row][0] = p.x;
+ m[row][1] = p.y;
+ m[row][2] = p.z;
+ m[row][3] = (row != 3) ? 0.0f : 1.0f;
+ return *this;
+ }
+ //! Returns a column.
+ HPoint GetCol(const udword col) const
+ {
+ HPoint Res;
+ Res.x = m[0][col];
+ Res.y = m[1][col];
+ Res.z = m[2][col];
+ Res.w = m[3][col];
+ return Res;
+ }
+ //! Sets a column.
+ Matrix4x4& SetCol(const udword col, const HPoint& p)
+ {
+ m[0][col] = p.x;
+ m[1][col] = p.y;
+ m[2][col] = p.z;
+ m[3][col] = p.w;
+ return *this;
+ }
+ //! Sets a column.
+ Matrix4x4& SetCol(const udword col, const IcePoint& p)
+ {
+ m[0][col] = p.x;
+ m[1][col] = p.y;
+ m[2][col] = p.z;
+ m[3][col] = (col != 3) ? 0.0f : 1.0f;
+ return *this;
+ }
+*/
+ //! Computes the trace. The trace is the sum of the 4 diagonal components.
+ inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; }
+ //! Computes the trace of the upper 3x3 matrix.
+ inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; }
+ //! Clears the matrix.
+ inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
+ //! Sets the identity matrix.
+ inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; }
+ //! Checks for identity
+ inline_ bool IsIdentity() const
+ {
+ if(IR(m[0][0])!=IEEE_1_0) return false;
+ if(IR(m[0][1])!=0) return false;
+ if(IR(m[0][2])!=0) return false;
+ if(IR(m[0][3])!=0) return false;
+
+ if(IR(m[1][0])!=0) return false;
+ if(IR(m[1][1])!=IEEE_1_0) return false;
+ if(IR(m[1][2])!=0) return false;
+ if(IR(m[1][3])!=0) return false;
+
+ if(IR(m[2][0])!=0) return false;
+ if(IR(m[2][1])!=0) return false;
+ if(IR(m[2][2])!=IEEE_1_0) return false;
+ if(IR(m[2][3])!=0) return false;
+
+ if(IR(m[3][0])!=0) return false;
+ if(IR(m[3][1])!=0) return false;
+ if(IR(m[3][2])!=0) return false;
+ if(IR(m[3][3])!=IEEE_1_0) return false;
+ return true;
+ }
+
+ //! Checks matrix validity
+ inline_ BOOL IsValid() const
+ {
+ for(udword j=0;j<4;j++)
+ {
+ for(udword i=0;i<4;i++)
+ {
+ if(!IsValidFloat(m[j][i])) return FALSE;
+ }
+ }
+ return TRUE;
+ }
+
+ //! Sets a rotation matrix around the X axis.
+ void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; }
+ //! Sets a rotation matrix around the Y axis.
+ void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; }
+ //! Sets a rotation matrix around the Z axis.
+ void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; }
+
+ //! Makes a rotation matrix about an arbitrary axis
+ Matrix4x4& Rot(float angle, IcePoint& p1, IcePoint& p2);
+
+ //! Transposes the matrix.
+ void Transpose()
+ {
+ IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
+ IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
+ IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]);
+ IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]);
+ IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]);
+ IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]);
+ }
+
+ //! Computes a cofactor. Used for matrix inversion.
+ float CoFactor(udword row, udword col) const;
+ //! Computes the determinant of the matrix.
+ float Determinant() const;
+ //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted.
+ Matrix4x4& Invert();
+// Matrix& ComputeAxisMatrix(IcePoint& axis, float angle);
+
+ // Cast operators
+ //! Casts a Matrix4x4 to a Matrix3x3.
+ inline_ operator Matrix3x3() const
+ {
+ return Matrix3x3(
+ m[0][0], m[0][1], m[0][2],
+ m[1][0], m[1][1], m[1][2],
+ m[2][0], m[2][1], m[2][2]);
+ }
+ //! Casts a Matrix4x4 to a Quat.
+ operator Quat() const;
+ //! Casts a Matrix4x4 to a PR.
+ operator PR() const;
+
+ // Arithmetic operators
+ //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4;
+ inline_ Matrix4x4 operator+(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3],
+ m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3],
+ m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3],
+ m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4;
+ inline_ Matrix4x4 operator-(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3],
+ m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3],
+ m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3],
+ m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4;
+ inline_ Matrix4x4 operator*(const Matrix4x4& mat) const
+ {
+ return Matrix4x4(
+ m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0],
+ m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1],
+ m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2],
+ m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3],
+
+ m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0],
+ m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1],
+ m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2],
+ m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3],
+
+ m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0],
+ m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1],
+ m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2],
+ m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3],
+
+ m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0],
+ m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1],
+ m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2],
+ m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]);
+ }
+
+ //! Operator for HPoint Mul = Matrix4x4 * HPoint;
+ inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); }
+
+ //! Operator for IcePoint Mul = Matrix4x4 * IcePoint;
+ inline_ IcePoint operator*(const IcePoint& v) const
+ {
+ return IcePoint( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3],
+ m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3],
+ m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] );
+ }
+
+ //! Operator for Matrix4x4 Scale = Matrix4x4 * float;
+ inline_ Matrix4x4 operator*(float s) const
+ {
+ return Matrix4x4(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
+ m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
+ }
+
+ //! Operator for Matrix4x4 Scale = float * Matrix4x4;
+ inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat)
+ {
+ return Matrix4x4(
+ s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3],
+ s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3],
+ s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3],
+ s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 Div = Matrix4x4 / float;
+ inline_ Matrix4x4 operator/(float s) const
+ {
+ if(s) s = 1.0f / s;
+
+ return Matrix4x4(
+ m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
+ m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
+ m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
+ m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
+ }
+
+ //! Operator for Matrix4x4 Div = float / Matrix4x4;
+ inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat)
+ {
+ return Matrix4x4(
+ s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3],
+ s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3],
+ s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3],
+ s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]);
+ }
+
+ //! Operator for Matrix4x4 += Matrix4x4;
+ inline_ Matrix4x4& operator+=(const Matrix4x4& mat)
+ {
+ m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3];
+ m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3];
+ m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3];
+ m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3];
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 -= Matrix4x4;
+ inline_ Matrix4x4& operator-=(const Matrix4x4& mat)
+ {
+ m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3];
+ m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3];
+ m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3];
+ m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3];
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 *= Matrix4x4;
+ Matrix4x4& operator*=(const Matrix4x4& mat)
+ {
+ HPoint TempRow;
+
+ GetRow(0, TempRow);
+ m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(1, TempRow);
+ m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(2, TempRow);
+ m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ GetRow(3, TempRow);
+ m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
+ m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
+ m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
+ m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
+
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 *= float;
+ inline_ Matrix4x4& operator*=(float s)
+ {
+ m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
+ m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
+ m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
+ m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
+ return *this;
+ }
+
+ //! Operator for Matrix4x4 /= float;
+ inline_ Matrix4x4& operator/=(float s)
+ {
+ if(s) s = 1.0f / s;
+ m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
+ m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
+ m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
+ m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
+ return *this;
+ }
+
+ inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; }
+ inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; }
+
+ public:
+
+ float m[4][4];
+ };
+
+ //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix
+ inline_ void TransformPoint4x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot)
+ {
+ dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+ //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix
+ inline_ void TransformPoint3x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot)
+ {
+ dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+ ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src);
+
+#endif // __ICEMATRIX4X4_H__
+
diff --git a/Opcode/OpcodeLib/Ice/IceMemoryMacros.h b/Opcode/OpcodeLib/Ice/IceMemoryMacros.h
new file mode 100644
index 0000000..490ecd1
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceMemoryMacros.h
@@ -0,0 +1,105 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains all memory macros.
+ * \file IceMemoryMacros.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEMEMORYMACROS_H__
+#define __ICEMEMORYMACROS_H__
+
+#undef ZeroMemory
+#undef CopyMemory
+#undef MoveMemory
+#undef FillMemory
+
+ //! Clears a buffer.
+ //! \param addr [in] buffer address
+ //! \param size [in] buffer length
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see CopyMemory
+ //! \see MoveMemory
+ inline_ void ZeroMemory(void* addr, udword size) { memset(addr, 0, size); }
+
+ //! Fills a buffer with a given byte.
+ //! \param addr [in] buffer address
+ //! \param size [in] buffer length
+ //! \param val [in] the byte value
+ //! \see StoreDwords
+ //! \see ZeroMemory
+ //! \see CopyMemory
+ //! \see MoveMemory
+ inline_ void FillMemory(void* dest, udword size, ubyte val) { memset(dest, val, size); }
+
+ //! Fills a buffer with a given dword.
+ //! \param addr [in] buffer address
+ //! \param nb [in] number of dwords to write
+ //! \param value [in] the dword value
+ //! \see FillMemory
+ //! \see ZeroMemory
+ //! \see CopyMemory
+ //! \see MoveMemory
+ //! \warning writes nb*4 bytes !
+ inline_ void StoreDwords(udword* dest, udword nb, udword value)
+ {
+ // The asm code below **SHOULD** be equivalent to one of those C versions
+ // or the other if your compiled is good: (checked on VC++ 6.0)
+ //
+ // 1) while(nb--) *dest++ = value;
+ //
+ // 2) for(udword i=0;i<nb;i++) dest[i] = value;
+ //
+ _asm push eax
+ _asm push ecx
+ _asm push edi
+ _asm mov edi, dest
+ _asm mov ecx, nb
+ _asm mov eax, value
+ _asm rep stosd
+ _asm pop edi
+ _asm pop ecx
+ _asm pop eax
+ }
+
+ //! Copies a buffer.
+ //! \param addr [in] destination buffer address
+ //! \param addr [in] source buffer address
+ //! \param size [in] buffer length
+ //! \see ZeroMemory
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see MoveMemory
+ inline_ void CopyMemory(void* dest, const void* src, udword size) { memcpy(dest, src, size); }
+
+ //! Moves a buffer.
+ //! \param addr [in] destination buffer address
+ //! \param addr [in] source buffer address
+ //! \param size [in] buffer length
+ //! \see ZeroMemory
+ //! \see FillMemory
+ //! \see StoreDwords
+ //! \see CopyMemory
+ inline_ void MoveMemory(void* dest, const void* src, udword size) { memmove(dest, src, size); }
+
+ #define SIZEOFOBJECT sizeof(*this) //!< Gives the size of current object. Avoid some mistakes (e.g. "sizeof(this)").
+ //#define CLEAROBJECT { memset(this, 0, SIZEOFOBJECT); } //!< Clears current object. Laziness is my business. HANDLE WITH CARE.
+ #define DELETESINGLE(x) if (x) { delete x; x = null; } //!< Deletes an instance of a class.
+ #define DELETEARRAY(x) if (x) { delete []x; x = null; } //!< Deletes an array.
+ #define SAFE_RELEASE(x) if (x) { (x)->Release(); (x) = null; } //!< Safe D3D-style release
+ #define SAFE_DESTRUCT(x) if (x) { (x)->SelfDestruct(); (x) = null; } //!< Safe ICE-style release
+
+#ifdef __ICEERROR_H__
+ #define CHECKALLOC(x) if(!x) return SetIceError("Out of memory.", EC_OUT_OF_MEMORY); //!< Standard alloc checking. HANDLE WITH CARE.
+#else
+ #define CHECKALLOC(x) if(!x) return false;
+#endif
+
+ //! Standard allocation cycle
+ #define SAFE_ALLOC(ptr, type, count) DELETEARRAY(ptr); ptr = new type[count]; CHECKALLOC(ptr);
+
+#endif // __ICEMEMORYMACROS_H__
diff --git a/Opcode/OpcodeLib/Ice/IceOBB.cpp b/Opcode/OpcodeLib/Ice/IceOBB.cpp
new file mode 100644
index 0000000..5a986e8
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceOBB.cpp
@@ -0,0 +1,323 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains OBB-related code.
+ * \file IceOBB.cpp
+ * \author Pierre Terdiman
+ * \date January, 29, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An Oriented Bounding Box (OBB).
+ * \class OBB
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Tests if a point is contained within the OBB.
+ * \param p [in] the world point to test
+ * \return true if inside the OBB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ContainsPoint(const IcePoint& p) const
+{
+ // IcePoint in OBB test using lazy evaluation and early exits
+
+ // Translate to box space
+ IcePoint RelPoint = p - mCenter;
+
+ // IcePoint * mRot maps from box space to world space
+ // mRot * IcePoint maps from world space to box space (what we need here)
+
+ float f = mRot.m[0][0] * RelPoint.x + mRot.m[0][1] * RelPoint.y + mRot.m[0][2] * RelPoint.z;
+ if(f >= mExtents.x || f <= -mExtents.x) return false;
+
+ f = mRot.m[1][0] * RelPoint.x + mRot.m[1][1] * RelPoint.y + mRot.m[1][2] * RelPoint.z;
+ if(f >= mExtents.y || f <= -mExtents.y) return false;
+
+ f = mRot.m[2][0] * RelPoint.x + mRot.m[2][1] * RelPoint.y + mRot.m[2][2] * RelPoint.z;
+ if(f >= mExtents.z || f <= -mExtents.z) return false;
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds an OBB from an AABB and a world transform.
+ * \param aabb [in] the aabb
+ * \param mat [in] the world transform
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::Create(const AABB& aabb, const Matrix4x4& mat)
+{
+ // Note: must be coherent with Rotate()
+
+ aabb.GetCenter(mCenter);
+ aabb.GetExtents(mExtents);
+ // Here we have the same as OBB::Rotate(mat) where the obb is (mCenter, mExtents, Identity).
+
+ // So following what's done in Rotate:
+ // - x-form the center
+ mCenter *= mat;
+ // - combine rotation with identity, i.e. just use given matrix
+ mRot = mat;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the obb planes.
+ * \param planes [out] 6 box planes
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputePlanes(IcePlane* planes) const
+{
+ // Checkings
+ if(!planes) return false;
+
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ // Writes normals
+ planes[0].n = Axis0;
+ planes[1].n = -Axis0;
+ planes[2].n = Axis1;
+ planes[3].n = -Axis1;
+ planes[4].n = Axis2;
+ planes[5].n = -Axis2;
+
+ // Compute a point on each plane
+ IcePoint p0 = mCenter + Axis0 * mExtents.x;
+ IcePoint p1 = mCenter - Axis0 * mExtents.x;
+ IcePoint p2 = mCenter + Axis1 * mExtents.y;
+ IcePoint p3 = mCenter - Axis1 * mExtents.y;
+ IcePoint p4 = mCenter + Axis2 * mExtents.z;
+ IcePoint p5 = mCenter - Axis2 * mExtents.z;
+
+ // Compute d
+ planes[0].d = -(planes[0].n|p0);
+ planes[1].d = -(planes[1].n|p1);
+ planes[2].d = -(planes[2].n|p2);
+ planes[3].d = -(planes[3].n|p3);
+ planes[4].d = -(planes[4].n|p4);
+ planes[5].d = -(planes[5].n|p5);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the obb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputePoints(IcePoint* pts) const
+{
+ // Checkings
+ if(!pts) return false;
+
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ Axis0 *= mExtents.x;
+ Axis1 *= mExtents.y;
+ Axis2 *= mExtents.z;
+
+ // 7+------+6 0 = ---
+ // /| /| 1 = +--
+ // / | / | 2 = ++-
+ // / 4+---/--+5 3 = -+-
+ // 3+------+2 / y z 4 = --+
+ // | / | / | / 5 = +-+
+ // |/ |/ |/ 6 = +++
+ // 0+------+1 *---x 7 = -++
+
+ pts[0] = mCenter - Axis0 - Axis1 - Axis2;
+ pts[1] = mCenter + Axis0 - Axis1 - Axis2;
+ pts[2] = mCenter + Axis0 + Axis1 - Axis2;
+ pts[3] = mCenter - Axis0 + Axis1 - Axis2;
+ pts[4] = mCenter - Axis0 - Axis1 + Axis2;
+ pts[5] = mCenter + Axis0 - Axis1 + Axis2;
+ pts[6] = mCenter + Axis0 + Axis1 + Axis2;
+ pts[7] = mCenter - Axis0 + Axis1 + Axis2;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool OBB::ComputeVertexNormals(IcePoint* pts) const
+{
+ static float VertexNormals[] =
+ {
+ -INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, -INVSQRT3, -INVSQRT3,
+ INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, INVSQRT3, -INVSQRT3,
+ -INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, -INVSQRT3, INVSQRT3,
+ INVSQRT3, INVSQRT3, INVSQRT3,
+ -INVSQRT3, INVSQRT3, INVSQRT3
+ };
+
+ if(!pts) return false;
+
+ const IcePoint* VN = (const IcePoint*)VertexNormals;
+ for(udword i=0;i<8;i++)
+ {
+ pts[i] = VN[i] * mRot;
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const udword* OBB::GetEdges() const
+{
+ static udword Indices[] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 7, 6, 6, 5, 5, 4, 4, 7,
+ 1, 5, 6, 2,
+ 3, 7, 4, 0
+ };
+ return Indices;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns local edge normals.
+ * \return edge normals in local space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const IcePoint* OBB::GetLocalEdgeNormals() const
+{
+ static float EdgeNormals[] =
+ {
+ 0, -INVSQRT2, -INVSQRT2, // 0-1
+ INVSQRT2, 0, -INVSQRT2, // 1-2
+ 0, INVSQRT2, -INVSQRT2, // 2-3
+ -INVSQRT2, 0, -INVSQRT2, // 3-0
+
+ 0, INVSQRT2, INVSQRT2, // 7-6
+ INVSQRT2, 0, INVSQRT2, // 6-5
+ 0, -INVSQRT2, INVSQRT2, // 5-4
+ -INVSQRT2, 0, INVSQRT2, // 4-7
+
+ INVSQRT2, -INVSQRT2, 0, // 1-5
+ INVSQRT2, INVSQRT2, 0, // 6-2
+ -INVSQRT2, INVSQRT2, 0, // 3-7
+ -INVSQRT2, -INVSQRT2, 0 // 4-0
+ };
+ return (const IcePoint*)EdgeNormals;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns world edge normal
+ * \param edge_index [in] 0 <= edge index < 12
+ * \param world_normal [out] edge normal in world space
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::ComputeWorldEdgeNormal(udword edge_index, IcePoint& world_normal) const
+{
+ ASSERT(edge_index<12);
+ world_normal = GetLocalEdgeNormals()[edge_index] * mRot;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes an LSS surrounding the OBB.
+ * \param lss [out] the LSS
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void OBB::ComputeLSS(LSS& lss) const
+{
+ IcePoint Axis0 = mRot[0];
+ IcePoint Axis1 = mRot[1];
+ IcePoint Axis2 = mRot[2];
+
+ switch(mExtents.LargestAxis())
+ {
+ case 0:
+ lss.mRadius = (mExtents.y + mExtents.z)*0.5f;
+ lss.mP0 = mCenter + Axis0 * (mExtents.x - lss.mRadius);
+ lss.mP1 = mCenter - Axis0 * (mExtents.x - lss.mRadius);
+ break;
+ case 1:
+ lss.mRadius = (mExtents.x + mExtents.z)*0.5f;
+ lss.mP0 = mCenter + Axis1 * (mExtents.y - lss.mRadius);
+ lss.mP1 = mCenter - Axis1 * (mExtents.y - lss.mRadius);
+ break;
+ case 2:
+ lss.mRadius = (mExtents.x + mExtents.y)*0.5f;
+ lss.mP0 = mCenter + Axis2 * (mExtents.z - lss.mRadius);
+ lss.mP1 = mCenter - Axis2 * (mExtents.z - lss.mRadius);
+ break;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the OBB is inside another OBB.
+ * \param box [in] the other OBB
+ * \return TRUE if we're inside the other box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL OBB::IsInside(const OBB& box) const
+{
+ // Make a 4x4 from the box & inverse it
+ Matrix4x4 M0Inv;
+ {
+ Matrix4x4 M0 = box.mRot;
+ M0.SetTrans(box.mCenter);
+ InvertPRMatrix(M0Inv, M0);
+ }
+
+ // With our inversed 4x4, create box1 in space of box0
+ OBB _1in0;
+ Rotate(M0Inv, _1in0);
+
+ // This should cancel out box0's rotation, i.e. it's now an AABB.
+ // => Center(0,0,0), Rot(identity)
+
+ // The two boxes are in the same space so now we can compare them.
+
+ // Create the AABB of (box1 in space of box0)
+ const Matrix3x3& mtx = _1in0.mRot;
+
+ float f = fabsf(mtx.m[0][0] * mExtents.x) + fabsf(mtx.m[1][0] * mExtents.y) + fabsf(mtx.m[2][0] * mExtents.z) - box.mExtents.x;
+ if(f > _1in0.mCenter.x) return FALSE;
+ if(-f < _1in0.mCenter.x) return FALSE;
+
+ f = fabsf(mtx.m[0][1] * mExtents.x) + fabsf(mtx.m[1][1] * mExtents.y) + fabsf(mtx.m[2][1] * mExtents.z) - box.mExtents.y;
+ if(f > _1in0.mCenter.y) return FALSE;
+ if(-f < _1in0.mCenter.y) return FALSE;
+
+ f = fabsf(mtx.m[0][2] * mExtents.x) + fabsf(mtx.m[1][2] * mExtents.y) + fabsf(mtx.m[2][2] * mExtents.z) - box.mExtents.z;
+ if(f > _1in0.mCenter.z) return FALSE;
+ if(-f < _1in0.mCenter.z) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/Ice/IceOBB.h b/Opcode/OpcodeLib/Ice/IceOBB.h
new file mode 100644
index 0000000..249e76a
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceOBB.h
@@ -0,0 +1,177 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains OBB-related code. (oriented bounding box)
+ * \file IceOBB.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEOBB_H__
+#define __ICEOBB_H__
+
+ // Forward declarations
+ class LSS;
+
+ class ICEMATHS_API OBB
+ {
+ public:
+ //! Constructor
+ inline_ OBB() {}
+ //! Constructor
+ inline_ OBB(const IcePoint& center, const IcePoint& extents, const Matrix3x3& rot) : mCenter(center), mExtents(extents), mRot(rot) {}
+ //! Destructor
+ inline_ ~OBB() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an empty OBB.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void SetEmpty()
+ {
+ mCenter.Zero();
+ mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+ mRot.Identity();
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Tests if a point is contained within the OBB.
+ * \param p [in] the world point to test
+ * \return true if inside the OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ContainsPoint(const IcePoint& p) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds an OBB from an AABB and a world transform.
+ * \param aabb [in] the aabb
+ * \param mat [in] the world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void Create(const AABB& aabb, const Matrix4x4& mat);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Recomputes the OBB after an arbitrary transform by a 4x4 matrix.
+ * \param mtx [in] the transform matrix
+ * \param obb [out] the transformed OBB
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void Rotate(const Matrix4x4& mtx, OBB& obb) const
+ {
+ // The extents remain constant
+ obb.mExtents = mExtents;
+ // The center gets x-formed
+ obb.mCenter = mCenter * mtx;
+ // Combine rotations
+ obb.mRot = mRot * Matrix3x3(mtx);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the OBB is valid.
+ * \return true if the box is valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsValid() const
+ {
+ // Consistency condition for (Center, Extents) boxes: Extents >= 0.0f
+ if(mExtents.x < 0.0f) return FALSE;
+ if(mExtents.y < 0.0f) return FALSE;
+ if(mExtents.z < 0.0f) return FALSE;
+ return TRUE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the obb planes.
+ * \param planes [out] 6 box planes
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputePlanes(IcePlane* planes) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the obb points.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputePoints(IcePoint* pts) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes vertex normals.
+ * \param pts [out] 8 box points
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool ComputeVertexNormals(IcePoint* pts) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns edges.
+ * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ const udword* GetEdges() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns local edge normals.
+ * \return edge normals in local space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ const IcePoint* GetLocalEdgeNormals() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns world edge normal
+ * \param edge_index [in] 0 <= edge index < 12
+ * \param world_normal [out] edge normal in world space
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeWorldEdgeNormal(udword edge_index, IcePoint& world_normal) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes an LSS surrounding the OBB.
+ * \param lss [out] the LSS
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ void ComputeLSS(LSS& lss) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the OBB is inside another OBB.
+ * \param box [in] the other OBB
+ * \return TRUE if we're inside the other box
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ BOOL IsInside(const OBB& box) const;
+
+ inline_ const IcePoint& GetCenter() const { return mCenter; }
+ inline_ const IcePoint& GetExtents() const { return mExtents; }
+ inline_ const Matrix3x3& GetRot() const { return mRot; }
+
+ inline_ void GetRotatedExtents(Matrix3x3& extents) const
+ {
+ extents = mRot;
+ extents.Scale(mExtents);
+ }
+
+ IcePoint mCenter; //!< B for Box
+ IcePoint mExtents; //!< B for Bounding
+ Matrix3x3 mRot; //!< O for Oriented
+
+ // Orientation is stored in row-major format,
+ // i.e. rows = eigen vectors of the covariance matrix
+ };
+
+#endif // __ICEOBB_H__
diff --git a/Opcode/OpcodeLib/Ice/IcePairs.h b/Opcode/OpcodeLib/Ice/IcePairs.h
new file mode 100644
index 0000000..35e3a07
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePairs.h
@@ -0,0 +1,45 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a simple pair class.
+ * \file IcePairs.h
+ * \author Pierre Terdiman
+ * \date January, 13, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPAIRS_H__
+#define __ICEPAIRS_H__
+
+ //! A generic couple structure
+ struct ICECORE_API Pair
+ {
+ inline_ Pair() {}
+ inline_ Pair(udword i0, udword i1) : id0(i0), id1(i1) {}
+
+ udword id0; //!< First index of the pair
+ udword id1; //!< Second index of the pair
+ };
+
+ class ICECORE_API Pairs : private Container
+ {
+ public:
+ // Constructor / Destructor
+ Pairs() {}
+ ~Pairs() {}
+
+ inline_ udword GetNbPairs() const { return GetNbEntries()>>1; }
+ inline_ const Pair* GetPairs() const { return (const Pair*)GetEntries(); }
+ inline_ const Pair* GetPair(udword i) const { return (const Pair*)&GetEntries()[i+i]; }
+
+ inline_ BOOL HasPairs() const { return IsNotEmpty(); }
+
+ inline_ void ResetPairs() { Reset(); }
+ inline_ void DeleteLastPair() { DeleteLastEntry(); DeleteLastEntry(); }
+
+ inline_ void AddPair(const Pair& p) { Add(p.id0).Add(p.id1); }
+ inline_ void AddPair(udword id0, udword id1) { Add(id0).Add(id1); }
+ };
+
+#endif // __ICEPAIRS_H__
diff --git a/Opcode/OpcodeLib/Ice/IcePlane.cpp b/Opcode/OpcodeLib/Ice/IcePlane.cpp
new file mode 100644
index 0000000..1890f1c
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePlane.cpp
@@ -0,0 +1,45 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for planes.
+ * \file IcePlane.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * IcePlane class.
+ * \class IcePlane
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the plane equation from 3 points.
+ * \param p0 [in] first point
+ * \param p1 [in] second point
+ * \param p2 [in] third point
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+IcePlane& IcePlane::Set(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2)
+{
+ IcePoint Edge0 = p1 - p0;
+ IcePoint Edge1 = p2 - p0;
+
+ n = Edge0 ^ Edge1;
+ n.Normalize();
+
+ d = -(p0 | n);
+
+ return *this;
+}
diff --git a/Opcode/OpcodeLib/Ice/IcePlane.h b/Opcode/OpcodeLib/Ice/IcePlane.h
new file mode 100644
index 0000000..1a447ce
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePlane.h
@@ -0,0 +1,113 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for planes.
+ * \file IcePlane.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPLANE_H__
+#define __ICEPLANE_H__
+
+ #define PLANE_EPSILON (1.0e-7f)
+
+ class ICEMATHS_API IcePlane
+ {
+ public:
+ //! Constructor
+ inline_ IcePlane() { }
+ //! Constructor from a normal and a distance
+ inline_ IcePlane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); }
+ //! Constructor from a point on the plane and a normal
+ inline_ IcePlane(const IcePoint& p, const IcePoint& n) { Set(p, n); }
+ //! Constructor from three points
+ inline_ IcePlane(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2) { Set(p0, p1, p2); }
+ //! Constructor from a normal and a distance
+ inline_ IcePlane(const IcePoint& _n, float _d) { n = _n; d = _d; }
+ //! Copy constructor
+ inline_ IcePlane(const IcePlane& plane) : n(plane.n), d(plane.d) { }
+ //! Destructor
+ inline_ ~IcePlane() { }
+
+ inline_ IcePlane& Zero() { n.Zero(); d = 0.0f; return *this; }
+ inline_ IcePlane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
+ inline_ IcePlane& Set(const IcePoint& p, const IcePoint& _n) { n = _n; d = - p | _n; return *this; }
+ IcePlane& Set(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2);
+
+ inline_ float Distance(const IcePoint& p) const { return (p | n) + d; }
+ inline_ bool Belongs(const IcePoint& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
+
+ inline_ void Normalize()
+ {
+ float Denom = 1.0f / n.Magnitude();
+ n.x *= Denom;
+ n.y *= Denom;
+ n.z *= Denom;
+ d *= Denom;
+ }
+ public:
+ // Members
+ IcePoint n; //!< The normal to the plane
+ float d; //!< The distance from the origin
+
+ // Cast operators
+ inline_ operator IcePoint() const { return n; }
+ inline_ operator HPoint() const { return HPoint(n, d); }
+
+ // Arithmetic operators
+ inline_ IcePlane operator*(const Matrix4x4& m) const
+ {
+ // Old code from Irion. Kept for reference.
+ IcePlane Ret(*this);
+ return Ret *= m;
+ }
+
+ inline_ IcePlane& operator*=(const Matrix4x4& m)
+ {
+ // Old code from Irion. Kept for reference.
+ IcePoint n2 = HPoint(n, 0.0f) * m;
+ d = -((IcePoint) (HPoint( -d*n, 1.0f ) * m) | n2);
+ n = n2;
+ return *this;
+ }
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a plane by a 4x4 matrix. Same as IcePlane * Matrix4x4 operator, but faster.
+ * \param transformed [out] transformed plane
+ * \param plane [in] source plane
+ * \param transform [in] transform matrix
+ * \warning the plane normal must be unit-length
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void TransformPlane(IcePlane& transformed, const IcePlane& plane, const Matrix4x4& transform)
+ {
+ // Rotate the normal using the rotation part of the 4x4 matrix
+ transformed.n = plane.n * Matrix3x3(transform);
+
+ // Compute new d
+ transformed.d = plane.d - (IcePoint(transform.GetTrans())|transformed.n);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a plane by a 4x4 matrix. Same as IcePlane * Matrix4x4 operator, but faster.
+ * \param plane [in/out] source plane (transformed on return)
+ * \param transform [in] transform matrix
+ * \warning the plane normal must be unit-length
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void TransformPlane(IcePlane& plane, const Matrix4x4& transform)
+ {
+ // Rotate the normal using the rotation part of the 4x4 matrix
+ plane.n *= Matrix3x3(transform);
+
+ // Compute new d
+ plane.d -= IcePoint(transform.GetTrans())|plane.n;
+ }
+
+#endif // __ICEPLANE_H__
diff --git a/Opcode/OpcodeLib/Ice/IcePoint.cpp b/Opcode/OpcodeLib/Ice/IcePoint.cpp
new file mode 100644
index 0000000..8615f4e
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePoint.cpp
@@ -0,0 +1,193 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3D vectors.
+ * \file IcePoint.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 3D point.
+ *
+ * The name is "IcePoint" instead of "Vector" since a vector is N-dimensional, whereas a point is an implicit "vector of dimension 3".
+ * So the choice was between "IcePoint" and "Vector3", the first one looked better (IMHO).
+ *
+ * Some people, then, use a typedef to handle both points & vectors using the same class: typedef IcePoint Vector3;
+ * This is bad since it opens the door to a lot of confusion while reading the code. I know it may sounds weird but check this out:
+ *
+ * \code
+ * IcePoint P0,P1 = some 3D points;
+ * IcePoint Delta = P1 - P0;
+ * \endcode
+ *
+ * This compiles fine, although you should have written:
+ *
+ * \code
+ * IcePoint P0,P1 = some 3D points;
+ * Vector3 Delta = P1 - P0;
+ * \endcode
+ *
+ * Subtle things like this are not caught at compile-time, and when you find one in the code, you never know whether it's a mistake
+ * from the author or something you don't get.
+ *
+ * One way to handle it at compile-time would be to use different classes for IcePoint & Vector3, only overloading operator "-" for vectors.
+ * But then, you get a lot of redundant code in thoses classes, and basically it's really a lot of useless work.
+ *
+ * Another way would be to use homogeneous points: w=1 for points, w=0 for vectors. That's why the HPoint class exists. Now, to store
+ * your model's vertices and in most cases, you really want to use Points to save ram.
+ *
+ * \class IcePoint
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates a positive unit random vector.
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+IcePoint& IcePoint::PositiveUnitRandomVector()
+{
+ x = UnitRandomFloat();
+ y = UnitRandomFloat();
+ z = UnitRandomFloat();
+ Normalize();
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates a unit random vector.
+ * \return Self-reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+IcePoint& IcePoint::UnitRandomVector()
+{
+ x = UnitRandomFloat() - 0.5f;
+ y = UnitRandomFloat() - 0.5f;
+ z = UnitRandomFloat() - 0.5f;
+ Normalize();
+ return *this;
+}
+
+// Cast operator
+// WARNING: not inlined
+IcePoint::operator HPoint() const { return HPoint(x, y, z, 0.0f); }
+
+IcePoint& IcePoint::Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted)
+{
+ // IcePoint EyePt = eye position
+ // IcePoint p = current vertex
+ // IcePoint n = vertex normal
+ // IcePoint rv = refracted vector
+ // Eye vector - doesn't need to be normalized
+ IcePoint Env;
+ Env.x = eye.x - x;
+ Env.y = eye.y - y;
+ Env.z = eye.z - z;
+
+ float NDotE = n|Env;
+ float NDotN = n|n;
+ NDotE /= refractindex;
+
+ // Refracted vector
+ refracted = n*NDotE - Env*NDotN;
+
+ return *this;
+}
+
+IcePoint& IcePoint::ProjectToPlane(const IcePlane& p)
+{
+ *this-= (p.d + (*this|p.n))*p.n;
+ return *this;
+}
+
+void IcePoint::ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const
+{
+ projected = HPoint(x, y, z, 1.0f) * mat;
+ projected.w = 1.0f / projected.w;
+
+ projected.x*=projected.w;
+ projected.y*=projected.w;
+ projected.z*=projected.w;
+
+ projected.x *= halfrenderwidth; projected.x += halfrenderwidth;
+ projected.y *= -halfrenderheight; projected.y += halfrenderheight;
+}
+
+void IcePoint::SetNotUsed()
+{
+ // We use a particular integer pattern : 0xffffffff everywhere. This is a NAN.
+ IR(x) = 0xffffffff;
+ IR(y) = 0xffffffff;
+ IR(z) = 0xffffffff;
+}
+
+BOOL IcePoint::IsNotUsed() const
+{
+ if(IR(x)!=0xffffffff) return FALSE;
+ if(IR(y)!=0xffffffff) return FALSE;
+ if(IR(z)!=0xffffffff) return FALSE;
+ return TRUE;
+}
+
+IcePoint& IcePoint::Mult(const Matrix3x3& mat, const IcePoint& a)
+{
+ x = a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
+ y = a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
+ z = a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
+ return *this;
+}
+
+IcePoint& IcePoint::Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2)
+{
+ x = a1.x * mat1.m[0][0] + a1.y * mat1.m[0][1] + a1.z * mat1.m[0][2] + a2.x * mat2.m[0][0] + a2.y * mat2.m[0][1] + a2.z * mat2.m[0][2];
+ y = a1.x * mat1.m[1][0] + a1.y * mat1.m[1][1] + a1.z * mat1.m[1][2] + a2.x * mat2.m[1][0] + a2.y * mat2.m[1][1] + a2.z * mat2.m[1][2];
+ z = a1.x * mat1.m[2][0] + a1.y * mat1.m[2][1] + a1.z * mat1.m[2][2] + a2.x * mat2.m[2][0] + a2.y * mat2.m[2][1] + a2.z * mat2.m[2][2];
+ return *this;
+}
+
+IcePoint& IcePoint::Mac(const Matrix3x3& mat, const IcePoint& a)
+{
+ x += a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
+ y += a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
+ z += a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
+ return *this;
+}
+
+IcePoint& IcePoint::TransMult(const Matrix3x3& mat, const IcePoint& a)
+{
+ x = a.x * mat.m[0][0] + a.y * mat.m[1][0] + a.z * mat.m[2][0];
+ y = a.x * mat.m[0][1] + a.y * mat.m[1][1] + a.z * mat.m[2][1];
+ z = a.x * mat.m[0][2] + a.y * mat.m[1][2] + a.z * mat.m[2][2];
+ return *this;
+}
+
+IcePoint& IcePoint::Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos)
+{
+ x = r.x * rotpos.m[0][0] + r.y * rotpos.m[0][1] + r.z * rotpos.m[0][2] + linpos.x;
+ y = r.x * rotpos.m[1][0] + r.y * rotpos.m[1][1] + r.z * rotpos.m[1][2] + linpos.y;
+ z = r.x * rotpos.m[2][0] + r.y * rotpos.m[2][1] + r.z * rotpos.m[2][2] + linpos.z;
+ return *this;
+}
+
+IcePoint& IcePoint::InvTransform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos)
+{
+ float sx = r.x - linpos.x;
+ float sy = r.y - linpos.y;
+ float sz = r.z - linpos.z;
+ x = sx * rotpos.m[0][0] + sy * rotpos.m[1][0] + sz * rotpos.m[2][0];
+ y = sx * rotpos.m[0][1] + sy * rotpos.m[1][1] + sz * rotpos.m[2][1];
+ z = sx * rotpos.m[0][2] + sy * rotpos.m[1][2] + sz * rotpos.m[2][2];
+ return *this;
+}
diff --git a/Opcode/OpcodeLib/Ice/IcePoint.h b/Opcode/OpcodeLib/Ice/IcePoint.h
new file mode 100644
index 0000000..6b67409
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePoint.h
@@ -0,0 +1,528 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for 3D vectors.
+ * \file IcePoint.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPOINT_H__
+#define __ICEPOINT_H__
+
+ // Forward declarations
+ class HPoint;
+ class IcePlane;
+ class Matrix3x3;
+ class Matrix4x4;
+
+ #define CROSS2D(a, b) (a.x*b.y - b.x*a.y)
+
+ const float EPSILON2 = 1.0e-20f;
+
+ class ICEMATHS_API IcePoint
+ {
+ public:
+
+ //! Empty constructor
+ inline_ IcePoint() {}
+ //! Constructor from a single float
+// inline_ IcePoint(float val) : x(val), y(val), z(val) {}
+// Removed since it introduced the nasty "IcePoint T = *Matrix4x4.GetTrans();" bug.......
+ //! Constructor from floats
+ inline_ IcePoint(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
+ //! Constructor from array
+ inline_ IcePoint(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z]) {}
+ //! Copy constructor
+ inline_ IcePoint(const IcePoint& p) : x(p.x), y(p.y), z(p.z) {}
+ //! Destructor
+ inline_ ~IcePoint() {}
+
+ //! Clears the vector
+ inline_ IcePoint& Zero() { x = y = z = 0.0f; return *this; }
+
+ //! + infinity
+ inline_ IcePoint& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
+ //! - infinity
+ inline_ IcePoint& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
+
+ //! Sets positive unit random vector
+ IcePoint& PositiveUnitRandomVector();
+ //! Sets unit random vector
+ IcePoint& UnitRandomVector();
+
+ //! Assignment from values
+ inline_ IcePoint& Set(float _x, float _y, float _z) { x = _x; y = _y; z = _z; return *this; }
+ //! Assignment from array
+ inline_ IcePoint& Set(const float f[3]) { x = f[_X]; y = f[_Y]; z = f[_Z]; return *this; }
+ //! Assignment from another point
+ inline_ IcePoint& Set(const IcePoint& src) { x = src.x; y = src.y; z = src.z; return *this; }
+
+ //! Adds a vector
+ inline_ IcePoint& Add(const IcePoint& p) { x += p.x; y += p.y; z += p.z; return *this; }
+ //! Adds a vector
+ inline_ IcePoint& Add(float _x, float _y, float _z) { x += _x; y += _y; z += _z; return *this; }
+ //! Adds a vector
+ inline_ IcePoint& Add(const float f[3]) { x += f[_X]; y += f[_Y]; z += f[_Z]; return *this; }
+ //! Adds vectors
+ inline_ IcePoint& Add(const IcePoint& p, const IcePoint& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; }
+
+ //! Subtracts a vector
+ inline_ IcePoint& Sub(const IcePoint& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
+ //! Subtracts a vector
+ inline_ IcePoint& Sub(float _x, float _y, float _z) { x -= _x; y -= _y; z -= _z; return *this; }
+ //! Subtracts a vector
+ inline_ IcePoint& Sub(const float f[3]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; return *this; }
+ //! Subtracts vectors
+ inline_ IcePoint& Sub(const IcePoint& p, const IcePoint& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; }
+
+ //! this = -this
+ inline_ IcePoint& Neg() { x = -x; y = -y; z = -z; return *this; }
+ //! this = -a
+ inline_ IcePoint& Neg(const IcePoint& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
+
+ //! Multiplies by a scalar
+ inline_ IcePoint& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
+
+ //! this = a * scalar
+ inline_ IcePoint& Mult(const IcePoint& a, float scalar)
+ {
+ x = a.x * scalar;
+ y = a.y * scalar;
+ z = a.z * scalar;
+ return *this;
+ }
+
+ //! this = a + b * scalar
+ inline_ IcePoint& Mac(const IcePoint& a, const IcePoint& b, float scalar)
+ {
+ x = a.x + b.x * scalar;
+ y = a.y + b.y * scalar;
+ z = a.z + b.z * scalar;
+ return *this;
+ }
+
+ //! this = this + a * scalar
+ inline_ IcePoint& Mac(const IcePoint& a, float scalar)
+ {
+ x += a.x * scalar;
+ y += a.y * scalar;
+ z += a.z * scalar;
+ return *this;
+ }
+
+ //! this = a - b * scalar
+ inline_ IcePoint& Msc(const IcePoint& a, const IcePoint& b, float scalar)
+ {
+ x = a.x - b.x * scalar;
+ y = a.y - b.y * scalar;
+ z = a.z - b.z * scalar;
+ return *this;
+ }
+
+ //! this = this - a * scalar
+ inline_ IcePoint& Msc(const IcePoint& a, float scalar)
+ {
+ x -= a.x * scalar;
+ y -= a.y * scalar;
+ z -= a.z * scalar;
+ return *this;
+ }
+
+ //! this = a + b * scalarb + c * scalarc
+ inline_ IcePoint& Mac2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
+ {
+ x = a.x + b.x * scalarb + c.x * scalarc;
+ y = a.y + b.y * scalarb + c.y * scalarc;
+ z = a.z + b.z * scalarb + c.z * scalarc;
+ return *this;
+ }
+
+ //! this = a - b * scalarb - c * scalarc
+ inline_ IcePoint& Msc2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
+ {
+ x = a.x - b.x * scalarb - c.x * scalarc;
+ y = a.y - b.y * scalarb - c.y * scalarc;
+ z = a.z - b.z * scalarb - c.z * scalarc;
+ return *this;
+ }
+
+ //! this = mat * a
+ inline_ IcePoint& Mult(const Matrix3x3& mat, const IcePoint& a);
+
+ //! this = mat1 * a1 + mat2 * a2
+ inline_ IcePoint& Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2);
+
+ //! this = this + mat * a
+ inline_ IcePoint& Mac(const Matrix3x3& mat, const IcePoint& a);
+
+ //! this = transpose(mat) * a
+ inline_ IcePoint& TransMult(const Matrix3x3& mat, const IcePoint& a);
+
+ //! Linear interpolate between two vectors: this = a + t * (b - a)
+ inline_ IcePoint& Lerp(const IcePoint& a, const IcePoint& b, float t)
+ {
+ x = a.x + t * (b.x - a.x);
+ y = a.y + t * (b.y - a.y);
+ z = a.z + t * (b.z - a.z);
+ return *this;
+ }
+
+ //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
+ //! this = p0 * (2t^2 - t^3 - t)/2
+ //! + p1 * (3t^3 - 5t^2 + 2)/2
+ //! + p2 * (4t^2 - 3t^3 + t)/2
+ //! + p3 * (t^3 - t^2)/2
+ inline_ IcePoint& Herp(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2, const IcePoint& p3, float t)
+ {
+ float t2 = t * t;
+ float t3 = t2 * t;
+ float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
+ float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
+ float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
+ float kp3 = (t3 - t2) * 0.5f;
+ x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
+ y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
+ z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
+ return *this;
+ }
+
+ //! this = rotpos * r + linpos
+ inline_ IcePoint& Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);
+
+ //! this = trans(rotpos) * (r - linpos)
+ inline_ IcePoint& InvTransform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);
+
+ //! Returns MIN(x, y, z);
+ inline_ float Min() const { return MIN(x, MIN(y, z)); }
+ //! Returns MAX(x, y, z);
+ inline_ float Max() const { return MAX(x, MAX(y, z)); }
+ //! Sets each element to be componentwise minimum
+ inline_ IcePoint& Min(const IcePoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; }
+ //! Sets each element to be componentwise maximum
+ inline_ IcePoint& Max(const IcePoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; }
+
+ //! Clamps each element
+ inline_ IcePoint& Clamp(float min, float max)
+ {
+ if(x<min) x=min; if(x>max) x=max;
+ if(y<min) y=min; if(y>max) y=max;
+ if(z<min) z=min; if(z>max) z=max;
+ return *this;
+ }
+
+ //! Computes square magnitude
+ inline_ float SquareMagnitude() const { return x*x + y*y + z*z; }
+ //! Computes magnitude
+ inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); }
+ //! Computes volume
+ inline_ float Volume() const { return x * y * z; }
+
+ //! Checks the point is near zero
+ inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; }
+
+ //! Tests for exact zero vector
+ inline_ BOOL IsZero() const
+ {
+ if(IR(x) || IR(y) || IR(z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Checks point validity
+ inline_ BOOL IsValid() const
+ {
+ if(!IsValidFloat(x)) return FALSE;
+ if(!IsValidFloat(y)) return FALSE;
+ if(!IsValidFloat(z)) return FALSE;
+ return TRUE;
+ }
+
+ //! Slighty moves the point
+ void Tweak(udword coord_mask, udword tweak_mask)
+ {
+ if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); }
+ if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); }
+ if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); }
+ }
+
+ #define TWEAKMASK 0x3fffff
+ #define TWEAKNOTMASK ~TWEAKMASK
+ //! Slighty moves the point out
+ inline_ void TweakBigger()
+ {
+ udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
+ Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
+ Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
+ }
+
+ //! Slighty moves the point in
+ inline_ void TweakSmaller()
+ {
+ udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
+ Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
+ Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
+ }
+
+ //! Normalizes the vector
+ inline_ IcePoint& Normalize()
+ {
+ float M = x*x + y*y + z*z;
+ if(M)
+ {
+ M = 1.0f / sqrtf(M);
+ x *= M;
+ y *= M;
+ z *= M;
+ }
+ return *this;
+ }
+
+ //! Sets vector length
+ inline_ IcePoint& SetLength(float length)
+ {
+ float NewLength = length / Magnitude();
+ x *= NewLength;
+ y *= NewLength;
+ z *= NewLength;
+ return *this;
+ }
+
+ //! Clamps vector length
+ inline_ IcePoint& ClampLength(float limit_length)
+ {
+ if(limit_length>=0.0f) // Magnitude must be positive
+ {
+ float CurrentSquareLength = SquareMagnitude();
+
+ if(CurrentSquareLength > limit_length * limit_length)
+ {
+ float Coeff = limit_length / sqrtf(CurrentSquareLength);
+ x *= Coeff;
+ y *= Coeff;
+ z *= Coeff;
+ }
+ }
+ return *this;
+ }
+
+ //! Computes distance to another point
+ inline_ float Distance(const IcePoint& b) const
+ {
+ return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
+ }
+
+ //! Computes square distance to another point
+ inline_ float SquareDistance(const IcePoint& b) const
+ {
+ return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
+ }
+
+ //! Dot product dp = this|a
+ inline_ float Dot(const IcePoint& p) const { return p.x * x + p.y * y + p.z * z; }
+
+ //! Cross product this = a x b
+ inline_ IcePoint& Cross(const IcePoint& a, const IcePoint& b)
+ {
+ x = a.y * b.z - a.z * b.y;
+ y = a.z * b.x - a.x * b.z;
+ z = a.x * b.y - a.y * b.x;
+ return *this;
+ }
+
+ //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
+ inline_ udword VectorCode() const
+ {
+ return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
+ }
+
+ //! Returns largest axis
+ inline_ PointComponent LargestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(Vals[_Y] > Vals[m]) m = _Y;
+ if(Vals[_Z] > Vals[m]) m = _Z;
+ return m;
+ }
+
+ //! Returns closest axis
+ inline_ PointComponent ClosestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(AIR(Vals[_Y]) > AIR(Vals[m])) m = _Y;
+ if(AIR(Vals[_Z]) > AIR(Vals[m])) m = _Z;
+ return m;
+ }
+
+ //! Returns smallest axis
+ inline_ PointComponent SmallestAxis() const
+ {
+ const float* Vals = &x;
+ PointComponent m = _X;
+ if(Vals[_Y] < Vals[m]) m = _Y;
+ if(Vals[_Z] < Vals[m]) m = _Z;
+ return m;
+ }
+
+ //! Refracts the point
+ IcePoint& Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted);
+
+ //! Projects the point onto a plane
+ IcePoint& ProjectToPlane(const IcePlane& p);
+
+ //! Projects the point onto the screen
+ void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
+
+ //! Unfolds the point onto a plane according to edge(a,b)
+ IcePoint& Unfold(IcePlane& p, IcePoint& a, IcePoint& b);
+
+ //! Hash function from Ville Miettinen
+ inline_ udword GetHashValue() const
+ {
+ const udword* h = (const udword*)(this);
+ udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
+ return (f>>22)^(f>>12)^(f);
+ }
+
+ //! Stuff magic values in the point, marking it as explicitely not used.
+ void SetNotUsed();
+ //! Checks the point is marked as not used
+ BOOL IsNotUsed() const;
+
+ // Arithmetic operators
+
+ //! Unary operator for IcePoint Negate = - IcePoint
+ inline_ IcePoint operator-() const { return IcePoint(-x, -y, -z); }
+
+ //! Operator for IcePoint Plus = IcePoint + IcePoint.
+ inline_ IcePoint operator+(const IcePoint& p) const { return IcePoint(x + p.x, y + p.y, z + p.z); }
+ //! Operator for IcePoint Minus = IcePoint - IcePoint.
+ inline_ IcePoint operator-(const IcePoint& p) const { return IcePoint(x - p.x, y - p.y, z - p.z); }
+
+ //! Operator for IcePoint Mul = IcePoint * IcePoint.
+ inline_ IcePoint operator*(const IcePoint& p) const { return IcePoint(x * p.x, y * p.y, z * p.z); }
+ //! Operator for IcePoint Scale = IcePoint * float.
+ inline_ IcePoint operator*(float s) const { return IcePoint(x * s, y * s, z * s ); }
+ //! Operator for IcePoint Scale = float * IcePoint.
+ inline_ friend IcePoint operator*(float s, const IcePoint& p) { return IcePoint(s * p.x, s * p.y, s * p.z); }
+
+ //! Operator for IcePoint Div = IcePoint / IcePoint.
+ inline_ IcePoint operator/(const IcePoint& p) const { return IcePoint(x / p.x, y / p.y, z / p.z); }
+ //! Operator for IcePoint Scale = IcePoint / float.
+ inline_ IcePoint operator/(float s) const { s = 1.0f / s; return IcePoint(x * s, y * s, z * s); }
+ //! Operator for IcePoint Scale = float / IcePoint.
+ inline_ friend IcePoint operator/(float s, const IcePoint& p) { return IcePoint(s / p.x, s / p.y, s / p.z); }
+
+ //! Operator for float DotProd = IcePoint | IcePoint.
+ inline_ float operator|(const IcePoint& p) const { return x*p.x + y*p.y + z*p.z; }
+ //! Operator for IcePoint VecProd = IcePoint ^ IcePoint.
+ inline_ IcePoint operator^(const IcePoint& p) const
+ {
+ return IcePoint(
+ y * p.z - z * p.y,
+ z * p.x - x * p.z,
+ x * p.y - y * p.x );
+ }
+
+ //! Operator for IcePoint += IcePoint.
+ inline_ IcePoint& operator+=(const IcePoint& p) { x += p.x; y += p.y; z += p.z; return *this; }
+ //! Operator for IcePoint += float.
+ inline_ IcePoint& operator+=(float s) { x += s; y += s; z += s; return *this; }
+
+ //! Operator for IcePoint -= IcePoint.
+ inline_ IcePoint& operator-=(const IcePoint& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
+ //! Operator for IcePoint -= float.
+ inline_ IcePoint& operator-=(float s) { x -= s; y -= s; z -= s; return *this; }
+
+ //! Operator for IcePoint *= IcePoint.
+ inline_ IcePoint& operator*=(const IcePoint& p) { x *= p.x; y *= p.y; z *= p.z; return *this; }
+ //! Operator for IcePoint *= float.
+ inline_ IcePoint& operator*=(float s) { x *= s; y *= s; z *= s; return *this; }
+
+ //! Operator for IcePoint /= IcePoint.
+ inline_ IcePoint& operator/=(const IcePoint& p) { x /= p.x; y /= p.y; z /= p.z; return *this; }
+ //! Operator for IcePoint /= float.
+ inline_ IcePoint& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }
+
+ // Logical operators
+
+ //! Operator for "if(IcePoint==IcePoint)"
+ inline_ bool operator==(const IcePoint& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); }
+ //! Operator for "if(IcePoint!=IcePoint)"
+ inline_ bool operator!=(const IcePoint& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); }
+
+ // Arithmetic operators
+
+ //! Operator for IcePoint Mul = IcePoint * Matrix3x3.
+ inline_ IcePoint operator*(const Matrix3x3& mat) const
+ {
+ class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
+ const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
+
+ return IcePoint(
+ x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
+ x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
+ x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
+ }
+
+ //! Operator for IcePoint Mul = IcePoint * Matrix4x4.
+ inline_ IcePoint operator*(const Matrix4x4& mat) const
+ {
+ class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
+ const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
+
+ return IcePoint(
+ x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
+ x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
+ x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
+ }
+
+ //! Operator for IcePoint *= Matrix3x3.
+ inline_ IcePoint& operator*=(const Matrix3x3& mat)
+ {
+ class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
+ const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
+
+ float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
+ float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
+ float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];
+
+ x = xp; y = yp; z = zp;
+
+ return *this;
+ }
+
+ //! Operator for IcePoint *= Matrix4x4.
+ inline_ IcePoint& operator*=(const Matrix4x4& mat)
+ {
+ class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
+ const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
+
+ float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
+ float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
+ float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];
+
+ x = xp; y = yp; z = zp;
+
+ return *this;
+ }
+
+ // Cast operators
+
+ //! Cast a IcePoint to a HPoint. w is set to zero.
+ operator HPoint() const;
+
+ inline_ operator const float*() const { return &x; }
+ inline_ operator float*() { return &x; }
+
+ public:
+ float x, y, z;
+ };
+
+ FUNCTION ICEMATHS_API void Normalize1(IcePoint& a);
+ FUNCTION ICEMATHS_API void Normalize2(IcePoint& a);
+
+#endif //__ICEPOINT_H__
diff --git a/Opcode/OpcodeLib/Ice/IcePreprocessor.h b/Opcode/OpcodeLib/Ice/IcePreprocessor.h
new file mode 100644
index 0000000..bb0ef7b
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IcePreprocessor.h
@@ -0,0 +1,128 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains preprocessor stuff. This should be the first included header.
+ * \file IcePreprocessor.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEPREPROCESSOR_H__
+#define __ICEPREPROCESSOR_H__
+
+ // Check platform
+ #if defined( _WIN32 ) || defined( WIN32 )
+ #pragma message("Compiling on Windows...")
+ #define PLATFORM_WINDOWS
+ #else
+ #pragma message("Compiling on unknown platform...")
+ #endif
+
+ // Check compiler
+ #if defined(_MSC_VER)
+ #pragma message("Compiling with VC++...")
+ #define COMPILER_VISUAL_CPP
+ #else
+ #pragma message("Compiling with unknown compiler...")
+ #endif
+
+ // Check compiler options. If this file is included in user-apps, this
+ // shouldn't be needed, so that they can use what they like best.
+ #ifndef ICE_DONT_CHECK_COMPILER_OPTIONS
+ #ifdef COMPILER_VISUAL_CPP
+ #if defined(_CHAR_UNSIGNED)
+ #endif
+
+ #if defined(_CPPRTTI)
+ #error Please disable RTTI...
+ #endif
+
+ #if defined(_CPPUNWIND)
+ #error Please disable exceptions...
+ #endif
+
+ #if defined(_MT)
+ // Multithreading
+ #endif
+ #endif
+ #endif
+
+ // Check debug mode
+ #ifdef DEBUG // May be defined instead of _DEBUG. Let's fix it.
+ #ifndef _DEBUG
+ #define _DEBUG
+ #endif
+ #endif
+
+ #ifdef _DEBUG
+ // Here you may define items for debug builds
+ #endif
+
+ #ifndef THIS_FILE
+ #define THIS_FILE __FILE__
+ #endif
+
+ #ifndef ICE_NO_DLL
+ #ifdef ICECORE_EXPORTS
+ #define ICECORE_API __declspec(dllexport)
+ #else
+ #define ICECORE_API __declspec(dllimport)
+ #endif
+ #else
+ #define ICECORE_API
+ #endif
+
+ // Don't override new/delete
+// #define DEFAULT_NEWDELETE
+ #define DONT_TRACK_MEMORY_LEAKS
+
+ #define FUNCTION extern "C"
+
+ // Cosmetic stuff [mainly useful with multiple inheritance]
+ #define override(base_class) virtual
+
+ // Our own inline keyword, so that:
+ // - we can switch to __forceinline to check it's really better or not
+ // - we can remove __forceinline if the compiler doesn't support it
+// #define inline_ __forceinline
+// #define inline_ inline
+
+ // Contributed by Bruce Mitchener
+ #if defined(COMPILER_VISUAL_CPP)
+ #define inline_ __forceinline
+// #define inline_ inline
+ #elif defined(__GNUC__) && __GNUC__ < 3
+ #define inline_ inline
+ #elif defined(__GNUC__)
+ #define inline_ inline __attribute__ ((always_inline))
+ #else
+ #define inline_ inline
+ #endif
+
+ // Down the hatch
+ #pragma inline_depth( 255 )
+
+ #ifdef COMPILER_VISUAL_CPP
+ #pragma intrinsic(memcmp)
+ #pragma intrinsic(memcpy)
+ #pragma intrinsic(memset)
+ #pragma intrinsic(strcat)
+ #pragma intrinsic(strcmp)
+ #pragma intrinsic(strcpy)
+ #pragma intrinsic(strlen)
+ #pragma intrinsic(abs)
+ #pragma intrinsic(labs)
+ #endif
+
+ // ANSI compliance
+ #ifdef _DEBUG
+ // Remove painful warning in debug
+ inline_ bool __False__(){ return false; }
+ #define for if(__False__()){} else for
+ #else
+ #define for if(0){} else for
+ #endif
+
+#endif // __ICEPREPROCESSOR_H__
diff --git a/Opcode/OpcodeLib/Ice/IceRandom.cpp b/Opcode/OpcodeLib/Ice/IceRandom.cpp
new file mode 100644
index 0000000..0139be6
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRandom.cpp
@@ -0,0 +1,35 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for random generators.
+ * \file IceRandom.cpp
+ * \author Pierre Terdiman
+ * \date August, 9, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+void IceCore:: SRand(udword seed)
+{
+ srand(seed);
+}
+
+udword IceCore::Rand()
+{
+ return rand();
+}
+
+
+static BasicRandom gRandomGenerator(42);
+
+udword IceCore::GetRandomIndex(udword max_index)
+{
+ // We don't use rand() since it's limited to RAND_MAX
+ udword Index = gRandomGenerator.Randomize();
+ return Index % max_index;
+}
+
diff --git a/Opcode/OpcodeLib/Ice/IceRandom.h b/Opcode/OpcodeLib/Ice/IceRandom.h
new file mode 100644
index 0000000..3584769
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRandom.h
@@ -0,0 +1,42 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for random generators.
+ * \file IceRandom.h
+ * \author Pierre Terdiman
+ * \date August, 9, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERANDOM_H__
+#define __ICERANDOM_H__
+
+ FUNCTION ICECORE_API void SRand(udword seed);
+ FUNCTION ICECORE_API udword Rand();
+
+ //! Returns a unit random floating-point value
+ inline_ float UnitRandomFloat() { return float(Rand()) * ONE_OVER_RAND_MAX; }
+
+ //! Returns a random index so that 0<= index < max_index
+ ICECORE_API udword GetRandomIndex(udword max_index);
+
+ class ICECORE_API BasicRandom
+ {
+ public:
+
+ //! Constructor
+ inline_ BasicRandom(udword seed=0) : mRnd(seed) {}
+ //! Destructor
+ inline_ ~BasicRandom() {}
+
+ inline_ void SetSeed(udword seed) { mRnd = seed; }
+ inline_ udword GetCurrentValue() const { return mRnd; }
+ inline_ udword Randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
+
+ private:
+ udword mRnd;
+ };
+
+#endif // __ICERANDOM_H__
+
diff --git a/Opcode/OpcodeLib/Ice/IceRay.cpp b/Opcode/OpcodeLib/Ice/IceRay.cpp
new file mode 100644
index 0000000..20970ac
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRay.cpp
@@ -0,0 +1,84 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for rays.
+ * \file IceRay.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Ray class.
+ * A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity
+ * \class Ray
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+ O = Origin = impact point
+ i = normalized vector along the x axis
+ j = normalized vector along the y axis = actually the normal vector in O
+ D = Direction vector, norm |D| = 1
+ N = Projection of D on y axis, norm |N| = normal reaction
+ T = Projection of D on x axis, norm |T| = tangential reaction
+ R = Reflexion vector
+
+ ^y
+ |
+ |
+ |
+ _ _ _| _ _ _
+ * * *|
+ \ | /
+ \ |N / |
+ R\ | /D
+ \ | / |
+ \ | /
+ _________\|/______*_______>x
+ O T
+
+ Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized.
+
+ j|D = |j|*|D|*cos(theta) => |N| = j|D
+
+ Then we simply have:
+
+ D = N + T
+
+ To compute tangential reaction :
+
+ T = D - N
+
+ To compute reflexion vector :
+
+ R = N - T = N - (D-N) = 2*N - D
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+float Ray::SquareDistance(const IcePoint& point, float* t) const
+{
+ IcePoint Diff = point - mOrig;
+ float fT = Diff | mDir;
+
+ if(fT<=0.0f)
+ {
+ fT = 0.0f;
+ }
+ else
+ {
+ fT /= mDir.SquareMagnitude();
+ Diff -= fT*mDir;
+ }
+
+ if(t) *t = fT;
+
+ return Diff.SquareMagnitude();
+}
diff --git a/Opcode/OpcodeLib/Ice/IceRay.h b/Opcode/OpcodeLib/Ice/IceRay.h
new file mode 100644
index 0000000..c40552b
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRay.h
@@ -0,0 +1,98 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for rays.
+ * \file IceRay.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERAY_H__
+#define __ICERAY_H__
+
+ class ICEMATHS_API Ray
+ {
+ public:
+ //! Constructor
+ inline_ Ray() {}
+ //! Constructor
+ inline_ Ray(const IcePoint& orig, const IcePoint& dir) : mOrig(orig), mDir(dir) {}
+ //! Copy constructor
+ inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
+ //! Destructor
+ inline_ ~Ray() {}
+
+ float SquareDistance(const IcePoint& point, float* t=null) const;
+ inline_ float Distance(const IcePoint& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
+
+ IcePoint mOrig; //!< Ray origin
+ IcePoint mDir; //!< Normalized direction
+ };
+
+ inline_ void ComputeReflexionVector(IcePoint& reflected, const IcePoint& incoming_dir, const IcePoint& outward_normal)
+ {
+ reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
+ }
+
+ inline_ void ComputeReflexionVector(IcePoint& reflected, const IcePoint& source, const IcePoint& impact, const IcePoint& normal)
+ {
+ IcePoint V = impact - source;
+ reflected = V - normal * 2.0f * (V|normal);
+ }
+
+ inline_ void DecomposeVector(IcePoint& normal_compo, IcePoint& tangent_compo, const IcePoint& outward_dir, const IcePoint& outward_normal)
+ {
+ normal_compo = outward_normal * (outward_dir|outward_normal);
+ tangent_compo = outward_dir - normal_compo;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a direction vector from world space to local space
+ * \param local_dir [out] direction vector in local space
+ * \param world_dir [in] direction vector in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalDirection(IcePoint& local_dir, const IcePoint& world_dir, const Matrix4x4& world)
+ {
+ // Get world direction back in local space
+// Matrix3x3 InvWorld = world;
+// local_dir = InvWorld * world_dir;
+ local_dir = Matrix3x3(world) * world_dir;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a position vector from world space to local space
+ * \param local_pt [out] position vector in local space
+ * \param world_pt [in] position vector in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalPoint(IcePoint& local_pt, const IcePoint& world_pt, const Matrix4x4& world)
+ {
+ // Get world vertex back in local space
+ Matrix4x4 InvWorld = world;
+ InvWorld.Invert();
+ local_pt = world_pt * InvWorld;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Transforms a ray from world space to local space
+ * \param local_ray [out] ray in local space
+ * \param world_ray [in] ray in world space
+ * \param world [in] world transform
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
+ {
+ // Get world ray back in local space
+ ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
+ ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
+ }
+
+#endif // __ICERAY_H__
diff --git a/Opcode/OpcodeLib/Ice/IceRevisitedRadix.cpp b/Opcode/OpcodeLib/Ice/IceRevisitedRadix.cpp
new file mode 100644
index 0000000..f55b0cf
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRevisitedRadix.cpp
@@ -0,0 +1,520 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains source code from the article "Radix Sort Revisited".
+ * \file IceRevisitedRadix.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Revisited Radix Sort.
+ * This is my new radix routine:
+ * - it uses indices and doesn't recopy the values anymore, hence wasting less ram
+ * - it creates all the histograms in one run instead of four
+ * - it sorts words faster than dwords and bytes faster than words
+ * - it correctly sorts negative floating-point values by patching the offsets
+ * - it automatically takes advantage of temporal coherence
+ * - multiple keys support is a side effect of temporal coherence
+ * - it may be worth recoding in asm... (mainly to use FCOMI, FCMOV, etc) [it's probably memory-bound anyway]
+ *
+ * History:
+ * - 08.15.98: very first version
+ * - 04.04.00: recoded for the radix article
+ * - 12.xx.00: code lifting
+ * - 09.18.01: faster CHECK_PASS_VALIDITY thanks to Mark D. Shattuck (who provided other tips, not included here)
+ * - 10.11.01: added local ram support
+ * - 01.20.02: bugfix! In very particular cases the last pass was skipped in the float code-path, leading to incorrect sorting......
+ * - 01.02.02: - "mIndices" renamed => "mRanks". That's a rank sorter after all.
+ * - ranks are not "reset" anymore, but implicit on first calls
+ * - 07.05.02: - offsets rewritten with one less indirection.
+ * - 11.03.02: - "bool" replaced with RadixHint enum
+ *
+ * \class RadixSort
+ * \author Pierre Terdiman
+ * \version 1.4
+ * \date August, 15, 1998
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+To do:
+ - add an offset parameter between two input values (avoid some data recopy sometimes)
+ - unroll ? asm ?
+ - 11 bits trick & 3 passes as Michael did
+ - prefetch stuff the day I have a P3
+ - make a version with 16-bits indices ?
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+#define INVALIDATE_RANKS mCurrentSize|=0x80000000
+#define VALIDATE_RANKS mCurrentSize&=0x7fffffff
+#define CURRENT_SIZE (mCurrentSize&0x7fffffff)
+#define INVALID_RANKS (mCurrentSize&0x80000000)
+
+#define CHECK_RESIZE(n) \
+ if(n!=mPreviousSize) \
+ { \
+ if(n>mCurrentSize) Resize(n); \
+ else ResetRanks(); \
+ mPreviousSize = n; \
+ }
+
+#define CREATE_HISTOGRAMS(type, buffer) \
+ /* Clear counters/histograms */ \
+ ZeroMemory(mHistogram, 256*4*sizeof(udword)); \
+ \
+ /* Prepare to count */ \
+ ubyte* p = (ubyte*)input; \
+ ubyte* pe = &p[nb*4]; \
+ udword* h0= &mHistogram[0]; /* Histogram for first pass (LSB) */ \
+ udword* h1= &mHistogram[256]; /* Histogram for second pass */ \
+ udword* h2= &mHistogram[512]; /* Histogram for third pass */ \
+ udword* h3= &mHistogram[768]; /* Histogram for last pass (MSB) */ \
+ \
+ bool AlreadySorted = true; /* Optimism... */ \
+ \
+ if(INVALID_RANKS) \
+ { \
+ /* Prepare for temporal coherence */ \
+ type* Running = (type*)buffer; \
+ type PrevVal = *Running; \
+ \
+ while(p!=pe) \
+ { \
+ /* Read input buffer in previous sorted order */ \
+ type Val = *Running++; \
+ /* Check whether already sorted or not */ \
+ if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
+ /* Update for next iteration */ \
+ PrevVal = Val; \
+ \
+ /* Create histograms */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ } \
+ \
+ /* If all input values are already sorted, we just have to return and leave the */ \
+ /* previous list unchanged. That way the routine may take advantage of temporal */ \
+ /* coherence, for example when used to sort transparent faces. */ \
+ if(AlreadySorted) \
+ { \
+ mNbHits++; \
+ for(udword i=0;i<nb;i++) mRanks[i] = i; \
+ return *this; \
+ } \
+ } \
+ else \
+ { \
+ /* Prepare for temporal coherence */ \
+ udword* Indices = mRanks; \
+ type PrevVal = (type)buffer[*Indices]; \
+ \
+ while(p!=pe) \
+ { \
+ /* Read input buffer in previous sorted order */ \
+ type Val = (type)buffer[*Indices++]; \
+ /* Check whether already sorted or not */ \
+ if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
+ /* Update for next iteration */ \
+ PrevVal = Val; \
+ \
+ /* Create histograms */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ } \
+ \
+ /* If all input values are already sorted, we just have to return and leave the */ \
+ /* previous list unchanged. That way the routine may take advantage of temporal */ \
+ /* coherence, for example when used to sort transparent faces. */ \
+ if(AlreadySorted) { mNbHits++; return *this; } \
+ } \
+ \
+ /* Else there has been an early out and we must finish computing the histograms */ \
+ while(p!=pe) \
+ { \
+ /* Create histograms without the previous overhead */ \
+ h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
+ }
+
+#define CHECK_PASS_VALIDITY(pass) \
+ /* Shortcut to current counters */ \
+ udword* CurCount = &mHistogram[pass<<8]; \
+ \
+ /* Reset flag. The sorting pass is supposed to be performed. (default) */ \
+ bool PerformPass = true; \
+ \
+ /* Check pass validity */ \
+ \
+ /* If all values have the same byte, sorting is useless. */ \
+ /* It may happen when sorting bytes or words instead of dwords. */ \
+ /* This routine actually sorts words faster than dwords, and bytes */ \
+ /* faster than words. Standard running time (O(4*n))is reduced to O(2*n) */ \
+ /* for words and O(n) for bytes. Running time for floats depends on actual values... */ \
+ \
+ /* Get first byte */ \
+ ubyte UniqueVal = *(((ubyte*)input)+pass); \
+ \
+ /* Check that byte's counter */ \
+ if(CurCount[UniqueVal]==nb) PerformPass=false;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort::RadixSort() : mRanks(null), mRanks2(null), mCurrentSize(0), mTotalCalls(0), mNbHits(0)
+{
+#ifndef RADIX_LOCAL_RAM
+ // Allocate input-independent ram
+ mHistogram = new udword[256*4];
+ mOffset = new udword[256];
+#endif
+ // Initialize indices
+ INVALIDATE_RANKS;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort::~RadixSort()
+{
+ // Release everything
+#ifndef RADIX_LOCAL_RAM
+ DELETEARRAY(mOffset);
+ DELETEARRAY(mHistogram);
+#endif
+ DELETEARRAY(mRanks2);
+ DELETEARRAY(mRanks);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Resizes the inner lists.
+ * \param nb [in] new size (number of dwords)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RadixSort::Resize(udword nb)
+{
+ // Free previously used ram
+ DELETEARRAY(mRanks2);
+ DELETEARRAY(mRanks);
+
+ // Get some fresh one
+ mRanks = new udword[nb]; CHECKALLOC(mRanks);
+ mRanks2 = new udword[nb]; CHECKALLOC(mRanks2);
+
+ return true;
+}
+
+inline_ void RadixSort::CheckResize(udword nb)
+{
+ udword CurSize = CURRENT_SIZE;
+ if(nb!=CurSize)
+ {
+ if(nb>CurSize) Resize(nb);
+ mCurrentSize = nb;
+ INVALIDATE_RANKS;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main sort routine.
+ * This one is for integer values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
+ * \param input [in] a list of integer values to sort
+ * \param nb [in] number of values to sort, must be < 2^31
+ * \param hint [in] RADIX_SIGNED to handle negative values, RADIX_UNSIGNED if you know your input buffer only contains positive values
+ * \return Self-Reference
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort& RadixSort::Sort(const udword* input, udword nb, RadixHint hint)
+{
+ // Checkings
+ if(!input || !nb || nb&0x80000000) return *this;
+
+ // Stats
+ mTotalCalls++;
+
+ // Resize lists if needed
+ CheckResize(nb);
+
+#ifdef RADIX_LOCAL_RAM
+ // Allocate histograms & offsets on the stack
+ udword mHistogram[256*4];
+// udword mOffset[256];
+ udword* mLink[256];
+#endif
+
+ // Create histograms (counters). Counters for all passes are created in one run.
+ // Pros: read input buffer once instead of four times
+ // Cons: mHistogram is 4Kb instead of 1Kb
+ // We must take care of signed/unsigned values for temporal coherence.... I just
+ // have 2 code paths even if just a single opcode changes. Self-modifying code, someone?
+ if(hint==RADIX_UNSIGNED) { CREATE_HISTOGRAMS(udword, input); }
+ else { CREATE_HISTOGRAMS(sdword, input); }
+
+ // Compute #negative values involved if needed
+ udword NbNegativeValues = 0;
+ if(hint==RADIX_SIGNED)
+ {
+ // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
+ // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
+ // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
+ udword* h3= &mHistogram[768];
+ for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
+ }
+
+ // Radix sort, j is the pass number (0=LSB, 3=MSB)
+ for(udword j=0;j<4;j++)
+ {
+ CHECK_PASS_VALIDITY(j);
+
+ // Sometimes the fourth (negative) pass is skipped because all numbers are negative and the MSB is 0xFF (for example). This is
+ // not a problem, numbers are correctly sorted anyway.
+ if(PerformPass)
+ {
+ // Should we care about negative values?
+ if(j!=3 || hint==RADIX_UNSIGNED)
+ {
+ // Here we deal with positive values only
+
+ // Create offsets
+// mOffset[0] = 0;
+// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ mLink[0] = mRanks2;
+ for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+ }
+ else
+ {
+ // This is a special case to correctly handle negative integers. They're sorted in the right order but at the wrong place.
+
+ // Create biased offsets, in order for negative numbers to be sorted as well
+// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
+ mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
+// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+ for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+
+ // Fixing the wrong place for negative values
+// mOffset[128] = 0;
+ mLink[128] = mRanks2;
+// for(i=129;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ for(udword i=129;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+ }
+
+ // Perform Radix Sort
+ ubyte* InputBytes = (ubyte*)input;
+ InputBytes += j;
+ if(INVALID_RANKS)
+ {
+// for(udword i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
+ for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ udword* Indices = mRanks;
+ udword* IndicesEnd = &mRanks[nb];
+ while(Indices!=IndicesEnd)
+ {
+ udword id = *Indices++;
+// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
+ *mLink[InputBytes[id<<2]]++ = id;
+ }
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main sort routine.
+ * This one is for floating-point values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
+ * \param input [in] a list of floating-point values to sort
+ * \param nb [in] number of values to sort, must be < 2^31
+ * \return Self-Reference
+ * \warning only sorts IEEE floating-point values
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RadixSort& RadixSort::Sort(const float* input2, udword nb)
+{
+ // Checkings
+ if(!input2 || !nb || nb&0x80000000) return *this;
+
+ // Stats
+ mTotalCalls++;
+
+ udword* input = (udword*)input2;
+
+ // Resize lists if needed
+ CheckResize(nb);
+
+#ifdef RADIX_LOCAL_RAM
+ // Allocate histograms & offsets on the stack
+ udword mHistogram[256*4];
+// udword mOffset[256];
+ udword* mLink[256];
+#endif
+
+ // Create histograms (counters). Counters for all passes are created in one run.
+ // Pros: read input buffer once instead of four times
+ // Cons: mHistogram is 4Kb instead of 1Kb
+ // Floating-point values are always supposed to be signed values, so there's only one code path there.
+ // Please note the floating point comparison needed for temporal coherence! Although the resulting asm code
+ // is dreadful, this is surprisingly not such a performance hit - well, I suppose that's a big one on first
+ // generation Pentiums....We can't make comparison on integer representations because, as Chris said, it just
+ // wouldn't work with mixed positive/negative values....
+ { CREATE_HISTOGRAMS(float, input2); }
+
+ // Compute #negative values involved if needed
+ udword NbNegativeValues = 0;
+ // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
+ // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
+ // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
+ udword* h3= &mHistogram[768];
+ for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
+
+ // Radix sort, j is the pass number (0=LSB, 3=MSB)
+ for(udword j=0;j<4;j++)
+ {
+ // Should we care about negative values?
+ if(j!=3)
+ {
+ // Here we deal with positive values only
+ CHECK_PASS_VALIDITY(j);
+
+ if(PerformPass)
+ {
+ // Create offsets
+// mOffset[0] = 0;
+ mLink[0] = mRanks2;
+// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
+ for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
+
+ // Perform Radix Sort
+ ubyte* InputBytes = (ubyte*)input;
+ InputBytes += j;
+ if(INVALID_RANKS)
+ {
+// for(i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
+ for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ udword* Indices = mRanks;
+ udword* IndicesEnd = &mRanks[nb];
+ while(Indices!=IndicesEnd)
+ {
+ udword id = *Indices++;
+// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
+ *mLink[InputBytes[id<<2]]++ = id;
+ }
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ else
+ {
+ // This is a special case to correctly handle negative values
+ CHECK_PASS_VALIDITY(j);
+
+ if(PerformPass)
+ {
+ // Create biased offsets, in order for negative numbers to be sorted as well
+// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
+ mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
+// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+ for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
+
+ // We must reverse the sorting order for negative numbers!
+// mOffset[255] = 0;
+ mLink[255] = mRanks2;
+// for(i=0;i<127;i++) mOffset[254-i] = mOffset[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
+ for(udword i=0;i<127;i++) mLink[254-i] = mLink[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
+// for(i=128;i<256;i++) mOffset[i] += CurCount[i]; // Fixing the wrong place for negative values
+ for(udword i=128;i<256;i++) mLink[i] += CurCount[i]; // Fixing the wrong place for negative values
+
+ // Perform Radix Sort
+ if(INVALID_RANKS)
+ {
+ for(udword i=0;i<nb;i++)
+ {
+ udword Radix = input[i]>>24; // Radix byte, same as above. AND is useless here (udword).
+ // ### cmp to be killed. Not good. Later.
+// if(Radix<128) mRanks2[mOffset[Radix]++] = i; // Number is positive, same as above
+// else mRanks2[--mOffset[Radix]] = i; // Number is negative, flip the sorting order
+ if(Radix<128) *mLink[Radix]++ = i; // Number is positive, same as above
+ else *(--mLink[Radix]) = i; // Number is negative, flip the sorting order
+ }
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ for(udword i=0;i<nb;i++)
+ {
+ udword Radix = input[mRanks[i]]>>24; // Radix byte, same as above. AND is useless here (udword).
+ // ### cmp to be killed. Not good. Later.
+// if(Radix<128) mRanks2[mOffset[Radix]++] = mRanks[i]; // Number is positive, same as above
+// else mRanks2[--mOffset[Radix]] = mRanks[i]; // Number is negative, flip the sorting order
+ if(Radix<128) *mLink[Radix]++ = mRanks[i]; // Number is positive, same as above
+ else *(--mLink[Radix]) = mRanks[i]; // Number is negative, flip the sorting order
+ }
+ }
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ else
+ {
+ // The pass is useless, yet we still have to reverse the order of current list if all values are negative.
+ if(UniqueVal>=128)
+ {
+ if(INVALID_RANKS)
+ {
+ // ###Possible?
+ for(udword i=0;i<nb;i++) mRanks2[i] = nb-i-1;
+ VALIDATE_RANKS;
+ }
+ else
+ {
+ for(udword i=0;i<nb;i++) mRanks2[i] = mRanks[nb-i-1];
+ }
+
+ // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
+ udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
+ }
+ }
+ }
+ }
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the ram used.
+ * \return memory used in bytes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword RadixSort::GetUsedRam() const
+{
+ udword UsedRam = sizeof(RadixSort);
+#ifndef RADIX_LOCAL_RAM
+ UsedRam += 256*4*sizeof(udword); // Histograms
+ UsedRam += 256*sizeof(udword); // Offsets
+#endif
+ UsedRam += 2*CURRENT_SIZE*sizeof(udword); // 2 lists of indices
+ return UsedRam;
+}
diff --git a/Opcode/OpcodeLib/Ice/IceRevisitedRadix.h b/Opcode/OpcodeLib/Ice/IceRevisitedRadix.h
new file mode 100644
index 0000000..ec2f6b1
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceRevisitedRadix.h
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains source code from the article "Radix Sort Revisited".
+ * \file IceRevisitedRadix.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICERADIXSORT_H__
+#define __ICERADIXSORT_H__
+
+ //! Allocate histograms & offsets locally
+ #define RADIX_LOCAL_RAM
+
+ enum RadixHint
+ {
+ RADIX_SIGNED, //!< Input values are signed
+ RADIX_UNSIGNED, //!< Input values are unsigned
+
+ RADIX_FORCE_DWORD = 0x7fffffff
+ };
+
+ class ICECORE_API RadixSort
+ {
+ public:
+ // Constructor/Destructor
+ RadixSort();
+ ~RadixSort();
+ // Sorting methods
+ RadixSort& Sort(const udword* input, udword nb, RadixHint hint=RADIX_SIGNED);
+ RadixSort& Sort(const float* input, udword nb);
+
+ //! Access to results. mRanks is a list of indices in sorted order, i.e. in the order you may further process your data
+ inline_ const udword* GetRanks() const { return mRanks; }
+
+ //! mIndices2 gets trashed on calling the sort routine, but otherwise you can recycle it the way you want.
+ inline_ udword* GetRecyclable() const { return mRanks2; }
+
+ // Stats
+ udword GetUsedRam() const;
+ //! Returns the total number of calls to the radix sorter.
+ inline_ udword GetNbTotalCalls() const { return mTotalCalls; }
+ //! Returns the number of eraly exits due to temporal coherence.
+ inline_ udword GetNbHits() const { return mNbHits; }
+
+ private:
+#ifndef RADIX_LOCAL_RAM
+ udword* mHistogram; //!< Counters for each byte
+ udword* mOffset; //!< Offsets (nearly a cumulative distribution function)
+#endif
+ udword mCurrentSize; //!< Current size of the indices list
+ udword* mRanks; //!< Two lists, swapped each pass
+ udword* mRanks2;
+ // Stats
+ udword mTotalCalls; //!< Total number of calls to the sort routine
+ udword mNbHits; //!< Number of early exits due to coherence
+ // Internal methods
+ void CheckResize(udword nb);
+ bool Resize(udword nb);
+ };
+
+#endif // __ICERADIXSORT_H__
diff --git a/Opcode/OpcodeLib/Ice/IceSegment.cpp b/Opcode/OpcodeLib/Ice/IceSegment.cpp
new file mode 100644
index 0000000..ae99384
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceSegment.cpp
@@ -0,0 +1,57 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for segments.
+ * \file IceSegment.cpp
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * IceSegment class.
+ * A segment is defined by S(t) = mP0 * (1 - t) + mP1 * t, with 0 <= t <= 1
+ * Alternatively, a segment is S(t) = Origin + t * Direction for 0 <= t <= 1.
+ * Direction is not necessarily unit length. The end points are Origin = mP0 and Origin + Direction = mP1.
+ *
+ * \class IceSegment
+ * \author Pierre Terdiman
+ * \version 1.0
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+float IceSegment::SquareDistance(const IcePoint& point, float* t) const
+{
+ IcePoint Diff = point - mP0;
+ IcePoint Dir = mP1 - mP0;
+ float fT = Diff | Dir;
+
+ if(fT<=0.0f)
+ {
+ fT = 0.0f;
+ }
+ else
+ {
+ float SqrLen= Dir.SquareMagnitude();
+ if(fT>=SqrLen)
+ {
+ fT = 1.0f;
+ Diff -= Dir;
+ }
+ else
+ {
+ fT /= SqrLen;
+ Diff -= fT*Dir;
+ }
+ }
+
+ if(t) *t = fT;
+
+ return Diff.SquareMagnitude();
+}
diff --git a/Opcode/OpcodeLib/Ice/IceSegment.h b/Opcode/OpcodeLib/Ice/IceSegment.h
new file mode 100644
index 0000000..1ddaa1a
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceSegment.h
@@ -0,0 +1,55 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for segments.
+ * \file IceSegment.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICESEGMENT_H__
+#define __ICESEGMENT_H__
+
+ class ICEMATHS_API IceSegment
+ {
+ public:
+ //! Constructor
+ inline_ IceSegment() {}
+ //! Constructor
+ inline_ IceSegment(const IcePoint& p0, const IcePoint& p1) : mP0(p0), mP1(p1) {}
+ //! Copy constructor
+ inline_ IceSegment(const IceSegment& seg) : mP0(seg.mP0), mP1(seg.mP1) {}
+ //! Destructor
+ inline_ ~IceSegment() {}
+
+ inline_ const IcePoint& GetOrigin() const { return mP0; }
+ inline_ IcePoint ComputeDirection() const { return mP1 - mP0; }
+ inline_ void ComputeDirection(IcePoint& dir) const { dir = mP1 - mP0; }
+ inline_ float ComputeLength() const { return mP1.Distance(mP0); }
+ inline_ float ComputeSquareLength() const { return mP1.SquareDistance(mP0); }
+
+ inline_ void SetOriginDirection(const IcePoint& origin, const IcePoint& direction)
+ {
+ mP0 = mP1 = origin;
+ mP1 += direction;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes a point on the segment
+ * \param pt [out] point on segment
+ * \param t [in] point's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void ComputePoint(IcePoint& pt, float t) const { pt = mP0 + t * (mP1 - mP0); }
+
+ float SquareDistance(const IcePoint& point, float* t=null) const;
+ inline_ float Distance(const IcePoint& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
+
+ IcePoint mP0; //!< Start of segment
+ IcePoint mP1; //!< End of segment
+ };
+
+#endif // __ICESEGMENT_H__
diff --git a/Opcode/OpcodeLib/Ice/IceTriangle.cpp b/Opcode/OpcodeLib/Ice/IceTriangle.cpp
new file mode 100644
index 0000000..0b8c6d5
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceTriangle.cpp
@@ -0,0 +1,286 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy triangle class.
+ * \file IceTriangle.cpp
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceMaths;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a triangle class.
+ *
+ * \class Tri
+ * \author Pierre Terdiman
+ * \version 1.0
+ * \date 08.15.98
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static sdword VPlaneSideEps(const IcePoint& v, const IcePlane& plane, float epsilon)
+{
+ // Compute distance from current vertex to the plane
+ float Dist = plane.Distance(v);
+ // Compute side:
+ // 1 = the vertex is on the positive side of the plane
+ // -1 = the vertex is on the negative side of the plane
+ // 0 = the vertex is on the plane (within epsilon)
+ return Dist > epsilon ? 1 : Dist < -epsilon ? -1 : 0;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Flips the winding order.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Flip()
+{
+ IcePoint Tmp = mVerts[1];
+ mVerts[1] = mVerts[2];
+ mVerts[2] = Tmp;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle area.
+ * \return the area
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Area() const
+{
+ const IcePoint& p0 = mVerts[0];
+ const IcePoint& p1 = mVerts[1];
+ const IcePoint& p2 = mVerts[2];
+ return ((p0 - p1)^(p0 - p2)).Magnitude() * 0.5f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle perimeter.
+ * \return the perimeter
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Perimeter() const
+{
+ const IcePoint& p0 = mVerts[0];
+ const IcePoint& p1 = mVerts[1];
+ const IcePoint& p2 = mVerts[2];
+ return p0.Distance(p1)
+ + p0.Distance(p2)
+ + p1.Distance(p2);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle compacity.
+ * \return the compacity
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::Compacity() const
+{
+ float P = Perimeter();
+ if(P==0.0f) return 0.0f;
+ return (4.0f*PI*Area()/(P*P));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle normal.
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Normal(IcePoint& normal) const
+{
+ const IcePoint& p0 = mVerts[0];
+ const IcePoint& p1 = mVerts[1];
+ const IcePoint& p2 = mVerts[2];
+ normal = ((p0 - p1)^(p0 - p2)).Normalize();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle denormalized normal.
+ * \param normal [out] the computed normal
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::DenormalizedNormal(IcePoint& normal) const
+{
+ const IcePoint& p0 = mVerts[0];
+ const IcePoint& p1 = mVerts[1];
+ const IcePoint& p2 = mVerts[2];
+ normal = ((p0 - p1)^(p0 - p2));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle center.
+ * \param center [out] the computed center
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::Center(IcePoint& center) const
+{
+ const IcePoint& p0 = mVerts[0];
+ const IcePoint& p1 = mVerts[1];
+ const IcePoint& p2 = mVerts[2];
+ center = (p0 + p1 + p2)*INV3;
+}
+
+PartVal Triangle::TestAgainstPlane(const IcePlane& plane, float epsilon) const
+{
+ bool Pos = false, Neg = false;
+
+ // Loop through all vertices
+ for(udword i=0;i<3;i++)
+ {
+ // Compute side:
+ sdword Side = VPlaneSideEps(mVerts[i], plane, epsilon);
+
+ if (Side < 0) Neg = true;
+ else if (Side > 0) Pos = true;
+ }
+
+ if (!Pos && !Neg) return TRI_ON_PLANE;
+ else if (Pos && Neg) return TRI_INTERSECT;
+ else if (Pos && !Neg) return TRI_PLUS_SPACE;
+ else if (!Pos && Neg) return TRI_MINUS_SPACE;
+
+ // What?!
+ return TRI_FORCEDWORD;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle moment.
+ * \param m [out] the moment
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+void Triangle::ComputeMoment(Moment& m)
+{
+ // Compute the area of the triangle
+ m.mArea = Area();
+
+ // Compute the centroid
+ Center(m.mCentroid);
+
+ // Second-order components. Handle zero-area faces.
+ IcePoint& p = mVerts[0];
+ IcePoint& q = mVerts[1];
+ IcePoint& r = mVerts[2];
+ if(m.mArea==0.0f)
+ {
+ // This triangle has zero area. The second order components would be eliminated with the usual formula, so, for the
+ // sake of robustness we use an alternative form. These are the centroid and second-order components of the triangle's vertices.
+ m.mCovariance.m[0][0] = (p.x*p.x + q.x*q.x + r.x*r.x);
+ m.mCovariance.m[0][1] = (p.x*p.y + q.x*q.y + r.x*r.y);
+ m.mCovariance.m[0][2] = (p.x*p.z + q.x*q.z + r.x*r.z);
+ m.mCovariance.m[1][1] = (p.y*p.y + q.y*q.y + r.y*r.y);
+ m.mCovariance.m[1][2] = (p.y*p.z + q.y*q.z + r.y*r.z);
+ m.mCovariance.m[2][2] = (p.z*p.z + q.z*q.z + r.z*r.z);
+ m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
+ m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
+ m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
+ }
+ else
+ {
+ const float OneOverTwelve = 1.0f / 12.0f;
+ m.mCovariance.m[0][0] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.x + p.x*p.x + q.x*q.x + r.x*r.x) * OneOverTwelve;
+ m.mCovariance.m[0][1] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.y + p.x*p.y + q.x*q.y + r.x*r.y) * OneOverTwelve;
+ m.mCovariance.m[1][1] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.y + p.y*p.y + q.y*q.y + r.y*r.y) * OneOverTwelve;
+ m.mCovariance.m[0][2] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.z + p.x*p.z + q.x*q.z + r.x*r.z) * OneOverTwelve;
+ m.mCovariance.m[1][2] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.z + p.y*p.z + q.y*q.z + r.y*r.z) * OneOverTwelve;
+ m.mCovariance.m[2][2] = m.mArea * (9.0f * m.mCentroid.z*m.mCentroid.z + p.z*p.z + q.z*q.z + r.z*r.z) * OneOverTwelve;
+ m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
+ m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
+ m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
+ }
+}
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's smallest edge length.
+ * \return the smallest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::MinEdgeLength() const
+{
+ float Min = MAX_FLOAT;
+ float Length01 = mVerts[0].Distance(mVerts[1]);
+ float Length02 = mVerts[0].Distance(mVerts[2]);
+ float Length12 = mVerts[1].Distance(mVerts[2]);
+ if(Length01 < Min) Min = Length01;
+ if(Length02 < Min) Min = Length02;
+ if(Length12 < Min) Min = Length12;
+ return Min;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the triangle's largest edge length.
+ * \return the largest edge length
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float Triangle::MaxEdgeLength() const
+{
+ float Max = MIN_FLOAT;
+ float Length01 = mVerts[0].Distance(mVerts[1]);
+ float Length02 = mVerts[0].Distance(mVerts[2]);
+ float Length12 = mVerts[1].Distance(mVerts[2]);
+ if(Length01 > Max) Max = Length01;
+ if(Length02 > Max) Max = Length02;
+ if(Length12 > Max) Max = Length12;
+ return Max;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a point on the triangle according to the stabbing information.
+ * \param u,v [in] point's barycentric coordinates
+ * \param pt [out] point on triangle
+ * \param nearvtx [out] index of nearest vertex
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Triangle::ComputePoint(float u, float v, IcePoint& pt, udword* nearvtx) const
+{
+ // Compute point coordinates
+ pt = (1.0f - u - v)*mVerts[0] + u*mVerts[1] + v*mVerts[2];
+
+ // Compute nearest vertex if needed
+ if(nearvtx)
+ {
+ // Compute distance vector
+ IcePoint d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
+ mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
+ mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
+
+ // Get smallest distance
+ *nearvtx = d.SmallestAxis();
+ }
+}
+
+void Triangle::Inflate(float fat_coeff, bool constant_border)
+{
+ // Compute triangle center
+ IcePoint TriangleCenter;
+ Center(TriangleCenter);
+
+ // Don't normalize?
+ // Normalize => add a constant border, regardless of triangle size
+ // Don't => add more to big triangles
+ for(udword i=0;i<3;i++)
+ {
+ IcePoint v = mVerts[i] - TriangleCenter;
+
+ if(constant_border) v.Normalize();
+
+ mVerts[i] += v * fat_coeff;
+ }
+}
diff --git a/Opcode/OpcodeLib/Ice/IceTriangle.h b/Opcode/OpcodeLib/Ice/IceTriangle.h
new file mode 100644
index 0000000..c6a9a87
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceTriangle.h
@@ -0,0 +1,68 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a handy triangle class.
+ * \file IceTriangle.h
+ * \author Pierre Terdiman
+ * \date January, 17, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETRIANGLE_H__
+#define __ICETRIANGLE_H__
+
+ // Forward declarations
+ class Moment;
+
+ // Partitioning values
+ enum PartVal
+ {
+ TRI_MINUS_SPACE = 0, //!< Triangle is in the negative space
+ TRI_PLUS_SPACE = 1, //!< Triangle is in the positive space
+ TRI_INTERSECT = 2, //!< Triangle intersects plane
+ TRI_ON_PLANE = 3, //!< Triangle and plane are coplanar
+
+ TRI_FORCEDWORD = 0x7fffffff
+ };
+
+ // A triangle class.
+ class ICEMATHS_API Triangle
+ {
+ public:
+ //! Constructor
+ inline_ Triangle() {}
+ //! Constructor
+ inline_ Triangle(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2) { mVerts[0]=p0; mVerts[1]=p1; mVerts[2]=p2; }
+ //! Copy constructor
+ inline_ Triangle(const Triangle& triangle)
+ {
+ mVerts[0] = triangle.mVerts[0];
+ mVerts[1] = triangle.mVerts[1];
+ mVerts[2] = triangle.mVerts[2];
+ }
+ //! Destructor
+ inline_ ~Triangle() {}
+ //! Vertices
+ IcePoint mVerts[3];
+
+ // Methods
+ void Flip();
+ float Area() const;
+ float Perimeter() const;
+ float Compacity() const;
+ void Normal(IcePoint& normal) const;
+ void DenormalizedNormal(IcePoint& normal) const;
+ void Center(IcePoint& center) const;
+ inline_ IcePlane PlaneEquation() const { return IcePlane(mVerts[0], mVerts[1], mVerts[2]); }
+
+ PartVal TestAgainstPlane(const IcePlane& plane, float epsilon) const;
+// float Distance(IcePoint& cp, IcePoint& cq, Tri& tri);
+ void ComputeMoment(Moment& m);
+ float MinEdgeLength() const;
+ float MaxEdgeLength() const;
+ void ComputePoint(float u, float v, IcePoint& pt, udword* nearvtx=null) const;
+ void Inflate(float fat_coeff, bool constant_border);
+ };
+
+#endif // __ICETRIANGLE_H__
diff --git a/Opcode/OpcodeLib/Ice/IceTrilist.h b/Opcode/OpcodeLib/Ice/IceTrilist.h
new file mode 100644
index 0000000..d5f7c70
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceTrilist.h
@@ -0,0 +1,61 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a triangle container.
+ * \file IceTrilist.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETRILIST_H__
+#define __ICETRILIST_H__
+
+ class ICEMATHS_API TriList : public Container
+ {
+ public:
+ // Constructor / Destructor
+ TriList() {}
+ ~TriList() {}
+
+ inline_ udword GetNbTriangles() const { return GetNbEntries()/9; }
+ inline_ Triangle* GetTriangles() const { return (Triangle*)GetEntries(); }
+
+ void AddTri(const Triangle& tri)
+ {
+ Add(tri.mVerts[0].x).Add(tri.mVerts[0].y).Add(tri.mVerts[0].z);
+ Add(tri.mVerts[1].x).Add(tri.mVerts[1].y).Add(tri.mVerts[1].z);
+ Add(tri.mVerts[2].x).Add(tri.mVerts[2].y).Add(tri.mVerts[2].z);
+ }
+
+ void AddTri(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2)
+ {
+ Add(p0.x).Add(p0.y).Add(p0.z);
+ Add(p1.x).Add(p1.y).Add(p1.z);
+ Add(p2.x).Add(p2.y).Add(p2.z);
+ }
+ };
+
+ class ICEMATHS_API TriangleList : public Container
+ {
+ public:
+ // Constructor / Destructor
+ TriangleList() {}
+ ~TriangleList() {}
+
+ inline_ udword GetNbTriangles() const { return GetNbEntries()/3; }
+ inline_ IndexedTriangle* GetTriangles() const { return (IndexedTriangle*)GetEntries();}
+
+ void AddTriangle(const IndexedTriangle& tri)
+ {
+ Add(tri.mVRef[0]).Add(tri.mVRef[1]).Add(tri.mVRef[2]);
+ }
+
+ void AddTriangle(udword vref0, udword vref1, udword vref2)
+ {
+ Add(vref0).Add(vref1).Add(vref2);
+ }
+ };
+
+#endif //__ICETRILIST_H__
diff --git a/Opcode/OpcodeLib/Ice/IceTypes.h b/Opcode/OpcodeLib/Ice/IceTypes.h
new file mode 100644
index 0000000..dac0a71
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceTypes.h
@@ -0,0 +1,157 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains custom types.
+ * \file IceTypes.h
+ * \author Pierre Terdiman
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICETYPES_H__
+#define __ICETYPES_H__
+
+ #define USE_HANDLE_MANAGER
+
+ // Constants
+ #define PI 3.1415926535897932384626433832795028841971693993751f //!< PI
+ #define HALFPI 1.57079632679489661923f //!< 0.5 * PI
+ #define TWOPI 6.28318530717958647692f //!< 2.0 * PI
+ #define INVPI 0.31830988618379067154f //!< 1.0 / PI
+
+ #define RADTODEG 57.2957795130823208768f //!< 180.0 / PI, convert radians to degrees
+ #define DEGTORAD 0.01745329251994329577f //!< PI / 180.0, convert degrees to radians
+
+ #define EXP 2.71828182845904523536f //!< e
+ #define INVLOG2 3.32192809488736234787f //!< 1.0 / log10(2)
+ #define LN2 0.693147180559945f //!< ln(2)
+ #define INVLN2 1.44269504089f //!< 1.0f / ln(2)
+
+ #define INV3 0.33333333333333333333f //!< 1/3
+ #define INV6 0.16666666666666666666f //!< 1/6
+ #define INV7 0.14285714285714285714f //!< 1/7
+ #define INV9 0.11111111111111111111f //!< 1/9
+ #define INV255 0.00392156862745098039f //!< 1/255
+
+ #define SQRT2 1.41421356237f //!< sqrt(2)
+ #define INVSQRT2 0.707106781188f //!< 1 / sqrt(2)
+
+ #define SQRT3 1.73205080757f //!< sqrt(3)
+ #define INVSQRT3 0.577350269189f //!< 1 / sqrt(3)
+
+ #define null 0 //!< our own NULL pointer
+
+ // Custom types used in ICE
+ typedef signed char sbyte; //!< sizeof(sbyte) must be 1
+ typedef unsigned char ubyte; //!< sizeof(ubyte) must be 1
+ typedef signed short sword; //!< sizeof(sword) must be 2
+ typedef unsigned short uword; //!< sizeof(uword) must be 2
+ typedef signed int sdword; //!< sizeof(sdword) must be 4
+ typedef unsigned int udword; //!< sizeof(udword) must be 4
+ typedef signed __int64 sqword; //!< sizeof(sqword) must be 8
+ typedef unsigned __int64 uqword; //!< sizeof(uqword) must be 8
+ typedef float float32; //!< sizeof(float32) must be 4
+ typedef double float64; //!< sizeof(float64) must be 4
+
+ ICE_COMPILE_TIME_ASSERT(sizeof(bool)==1); // ...otherwise things might fail with VC++ 4.2 !
+ ICE_COMPILE_TIME_ASSERT(sizeof(ubyte)==1);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sbyte)==1);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sword)==2);
+ ICE_COMPILE_TIME_ASSERT(sizeof(uword)==2);
+ ICE_COMPILE_TIME_ASSERT(sizeof(udword)==4);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sdword)==4);
+ ICE_COMPILE_TIME_ASSERT(sizeof(uqword)==8);
+ ICE_COMPILE_TIME_ASSERT(sizeof(sqword)==8);
+
+ //! TO BE DOCUMENTED
+ #define DECLARE_ICE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
+
+ typedef udword DynID; //!< Dynamic identifier
+#ifdef USE_HANDLE_MANAGER
+ typedef udword KID; //!< Kernel ID
+// DECLARE_ICE_HANDLE(KID);
+#else
+ typedef uword KID; //!< Kernel ID
+#endif
+ typedef udword RTYPE; //!< Relationship-type (!) between owners and references
+ #define INVALID_ID 0xffffffff //!< Invalid dword ID (counterpart of null pointers)
+#ifdef USE_HANDLE_MANAGER
+ #define INVALID_KID 0xffffffff //!< Invalid Kernel ID
+#else
+ #define INVALID_KID 0xffff //!< Invalid Kernel ID
+#endif
+ #define INVALID_NUMBER 0xDEADBEEF //!< Standard junk value
+
+ // Define BOOL if needed
+ #ifndef BOOL
+ typedef int BOOL; //!< Another boolean type.
+ #endif
+
+ //! Union of a float and a sdword
+ typedef union {
+ float f; //!< The float
+ sdword d; //!< The integer
+ }scell;
+
+ //! Union of a float and a udword
+ typedef union {
+ float f; //!< The float
+ udword d; //!< The integer
+ }ucell;
+
+ // Type ranges
+ #define MAX_SBYTE 0x7f //!< max possible sbyte value
+ #define MIN_SBYTE 0x80 //!< min possible sbyte value
+ #define MAX_UBYTE 0xff //!< max possible ubyte value
+ #define MIN_UBYTE 0x00 //!< min possible ubyte value
+ #define MAX_SWORD 0x7fff //!< max possible sword value
+ #define MIN_SWORD 0x8000 //!< min possible sword value
+ #define MAX_UWORD 0xffff //!< max possible uword value
+ #define MIN_UWORD 0x0000 //!< min possible uword value
+ #define MAX_SDWORD 0x7fffffff //!< max possible sdword value
+ #define MIN_SDWORD 0x80000000 //!< min possible sdword value
+ #define MAX_UDWORD 0xffffffff //!< max possible udword value
+ #define MIN_UDWORD 0x00000000 //!< min possible udword value
+ #define MAX_FLOAT FLT_MAX //!< max possible float value
+ #define MIN_FLOAT (-FLT_MAX) //!< min possible loat value
+ #define IEEE_1_0 0x3f800000 //!< integer representation of 1.0
+ #define IEEE_255_0 0x437f0000 //!< integer representation of 255.0
+ #define IEEE_MAX_FLOAT 0x7f7fffff //!< integer representation of MAX_FLOAT
+ #define IEEE_MIN_FLOAT 0xff7fffff //!< integer representation of MIN_FLOAT
+ #define IEEE_UNDERFLOW_LIMIT 0x1a000000
+
+ #define ONE_OVER_RAND_MAX (1.0f / float(RAND_MAX)) //!< Inverse of the max possible value returned by rand()
+
+ typedef int (__stdcall* PROC)(); //!< A standard procedure call.
+ typedef bool (*ENUMERATION)(udword value, udword param, udword context); //!< ICE standard enumeration call
+ typedef void** VTABLE; //!< A V-Table.
+
+ #undef MIN
+ #undef MAX
+ #define MIN(a, b) ((a) < (b) ? (a) : (b)) //!< Returns the min value between a and b
+ #define MAX(a, b) ((a) > (b) ? (a) : (b)) //!< Returns the max value between a and b
+ #define MAXMAX(a,b,c) ((a) > (b) ? MAX (a,c) : MAX (b,c)) //!< Returns the max value between a, b and c
+
+ template<class T> inline_ const T& TMin (const T& a, const T& b) { return b < a ? b : a; }
+ template<class T> inline_ const T& TMax (const T& a, const T& b) { return a < b ? b : a; }
+ template<class T> inline_ void TSetMin (T& a, const T& b) { if(a>b) a = b; }
+ template<class T> inline_ void TSetMax (T& a, const T& b) { if(a<b) a = b; }
+
+ #define SQR(x) ((x)*(x)) //!< Returns x square
+ #define CUBE(x) ((x)*(x)*(x)) //!< Returns x cube
+
+ #define AND & //!< ...
+ #define OR | //!< ...
+ #define XOR ^ //!< ...
+
+ #define QUADRAT(x) ((x)*(x)) //!< Returns x square
+
+#ifdef _WIN32
+# define srand48(x) srand((unsigned int) (x))
+# define srandom(x) srand((unsigned int) (x))
+# define random() ((double) rand())
+# define drand48() ((double) (((double) rand()) / ((double) RAND_MAX)))
+#endif
+
+#endif // __ICETYPES_H__
diff --git a/Opcode/OpcodeLib/Ice/IceUtils.cpp b/Opcode/OpcodeLib/Ice/IceUtils.cpp
new file mode 100644
index 0000000..d877203
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceUtils.cpp
@@ -0,0 +1,39 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains misc. useful macros & defines.
+ * \file IceUtils.cpp
+ * \author Pierre Terdiman (collected from various sources)
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace IceCore;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns the alignment of the input address.
+ * \fn Alignment()
+ * \param address [in] address to check
+ * \return the best alignment (e.g. 1 for odd addresses, etc)
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword IceCore::Alignment(udword address)
+{
+ // Returns 0 for null addresses
+ if(!address) return 0;
+
+ // Test all bits
+ udword Align = 1;
+ for(udword i=1;i<32;i++)
+ {
+ // Returns as soon as the alignment is broken
+ if(address&Align) return Align;
+ Align<<=1;
+ }
+ // Here all bits are null, except the highest one (else the address would be null)
+ return Align;
+}
diff --git a/Opcode/OpcodeLib/Ice/IceUtils.h b/Opcode/OpcodeLib/Ice/IceUtils.h
new file mode 100644
index 0000000..0e6161e
--- /dev/null
+++ b/Opcode/OpcodeLib/Ice/IceUtils.h
@@ -0,0 +1,256 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains misc. useful macros & defines.
+ * \file IceUtils.h
+ * \author Pierre Terdiman (collected from various sources)
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEUTILS_H__
+#define __ICEUTILS_H__
+
+ #define START_RUNONCE { static bool __RunOnce__ = false; if(!__RunOnce__){
+ #define END_RUNONCE __RunOnce__ = true;}}
+
+ //! Reverse all the bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ //! (each line can be done in any order.
+ inline_ void ReverseBits(udword& n)
+ {
+ n = ((n >> 1) & 0x55555555) | ((n << 1) & 0xaaaaaaaa);
+ n = ((n >> 2) & 0x33333333) | ((n << 2) & 0xcccccccc);
+ n = ((n >> 4) & 0x0f0f0f0f) | ((n << 4) & 0xf0f0f0f0);
+ n = ((n >> 8) & 0x00ff00ff) | ((n << 8) & 0xff00ff00);
+ n = ((n >> 16) & 0x0000ffff) | ((n << 16) & 0xffff0000);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ }
+
+ //! Count the number of '1' bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ inline_ udword CountBits(udword n)
+ {
+ // This relies of the fact that the count of n bits can NOT overflow
+ // an n bit interger. EG: 1 bit count takes a 1 bit interger, 2 bit counts
+ // 2 bit interger, 3 bit count requires only a 2 bit interger.
+ // So we add all bit pairs, then each nible, then each byte etc...
+ n = (n & 0x55555555) + ((n & 0xaaaaaaaa) >> 1);
+ n = (n & 0x33333333) + ((n & 0xcccccccc) >> 2);
+ n = (n & 0x0f0f0f0f) + ((n & 0xf0f0f0f0) >> 4);
+ n = (n & 0x00ff00ff) + ((n & 0xff00ff00) >> 8);
+ n = (n & 0x0000ffff) + ((n & 0xffff0000) >> 16);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ return n;
+ }
+
+ //! Even faster?
+ inline_ udword CountBits2(udword bits)
+ {
+ bits = bits - ((bits >> 1) & 0x55555555);
+ bits = ((bits >> 2) & 0x33333333) + (bits & 0x33333333);
+ bits = ((bits >> 4) + bits) & 0x0F0F0F0F;
+ return (bits * 0x01010101) >> 24;
+ }
+
+ //! Spread out bits. EG 00001111 -> 0101010101
+ //! 00001010 -> 0100010000
+ //! This is used to interleve to intergers to produce a `Morten Key'
+ //! used in Space Filling Curves (See DrDobbs Journal, July 1999)
+ //! Order is important.
+ inline_ void SpreadBits(udword& n)
+ {
+ n = ( n & 0x0000ffff) | (( n & 0xffff0000) << 16);
+ n = ( n & 0x000000ff) | (( n & 0x0000ff00) << 8);
+ n = ( n & 0x000f000f) | (( n & 0x00f000f0) << 4);
+ n = ( n & 0x03030303) | (( n & 0x0c0c0c0c) << 2);
+ n = ( n & 0x11111111) | (( n & 0x22222222) << 1);
+ }
+
+ // Next Largest Power of 2
+ // Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
+ // that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
+ // the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
+ // largest power of 2. For a 32-bit value:
+ inline_ udword nlpo2(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return x+1;
+ }
+
+ //! Test to see if a number is an exact power of two (from Steve Baker's Cute Code Collection)
+ inline_ bool IsPowerOfTwo(udword n) { return ((n&(n-1))==0); }
+
+ //! Zero the least significant '1' bit in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void ZeroLeastSetBit(udword& n) { n&=(n-1); }
+
+ //! Set the least significant N bits in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void SetLeastNBits(udword& x, udword n) { x|=~(~0<<n); }
+
+ //! Classic XOR swap (from Steve Baker's Cute Code Collection)
+ //! x ^= y; /* x' = (x^y) */
+ //! y ^= x; /* y' = (y^(x^y)) = x */
+ //! x ^= y; /* x' = (x^y)^x = y */
+ inline_ void Swap(udword& x, udword& y) { x ^= y; y ^= x; x ^= y; }
+
+ //! Little/Big endian (from Steve Baker's Cute Code Collection)
+ //!
+ //! Extra comments by Kenny Hoff:
+ //! Determines the byte-ordering of the current machine (little or big endian)
+ //! by setting an integer value to 1 (so least significant bit is now 1); take
+ //! the address of the int and cast to a byte pointer (treat integer as an
+ //! array of four bytes); check the value of the first byte (must be 0 or 1).
+ //! If the value is 1, then the first byte least significant byte and this
+ //! implies LITTLE endian. If the value is 0, the first byte is the most
+ //! significant byte, BIG endian. Examples:
+ //! integer 1 on BIG endian: 00000000 00000000 00000000 00000001
+ //! integer 1 on LITTLE endian: 00000001 00000000 00000000 00000000
+ //!---------------------------------------------------------------------------
+ //! int IsLittleEndian() { int x=1; return ( ((char*)(&x))[0] ); }
+ inline_ char LittleEndian() { int i = 1; return *((char*)&i); }
+
+ //!< Alternative abs function
+ inline_ udword abs_(sdword x) { sdword y= x >> 31; return (x^y)-y; }
+
+ //!< Alternative min function
+ inline_ sdword min_(sdword a, sdword b) { sdword delta = b-a; return a + (delta&(delta>>31)); }
+
+ // Determine if one of the bytes in a 4 byte word is zero
+ inline_ BOOL HasNullByte(udword x) { return ((x + 0xfefefeff) & (~x) & 0x80808080); }
+
+ // To find the smallest 1 bit in a word EG: ~~~~~~10---0 => 0----010---0
+ inline_ udword LowestOneBit(udword w) { return ((w) & (~(w)+1)); }
+// inline_ udword LowestOneBit_(udword w) { return ((w) & (-(w))); }
+
+ // Most Significant 1 Bit
+ // Given a binary integer value x, the most significant 1 bit (highest numbered element of a bit set)
+ // can be computed using a SWAR algorithm that recursively "folds" the upper bits into the lower bits.
+ // This process yields a bit vector with the same most significant 1 as x, but all 1's below it.
+ // Bitwise AND of the original value with the complement of the "folded" value shifted down by one
+ // yields the most significant bit. For a 32-bit value:
+ inline_ udword msb32(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return (x & ~(x >> 1));
+ }
+
+ /*
+ "Just call it repeatedly with various input values and always with the same variable as "memory".
+ The sharpness determines the degree of filtering, where 0 completely filters out the input, and 1
+ does no filtering at all.
+
+ I seem to recall from college that this is called an IIR (Infinite Impulse Response) filter. As opposed
+ to the more typical FIR (Finite Impulse Response).
+
+ Also, I'd say that you can make more intelligent and interesting filters than this, for example filters
+ that remove wrong responses from the mouse because it's being moved too fast. You'd want such a filter
+ to be applied before this one, of course."
+
+ (JCAB on Flipcode)
+ */
+ inline_ float FeedbackFilter(float val, float& memory, float sharpness)
+ {
+ ASSERT(sharpness>=0.0f && sharpness<=1.0f && "Invalid sharpness value in feedback filter");
+ if(sharpness<0.0f) sharpness = 0.0f;
+ else if(sharpness>1.0f) sharpness = 1.0f;
+ return memory = val * sharpness + memory * (1.0f - sharpness);
+ }
+
+ //! If you can guarantee that your input domain (i.e. value of x) is slightly
+ //! limited (abs(x) must be < ((1<<31u)-32767)), then you can use the
+ //! following code to clamp the resulting value into [-32768,+32767] range:
+ inline_ int ClampToInt16(int x)
+ {
+// ASSERT(abs(x) < (int)((1<<31u)-32767));
+
+ int delta = 32767 - x;
+ x += (delta>>31) & delta;
+ delta = x + 32768;
+ x -= (delta>>31) & delta;
+ return x;
+ }
+
+ // Generic functions
+ template<class Type> inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; }
+ template<class Type> inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((x<lo) ? lo : (x>hi) ? hi : x); }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b)
+ {
+ if(a>b) TSwap(a, b);
+ }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b, Type& c)
+ {
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ }
+
+ // Prevent nasty user-manipulations (strategy borrowed from Charles Bloom)
+// #define PREVENT_COPY(curclass) void operator = (const curclass& object) { ASSERT(!"Bad use of operator ="); }
+ // ... actually this is better !
+ #define PREVENT_COPY(cur_class) private: cur_class(const cur_class& object); cur_class& operator=(const cur_class& object);
+
+ //! TO BE DOCUMENTED
+ #define OFFSET_OF(Class, Member) (size_t)&(((Class*)0)->Member)
+ //! TO BE DOCUMENTED
+ #define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns the alignment of the input address.
+ * \fn Alignment()
+ * \param address [in] address to check
+ * \return the best alignment (e.g. 1 for odd addresses, etc)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ FUNCTION ICECORE_API udword Alignment(udword address);
+
+ #define IS_ALIGNED_2(x) ((x&1)==0)
+ #define IS_ALIGNED_4(x) ((x&3)==0)
+ #define IS_ALIGNED_8(x) ((x&7)==0)
+
+ inline_ void _prefetch(void const* ptr) { (void)*(char const volatile *)ptr; }
+
+ // Compute implicit coords from an index:
+ // The idea is to get back 2D coords from a 1D index.
+ // For example:
+ //
+ // 0 1 2 ... nbu-1
+ // nbu nbu+1 i ...
+ //
+ // We have i, we're looking for the equivalent (u=2, v=1) location.
+ // i = u + v*nbu
+ // <=> i/nbu = u/nbu + v
+ // Since 0 <= u < nbu, u/nbu = 0 (integer)
+ // Hence: v = i/nbu
+ // Then we simply put it back in the original equation to compute u = i - v*nbu
+ inline_ void Compute2DCoords(udword& u, udword& v, udword i, udword nbu)
+ {
+ v = i / nbu;
+ u = i - (v * nbu);
+ }
+
+ // In 3D: i = u + v*nbu + w*nbu*nbv
+ // <=> i/(nbu*nbv) = u/(nbu*nbv) + v/nbv + w
+ // u/(nbu*nbv) is null since u/nbu was null already.
+ // v/nbv is null as well for the same reason.
+ // Hence w = i/(nbu*nbv)
+ // Then we're left with a 2D problem: i' = i - w*nbu*nbv = u + v*nbu
+ inline_ void Compute3DCoords(udword& u, udword& v, udword& w, udword i, udword nbu, udword nbu_nbv)
+ {
+ w = i / (nbu_nbv);
+ Compute2DCoords(u, v, i - (w * nbu_nbv), nbu);
+ }
+
+#endif // __ICEUTILS_H__
diff --git a/Opcode/OpcodeLib/OPC_AABBCollider.cpp b/Opcode/OpcodeLib/OPC_AABBCollider.cpp
new file mode 100644
index 0000000..fe87d24
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_AABBCollider.cpp
@@ -0,0 +1,696 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an AABB collider.
+ * \file OPC_AABBCollider.cpp
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an AABB-vs-tree collider.
+ *
+ * \class AABBCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date January, 1st, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! AABB-triangle test
+#define AABB_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index);\
+ mLeafVerts[0] = *VP.Vertex[0]; \
+ mLeafVerts[1] = *VP.Vertex[1]; \
+ mLeafVerts[2] = *VP.Vertex[2]; \
+ /* Perform triangle-box overlap test */ \
+ if(TriBoxOverlap()) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollider::AABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollider::~AABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param model [in] Opcode model to collide with
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const Model& model)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box)) 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
+ * - check temporal coherence
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] AABB in world space
+ * \return TRUE if we can return immediately
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL AABBCollider::InitQuery(AABBCache& cache, const CollisionAABB& box)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Keep track of the query box
+ mBox = box;
+
+ // 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 box (and set contact status if needed)
+ AABB_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 box (and set contact status if needed)
+ AABB_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 box N(ew) against the previous fat box P(revious):
+ if(IsCacheValid(cache) && mBox.IsInside(cache.FatBox))
+ {
+ // - 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 box so that coherence will work for subsequent frames
+ mBox.mExtents *= cache.FatCoeff;
+
+ // Update cache with query data (signature for cached faces)
+ cache.FatBox = mBox;
+ }
+ }
+ }
+ else
+ {
+ // Here we don't use temporal coherence => do a normal query
+ mTouchedPrimitives->Reset();
+ }
+
+ // 5) Precompute min & max bounds if needed
+ mMin = box.mCenter - box.mExtents;
+ mMax = box.mCenter + box.mExtents;
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for vanilla AABB trees.
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param tree [in] AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, 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, box)) return true;
+
+ // Perform collision query
+ _Collide(tree);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the AABB 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 AABB contains the whole box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBCollider::AABBContainsBox(const IcePoint& bc, const IcePoint& be)
+{
+ if(mMin.x > bc.x - be.x) return FALSE;
+ if(mMin.y > bc.y - be.y) return FALSE;
+ if(mMin.z > bc.z - be.z) return FALSE;
+
+ if(mMax.x < bc.x + be.x) return FALSE;
+ if(mMax.y < bc.y + be.y) return FALSE;
+ if(mMax.z < bc.z + be.z) return FALSE;
+
+ return TRUE;
+}
+
+#define TEST_BOX_IN_AABB(center, extents) \
+ if(AABBContainsBox(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 AABBCollider::_Collide(const AABBCollisionNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->IsLeaf())
+ {
+ AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_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 AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(Center, Extents)
+
+ if(node->IsLeaf())
+ {
+ AABB_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 AABBCollider::_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 AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBNoLeafNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
+{
+ // Perform AABB-AABB overlap test
+ if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_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 AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(Center, Extents)
+
+ if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { AABB_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 AABBCollider::_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 AABB-AABB overlap test
+ if(!AABBAABBOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBTreeNode* node)
+{
+ // Perform AABB-AABB overlap test
+ IcePoint Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!AABBAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf() || AABBContainsBox(Center, Extents))
+ {
+ mFlags |= OPC_CONTACT;
+ mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _Collide(node->GetPos());
+ _Collide(node->GetNeg());
+ }
+}
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridAABBCollider::HybridAABBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridAABBCollider::~HybridAABBCollider()
+{
+}
+
+bool HybridAABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model)
+{
+ // We don't want primitive tests here!
+ mFlags |= OPC_NO_PRIMITIVE_TESTS;
+
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box)) 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++)
+ {
+ AABB_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++;
+ AABB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ AABB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OpcodeLib/OPC_AABBCollider.h b/Opcode/OpcodeLib/OPC_AABBCollider.h
new file mode 100644
index 0000000..9a86948
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_AABBCollider.h
@@ -0,0 +1,97 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an AABB collider.
+ * \file OPC_AABBCollider.h
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_AABBCOLLIDER_H__
+#define __OPC_AABBCOLLIDER_H__
+
+ struct OPCODE_API AABBCache : VolumeCache
+ {
+ AABBCache() : FatCoeff(1.1f)
+ {
+ FatBox.mCenter.Zero();
+ FatBox.mExtents.Zero();
+ }
+
+ // Cached faces signature
+ CollisionAABB FatBox; //!< Box used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< mRadius2 multiplier used to create a fat sphere
+ };
+
+ class OPCODE_API AABBCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ AABBCollider();
+ virtual ~AABBCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision AABB in world space
+ * \param model [in] Opcode model to collide with
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const Model& model);
+ //
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const AABBTree* tree);
+ protected:
+ CollisionAABB mBox; //!< Query box in (center, extents) form
+ IcePoint mMin; //!< Query box min point
+ IcePoint mMax; //!< Query box max point
+ // Leaf description
+ IcePoint mLeafVerts[3]; //!< Triangle vertices
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _Collide(const AABBTreeNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL AABBContainsBox(const IcePoint& bc, const IcePoint& be);
+ inline_ BOOL AABBAABBOverlap(const IcePoint& b, const IcePoint& Pb);
+ inline_ BOOL TriBoxOverlap();
+ // Init methods
+ BOOL InitQuery(AABBCache& cache, const CollisionAABB& box);
+ };
+
+ class OPCODE_API HybridAABBCollider : public AABBCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridAABBCollider();
+ virtual ~HybridAABBCollider();
+
+ bool Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_AABBCOLLIDER_H__
diff --git a/Opcode/OpcodeLib/OPC_AABBTree.cpp b/Opcode/OpcodeLib/OPC_AABBTree.cpp
new file mode 100644
index 0000000..e7ac631
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_AABBTree.cpp
@@ -0,0 +1,573 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a versatile AABB tree.
+ * \file OPC_AABBTree.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a generic AABB tree node.
+ *
+ * \class AABBTreeNode
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a generic AABB tree.
+ * This is a vanilla AABB tree, without any particular optimization. It contains anonymous references to
+ * user-provided primitives, which can theoretically be anything - triangles, boxes, etc. Each primitive
+ * is surrounded by an AABB, regardless of the primitive's nature. When the primitive is a triangle, the
+ * resulting tree can be converted into an optimized tree. If the primitive is a box, the resulting tree
+ * can be used for culling - VFC or occlusion -, assuming you cull on a mesh-by-mesh basis (modern way).
+ *
+ * \class AABBTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeNode::AABBTreeNode() :
+ mPos (null),
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mNeg (null),
+#endif
+ mNbPrimitives (0),
+ mNodePrimitives (null)
+{
+#ifdef OPC_USE_TREE_COHERENCE
+ mBitmask = 0;
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeNode::~AABBTreeNode()
+{
+ // Opcode 1.3:
+ const AABBTreeNode* Pos = GetPos();
+ const AABBTreeNode* Neg = GetNeg();
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ if(!(mPos&1)) DELETESINGLE(Pos);
+ if(!(mNeg&1)) DELETESINGLE(Neg);
+#else
+ if(!(mPos&1)) DELETEARRAY(Pos);
+#endif
+ mNodePrimitives = null; // This was just a shortcut to the global list => no release
+ mNbPrimitives = 0;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Splits the node along a given axis.
+ * The list of indices is reorganized according to the split values.
+ * \param axis [in] splitting axis index
+ * \param builder [in] the tree builder
+ * \return the number of primitives assigned to the first child
+ * \warning this method reorganizes the internal list of primitives
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTreeNode::Split(udword axis, AABBTreeBuilder* builder)
+{
+ // Get node split value
+ float SplitValue = builder->GetSplittingValue(mNodePrimitives, mNbPrimitives, mBV, axis);
+
+ udword NbPos = 0;
+ // Loop through all node-related primitives. Their indices range from mNodePrimitives[0] to mNodePrimitives[mNbPrimitives-1].
+ // Those indices map the global list in the tree builder.
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ // Get index in global list
+ udword Index = mNodePrimitives[i];
+
+ // Test against the splitting value. The primitive value is tested against the enclosing-box center.
+ // [We only need an approximate partition of the enclosing box here.]
+ float PrimitiveValue = builder->GetSplittingValue(Index, axis);
+
+ // Reorganize the list of indices in this order: positive - negative.
+ if(PrimitiveValue > SplitValue)
+ {
+ // Swap entries
+ udword Tmp = mNodePrimitives[i];
+ mNodePrimitives[i] = mNodePrimitives[NbPos];
+ mNodePrimitives[NbPos] = Tmp;
+ // Count primitives assigned to positive space
+ NbPos++;
+ }
+ }
+ return NbPos;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Subdivides the node.
+ *
+ * N
+ * / \
+ * / \
+ * N/2 N/2
+ * / \ / \
+ * N/4 N/4 N/4 N/4
+ * (etc)
+ *
+ * A well-balanced tree should have a O(log n) depth.
+ * A degenerate tree would have a O(n) depth.
+ * Note a perfectly-balanced tree is not well-suited to collision detection anyway.
+ *
+ * \param builder [in] the tree builder
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeNode::Subdivide(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder) return false;
+
+ // Stop subdividing if we reach a leaf node. This is always performed here,
+ // else we could end in trouble if user overrides this.
+ if(mNbPrimitives==1) return true;
+
+ // Let the user validate the subdivision
+ if(!builder->ValidateSubdivision(mNodePrimitives, mNbPrimitives, mBV)) return true;
+
+ bool ValidSplit = true; // Optimism...
+ udword NbPos;
+ if(builder->mSettings.mRules & SPLIT_LARGEST_AXIS)
+ {
+ // Find the largest axis to split along
+ IcePoint Extents; mBV.GetExtents(Extents); // Box extents
+ udword Axis = Extents.LargestAxis(); // Index of largest axis
+
+ // Split along the axis
+ NbPos = Split(Axis, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_SPLATTER_POINTS)
+ {
+ // Compute the means
+ IcePoint Means(0.0f, 0.0f, 0.0f);
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ udword Index = mNodePrimitives[i];
+ Means.x+=builder->GetSplittingValue(Index, 0);
+ Means.y+=builder->GetSplittingValue(Index, 1);
+ Means.z+=builder->GetSplittingValue(Index, 2);
+ }
+ Means/=float(mNbPrimitives);
+
+ // Compute variances
+ IcePoint Vars(0.0f, 0.0f, 0.0f);
+ for(udword i=0;i<mNbPrimitives;i++)
+ {
+ udword Index = mNodePrimitives[i];
+ float Cx = builder->GetSplittingValue(Index, 0);
+ float Cy = builder->GetSplittingValue(Index, 1);
+ float Cz = builder->GetSplittingValue(Index, 2);
+ Vars.x += (Cx - Means.x)*(Cx - Means.x);
+ Vars.y += (Cy - Means.y)*(Cy - Means.y);
+ Vars.z += (Cz - Means.z)*(Cz - Means.z);
+ }
+ Vars/=float(mNbPrimitives-1);
+
+ // Choose axis with greatest variance
+ udword Axis = Vars.LargestAxis();
+
+ // Split along the axis
+ NbPos = Split(Axis, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_BALANCED)
+ {
+ // Test 3 axis, take the best
+ float Results[3];
+ NbPos = Split(0, builder); Results[0] = float(NbPos)/float(mNbPrimitives);
+ NbPos = Split(1, builder); Results[1] = float(NbPos)/float(mNbPrimitives);
+ NbPos = Split(2, builder); Results[2] = float(NbPos)/float(mNbPrimitives);
+ Results[0]-=0.5f; Results[0]*=Results[0];
+ Results[1]-=0.5f; Results[1]*=Results[1];
+ Results[2]-=0.5f; Results[2]*=Results[2];
+ udword Min=0;
+ if(Results[1]<Results[Min]) Min = 1;
+ if(Results[2]<Results[Min]) Min = 2;
+
+ // Split along the axis
+ NbPos = Split(Min, builder);
+
+ // Check split validity
+ if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
+ }
+ else if(builder->mSettings.mRules & SPLIT_BEST_AXIS)
+ {
+ // Test largest, then middle, then smallest axis...
+
+ // Sort axis
+ IcePoint Extents; mBV.GetExtents(Extents); // Box extents
+ udword SortedAxis[] = { 0, 1, 2 };
+ float* Keys = (float*)&Extents.x;
+ for(udword j=0;j<3;j++)
+ {
+ for(udword i=0;i<2;i++)
+ {
+ if(Keys[SortedAxis[i]]<Keys[SortedAxis[i+1]])
+ {
+ udword Tmp = SortedAxis[i];
+ SortedAxis[i] = SortedAxis[i+1];
+ SortedAxis[i+1] = Tmp;
+ }
+ }
+ }
+
+ // Find the largest axis to split along
+ udword CurAxis = 0;
+ ValidSplit = false;
+ while(!ValidSplit && CurAxis!=3)
+ {
+ NbPos = Split(SortedAxis[CurAxis], builder);
+ // Check the subdivision has been successful
+ if(!NbPos || NbPos==mNbPrimitives) CurAxis++;
+ else ValidSplit = true;
+ }
+ }
+ else if(builder->mSettings.mRules & SPLIT_FIFTY)
+ {
+ // Don't even bother splitting (mainly a performance test)
+ NbPos = mNbPrimitives>>1;
+ }
+ else return false; // Unknown splitting rules
+
+ // Check the subdivision has been successful
+ if(!ValidSplit)
+ {
+ // Here, all boxes lie in the same sub-space. Two strategies:
+ // - if the tree *must* be complete, make an arbitrary 50-50 split
+ // - else stop subdividing
+// if(builder->mSettings.mRules&SPLIT_COMPLETE)
+ if(builder->mSettings.mLimit==1)
+ {
+ builder->IncreaseNbInvalidSplits();
+ NbPos = mNbPrimitives>>1;
+ }
+ else return true;
+ }
+
+ // Now create children and assign their pointers.
+ if(builder->mNodeBase)
+ {
+ // We use a pre-allocated linear pool for complete trees [Opcode 1.3]
+ AABBTreeNode* Pool = (AABBTreeNode*)builder->mNodeBase;
+ udword Count = builder->GetCount() - 1; // Count begins to 1...
+ // Set last bit to tell it shouldn't be freed ### pretty ugly, find a better way. Maybe one bit in mNbPrimitives
+ ASSERT(!(udword(&Pool[Count+0])&1));
+ ASSERT(!(udword(&Pool[Count+1])&1));
+ mPos = udword(&Pool[Count+0])|1;
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mNeg = udword(&Pool[Count+1])|1;
+#endif
+ }
+ else
+ {
+ // Non-complete trees and/or Opcode 1.2 allocate nodes on-the-fly
+#ifndef OPC_NO_NEG_VANILLA_TREE
+ mPos = (udword)new AABBTreeNode; CHECKALLOC(mPos);
+ mNeg = (udword)new AABBTreeNode; CHECKALLOC(mNeg);
+#else
+ AABBTreeNode* PosNeg = new AABBTreeNode[2];
+ CHECKALLOC(PosNeg);
+ mPos = (udword)PosNeg;
+#endif
+ }
+
+ // Update stats
+ builder->IncreaseCount(2);
+
+ // Assign children
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ Pos->mNodePrimitives = &mNodePrimitives[0];
+ Pos->mNbPrimitives = NbPos;
+ Neg->mNodePrimitives = &mNodePrimitives[NbPos];
+ Neg->mNbPrimitives = mNbPrimitives - NbPos;
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive hierarchy building in a top-down fashion.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeNode::_BuildHierarchy(AABBTreeBuilder* builder)
+{
+ // 1) Compute the global box for current node. The box is stored in mBV.
+ builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
+
+ // 2) Subdivide current node
+ Subdivide(builder);
+
+ // 3) Recurse
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ if(Pos) Pos->_BuildHierarchy(builder);
+ if(Neg) Neg->_BuildHierarchy(builder);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree (top-down).
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeNode::_Refit(AABBTreeBuilder* builder)
+{
+ // 1) Recompute the new global box for current node
+ builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
+
+ // 2) Recurse
+ AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
+ AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
+ if(Pos) Pos->_Refit(builder);
+ if(Neg) Neg->_Refit(builder);
+}
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTree::AABBTree() : mIndices(null), mTotalNbNodes(0), mPool(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTree::~AABBTree()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases the tree.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTree::Release()
+{
+ DELETEARRAY(mPool);
+ DELETEARRAY(mIndices);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a generic AABB tree from a tree builder.
+ * \param builder [in] the tree builder
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Build(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder || !builder->mNbPrimitives) return false;
+
+ // Release previous tree
+ Release();
+
+ // Init stats
+ builder->SetCount(1);
+ builder->SetNbInvalidSplits(0);
+
+ // Initialize indices. This list will be modified during build.
+ mIndices = new udword[builder->mNbPrimitives];
+ CHECKALLOC(mIndices);
+ // Identity permutation
+ for(udword i=0;i<builder->mNbPrimitives;i++) mIndices[i] = i;
+
+ // Setup initial node. Here we have a complete permutation of the app's primitives.
+ mNodePrimitives = mIndices;
+ mNbPrimitives = builder->mNbPrimitives;
+
+ // Use a linear array for complete trees (since we can predict the final number of nodes) [Opcode 1.3]
+// if(builder->mRules&SPLIT_COMPLETE)
+ if(builder->mSettings.mLimit==1)
+ {
+ // Allocate a pool of nodes
+ mPool = new AABBTreeNode[builder->mNbPrimitives*2 - 1];
+
+ builder->mNodeBase = mPool; // ### ugly !
+ }
+
+ // Build the hierarchy
+ _BuildHierarchy(builder);
+
+ // Get back total number of nodes
+ mTotalNbNodes = builder->GetCount();
+
+ // For complete trees, check the correct number of nodes has been created [Opcode 1.3]
+ if(mPool) ASSERT(mTotalNbNodes==builder->mNbPrimitives*2 - 1);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the depth of the tree.
+ * A well-balanced tree should have a log(n) depth. A degenerate tree O(n) depth.
+ * \return depth of the tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::ComputeDepth() const
+{
+ return Walk(null, null); // Use the walking code without callback
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree, calling the user back for each node.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::Walk(WalkingCallback callback, void* user_data) const
+{
+ // Call it without callback to compute max depth
+ udword MaxDepth = 0;
+ udword CurrentDepth = 0;
+
+ struct Local
+ {
+ static void _Walk(const AABBTreeNode* current_node, udword& max_depth, udword& current_depth, WalkingCallback callback, void* user_data)
+ {
+ // Checkings
+ if(!current_node) return;
+ // Entering a new node => increase depth
+ current_depth++;
+ // Keep track of max depth
+ if(current_depth>max_depth) max_depth = current_depth;
+
+ // Callback
+ if(callback && !(callback)(current_node, current_depth, user_data)) return;
+
+ // Recurse
+ if(current_node->GetPos()) { _Walk(current_node->GetPos(), max_depth, current_depth, callback, user_data); current_depth--; }
+ if(current_node->GetNeg()) { _Walk(current_node->GetNeg(), max_depth, current_depth, callback, user_data); current_depth--; }
+ }
+ };
+ Local::_Walk(this, MaxDepth, CurrentDepth, callback, user_data);
+ return MaxDepth;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree in a top-down way.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Refit(AABBTreeBuilder* builder)
+{
+ if(!builder) return false;
+ _Refit(builder);
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the tree in a bottom-up way.
+ * \param builder [in] the tree builder
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::Refit2(AABBTreeBuilder* builder)
+{
+ // Checkings
+ if(!builder) return false;
+
+ ASSERT(mPool);
+
+ // Bottom-up update
+ IcePoint Min,Max;
+ IcePoint Min_,Max_;
+ udword Index = mTotalNbNodes;
+ while(Index--)
+ {
+ AABBTreeNode& Current = mPool[Index];
+
+ if(Current.IsLeaf())
+ {
+ builder->ComputeGlobalBox(Current.GetPrimitives(), Current.GetNbPrimitives(), *(AABB*)Current.GetAABB());
+ }
+ else
+ {
+ Current.GetPos()->GetAABB()->GetMin(Min);
+ Current.GetPos()->GetAABB()->GetMax(Max);
+
+ Current.GetNeg()->GetAABB()->GetMin(Min_);
+ Current.GetNeg()->GetAABB()->GetMax(Max_);
+
+ Min.Min(Min_);
+ Max.Max(Max_);
+
+ ((AABB*)Current.GetAABB())->SetMinMax(Min, Max);
+ }
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the number of bytes used by the tree.
+ * \return number of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword AABBTree::GetUsedBytes() const
+{
+ udword TotalSize = mTotalNbNodes*GetNodeSize();
+ if(mIndices) TotalSize+=mNbPrimitives*sizeof(udword);
+ return TotalSize;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the tree is a complete tree or not.
+ * A complete tree is made of 2*N-1 nodes, where N is the number of primitives in the tree.
+ * \return true for complete trees
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTree::IsComplete() const
+{
+ return (GetNbNodes()==GetNbPrimitives()*2-1);
+}
diff --git a/Opcode/OpcodeLib/OPC_AABBTree.h b/Opcode/OpcodeLib/OPC_AABBTree.h
new file mode 100644
index 0000000..377fbcb
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_AABBTree.h
@@ -0,0 +1,137 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a versatile AABB tree.
+ * \file OPC_AABBTree.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_AABBTREE_H__
+#define __OPC_AABBTREE_H__
+
+#ifdef OPC_NO_NEG_VANILLA_TREE
+ //! TO BE DOCUMENTED
+ #define IMPLEMENT_TREE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ ~base_class(); \
+ /* Data access */ \
+ inline_ const volume* Get##volume() const { return &mBV; } \
+ /* Clear the last bit */ \
+ inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
+ inline_ const base_class* GetNeg() const { const base_class* P = GetPos(); return P ? P+1 : null;} \
+ \
+ /* We don't need to test both nodes since we can't have one without the other */ \
+ inline_ bool IsLeaf() const { return !GetPos(); } \
+ \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ protected: \
+ /* Tree-independent data */ \
+ /* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
+ /* Whatever happens we need the two children and the enclosing volume.*/ \
+ volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
+ udword mPos; /* "Positive" & "Negative" children */
+#else
+ //! TO BE DOCUMENTED
+ #define IMPLEMENT_TREE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ ~base_class(); \
+ /* Data access */ \
+ inline_ const volume* Get##volume() const { return &mBV; } \
+ /* Clear the last bit */ \
+ inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
+ inline_ const base_class* GetNeg() const { return (const base_class*)(mNeg&~1); } \
+ \
+/* inline_ bool IsLeaf() const { return (!GetPos() && !GetNeg()); } */ \
+ /* We don't need to test both nodes since we can't have one without the other */ \
+ inline_ bool IsLeaf() const { return !GetPos(); } \
+ \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ protected: \
+ /* Tree-independent data */ \
+ /* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
+ /* Whatever happens we need the two children and the enclosing volume.*/ \
+ volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
+ udword mPos; /* "Positive" child */ \
+ udword mNeg; /* "Negative" child */
+#endif
+
+ typedef void (*CullingCallback) (udword nb_primitives, udword* node_primitives, BOOL need_clipping, void* user_data);
+
+ class OPCODE_API AABBTreeNode
+ {
+ IMPLEMENT_TREE(AABBTreeNode, AABB)
+ public:
+ // Data access
+ inline_ const udword* GetPrimitives() const { return mNodePrimitives; }
+ inline_ udword GetNbPrimitives() const { return mNbPrimitives; }
+
+ protected:
+ // Tree-dependent data
+ udword* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
+ udword mNbPrimitives; //!< Number of primitives for this node
+ // Internal methods
+ udword Split(udword axis, AABBTreeBuilder* builder);
+ bool Subdivide(AABBTreeBuilder* builder);
+ void _BuildHierarchy(AABBTreeBuilder* builder);
+ void _Refit(AABBTreeBuilder* builder);
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called for each node by the walking code.
+ * \param current [in] current node
+ * \param depth [in] current node's depth
+ * \param user_data [in] user-defined data
+ * \return true to recurse through children, else false to bypass them
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef bool (*WalkingCallback) (const AABBTreeNode* current, udword depth, void* user_data);
+
+ class OPCODE_API AABBTree : public AABBTreeNode
+ {
+ public:
+ // Constructor / Destructor
+ AABBTree();
+ ~AABBTree();
+ // Build
+ bool Build(AABBTreeBuilder* builder);
+ void Release();
+
+ // Data access
+ inline_ const udword* GetIndices() const { return mIndices; } //!< Catch the indices
+ inline_ udword GetNbNodes() const { return mTotalNbNodes; } //!< Catch the number of nodes
+
+ // Infos
+ bool IsComplete() const;
+ // Stats
+ udword ComputeDepth() const;
+ udword GetUsedBytes() const;
+ udword Walk(WalkingCallback callback, void* user_data) const;
+
+ bool Refit(AABBTreeBuilder* builder);
+ bool Refit2(AABBTreeBuilder* builder);
+ private:
+ udword* mIndices; //!< Indices in the app list. Indices are reorganized during build (permutation).
+ AABBTreeNode* mPool; //!< Linear pool of nodes for complete trees. Null otherwise. [Opcode 1.3]
+ // Stats
+ udword mTotalNbNodes; //!< Number of nodes in the tree.
+ };
+
+#endif // __OPC_AABBTREE_H__
diff --git a/Opcode/OpcodeLib/OPC_BaseModel.cpp b/Opcode/OpcodeLib/OPC_BaseModel.cpp
new file mode 100644
index 0000000..4e15809
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_BaseModel.cpp
@@ -0,0 +1,138 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base model interface.
+ * \file OPC_BaseModel.cpp
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * The base class for collision models.
+ *
+ * \class BaseModel
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date May, 18, 2003
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OPCODECREATE::OPCODECREATE()
+{
+ mIMesh = null;
+ mSettings.mRules = SPLIT_SPLATTER_POINTS | SPLIT_GEOM_CENTER;
+ mSettings.mLimit = 1; // Mandatory for complete trees
+ mNoLeaf = true;
+ mQuantized = true;
+#ifdef __MESHMERIZER_H__
+ mCollisionHull = false;
+#endif // __MESHMERIZER_H__
+ mKeepOriginal = false;
+ mCanRemap = false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BaseModel::BaseModel() : mIMesh(null), mModelCode(0), mSource(null), mTree(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BaseModel::~BaseModel()
+{
+ ReleaseBase();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases everything.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void BaseModel::ReleaseBase()
+{
+ DELETESINGLE(mSource);
+ DELETESINGLE(mTree);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Creates an optimized tree according to user-settings, and setups mModelCode.
+ * \param no_leaf [in] true for "no leaf" tree
+ * \param quantized [in] true for quantized tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool BaseModel::CreateTree(bool no_leaf, bool quantized)
+{
+ DELETESINGLE(mTree);
+
+ // Setup model code
+ if(no_leaf) mModelCode |= OPC_NO_LEAF;
+ else mModelCode &= ~OPC_NO_LEAF;
+
+ if(quantized) mModelCode |= OPC_QUANTIZED;
+ else mModelCode &= ~OPC_QUANTIZED;
+
+ // Create the correct class
+ if(mModelCode & OPC_NO_LEAF)
+ {
+ if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedNoLeafTree;
+ else mTree = new AABBNoLeafTree;
+ }
+ else
+ {
+ if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedTree;
+ else mTree = new AABBCollisionTree;
+ }
+ CHECKALLOC(mTree);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool BaseModel::Refit()
+{
+ // Refit the optimized tree
+ return mTree->Refit(mIMesh);
+
+// Old code kept for reference : refit the source tree then rebuild !
+// if(!mSource) return false;
+// // Ouch...
+// mSource->Refit(&mTB);
+// // Ouch...
+// return mTree->Build(mSource);
+}
diff --git a/Opcode/OpcodeLib/OPC_BaseModel.h b/Opcode/OpcodeLib/OPC_BaseModel.h
new file mode 100644
index 0000000..15fc423
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_BaseModel.h
@@ -0,0 +1,175 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base model interface.
+ * \file OPC_BaseModel.h
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_BASEMODEL_H__
+#define __OPC_BASEMODEL_H__
+
+ //! Model creation structure
+ struct OPCODE_API OPCODECREATE
+ {
+ //! Constructor
+ OPCODECREATE();
+
+ MeshInterface* mIMesh; //!< Mesh interface (access to triangles & vertices) (*)
+ BuildSettings mSettings; //!< Builder's settings
+ bool mNoLeaf; //!< true => discard leaf nodes (else use a normal tree)
+ bool mQuantized; //!< true => quantize the tree (else use a normal tree)
+#ifdef __MESHMERIZER_H__
+ bool mCollisionHull; //!< true => use convex hull + GJK
+#endif // __MESHMERIZER_H__
+ bool mKeepOriginal; //!< true => keep a copy of the original tree (debug purpose)
+ bool mCanRemap; //!< true => allows OPCODE to reorganize client arrays
+
+ // (*) This pointer is saved internally and used by OPCODE until collision structures are released,
+ // so beware of the object's lifetime.
+ };
+
+ enum ModelFlag
+ {
+ OPC_QUANTIZED = (1<<0), //!< Compressed/uncompressed tree
+ OPC_NO_LEAF = (1<<1), //!< Leaf/NoLeaf tree
+ OPC_SINGLE_NODE = (1<<2) //!< Special case for 1-node models
+ };
+
+ class OPCODE_API BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ BaseModel();
+ virtual ~BaseModel();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Build(const OPCODECREATE& create) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual udword GetUsedBytes() const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Refit();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the source tree.
+ * \return generic tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const AABBTree* GetSourceTree() const { return mSource; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the tree.
+ * \return the collision tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const AABBOptimizedTree* GetTree() const { return mTree; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the tree.
+ * \return the collision tree
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ AABBOptimizedTree* GetTree() { return mTree; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of nodes in the tree.
+ * Should be 2*N-1 for normal trees and N-1 for optimized ones.
+ * \return number of nodes
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbNodes() const { return mTree->GetNbNodes(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the tree has leaf nodes or not.
+ * \return true if the tree has leaf nodes (normal tree), else false (optimized tree)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL HasLeafNodes() const { return !(mModelCode & OPC_NO_LEAF); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the tree is quantized or not.
+ * \return true if the tree is quantized
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsQuantized() const { return mModelCode & OPC_QUANTIZED; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks whether the model has a single node or not. This special case must be handled separately.
+ * \return true if the model has only 1 node
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL HasSingleNode() const { return mModelCode & OPC_SINGLE_NODE; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the model's code.
+ * \return model's code
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetModelCode() const { return mModelCode; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the mesh interface.
+ * \return mesh interface
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const MeshInterface* GetMeshInterface() const { return mIMesh; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Sets the mesh interface.
+ * \param imesh [in] mesh interface
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMeshInterface(const MeshInterface* imesh) { mIMesh = imesh; }
+
+ protected:
+ const MeshInterface* mIMesh; //!< User-defined mesh interface
+ udword mModelCode; //!< Model code = combination of ModelFlag(s)
+ AABBTree* mSource; //!< Original source tree
+ AABBOptimizedTree* mTree; //!< Optimized tree owned by the model
+ // Internal methods
+ void ReleaseBase();
+ bool CreateTree(bool no_leaf, bool quantized);
+ };
+
+#endif //__OPC_BASEMODEL_H__ \ No newline at end of file
diff --git a/Opcode/OpcodeLib/OPC_BoxBoxOverlap.h b/Opcode/OpcodeLib/OPC_BoxBoxOverlap.h
new file mode 100644
index 0000000..fd39dbb
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_BoxBoxOverlap.h
@@ -0,0 +1,122 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * OBB-OBB overlap test using the separating axis theorem.
+ * - original code by Gomez / Gamasutra (similar to Gottschalk's one in RAPID)
+ * - optimized for AABB trees by computing the rotation matrix once (SOLID-fashion)
+ * - the fabs matrix is precomputed as well and epsilon-tweaked (RAPID-style, we found this almost mandatory)
+ * - Class III axes can be disabled... (SOLID & Intel fashion)
+ * - ...or enabled to perform some profiling
+ * - CPU comparisons used when appropriate
+ * - lazy evaluation sometimes saves some work in case of early exits (unlike SOLID)
+ *
+ * \param ea [in] extents from box A
+ * \param ca [in] center from box A
+ * \param eb [in] extents from box B
+ * \param cb [in] center from box B
+ * \return true if boxes overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::BoxBoxOverlap(const IcePoint& ea, const IcePoint& ca, const IcePoint& eb, const IcePoint& cb)
+{
+ // Stats
+ mNbBVBVTests++;
+
+ float t,t2;
+
+ // Class I : A's basis vectors
+ float Tx = (mR1to0.m[0][0]*cb.x + mR1to0.m[1][0]*cb.y + mR1to0.m[2][0]*cb.z) + mT1to0.x - ca.x;
+ t = ea.x + eb.x*mAR.m[0][0] + eb.y*mAR.m[1][0] + eb.z*mAR.m[2][0];
+ if(GREATER(Tx, t)) return FALSE;
+
+ float Ty = (mR1to0.m[0][1]*cb.x + mR1to0.m[1][1]*cb.y + mR1to0.m[2][1]*cb.z) + mT1to0.y - ca.y;
+ t = ea.y + eb.x*mAR.m[0][1] + eb.y*mAR.m[1][1] + eb.z*mAR.m[2][1];
+ if(GREATER(Ty, t)) return FALSE;
+
+ float Tz = (mR1to0.m[0][2]*cb.x + mR1to0.m[1][2]*cb.y + mR1to0.m[2][2]*cb.z) + mT1to0.z - ca.z;
+ t = ea.z + eb.x*mAR.m[0][2] + eb.y*mAR.m[1][2] + eb.z*mAR.m[2][2];
+ if(GREATER(Tz, t)) return FALSE;
+
+ // Class II : B's basis vectors
+ t = Tx*mR1to0.m[0][0] + Ty*mR1to0.m[0][1] + Tz*mR1to0.m[0][2]; t2 = ea.x*mAR.m[0][0] + ea.y*mAR.m[0][1] + ea.z*mAR.m[0][2] + eb.x;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mR1to0.m[1][0] + Ty*mR1to0.m[1][1] + Tz*mR1to0.m[1][2]; t2 = ea.x*mAR.m[1][0] + ea.y*mAR.m[1][1] + ea.z*mAR.m[1][2] + eb.y;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mR1to0.m[2][0] + Ty*mR1to0.m[2][1] + Tz*mR1to0.m[2][2]; t2 = ea.x*mAR.m[2][0] + ea.y*mAR.m[2][1] + ea.z*mAR.m[2][2] + eb.z;
+ if(GREATER(t, t2)) return FALSE;
+
+ // Class III : 9 cross products
+ // Cool trick: always perform the full test for first level, regardless of settings.
+ // That way pathological cases (such as the pencils scene) are quickly rejected anyway !
+ if(mFullBoxBoxTest || mNbBVBVTests==1)
+ {
+ t = Tz*mR1to0.m[0][1] - Ty*mR1to0.m[0][2]; t2 = ea.y*mAR.m[0][2] + ea.z*mAR.m[0][1] + eb.y*mAR.m[2][0] + eb.z*mAR.m[1][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
+ t = Tz*mR1to0.m[1][1] - Ty*mR1to0.m[1][2]; t2 = ea.y*mAR.m[1][2] + ea.z*mAR.m[1][1] + eb.x*mAR.m[2][0] + eb.z*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
+ t = Tz*mR1to0.m[2][1] - Ty*mR1to0.m[2][2]; t2 = ea.y*mAR.m[2][2] + ea.z*mAR.m[2][1] + eb.x*mAR.m[1][0] + eb.y*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
+ t = Tx*mR1to0.m[0][2] - Tz*mR1to0.m[0][0]; t2 = ea.x*mAR.m[0][2] + ea.z*mAR.m[0][0] + eb.y*mAR.m[2][1] + eb.z*mAR.m[1][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
+ t = Tx*mR1to0.m[1][2] - Tz*mR1to0.m[1][0]; t2 = ea.x*mAR.m[1][2] + ea.z*mAR.m[1][0] + eb.x*mAR.m[2][1] + eb.z*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
+ t = Tx*mR1to0.m[2][2] - Tz*mR1to0.m[2][0]; t2 = ea.x*mAR.m[2][2] + ea.z*mAR.m[2][0] + eb.x*mAR.m[1][1] + eb.y*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
+ t = Ty*mR1to0.m[0][0] - Tx*mR1to0.m[0][1]; t2 = ea.x*mAR.m[0][1] + ea.y*mAR.m[0][0] + eb.y*mAR.m[2][2] + eb.z*mAR.m[1][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
+ t = Ty*mR1to0.m[1][0] - Tx*mR1to0.m[1][1]; t2 = ea.x*mAR.m[1][1] + ea.y*mAR.m[1][0] + eb.x*mAR.m[2][2] + eb.z*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
+ t = Ty*mR1to0.m[2][0] - Tx*mR1to0.m[2][1]; t2 = ea.x*mAR.m[2][1] + ea.y*mAR.m[2][0] + eb.x*mAR.m[1][2] + eb.y*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
+ }
+ return TRUE;
+}
+
+//! A dedicated version when one box is constant
+inline_ BOOL OBBCollider::BoxBoxOverlap(const IcePoint& extents, const IcePoint& center)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float t,t2;
+
+ // Class I : A's basis vectors
+ float Tx = mTBoxToModel.x - center.x; t = extents.x + mBBx1; if(GREATER(Tx, t)) return FALSE;
+ float Ty = mTBoxToModel.y - center.y; t = extents.y + mBBy1; if(GREATER(Ty, t)) return FALSE;
+ float Tz = mTBoxToModel.z - center.z; t = extents.z + mBBz1; if(GREATER(Tz, t)) return FALSE;
+
+ // Class II : B's basis vectors
+ t = Tx*mRBoxToModel.m[0][0] + Ty*mRBoxToModel.m[0][1] + Tz*mRBoxToModel.m[0][2];
+ t2 = extents.x*mAR.m[0][0] + extents.y*mAR.m[0][1] + extents.z*mAR.m[0][2] + mBoxExtents.x;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mRBoxToModel.m[1][0] + Ty*mRBoxToModel.m[1][1] + Tz*mRBoxToModel.m[1][2];
+ t2 = extents.x*mAR.m[1][0] + extents.y*mAR.m[1][1] + extents.z*mAR.m[1][2] + mBoxExtents.y;
+ if(GREATER(t, t2)) return FALSE;
+
+ t = Tx*mRBoxToModel.m[2][0] + Ty*mRBoxToModel.m[2][1] + Tz*mRBoxToModel.m[2][2];
+ t2 = extents.x*mAR.m[2][0] + extents.y*mAR.m[2][1] + extents.z*mAR.m[2][2] + mBoxExtents.z;
+ if(GREATER(t, t2)) return FALSE;
+
+ // Class III : 9 cross products
+ // Cool trick: always perform the full test for first level, regardless of settings.
+ // That way pathological cases (such as the pencils scene) are quickly rejected anyway !
+ if(mFullBoxBoxTest || mNbVolumeBVTests==1)
+ {
+ t = Tz*mRBoxToModel.m[0][1] - Ty*mRBoxToModel.m[0][2]; t2 = extents.y*mAR.m[0][2] + extents.z*mAR.m[0][1] + mBB_1; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
+ t = Tz*mRBoxToModel.m[1][1] - Ty*mRBoxToModel.m[1][2]; t2 = extents.y*mAR.m[1][2] + extents.z*mAR.m[1][1] + mBB_2; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
+ t = Tz*mRBoxToModel.m[2][1] - Ty*mRBoxToModel.m[2][2]; t2 = extents.y*mAR.m[2][2] + extents.z*mAR.m[2][1] + mBB_3; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
+ t = Tx*mRBoxToModel.m[0][2] - Tz*mRBoxToModel.m[0][0]; t2 = extents.x*mAR.m[0][2] + extents.z*mAR.m[0][0] + mBB_4; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
+ t = Tx*mRBoxToModel.m[1][2] - Tz*mRBoxToModel.m[1][0]; t2 = extents.x*mAR.m[1][2] + extents.z*mAR.m[1][0] + mBB_5; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
+ t = Tx*mRBoxToModel.m[2][2] - Tz*mRBoxToModel.m[2][0]; t2 = extents.x*mAR.m[2][2] + extents.z*mAR.m[2][0] + mBB_6; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
+ t = Ty*mRBoxToModel.m[0][0] - Tx*mRBoxToModel.m[0][1]; t2 = extents.x*mAR.m[0][1] + extents.y*mAR.m[0][0] + mBB_7; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
+ t = Ty*mRBoxToModel.m[1][0] - Tx*mRBoxToModel.m[1][1]; t2 = extents.x*mAR.m[1][1] + extents.y*mAR.m[1][0] + mBB_8; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
+ t = Ty*mRBoxToModel.m[2][0] - Tx*mRBoxToModel.m[2][1]; t2 = extents.x*mAR.m[2][1] + extents.y*mAR.m[2][0] + mBB_9; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
+ }
+ return TRUE;
+}
+
+//! A special version for 2 axis-aligned boxes
+inline_ BOOL AABBCollider::AABBAABBOverlap(const IcePoint& extents, const IcePoint& center)
+{
+ // Stats
+ mNbVolumeBVTests++;
+
+ float tx = mBox.mCenter.x - center.x; float ex = extents.x + mBox.mExtents.x; if(GREATER(tx, ex)) return FALSE;
+ float ty = mBox.mCenter.y - center.y; float ey = extents.y + mBox.mExtents.y; if(GREATER(ty, ey)) return FALSE;
+ float tz = mBox.mCenter.z - center.z; float ez = extents.z + mBox.mExtents.z; if(GREATER(tz, ez)) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/OPC_Collider.cpp b/Opcode/OpcodeLib/OPC_Collider.cpp
new file mode 100644
index 0000000..bb9663d
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Collider.cpp
@@ -0,0 +1,54 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base collider class.
+ * \file OPC_Collider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains the abstract class for colliders.
+ *
+ * \class Collider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Collider::Collider() :
+ mFlags (0),
+ mCurrentModel (null),
+ mIMesh (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Collider::~Collider()
+{
+}
diff --git a/Opcode/OpcodeLib/OPC_Collider.h b/Opcode/OpcodeLib/OPC_Collider.h
new file mode 100644
index 0000000..4495093
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Collider.h
@@ -0,0 +1,176 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base collider class.
+ * \file OPC_Collider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_COLLIDER_H__
+#define __OPC_COLLIDER_H__
+
+ enum CollisionFlag
+ {
+ OPC_FIRST_CONTACT = (1<<0), //!< Report all contacts (false) or only first one (true)
+ OPC_TEMPORAL_COHERENCE = (1<<1), //!< Use temporal coherence or not
+ OPC_CONTACT = (1<<2), //!< Final contact status after a collision query
+ OPC_TEMPORAL_HIT = (1<<3), //!< There has been an early exit due to temporal coherence
+ OPC_NO_PRIMITIVE_TESTS = (1<<4), //!< Keep or discard primitive-bv tests in leaf nodes (volume-mesh queries)
+
+ OPC_CONTACT_FOUND = OPC_FIRST_CONTACT | OPC_CONTACT,
+ OPC_TEMPORAL_CONTACT = OPC_TEMPORAL_HIT | OPC_CONTACT,
+
+ OPC_FORCE_DWORD = 0x7fffffff
+ };
+
+ class OPCODE_API Collider
+ {
+ public:
+ // Constructor / Destructor
+ Collider();
+ virtual ~Collider();
+
+ // Collision report
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the last collision status after a collision query.
+ * \return true if a collision occured
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL GetContactStatus() const { return mFlags & OPC_CONTACT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the "first contact" mode.
+ * \return true if "first contact" mode is on
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL FirstContactEnabled() const { return mFlags & OPC_FIRST_CONTACT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the temporal coherence mode.
+ * \return true if temporal coherence is on
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL TemporalCoherenceEnabled() const { return mFlags & OPC_TEMPORAL_COHERENCE; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks a first contact has already been found.
+ * \return true if a first contact has been found and we can stop a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL ContactFound() const { return (mFlags&OPC_CONTACT_FOUND)==OPC_CONTACT_FOUND; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks there's been an early exit due to temporal coherence;
+ * \return true if a temporal hit has occured
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL TemporalHit() const { return mFlags & OPC_TEMPORAL_HIT; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks primitive tests are enabled;
+ * \return true if primitive tests must be skipped
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL SkipPrimitiveTests() const { return mFlags & OPC_NO_PRIMITIVE_TESTS; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Reports all contacts (false) or first contact only (true)
+ * \param flag [in] true for first contact, false for all contacts
+ * \see SetTemporalCoherence(bool flag)
+ * \see ValidateSettings()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFirstContact(bool flag)
+ {
+ if(flag) mFlags |= OPC_FIRST_CONTACT;
+ else mFlags &= ~OPC_FIRST_CONTACT;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Enable/disable temporal coherence.
+ * \param flag [in] true to enable temporal coherence, false to discard it
+ * \see SetFirstContact(bool flag)
+ * \see ValidateSettings()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetTemporalCoherence(bool flag)
+ {
+ if(flag) mFlags |= OPC_TEMPORAL_COHERENCE;
+ else mFlags &= ~OPC_TEMPORAL_COHERENCE;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Enable/disable primitive tests.
+ * \param flag [in] true to enable primitive tests, false to discard them
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetPrimitiveTests(bool flag)
+ {
+ if(!flag) mFlags |= OPC_NO_PRIMITIVE_TESTS;
+ else mFlags &= ~OPC_NO_PRIMITIVE_TESTS;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual const char* ValidateSettings() = 0;
+
+ protected:
+ udword mFlags; //!< Bit flags
+ const BaseModel* mCurrentModel; //!< Current model for collision query (owner of touched faces)
+ // User mesh interface
+ const MeshInterface* mIMesh; //!< User-defined mesh interface
+
+ // Internal methods
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups current collision model
+ * \param model [in] current collision model
+ * \return TRUE if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL Setup(const BaseModel* model)
+ {
+ // Keep track of current model
+ mCurrentModel = model;
+ if(!mCurrentModel) return FALSE;
+
+ mIMesh = model->GetMeshInterface();
+ return mIMesh!=null;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Initializes a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual inline_ void InitQuery() { mFlags &= ~OPC_TEMPORAL_CONTACT; }
+ };
+
+#endif // __OPC_COLLIDER_H__
diff --git a/Opcode/OpcodeLib/OPC_Common.cpp b/Opcode/OpcodeLib/OPC_Common.cpp
new file mode 100644
index 0000000..839186b
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Common.cpp
@@ -0,0 +1,48 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains common classes & defs used in OPCODE.
+ * \file OPC_Common.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An AABB dedicated to collision detection.
+ * We don't use the generic AABB class included in ICE, since it can be a Min/Max or a Center/Extents one (depends
+ * on compilation flags). Since the Center/Extents model is more efficient in collision detection, it was worth
+ * using an extra special class.
+ *
+ * \class CollisionAABB
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized AABB.
+ * Center/Extent model, using 16-bits integers.
+ *
+ * \class QuantizedAABB
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
diff --git a/Opcode/OpcodeLib/OPC_Common.h b/Opcode/OpcodeLib/OPC_Common.h
new file mode 100644
index 0000000..3c39ea3
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Common.h
@@ -0,0 +1,101 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains common classes & defs used in OPCODE.
+ * \file OPC_Common.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_COMMON_H__
+#define __OPC_COMMON_H__
+
+// [GOTTFRIED]: Just a small change for readability.
+#ifdef OPC_CPU_COMPARE
+ #define GREATER(x, y) AIR(x) > IR(y)
+#else
+ #define GREATER(x, y) fabsf(x) > (y)
+#endif
+
+ class OPCODE_API CollisionAABB
+ {
+ public:
+ //! Constructor
+ inline_ CollisionAABB() {}
+ //! Constructor
+ inline_ CollisionAABB(const AABB& b) { b.GetCenter(mCenter); b.GetExtents(mExtents); }
+ //! Destructor
+ inline_ ~CollisionAABB() {}
+
+ //! Get min point of the box
+ inline_ void GetMin(IcePoint& min) const { min = mCenter - mExtents; }
+ //! Get max point of the box
+ inline_ void GetMax(IcePoint& max) const { max = mCenter + mExtents; }
+
+ //! Get component of the box's min point along a given axis
+ inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
+ //! Get component of the box's max point along a given axis
+ inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Setups an AABB from min & max vectors.
+ * \param min [in] the min point
+ * \param max [in] the max point
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMinMax(const IcePoint& min, const IcePoint& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks a box is inside another box.
+ * \param box [in] the other box
+ * \return true if current box is inside input box
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ BOOL IsInside(const CollisionAABB& box) const
+ {
+ if(box.GetMin(0)>GetMin(0)) return FALSE;
+ if(box.GetMin(1)>GetMin(1)) return FALSE;
+ if(box.GetMin(2)>GetMin(2)) return FALSE;
+ if(box.GetMax(0)<GetMax(0)) return FALSE;
+ if(box.GetMax(1)<GetMax(1)) return FALSE;
+ if(box.GetMax(2)<GetMax(2)) return FALSE;
+ return TRUE;
+ }
+
+ IcePoint mCenter; //!< Box center
+ IcePoint mExtents; //!< Box extents
+ };
+
+ class OPCODE_API QuantizedAABB
+ {
+ public:
+ //! Constructor
+ inline_ QuantizedAABB() {}
+ //! Destructor
+ inline_ ~QuantizedAABB() {}
+
+ sword mCenter[3]; //!< Quantized center
+ uword mExtents[3]; //!< Quantized extents
+ };
+
+ //! Quickly rotates & translates a vector
+ inline_ void TransformPoint(IcePoint& dest, const IcePoint& source, const Matrix3x3& rot, const IcePoint& trans)
+ {
+ dest.x = trans.x + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
+ dest.y = trans.y + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
+ dest.z = trans.z + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
+ }
+
+#endif //__OPC_COMMON_H__ \ No newline at end of file
diff --git a/Opcode/OpcodeLib/OPC_HybridModel.cpp b/Opcode/OpcodeLib/OPC_HybridModel.cpp
new file mode 100644
index 0000000..0793e5e
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_HybridModel.cpp
@@ -0,0 +1,466 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for hybrid models.
+ * \file OPC_HybridModel.cpp
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * An hybrid collision model.
+ *
+ * The problem :
+ *
+ * Opcode really shines for mesh-mesh collision, especially when meshes are deeply overlapping
+ * (it typically outperforms RAPID in those cases).
+ *
+ * Unfortunately this is not the typical scenario in games.
+ *
+ * For close-proximity cases, especially for volume-mesh queries, it's relatively easy to run faster
+ * than Opcode, that suffers from a relatively high setup time.
+ *
+ * In particular, Opcode's "vanilla" trees in those cases -can- run faster. They can also use -less-
+ * memory than the optimized ones, when you let the system stop at ~10 triangles / leaf for example
+ * (i.e. when you don't use "complete" trees). However, those trees tend to fragment memory quite a
+ * lot, increasing cache misses : since they're not "complete", we can't predict the final number of
+ * nodes and we have to allocate nodes on-the-fly. For the same reasons we can't use Opcode's "optimized"
+ * trees here, since they rely on a known layout to perform the "optimization".
+ *
+ * Hybrid trees :
+ *
+ * Hybrid trees try to combine best of both worlds :
+ *
+ * - they use a maximum limit of 16 triangles/leaf. "16" is used so that we'll be able to save the
+ * number of triangles using 4 bits only.
+ *
+ * - they're still "complete" trees thanks to a two-passes building phase. First we create a "vanilla"
+ * AABB-tree with Opcode, limited to 16 triangles/leaf. Then we create a *second* vanilla tree, this
+ * time using the leaves of the first one. The trick is : this second tree is now "complete"... so we
+ * can further transform it into an Opcode's optimized tree.
+ *
+ * - then we run the collision queries on that standard Opcode tree. The only difference is that leaf
+ * nodes contain indices to leaf nodes of another tree. Also, we have to skip all primitive tests in
+ * Opcode optimized trees, since our leaves don't contain triangles anymore.
+ *
+ * - finally, for each collided leaf, we simply loop through 16 triangles max, and collide them with
+ * the bounding volume used in the query (we only support volume-vs-mesh queries here, not mesh-vs-mesh)
+ *
+ * All of that is wrapped in this "hybrid model" that contains the minimal data required for this to work.
+ * It's a mix between old "vanilla" trees, and old "optimized" trees.
+ *
+ * Extra advantages:
+ *
+ * - If we use them for dynamic models, we're left with a very small number of leaf nodes to refit. It
+ * might be a bit faster since we have less nodes to write back.
+ *
+ * - In rigid body simulation, using temporal coherence and sleeping objects greatly reduce the actual
+ * influence of one tree over another (i.e. the speed difference is often invisible). So memory is really
+ * the key element to consider, and in this regard hybrid trees are just better.
+ *
+ * Information to take home:
+ * - they use less ram
+ * - they're not slower (they're faster or slower depending on cases, overall there's no significant
+ * difference *as long as objects don't interpenetrate too much* - in which case Opcode's optimized trees
+ * are still notably faster)
+ *
+ * \class HybridModel
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date May, 18, 2003
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridModel::HybridModel() :
+ mNbLeaves (0),
+ mNbPrimitives (0),
+ mTriangles (null),
+ mIndices (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridModel::~HybridModel()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases everything.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void HybridModel::Release()
+{
+ ReleaseBase();
+ DELETEARRAY(mIndices);
+ DELETEARRAY(mTriangles);
+ mNbLeaves = 0;
+ mNbPrimitives = 0;
+}
+
+ struct Internal
+ {
+ Internal()
+ {
+ mNbLeaves = 0;
+ mLeaves = null;
+ mTriangles = null;
+ mBase = null;
+ }
+ ~Internal()
+ {
+ DELETEARRAY(mLeaves);
+ }
+
+ udword mNbLeaves;
+ AABB* mLeaves;
+ LeafTriangles* mTriangles;
+ const udword* mBase;
+ };
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool HybridModel::Build(const OPCODECREATE& create)
+{
+ // 1) Checkings
+ if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
+
+ // Look for degenerate faces.
+ udword NbDegenerate = create.mIMesh->CheckTopology();
+ if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
+ // We continue nonetheless....
+
+ Release(); // Make sure previous tree has been discarded
+
+ // 1-1) Setup mesh interface automatically
+ SetMeshInterface(create.mIMesh);
+
+ bool Status = false;
+ AABBTree* LeafTree = null;
+ Internal Data;
+
+ // 2) Build a generic AABB Tree.
+ mSource = new AABBTree;
+ CHECKALLOC(mSource);
+
+ // 2-1) Setup a builder. Our primitives here are triangles from input mesh,
+ // so we use an AABBTreeOfTrianglesBuilder.....
+ {
+ AABBTreeOfTrianglesBuilder TB;
+ TB.mIMesh = create.mIMesh;
+ TB.mNbPrimitives = create.mIMesh->GetNbTriangles();
+ TB.mSettings = create.mSettings;
+ TB.mSettings.mLimit = 16; // ### Hardcoded, but maybe we could let the user choose 8 / 16 / 32 ...
+ if(!mSource->Build(&TB)) goto FreeAndExit;
+ }
+
+ // 2-2) Here's the trick : create *another* AABB tree using the leaves of the first one (which are boxes, this time)
+ struct Local
+ {
+ // A callback to count leaf nodes
+ static bool CountLeaves(const AABBTreeNode* current, udword depth, void* user_data)
+ {
+ if(current->IsLeaf())
+ {
+ Internal* Data = (Internal*)user_data;
+ Data->mNbLeaves++;
+ }
+ return true;
+ }
+
+ // A callback to setup leaf nodes in our internal structures
+ static bool SetupLeafData(const AABBTreeNode* current, udword depth, void* user_data)
+ {
+ if(current->IsLeaf())
+ {
+ Internal* Data = (Internal*)user_data;
+
+ // Get current leaf's box
+ Data->mLeaves[Data->mNbLeaves] = *current->GetAABB();
+
+ // Setup leaf data
+ udword Index = (udword(current->GetPrimitives()) - udword(Data->mBase))/sizeof(udword);
+ Data->mTriangles[Data->mNbLeaves].SetData(current->GetNbPrimitives(), Index);
+
+ Data->mNbLeaves++;
+ }
+ return true;
+ }
+ };
+
+ // Walk the tree & count number of leaves
+ Data.mNbLeaves = 0;
+ mSource->Walk(Local::CountLeaves, &Data);
+ mNbLeaves = Data.mNbLeaves; // Keep track of it
+
+ // Special case for 1-leaf meshes
+ if(mNbLeaves==1)
+ {
+ mModelCode |= OPC_SINGLE_NODE;
+ Status = true;
+ goto FreeAndExit;
+ }
+
+ // Allocate our structures
+ Data.mLeaves = new AABB[Data.mNbLeaves]; CHECKALLOC(Data.mLeaves);
+ mTriangles = new LeafTriangles[Data.mNbLeaves]; CHECKALLOC(mTriangles);
+
+ // Walk the tree again & setup leaf data
+ Data.mTriangles = mTriangles;
+ Data.mBase = mSource->GetIndices();
+ Data.mNbLeaves = 0; // Reset for incoming walk
+ mSource->Walk(Local::SetupLeafData, &Data);
+
+ // Handle source indices
+ {
+ bool MustKeepIndices = true;
+ if(create.mCanRemap)
+ {
+ // We try to get rid of source indices (saving more ram!) by reorganizing triangle arrays...
+ // Remap can fail when we use callbacks => keep track of indices in that case (it still
+ // works, only using more memory)
+ if(create.mIMesh->RemapClient(mSource->GetNbPrimitives(), mSource->GetIndices()))
+ {
+ MustKeepIndices = false;
+ }
+ }
+
+ if(MustKeepIndices)
+ {
+ // Keep track of source indices (from vanilla tree)
+ mNbPrimitives = mSource->GetNbPrimitives();
+ mIndices = new udword[mNbPrimitives];
+ CopyMemory(mIndices, mSource->GetIndices(), mNbPrimitives*sizeof(udword));
+ }
+ }
+
+ // Now, create our optimized tree using previous leaf nodes
+ LeafTree = new AABBTree;
+ CHECKALLOC(LeafTree);
+ {
+ AABBTreeOfAABBsBuilder TB; // Now using boxes !
+ TB.mSettings = create.mSettings;
+ TB.mSettings.mLimit = 1; // We now want a complete tree so that we can "optimize" it
+ TB.mNbPrimitives = Data.mNbLeaves;
+ TB.mAABBArray = Data.mLeaves;
+ if(!LeafTree->Build(&TB)) goto FreeAndExit;
+ }
+
+ // 3) Create an optimized tree according to user-settings
+ if(!CreateTree(create.mNoLeaf, create.mQuantized)) goto FreeAndExit;
+
+ // 3-2) Create optimized tree
+ if(!mTree->Build(LeafTree)) goto FreeAndExit;
+
+ // Finally ok...
+ Status = true;
+
+FreeAndExit: // Allow me this one...
+ DELETESINGLE(LeafTree);
+
+ // 3-3) Delete generic tree if needed
+ if(!create.mKeepOriginal) DELETESINGLE(mSource);
+
+ return Status;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword HybridModel::GetUsedBytes() const
+{
+ udword UsedBytes = 0;
+ if(mTree) UsedBytes += mTree->GetUsedBytes();
+ if(mIndices) UsedBytes += mNbPrimitives * sizeof(udword); // mIndices
+ if(mTriangles) UsedBytes += mNbLeaves * sizeof(LeafTriangles); // mTriangles
+ return UsedBytes;
+}
+
+inline_ void ComputeMinMax(IcePoint& min, IcePoint& max, const VertexPointers& vp)
+{
+ // Compute triangle's AABB = a leaf box
+#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
+ min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+ max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+
+ min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+ max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+
+ min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+ max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+#else
+ min = *vp.Vertex[0];
+ max = *vp.Vertex[0];
+ min.Min(*vp.Vertex[1]);
+ max.Max(*vp.Vertex[1]);
+ min.Min(*vp.Vertex[2]);
+ max.Max(*vp.Vertex[2]);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool HybridModel::Refit()
+{
+ if(!mIMesh) return false;
+ if(!mTree) return false;
+
+ if(IsQuantized()) return false;
+ if(HasLeafNodes()) return false;
+
+ const LeafTriangles* LT = GetLeafTriangles();
+ const udword* Indices = GetIndices();
+
+ // Bottom-up update
+ VertexPointers VP;
+ IcePoint Min,Max;
+ IcePoint Min_,Max_;
+ udword Index = mTree->GetNbNodes();
+ AABBNoLeafNode* Nodes = (AABBNoLeafNode*)((AABBNoLeafTree*)mTree)->GetNodes();
+ while(Index--)
+ {
+ AABBNoLeafNode& Current = Nodes[Index];
+
+ if(Current.HasPosLeaf())
+ {
+ const LeafTriangles& CurrentLeaf = LT[Current.GetPosPrimitive()];
+
+ Min.SetPlusInfinity();
+ Max.SetMinusInfinity();
+
+ IcePoint TmpMin, TmpMax;
+
+ // 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--)
+ {
+ mIMesh->GetTriangle(VP, *T++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min.Min(TmpMin);
+ Max.Max(TmpMax);
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ mIMesh->GetTriangle(VP, BaseIndex++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min.Min(TmpMin);
+ Max.Max(TmpMax);
+ }
+ }
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
+ CurrentBox.GetMin(Min);
+ CurrentBox.GetMax(Max);
+ }
+
+ if(Current.HasNegLeaf())
+ {
+ const LeafTriangles& CurrentLeaf = LT[Current.GetNegPrimitive()];
+
+ Min_.SetPlusInfinity();
+ Max_.SetMinusInfinity();
+
+ IcePoint TmpMin, TmpMax;
+
+ // 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--)
+ {
+ mIMesh->GetTriangle(VP, *T++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min_.Min(TmpMin);
+ Max_.Max(TmpMax);
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ mIMesh->GetTriangle(VP, BaseIndex++);
+ ComputeMinMax(TmpMin, TmpMax, VP);
+ Min_.Min(TmpMin);
+ Max_.Max(TmpMax);
+ }
+ }
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
+ CurrentBox.GetMin(Min_);
+ CurrentBox.GetMax(Max_);
+ }
+#ifdef OPC_USE_FCOMI
+ Min.x = FCMin2(Min.x, Min_.x);
+ Max.x = FCMax2(Max.x, Max_.x);
+ Min.y = FCMin2(Min.y, Min_.y);
+ Max.y = FCMax2(Max.y, Max_.y);
+ Min.z = FCMin2(Min.z, Min_.z);
+ Max.z = FCMax2(Max.z, Max_.z);
+#else
+ Min.Min(Min_);
+ Max.Max(Max_);
+#endif
+ Current.mAABB.SetMinMax(Min, Max);
+ }
+ return true;
+}
diff --git a/Opcode/OpcodeLib/OPC_HybridModel.h b/Opcode/OpcodeLib/OPC_HybridModel.h
new file mode 100644
index 0000000..7833a94
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_HybridModel.h
@@ -0,0 +1,106 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for hybrid models.
+ * \file OPC_HybridModel.h
+ * \author Pierre Terdiman
+ * \date May, 18, 2003
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_HYBRIDMODEL_H__
+#define __OPC_HYBRIDMODEL_H__
+
+ //! Leaf descriptor
+ struct LeafTriangles
+ {
+ udword Data; //!< Packed data
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets number of triangles in the leaf.
+ * \return number of triangles N, with 0 < N <= 16
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbTriangles() const { return (Data & 15)+1; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets triangle index for this leaf. Indexed model's array of indices retrieved with HybridModel::GetIndices()
+ * \return triangle index
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetTriangleIndex() const { return Data>>4; }
+ inline_ void SetData(udword nb, udword index) { ASSERT(nb>0 && nb<=16); nb--; Data = (index<<4)|(nb&15); }
+ };
+
+ class OPCODE_API HybridModel : public BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ HybridModel();
+ virtual ~HybridModel();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Build(const OPCODECREATE& create);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) udword GetUsedBytes() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision model. This can be used to handle dynamic meshes. Usage is:
+ * 1. modify your mesh vertices (keep the topology constant!)
+ * 2. refit the tree (call this method)
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Refit();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets array of triangles.
+ * \return array of triangles
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const LeafTriangles* GetLeafTriangles() const { return mTriangles; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets array of indices.
+ * \return array of indices
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const udword* GetIndices() const { return mIndices; }
+
+ private:
+ udword mNbLeaves; //!< Number of leaf nodes in the model
+ LeafTriangles* mTriangles; //!< Array of mNbLeaves leaf descriptors
+ udword mNbPrimitives; //!< Number of primitives in the model
+ udword* mIndices; //!< Array of primitive indices
+
+ // Internal methods
+ void Release();
+ };
+
+#endif // __OPC_HYBRIDMODEL_H__
diff --git a/Opcode/OpcodeLib/OPC_IceHook.h b/Opcode/OpcodeLib/OPC_IceHook.h
new file mode 100644
index 0000000..8b97eaa
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_IceHook.h
@@ -0,0 +1,70 @@
+
+// Should be included by Opcode.h if needed
+
+ #define ICE_DONT_CHECK_COMPILER_OPTIONS
+
+ // From Windows...
+ typedef int BOOL;
+ #ifndef FALSE
+ #define FALSE 0
+ #endif
+
+ #ifndef TRUE
+ #define TRUE 1
+ #endif
+
+ #include <stdio.h>
+ #include <stdlib.h>
+ #include <assert.h>
+ #include <string.h>
+ #include <float.h>
+ #include <Math.h>
+
+ #ifndef ASSERT
+ #define ASSERT(exp) {}
+ #endif
+ #define ICE_COMPILE_TIME_ASSERT(exp) extern char ICE_Dummy[ (exp) ? 1 : -1 ]
+
+ #define Log {}
+ #define SetIceError false
+ #define EC_OUTOFMEMORY "Out of memory"
+
+ #include ".\Ice\IcePreprocessor.h"
+
+ #undef ICECORE_API
+ #define ICECORE_API OPCODE_API
+
+ #include ".\Ice\IceTypes.h"
+ #include ".\Ice\IceFPU.h"
+ #include ".\Ice\IceMemoryMacros.h"
+
+ namespace IceCore
+ {
+ #include ".\Ice\IceUtils.h"
+ #include ".\Ice\IceContainer.h"
+ #include ".\Ice\IcePairs.h"
+ #include ".\Ice\IceRevisitedRadix.h"
+ #include ".\Ice\IceRandom.h"
+ }
+ using namespace IceCore;
+
+ #define ICEMATHS_API OPCODE_API
+ namespace IceMaths
+ {
+ #include ".\Ice\IceAxes.h"
+ #include ".\Ice\IcePoint.h"
+ #include ".\Ice\IceHPoint.h"
+ #include ".\Ice\IceMatrix3x3.h"
+ #include ".\Ice\IceMatrix4x4.h"
+ #include ".\Ice\IcePlane.h"
+ #include ".\Ice\IceRay.h"
+ #include ".\Ice\IceIndexedTriangle.h"
+ #include ".\Ice\IceTriangle.h"
+ #include ".\Ice\IceTriList.h"
+ #include ".\Ice\IceAABB.h"
+ #include ".\Ice\IceOBB.h"
+ #include ".\Ice\IceBoundingSphere.h"
+ #include ".\Ice\IceSegment.h"
+ #include ".\Ice\IceLSS.h"
+ }
+ using namespace IceMaths;
diff --git a/Opcode/OpcodeLib/OPC_MeshInterface.cpp b/Opcode/OpcodeLib/OPC_MeshInterface.cpp
new file mode 100644
index 0000000..9f45c25
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_MeshInterface.cpp
@@ -0,0 +1,299 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a mesh interface.
+ * \file OPC_MeshInterface.cpp
+ * \author Pierre Terdiman
+ * \date November, 27, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have
+ * to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled
+ * the alternative.
+ *
+ * \class VertexPointers
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we
+ * try to support most of them.
+ *
+ * Basically you have two options:
+ * - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h.
+ * - else pointers.
+ *
+ * If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined.
+ *
+ *
+ * CALLBACKS:
+ *
+ * Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give
+ * access to three vertices at the end of the day. It's up to you to fetch them from your database, using
+ * whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16
+ * or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is
+ * called each time OPCODE needs access to a particular triangle, so there might be a slight overhead.
+ *
+ * To make things clear: geometry & topology are NOT stored in the collision system,
+ * in order to save some ram. So, when the system needs them to perform accurate intersection
+ * tests, you're requested to provide the triangle-vertices corresponding to a given face index.
+ *
+ * Ex:
+ *
+ * \code
+ * static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data)
+ * {
+ * // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
+ * Mesh* MyMesh = (Mesh*)user_data;
+ * // Get correct triangle in the app-controlled database
+ * const Triangle* Tri = MyMesh->GetTriangle(triangle_index);
+ * // Setup pointers to vertices for the collision system
+ * triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
+ * triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
+ * triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
+ * }
+ *
+ * // Setup callbacks
+ * MeshInterface0->SetCallback(ColCallback, udword(Mesh0));
+ * MeshInterface1->SetCallback(ColCallback, udword(Mesh1));
+ * \endcode
+ *
+ * Of course, you should make this callback as fast as possible. And you're also not supposed
+ * to modify the geometry *after* the collision trees have been built. The alternative was to
+ * store the geometry & topology in the collision system as well (as in RAPID) but we have found
+ * this approach to waste a lot of ram in many cases.
+ *
+ *
+ * POINTERS:
+ *
+ * If you're internally using the following canonical structures:
+ * - a vertex made of three 32-bits floating point values
+ * - a triangle made of three 32-bits integer vertex references
+ * ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly
+ * use provided pointers to access the topology and geometry, without using a callback. It might be faster,
+ * but probably not as safe. Pointers have been introduced in OPCODE 1.2.
+ *
+ * Ex:
+ *
+ * \code
+ * // Setup pointers
+ * MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts());
+ * MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts());
+ * \endcode
+ *
+ *
+ * STRIDES:
+ *
+ * If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates
+ * (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE
+ * doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase
+ * cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers !
+ *
+ *
+ * In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so
+ * choose what's best for your application. All of this has been wrapped into this MeshInterface.
+ *
+ * \class MeshInterface
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date November, 27, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+MeshInterface::MeshInterface() :
+#ifdef OPC_USE_CALLBACKS
+ mUserData (null),
+ mObjCallback (null),
+#else
+ mTris (null),
+ mVerts (null),
+ #ifdef OPC_USE_STRIDE
+ mTriStride (sizeof(IndexedTriangle)),
+ mVertexStride (sizeof(IcePoint)),
+ #endif
+#endif
+ mNbTris (0),
+ mNbVerts (0)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+MeshInterface::~MeshInterface()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the mesh interface is valid, i.e. things have been setup correctly.
+ * \return true if valid
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::IsValid() const
+{
+ if(!mNbTris || !mNbVerts) return false;
+#ifdef OPC_USE_CALLBACKS
+ if(!mObjCallback) return false;
+#else
+ if(!mTris || !mVerts) return false;
+#endif
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the mesh itself is valid.
+ * Currently we only look for degenerate faces.
+ * \return number of degenerate faces
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword MeshInterface::CheckTopology() const
+{
+ // Check topology. If the model contains degenerate faces, collision report can be wrong in some cases.
+ // e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner
+ // you can try this: www.codercorner.com/Consolidation.zip
+
+ udword NbDegenerate = 0;
+
+ VertexPointers VP;
+
+ // Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for
+ // redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides).
+ for(udword i=0;i<mNbTris;i++)
+ {
+ GetTriangle(VP, i);
+
+ if( (VP.Vertex[0]==VP.Vertex[1])
+ || (VP.Vertex[1]==VP.Vertex[2])
+ || (VP.Vertex[2]==VP.Vertex[0])) NbDegenerate++;
+ }
+
+ return NbDegenerate;
+}
+
+#ifdef OPC_USE_CALLBACKS
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
+ * \param callback [in] user-defined callback
+ * \param user_data [in] user-defined data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetCallback(RequestCallback callback, void* user_data)
+{
+ if(!callback) return SetIceError("MeshInterface::SetCallback: callback pointer is null");
+
+ mObjCallback = callback;
+ mUserData = user_data;
+ return true;
+}
+#else
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
+ * \param tris [in] pointer to triangles
+ * \param verts [in] pointer to vertices
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetPointers(const IndexedTriangle* tris, const IcePoint* verts)
+{
+ if(!tris || !verts) return SetIceError("MeshInterface::SetPointers: pointer is null", null);
+
+ mTris = tris;
+ mVerts = verts;
+ return true;
+}
+#ifdef OPC_USE_STRIDE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Strides control
+ * \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
+ * \param vertex_stride [in] size of a vertex in bytes. The first sizeof(IcePoint) bytes are used to get vertex position.
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::SetStrides(udword tri_stride, udword vertex_stride)
+{
+ if(tri_stride<sizeof(IndexedTriangle)) return SetIceError("MeshInterface::SetStrides: invalid triangle stride", null);
+ if(vertex_stride<sizeof(IcePoint)) return SetIceError("MeshInterface::SetStrides: invalid vertex stride", null);
+
+ mTriStride = tri_stride;
+ mVertexStride = vertex_stride;
+ return true;
+}
+#endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Remaps client's mesh according to a permutation.
+ * \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
+ * \param permutation [in] list of triangle indices
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool MeshInterface::RemapClient(udword nb_indices, const udword* permutation) const
+{
+ // Checkings
+ if(!nb_indices || !permutation) return false;
+ if(nb_indices!=mNbTris) return false;
+
+#ifdef OPC_USE_CALLBACKS
+ // We can't really do that using callbacks
+ return false;
+#else
+ IndexedTriangle* Tmp = new IndexedTriangle[mNbTris];
+ CHECKALLOC(Tmp);
+
+ #ifdef OPC_USE_STRIDE
+ udword Stride = mTriStride;
+ #else
+ udword Stride = sizeof(IndexedTriangle);
+ #endif
+
+ for(udword i=0;i<mNbTris;i++)
+ {
+ const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
+ Tmp[i] = *T;
+ }
+
+ for(udword i=0;i<mNbTris;i++)
+ {
+ IndexedTriangle* T = (IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
+ *T = Tmp[permutation[i]];
+ }
+
+ DELETEARRAY(Tmp);
+#endif
+ return true;
+}
diff --git a/Opcode/OpcodeLib/OPC_MeshInterface.h b/Opcode/OpcodeLib/OPC_MeshInterface.h
new file mode 100644
index 0000000..7770b40
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_MeshInterface.h
@@ -0,0 +1,182 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a mesh interface.
+ * \file OPC_MeshInterface.h
+ * \author Pierre Terdiman
+ * \date November, 27, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_MESHINTERFACE_H__
+#define __OPC_MESHINTERFACE_H__
+
+ struct VertexPointers
+ {
+ const IcePoint* Vertex[3];
+
+ bool BackfaceCulling(const IcePoint& source)
+ {
+ const IcePoint& p0 = *Vertex[0];
+ const IcePoint& p1 = *Vertex[1];
+ const IcePoint& p2 = *Vertex[2];
+
+ // Compute normal direction
+ IcePoint Normal = (p2 - p1)^(p0 - p1);
+
+ // Backface culling
+ return (Normal | (source - p0)) >= 0.0f;
+ }
+ };
+
+#ifdef OPC_USE_CALLBACKS
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called by OPCODE to request vertices from the app.
+ * \param triangle_index [in] face index for which the system is requesting the vertices
+ * \param triangle [out] triangle's vertices (must be provided by the user)
+ * \param user_data [in] user-defined data from SetCallback()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef void (*RequestCallback) (udword triangle_index, VertexPointers& triangle, void* user_data);
+#endif
+
+ class OPCODE_API MeshInterface
+ {
+ public:
+ // Constructor / Destructor
+ MeshInterface();
+ ~MeshInterface();
+ // Common settings
+ inline_ udword GetNbTriangles() const { return mNbTris; }
+ inline_ udword GetNbVertices() const { return mNbVerts; }
+ inline_ void SetNbTriangles(udword nb) { mNbTris = nb; }
+ inline_ void SetNbVertices(udword nb) { mNbVerts = nb; }
+
+#ifdef OPC_USE_CALLBACKS
+ // Callback settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
+ * \param callback [in] user-defined callback
+ * \param user_data [in] user-defined data
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetCallback(RequestCallback callback, void* user_data);
+ inline_ void* GetUserData() const { return mUserData; }
+ inline_ RequestCallback GetCallback() const { return mObjCallback; }
+#else
+ // Pointers settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
+ * \param tris [in] pointer to triangles
+ * \param verts [in] pointer to vertices
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetPointers(const IndexedTriangle* tris, const IcePoint* verts);
+ inline_ const IndexedTriangle* GetTris() const { return mTris; }
+ inline_ const IcePoint* GetVerts() const { return mVerts; }
+
+ #ifdef OPC_USE_STRIDE
+ // Strides settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Strides control
+ * \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
+ * \param vertex_stride [in] size of a vertex in bytes. The first sizeof(IcePoint) bytes are used to get vertex position.
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool SetStrides(udword tri_stride=sizeof(IndexedTriangle), udword vertex_stride=sizeof(IcePoint));
+ inline_ udword GetTriStride() const { return mTriStride; }
+ inline_ udword GetVertexStride() const { return mVertexStride; }
+ #endif
+#endif
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Fetches a triangle given a triangle index.
+ * \param vp [out] required triangle's vertex pointers
+ * \param index [in] triangle index
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void GetTriangle(VertexPointers& vp, udword index) const
+ {
+#ifdef OPC_USE_CALLBACKS
+ (mObjCallback)(index, vp, mUserData);
+#else
+ #ifdef OPC_USE_STRIDE
+ const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
+ vp.Vertex[0] = (const IcePoint*)(((ubyte*)mVerts) + T->mVRef[0] * mVertexStride);
+ vp.Vertex[1] = (const IcePoint*)(((ubyte*)mVerts) + T->mVRef[1] * mVertexStride);
+ vp.Vertex[2] = (const IcePoint*)(((ubyte*)mVerts) + T->mVRef[2] * mVertexStride);
+ #else
+ const IndexedTriangle* T = &mTris[index];
+ vp.Vertex[0] = &mVerts[T->mVRef[0]];
+ vp.Vertex[1] = &mVerts[T->mVRef[1]];
+ vp.Vertex[2] = &mVerts[T->mVRef[2]];
+ #endif
+#endif
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Remaps client's mesh according to a permutation.
+ * \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
+ * \param permutation [in] list of triangle indices
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ bool RemapClient(udword nb_indices, const udword* permutation) const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the mesh interface is valid, i.e. things have been setup correctly.
+ * \return true if valid
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool IsValid() const;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Checks the mesh itself is valid.
+ * Currently we only look for degenerate faces.
+ * \return number of degenerate faces
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ udword CheckTopology() const;
+ private:
+
+ udword mNbTris; //!< Number of triangles in the input model
+ udword mNbVerts; //!< Number of vertices in the input model
+#ifdef OPC_USE_CALLBACKS
+ // User callback
+ void* mUserData; //!< User-defined data sent to callback
+ RequestCallback mObjCallback; //!< Object callback
+#else
+ // User pointers
+ const IndexedTriangle* mTris; //!< Array of indexed triangles
+ const IcePoint* mVerts; //!< Array of vertices
+ #ifdef OPC_USE_STRIDE
+ udword mTriStride; //!< Possible triangle stride in bytes [Opcode 1.3]
+ udword mVertexStride; //!< Possible vertex stride in bytes [Opcode 1.3]
+ #endif
+#endif
+ };
+
+#endif //__OPC_MESHINTERFACE_H__ \ No newline at end of file
diff --git a/Opcode/OpcodeLib/OPC_Model.cpp b/Opcode/OpcodeLib/OPC_Model.cpp
new file mode 100644
index 0000000..0616c4d
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Model.cpp
@@ -0,0 +1,222 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for OPCODE models.
+ * \file OPC_Model.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * The main collision wrapper, for all trees. Supported trees are:
+ * - Normal trees (2*N-1 nodes, full size)
+ * - No-leaf trees (N-1 nodes, full size)
+ * - Quantized trees (2*N-1 nodes, half size)
+ * - Quantized no-leaf trees (N-1 nodes, half size)
+ *
+ * Usage:
+ *
+ * 1) Create a static mesh interface using callbacks or pointers. (see OPC_MeshInterface.cpp).
+ * Keep it around in your app, since a pointer to this interface is saved internally and
+ * used until you release the collision structures.
+ *
+ * 2) Build a Model using a creation structure:
+ *
+ * \code
+ * Model Sample;
+ *
+ * OPCODECREATE OPCC;
+ * OPCC.IMesh = ...;
+ * OPCC.Rules = ...;
+ * OPCC.NoLeaf = ...;
+ * OPCC.Quantized = ...;
+ * OPCC.KeepOriginal = ...;
+ * bool Status = Sample.Build(OPCC);
+ * \endcode
+ *
+ * 3) Create a tree collider and set it up:
+ *
+ * \code
+ * AABBTreeCollider TC;
+ * TC.SetFirstContact(...);
+ * TC.SetFullBoxBoxTest(...);
+ * TC.SetFullPrimBoxTest(...);
+ * TC.SetTemporalCoherence(...);
+ * \endcode
+ *
+ * 4) Perform a collision query
+ *
+ * \code
+ * // Setup cache
+ * static BVTCache ColCache;
+ * ColCache.Model0 = &Model0;
+ * ColCache.Model1 = &Model1;
+ *
+ * // Collision query
+ * bool IsOk = TC.Collide(ColCache, World0, World1);
+ *
+ * // Get collision status => if true, objects overlap
+ * BOOL Status = TC.GetContactStatus();
+ *
+ * // Number of colliding pairs and list of pairs
+ * udword NbPairs = TC.GetNbPairs();
+ * const Pair* p = TC.GetPairs()
+ * \endcode
+ *
+ * 5) Stats
+ *
+ * \code
+ * Model0.GetUsedBytes() = number of bytes used for this collision tree
+ * TC.GetNbBVBVTests() = number of BV-BV overlap tests performed during last query
+ * TC.GetNbPrimPrimTests() = number of Triangle-Triangle overlap tests performed during last query
+ * TC.GetNbBVPrimTests() = number of Triangle-BV overlap tests performed during last query
+ * \endcode
+ *
+ * \class Model
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::Model()
+{
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ mHull = null;
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::~Model()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases the model.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Model::Release()
+{
+ ReleaseBase();
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ DELETESINGLE(mHull);
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Model::Build(const OPCODECREATE& create)
+{
+ // 1) Checkings
+ if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
+
+ // For this model, we only support complete trees
+ if(create.mSettings.mLimit!=1) return SetIceError("OPCODE WARNING: supports complete trees only! Use mLimit = 1.\n", null);
+
+ // Look for degenerate faces.
+ udword NbDegenerate = create.mIMesh->CheckTopology();
+ if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
+ // We continue nonetheless....
+
+ Release(); // Make sure previous tree has been discarded [Opcode 1.3, thanks Adam]
+
+ // 1-1) Setup mesh interface automatically [Opcode 1.3]
+ SetMeshInterface(create.mIMesh);
+
+ // Special case for 1-triangle meshes [Opcode 1.3]
+ udword NbTris = create.mIMesh->GetNbTriangles();
+ if(NbTris==1)
+ {
+ // We don't need to actually create a tree here, since we'll only have a single triangle to deal with anyway.
+ // It's a waste to use a "model" for this but at least it will work.
+ mModelCode |= OPC_SINGLE_NODE;
+ return true;
+ }
+
+ // 2) Build a generic AABB Tree.
+ mSource = new AABBTree;
+ CHECKALLOC(mSource);
+
+ // 2-1) Setup a builder. Our primitives here are triangles from input mesh,
+ // so we use an AABBTreeOfTrianglesBuilder.....
+ {
+ AABBTreeOfTrianglesBuilder TB;
+ TB.mIMesh = create.mIMesh;
+ TB.mSettings = create.mSettings;
+ TB.mNbPrimitives = NbTris;
+ if(!mSource->Build(&TB)) return false;
+ }
+
+ // 3) Create an optimized tree according to user-settings
+ if(!CreateTree(create.mNoLeaf, create.mQuantized)) return false;
+
+ // 3-2) Create optimized tree
+ if(!mTree->Build(mSource)) return false;
+
+ // 3-3) Delete generic tree if needed
+ if(!create.mKeepOriginal) DELETESINGLE(mSource);
+
+#ifdef __MESHMERIZER_H__
+ // 4) Convex hull
+ if(create.mCollisionHull)
+ {
+ // Create hull
+ mHull = new CollisionHull;
+ CHECKALLOC(mHull);
+
+ CONVEXHULLCREATE CHC;
+ // ### doesn't work with strides
+ CHC.NbVerts = create.mIMesh->GetNbVertices();
+ CHC.Vertices = create.mIMesh->GetVerts();
+ CHC.UnifyNormals = true;
+ CHC.ReduceVertices = true;
+ CHC.WordFaces = false;
+ mHull->Compute(CHC);
+ }
+#endif // __MESHMERIZER_H__
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword Model::GetUsedBytes() const
+{
+ if(!mTree) return 0;
+ return mTree->GetUsedBytes();
+}
diff --git a/Opcode/OpcodeLib/OPC_Model.h b/Opcode/OpcodeLib/OPC_Model.h
new file mode 100644
index 0000000..1d7e1e4
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Model.h
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for OPCODE models.
+ * \file OPC_Model.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_MODEL_H__
+#define __OPC_MODEL_H__
+
+ class OPCODE_API Model : public BaseModel
+ {
+ public:
+ // Constructor/Destructor
+ Model();
+ virtual ~Model();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) bool Build(const OPCODECREATE& create);
+
+#ifdef __MESHMERIZER_H__
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the collision hull.
+ * \return the collision hull if it exists
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const CollisionHull* GetHull() const { return mHull; }
+#endif // __MESHMERIZER_H__
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(BaseModel) udword GetUsedBytes() const;
+
+ private:
+#ifdef __MESHMERIZER_H__
+ CollisionHull* mHull; //!< Possible convex hull
+#endif // __MESHMERIZER_H__
+ // Internal methods
+ void Release();
+ };
+
+#endif //__OPC_MODEL_H__ \ No newline at end of file
diff --git a/Opcode/OpcodeLib/OPC_OBBCollider.cpp b/Opcode/OpcodeLib/OPC_OBBCollider.cpp
new file mode 100644
index 0000000..1dc343d
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_OBBCollider.cpp
@@ -0,0 +1,767 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an OBB collider.
+ * \file OPC_OBBCollider.cpp
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an OBB-vs-tree collider.
+ *
+ * \class OBBCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date January, 1st, 2002
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ mTouchedPrimitives->Add(prim_index);
+
+//! OBB-triangle test
+#define OBB_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ /* Transform them in a common space */ \
+ TransformPoint(mLeafVerts[0], *VP.Vertex[0], mRModelToBox, mTModelToBox); \
+ TransformPoint(mLeafVerts[1], *VP.Vertex[1], mRModelToBox, mTModelToBox); \
+ TransformPoint(mLeafVerts[2], *VP.Vertex[2], mRModelToBox, mTModelToBox); \
+ /* Perform triangle-box overlap test */ \
+ if(TriBoxOverlap()) \
+ { \
+ SET_CONTACT(prim_index, flag) \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OBBCollider::OBBCollider() : mFullBoxBoxTest(true)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+OBBCollider::~OBBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* OBBCollider::ValidateSettings()
+{
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+
+ return VolumeCollider::ValidateSettings();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision OBB in local space
+ * \param model [in] Opcode model to collide with
+ * \param worldb [in] OBB's 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 OBBCollider::Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb, const Matrix4x4* worldm)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(cache, box, worldb, 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] a box cache
+ * \param box [in] obb in local space
+ * \param worldb [in] obb's 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 OBBCollider::InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb, const Matrix4x4* worldm)
+{
+ // 1) Call the base method
+ VolumeCollider::InitQuery();
+
+ // 2) Compute obb in world space
+ mBoxExtents = box.mExtents;
+
+ Matrix4x4 WorldB;
+
+ if(worldb)
+ {
+ WorldB = Matrix4x4( box.mRot * Matrix3x3(*worldb) );
+ WorldB.SetTrans(box.mCenter * *worldb);
+ }
+ else
+ {
+ WorldB = box.mRot;
+ WorldB.SetTrans(box.mCenter);
+ }
+
+ // Setup matrices
+ Matrix4x4 InvWorldB;
+ InvertPRMatrix(InvWorldB, WorldB);
+
+ if(worldm)
+ {
+ Matrix4x4 InvWorldM;
+ InvertPRMatrix(InvWorldM, *worldm);
+
+ Matrix4x4 WorldBtoM = WorldB * InvWorldM;
+ Matrix4x4 WorldMtoB = *worldm * InvWorldB;
+
+ mRModelToBox = WorldMtoB; WorldMtoB.GetTrans(mTModelToBox);
+ mRBoxToModel = WorldBtoM; WorldBtoM.GetTrans(mTBoxToModel);
+ }
+ else
+ {
+ mRModelToBox = InvWorldB; InvWorldB.GetTrans(mTModelToBox);
+ mRBoxToModel = WorldB; WorldB.GetTrans(mTBoxToModel);
+ }
+
+ // 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 box (and set contact status if needed)
+ OBB_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 box (and set contact status if needed)
+ OBB_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
+ {
+ // ### rewrite this
+ OBB TestBox(mTBoxToModel, mBoxExtents, mRBoxToModel);
+
+ // We're interested in all contacts =>test the new real box N(ew) against the previous fat box P(revious):
+ if(IsCacheValid(cache) && TestBox.IsInside(cache.FatBox))
+ {
+ // - 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 box so that coherence will work for subsequent frames
+ TestBox.mExtents *= cache.FatCoeff;
+ mBoxExtents *= cache.FatCoeff;
+
+ // Update cache with query data (signature for cached faces)
+ cache.FatBox = TestBox;
+ }
+ }
+ }
+ else
+ {
+ // Here we don't use temporal coherence => do a normal query
+ mTouchedPrimitives->Reset();
+ }
+
+ // Now we can precompute box-box data
+
+ // Precompute absolute box-to-model rotation matrix
+ for(udword i=0;i<3;i++)
+ {
+ for(udword j=0;j<3;j++)
+ {
+ // Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
+ mAR.m[i][j] = 1e-6f + fabsf(mRBoxToModel.m[i][j]);
+ }
+ }
+
+ // Precompute bounds for box-in-box test
+ mB0 = mBoxExtents - mTModelToBox;
+ mB1 = - mBoxExtents - mTModelToBox;
+
+ // Precompute box-box data - Courtesy of Erwin de Vries
+ mBBx1 = mBoxExtents.x*mAR.m[0][0] + mBoxExtents.y*mAR.m[1][0] + mBoxExtents.z*mAR.m[2][0];
+ mBBy1 = mBoxExtents.x*mAR.m[0][1] + mBoxExtents.y*mAR.m[1][1] + mBoxExtents.z*mAR.m[2][1];
+ mBBz1 = mBoxExtents.x*mAR.m[0][2] + mBoxExtents.y*mAR.m[1][2] + mBoxExtents.z*mAR.m[2][2];
+
+ mBB_1 = mBoxExtents.y*mAR.m[2][0] + mBoxExtents.z*mAR.m[1][0];
+ mBB_2 = mBoxExtents.x*mAR.m[2][0] + mBoxExtents.z*mAR.m[0][0];
+ mBB_3 = mBoxExtents.x*mAR.m[1][0] + mBoxExtents.y*mAR.m[0][0];
+ mBB_4 = mBoxExtents.y*mAR.m[2][1] + mBoxExtents.z*mAR.m[1][1];
+ mBB_5 = mBoxExtents.x*mAR.m[2][1] + mBoxExtents.z*mAR.m[0][1];
+ mBB_6 = mBoxExtents.x*mAR.m[1][1] + mBoxExtents.y*mAR.m[0][1];
+ mBB_7 = mBoxExtents.y*mAR.m[2][2] + mBoxExtents.z*mAR.m[1][2];
+ mBB_8 = mBoxExtents.x*mAR.m[2][2] + mBoxExtents.z*mAR.m[0][2];
+ mBB_9 = mBoxExtents.x*mAR.m[1][2] + mBoxExtents.y*mAR.m[0][2];
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Checks the OBB 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 OBB contains the whole box
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL OBBCollider::OBBContainsBox(const IcePoint& bc, const IcePoint& be)
+{
+ // I assume if all 8 box vertices are inside the OBB, so does the whole box.
+ // Sounds ok but maybe there's a better way?
+/*
+#define TEST_PT(a,b,c) \
+ p.x=a; p.y=b; p.z=c; p+=bc; \
+ f = p.x * mRModelToBox.m[0][0] + p.y * mRModelToBox.m[1][0] + p.z * mRModelToBox.m[2][0]; if(f>mB0.x || f<mB1.x) return FALSE;\
+ f = p.x * mRModelToBox.m[0][1] + p.y * mRModelToBox.m[1][1] + p.z * mRModelToBox.m[2][1]; if(f>mB0.y || f<mB1.y) return FALSE;\
+ f = p.x * mRModelToBox.m[0][2] + p.y * mRModelToBox.m[1][2] + p.z * mRModelToBox.m[2][2]; if(f>mB0.z || f<mB1.z) return FALSE;
+
+ IcePoint p;
+ float f;
+
+ TEST_PT(be.x, be.y, be.z)
+ TEST_PT(-be.x, be.y, be.z)
+ TEST_PT(be.x, -be.y, be.z)
+ TEST_PT(-be.x, -be.y, be.z)
+ TEST_PT(be.x, be.y, -be.z)
+ TEST_PT(-be.x, be.y, -be.z)
+ TEST_PT(be.x, -be.y, -be.z)
+ TEST_PT(-be.x, -be.y, -be.z)
+
+ return TRUE;
+*/
+
+ // Yes there is:
+ // - compute model-box's AABB in OBB space
+ // - test AABB-in-AABB
+ float NCx = bc.x * mRModelToBox.m[0][0] + bc.y * mRModelToBox.m[1][0] + bc.z * mRModelToBox.m[2][0];
+ float NEx = fabsf(mRModelToBox.m[0][0] * be.x) + fabsf(mRModelToBox.m[1][0] * be.y) + fabsf(mRModelToBox.m[2][0] * be.z);
+
+ if(mB0.x < NCx+NEx) return FALSE;
+ if(mB1.x > NCx-NEx) return FALSE;
+
+ float NCy = bc.x * mRModelToBox.m[0][1] + bc.y * mRModelToBox.m[1][1] + bc.z * mRModelToBox.m[2][1];
+ float NEy = fabsf(mRModelToBox.m[0][1] * be.x) + fabsf(mRModelToBox.m[1][1] * be.y) + fabsf(mRModelToBox.m[2][1] * be.z);
+
+ if(mB0.y < NCy+NEy) return FALSE;
+ if(mB1.y > NCy-NEy) return FALSE;
+
+ float NCz = bc.x * mRModelToBox.m[0][2] + bc.y * mRModelToBox.m[1][2] + bc.z * mRModelToBox.m[2][2];
+ float NEz = fabsf(mRModelToBox.m[0][2] * be.x) + fabsf(mRModelToBox.m[1][2] * be.y) + fabsf(mRModelToBox.m[2][2] * be.z);
+
+ if(mB0.z < NCz+NEz) return FALSE;
+ if(mB1.z > NCz-NEz) return FALSE;
+
+ return TRUE;
+}
+
+#define TEST_BOX_IN_OBB(center, extents) \
+ if(OBBContainsBox(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 OBBCollider::_Collide(const AABBCollisionNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->IsLeaf())
+ {
+ OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_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 OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(Center, Extents)
+
+ if(node->IsLeaf())
+ {
+ OBB_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 OBBCollider::_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 OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_Collide(const AABBNoLeafNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
+
+ if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { OBB_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 OBBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
+{
+ // Perform OBB-AABB overlap test
+ if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
+
+ TEST_BOX_IN_OBB(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 OBBCollider::_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 OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(Center, Extents)
+
+ if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
+ else _Collide(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf()) { OBB_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 OBBCollider::_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 OBB-AABB overlap test
+ if(!BoxBoxOverlap(Extents, Center)) return;
+
+ TEST_BOX_IN_OBB(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());
+}
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridOBBCollider::HybridOBBCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+HybridOBBCollider::~HybridOBBCollider()
+{
+}
+
+bool HybridOBBCollider::Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb, 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, box, worldb, 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++)
+ {
+ OBB_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++;
+ OBB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ else
+ {
+ udword BaseIndex = CurrentLeaf.GetTriangleIndex();
+
+ // Loop through triangles and test each of them
+ while(NbTris--)
+ {
+ udword TriangleIndex = BaseIndex++;
+ OBB_PRIM(TriangleIndex, OPC_CONTACT)
+ }
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Opcode/OpcodeLib/OPC_OBBCollider.h b/Opcode/OpcodeLib/OPC_OBBCollider.h
new file mode 100644
index 0000000..0601b20
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_OBBCollider.h
@@ -0,0 +1,142 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for an OBB collider.
+ * \file OPC_OBBCollider.h
+ * \author Pierre Terdiman
+ * \date January, 1st, 2002
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_OBBCOLLIDER_H__
+#define __OPC_OBBCOLLIDER_H__
+
+ struct OPCODE_API OBBCache : VolumeCache
+ {
+ OBBCache() : FatCoeff(1.1f)
+ {
+ FatBox.mCenter.Zero();
+ FatBox.mExtents.Zero();
+ FatBox.mRot.Identity();
+ }
+
+ // Cached faces signature
+ OBB FatBox; //!< Box used when performing the query resulting in cached faces
+ // User settings
+ float FatCoeff; //!< extents multiplier used to create a fat box
+ };
+
+ class OPCODE_API OBBCollider : public VolumeCollider
+ {
+ public:
+ // Constructor / Destructor
+ OBBCollider();
+ virtual ~OBBCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - with GetNbTouchedPrimitives()
+ * - with GetTouchedPrimitives()
+ *
+ * \param cache [in/out] a box cache
+ * \param box [in] collision OBB in local space
+ * \param model [in] Opcode model to collide with
+ * \param worldb [in] OBB's 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 Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: select between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Precomputed data
+ Matrix3x3 mAR; //!< Absolute rotation matrix
+ Matrix3x3 mRModelToBox; //!< Rotation from model space to obb space
+ Matrix3x3 mRBoxToModel; //!< Rotation from obb space to model space
+ IcePoint mTModelToBox; //!< Translation from model space to obb space
+ IcePoint mTBoxToModel; //!< Translation from obb space to model space
+
+ IcePoint mBoxExtents;
+ IcePoint mB0; //!< - mTModelToBox + mBoxExtents
+ IcePoint mB1; //!< - mTModelToBox - mBoxExtents
+
+ float mBBx1;
+ float mBBy1;
+ float mBBz1;
+
+ float mBB_1;
+ float mBB_2;
+ float mBB_3;
+ float mBB_4;
+ float mBB_5;
+ float mBB_6;
+ float mBB_7;
+ float mBB_8;
+ float mBB_9;
+
+ // Leaf description
+ IcePoint mLeafVerts[3]; //!< Triangle vertices
+ // Settings
+ bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
+ // Internal methods
+ void _Collide(const AABBCollisionNode* node);
+ void _Collide(const AABBNoLeafNode* node);
+ void _Collide(const AABBQuantizedNode* node);
+ void _Collide(const AABBQuantizedNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
+ void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
+ void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
+ // Overlap tests
+ inline_ BOOL OBBContainsBox(const IcePoint& bc, const IcePoint& be);
+ inline_ BOOL BoxBoxOverlap(const IcePoint& extents, const IcePoint& center);
+ inline_ BOOL TriBoxOverlap();
+ // Init methods
+ BOOL InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+ };
+
+ class OPCODE_API HybridOBBCollider : public OBBCollider
+ {
+ public:
+ // Constructor / Destructor
+ HybridOBBCollider();
+ virtual ~HybridOBBCollider();
+
+ bool Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
+ protected:
+ Container mTouchedBoxes;
+ };
+
+#endif // __OPC_OBBCOLLIDER_H__
diff --git a/Opcode/OpcodeLib/OPC_OptimizedTree.cpp b/Opcode/OpcodeLib/OPC_OptimizedTree.cpp
new file mode 100644
index 0000000..e2abe60
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_OptimizedTree.cpp
@@ -0,0 +1,782 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for optimized trees. Implements 4 trees:
+ * - normal
+ * - no leaf
+ * - quantized
+ * - no leaf / quantized
+ *
+ * \file OPC_OptimizedTree.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A standard AABB tree.
+ *
+ * \class AABBCollisionTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A no-leaf AABB tree.
+ *
+ * \class AABBNoLeafTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized AABB tree.
+ *
+ * \class AABBQuantizedTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A quantized no-leaf AABB tree.
+ *
+ * \class AABBQuantizedNoLeafTree
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+//! Compilation flag:
+//! - true to fix quantized boxes (i.e. make sure they enclose the original ones)
+//! - false to see the effects of quantization errors (faster, but wrong results in some cases)
+static bool gFixQuantized = true;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds an implicit tree from a standard one. An implicit tree is a complete tree (2*N-1 nodes) whose negative
+ * box pointers and primitive pointers have been made implicit, hence packing 3 pointers in one.
+ *
+ * Layout for implicit trees:
+ * Node:
+ * - box
+ * - data (32-bits value)
+ *
+ * if data's LSB = 1 => remaining bits are a primitive pointer
+ * else remaining bits are a P-node pointer, and N = P + 1
+ *
+ * \relates AABBCollisionNode
+ * \fn _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+ * \param linear [in] base address of destination nodes
+ * \param box_id [in] index of destination node
+ * \param current_id [in] current running index
+ * \param current_node [in] current node from input tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+static void _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+{
+ // Current node from input tree is "current_node". Must be flattened into "linear[boxid]".
+
+ // Store the AABB
+ current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
+ current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
+ // Store remaining info
+ if(current_node->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(current_node->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = current_node->GetPrimitives()[0];
+ // Setup box data as the primitive index, marked as leaf
+ linear[box_id].mData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // To make the negative one implicit, we must store P and N in successive order
+ udword PosID = current_id++; // Get a new id for positive child
+ udword NegID = current_id++; // Get a new id for negative child
+ // Setup box data as the forthcoming new P pointer
+ linear[box_id].mData = (udword)&linear[PosID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mData&1));
+ // Recurse with new IDs
+ _BuildCollisionTree(linear, PosID, current_id, current_node->GetPos());
+ _BuildCollisionTree(linear, NegID, current_id, current_node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a "no-leaf" tree from a standard one. This is a tree whose leaf nodes have been removed.
+ *
+ * Layout for no-leaf trees:
+ *
+ * Node:
+ * - box
+ * - P pointer => a node (LSB=0) or a primitive (LSB=1)
+ * - N pointer => a node (LSB=0) or a primitive (LSB=1)
+ *
+ * \relates AABBNoLeafNode
+ * \fn _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+ * \param linear [in] base address of destination nodes
+ * \param box_id [in] index of destination node
+ * \param current_id [in] current running index
+ * \param current_node [in] current node from input tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+static void _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
+{
+ const AABBTreeNode* P = current_node->GetPos();
+ const AABBTreeNode* N = current_node->GetNeg();
+ // Leaf nodes here?!
+ ASSERT(P);
+ ASSERT(N);
+ // Internal node => keep the box
+ current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
+ current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
+
+ if(P->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(P->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = P->GetPrimitives()[0];
+ // Setup prev box data as the primitive index, marked as leaf
+ linear[box_id].mPosData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // Get a new id for positive child
+ udword PosID = current_id++;
+ // Setup box data
+ linear[box_id].mPosData = (udword)&linear[PosID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mPosData&1));
+ // Recurse
+ _BuildNoLeafTree(linear, PosID, current_id, P);
+ }
+
+ if(N->IsLeaf())
+ {
+ // The input tree must be complete => i.e. one primitive/leaf
+ ASSERT(N->GetNbPrimitives()==1);
+ // Get the primitive index from the input tree
+ udword PrimitiveIndex = N->GetPrimitives()[0];
+ // Setup prev box data as the primitive index, marked as leaf
+ linear[box_id].mNegData = (PrimitiveIndex<<1)|1;
+ }
+ else
+ {
+ // Get a new id for negative child
+ udword NegID = current_id++;
+ // Setup box data
+ linear[box_id].mNegData = (udword)&linear[NegID];
+ // Make sure it's not marked as leaf
+ ASSERT(!(linear[box_id].mNegData&1));
+ // Recurse
+ _BuildNoLeafTree(linear, NegID, current_id, N);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollisionTree::AABBCollisionTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBCollisionTree::~AABBCollisionTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ if(mNbNodes!=NbNodes) // Same number of nodes => keep moving
+ {
+ mNbNodes = NbNodes;
+ DELETEARRAY(mNodes);
+ mNodes = new AABBCollisionNode[mNbNodes];
+ CHECKALLOC(mNodes);
+ }
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildCollisionTree(mNodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since AABBCollisionTrees have twice as more nodes to refit as AABBNoLeafTrees!");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBCollisionTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBCollisionNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->IsLeaf())
+ {
+ _Walk(current_node->GetPos(), callback, user_data);
+ _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBNoLeafTree::AABBNoLeafTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBNoLeafTree::~AABBNoLeafTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ if(mNbNodes!=NbTriangles-1) // Same number of nodes => keep moving
+ {
+ mNbNodes = NbTriangles-1;
+ DELETEARRAY(mNodes);
+ mNodes = new AABBNoLeafNode[mNbNodes];
+ CHECKALLOC(mNodes);
+ }
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildNoLeafTree(mNodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ return true;
+}
+
+inline_ void ComputeMinMax(IcePoint& min, IcePoint& max, const VertexPointers& vp)
+{
+ // Compute triangle's AABB = a leaf box
+#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
+ min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+ max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
+
+ min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+ max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
+
+ min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+ max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
+#else
+ min = *vp.Vertex[0];
+ max = *vp.Vertex[0];
+ min.Min(*vp.Vertex[1]);
+ max.Max(*vp.Vertex[1]);
+ min.Min(*vp.Vertex[2]);
+ max.Max(*vp.Vertex[2]);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Refit(const MeshInterface* mesh_interface)
+{
+ // Checkings
+ if(!mesh_interface) return false;
+
+ // Bottom-up update
+ VertexPointers VP;
+ IcePoint Min,Max;
+ IcePoint Min_,Max_;
+ udword Index = mNbNodes;
+ while(Index--)
+ {
+ AABBNoLeafNode& Current = mNodes[Index];
+
+ if(Current.HasPosLeaf())
+ {
+ mesh_interface->GetTriangle(VP, Current.GetPosPrimitive());
+ ComputeMinMax(Min, Max, VP);
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
+ CurrentBox.GetMin(Min);
+ CurrentBox.GetMax(Max);
+ }
+
+ if(Current.HasNegLeaf())
+ {
+ mesh_interface->GetTriangle(VP, Current.GetNegPrimitive());
+ ComputeMinMax(Min_, Max_, VP);
+ }
+ else
+ {
+ const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
+ CurrentBox.GetMin(Min_);
+ CurrentBox.GetMax(Max_);
+ }
+#ifdef OPC_USE_FCOMI
+ Min.x = FCMin2(Min.x, Min_.x);
+ Max.x = FCMax2(Max.x, Max_.x);
+ Min.y = FCMin2(Min.y, Min_.y);
+ Max.y = FCMax2(Max.y, Max_.y);
+ Min.z = FCMin2(Min.z, Min_.z);
+ Max.z = FCMax2(Max.z, Max_.z);
+#else
+ Min.Min(Min_);
+ Max.Max(Max_);
+#endif
+ Current.mAABB.SetMinMax(Min, Max);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
+ if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+// Quantization notes:
+// - We could use the highest bits of mData to store some more quantized bits. Dequantization code
+// would be slightly more complex, but number of overlap tests would be reduced (and anyhow those
+// bits are currently wasted). Of course it's not possible if we move to 16 bits mData.
+// - Something like "16 bits floats" could be tested, to bypass the int-to-float conversion.
+// - A dedicated BV-BV test could be used, dequantizing while testing for overlap. (i.e. it's some
+// lazy-dequantization which may save some work in case of early exits). At the very least some
+// muls could be saved by precomputing several more matrices. But maybe not worth the pain.
+// - Do we need to dequantize anyway? Not doing the extents-related muls only implies the box has
+// been scaled, for example.
+// - The deeper we move into the hierarchy, the smaller the extents should be. May not need a fixed
+// number of quantization bits. Even better, could probably be best delta-encoded.
+
+
+// Find max values. Some people asked why I wasn't simply using the first node. Well, I can't.
+// I'm not looking for (min, max) values like in a standard AABB, I'm looking for the extremal
+// centers/extents in order to quantize them. The first node would only give a single center and
+// a single extents. While extents would be the biggest, the center wouldn't.
+#define FIND_MAX_VALUES \
+ /* Get max values */ \
+ IcePoint CMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
+ IcePoint EMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
+ for(udword i=0;i<mNbNodes;i++) \
+ { \
+ if(fabsf(Nodes[i].mAABB.mCenter.x)>CMax.x) CMax.x = fabsf(Nodes[i].mAABB.mCenter.x); \
+ if(fabsf(Nodes[i].mAABB.mCenter.y)>CMax.y) CMax.y = fabsf(Nodes[i].mAABB.mCenter.y); \
+ if(fabsf(Nodes[i].mAABB.mCenter.z)>CMax.z) CMax.z = fabsf(Nodes[i].mAABB.mCenter.z); \
+ if(fabsf(Nodes[i].mAABB.mExtents.x)>EMax.x) EMax.x = fabsf(Nodes[i].mAABB.mExtents.x); \
+ if(fabsf(Nodes[i].mAABB.mExtents.y)>EMax.y) EMax.y = fabsf(Nodes[i].mAABB.mExtents.y); \
+ if(fabsf(Nodes[i].mAABB.mExtents.z)>EMax.z) EMax.z = fabsf(Nodes[i].mAABB.mExtents.z); \
+ }
+
+#define INIT_QUANTIZATION \
+ udword nbc=15; /* Keep one bit for sign */ \
+ udword nbe=15; /* Keep one bit for fix */ \
+ if(!gFixQuantized) nbe++; \
+ \
+ /* Compute quantization coeffs */ \
+ IcePoint CQuantCoeff, EQuantCoeff; \
+ CQuantCoeff.x = CMax.x!=0.0f ? float((1<<nbc)-1)/CMax.x : 0.0f; \
+ CQuantCoeff.y = CMax.y!=0.0f ? float((1<<nbc)-1)/CMax.y : 0.0f; \
+ CQuantCoeff.z = CMax.z!=0.0f ? float((1<<nbc)-1)/CMax.z : 0.0f; \
+ EQuantCoeff.x = EMax.x!=0.0f ? float((1<<nbe)-1)/EMax.x : 0.0f; \
+ EQuantCoeff.y = EMax.y!=0.0f ? float((1<<nbe)-1)/EMax.y : 0.0f; \
+ EQuantCoeff.z = EMax.z!=0.0f ? float((1<<nbe)-1)/EMax.z : 0.0f; \
+ /* Compute and save dequantization coeffs */ \
+ mCenterCoeff.x = CQuantCoeff.x!=0.0f ? 1.0f / CQuantCoeff.x : 0.0f; \
+ mCenterCoeff.y = CQuantCoeff.y!=0.0f ? 1.0f / CQuantCoeff.y : 0.0f; \
+ mCenterCoeff.z = CQuantCoeff.z!=0.0f ? 1.0f / CQuantCoeff.z : 0.0f; \
+ mExtentsCoeff.x = EQuantCoeff.x!=0.0f ? 1.0f / EQuantCoeff.x : 0.0f; \
+ mExtentsCoeff.y = EQuantCoeff.y!=0.0f ? 1.0f / EQuantCoeff.y : 0.0f; \
+ mExtentsCoeff.z = EQuantCoeff.z!=0.0f ? 1.0f / EQuantCoeff.z : 0.0f; \
+
+#define PERFORM_QUANTIZATION \
+ /* Quantize */ \
+ mNodes[i].mAABB.mCenter[0] = sword(Nodes[i].mAABB.mCenter.x * CQuantCoeff.x); \
+ mNodes[i].mAABB.mCenter[1] = sword(Nodes[i].mAABB.mCenter.y * CQuantCoeff.y); \
+ mNodes[i].mAABB.mCenter[2] = sword(Nodes[i].mAABB.mCenter.z * CQuantCoeff.z); \
+ mNodes[i].mAABB.mExtents[0] = uword(Nodes[i].mAABB.mExtents.x * EQuantCoeff.x); \
+ mNodes[i].mAABB.mExtents[1] = uword(Nodes[i].mAABB.mExtents.y * EQuantCoeff.y); \
+ mNodes[i].mAABB.mExtents[2] = uword(Nodes[i].mAABB.mExtents.z * EQuantCoeff.z); \
+ /* Fix quantized boxes */ \
+ if(gFixQuantized) \
+ { \
+ /* Make sure the quantized box is still valid */ \
+ IcePoint Max = Nodes[i].mAABB.mCenter + Nodes[i].mAABB.mExtents; \
+ IcePoint Min = Nodes[i].mAABB.mCenter - Nodes[i].mAABB.mExtents; \
+ /* For each axis */ \
+ for(udword j=0;j<3;j++) \
+ { /* Dequantize the box center */ \
+ float qc = float(mNodes[i].mAABB.mCenter[j]) * mCenterCoeff[j]; \
+ bool FixMe=true; \
+ do \
+ { /* Dequantize the box extent */ \
+ float qe = float(mNodes[i].mAABB.mExtents[j]) * mExtentsCoeff[j]; \
+ /* Compare real & dequantized values */ \
+ if(qc+qe<Max[j] || qc-qe>Min[j]) mNodes[i].mAABB.mExtents[j]++; \
+ else FixMe=false; \
+ /* Prevent wrapping */ \
+ if(!mNodes[i].mAABB.mExtents[j]) \
+ { \
+ mNodes[i].mAABB.mExtents[j]=0xffff; \
+ FixMe=false; \
+ } \
+ }while(FixMe); \
+ } \
+ }
+
+#define REMAP_DATA(member) \
+ /* Fix data */ \
+ Data = Nodes[i].member; \
+ if(!(Data&1)) \
+ { \
+ /* Compute box number */ \
+ udword Nb = (Data - udword(Nodes))/Nodes[i].GetNodeSize(); \
+ Data = udword(&mNodes[Nb]); \
+ } \
+ /* ...remapped */ \
+ mNodes[i].member = Data;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedTree::AABBQuantizedTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedTree::~AABBQuantizedTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ mNbNodes = NbNodes;
+ DELETEARRAY(mNodes);
+ AABBCollisionNode* Nodes = new AABBCollisionNode[mNbNodes];
+ CHECKALLOC(Nodes);
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildCollisionTree(Nodes, 0, CurID, tree);
+
+ // Quantize
+ {
+ mNodes = new AABBQuantizedNode[mNbNodes];
+ CHECKALLOC(mNodes);
+
+ // Get max values
+ FIND_MAX_VALUES
+
+ // Quantization
+ INIT_QUANTIZATION
+
+ // Quantize
+ udword Data;
+ for(udword i=0;i<mNbNodes;i++)
+ {
+ PERFORM_QUANTIZATION
+ REMAP_DATA(mData)
+ }
+
+ DELETEARRAY(Nodes);
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since requantizing is painful !");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBQuantizedNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->IsLeaf())
+ {
+ _Walk(current_node->GetPos(), callback, user_data);
+ _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedNoLeafTree::AABBQuantizedNoLeafTree() : mNodes(null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBQuantizedNoLeafTree::~AABBQuantizedNoLeafTree()
+{
+ DELETEARRAY(mNodes);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Build(AABBTree* tree)
+{
+ // Checkings
+ if(!tree) return false;
+ // Check the input tree is complete
+ udword NbTriangles = tree->GetNbPrimitives();
+ udword NbNodes = tree->GetNbNodes();
+ if(NbNodes!=NbTriangles*2-1) return false;
+
+ // Get nodes
+ mNbNodes = NbTriangles-1;
+ DELETEARRAY(mNodes);
+ AABBNoLeafNode* Nodes = new AABBNoLeafNode[mNbNodes];
+ CHECKALLOC(Nodes);
+
+ // Build the tree
+ udword CurID = 1;
+ _BuildNoLeafTree(Nodes, 0, CurID, tree);
+ ASSERT(CurID==mNbNodes);
+
+ // Quantize
+ {
+ mNodes = new AABBQuantizedNoLeafNode[mNbNodes];
+ CHECKALLOC(mNodes);
+
+ // Get max values
+ FIND_MAX_VALUES
+
+ // Quantization
+ INIT_QUANTIZATION
+
+ // Quantize
+ udword Data;
+ for(udword i=0;i<mNbNodes;i++)
+ {
+ PERFORM_QUANTIZATION
+ REMAP_DATA(mPosData)
+ REMAP_DATA(mNegData)
+ }
+
+ DELETEARRAY(Nodes);
+ }
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Refit(const MeshInterface* mesh_interface)
+{
+ ASSERT(!"Not implemented since requantizing is painful !");
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBQuantizedNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
+{
+ if(!callback) return false;
+
+ struct Local
+ {
+ static void _Walk(const AABBQuantizedNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
+ {
+ if(!current_node || !(callback)(current_node, user_data)) return;
+
+ if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
+ if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
+ }
+ };
+ Local::_Walk(mNodes, callback, user_data);
+ return true;
+}
diff --git a/Opcode/OpcodeLib/OPC_OptimizedTree.h b/Opcode/OpcodeLib/OPC_OptimizedTree.h
new file mode 100644
index 0000000..cda2959
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_OptimizedTree.h
@@ -0,0 +1,206 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for optimized trees.
+ * \file OPC_OptimizedTree.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_OPTIMIZEDTREE_H__
+#define __OPC_OPTIMIZEDTREE_H__
+
+ //! Common interface for a node of an implicit tree
+ #define IMPLEMENT_IMPLICIT_NODE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ inline_ base_class() : mData(0) {} \
+ inline_ ~base_class() {} \
+ /* Leaf test */ \
+ inline_ BOOL IsLeaf() const { return mData&1; } \
+ /* Data access */ \
+ inline_ const base_class* GetPos() const { return (base_class*)mData; } \
+ inline_ const base_class* GetNeg() const { return ((base_class*)mData)+1; } \
+ inline_ udword GetPrimitive() const { return (mData>>1); } \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ \
+ volume mAABB; \
+ udword mData;
+
+ //! Common interface for a node of a no-leaf tree
+ #define IMPLEMENT_NOLEAF_NODE(base_class, volume) \
+ public: \
+ /* Constructor / Destructor */ \
+ inline_ base_class() : mPosData(0), mNegData(0) {} \
+ inline_ ~base_class() {} \
+ /* Leaf tests */ \
+ inline_ BOOL HasPosLeaf() const { return mPosData&1; } \
+ inline_ BOOL HasNegLeaf() const { return mNegData&1; } \
+ /* Data access */ \
+ inline_ const base_class* GetPos() const { return (base_class*)mPosData; } \
+ inline_ const base_class* GetNeg() const { return (base_class*)mNegData; } \
+ inline_ udword GetPosPrimitive() const { return (mPosData>>1); } \
+ inline_ udword GetNegPrimitive() const { return (mNegData>>1); } \
+ /* Stats */ \
+ inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
+ \
+ volume mAABB; \
+ udword mPosData; \
+ udword mNegData;
+
+ class OPCODE_API AABBCollisionNode
+ {
+ IMPLEMENT_IMPLICIT_NODE(AABBCollisionNode, CollisionAABB)
+
+ inline_ float GetVolume() const { return mAABB.mExtents.x * mAABB.mExtents.y * mAABB.mExtents.z; }
+ inline_ float GetSize() const { return mAABB.mExtents.SquareMagnitude(); }
+ inline_ udword GetRadius() const
+ {
+ udword* Bits = (udword*)&mAABB.mExtents.x;
+ udword Max = Bits[0];
+ if(Bits[1]>Max) Max = Bits[1];
+ if(Bits[2]>Max) Max = Bits[2];
+ return Max;
+ }
+
+ // NB: using the square-magnitude or the true volume of the box, seems to yield better results
+ // (assuming UNC-like informed traversal methods). I borrowed this idea from PQP. The usual "size"
+ // otherwise, is the largest box extent. In SOLID that extent is computed on-the-fly each time it's
+ // needed (the best approach IMHO). In RAPID the rotation matrix is permuted so that Extent[0] is
+ // always the greatest, which saves looking for it at runtime. On the other hand, it yields matrices
+ // whose determinant is not 1, i.e. you can't encode them anymore as unit quaternions. Not a very
+ // good strategy.
+ };
+
+ class OPCODE_API AABBQuantizedNode
+ {
+ IMPLEMENT_IMPLICIT_NODE(AABBQuantizedNode, QuantizedAABB)
+
+ inline_ uword GetSize() const
+ {
+ const uword* Bits = mAABB.mExtents;
+ uword Max = Bits[0];
+ if(Bits[1]>Max) Max = Bits[1];
+ if(Bits[2]>Max) Max = Bits[2];
+ return Max;
+ }
+ // NB: for quantized nodes I don't feel like computing a square-magnitude with integers all
+ // over the place.......!
+ };
+
+ class OPCODE_API AABBNoLeafNode
+ {
+ IMPLEMENT_NOLEAF_NODE(AABBNoLeafNode, CollisionAABB)
+ };
+
+ class OPCODE_API AABBQuantizedNoLeafNode
+ {
+ IMPLEMENT_NOLEAF_NODE(AABBQuantizedNoLeafNode, QuantizedAABB)
+ };
+
+ //! Common interface for a collision tree
+ #define IMPLEMENT_COLLISION_TREE(base_class, node) \
+ public: \
+ /* Constructor / Destructor */ \
+ base_class(); \
+ virtual ~base_class(); \
+ /* Builds from a standard tree */ \
+ override(AABBOptimizedTree) bool Build(AABBTree* tree); \
+ /* Refits the tree */ \
+ override(AABBOptimizedTree) bool Refit(const MeshInterface* mesh_interface); \
+ /* Walks the tree */ \
+ override(AABBOptimizedTree) bool Walk(GenericWalkingCallback callback, void* user_data) const; \
+ /* Data access */ \
+ inline_ const node* GetNodes() const { return mNodes; } \
+ /* Stats */ \
+ override(AABBOptimizedTree) udword GetUsedBytes() const { return mNbNodes*sizeof(node); } \
+ private: \
+ node* mNodes;
+
+ typedef bool (*GenericWalkingCallback) (const void* current, void* user_data);
+
+ class OPCODE_API AABBOptimizedTree
+ {
+ public:
+ // Constructor / Destructor
+ AABBOptimizedTree() :
+ mNbNodes (0)
+ {}
+ virtual ~AABBOptimizedTree() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Builds the collision tree from a generic AABB tree.
+ * \param tree [in] generic AABB tree
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Build(AABBTree* tree) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Refits the collision tree after vertices have been modified.
+ * \param mesh_interface [in] mesh interface for current model
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Refit(const MeshInterface* mesh_interface) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Walks the tree and call the user back for each node.
+ * \param callback [in] walking callback
+ * \param user_data [in] callback's user data
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool Walk(GenericWalkingCallback callback, void* user_data) const = 0;
+
+ // Data access
+ virtual udword GetUsedBytes() const = 0;
+ inline_ udword GetNbNodes() const { return mNbNodes; }
+
+ protected:
+ udword mNbNodes;
+ };
+
+ class OPCODE_API AABBCollisionTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBCollisionTree, AABBCollisionNode)
+ };
+
+ class OPCODE_API AABBNoLeafTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBNoLeafTree, AABBNoLeafNode)
+ };
+
+ class OPCODE_API AABBQuantizedTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBQuantizedTree, AABBQuantizedNode)
+
+ public:
+ IcePoint mCenterCoeff;
+ IcePoint mExtentsCoeff;
+ };
+
+ class OPCODE_API AABBQuantizedNoLeafTree : public AABBOptimizedTree
+ {
+ IMPLEMENT_COLLISION_TREE(AABBQuantizedNoLeafTree, AABBQuantizedNoLeafNode)
+
+ public:
+ IcePoint mCenterCoeff;
+ IcePoint mExtentsCoeff;
+ };
+
+#endif // __OPC_OPTIMIZEDTREE_H__
diff --git a/Opcode/OpcodeLib/OPC_RayAABBOverlap.h b/Opcode/OpcodeLib/OPC_RayAABBOverlap.h
new file mode 100644
index 0000000..3929a1f
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_RayAABBOverlap.h
@@ -0,0 +1,63 @@
+// Opcode 1.1: ray-AABB overlap tests based on Woo's code
+// Opcode 1.2: ray-AABB overlap tests based on the separating axis theorem
+//
+// The point of intersection is not computed anymore. The distance to impact is not needed anymore
+// since we now have two different queries for segments or rays.
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a segment-AABB overlap test using the separating axis theorem. Segment is cached within the class.
+ * \param center [in] AABB center
+ * \param extents [in] AABB extents
+ * \return true on overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::SegmentAABBOverlap(const IcePoint& center, const IcePoint& extents)
+{
+ // Stats
+ mNbRayBVTests++;
+
+ float Dx = mData2.x - center.x; if(fabsf(Dx) > extents.x + mFDir.x) return FALSE;
+ float Dy = mData2.y - center.y; if(fabsf(Dy) > extents.y + mFDir.y) return FALSE;
+ float Dz = mData2.z - center.z; if(fabsf(Dz) > extents.z + mFDir.z) return FALSE;
+
+ float f;
+ f = mData.y * Dz - mData.z * Dy; if(fabsf(f) > extents.y*mFDir.z + extents.z*mFDir.y) return FALSE;
+ f = mData.z * Dx - mData.x * Dz; if(fabsf(f) > extents.x*mFDir.z + extents.z*mFDir.x) return FALSE;
+ f = mData.x * Dy - mData.y * Dx; if(fabsf(f) > extents.x*mFDir.y + extents.y*mFDir.x) return FALSE;
+
+ return TRUE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a ray-AABB overlap test using the separating axis theorem. Ray is cached within the class.
+ * \param center [in] AABB center
+ * \param extents [in] AABB extents
+ * \return true on overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::RayAABBOverlap(const IcePoint& center, const IcePoint& extents)
+{
+ // Stats
+ mNbRayBVTests++;
+
+// float Dx = mOrigin.x - center.x; if(fabsf(Dx) > extents.x && Dx*mDir.x>=0.0f) return FALSE;
+// float Dy = mOrigin.y - center.y; if(fabsf(Dy) > extents.y && Dy*mDir.y>=0.0f) return FALSE;
+// float Dz = mOrigin.z - center.z; if(fabsf(Dz) > extents.z && Dz*mDir.z>=0.0f) return FALSE;
+
+ float Dx = mOrigin.x - center.x; if(GREATER(Dx, extents.x) && Dx*mDir.x>=0.0f) return FALSE;
+ float Dy = mOrigin.y - center.y; if(GREATER(Dy, extents.y) && Dy*mDir.y>=0.0f) return FALSE;
+ float Dz = mOrigin.z - center.z; if(GREATER(Dz, extents.z) && Dz*mDir.z>=0.0f) return FALSE;
+
+// float Dx = mOrigin.x - center.x; if(GREATER(Dx, extents.x) && ((SIR(Dx)-1)^SIR(mDir.x))>=0.0f) return FALSE;
+// float Dy = mOrigin.y - center.y; if(GREATER(Dy, extents.y) && ((SIR(Dy)-1)^SIR(mDir.y))>=0.0f) return FALSE;
+// float Dz = mOrigin.z - center.z; if(GREATER(Dz, extents.z) && ((SIR(Dz)-1)^SIR(mDir.z))>=0.0f) return FALSE;
+
+ float f;
+ f = mDir.y * Dz - mDir.z * Dy; if(fabsf(f) > extents.y*mFDir.z + extents.z*mFDir.y) return FALSE;
+ f = mDir.z * Dx - mDir.x * Dz; if(fabsf(f) > extents.x*mFDir.z + extents.z*mFDir.x) return FALSE;
+ f = mDir.x * Dy - mDir.y * Dx; if(fabsf(f) > extents.x*mFDir.y + extents.y*mFDir.x) return FALSE;
+
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/OPC_RayCollider.cpp b/Opcode/OpcodeLib/OPC_RayCollider.cpp
new file mode 100644
index 0000000..b535bb7
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_RayCollider.cpp
@@ -0,0 +1,762 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a ray collider.
+ * \file OPC_RayCollider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains a ray-vs-tree collider.
+ * This class performs a stabbing query on an AABB tree, i.e. does a ray-mesh collision.
+ *
+ * HIGHER DISTANCE BOUND:
+ *
+ * If P0 and P1 are two 3D points, let's define:
+ * - d = distance between P0 and P1
+ * - Origin = P0
+ * - Direction = (P1 - P0) / d = normalized direction vector
+ * - A parameter t such as a point P on the line (P0,P1) is P = Origin + t * Direction
+ * - t = 0 --> P = P0
+ * - t = d --> P = P1
+ *
+ * Then we can define a general "ray" as:
+ *
+ * struct Ray
+ * {
+ * IcePoint Origin;
+ * IcePoint Direction;
+ * };
+ *
+ * But it actually maps three different things:
+ * - a segment, when 0 <= t <= d
+ * - a half-line, when 0 <= t < +infinity, or -infinity < t <= d
+ * - a line, when -infinity < t < +infinity
+ *
+ * In Opcode, we support segment queries, which yield half-line queries by setting d = +infinity.
+ * We don't support line-queries. If you need them, shift the origin along the ray by an appropriate margin.
+ *
+ * In short, the lower bound is always 0, and you can setup the higher bound "d" with RayCollider::SetMaxDist().
+ *
+ * Query |segment |half-line |line
+ * --------|-------------------|---------------|----------------
+ * Usages |-shadow feelers |-raytracing |-
+ * |-sweep tests |-in/out tests |
+ *
+ * FIRST CONTACT:
+ *
+ * - You can setup "first contact" mode or "all contacts" mode with RayCollider::SetFirstContact().
+ * - In "first contact" mode we return as soon as the ray hits one face. If can be useful e.g. for shadow feelers, where
+ * you want to know whether the path to the light is free or not (a boolean answer is enough).
+ * - In "all contacts" mode we return all faces hit by the ray.
+ *
+ * TEMPORAL COHERENCE:
+ *
+ * - You can enable or disable temporal coherence with RayCollider::SetTemporalCoherence().
+ * - It currently only works in "first contact" mode.
+ * - If temporal coherence is enabled, the previously hit triangle is cached during the first query. Then, next queries
+ * start by colliding the ray against the cached triangle. If they still collide, we return immediately.
+ *
+ * CLOSEST HIT:
+ *
+ * - You can enable or disable "closest hit" with RayCollider::SetClosestHit().
+ * - It currently only works in "all contacts" mode.
+ * - If closest hit is enabled, faces are sorted by distance on-the-fly and the closest one only is reported.
+ *
+ * BACKFACE CULLING:
+ *
+ * - You can enable or disable backface culling with RayCollider::SetCulling().
+ * - If culling is enabled, ray will not hit back faces (only front faces).
+ *
+ *
+ *
+ * \class RayCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class describes a face hit by a ray or segment.
+ * This is a particular class dedicated to stabbing queries.
+ *
+ * \class CollisionFace
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * This class is a dedicated collection of CollisionFace.
+ *
+ * \class CollisionFaces
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_RayAABBOverlap.h"
+#include "OPC_RayTriOverlap.h"
+
+#define SET_CONTACT(prim_index, flag) \
+ mNbIntersections++; \
+ /* Set contact status */ \
+ mFlags |= flag; \
+ /* In any case the contact has been found and recorded in mStabbedFace */ \
+ mStabbedFace.mFaceID = prim_index;
+
+#ifdef OPC_RAYHIT_CALLBACK
+
+ #define HANDLE_CONTACT(prim_index, flag) \
+ SET_CONTACT(prim_index, flag) \
+ \
+ if(mHitCallback) (mHitCallback)(mStabbedFace, mUserData);
+
+ #define UPDATE_CACHE \
+ if(cache && GetContactStatus()) \
+ { \
+ *cache = mStabbedFace.mFaceID; \
+ }
+#else
+
+ #define HANDLE_CONTACT(prim_index, flag) \
+ SET_CONTACT(prim_index, flag) \
+ \
+ /* Now we can also record it in mStabbedFaces if available */ \
+ if(mStabbedFaces) \
+ { \
+ /* If we want all faces or if that's the first one we hit */ \
+ if(!mClosestHit || !mStabbedFaces->GetNbFaces()) \
+ { \
+ mStabbedFaces->AddFace(mStabbedFace); \
+ } \
+ else \
+ { \
+ /* We only keep closest hit */ \
+ CollisionFace* Current = const_cast<CollisionFace*>(mStabbedFaces->GetFaces()); \
+ if(Current && mStabbedFace.mDistance<Current->mDistance) \
+ { \
+ *Current = mStabbedFace; \
+ } \
+ } \
+ }
+
+ #define UPDATE_CACHE \
+ if(cache && GetContactStatus() && mStabbedFaces) \
+ { \
+ const CollisionFace* Current = mStabbedFaces->GetFaces(); \
+ if(Current) *cache = Current->mFaceID; \
+ else *cache = INVALID_ID; \
+ }
+#endif
+
+#define SEGMENT_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ \
+ /* Perform ray-tri overlap test and return */ \
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
+ { \
+ /* Intersection point is valid if dist < segment's length */ \
+ /* We know dist>0 so we can use integers */ \
+ if(IR(mStabbedFace.mDistance)<IR(mMaxDist)) \
+ { \
+ HANDLE_CONTACT(prim_index, flag) \
+ } \
+ }
+
+#define RAY_PRIM(prim_index, flag) \
+ /* Request vertices from the app */ \
+ VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
+ \
+ /* Perform ray-tri overlap test and return */ \
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
+ { \
+ HANDLE_CONTACT(prim_index, flag) \
+ }
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RayCollider::RayCollider() :
+ mNbRayBVTests (0),
+ mNbRayPrimTests (0),
+ mNbIntersections (0),
+ mCulling (true),
+#ifdef OPC_RAYHIT_CALLBACK
+ mHitCallback (null),
+ mUserData (0),
+#else
+ mClosestHit (false),
+ mStabbedFaces (null),
+#endif
+ mMaxDist (MAX_FLOAT)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+RayCollider::~RayCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* RayCollider::ValidateSettings()
+{
+ if(mMaxDist<0.0f) return "Higher distance bound must be positive!";
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mClosestHit && FirstContactEnabled()) return "Closest hit doesn't work with ""First contact"" mode!";
+ if(TemporalCoherenceEnabled() && mClosestHit) return "Temporal coherence can't guarantee to report closest hit!";
+#endif
+ if(SkipPrimitiveTests()) return "SkipPrimitiveTests not possible for RayCollider ! (not implemented)";
+ return null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic stabbing query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - in the user-provided destination array
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param model [in] Opcode model to collide with
+ * \param world [in] model's world matrix, or null
+ * \param cache [in] a possibly cached face index, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RayCollider::Collide(const Ray& world_ray, const Model& model, const Matrix4x4* world, udword* cache)
+{
+ // Checkings
+ if(!Setup(&model)) return false;
+
+ // Init collision query
+ if(InitQuery(world_ray, world, cache)) 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 stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ else
+ {
+ const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ }
+ else
+ {
+ if(model.IsQuantized())
+ {
+ const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
+
+ // Setup dequantization coeffs
+ mCenterCoeff = Tree->mCenterCoeff;
+ mExtentsCoeff = Tree->mExtentsCoeff;
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ else
+ {
+ const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(Tree->GetNodes());
+ else _RayStab(Tree->GetNodes());
+ }
+ }
+
+ // Update cache if needed
+ UPDATE_CACHE
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes a stabbing query :
+ * - reset stats & contact status
+ * - compute ray in local space
+ * - check temporal coherence
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param world [in] object's world matrix, or null
+ * \param face_id [in] index of previously stabbed triangle
+ * \return TRUE if we can return immediately
+ * \warning SCALE NOT SUPPORTED. The matrix must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+BOOL RayCollider::InitQuery(const Ray& world_ray, const Matrix4x4* world, udword* face_id)
+{
+ // Reset stats & contact status
+ Collider::InitQuery();
+ mNbRayBVTests = 0;
+ mNbRayPrimTests = 0;
+ mNbIntersections = 0;
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mStabbedFaces) mStabbedFaces->Reset();
+#endif
+
+ // Compute ray in local space
+ // The (Origin/Dir) form is needed for the ray-triangle test anyway (even for segment tests)
+ if(world)
+ {
+ Matrix3x3 InvWorld = *world;
+ mDir = InvWorld * world_ray.mDir;
+
+ Matrix4x4 World;
+ InvertPRMatrix(World, *world);
+ mOrigin = world_ray.mOrig * World;
+ }
+ else
+ {
+ mDir = world_ray.mDir;
+ mOrigin = world_ray.mOrig;
+ }
+
+ // 4) Special case: 1-triangle meshes [Opcode 1.3]
+ if(mCurrentModel && mCurrentModel->HasSingleNode())
+ {
+ // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
+ if(!SkipPrimitiveTests())
+ {
+ // Perform overlap test between the unique triangle and the ray (and set contact status if needed)
+ SEGMENT_PRIM(udword(0), OPC_CONTACT)
+
+ // Return immediately regardless of status
+ return TRUE;
+ }
+ }
+
+ // Check temporal coherence :
+
+ // Test previously colliding primitives first
+ if(TemporalCoherenceEnabled() && FirstContactEnabled() && face_id && *face_id!=INVALID_ID)
+ {
+#ifdef OLD_CODE
+#ifndef OPC_RAYHIT_CALLBACK
+ if(!mClosestHit)
+#endif
+ {
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh->GetTriangle(VP, *face_id);
+ // Perform ray-cached tri overlap test
+ if(RayTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Intersection point is valid if:
+ // - distance is positive (else it can just be a face behind the orig point)
+ // - distance is smaller than a given max distance (useful for shadow feelers)
+// if(mStabbedFace.mDistance>0.0f && mStabbedFace.mDistance<mMaxDist)
+ if(IR(mStabbedFace.mDistance)<IR(mMaxDist)) // The other test is already performed in RayTriOverlap
+ {
+ // Set contact status
+ mFlags |= OPC_TEMPORAL_CONTACT;
+
+ mStabbedFace.mFaceID = *face_id;
+
+#ifndef OPC_RAYHIT_CALLBACK
+ if(mStabbedFaces) mStabbedFaces->AddFace(mStabbedFace);
+#endif
+ return TRUE;
+ }
+ }
+ }
+#else
+ // New code
+ // We handle both Segment/ray queries with the same segment code, and a possible infinite limit
+ SEGMENT_PRIM(*face_id, OPC_TEMPORAL_CONTACT)
+
+ // Return immediately if possible
+ if(GetContactStatus()) return TRUE;
+#endif
+ }
+
+ // Precompute data (moved after temporal coherence since only needed for ray-AABB)
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT)
+ {
+ // For Segment-AABB overlap
+ mData = 0.5f * mDir * mMaxDist;
+ mData2 = mOrigin + mData;
+
+ // Precompute mFDir;
+ mFDir.x = fabsf(mData.x);
+ mFDir.y = fabsf(mData.y);
+ mFDir.z = fabsf(mData.z);
+ }
+ else
+ {
+ // For Ray-AABB overlap
+// udword x = SIR(mDir.x)-1;
+// udword y = SIR(mDir.y)-1;
+// udword z = SIR(mDir.z)-1;
+// mData.x = FR(x);
+// mData.y = FR(y);
+// mData.z = FR(z);
+
+ // Precompute mFDir;
+ mFDir.x = fabsf(mDir.x);
+ mFDir.y = fabsf(mDir.y);
+ mFDir.z = fabsf(mDir.z);
+ }
+
+ return FALSE;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Stabbing query for vanilla AABB trees.
+ * \param world_ray [in] stabbing ray in world space
+ * \param tree [in] AABB tree
+ * \param box_indices [out] indices of stabbed boxes
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool RayCollider::Collide(const Ray& world_ray, const AABBTree* tree, Container& box_indices)
+{
+ // ### bad design here
+
+ // 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
+ // Basically this is only called to initialize precomputed data
+ if(InitQuery(world_ray)) return true;
+
+ // Perform stabbing query
+ if(IR(mMaxDist)!=IEEE_MAX_FLOAT) _SegmentStab(tree, box_indices);
+ else _RayStab(tree, box_indices);
+
+ return true;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBCollisionNode* node)
+{
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->IsLeaf())
+ {
+ SEGMENT_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _SegmentStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(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 Segment-AABB overlap test
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ SEGMENT_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _SegmentStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBNoLeafNode* node)
+{
+ // Perform Segment-AABB overlap test
+ if(!SegmentAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ SEGMENT_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ SEGMENT_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(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 Segment-AABB overlap test
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ SEGMENT_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ SEGMENT_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _SegmentStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for vanilla AABB trees.
+ * \param node [in] current collision node
+ * \param box_indices [out] indices of stabbed boxes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_SegmentStab(const AABBTreeNode* node, Container& box_indices)
+{
+ // Test the box against the segment
+ IcePoint Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!SegmentAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ box_indices.Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _SegmentStab(node->GetPos(), box_indices);
+ _SegmentStab(node->GetNeg(), box_indices);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for normal AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBCollisionNode* node)
+{
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->IsLeaf())
+ {
+ RAY_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _RayStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(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 Ray-AABB overlap test
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ RAY_PRIM(node->GetPrimitive(), OPC_CONTACT)
+ }
+ else
+ {
+ _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ _RayStab(node->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBNoLeafNode* node)
+{
+ // Perform Ray-AABB overlap test
+ if(!RayAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ RAY_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ RAY_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for quantized no-leaf AABB trees.
+ * \param node [in] current collision node
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(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 Ray-AABB overlap test
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->HasPosLeaf())
+ {
+ RAY_PRIM(node->GetPosPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetPos());
+
+ if(ContactFound()) return;
+
+ if(node->HasNegLeaf())
+ {
+ RAY_PRIM(node->GetNegPrimitive(), OPC_CONTACT)
+ }
+ else _RayStab(node->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive stabbing query for vanilla AABB trees.
+ * \param node [in] current collision node
+ * \param box_indices [out] indices of stabbed boxes
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void RayCollider::_RayStab(const AABBTreeNode* node, Container& box_indices)
+{
+ // Test the box against the ray
+ IcePoint Center, Extents;
+ node->GetAABB()->GetCenter(Center);
+ node->GetAABB()->GetExtents(Extents);
+ if(!RayAABBOverlap(Center, Extents)) return;
+
+ if(node->IsLeaf())
+ {
+ mFlags |= OPC_CONTACT;
+ box_indices.Add(node->GetPrimitives(), node->GetNbPrimitives());
+ }
+ else
+ {
+ _RayStab(node->GetPos(), box_indices);
+ _RayStab(node->GetNeg(), box_indices);
+ }
+}
diff --git a/Opcode/OpcodeLib/OPC_RayCollider.h b/Opcode/OpcodeLib/OPC_RayCollider.h
new file mode 100644
index 0000000..64dc2b4
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_RayCollider.h
@@ -0,0 +1,225 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a ray collider.
+ * \file OPC_RayCollider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_RAYCOLLIDER_H__
+#define __OPC_RAYCOLLIDER_H__
+
+ class OPCODE_API CollisionFace
+ {
+ public:
+ //! Constructor
+ inline_ CollisionFace() {}
+ //! Destructor
+ inline_ ~CollisionFace() {}
+
+ udword mFaceID; //!< Index of touched face
+ float mDistance; //!< Distance from collider to hitpoint
+ float mU, mV; //!< Impact barycentric coordinates
+ };
+
+ class OPCODE_API CollisionFaces : private Container
+ {
+ public:
+ //! Constructor
+ CollisionFaces() {}
+ //! Destructor
+ ~CollisionFaces() {}
+
+ inline_ udword GetNbFaces() const { return GetNbEntries()>>2; }
+ inline_ const CollisionFace* GetFaces() const { return (const CollisionFace*)GetEntries(); }
+
+ inline_ void Reset() { Container::Reset(); }
+
+ inline_ void AddFace(const CollisionFace& face) { Add(face.mFaceID).Add(face.mDistance).Add(face.mU).Add(face.mV); }
+ };
+
+#ifdef OPC_RAYHIT_CALLBACK
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * User-callback, called by OPCODE to record a hit.
+ * \param hit [in] current hit
+ * \param user_data [in] user-defined data from SetCallback()
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ typedef void (*HitCallback) (const CollisionFace& hit, void* user_data);
+#endif
+
+ class OPCODE_API RayCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ RayCollider();
+ virtual ~RayCollider();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic stabbing query for generic OPCODE models. After the call, access the results:
+ * - with GetContactStatus()
+ * - in the user-provided destination array
+ *
+ * \param world_ray [in] stabbing ray in world space
+ * \param model [in] Opcode model to collide with
+ * \param world [in] model's world matrix, or null
+ * \param cache [in] a possibly cached face index, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(const Ray& world_ray, const Model& model, const Matrix4x4* world=null, udword* cache=null);
+ //
+ bool Collide(const Ray& world_ray, const AABBTree* tree, Container& box_indices);
+ // Settings
+
+#ifndef OPC_RAYHIT_CALLBACK
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: enable or disable "closest hit" mode.
+ * \param flag [in] true to report closest hit only
+ * \see SetCulling(bool flag)
+ * \see SetMaxDist(float max_dist)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetClosestHit(bool flag) { mClosestHit = flag; }
+#endif
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: enable or disable backface culling.
+ * \param flag [in] true to enable backface culling
+ * \see SetClosestHit(bool flag)
+ * \see SetMaxDist(float max_dist)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetCulling(bool flag) { mCulling = flag; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: sets the higher distance bound.
+ * \param max_dist [in] higher distance bound. Default = maximal value, for ray queries (else segment)
+ * \see SetClosestHit(bool flag)
+ * \see SetCulling(bool flag)
+ * \see SetDestination(StabbedFaces* sf)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetMaxDist(float max_dist=MAX_FLOAT) { mMaxDist = max_dist; }
+
+#ifdef OPC_RAYHIT_CALLBACK
+ inline_ void SetHitCallback(HitCallback cb) { mHitCallback = cb; }
+ inline_ void SetUserData(void* user_data) { mUserData = user_data; }
+#else
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: sets the destination array for stabbed faces.
+ * \param cf [in] destination array, filled during queries
+ * \see SetClosestHit(bool flag)
+ * \see SetCulling(bool flag)
+ * \see SetMaxDist(float max_dist)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetDestination(CollisionFaces* cf) { mStabbedFaces = cf; }
+#endif
+ // Stats
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Ray-BV overlap tests after a collision query.
+ * \see GetNbRayPrimTests()
+ * \see GetNbIntersections()
+ * \return the number of Ray-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbRayBVTests() const { return mNbRayBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Ray-Triangle overlap tests after a collision query.
+ * \see GetNbRayBVTests()
+ * \see GetNbIntersections()
+ * \return the number of Ray-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbRayPrimTests() const { return mNbRayPrimTests; }
+
+ // In-out test
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of intersection found after a collision query. Can be used for in/out tests.
+ * \see GetNbRayBVTests()
+ * \see GetNbRayPrimTests()
+ * \return the number of valid intersections during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbIntersections() const { return mNbIntersections; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Ray in local space
+ IcePoint mOrigin; //!< Ray origin
+ IcePoint mDir; //!< Ray direction (normalized)
+ IcePoint mFDir; //!< fabsf(mDir)
+ IcePoint mData, mData2;
+ // Stabbed faces
+ CollisionFace mStabbedFace; //!< Current stabbed face
+#ifdef OPC_RAYHIT_CALLBACK
+ HitCallback mHitCallback; //!< Callback used to record a hit
+ void* mUserData; //!< User-defined data
+#else
+ CollisionFaces* mStabbedFaces; //!< List of stabbed faces
+#endif
+ // Stats
+ udword mNbRayBVTests; //!< Number of Ray-BV tests
+ udword mNbRayPrimTests; //!< Number of Ray-Primitive tests
+ // In-out test
+ udword mNbIntersections; //!< Number of valid intersections
+ // Dequantization coeffs
+ IcePoint mCenterCoeff;
+ IcePoint mExtentsCoeff;
+ // Settings
+ float mMaxDist; //!< Valid segment on the ray
+#ifndef OPC_RAYHIT_CALLBACK
+ bool mClosestHit; //!< Report closest hit only
+#endif
+ bool mCulling; //!< Stab culled faces or not
+ // Internal methods
+ void _SegmentStab(const AABBCollisionNode* node);
+ void _SegmentStab(const AABBNoLeafNode* node);
+ void _SegmentStab(const AABBQuantizedNode* node);
+ void _SegmentStab(const AABBQuantizedNoLeafNode* node);
+ void _SegmentStab(const AABBTreeNode* node, Container& box_indices);
+ void _RayStab(const AABBCollisionNode* node);
+ void _RayStab(const AABBNoLeafNode* node);
+ void _RayStab(const AABBQuantizedNode* node);
+ void _RayStab(const AABBQuantizedNoLeafNode* node);
+ void _RayStab(const AABBTreeNode* node, Container& box_indices);
+ // Overlap tests
+ inline_ BOOL RayAABBOverlap(const IcePoint& center, const IcePoint& extents);
+ inline_ BOOL SegmentAABBOverlap(const IcePoint& center, const IcePoint& extents);
+ inline_ BOOL RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2);
+ // Init methods
+ BOOL InitQuery(const Ray& world_ray, const Matrix4x4* world=null, udword* face_id=null);
+ };
+
+#endif // __OPC_RAYCOLLIDER_H__
diff --git a/Opcode/OpcodeLib/OPC_RayTriOverlap.h b/Opcode/OpcodeLib/OPC_RayTriOverlap.h
new file mode 100644
index 0000000..6c65df1
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_RayTriOverlap.h
@@ -0,0 +1,89 @@
+#define LOCAL_EPSILON 0.000001f
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes a ray-triangle intersection test.
+ * Original code from Tomas Möller's "Fast Minimum Storage Ray-Triangle Intersection".
+ * It's been optimized a bit with integer code, and modified to return a non-intersection if distance from
+ * ray origin to triangle is negative.
+ *
+ * \param vert0 [in] triangle vertex
+ * \param vert1 [in] triangle vertex
+ * \param vert2 [in] triangle vertex
+ * \return true on overlap. mStabbedFace is filled with relevant info.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL RayCollider::RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2)
+{
+ // Stats
+ mNbRayPrimTests++;
+
+ // Find vectors for two edges sharing vert0
+ IcePoint edge1 = vert1 - vert0;
+ IcePoint edge2 = vert2 - vert0;
+
+ // Begin calculating determinant - also used to calculate U parameter
+ IcePoint pvec = mDir^edge2;
+
+ // If determinant is near zero, ray lies in plane of triangle
+ float det = edge1|pvec;
+
+ if(mCulling)
+ {
+ if(det<LOCAL_EPSILON) return FALSE;
+ // From here, det is > 0. So we can use integer cmp.
+
+ // Calculate distance from vert0 to ray origin
+ IcePoint tvec = mOrigin - vert0;
+
+ // Calculate U parameter and test bounds
+ mStabbedFace.mU = tvec|pvec;
+// if(IR(u)&0x80000000 || u>det) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE;
+
+ // Prepare to test V parameter
+ IcePoint qvec = tvec^edge1;
+
+ // Calculate V parameter and test bounds
+ mStabbedFace.mV = mDir|qvec;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>det) return FALSE;
+
+ // Calculate t, scale parameters, ray intersects triangle
+ mStabbedFace.mDistance = edge2|qvec;
+ // Det > 0 so we can early exit here
+ // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
+ // Else go on
+ float OneOverDet = 1.0f / det;
+ mStabbedFace.mDistance *= OneOverDet;
+ mStabbedFace.mU *= OneOverDet;
+ mStabbedFace.mV *= OneOverDet;
+ }
+ else
+ {
+ // the non-culling branch
+ if(det>-LOCAL_EPSILON && det<LOCAL_EPSILON) return FALSE;
+ float OneOverDet = 1.0f / det;
+
+ // Calculate distance from vert0 to ray origin
+ IcePoint tvec = mOrigin - vert0;
+
+ // Calculate U parameter and test bounds
+ mStabbedFace.mU = (tvec|pvec) * OneOverDet;
+// if(IR(u)&0x80000000 || u>1.0f) return FALSE;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE;
+
+ // prepare to test V parameter
+ IcePoint qvec = tvec^edge1;
+
+ // Calculate V parameter and test bounds
+ mStabbedFace.mV = (mDir|qvec) * OneOverDet;
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>1.0f) return FALSE;
+
+ // Calculate t, ray intersects triangle
+ mStabbedFace.mDistance = (edge2|qvec) * OneOverDet;
+ // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
+ if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
+ }
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/OPC_Settings.h b/Opcode/OpcodeLib/OPC_Settings.h
new file mode 100644
index 0000000..8232d9b
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_Settings.h
@@ -0,0 +1,49 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains compilation flags.
+ * \file OPC_Settings.h
+ * \author Pierre Terdiman
+ * \date May, 12, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_SETTINGS_H__
+#define __OPC_SETTINGS_H__
+
+ //! Use CPU comparisons (comment that line to use standard FPU compares)
+ #define OPC_CPU_COMPARE
+
+ //! Use FCOMI / FCMOV on Pentium-Pro based processors (comment that line to use plain C++)
+ #define OPC_USE_FCOMI
+
+ //! Use epsilon value in tri-tri overlap test
+ #define OPC_TRITRI_EPSILON_TEST
+
+ //! Use tree-coherence or not [not implemented yet]
+// #define OPC_USE_TREE_COHERENCE
+
+ //! Use callbacks or direct pointers. Using callbacks might be a bit slower (but probably not much)
+// #define OPC_USE_CALLBACKS
+
+ //! Support triangle and vertex strides or not. Using strides might be a bit slower (but probably not much)
+// #define OPC_USE_STRIDE
+
+ //! Discard negative pointer in vanilla trees
+ #define OPC_NO_NEG_VANILLA_TREE
+
+ //! Use a callback in the ray collider
+ #define OPC_RAYHIT_CALLBACK
+
+ // NB: no compilation flag to enable/disable stats since they're actually needed in the box/box overlap test
+
+#endif //__OPC_SETTINGS_H__ \ No newline at end of file
diff --git a/Opcode/OpcodeLib/OPC_TreeBuilders.cpp b/Opcode/OpcodeLib/OPC_TreeBuilders.cpp
new file mode 100644
index 0000000..fa415db
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TreeBuilders.cpp
@@ -0,0 +1,255 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for tree builders.
+ * \file OPC_TreeBuilders.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of vertices.
+ *
+ * \class AABBTreeOfVerticesBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of AABBs.
+ *
+ * \class AABBTreeOfAABBsBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A builder for AABB-trees of triangles.
+ *
+ * \class AABBTreeOfTrianglesBuilder
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfAABBsBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ global_box = mAABBArray[primitives[0]];
+
+ // Loop through boxes
+ for(udword i=1;i<nb_prims;i++)
+ {
+ // Update global box
+ global_box.Add(mAABBArray[primitives[i]]);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfAABBsBuilder::GetSplittingValue(udword index, udword axis) const
+{
+ // For an AABB, the splitting value is the middle of the given axis,
+ // i.e. the corresponding component of the center point
+ return mAABBArray[index].GetCenter(axis);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfTrianglesBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ IcePoint Min(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
+ IcePoint Max(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
+
+ // Loop through triangles
+ VertexPointers VP;
+ while(nb_prims--)
+ {
+ // Get current triangle-vertices
+ mIMesh->GetTriangle(VP, *primitives++);
+ // Update global box
+ Min.Min(*VP.Vertex[0]).Min(*VP.Vertex[1]).Min(*VP.Vertex[2]);
+ Max.Max(*VP.Vertex[0]).Max(*VP.Vertex[1]).Max(*VP.Vertex[2]);
+ }
+ global_box.SetMinMax(Min, Max);
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfTrianglesBuilder::GetSplittingValue(udword index, udword axis) const
+{
+/* // Compute center of triangle
+ IcePoint Center;
+ mTriList[index].Center(mVerts, Center);
+ // Return value
+ return Center[axis];*/
+
+ // Compute correct component from center of triangle
+// return (mVerts[mTriList[index].mVRef[0]][axis]
+// +mVerts[mTriList[index].mVRef[1]][axis]
+// +mVerts[mTriList[index].mVRef[2]][axis])*INV3;
+
+ VertexPointers VP;
+ mIMesh->GetTriangle(VP, index);
+
+ // Compute correct component from center of triangle
+ return ((*VP.Vertex[0])[axis]
+ +(*VP.Vertex[1])[axis]
+ +(*VP.Vertex[2])[axis])*INV3;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfTrianglesBuilder::GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+{
+ if(mSettings.mRules&SPLIT_GEOM_CENTER)
+ {
+ // Loop through triangles
+ float SplitValue = 0.0f;
+ VertexPointers VP;
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Get current triangle-vertices
+ mIMesh->GetTriangle(VP, primitives[i]);
+ // Update split value
+ SplitValue += (*VP.Vertex[0])[axis];
+ SplitValue += (*VP.Vertex[1])[axis];
+ SplitValue += (*VP.Vertex[2])[axis];
+ }
+ return SplitValue / float(nb_prims*3);
+ }
+ else return AABBTreeBuilder::GetSplittingValue(primitives, nb_prims, global_box, axis);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeOfVerticesBuilder::ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const
+{
+ // Checkings
+ if(!primitives || !nb_prims) return false;
+
+ // Initialize global box
+ global_box.SetEmpty();
+
+ // Loop through vertices
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Update global box
+ global_box.Extend(mVertexArray[primitives[i]]);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfVerticesBuilder::GetSplittingValue(udword index, udword axis) const
+{
+ // For a vertex, the splitting value is simply the vertex coordinate.
+ return mVertexArray[index][axis];
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+float AABBTreeOfVerticesBuilder::GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+{
+ if(mSettings.mRules&SPLIT_GEOM_CENTER)
+ {
+ // Loop through vertices
+ float SplitValue = 0.0f;
+ for(udword i=0;i<nb_prims;i++)
+ {
+ // Update split value
+ SplitValue += mVertexArray[primitives[i]][axis];
+ }
+ return SplitValue / float(nb_prims);
+ }
+ else return AABBTreeBuilder::GetSplittingValue(primitives, nb_prims, global_box, axis);
+}
diff --git a/Opcode/OpcodeLib/OPC_TreeBuilders.h b/Opcode/OpcodeLib/OPC_TreeBuilders.h
new file mode 100644
index 0000000..bfff16a
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TreeBuilders.h
@@ -0,0 +1,173 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for tree builders.
+ * \file OPC_TreeBuilders.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_TREEBUILDERS_H__
+#define __OPC_TREEBUILDERS_H__
+
+ //! Tree splitting rules
+ enum SplittingRules
+ {
+ // Primitive split
+ SPLIT_LARGEST_AXIS = (1<<0), //!< Split along the largest axis
+ SPLIT_SPLATTER_POINTS = (1<<1), //!< Splatter primitive centers (QuickCD-style)
+ SPLIT_BEST_AXIS = (1<<2), //!< Try largest axis, then second, then last
+ SPLIT_BALANCED = (1<<3), //!< Try to keep a well-balanced tree
+ SPLIT_FIFTY = (1<<4), //!< Arbitrary 50-50 split
+ // Node split
+ SPLIT_GEOM_CENTER = (1<<5), //!< Split at geometric center (else split in the middle)
+ //
+ SPLIT_FORCE_DWORD = 0x7fffffff
+ };
+
+ //! Simple wrapper around build-related settings [Opcode 1.3]
+ struct OPCODE_API BuildSettings
+ {
+ inline_ BuildSettings() : mLimit(1), mRules(SPLIT_FORCE_DWORD) {}
+
+ udword mLimit; //!< Limit number of primitives / node. If limit is 1, build a complete tree (2*N-1 nodes)
+ udword mRules; //!< Building/Splitting rules (a combination of SplittingRules flags)
+ };
+
+ class OPCODE_API AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeBuilder() :
+ mNbPrimitives(0),
+ mNodeBase(null),
+ mCount(0),
+ mNbInvalidSplits(0) {}
+ //! Destructor
+ virtual ~AABBTreeBuilder() {}
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the AABB of a set of primitives.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [out] global AABB enclosing the set of input primitives
+ * \return true if success
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the splitting value along a given axis for a given primitive.
+ * \param index [in] index of the primitive to split
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual float GetSplittingValue(udword index, udword axis) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes the splitting value along a given axis for a given node.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \param axis [in] axis index (0,1,2)
+ * \return splitting value
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const
+ {
+ // Default split value = middle of the axis (using only the box)
+ return global_box.GetCenter(axis);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates node subdivision. This is called each time a node is considered for subdivision, during tree building.
+ * \param primitives [in] list of indices of primitives
+ * \param nb_prims [in] number of indices
+ * \param global_box [in] global AABB enclosing the set of input primitives
+ * \return TRUE if the node should be subdivised
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual BOOL ValidateSubdivision(const udword* primitives, udword nb_prims, const AABB& global_box)
+ {
+ // Check the user-defined limit
+ if(nb_prims<=mSettings.mLimit) return FALSE;
+
+ return TRUE;
+ }
+
+ BuildSettings mSettings; //!< Splitting rules & split limit [Opcode 1.3]
+ udword mNbPrimitives; //!< Total number of primitives.
+ void* mNodeBase; //!< Address of node pool [Opcode 1.3]
+ // Stats
+ inline_ void SetCount(udword nb) { mCount=nb; }
+ inline_ void IncreaseCount(udword nb) { mCount+=nb; }
+ inline_ udword GetCount() const { return mCount; }
+ inline_ void SetNbInvalidSplits(udword nb) { mNbInvalidSplits=nb; }
+ inline_ void IncreaseNbInvalidSplits() { mNbInvalidSplits++; }
+ inline_ udword GetNbInvalidSplits() const { return mNbInvalidSplits; }
+
+ private:
+ udword mCount; //!< Stats: number of nodes created
+ udword mNbInvalidSplits; //!< Stats: number of invalid splits
+ };
+
+ class OPCODE_API AABBTreeOfVerticesBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfVerticesBuilder() : mVertexArray(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfVerticesBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+ override(AABBTreeBuilder) float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const;
+
+ const IcePoint* mVertexArray; //!< Shortcut to an app-controlled array of vertices.
+ };
+
+ class OPCODE_API AABBTreeOfAABBsBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfAABBsBuilder() : mAABBArray(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfAABBsBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+
+ const AABB* mAABBArray; //!< Shortcut to an app-controlled array of AABBs.
+ };
+
+ class OPCODE_API AABBTreeOfTrianglesBuilder : public AABBTreeBuilder
+ {
+ public:
+ //! Constructor
+ AABBTreeOfTrianglesBuilder() : mIMesh(null) {}
+ //! Destructor
+ virtual ~AABBTreeOfTrianglesBuilder() {}
+
+ override(AABBTreeBuilder) bool ComputeGlobalBox(const udword* primitives, udword nb_prims, AABB& global_box) const;
+ override(AABBTreeBuilder) float GetSplittingValue(udword index, udword axis) const;
+ override(AABBTreeBuilder) float GetSplittingValue(const udword* primitives, udword nb_prims, const AABB& global_box, udword axis) const;
+
+ const MeshInterface* mIMesh; //!< Shortcut to an app-controlled mesh interface
+ };
+
+#endif // __OPC_TREEBUILDERS_H__
diff --git a/Opcode/OpcodeLib/OPC_TreeCollider.cpp b/Opcode/OpcodeLib/OPC_TreeCollider.cpp
new file mode 100644
index 0000000..f8c0ca3
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TreeCollider.cpp
@@ -0,0 +1,943 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a tree collider.
+ * \file OPC_TreeCollider.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains an AABB tree collider.
+ * This class performs a collision test between two AABB trees.
+ *
+ * \class AABBTreeCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+#include "OPC_BoxBoxOverlap.h"
+#include "OPC_TriBoxOverlap.h"
+#include "OPC_TriTriOverlap.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeCollider::AABBTreeCollider() :
+ mNbBVBVTests (0),
+ mNbPrimPrimTests (0),
+ mNbBVPrimTests (0),
+ mFullBoxBoxTest (true),
+ mFullPrimBoxTest (true),
+ mIMesh0 (null),
+ mIMesh1 (null)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+AABBTreeCollider::~AABBTreeCollider()
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* AABBTreeCollider::ValidateSettings()
+{
+ if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
+ return null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Generic collision query for generic OPCODE models. After the call, access the results with:
+ * - GetContactStatus()
+ * - GetNbPairs()
+ * - GetPairs()
+ *
+ * \param cache [in] collision cache for model pointers and a colliding pair of primitives
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(BVTCache& cache, const Matrix4x4* world0, const Matrix4x4* world1)
+{
+ // Checkings
+ if(!cache.Model0 || !cache.Model1) return false;
+ if(cache.Model0->HasLeafNodes()!=cache.Model1->HasLeafNodes()) return false;
+ if(cache.Model0->IsQuantized()!=cache.Model1->IsQuantized()) return false;
+
+ /*
+
+ Rules:
+ - perform hull test
+ - when hulls collide, disable hull test
+ - if meshes overlap, reset countdown
+ - if countdown reaches 0, enable hull test
+
+ */
+
+#ifdef __MESHMERIZER_H__
+ // Handle hulls
+ if(cache.HullTest)
+ {
+ if(cache.Model0->GetHull() && cache.Model1->GetHull())
+ {
+ struct Local
+ {
+ static IcePoint* SVCallback(const IcePoint& sv, udword& previndex, udword user_data)
+ {
+ CollisionHull* Hull = (CollisionHull*)user_data;
+ previndex = Hull->ComputeSupportingVertex(sv, previndex);
+ return (IcePoint*)&Hull->GetVerts()[previndex];
+ }
+ };
+
+ bool Collide;
+
+ if(0)
+ {
+ static GJKEngine GJK;
+ static bool GJKInitDone=false;
+ if(!GJKInitDone)
+ {
+ GJK.Enable(GJK_BACKUP_PROCEDURE);
+ GJK.Enable(GJK_DEGENERATE);
+ GJK.Enable(GJK_HILLCLIMBING);
+ GJKInitDone = true;
+ }
+ GJK.SetCallbackObj0(Local::SVCallback);
+ GJK.SetCallbackObj1(Local::SVCallback);
+ GJK.SetUserData0(udword(cache.Model0->GetHull()));
+ GJK.SetUserData1(udword(cache.Model1->GetHull()));
+ Collide = GJK.Collide(*world0, *world1, &cache.SepVector);
+ }
+ else
+ {
+ static SVEngine SVE;
+ SVE.SetCallbackObj0(Local::SVCallback);
+ SVE.SetCallbackObj1(Local::SVCallback);
+ SVE.SetUserData0(udword(cache.Model0->GetHull()));
+ SVE.SetUserData1(udword(cache.Model1->GetHull()));
+ Collide = SVE.Collide(*world0, *world1, &cache.SepVector);
+ }
+
+ if(!Collide)
+ {
+ // Reset stats & contact status
+ mFlags &= ~OPC_CONTACT;
+ mNbBVBVTests = 0;
+ mNbPrimPrimTests = 0;
+ mNbBVPrimTests = 0;
+ mPairs.Reset();
+ return true;
+ }
+ }
+ }
+
+ // Here, hulls collide
+ cache.HullTest = false;
+#endif // __MESHMERIZER_H__
+
+ // Checkings
+ if(!Setup(cache.Model0->GetMeshInterface(), cache.Model1->GetMeshInterface())) return false;
+
+ // Simple double-dispatch
+ bool Status;
+ if(!cache.Model0->HasLeafNodes())
+ {
+ if(cache.Model0->IsQuantized())
+ {
+ const AABBQuantizedNoLeafTree* T0 = (const AABBQuantizedNoLeafTree*)cache.Model0->GetTree();
+ const AABBQuantizedNoLeafTree* T1 = (const AABBQuantizedNoLeafTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ else
+ {
+ const AABBNoLeafTree* T0 = (const AABBNoLeafTree*)cache.Model0->GetTree();
+ const AABBNoLeafTree* T1 = (const AABBNoLeafTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ }
+ else
+ {
+ if(cache.Model0->IsQuantized())
+ {
+ const AABBQuantizedTree* T0 = (const AABBQuantizedTree*)cache.Model0->GetTree();
+ const AABBQuantizedTree* T1 = (const AABBQuantizedTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ else
+ {
+ const AABBCollisionTree* T0 = (const AABBCollisionTree*)cache.Model0->GetTree();
+ const AABBCollisionTree* T1 = (const AABBCollisionTree*)cache.Model1->GetTree();
+ Status = Collide(T0, T1, world0, world1, &cache);
+ }
+ }
+
+#ifdef __MESHMERIZER_H__
+ if(Status)
+ {
+ // Reset counter as long as overlap occurs
+ if(GetContactStatus()) cache.ResetCountDown();
+
+ // Enable hull test again when counter reaches zero
+ cache.CountDown--;
+ if(!cache.CountDown)
+ {
+ cache.ResetCountDown();
+ cache.HullTest = true;
+ }
+ }
+#endif
+ return Status;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Initializes a collision query :
+ * - reset stats & contact status
+ * - setup matrices
+ *
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::InitQuery(const Matrix4x4* world0, const Matrix4x4* world1)
+{
+ // Reset stats & contact status
+ Collider::InitQuery();
+ mNbBVBVTests = 0;
+ mNbPrimPrimTests = 0;
+ mNbBVPrimTests = 0;
+ mPairs.Reset();
+
+ // Setup matrices
+ Matrix4x4 InvWorld0, InvWorld1;
+ if(world0) InvertPRMatrix(InvWorld0, *world0);
+ else InvWorld0.Identity();
+
+ if(world1) InvertPRMatrix(InvWorld1, *world1);
+ else InvWorld1.Identity();
+
+ Matrix4x4 World0to1 = world0 ? (*world0 * InvWorld1) : InvWorld1;
+ Matrix4x4 World1to0 = world1 ? (*world1 * InvWorld0) : InvWorld0;
+
+ mR0to1 = World0to1; World0to1.GetTrans(mT0to1);
+ mR1to0 = World1to0; World1to0.GetTrans(mT1to0);
+
+ // Precompute absolute 1-to-0 rotation matrix
+ for(udword i=0;i<3;i++)
+ {
+ for(udword j=0;j<3;j++)
+ {
+ // Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
+ mAR.m[i][j] = 1e-6f + fabsf(mR1to0.m[i][j]);
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Takes advantage of temporal coherence.
+ * \param cache [in] cache for a pair of previously colliding primitives
+ * \return true if we can return immediately
+ * \warning only works for "First Contact" mode
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::CheckTemporalCoherence(Pair* cache)
+{
+ // Checkings
+ if(!cache) return false;
+
+ // Test previously colliding primitives first
+ if(TemporalCoherenceEnabled() && FirstContactEnabled())
+ {
+ PrimTest(cache->id0, cache->id1);
+ if(GetContactStatus()) return true;
+ }
+ return false;
+}
+
+#define UPDATE_CACHE \
+ if(cache && GetContactStatus()) \
+ { \
+ cache->id0 = mPairs.GetEntry(0); \
+ cache->id1 = mPairs.GetEntry(1); \
+ }
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for normal AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for no-leaf AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for quantized AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Setup dequantization coeffs
+ mCenterCoeff0 = tree0->mCenterCoeff;
+ mExtentsCoeff0 = tree0->mExtentsCoeff;
+ mCenterCoeff1 = tree1->mCenterCoeff;
+ mExtentsCoeff1 = tree1->mExtentsCoeff;
+
+ // Dequantize box A
+ const AABBQuantizedNode* N0 = tree0->GetNodes();
+ const IcePoint a(float(N0->mAABB.mExtents[0]) * mExtentsCoeff0.x, float(N0->mAABB.mExtents[1]) * mExtentsCoeff0.y, float(N0->mAABB.mExtents[2]) * mExtentsCoeff0.z);
+ const IcePoint Pa(float(N0->mAABB.mCenter[0]) * mCenterCoeff0.x, float(N0->mAABB.mCenter[1]) * mCenterCoeff0.y, float(N0->mAABB.mCenter[2]) * mCenterCoeff0.z);
+ // Dequantize box B
+ const AABBQuantizedNode* N1 = tree1->GetNodes();
+ const IcePoint b(float(N1->mAABB.mExtents[0]) * mExtentsCoeff1.x, float(N1->mAABB.mExtents[1]) * mExtentsCoeff1.y, float(N1->mAABB.mExtents[2]) * mExtentsCoeff1.z);
+ const IcePoint Pb(float(N1->mAABB.mCenter[0]) * mCenterCoeff1.x, float(N1->mAABB.mCenter[1]) * mCenterCoeff1.y, float(N1->mAABB.mCenter[2]) * mCenterCoeff1.z);
+
+ // Perform collision query
+ _Collide(N0, N1, a, Pa, b, Pb);
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Collision query for quantized no-leaf AABB trees.
+ * \param tree0 [in] AABB tree from first object
+ * \param tree1 [in] AABB tree from second object
+ * \param world0 [in] world matrix for first object
+ * \param world1 [in] world matrix for second object
+ * \param cache [in/out] cache for a pair of previously colliding primitives
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool AABBTreeCollider::Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
+{
+ // Init collision query
+ InitQuery(world0, world1);
+
+ // Check previous state
+ if(CheckTemporalCoherence(cache)) return true;
+
+ // Setup dequantization coeffs
+ mCenterCoeff0 = tree0->mCenterCoeff;
+ mExtentsCoeff0 = tree0->mExtentsCoeff;
+ mCenterCoeff1 = tree1->mCenterCoeff;
+ mExtentsCoeff1 = tree1->mExtentsCoeff;
+
+ // Perform collision query
+ _Collide(tree0->GetNodes(), tree1->GetNodes());
+
+ UPDATE_CACHE
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Standard trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// The normal AABB tree can use 2 different descent rules (with different performances)
+//#define ORIGINAL_CODE //!< UNC-like descent rules
+#define ALTERNATIVE_CODE //!< Alternative descent rules
+
+#ifdef ORIGINAL_CODE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter)) return;
+
+ if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
+
+ if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
+ {
+ _Collide(b0->GetNeg(), b1);
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1);
+ }
+ else
+ {
+ _Collide(b0, b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0, b1->GetPos());
+ }
+}
+#endif
+
+#ifdef ALTERNATIVE_CODE
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for normal AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter))
+ {
+ return;
+ }
+
+ if(b0->IsLeaf())
+ {
+ if(b1->IsLeaf())
+ {
+ PrimTest(b0->GetPrimitive(), b1->GetPrimitive());
+ }
+ else
+ {
+ _Collide(b0, b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0, b1->GetPos());
+ }
+ }
+ else if(b1->IsLeaf())
+ {
+ _Collide(b0->GetNeg(), b1);
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1);
+ }
+ else
+ {
+ _Collide(b0->GetNeg(), b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0->GetNeg(), b1->GetPos());
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1->GetNeg());
+ if(ContactFound()) return;
+ _Collide(b0->GetPos(), b1->GetPos());
+ }
+}
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// No-leaf trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for two primitive indices.
+ * \param id0 [in] index from first leaf-triangle
+ * \param id1 [in] index from second leaf-triangle
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::PrimTest(udword id0, udword id1)
+{
+ // Request vertices from the app
+ VertexPointers VP0;
+ VertexPointers VP1;
+ mIMesh0->GetTriangle(VP0, id0);
+ mIMesh1->GetTriangle(VP1, id1);
+
+ // Transform from space 1 to space 0
+ IcePoint u0,u1,u2;
+ TransformPoint(u0, *VP1.Vertex[0], mR1to0, mT1to0);
+ TransformPoint(u1, *VP1.Vertex[1], mR1to0, mT1to0);
+ TransformPoint(u2, *VP1.Vertex[2], mR1to0, mT1to0);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(*VP0.Vertex[0], *VP0.Vertex[1], *VP0.Vertex[2], u0, u1, u2))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(id0).Add(id1);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for a previously fetched triangle from tree A (in B's space) and a new leaf from B.
+ * \param id1 [in] leaf-triangle index from tree B
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void AABBTreeCollider::PrimTestTriIndex(udword id1)
+{
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh1->GetTriangle(VP, id1);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(mLeafIndex).Add(id1);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Leaf-leaf test for a previously fetched triangle from tree B (in A's space) and a new leaf from A.
+ * \param id0 [in] leaf-triangle index from tree A
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ void AABBTreeCollider::PrimTestIndexTri(udword id0)
+{
+ // Request vertices from the app
+ VertexPointers VP;
+ mIMesh0->GetTriangle(VP, id0);
+
+ // Perform triangle-triangle overlap test
+ if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
+ {
+ // Keep track of colliding pairs
+ mPairs.Add(id0).Add(mLeafIndex);
+ // Set contact status
+ mFlags |= OPC_CONTACT;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from A and a branch from B.
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideTriBox(const AABBNoLeafNode* b)
+{
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
+
+ // Keep same triangle, deal with first child
+ if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ // Keep same triangle, deal with second child
+ if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from B and a branch from A.
+ * \param b [in] collision node from first tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideBoxTri(const AABBNoLeafNode* b)
+{
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
+
+ // Keep same triangle, deal with first child
+ if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
+ else _CollideBoxTri(b->GetPos());
+
+ if(ContactFound()) return;
+
+ // Keep same triangle, deal with second child
+ if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
+ else _CollideBoxTri(b->GetNeg());
+}
+
+//! Request triangle vertices from the app and transform them
+#define FETCH_LEAF(prim_index, imesh, rot, trans) \
+ mLeafIndex = prim_index; \
+ /* Request vertices from the app */ \
+ VertexPointers VP; imesh->GetTriangle(VP, mLeafIndex); \
+ /* Transform them in a common space */ \
+ TransformPoint(mLeafVerts[0], *VP.Vertex[0], rot, trans); \
+ TransformPoint(mLeafVerts[1], *VP.Vertex[1], rot, trans); \
+ TransformPoint(mLeafVerts[2], *VP.Vertex[2], rot, trans);
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for no-leaf AABB trees.
+ * \param a [in] collision node from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(a->mAABB.mExtents, a->mAABB.mCenter, b->mAABB.mExtents, b->mAABB.mCenter)) return;
+
+ // Catch leaf status
+ BOOL BHasPosLeaf = b->HasPosLeaf();
+ BOOL BHasNegLeaf = b->HasNegLeaf();
+
+ if(a->HasPosLeaf())
+ {
+ FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetNeg());
+ }
+
+ if(ContactFound()) return;
+
+ if(a->HasNegLeaf())
+ {
+ FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetNeg());
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Quantized trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized AABB trees.
+ * \param b0 [in] collision node from first tree
+ * \param b1 [in] collision node from second tree
+ * \param a [in] extent from box A
+ * \param Pa [in] center from box A
+ * \param b [in] extent from box B
+ * \param Pb [in] center from box B
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const IcePoint& a, const IcePoint& Pa, const IcePoint& b, const IcePoint& Pb)
+{
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(a, Pa, b, Pb)) return;
+
+ if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
+
+ if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
+ {
+ // Dequantize box
+ const QuantizedAABB* Box = &b0->GetNeg()->mAABB;
+ const IcePoint negPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
+ const IcePoint nega(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
+ _Collide(b0->GetNeg(), b1, nega, negPa, b, Pb);
+
+ if(ContactFound()) return;
+
+ // Dequantize box
+ Box = &b0->GetPos()->mAABB;
+ const IcePoint posPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
+ const IcePoint posa(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
+ _Collide(b0->GetPos(), b1, posa, posPa, b, Pb);
+ }
+ else
+ {
+ // Dequantize box
+ const QuantizedAABB* Box = &b1->GetNeg()->mAABB;
+ const IcePoint negPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
+ const IcePoint negb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
+ _Collide(b0, b1->GetNeg(), a, Pa, negb, negPb);
+
+ if(ContactFound()) return;
+
+ // Dequantize box
+ Box = &b1->GetPos()->mAABB;
+ const IcePoint posPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
+ const IcePoint posb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
+ _Collide(b0, b1->GetPos(), a, Pa, posb, posPb);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Quantized no-leaf trees
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from A and a quantized branch from B.
+ * \param leaf [in] leaf triangle from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideTriBox(const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box
+ const QuantizedAABB* bb = &b->mAABB;
+ const IcePoint Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
+ const IcePoint eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
+
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(Pb, eb)) return;
+
+ if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision of a leaf node from B and a quantized branch from A.
+ * \param b [in] collision node from first tree
+ * \param leaf [in] leaf triangle from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_CollideBoxTri(const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box
+ const QuantizedAABB* bb = &b->mAABB;
+ const IcePoint Pa(float(bb->mCenter[0]) * mCenterCoeff0.x, float(bb->mCenter[1]) * mCenterCoeff0.y, float(bb->mCenter[2]) * mCenterCoeff0.z);
+ const IcePoint ea(float(bb->mExtents[0]) * mExtentsCoeff0.x, float(bb->mExtents[1]) * mExtentsCoeff0.y, float(bb->mExtents[2]) * mExtentsCoeff0.z);
+
+ // Perform triangle-box overlap test
+ if(!TriBoxOverlap(Pa, ea)) return;
+
+ if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
+ else _CollideBoxTri(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
+ else _CollideBoxTri(b->GetNeg());
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Recursive collision query for quantized no-leaf AABB trees.
+ * \param a [in] collision node from first tree
+ * \param b [in] collision node from second tree
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void AABBTreeCollider::_Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b)
+{
+ // Dequantize box A
+ const QuantizedAABB* ab = &a->mAABB;
+ const IcePoint Pa(float(ab->mCenter[0]) * mCenterCoeff0.x, float(ab->mCenter[1]) * mCenterCoeff0.y, float(ab->mCenter[2]) * mCenterCoeff0.z);
+ const IcePoint ea(float(ab->mExtents[0]) * mExtentsCoeff0.x, float(ab->mExtents[1]) * mExtentsCoeff0.y, float(ab->mExtents[2]) * mExtentsCoeff0.z);
+ // Dequantize box B
+ const QuantizedAABB* bb = &b->mAABB;
+ const IcePoint Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
+ const IcePoint eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
+
+ // Perform BV-BV overlap test
+ if(!BoxBoxOverlap(ea, Pa, eb, Pb)) return;
+
+ // Catch leaf status
+ BOOL BHasPosLeaf = b->HasPosLeaf();
+ BOOL BHasNegLeaf = b->HasNegLeaf();
+
+ if(a->HasPosLeaf())
+ {
+ FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetPos());
+ }
+ else _Collide(a->GetPos(), b->GetNeg());
+ }
+
+ if(ContactFound()) return;
+
+ if(a->HasNegLeaf())
+ {
+ FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
+
+ if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
+ else _CollideTriBox(b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
+ else _CollideTriBox(b->GetNeg());
+ }
+ else
+ {
+ if(BHasPosLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetPos());
+
+ if(ContactFound()) return;
+
+ if(BHasNegLeaf)
+ {
+ // ### That leaf has possibly already been fetched
+ FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
+
+ _CollideBoxTri(a->GetNeg());
+ }
+ else _Collide(a->GetNeg(), b->GetNeg());
+ }
+}
diff --git a/Opcode/OpcodeLib/OPC_TreeCollider.h b/Opcode/OpcodeLib/OPC_TreeCollider.h
new file mode 100644
index 0000000..ce58ff8
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TreeCollider.h
@@ -0,0 +1,244 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for a tree collider.
+ * \file OPC_TreeCollider.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_TREECOLLIDER_H__
+#define __OPC_TREECOLLIDER_H__
+
+ //! This structure holds cached information used by the algorithm.
+ //! Two model pointers and two colliding primitives are cached. Model pointers are assigned
+ //! to their respective meshes, and the pair of colliding primitives is used for temporal
+ //! coherence. That is, in case temporal coherence is enabled, those two primitives are
+ //! tested for overlap before everything else. If they still collide, we're done before
+ //! even entering the recursive collision code.
+ struct OPCODE_API BVTCache : Pair
+ {
+ //! Constructor
+ inline_ BVTCache()
+ {
+ ResetCache();
+ ResetCountDown();
+ }
+
+ void ResetCache()
+ {
+ Model0 = null;
+ Model1 = null;
+ id0 = 0;
+ id1 = 1;
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ HullTest = true;
+ SepVector.pid = 0;
+ SepVector.qid = 0;
+ SepVector.SV = IcePoint(1.0f, 0.0f, 0.0f);
+#endif // __MESHMERIZER_H__
+ }
+
+ inline_ void ResetCountDown()
+ {
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ CountDown = 50;
+#endif // __MESHMERIZER_H__
+ }
+
+ const Model* Model0; //!< Model for first object
+ const Model* Model1; //!< Model for second object
+
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ SVCache SepVector;
+ udword CountDown;
+ bool HullTest;
+#endif // __MESHMERIZER_H__
+ };
+
+ class OPCODE_API AABBTreeCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ AABBTreeCollider();
+ virtual ~AABBTreeCollider();
+ // Generic collision query
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results with:
+ * - GetContactStatus()
+ * - GetNbPairs()
+ * - GetPairs()
+ *
+ * \param cache [in] collision cache for model pointers and a colliding pair of primitives
+ * \param world0 [in] world matrix for first object, or null
+ * \param world1 [in] world matrix for second object, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(BVTCache& cache, const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+
+ // Collision queries
+ bool Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullPrimBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full triangle-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullBoxBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullPrimBoxTest(bool flag) { mFullPrimBoxTest = flag; }
+
+ // Stats
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-BV overlap tests after a collision query.
+ * \see GetNbPrimPrimTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of BV-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVBVTests() const { return mNbBVBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Triangle-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of Triangle-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPrimPrimTests() const { return mNbPrimPrimTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbPrimPrimTests()
+ * \return the number of BV-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVPrimTests() const { return mNbBVPrimTests; }
+
+ // Data access
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of contacts after a collision query.
+ * \see GetContactStatus()
+ * \see GetPairs()
+ * \return the number of contacts / colliding pairs.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPairs() const { return mPairs.GetNbEntries()>>1; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the pairs of colliding triangles after a collision query.
+ * \see GetContactStatus()
+ * \see GetNbPairs()
+ * \return the list of colliding pairs (triangle indices)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const Pair* GetPairs() const { return (const Pair*)mPairs.GetEntries(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Colliding pairs
+ Container mPairs; //!< Pairs of colliding primitives
+ // User mesh interfaces
+ const MeshInterface* mIMesh0; //!< User-defined mesh interface for object0
+ const MeshInterface* mIMesh1; //!< User-defined mesh interface for object1
+ // Stats
+ udword mNbBVBVTests; //!< Number of BV-BV tests
+ udword mNbPrimPrimTests; //!< Number of Primitive-Primitive tests
+ udword mNbBVPrimTests; //!< Number of BV-Primitive tests
+ // Precomputed data
+ Matrix3x3 mAR; //!< Absolute rotation matrix
+ Matrix3x3 mR0to1; //!< Rotation from object0 to object1
+ Matrix3x3 mR1to0; //!< Rotation from object1 to object0
+ IcePoint mT0to1; //!< Translation from object0 to object1
+ IcePoint mT1to0; //!< Translation from object1 to object0
+ // Dequantization coeffs
+ IcePoint mCenterCoeff0;
+ IcePoint mExtentsCoeff0;
+ IcePoint mCenterCoeff1;
+ IcePoint mExtentsCoeff1;
+ // Leaf description
+ IcePoint mLeafVerts[3]; //!< Triangle vertices
+ udword mLeafIndex; //!< Triangle index
+ // Settings
+ bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
+ bool mFullPrimBoxTest; //!< Perform full Primitive-BV tests (true) or SAT-lite tests (false)
+ // Internal methods
+
+ // Standard AABB trees
+ void _Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1);
+ // Quantized AABB trees
+ void _Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const IcePoint& a, const IcePoint& Pa, const IcePoint& b, const IcePoint& Pb);
+ // No-leaf AABB trees
+ void _CollideTriBox(const AABBNoLeafNode* b);
+ void _CollideBoxTri(const AABBNoLeafNode* b);
+ void _Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b);
+ // Quantized no-leaf AABB trees
+ void _CollideTriBox(const AABBQuantizedNoLeafNode* b);
+ void _CollideBoxTri(const AABBQuantizedNoLeafNode* b);
+ void _Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b);
+ // Overlap tests
+ void PrimTest(udword id0, udword id1);
+ inline_ void PrimTestTriIndex(udword id1);
+ inline_ void PrimTestIndexTri(udword id0);
+
+ inline_ BOOL BoxBoxOverlap(const IcePoint& ea, const IcePoint& ca, const IcePoint& eb, const IcePoint& cb);
+ inline_ BOOL TriBoxOverlap(const IcePoint& center, const IcePoint& extents);
+ inline_ BOOL TriTriOverlap(const IcePoint& V0, const IcePoint& V1, const IcePoint& V2, const IcePoint& U0, const IcePoint& U1, const IcePoint& U2);
+ // Init methods
+ void InitQuery(const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+ bool CheckTemporalCoherence(Pair* cache);
+
+ inline_ BOOL Setup(const MeshInterface* mi0, const MeshInterface* mi1)
+ {
+ mIMesh0 = mi0;
+ mIMesh1 = mi1;
+
+ if(!mIMesh0 || !mIMesh1) return FALSE;
+
+ return TRUE;
+ }
+ };
+
+#endif // __OPC_TREECOLLIDER_H__
diff --git a/Opcode/OpcodeLib/OPC_TriBoxOverlap.h b/Opcode/OpcodeLib/OPC_TriBoxOverlap.h
new file mode 100644
index 0000000..662a127
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TriBoxOverlap.h
@@ -0,0 +1,339 @@
+
+//! This macro quickly finds the min & max values among 3 variables
+#define FINDMINMAX(x0, x1, x2, min, max) \
+ min = max = x0; \
+ if(x1<min) min=x1; \
+ if(x1>max) max=x1; \
+ if(x2<min) min=x2; \
+ if(x2>max) max=x2;
+
+//! TO BE DOCUMENTED
+inline_ BOOL planeBoxOverlap(const IcePoint& normal, const float d, const IcePoint& maxbox)
+{
+ IcePoint vmin, vmax;
+ for(udword q=0;q<=2;q++)
+ {
+ if(normal[q]>0.0f) { vmin[q]=-maxbox[q]; vmax[q]=maxbox[q]; }
+ else { vmin[q]=maxbox[q]; vmax[q]=-maxbox[q]; }
+ }
+ if((normal|vmin)+d>0.0f) return FALSE;
+ if((normal|vmax)+d>=0.0f) return TRUE;
+
+ return FALSE;
+}
+
+//! TO BE DOCUMENTED
+#define AXISTEST_X01(a, b, fa, fb) \
+ min = a*v0.y - b*v0.z; \
+ max = a*v2.y - b*v2.z; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.y + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_X2(a, b, fa, fb) \
+ min = a*v0.y - b*v0.z; \
+ max = a*v1.y - b*v1.z; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.y + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Y02(a, b, fa, fb) \
+ min = b*v0.z - a*v0.x; \
+ max = b*v2.z - a*v2.x; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Y1(a, b, fa, fb) \
+ min = b*v0.z - a*v0.x; \
+ max = b*v1.z - a*v1.x; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.z; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Z12(a, b, fa, fb) \
+ min = a*v1.x - b*v1.y; \
+ max = a*v2.x - b*v2.y; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.y; \
+ if(min>rad || max<-rad) return FALSE;
+
+//! TO BE DOCUMENTED
+#define AXISTEST_Z0(a, b, fa, fb) \
+ min = a*v0.x - b*v0.y; \
+ max = a*v1.x - b*v1.y; \
+ if(min>max) {const float tmp=max; max=min; min=tmp; } \
+ rad = fa * extents.x + fb * extents.y; \
+ if(min>rad || max<-rad) return FALSE;
+
+// compute triangle edges
+// - edges lazy evaluated to take advantage of early exits
+// - fabs precomputed (half less work, possible since extents are always >0)
+// - customized macros to take advantage of the null component
+// - axis vector discarded, possibly saves useless movs
+#define IMPLEMENT_CLASS3_TESTS \
+ float rad; \
+ float min, max; \
+ \
+ const float fey0 = fabsf(e0.y); \
+ const float fez0 = fabsf(e0.z); \
+ AXISTEST_X01(e0.z, e0.y, fez0, fey0); \
+ const float fex0 = fabsf(e0.x); \
+ AXISTEST_Y02(e0.z, e0.x, fez0, fex0); \
+ AXISTEST_Z12(e0.y, e0.x, fey0, fex0); \
+ \
+ const float fey1 = fabsf(e1.y); \
+ const float fez1 = fabsf(e1.z); \
+ AXISTEST_X01(e1.z, e1.y, fez1, fey1); \
+ const float fex1 = fabsf(e1.x); \
+ AXISTEST_Y02(e1.z, e1.x, fez1, fex1); \
+ AXISTEST_Z0(e1.y, e1.x, fey1, fex1); \
+ \
+ const IcePoint e2 = mLeafVerts[0] - mLeafVerts[2]; \
+ const float fey2 = fabsf(e2.y); \
+ const float fez2 = fabsf(e2.z); \
+ AXISTEST_X2(e2.z, e2.y, fez2, fey2); \
+ const float fex2 = fabsf(e2.x); \
+ AXISTEST_Y1(e2.z, e2.x, fez2, fex2); \
+ AXISTEST_Z12(e2.y, e2.x, fey2, fex2);
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Triangle-Box overlap test using the separating axis theorem.
+ * This is the code from Tomas Möller, a bit optimized:
+ * - with some more lazy evaluation (faster path on PC)
+ * - with a tiny bit of assembly
+ * - with "SAT-lite" applied if needed
+ * - and perhaps with some more minor modifs...
+ *
+ * \param center [in] box center
+ * \param extents [in] box extents
+ * \return true if triangle & box overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::TriBoxOverlap(const IcePoint& center, const IcePoint& extents)
+{
+ // Stats
+ mNbBVPrimTests++;
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // move everything so that the boxcenter is in (0,0,0)
+ IcePoint v0, v1, v2;
+ v0.x = mLeafVerts[0].x - center.x;
+ v1.x = mLeafVerts[1].x - center.x;
+ v2.x = mLeafVerts[2].x - center.x;
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE;
+
+ // same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE;
+
+ // same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>extents.x || max<-extents.x) return FALSE;
+
+ // Same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>extents.y || max<-extents.y) return FALSE;
+
+ // Same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>extents.z || max<-extents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const IcePoint e0 = v1 - v0;
+ const IcePoint e1 = v2 - v1;
+ const IcePoint normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, extents)) return FALSE;
+
+ // 3) "Class III" tests
+ if(mFullPrimBoxTest)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
+
+//! A dedicated version where the box is constant
+inline_ BOOL OBBCollider::TriBoxOverlap()
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ // Hook
+ const IcePoint& extents = mBoxExtents;
+ const IcePoint& v0 = mLeafVerts[0];
+ const IcePoint& v1 = mLeafVerts[1];
+ const IcePoint& v2 = mLeafVerts[2];
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // Box center is already in (0,0,0)
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>mBoxExtents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-mBoxExtents.x) return FALSE;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>mBoxExtents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-mBoxExtents.y) return FALSE;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>mBoxExtents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-mBoxExtents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>mBoxExtents.x || max<-mBoxExtents.x) return FALSE;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>mBoxExtents.y || max<-mBoxExtents.y) return FALSE;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>mBoxExtents.z || max<-mBoxExtents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const IcePoint e0 = v1 - v0;
+ const IcePoint e1 = v2 - v1;
+ const IcePoint normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, mBoxExtents)) return FALSE;
+
+ // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
+
+//! ...and another one, jeez
+inline_ BOOL AABBCollider::TriBoxOverlap()
+{
+ // Stats
+ mNbVolumePrimTests++;
+
+ // Hook
+ const IcePoint& center = mBox.mCenter;
+ const IcePoint& extents = mBox.mExtents;
+
+ // use separating axis theorem to test overlap between triangle and box
+ // need to test for overlap in these directions:
+ // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
+ // we do not even need to test these)
+ // 2) normal of the triangle
+ // 3) crossproduct(edge from tri, {x,y,z}-directin)
+ // this gives 3x3=9 more tests
+
+ // move everything so that the boxcenter is in (0,0,0)
+ IcePoint v0, v1, v2;
+ v0.x = mLeafVerts[0].x - center.x;
+ v1.x = mLeafVerts[1].x - center.x;
+ v2.x = mLeafVerts[2].x - center.x;
+
+ // First, test overlap in the {x,y,z}-directions
+#ifdef OPC_USE_FCOMI
+ // find min, max of the triangle in x-direction, and test for overlap in X
+ if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE;
+ if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE;
+
+ // same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE;
+ if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE;
+
+ // same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE;
+ if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE;
+#else
+ float min,max;
+ // Find min, max of the triangle in x-direction, and test for overlap in X
+ FINDMINMAX(v0.x, v1.x, v2.x, min, max);
+ if(min>extents.x || max<-extents.x) return FALSE;
+
+ // Same for Y
+ v0.y = mLeafVerts[0].y - center.y;
+ v1.y = mLeafVerts[1].y - center.y;
+ v2.y = mLeafVerts[2].y - center.y;
+
+ FINDMINMAX(v0.y, v1.y, v2.y, min, max);
+ if(min>extents.y || max<-extents.y) return FALSE;
+
+ // Same for Z
+ v0.z = mLeafVerts[0].z - center.z;
+ v1.z = mLeafVerts[1].z - center.z;
+ v2.z = mLeafVerts[2].z - center.z;
+
+ FINDMINMAX(v0.z, v1.z, v2.z, min, max);
+ if(min>extents.z || max<-extents.z) return FALSE;
+#endif
+ // 2) Test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ // ### could be precomputed since we use the same leaf triangle several times
+ const IcePoint e0 = v1 - v0;
+ const IcePoint e1 = v2 - v1;
+ const IcePoint normal = e0 ^ e1;
+ const float d = -normal|v0;
+ if(!planeBoxOverlap(normal, d, extents)) return FALSE;
+
+ // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV)
+ {
+ IMPLEMENT_CLASS3_TESTS
+ }
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/OPC_TriTriOverlap.h b/Opcode/OpcodeLib/OPC_TriTriOverlap.h
new file mode 100644
index 0000000..ccc8161
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_TriTriOverlap.h
@@ -0,0 +1,279 @@
+
+//! if OPC_TRITRI_EPSILON_TEST is true then we do a check (if |dv|<EPSILON then dv=0.0;) else no check is done (which is less robust, but faster)
+#define LOCAL_EPSILON 0.000001f
+
+//! sort so that a<=b
+#define SORT(a,b) \
+ if(a>b) \
+ { \
+ const float c=a; \
+ a=b; \
+ b=c; \
+ }
+
+//! Edge to edge test based on Franlin Antonio's gem: "Faster Line Segment Intersection", in Graphics Gems III, pp. 199-202
+#define EDGE_EDGE_TEST(V0, U0, U1) \
+ Bx = U0[i0] - U1[i0]; \
+ By = U0[i1] - U1[i1]; \
+ Cx = V0[i0] - U0[i0]; \
+ Cy = V0[i1] - U0[i1]; \
+ f = Ay*Bx - Ax*By; \
+ d = By*Cx - Bx*Cy; \
+ if((f>0.0f && d>=0.0f && d<=f) || (f<0.0f && d<=0.0f && d>=f)) \
+ { \
+ const float e=Ax*Cy - Ay*Cx; \
+ if(f>0.0f) \
+ { \
+ if(e>=0.0f && e<=f) return TRUE; \
+ } \
+ else \
+ { \
+ if(e<=0.0f && e>=f) return TRUE; \
+ } \
+ }
+
+//! TO BE DOCUMENTED
+#define EDGE_AGAINST_TRI_EDGES(V0, V1, U0, U1, U2) \
+{ \
+ float Bx,By,Cx,Cy,d,f; \
+ const float Ax = V1[i0] - V0[i0]; \
+ const float Ay = V1[i1] - V0[i1]; \
+ /* test edge U0,U1 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U0, U1); \
+ /* test edge U1,U2 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U1, U2); \
+ /* test edge U2,U1 against V0,V1 */ \
+ EDGE_EDGE_TEST(V0, U2, U0); \
+}
+
+//! TO BE DOCUMENTED
+#define POINT_IN_TRI(V0, U0, U1, U2) \
+{ \
+ /* is T1 completly inside T2? */ \
+ /* check if V0 is inside tri(U0,U1,U2) */ \
+ float a = U1[i1] - U0[i1]; \
+ float b = -(U1[i0] - U0[i0]); \
+ float c = -a*U0[i0] - b*U0[i1]; \
+ float d0 = a*V0[i0] + b*V0[i1] + c; \
+ \
+ a = U2[i1] - U1[i1]; \
+ b = -(U2[i0] - U1[i0]); \
+ c = -a*U1[i0] - b*U1[i1]; \
+ const float d1 = a*V0[i0] + b*V0[i1] + c; \
+ \
+ a = U0[i1] - U2[i1]; \
+ b = -(U0[i0] - U2[i0]); \
+ c = -a*U2[i0] - b*U2[i1]; \
+ const float d2 = a*V0[i0] + b*V0[i1] + c; \
+ if(d0*d1>0.0f) \
+ { \
+ if(d0*d2>0.0f) return TRUE; \
+ } \
+}
+
+//! TO BE DOCUMENTED
+BOOL CoplanarTriTri(const IcePoint& n, const IcePoint& v0, const IcePoint& v1, const IcePoint& v2, const IcePoint& u0, const IcePoint& u1, const IcePoint& u2)
+{
+ float A[3];
+ short i0,i1;
+ /* first project onto an axis-aligned plane, that maximizes the area */
+ /* of the triangles, compute indices: i0,i1. */
+ A[0] = fabsf(n[0]);
+ A[1] = fabsf(n[1]);
+ A[2] = fabsf(n[2]);
+ if(A[0]>A[1])
+ {
+ if(A[0]>A[2])
+ {
+ i0=1; /* A[0] is greatest */
+ i1=2;
+ }
+ else
+ {
+ i0=0; /* A[2] is greatest */
+ i1=1;
+ }
+ }
+ else /* A[0]<=A[1] */
+ {
+ if(A[2]>A[1])
+ {
+ i0=0; /* A[2] is greatest */
+ i1=1;
+ }
+ else
+ {
+ i0=0; /* A[1] is greatest */
+ i1=2;
+ }
+ }
+
+ /* test all edges of triangle 1 against the edges of triangle 2 */
+ EDGE_AGAINST_TRI_EDGES(v0, v1, u0, u1, u2);
+ EDGE_AGAINST_TRI_EDGES(v1, v2, u0, u1, u2);
+ EDGE_AGAINST_TRI_EDGES(v2, v0, u0, u1, u2);
+
+ /* finally, test if tri1 is totally contained in tri2 or vice versa */
+ POINT_IN_TRI(v0, u0, u1, u2);
+ POINT_IN_TRI(u0, v0, v1, v2);
+
+ return FALSE;
+}
+
+//! TO BE DOCUMENTED
+#define NEWCOMPUTE_INTERVALS(VV0, VV1, VV2, D0, D1, D2, D0D1, D0D2, A, B, C, X0, X1) \
+{ \
+ if(D0D1>0.0f) \
+ { \
+ /* here we know that D0D2<=0.0 */ \
+ /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \
+ A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
+ } \
+ else if(D0D2>0.0f) \
+ { \
+ /* here we know that d0d1<=0.0 */ \
+ A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
+ } \
+ else if(D1*D2>0.0f || D0!=0.0f) \
+ { \
+ /* here we know that d0d1<=0.0 or that D0!=0.0 */ \
+ A=VV0; B=(VV1 - VV0)*D0; C=(VV2 - VV0)*D0; X0=D0 - D1; X1=D0 - D2; \
+ } \
+ else if(D1!=0.0f) \
+ { \
+ A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
+ } \
+ else if(D2!=0.0f) \
+ { \
+ A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
+ } \
+ else \
+ { \
+ /* triangles are coplanar */ \
+ return CoplanarTriTri(N1, V0, V1, V2, U0, U1, U2); \
+ } \
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Triangle/triangle intersection test routine,
+ * by Tomas Moller, 1997.
+ * See article "A Fast Triangle-Triangle Intersection Test",
+ * Journal of Graphics Tools, 2(2), 1997
+ *
+ * Updated June 1999: removed the divisions -- a little faster now!
+ * Updated October 1999: added {} to CROSS and SUB macros
+ *
+ * int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
+ * float U0[3],float U1[3],float U2[3])
+ *
+ * \param V0 [in] triangle 0, vertex 0
+ * \param V1 [in] triangle 0, vertex 1
+ * \param V2 [in] triangle 0, vertex 2
+ * \param U0 [in] triangle 1, vertex 0
+ * \param U1 [in] triangle 1, vertex 1
+ * \param U2 [in] triangle 1, vertex 2
+ * \return true if triangles overlap
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+inline_ BOOL AABBTreeCollider::TriTriOverlap(const IcePoint& V0, const IcePoint& V1, const IcePoint& V2, const IcePoint& U0, const IcePoint& U1, const IcePoint& U2)
+{
+ // Stats
+ mNbPrimPrimTests++;
+
+ // Compute plane equation of triangle(V0,V1,V2)
+ IcePoint E1 = V1 - V0;
+ IcePoint E2 = V2 - V0;
+ const IcePoint N1 = E1 ^ E2;
+ const float d1 =-N1 | V0;
+ // Plane equation 1: N1.X+d1=0
+
+ // Put U0,U1,U2 into plane equation 1 to compute signed distances to the plane
+ float du0 = (N1|U0) + d1;
+ float du1 = (N1|U1) + d1;
+ float du2 = (N1|U2) + d1;
+
+ // Coplanarity robustness check
+#ifdef OPC_TRITRI_EPSILON_TEST
+ if(fabsf(du0)<LOCAL_EPSILON) du0 = 0.0f;
+ if(fabsf(du1)<LOCAL_EPSILON) du1 = 0.0f;
+ if(fabsf(du2)<LOCAL_EPSILON) du2 = 0.0f;
+#endif
+ const float du0du1 = du0 * du1;
+ const float du0du2 = du0 * du2;
+
+ if(du0du1>0.0f && du0du2>0.0f) // same sign on all of them + not equal 0 ?
+ return FALSE; // no intersection occurs
+
+ // Compute plane of triangle (U0,U1,U2)
+ E1 = U1 - U0;
+ E2 = U2 - U0;
+ const IcePoint N2 = E1 ^ E2;
+ const float d2=-N2 | U0;
+ // plane equation 2: N2.X+d2=0
+
+ // put V0,V1,V2 into plane equation 2
+ float dv0 = (N2|V0) + d2;
+ float dv1 = (N2|V1) + d2;
+ float dv2 = (N2|V2) + d2;
+
+#ifdef OPC_TRITRI_EPSILON_TEST
+ if(fabsf(dv0)<LOCAL_EPSILON) dv0 = 0.0f;
+ if(fabsf(dv1)<LOCAL_EPSILON) dv1 = 0.0f;
+ if(fabsf(dv2)<LOCAL_EPSILON) dv2 = 0.0f;
+#endif
+
+ const float dv0dv1 = dv0 * dv1;
+ const float dv0dv2 = dv0 * dv2;
+
+ if(dv0dv1>0.0f && dv0dv2>0.0f) // same sign on all of them + not equal 0 ?
+ return FALSE; // no intersection occurs
+
+ // Compute direction of intersection line
+ const IcePoint D = N1^N2;
+
+ // Compute and index to the largest component of D
+ float max=fabsf(D[0]);
+ short index=0;
+ float bb=fabsf(D[1]);
+ float cc=fabsf(D[2]);
+ if(bb>max) max=bb,index=1;
+ if(cc>max) max=cc,index=2;
+
+ // This is the simplified projection onto L
+ const float vp0 = V0[index];
+ const float vp1 = V1[index];
+ const float vp2 = V2[index];
+
+ const float up0 = U0[index];
+ const float up1 = U1[index];
+ const float up2 = U2[index];
+
+ // Compute interval for triangle 1
+ float a,b,c,x0,x1;
+ NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1);
+
+ // Compute interval for triangle 2
+ float d,e,f,y0,y1;
+ NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1);
+
+ const float xx=x0*x1;
+ const float yy=y0*y1;
+ const float xxyy=xx*yy;
+
+ float isect1[2], isect2[2];
+
+ float tmp=a*xxyy;
+ isect1[0]=tmp+b*x1*yy;
+ isect1[1]=tmp+c*x0*yy;
+
+ tmp=d*xxyy;
+ isect2[0]=tmp+e*xx*y1;
+ isect2[1]=tmp+f*xx*y0;
+
+ SORT(isect1[0],isect1[1]);
+ SORT(isect2[0],isect2[1]);
+
+ if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return FALSE;
+ return TRUE;
+}
diff --git a/Opcode/OpcodeLib/OPC_VolumeCollider.cpp b/Opcode/OpcodeLib/OPC_VolumeCollider.cpp
new file mode 100644
index 0000000..70fc292
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_VolumeCollider.cpp
@@ -0,0 +1,103 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base volume collider class.
+ * \file OPC_VolumeCollider.cpp
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains the abstract class for volume colliders.
+ *
+ * \class VolumeCollider
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date June, 2, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+VolumeCollider::VolumeCollider() :
+ mTouchedPrimitives (null),
+ mNbVolumeBVTests (0),
+ mNbVolumePrimTests (0)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+VolumeCollider::~VolumeCollider()
+{
+ mTouchedPrimitives = null;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+const char* VolumeCollider::ValidateSettings()
+{
+ return null;
+}
+
+// Pretty dumb way to dump - to do better - one day...
+
+#define IMPLEMENT_NOLEAFDUMP(type) \
+void VolumeCollider::_Dump(const type* node) \
+{ \
+ if(node->HasPosLeaf()) mTouchedPrimitives->Add(node->GetPosPrimitive()); \
+ else _Dump(node->GetPos()); \
+ \
+ if(ContactFound()) return; \
+ \
+ if(node->HasNegLeaf()) mTouchedPrimitives->Add(node->GetNegPrimitive()); \
+ else _Dump(node->GetNeg()); \
+}
+
+#define IMPLEMENT_LEAFDUMP(type) \
+void VolumeCollider::_Dump(const type* node) \
+{ \
+ if(node->IsLeaf()) \
+ { \
+ mTouchedPrimitives->Add(node->GetPrimitive()); \
+ } \
+ else \
+ { \
+ _Dump(node->GetPos()); \
+ \
+ if(ContactFound()) return; \
+ \
+ _Dump(node->GetNeg()); \
+ } \
+}
+
+IMPLEMENT_NOLEAFDUMP(AABBNoLeafNode)
+IMPLEMENT_NOLEAFDUMP(AABBQuantizedNoLeafNode)
+
+IMPLEMENT_LEAFDUMP(AABBCollisionNode)
+IMPLEMENT_LEAFDUMP(AABBQuantizedNode)
diff --git a/Opcode/OpcodeLib/OPC_VolumeCollider.h b/Opcode/OpcodeLib/OPC_VolumeCollider.h
new file mode 100644
index 0000000..5c39ea3
--- /dev/null
+++ b/Opcode/OpcodeLib/OPC_VolumeCollider.h
@@ -0,0 +1,138 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains base volume collider class.
+ * \file OPC_VolumeCollider.h
+ * \author Pierre Terdiman
+ * \date June, 2, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_VOLUMECOLLIDER_H__
+#define __OPC_VOLUMECOLLIDER_H__
+
+ struct OPCODE_API VolumeCache
+ {
+ VolumeCache() : Model(null) {}
+ ~VolumeCache() {}
+
+ Container TouchedPrimitives; //!< Indices of touched primitives
+ const BaseModel* Model; //!< Owner
+ };
+
+ class OPCODE_API VolumeCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ VolumeCollider();
+ virtual ~VolumeCollider() = 0;
+
+ // Collision report
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of touched primitives after a collision query.
+ * \see GetContactStatus()
+ * \see GetTouchedPrimitives()
+ * \return the number of touched primitives
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbTouchedPrimitives() const { return mTouchedPrimitives ? mTouchedPrimitives->GetNbEntries() : 0; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the list of touched primitives after a collision query.
+ * \see GetContactStatus()
+ * \see GetNbTouchedPrimitives()
+ * \return the list of touched primitives (primitive indices)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const udword* GetTouchedPrimitives() const { return mTouchedPrimitives ? mTouchedPrimitives->GetEntries() : null; }
+
+ // Stats
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Volume-BV overlap tests after a collision query.
+ * \see GetNbVolumePrimTests()
+ * \return the number of Volume-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbVolumeBVTests() const { return mNbVolumeBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Volume-Triangle overlap tests after a collision query.
+ * \see GetNbVolumeBVTests()
+ * \return the number of Volume-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbVolumePrimTests() const { return mNbVolumePrimTests; }
+
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Touched primitives
+ Container* mTouchedPrimitives; //!< List of touched primitives
+
+ // Dequantization coeffs
+ IcePoint mCenterCoeff;
+ IcePoint mExtentsCoeff;
+ // Stats
+ udword mNbVolumeBVTests; //!< Number of Volume-BV tests
+ udword mNbVolumePrimTests; //!< Number of Volume-Primitive tests
+ // Internal methods
+ void _Dump(const AABBCollisionNode* node);
+ void _Dump(const AABBNoLeafNode* node);
+ void _Dump(const AABBQuantizedNode* node);
+ void _Dump(const AABBQuantizedNoLeafNode* node);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Initializes a query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) inline_ void InitQuery()
+ {
+ // Reset stats & contact status
+ mNbVolumeBVTests = 0;
+ mNbVolumePrimTests = 0;
+ Collider::InitQuery();
+ }
+
+ inline_ BOOL IsCacheValid(VolumeCache& cache)
+ {
+ // We're going to do a volume-vs-model query.
+ if(cache.Model!=mCurrentModel)
+ {
+ // Cached list was for another model so we can't keep it
+ // Keep track of new owner and reset cache
+ cache.Model = mCurrentModel;
+ return FALSE;
+ }
+ else
+ {
+ // Same models, no problem
+ return TRUE;
+ }
+ }
+ };
+
+#endif // __OPC_VOLUMECOLLIDER_H__
diff --git a/Opcode/OpcodeLib/Opcode.cpp b/Opcode/OpcodeLib/Opcode.cpp
new file mode 100644
index 0000000..72d6b47
--- /dev/null
+++ b/Opcode/OpcodeLib/Opcode.cpp
@@ -0,0 +1,65 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main file for Opcode.dll.
+ * \file Opcode.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+ Finding a good name is difficult!
+ Here's the draft for this lib.... Spooky, uh?
+
+ VOID? Very Optimized Interference Detection
+ ZOID? Zappy's Optimized Interference Detection
+ CID? Custom/Clever Interference Detection
+ AID / ACID! Accurate Interference Detection
+ QUID? Quick Interference Detection
+ RIDE? Realtime Interference DEtection
+ WIDE? Wicked Interference DEtection (....)
+ GUID!
+ KID ! k-dop interference detection :)
+ OPCODE! OPtimized COllision DEtection
+*/
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+bool Opcode::InitOpcode()
+{
+ Log("// Initializing OPCODE\n\n");
+// LogAPIInfo();
+ return true;
+}
+
+void ReleasePruningSorters();
+bool Opcode::CloseOpcode()
+{
+ Log("// Closing OPCODE\n\n");
+
+ ReleasePruningSorters();
+
+ return true;
+}
+
+#ifdef ICE_MAIN
+
+void ModuleAttach(HINSTANCE hinstance)
+{
+}
+
+void ModuleDetach()
+{
+}
+
+#endif \ No newline at end of file
diff --git a/Opcode/OpcodeLib/Opcode.h b/Opcode/OpcodeLib/Opcode.h
new file mode 100644
index 0000000..6078565
--- /dev/null
+++ b/Opcode/OpcodeLib/Opcode.h
@@ -0,0 +1,64 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Main file for Opcode.dll.
+ * \file Opcode.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPCODE_H__
+#define __OPCODE_H__
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Compilation messages
+#define OPCODE_API
+
+ #include "OPC_IceHook.h"
+
+ namespace Opcode
+ {
+ // Bulk-of-the-work
+ #include "OPC_Settings.h"
+ #include "OPC_Common.h"
+ #include "OPC_MeshInterface.h"
+ // Builders
+ #include "OPC_TreeBuilders.h"
+ // Trees
+ #include "OPC_AABBTree.h"
+ #include "OPC_OptimizedTree.h"
+ // Models
+ #include "OPC_BaseModel.h"
+ #include "OPC_Model.h"
+ #include "OPC_HybridModel.h"
+ // Colliders
+ #include "OPC_Collider.h"
+ #include "OPC_VolumeCollider.h"
+ #include "OPC_TreeCollider.h"
+ #include "OPC_RayCollider.h"
+ //#include "OPC_SphereCollider.h"
+ #include "OPC_OBBCollider.h"
+ #include "OPC_AABBCollider.h"
+ //#include "OPC_LSSCollider.h"
+ //#include "OPC_PlanesCollider.h"
+ // Usages
+ //#include "OPC_Picking.h"
+ // Sweep-and-prune
+ //#include "OPC_BoxPruning.h"
+ //#include "OPC_SweepAndPrune.h"
+
+ FUNCTION OPCODE_API bool InitOpcode();
+ FUNCTION OPCODE_API bool CloseOpcode();
+ }
+
+#endif // __OPCODE_H__
diff --git a/Opcode/OpcodeLib/OpcodeLib.dsp b/Opcode/OpcodeLib/OpcodeLib.dsp
new file mode 100644
index 0000000..c91baac
--- /dev/null
+++ b/Opcode/OpcodeLib/OpcodeLib.dsp
@@ -0,0 +1,405 @@
+# Microsoft Developer Studio Project File - Name="OpcodeLib" - Package Owner=<4>
+# Microsoft Developer Studio Generated Build File, Format Version 6.00
+# ** DO NOT EDIT **
+
+# TARGTYPE "Win32 (x86) Static Library" 0x0104
+
+CFG=OpcodeLib - Win32 Debug
+!MESSAGE This is not a valid makefile. To build this project using NMAKE,
+!MESSAGE use the Export Makefile command and run
+!MESSAGE
+!MESSAGE NMAKE /f "OpcodeLib.mak".
+!MESSAGE
+!MESSAGE You can specify a configuration when running NMAKE
+!MESSAGE by defining the macro CFG on the command line. For example:
+!MESSAGE
+!MESSAGE NMAKE /f "OpcodeLib.mak" CFG="OpcodeLib - Win32 Debug"
+!MESSAGE
+!MESSAGE Possible choices for configuration are:
+!MESSAGE
+!MESSAGE "OpcodeLib - Win32 Release" (based on "Win32 (x86) Static Library")
+!MESSAGE "OpcodeLib - Win32 Debug" (based on "Win32 (x86) Static Library")
+!MESSAGE
+
+# Begin Project
+# PROP AllowPerConfigDependencies 0
+# PROP Scc_ProjName ""
+# PROP Scc_LocalPath ""
+CPP=cl.exe
+RSC=rc.exe
+
+!IF "$(CFG)" == "OpcodeLib - Win32 Release"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 0
+# PROP BASE Output_Dir "Release"
+# PROP BASE Intermediate_Dir "Release"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 0
+# PROP Output_Dir "Release"
+# PROP Intermediate_Dir "Release"
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"stdafx.h" /FD /c
+# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"stdafx.h" /FD /c
+# ADD BASE RSC /l 0x409 /d "NDEBUG"
+# ADD RSC /l 0x409 /d "NDEBUG"
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LIB32=link.exe -lib
+# ADD BASE LIB32 /nologo
+# ADD LIB32 /nologo
+
+!ELSEIF "$(CFG)" == "OpcodeLib - Win32 Debug"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 1
+# PROP BASE Output_Dir "Debug"
+# PROP BASE Intermediate_Dir "Debug"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 1
+# PROP Output_Dir "Debug"
+# PROP Intermediate_Dir "Debug"
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /Yu"stdafx.h" /FD /GZ /c
+# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /Yu"stdafx.h" /FD /GZ /c
+# ADD BASE RSC /l 0x409 /d "_DEBUG"
+# ADD RSC /l 0x409 /d "_DEBUG"
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LIB32=link.exe -lib
+# ADD BASE LIB32 /nologo
+# ADD LIB32 /nologo
+
+!ENDIF
+
+# Begin Target
+
+# Name "OpcodeLib - Win32 Release"
+# Name "OpcodeLib - Win32 Debug"
+# Begin Group "Source Files"
+
+# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
+# Begin Source File
+
+SOURCE=.\Ice\IceAABB.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceContainer.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceHPoint.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceIndexedTriangle.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix3x3.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix4x4.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceOBB.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePlane.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePoint.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRandom.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRay.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRevisitedRadix.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceSegment.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTriangle.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceUtils.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBTree.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_BaseModel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Collider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Common.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_HybridModel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_MeshInterface.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Model.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OBBCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OptimizedTree.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeBuilders.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_VolumeCollider.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\Opcode.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\StdAfx.cpp
+# ADD CPP /Yc"stdafx.h"
+# End Source File
+# End Group
+# Begin Group "Header Files"
+
+# PROP Default_Filter "h;hpp;hxx;hm;inl"
+# Begin Source File
+
+SOURCE=.\Ice\IceAABB.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceAxes.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceBoundingSphere.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceContainer.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceFPU.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceHPoint.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceIndexedTriangle.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceLSS.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix3x3.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMatrix4x4.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceMemoryMacros.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceOBB.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePairs.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePlane.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePoint.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IcePreprocessor.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRandom.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRay.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceRevisitedRadix.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceSegment.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTriangle.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTrilist.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceTypes.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Ice\IceUtils.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_AABBTree.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_BaseModel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_BoxBoxOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Collider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Common.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_HybridModel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_MeshInterface.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Model.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OBBCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_OptimizedTree.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayAABBOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_RayTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_Settings.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeBuilders.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TreeCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TriBoxOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_TriTriOverlap.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\OPC_VolumeCollider.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\Opcode.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\StdAfx.h
+# End Source File
+# End Group
+# Begin Source File
+
+SOURCE=.\Readme.txt
+# End Source File
+# End Target
+# End Project
diff --git a/Opcode/OpcodeLib/OpcodeLib.plg b/Opcode/OpcodeLib/OpcodeLib.plg
new file mode 100644
index 0000000..f782739
--- /dev/null
+++ b/Opcode/OpcodeLib/OpcodeLib.plg
@@ -0,0 +1,259 @@
+<html>
+<body>
+<pre>
+<h1>Build Log</h1>
+<h3>
+--------------------Configuration: OpcodeLib - Win32 Release--------------------
+</h3>
+<h3>Command Lines</h3>
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68A9.tmp" with contents
+[
+/nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Fp"Release/OpcodeLib.pch" /Yu"stdafx.h" /Fo"Release/" /Fd"Release/" /FD /c
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceAABB.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceContainer.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceHPoint.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceIndexedTriangle.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceMatrix3x3.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceMatrix4x4.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceOBB.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IcePlane.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IcePoint.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRandom.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRay.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRevisitedRadix.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceSegment.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceTriangle.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceUtils.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_AABBCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_AABBTree.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_BaseModel.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Collider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Common.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_HybridModel.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_MeshInterface.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Model.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_OBBCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_OptimizedTree.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_RayCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_TreeBuilders.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_TreeCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_VolumeCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Opcode.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68A9.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AA.tmp" with contents
+[
+/nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Fp"Release/OpcodeLib.pch" /Yc"stdafx.h" /Fo"Release/" /Fd"Release/" /FD /c
+"C:\GameDev\Opcode\OpcodeLib\StdAfx.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AA.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AB.tmp" with contents
+[
+/nologo /out:"Release\OpcodeLib.lib"
+.\Release\IceAABB.obj
+.\Release\IceContainer.obj
+.\Release\IceHPoint.obj
+.\Release\IceIndexedTriangle.obj
+.\Release\IceMatrix3x3.obj
+.\Release\IceMatrix4x4.obj
+.\Release\IceOBB.obj
+.\Release\IcePlane.obj
+.\Release\IcePoint.obj
+.\Release\IceRandom.obj
+.\Release\IceRay.obj
+.\Release\IceRevisitedRadix.obj
+.\Release\IceSegment.obj
+.\Release\IceTriangle.obj
+.\Release\IceUtils.obj
+.\Release\OPC_AABBCollider.obj
+.\Release\OPC_AABBTree.obj
+.\Release\OPC_BaseModel.obj
+.\Release\OPC_Collider.obj
+.\Release\OPC_Common.obj
+.\Release\OPC_HybridModel.obj
+.\Release\OPC_MeshInterface.obj
+.\Release\OPC_Model.obj
+.\Release\OPC_OBBCollider.obj
+.\Release\OPC_OptimizedTree.obj
+.\Release\OPC_RayCollider.obj
+.\Release\OPC_TreeBuilders.obj
+.\Release\OPC_TreeCollider.obj
+.\Release\OPC_VolumeCollider.obj
+.\Release\Opcode.obj
+.\Release\StdAfx.obj
+]
+Creating command line "link.exe -lib @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AB.tmp"
+<h3>Output Window</h3>
+Compiling...
+StdAfx.cpp
+Compiling on Windows...
+Compiling with VC++...
+Compiling...
+IceAABB.cpp
+IceContainer.cpp
+IceHPoint.cpp
+IceIndexedTriangle.cpp
+IceMatrix3x3.cpp
+IceMatrix4x4.cpp
+IceOBB.cpp
+IcePlane.cpp
+IcePoint.cpp
+IceRandom.cpp
+IceRay.cpp
+IceRevisitedRadix.cpp
+IceSegment.cpp
+IceTriangle.cpp
+IceUtils.cpp
+OPC_AABBCollider.cpp
+OPC_AABBTree.cpp
+OPC_BaseModel.cpp
+OPC_Collider.cpp
+OPC_Common.cpp
+Generating Code...
+Compiling...
+OPC_HybridModel.cpp
+OPC_MeshInterface.cpp
+OPC_Model.cpp
+OPC_OBBCollider.cpp
+OPC_OptimizedTree.cpp
+OPC_RayCollider.cpp
+OPC_TreeBuilders.cpp
+OPC_TreeCollider.cpp
+OPC_VolumeCollider.cpp
+Opcode.cpp
+Generating Code...
+Creating library...
+
+
+
+<h3>Results</h3>
+OpcodeLib.lib - 0 error(s), 0 warning(s)
+<h3>
+--------------------Configuration: OpcodeLib - Win32 Debug--------------------
+</h3>
+<h3>Command Lines</h3>
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AC.tmp" with contents
+[
+/nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /Fp"Debug/OpcodeLib.pch" /Yu"stdafx.h" /Fo"Debug/" /Fd"Debug/" /FD /GZ /c
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceAABB.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceContainer.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceHPoint.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceIndexedTriangle.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceMatrix3x3.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceMatrix4x4.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceOBB.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IcePlane.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IcePoint.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRandom.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRay.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceRevisitedRadix.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceSegment.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceTriangle.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Ice\IceUtils.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_AABBCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_AABBTree.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_BaseModel.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Collider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Common.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_HybridModel.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_MeshInterface.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_Model.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_OBBCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_OptimizedTree.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_RayCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_TreeBuilders.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_TreeCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\OPC_VolumeCollider.cpp"
+"C:\GameDev\Opcode\OpcodeLib\Opcode.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AC.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AD.tmp" with contents
+[
+/nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /Fp"Debug/OpcodeLib.pch" /Yc"stdafx.h" /Fo"Debug/" /Fd"Debug/" /FD /GZ /c
+"C:\GameDev\Opcode\OpcodeLib\StdAfx.cpp"
+]
+Creating command line "cl.exe @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AD.tmp"
+Creating temporary file "C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AE.tmp" with contents
+[
+/nologo /out:"Debug\OpcodeLib.lib"
+.\Debug\IceAABB.obj
+.\Debug\IceContainer.obj
+.\Debug\IceHPoint.obj
+.\Debug\IceIndexedTriangle.obj
+.\Debug\IceMatrix3x3.obj
+.\Debug\IceMatrix4x4.obj
+.\Debug\IceOBB.obj
+.\Debug\IcePlane.obj
+.\Debug\IcePoint.obj
+.\Debug\IceRandom.obj
+.\Debug\IceRay.obj
+.\Debug\IceRevisitedRadix.obj
+.\Debug\IceSegment.obj
+.\Debug\IceTriangle.obj
+.\Debug\IceUtils.obj
+.\Debug\OPC_AABBCollider.obj
+.\Debug\OPC_AABBTree.obj
+.\Debug\OPC_BaseModel.obj
+.\Debug\OPC_Collider.obj
+.\Debug\OPC_Common.obj
+.\Debug\OPC_HybridModel.obj
+.\Debug\OPC_MeshInterface.obj
+.\Debug\OPC_Model.obj
+.\Debug\OPC_OBBCollider.obj
+.\Debug\OPC_OptimizedTree.obj
+.\Debug\OPC_RayCollider.obj
+.\Debug\OPC_TreeBuilders.obj
+.\Debug\OPC_TreeCollider.obj
+.\Debug\OPC_VolumeCollider.obj
+.\Debug\Opcode.obj
+.\Debug\StdAfx.obj
+]
+Creating command line "link.exe -lib @C:\DOCUME~1\milo\LOCALS~1\Temp\RSP68AE.tmp"
+<h3>Output Window</h3>
+Compiling...
+StdAfx.cpp
+Compiling on Windows...
+Compiling with VC++...
+Compiling...
+IceAABB.cpp
+IceContainer.cpp
+IceHPoint.cpp
+IceIndexedTriangle.cpp
+IceMatrix3x3.cpp
+IceMatrix4x4.cpp
+IceOBB.cpp
+IcePlane.cpp
+IcePoint.cpp
+IceRandom.cpp
+IceRay.cpp
+IceRevisitedRadix.cpp
+IceSegment.cpp
+IceTriangle.cpp
+IceUtils.cpp
+OPC_AABBCollider.cpp
+OPC_AABBTree.cpp
+OPC_BaseModel.cpp
+OPC_Collider.cpp
+OPC_Common.cpp
+Generating Code...
+Compiling...
+OPC_HybridModel.cpp
+OPC_MeshInterface.cpp
+OPC_Model.cpp
+OPC_OBBCollider.cpp
+OPC_OptimizedTree.cpp
+OPC_RayCollider.cpp
+OPC_TreeBuilders.cpp
+OPC_TreeCollider.cpp
+OPC_VolumeCollider.cpp
+Opcode.cpp
+Generating Code...
+Creating library...
+
+
+
+<h3>Results</h3>
+OpcodeLib.lib - 0 error(s), 0 warning(s)
+</pre>
+</body>
+</html>
diff --git a/Opcode/OpcodeLib/Readme.txt b/Opcode/OpcodeLib/Readme.txt
new file mode 100644
index 0000000..c18bef1
--- /dev/null
+++ b/Opcode/OpcodeLib/Readme.txt
@@ -0,0 +1,24 @@
+========================================================================
+ STATIC LIBRARY : OpcodeLib
+========================================================================
+
+
+AppWizard has created this OpcodeLib library for you.
+
+This file contains a summary of what you will find in each of the files that
+make up your OpcodeLib application.
+
+/////////////////////////////////////////////////////////////////////////////
+
+StdAfx.h, StdAfx.cpp
+ These files are used to build a precompiled header (PCH) file
+ named OpcodeLib.pch and a precompiled types file named StdAfx.obj.
+
+/////////////////////////////////////////////////////////////////////////////
+Other notes:
+
+AppWizard uses "TODO:" to indicate parts of the source code you
+should add to or customize.
+
+
+/////////////////////////////////////////////////////////////////////////////
diff --git a/Opcode/OpcodeLib/StdAfx.cpp b/Opcode/OpcodeLib/StdAfx.cpp
new file mode 100644
index 0000000..c9b75bb
--- /dev/null
+++ b/Opcode/OpcodeLib/StdAfx.cpp
@@ -0,0 +1,10 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+//#define ICE_MAIN
+#include "Stdafx.h"
diff --git a/Opcode/OpcodeLib/StdAfx.h b/Opcode/OpcodeLib/StdAfx.h
new file mode 100644
index 0000000..9988c25
--- /dev/null
+++ b/Opcode/OpcodeLib/StdAfx.h
@@ -0,0 +1,24 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#if !defined(AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_)
+#define AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_
+
+#if _MSC_VER > 1000
+#pragma once
+#endif // _MSC_VER > 1000
+
+// Insert your headers here
+#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
+
+#include "Opcode.h"
+
+//{{AFX_INSERT_LOCATION}}
+// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
+
+#endif // !defined(AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_)
diff --git a/Opcode/ReadMe.txt b/Opcode/ReadMe.txt
new file mode 100644
index 0000000..ee16382
--- /dev/null
+++ b/Opcode/ReadMe.txt
@@ -0,0 +1,171 @@
+
+ OPCODE distribution 1.3 (june 2003)
+ -----------------------
+
+ New in Opcode 1.3:
+ - fixed the divide by 0 bug that was happening when all centers where located on a coordinate axis (thanks to Jorrit T)
+ - linearized "complete" vanilla AABB trees
+ - ANSI-compliant "for" loops (for the ones porting it to Linux...)
+ - callbacks & pointers moved to mesh interface
+ - support for triangle & vertex strides
+ - optimized the sphere-triangle overlap code a bit
+ - dynamic trees (refit)
+ - more builders
+ - ValidateSubdivision in builders
+ - LSS collider
+ - primitive-bv tests can now be skipped in most volume queries
+ - temporal coherence now also works for airborne objects
+ - temporal coherence completed for boxes / all contacts, LSS, etc
+ - ray-collider now uses a callback
+ - some common "usages" have been introduced (only picking for now)
+ - SPLIT_COMPLETE removed (now implicitely using mLimit = 1)
+ - hybrid collision models
+ - sweep-and-prune code added, moved from my old Z-Collide lib
+ - it now works with meshes made of only 1 triangle (except in mesh-mesh case!)
+
+ Disclaimer:
+
+ - I forced myself to actually *do* the release today no matter what. Else it would never have been done. That's
+ why the code may not be very polished. I also removed a *lot* of things (more usages, distance queries, etc...)
+ that weren't ready for prime-time (or that were linked to too many of my supporting libs)
+
+ - Some comments may also be obsolete here and there. The old User Manual for Opcode 1.2 may not fit version 1.3
+ either, since there's a new "mesh interface" to support strides, etc.
+
+ - Everything in the "Ice" directory has been hacked out of my engine and edited until everything compiled. Don't
+ expect anything out there to be cute or something. In particular, some CPP files are not even included when not
+ needed, so you can expect some linker errors if you try messing around with them...
+
+ Otherwise, it should be just like previous version, only better. In particular, hybrid models can be very
+ memory-friendly (sometimes using like 10 times less ram than the best trees from version 1.2). The possible
+ speed hit is often invisible (if it even exists), especially using temporal coherence in "all contacts" mode.
+ (Admittedly, this depends on your particular usage pattern / what you do on collided triangles).
+
+ The sweep-and-prune code is similar to the "vanilla" version found in V-Collide (but that one's better IMHO...)
+ The simple "radix" version is often just as good, see for yourself.
+
+ OPCODE distribution 1.2 (august 2002)
+ -----------------------
+
+ New in Opcode 1.2:
+ - new VolumeCollider base class
+ - simplified callback setup
+ - you can now use callbacks or pointers (setup at compile time)
+ - destination array not needed anymore in the RayCollider (faster in-out tests)
+ - renamed classes: AABBRayCollider => RayCollider, AABBSphereCollider => SphereCollider
+ - the sphere query now only returns a list of faces (extra info discarded). On the other hand it's a lot faster.
+ - OBB, AABB and planes queries. Original OBB and AABB queries contributed by Erwin de Vries.
+ - cosmetic changes in OPC_BoxBoxOverlap.h contributed by Gottfried Chen
+ - some inlining problems fixed
+ - faster ray-mesh tests using the separating axis theorem
+ - new split value in AABB tree construction (contributed by Igor Kravtchenko). Provides faster queries most of the time.
+ - improved temporal coherence for sphere & AABB queries (works in "All contacts" mode)
+
+ Notes:
+
+ - Everything in the "Ice code" directory (in VC++) is basically copy-pasted from my engine, with a lot
+ of code removed until there was no link error anymore. Don't expect those files to be cute or anything,
+ they've never been meant to be released and they're often updated/modified/messy.
+ - Some experimental features have been removed as well. Else I would never have released the 1.2...
+ - Not as polished/optimal as I would like it to be, but that's life. I promised myself to release it
+ before october 2002 (one YEAR later ?!).... That's the only reason why it's there.
+ - Some people reported ColDet was faster. Uh, come on. They were using Opcode in
+ "All contacts" mode whereas ColDet was doing "first contact"...
+
+ OPCODE distribution 1.1 (october 2001)
+ -----------------------
+
+ New in Opcode 1.1:
+ - stabbing queries
+ - sphere queries
+ - abtract base class for colliders
+ - settings validation methods
+ - compilation flags now grouped in OPC_Settings.h
+ - smaller files, new VC++ virtual dirs (cleaner)
+
+ Notes:
+
+ - "override(baseclass)" is a personal cosmetic thing. It's the same as "virtual", but provides more info.
+ - I code in 1600*1200, so some lines may look a bit long..
+ - This version is not as polished as the previous one due to lack of time. The stabbing & sphere queries
+ can still be optimized: for example by trying other atomic overlap tests. I'm using my first ray-AABB
+ code, but the newer one seems better. Tim Schröder's one is good as well. See: www.codercorner.com/RayAABB.cpp
+ - The trees can easily be compressed even more, I save this for later (lack of time, lack of time!)
+ - I removed various tests before releasing this one:
+ - a separation line, a.k.a. "front" in QuickCD, because gains were unclear
+ - distance queries in a PQP style, because it was way too slow
+ - support for deformable models, too slow as well
+ - You can easily use Opcode to do your player-vs-world collision detection, in a Nettle/Telemachos way.
+ If someone out there wants to donate some art / level for the cause, I'd be glad to release a demo. (current
+ demo uses copyrighted art I'm not allowed to spread)
+ - Sorry for the lack of real docs and/or solid examples. I just don't have enough time.
+
+ OPCODE distribution 1.0 (march 2001)
+ -----------------------
+
+ - First release
+
+ ===============================================================================
+
+ WHAT ?
+
+ OPCODE means OPtimized COllision DEtection.
+ So this is a collision detection package similar to RAPID. Here's a
+ quick list of features:
+
+ - C++ interface, developed for Windows systems using VC++ 6.0
+ - Works on arbitrary meshes (convex or non-convex), even polygon soups
+ - Current implementation uses AABB-trees
+ - Introduces Primitive-BV overlap tests during recursive collision queries (whereas
+ standard libraries only rely on Primitive-Primitive and BV-BV tests)
+ - Introduces no-leaf trees, i.e. collision trees whose leaf nodes have been removed
+ - Supports collision queries on quantized trees (decompressed on-the-fly)
+ - Supports "first contact" or "all contacts" modes (ā la RAPID)
+ - Uses temporal coherence for "first contact" mode (~10 to 20 times faster, useful
+ in rigid body simulation during bisection)
+ - Memory footprint is 7.2 times smaller than RAPID's one, which is ideal for console
+ games with limited ram (actually, if you use the unmodified RAPID code using double
+ precision, it's more like 13 times smaller...)
+ - And yet it often runs faster than RAPID (according to RDTSC, sometimes more than 5
+ times faster when objects are deeply overlapping)
+ - Performance is usually close to RAPID's one in close-proximity situations
+ - Stabbing, planes & volume queries (sphere, AABB, OBB, LSS)
+ - Sweep-and-prune
+ - Now works with deformable meshes
+ - Hybrid trees
+
+
+ What it can be used for:
+ - standard mesh-mesh collision detection (similar to RAPID, SOLID, QuickCD, PQP, ColDet...)
+ - N-body collisions (similar to V-Collide)
+ - camera-vs-world collisions (similar to Telemachos/Paul Nettle/Stan Melax articles)
+ - shadow feelers to speed up lightmap computations
+ - in-out tests to speed up voxelization processes
+ - picking
+ - rigid body simulation
+ - view frustum culling
+ - etc
+
+ WHY ?
+
+ - Because RAPID uses too many bytes.
+ - Because the idea was nice...
+
+ WHEN ?
+
+ It's been coded in march 2001 following a thread on the GD-Algorithms list.
+
+ GDAlgorithms-list mailing list
+ GDAlgorithms-list@lists.sourceforge.net
+ http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
+
+ WHO ?
+
+ Pierre Terdiman
+ June, 1, 2003
+
+ p.terdiman@wanadoo.fr
+ p.terdiman@codercorner.com
+
+ http://www.codercorner.com
+ http://www.codercorner.com/Opcode.htm
diff --git a/Opcode/StdAfx.cpp b/Opcode/StdAfx.cpp
new file mode 100644
index 0000000..c9b75bb
--- /dev/null
+++ b/Opcode/StdAfx.cpp
@@ -0,0 +1,10 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+//#define ICE_MAIN
+#include "Stdafx.h"
diff --git a/Opcode/StdAfx.h b/Opcode/StdAfx.h
new file mode 100644
index 0000000..9988c25
--- /dev/null
+++ b/Opcode/StdAfx.h
@@ -0,0 +1,24 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#if !defined(AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_)
+#define AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_
+
+#if _MSC_VER > 1000
+#pragma once
+#endif // _MSC_VER > 1000
+
+// Insert your headers here
+#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
+
+#include "Opcode.h"
+
+//{{AFX_INSERT_LOCATION}}
+// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
+
+#endif // !defined(AFX_STDAFX_H__EFB95044_1D31_11D5_8B0F_0050BAC83302__INCLUDED_)
diff --git a/Opcode/TemporalCoherence.txt b/Opcode/TemporalCoherence.txt
new file mode 100644
index 0000000..8fde158
--- /dev/null
+++ b/Opcode/TemporalCoherence.txt
@@ -0,0 +1,32 @@
+
+> Hi John,
+>
+> I know I'll forget to tell you this if I don't write it right now....
+>
+> >(2) How is the receiving geometry for the shadow decided?
+>
+> I wrote about an LSS-test but actually performing a new VFC test (from the
+> light's view) is the same. In both cases, here's a trick to take advantage
+> of temporal coherence : test the world against a slightly larger than
+> necessary LSS or frustum. Keep the list of touched surfaces. Then next
+> frame, if the new volume is still contained within the previous one used
+for
+> the query, you can reuse the same list immediately. Actually it's a bit
+> similar to what you did in your sphere-tree, I think. Anyway, now the
+O(log
+> N) VFC is O(1) for some frames. It's not worth it for the "real" VFC, but
+> when you have N virtual frustum to test to drop N shadows, that's another
+> story.
+>
+> Two downsides:
+> - You need more ram to keep track of one list of meshes / shadow, but
+> usually it's not a lot.
+> - By using a larger volume for the query you possibly touch more
+> faces/surfaces, which will be rendered in the shadow pass. Usually it's
+not
+> a problem either since rendering is simply faster than geometric queries
+> those days. But of course, "your mileage may vary".
+>
+> Happy new year !
+>
+> Pierre