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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * 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-IcePoint 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, 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 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());
+ }
+}