/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /* * 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; }