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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * 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;
+}