summaryrefslogtreecommitdiffhomepage
path: root/contrib/Opcode/OPC_OBBCollider.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'contrib/Opcode/OPC_OBBCollider.cpp')
-rw-r--r--contrib/Opcode/OPC_OBBCollider.cpp767
1 files changed, 767 insertions, 0 deletions
diff --git a/contrib/Opcode/OPC_OBBCollider.cpp b/contrib/Opcode/OPC_OBBCollider.cpp
new file mode 100644
index 0000000..8761fce
--- /dev/null
+++ b/contrib/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-IcePoint 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;
+}