From 104ad1eaba7ada2d5f9b18ced70d06721908f0be Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 23:18:37 +0200 Subject: Removed unused OpcodeLib --- Opcode/OpcodeLib/OPC_AABBCollider.cpp | 696 ---------------------------------- 1 file changed, 696 deletions(-) delete mode 100644 Opcode/OpcodeLib/OPC_AABBCollider.cpp (limited to 'Opcode/OpcodeLib/OPC_AABBCollider.cpp') diff --git a/Opcode/OpcodeLib/OPC_AABBCollider.cpp b/Opcode/OpcodeLib/OPC_AABBCollider.cpp deleted file mode 100644 index fe87d24..0000000 --- a/Opcode/OpcodeLib/OPC_AABBCollider.cpp +++ /dev/null @@ -1,696 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/* - * OPCODE - Optimized Collision Detection - * Copyright (C) 2001 Pierre Terdiman - * Homepage: http://www.codercorner.com/Opcode.htm - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains code for an AABB collider. - * \file OPC_AABBCollider.cpp - * \author Pierre Terdiman - * \date January, 1st, 2002 - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains an AABB-vs-tree collider. - * - * \class AABBCollider - * \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); - -//! AABB-triangle test -#define AABB_PRIM(prim_index, flag) \ - /* Request vertices from the app */ \ - VertexPointers VP; mIMesh->GetTriangle(VP, prim_index);\ - mLeafVerts[0] = *VP.Vertex[0]; \ - mLeafVerts[1] = *VP.Vertex[1]; \ - mLeafVerts[2] = *VP.Vertex[2]; \ - /* Perform triangle-box overlap test */ \ - if(TriBoxOverlap()) \ - { \ - SET_CONTACT(prim_index, flag) \ - } - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Constructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -AABBCollider::AABBCollider() -{ -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Destructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -AABBCollider::~AABBCollider() -{ -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * 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 AABB in world space - * \param model [in] Opcode model to collide with - * \return true if success - * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const Model& model) -{ - // Checkings - if(!Setup(&model)) return false; - - // Init collision query - if(InitQuery(cache, box)) 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 - * - check temporal coherence - * - * \param cache [in/out] a box cache - * \param box [in] AABB in world space - * \return TRUE if we can return immediately - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -BOOL AABBCollider::InitQuery(AABBCache& cache, const CollisionAABB& box) -{ - // 1) Call the base method - VolumeCollider::InitQuery(); - - // 2) Keep track of the query box - mBox = box; - - // 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) - AABB_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) - AABB_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 - { - // We're interested in all contacts =>test the new real box N(ew) against the previous fat box P(revious): - if(IsCacheValid(cache) && mBox.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 - mBox.mExtents *= cache.FatCoeff; - - // Update cache with query data (signature for cached faces) - cache.FatBox = mBox; - } - } - } - else - { - // Here we don't use temporal coherence => do a normal query - mTouchedPrimitives->Reset(); - } - - // 5) Precompute min & max bounds if needed - mMin = box.mCenter - box.mExtents; - mMax = box.mCenter + box.mExtents; - - return FALSE; -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Collision query for vanilla AABB trees. - * \param cache [in/out] a box cache - * \param box [in] collision AABB in world space - * \param tree [in] AABB tree - * \return true if success - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const AABBTree* tree) -{ - // This is typically called for a scene tree, full of -AABBs-, not full of triangles. - // So we don't really have "primitives" to deal with. Hence it doesn't work with - // "FirstContact" + "TemporalCoherence". - ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) ); - - // Checkings - if(!tree) return false; - - // Init collision query - if(InitQuery(cache, box)) return true; - - // Perform collision query - _Collide(tree); - - return true; -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Checks the AABB 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 AABB contains the whole box - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -inline_ BOOL AABBCollider::AABBContainsBox(const IcePoint& bc, const IcePoint& be) -{ - if(mMin.x > bc.x - be.x) return FALSE; - if(mMin.y > bc.y - be.y) return FALSE; - if(mMin.z > bc.z - be.z) return FALSE; - - if(mMax.x < bc.x + be.x) return FALSE; - if(mMax.y < bc.y + be.y) return FALSE; - if(mMax.z < bc.z + be.z) return FALSE; - - return TRUE; -} - -#define TEST_BOX_IN_AABB(center, extents) \ - if(AABBContainsBox(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 AABBCollider::_Collide(const AABBCollisionNode* node) -{ - // Perform AABB-AABB overlap test - if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return; - - TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents) - - if(node->IsLeaf()) - { - AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node) -{ - // Perform AABB-AABB overlap test - if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return; - - TEST_BOX_IN_AABB(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 AABBCollider::_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 AABB-AABB overlap test - if(!AABBAABBOverlap(Extents, Center)) return; - - TEST_BOX_IN_AABB(Center, Extents) - - if(node->IsLeaf()) - { - AABB_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 AABBCollider::_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 AABB-AABB overlap test - if(!AABBAABBOverlap(Extents, Center)) return; - - TEST_BOX_IN_AABB(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 AABBCollider::_Collide(const AABBNoLeafNode* node) -{ - // Perform AABB-AABB overlap test - if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return; - - TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents) - - if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } - else _Collide(node->GetPos()); - - if(ContactFound()) return; - - if(node->HasNegLeaf()) { AABB_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 AABBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node) -{ - // Perform AABB-AABB overlap test - if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return; - - TEST_BOX_IN_AABB(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 AABBCollider::_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 AABB-AABB overlap test - if(!AABBAABBOverlap(Extents, Center)) return; - - TEST_BOX_IN_AABB(Center, Extents) - - if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } - else _Collide(node->GetPos()); - - if(ContactFound()) return; - - if(node->HasNegLeaf()) { AABB_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 AABBCollider::_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 AABB-AABB overlap test - if(!AABBAABBOverlap(Extents, Center)) return; - - TEST_BOX_IN_AABB(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()); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Recursive collision query for vanilla AABB trees. - * \param node [in] current collision node - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -void AABBCollider::_Collide(const AABBTreeNode* node) -{ - // Perform AABB-AABB overlap test - IcePoint Center, Extents; - node->GetAABB()->GetCenter(Center); - node->GetAABB()->GetExtents(Extents); - if(!AABBAABBOverlap(Center, Extents)) return; - - if(node->IsLeaf() || AABBContainsBox(Center, Extents)) - { - mFlags |= OPC_CONTACT; - mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives()); - } - else - { - _Collide(node->GetPos()); - _Collide(node->GetNeg()); - } -} - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Constructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -HybridAABBCollider::HybridAABBCollider() -{ -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Destructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -HybridAABBCollider::~HybridAABBCollider() -{ -} - -bool HybridAABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model) -{ - // 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)) 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++; - AABB_PRIM(TriangleIndex, OPC_CONTACT) - } - } - else - { - udword BaseIndex = CurrentLeaf.GetTriangleIndex(); - - // Loop through triangles and test each of them - while(NbTris--) - { - udword TriangleIndex = BaseIndex++; - AABB_PRIM(TriangleIndex, OPC_CONTACT) - } - } - } - } - - return true; -} -- cgit v1.1