From 373dc625f82b47096893add42c4472e4a57ab7eb Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 9 Feb 2022 22:23:03 +0100 Subject: Moved third-party libraries to a separate subdirectory --- Opcode/OPC_OBBCollider.cpp | 767 --------------------------------------------- 1 file changed, 767 deletions(-) delete mode 100644 Opcode/OPC_OBBCollider.cpp (limited to 'Opcode/OPC_OBBCollider.cpp') diff --git a/Opcode/OPC_OBBCollider.cpp b/Opcode/OPC_OBBCollider.cpp deleted file mode 100644 index 8761fce..0000000 --- a/Opcode/OPC_OBBCollider.cpp +++ /dev/null @@ -1,767 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/* - * 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 || fmB0.y || fmB0.z || f 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;imCenterCoeff; - 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; -} -- cgit v1.1