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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.h
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __OPC_TREECOLLIDER_H__
+#define __OPC_TREECOLLIDER_H__
+
+ //! This structure holds cached information used by the algorithm.
+ //! Two model pointers and two colliding primitives are cached. Model pointers are assigned
+ //! to their respective meshes, and the pair of colliding primitives is used for temporal
+ //! coherence. That is, in case temporal coherence is enabled, those two primitives are
+ //! tested for overlap before everything else. If they still collide, we're done before
+ //! even entering the recursive collision code.
+ struct OPCODE_API BVTCache : Pair
+ {
+ //! Constructor
+ inline_ BVTCache()
+ {
+ ResetCache();
+ ResetCountDown();
+ }
+
+ void ResetCache()
+ {
+ Model0 = null;
+ Model1 = null;
+ id0 = 0;
+ id1 = 1;
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ HullTest = true;
+ SepVector.pid = 0;
+ SepVector.qid = 0;
+ SepVector.SV = IcePoint(1.0f, 0.0f, 0.0f);
+#endif // __MESHMERIZER_H__
+ }
+
+ inline_ void ResetCountDown()
+ {
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ CountDown = 50;
+#endif // __MESHMERIZER_H__
+ }
+
+ const Model* Model0; //!< Model for first object
+ const Model* Model1; //!< Model for second object
+
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ SVCache SepVector;
+ udword CountDown;
+ bool HullTest;
+#endif // __MESHMERIZER_H__
+ };
+
+ class OPCODE_API AABBTreeCollider : public Collider
+ {
+ public:
+ // Constructor / Destructor
+ AABBTreeCollider();
+ virtual ~AABBTreeCollider();
+ // Generic collision query
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Generic collision query for generic OPCODE models. After the call, access the results with:
+ * - GetContactStatus()
+ * - GetNbPairs()
+ * - GetPairs()
+ *
+ * \param cache [in] collision cache for model pointers and a colliding pair of primitives
+ * \param world0 [in] world matrix for first object, or null
+ * \param world1 [in] world matrix for second object, or null
+ * \return true if success
+ * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ bool Collide(BVTCache& cache, const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+
+ // Collision queries
+ bool Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ bool Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
+ // Settings
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullPrimBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Settings: selects between full triangle-box tests or "SAT-lite" tests (where Class III axes are discarded)
+ * \param flag [in] true for full tests, false for coarse tests
+ * \see SetFullBoxBoxTest(bool flag)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ void SetFullPrimBoxTest(bool flag) { mFullPrimBoxTest = flag; }
+
+ // Stats
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-BV overlap tests after a collision query.
+ * \see GetNbPrimPrimTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of BV-BV tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVBVTests() const { return mNbBVBVTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of Triangle-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbBVPrimTests()
+ * \return the number of Triangle-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPrimPrimTests() const { return mNbPrimPrimTests; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Stats: gets the number of BV-Triangle overlap tests after a collision query.
+ * \see GetNbBVBVTests()
+ * \see GetNbPrimPrimTests()
+ * \return the number of BV-Triangle tests performed during last query
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbBVPrimTests() const { return mNbBVPrimTests; }
+
+ // Data access
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the number of contacts after a collision query.
+ * \see GetContactStatus()
+ * \see GetPairs()
+ * \return the number of contacts / colliding pairs.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ udword GetNbPairs() const { return mPairs.GetNbEntries()>>1; }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Gets the pairs of colliding triangles after a collision query.
+ * \see GetContactStatus()
+ * \see GetNbPairs()
+ * \return the list of colliding pairs (triangle indices)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ inline_ const Pair* GetPairs() const { return (const Pair*)mPairs.GetEntries(); }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
+ * \return null if everything is ok, else a string describing the problem
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ override(Collider) const char* ValidateSettings();
+
+ protected:
+ // Colliding pairs
+ Container mPairs; //!< Pairs of colliding primitives
+ // User mesh interfaces
+ const MeshInterface* mIMesh0; //!< User-defined mesh interface for object0
+ const MeshInterface* mIMesh1; //!< User-defined mesh interface for object1
+ // Stats
+ udword mNbBVBVTests; //!< Number of BV-BV tests
+ udword mNbPrimPrimTests; //!< Number of Primitive-Primitive tests
+ udword mNbBVPrimTests; //!< Number of BV-Primitive tests
+ // Precomputed data
+ Matrix3x3 mAR; //!< Absolute rotation matrix
+ Matrix3x3 mR0to1; //!< Rotation from object0 to object1
+ Matrix3x3 mR1to0; //!< Rotation from object1 to object0
+ IcePoint mT0to1; //!< Translation from object0 to object1
+ IcePoint mT1to0; //!< Translation from object1 to object0
+ // Dequantization coeffs
+ IcePoint mCenterCoeff0;
+ IcePoint mExtentsCoeff0;
+ IcePoint mCenterCoeff1;
+ IcePoint mExtentsCoeff1;
+ // Leaf description
+ IcePoint mLeafVerts[3]; //!< Triangle vertices
+ udword mLeafIndex; //!< Triangle index
+ // Settings
+ bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
+ bool mFullPrimBoxTest; //!< Perform full Primitive-BV tests (true) or SAT-lite tests (false)
+ // Internal methods
+
+ // Standard AABB trees
+ void _Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1);
+ // Quantized AABB trees
+ void _Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const IcePoint& a, const IcePoint& Pa, const IcePoint& b, const IcePoint& Pb);
+ // No-leaf AABB trees
+ void _CollideTriBox(const AABBNoLeafNode* b);
+ void _CollideBoxTri(const AABBNoLeafNode* b);
+ void _Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b);
+ // Quantized no-leaf AABB trees
+ void _CollideTriBox(const AABBQuantizedNoLeafNode* b);
+ void _CollideBoxTri(const AABBQuantizedNoLeafNode* b);
+ void _Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b);
+ // Overlap tests
+ void PrimTest(udword id0, udword id1);
+ inline_ void PrimTestTriIndex(udword id1);
+ inline_ void PrimTestIndexTri(udword id0);
+
+ inline_ BOOL BoxBoxOverlap(const IcePoint& ea, const IcePoint& ca, const IcePoint& eb, const IcePoint& cb);
+ inline_ BOOL TriBoxOverlap(const IcePoint& center, const IcePoint& extents);
+ inline_ BOOL TriTriOverlap(const IcePoint& V0, const IcePoint& V1, const IcePoint& V2, const IcePoint& U0, const IcePoint& U1, const IcePoint& U2);
+ // Init methods
+ void InitQuery(const Matrix4x4* world0=null, const Matrix4x4* world1=null);
+ bool CheckTemporalCoherence(Pair* cache);
+
+ inline_ BOOL Setup(const MeshInterface* mi0, const MeshInterface* mi1)
+ {
+ mIMesh0 = mi0;
+ mIMesh1 = mi1;
+
+ if(!mIMesh0 || !mIMesh1) return FALSE;
+
+ return TRUE;
+ }
+ };
+
+#endif // __OPC_TREECOLLIDER_H__