/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /* * OPCODE - Optimized Collision Detection * Copyright (C) 2001 Pierre Terdiman * Homepage: http://www.codercorner.com/Opcode.htm */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Contains code for hybrid models. * \file OPC_HybridModel.cpp * \author Pierre Terdiman * \date May, 18, 2003 */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * An hybrid collision model. * * The problem : * * Opcode really shines for mesh-mesh collision, especially when meshes are deeply overlapping * (it typically outperforms RAPID in those cases). * * Unfortunately this is not the typical scenario in games. * * For close-proximity cases, especially for volume-mesh queries, it's relatively easy to run faster * than Opcode, that suffers from a relatively high setup time. * * In particular, Opcode's "vanilla" trees in those cases -can- run faster. They can also use -less- * memory than the optimized ones, when you let the system stop at ~10 triangles / leaf for example * (i.e. when you don't use "complete" trees). However, those trees tend to fragment memory quite a * lot, increasing cache misses : since they're not "complete", we can't predict the final number of * nodes and we have to allocate nodes on-the-fly. For the same reasons we can't use Opcode's "optimized" * trees here, since they rely on a known layout to perform the "optimization". * * Hybrid trees : * * Hybrid trees try to combine best of both worlds : * * - they use a maximum limit of 16 triangles/leaf. "16" is used so that we'll be able to save the * number of triangles using 4 bits only. * * - they're still "complete" trees thanks to a two-passes building phase. First we create a "vanilla" * AABB-tree with Opcode, limited to 16 triangles/leaf. Then we create a *second* vanilla tree, this * time using the leaves of the first one. The trick is : this second tree is now "complete"... so we * can further transform it into an Opcode's optimized tree. * * - then we run the collision queries on that standard Opcode tree. The only difference is that leaf * nodes contain indices to leaf nodes of another tree. Also, we have to skip all primitive tests in * Opcode optimized trees, since our leaves don't contain triangles anymore. * * - finally, for each collided leaf, we simply loop through 16 triangles max, and collide them with * the bounding volume used in the query (we only support volume-vs-mesh queries here, not mesh-vs-mesh) * * All of that is wrapped in this "hybrid model" that contains the minimal data required for this to work. * It's a mix between old "vanilla" trees, and old "optimized" trees. * * Extra advantages: * * - If we use them for dynamic models, we're left with a very small number of leaf nodes to refit. It * might be a bit faster since we have less nodes to write back. * * - In rigid body simulation, using temporal coherence and sleeping objects greatly reduce the actual * influence of one tree over another (i.e. the speed difference is often invisible). So memory is really * the key element to consider, and in this regard hybrid trees are just better. * * Information to take home: * - they use less ram * - they're not slower (they're faster or slower depending on cases, overall there's no significant * difference *as long as objects don't interpenetrate too much* - in which case Opcode's optimized trees * are still notably faster) * * \class HybridModel * \author Pierre Terdiman * \version 1.3 * \date May, 18, 2003 */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Precompiled Header #include "Stdafx.h" using namespace Opcode; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Constructor. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// HybridModel::HybridModel() : mNbLeaves (0), mNbPrimitives (0), mTriangles (null), mIndices (null) { } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Destructor. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// HybridModel::~HybridModel() { Release(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Releases everything. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void HybridModel::Release() { ReleaseBase(); DELETEARRAY(mIndices); DELETEARRAY(mTriangles); mNbLeaves = 0; mNbPrimitives = 0; } struct Internal { Internal() { mNbLeaves = 0; mLeaves = null; mTriangles = null; mBase = null; } ~Internal() { DELETEARRAY(mLeaves); } udword mNbLeaves; AABB* mLeaves; LeafTriangles* mTriangles; const udword* mBase; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Builds a collision model. * \param create [in] model creation structure * \return true if success */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool HybridModel::Build(const OPCODECREATE& create) { // 1) Checkings if(!create.mIMesh || !create.mIMesh->IsValid()) return false; // Look for degenerate faces. udword NbDegenerate = create.mIMesh->CheckTopology(); if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate); // We continue nonetheless.... Release(); // Make sure previous tree has been discarded // 1-1) Setup mesh interface automatically SetMeshInterface(create.mIMesh); bool Status = false; AABBTree* LeafTree = null; Internal Data; // 2) Build a generic AABB Tree. mSource = new AABBTree; CHECKALLOC(mSource); // 2-1) Setup a builder. Our primitives here are triangles from input mesh, // so we use an AABBTreeOfTrianglesBuilder..... { AABBTreeOfTrianglesBuilder TB; TB.mIMesh = create.mIMesh; TB.mNbPrimitives = create.mIMesh->GetNbTriangles(); TB.mSettings = create.mSettings; TB.mSettings.mLimit = 16; // ### Hardcoded, but maybe we could let the user choose 8 / 16 / 32 ... if(!mSource->Build(&TB)) goto FreeAndExit; } // 2-2) Here's the trick : create *another* AABB tree using the leaves of the first one (which are boxes, this time) struct Local { // A callback to count leaf nodes static bool CountLeaves(const AABBTreeNode* current, udword depth, void* user_data) { if(current->IsLeaf()) { Internal* Data = (Internal*)user_data; Data->mNbLeaves++; } return true; } // A callback to setup leaf nodes in our internal structures static bool SetupLeafData(const AABBTreeNode* current, udword depth, void* user_data) { if(current->IsLeaf()) { Internal* Data = (Internal*)user_data; // Get current leaf's box Data->mLeaves[Data->mNbLeaves] = *current->GetAABB(); // Setup leaf data udword Index = (udword(current->GetPrimitives()) - udword(Data->mBase))/sizeof(udword); Data->mTriangles[Data->mNbLeaves].SetData(current->GetNbPrimitives(), Index); Data->mNbLeaves++; } return true; } }; // Walk the tree & count number of leaves Data.mNbLeaves = 0; mSource->Walk(Local::CountLeaves, &Data); mNbLeaves = Data.mNbLeaves; // Keep track of it // Special case for 1-leaf meshes if(mNbLeaves==1) { mModelCode |= OPC_SINGLE_NODE; Status = true; goto FreeAndExit; } // Allocate our structures Data.mLeaves = new AABB[Data.mNbLeaves]; CHECKALLOC(Data.mLeaves); mTriangles = new LeafTriangles[Data.mNbLeaves]; CHECKALLOC(mTriangles); // Walk the tree again & setup leaf data Data.mTriangles = mTriangles; Data.mBase = mSource->GetIndices(); Data.mNbLeaves = 0; // Reset for incoming walk mSource->Walk(Local::SetupLeafData, &Data); // Handle source indices { bool MustKeepIndices = true; if(create.mCanRemap) { // We try to get rid of source indices (saving more ram!) by reorganizing triangle arrays... // Remap can fail when we use callbacks => keep track of indices in that case (it still // works, only using more memory) if(create.mIMesh->RemapClient(mSource->GetNbPrimitives(), mSource->GetIndices())) { MustKeepIndices = false; } } if(MustKeepIndices) { // Keep track of source indices (from vanilla tree) mNbPrimitives = mSource->GetNbPrimitives(); mIndices = new udword[mNbPrimitives]; CopyMemory(mIndices, mSource->GetIndices(), mNbPrimitives*sizeof(udword)); } } // Now, create our optimized tree using previous leaf nodes LeafTree = new AABBTree; CHECKALLOC(LeafTree); { AABBTreeOfAABBsBuilder TB; // Now using boxes ! TB.mSettings = create.mSettings; TB.mSettings.mLimit = 1; // We now want a complete tree so that we can "optimize" it TB.mNbPrimitives = Data.mNbLeaves; TB.mAABBArray = Data.mLeaves; if(!LeafTree->Build(&TB)) goto FreeAndExit; } // 3) Create an optimized tree according to user-settings if(!CreateTree(create.mNoLeaf, create.mQuantized)) goto FreeAndExit; // 3-2) Create optimized tree if(!mTree->Build(LeafTree)) goto FreeAndExit; // Finally ok... Status = true; FreeAndExit: // Allow me this one... DELETESINGLE(LeafTree); // 3-3) Delete generic tree if needed if(!create.mKeepOriginal) DELETESINGLE(mSource); return Status; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Gets the number of bytes used by the tree. * \return amount of bytes used */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// udword HybridModel::GetUsedBytes() const { udword UsedBytes = 0; if(mTree) UsedBytes += mTree->GetUsedBytes(); if(mIndices) UsedBytes += mNbPrimitives * sizeof(udword); // mIndices if(mTriangles) UsedBytes += mNbLeaves * sizeof(LeafTriangles); // mTriangles return UsedBytes; } inline_ void ComputeMinMax(IcePoint& min, IcePoint& max, const VertexPointers& vp) { // Compute triangle's AABB = a leaf box #ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x); max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x); min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y); max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y); min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z); max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z); #else min = *vp.Vertex[0]; max = *vp.Vertex[0]; min.Min(*vp.Vertex[1]); max.Max(*vp.Vertex[1]); min.Min(*vp.Vertex[2]); max.Max(*vp.Vertex[2]); #endif } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Refits the collision model. This can be used to handle dynamic meshes. Usage is: * 1. modify your mesh vertices (keep the topology constant!) * 2. refit the tree (call this method) * \return true if success */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool HybridModel::Refit() { if(!mIMesh) return false; if(!mTree) return false; if(IsQuantized()) return false; if(HasLeafNodes()) return false; const LeafTriangles* LT = GetLeafTriangles(); const udword* Indices = GetIndices(); // Bottom-up update VertexPointers VP; IcePoint Min,Max; IcePoint Min_,Max_; udword Index = mTree->GetNbNodes(); AABBNoLeafNode* Nodes = (AABBNoLeafNode*)((AABBNoLeafTree*)mTree)->GetNodes(); while(Index--) { AABBNoLeafNode& Current = Nodes[Index]; if(Current.HasPosLeaf()) { const LeafTriangles& CurrentLeaf = LT[Current.GetPosPrimitive()]; Min.SetPlusInfinity(); Max.SetMinusInfinity(); IcePoint TmpMin, TmpMax; // 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--) { mIMesh->GetTriangle(VP, *T++); ComputeMinMax(TmpMin, TmpMax, VP); Min.Min(TmpMin); Max.Max(TmpMax); } } else { udword BaseIndex = CurrentLeaf.GetTriangleIndex(); // Loop through triangles and test each of them while(NbTris--) { mIMesh->GetTriangle(VP, BaseIndex++); ComputeMinMax(TmpMin, TmpMax, VP); Min.Min(TmpMin); Max.Max(TmpMax); } } } else { const CollisionAABB& CurrentBox = Current.GetPos()->mAABB; CurrentBox.GetMin(Min); CurrentBox.GetMax(Max); } if(Current.HasNegLeaf()) { const LeafTriangles& CurrentLeaf = LT[Current.GetNegPrimitive()]; Min_.SetPlusInfinity(); Max_.SetMinusInfinity(); IcePoint TmpMin, TmpMax; // 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--) { mIMesh->GetTriangle(VP, *T++); ComputeMinMax(TmpMin, TmpMax, VP); Min_.Min(TmpMin); Max_.Max(TmpMax); } } else { udword BaseIndex = CurrentLeaf.GetTriangleIndex(); // Loop through triangles and test each of them while(NbTris--) { mIMesh->GetTriangle(VP, BaseIndex++); ComputeMinMax(TmpMin, TmpMax, VP); Min_.Min(TmpMin); Max_.Max(TmpMax); } } } else { const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB; CurrentBox.GetMin(Min_); CurrentBox.GetMax(Max_); } #ifdef OPC_USE_FCOMI Min.x = FCMin2(Min.x, Min_.x); Max.x = FCMax2(Max.x, Max_.x); Min.y = FCMin2(Min.y, Min_.y); Max.y = FCMax2(Max.y, Max_.y); Min.z = FCMin2(Min.z, Min_.z); Max.z = FCMax2(Max.z, Max_.z); #else Min.Min(Min_); Max.Max(Max_); #endif Current.mAABB.SetMinMax(Min, Max); } return true; }