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