1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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2 | /* |
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3 | * OPCODE - Optimized Collision Detection |
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4 | * Copyright (C) 2001 Pierre Terdiman |
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5 | * Homepage: http://www.codercorner.com/Opcode.htm |
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6 | */ |
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7 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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8 | |
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9 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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10 | /** |
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11 | * Contains code to perform "picking". |
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12 | * \file OPC_Picking.cpp |
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13 | * \author Pierre Terdiman |
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14 | * \date March, 20, 2001 |
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15 | */ |
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16 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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17 | |
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18 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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19 | // Precompiled Header |
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20 | #include "Stdafx.h" |
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21 | |
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22 | using namespace Opcode; |
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23 | |
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24 | #ifdef OPC_RAYHIT_CALLBACK |
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25 | |
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26 | /* |
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27 | Possible RayCollider usages: |
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28 | - boolean query (shadow feeler) |
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29 | - closest hit |
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30 | - all hits |
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31 | - number of intersection (boolean) |
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32 | |
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33 | */ |
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34 | |
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35 | bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts) |
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36 | { |
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37 | struct Local |
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38 | { |
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39 | static void AllContacts(const CollisionFace& hit, void* user_data) |
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40 | { |
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41 | CollisionFaces* CF = (CollisionFaces*)user_data; |
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42 | CF->AddFace(hit); |
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43 | } |
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44 | }; |
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45 | |
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46 | collider.SetFirstContact(false); |
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47 | collider.SetHitCallback(Local::AllContacts); |
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48 | collider.SetUserData(&contacts); |
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49 | return true; |
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50 | } |
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51 | |
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52 | bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact) |
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53 | { |
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54 | struct Local |
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55 | { |
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56 | static void ClosestContact(const CollisionFace& hit, void* user_data) |
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57 | { |
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58 | CollisionFace* CF = (CollisionFace*)user_data; |
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59 | if(hit.mDistance<CF->mDistance) *CF = hit; |
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60 | } |
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61 | }; |
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62 | |
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63 | collider.SetFirstContact(false); |
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64 | collider.SetHitCallback(Local::ClosestContact); |
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65 | collider.SetUserData(&closest_contact); |
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66 | closest_contact.mDistance = MAX_FLOAT; |
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67 | return true; |
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68 | } |
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69 | |
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70 | bool Opcode::SetupShadowFeeler(RayCollider& collider) |
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71 | { |
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72 | collider.SetFirstContact(true); |
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73 | collider.SetHitCallback(null); |
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74 | return true; |
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75 | } |
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76 | |
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77 | bool Opcode::SetupInOutTest(RayCollider& collider) |
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78 | { |
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79 | collider.SetFirstContact(false); |
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80 | collider.SetHitCallback(null); |
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81 | // Results with collider.GetNbIntersections() |
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82 | return true; |
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83 | } |
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84 | |
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85 | bool Opcode::Picking( |
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86 | CollisionFace& picked_face, |
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87 | const Ray& world_ray, const Model& model, const Matrix4x4* world, |
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88 | float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data) |
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89 | { |
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90 | struct Local |
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91 | { |
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92 | struct CullData |
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93 | { |
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94 | CollisionFace* Closest; |
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95 | float MinLimit; |
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96 | CullModeCallback Callback; |
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97 | void* UserData; |
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98 | Point ViewPoint; |
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99 | const MeshInterface* IMesh; |
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100 | }; |
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101 | |
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102 | // Called for each stabbed face |
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103 | static void RenderCullingCallback(const CollisionFace& hit, void* user_data) |
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104 | { |
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105 | CullData* Data = (CullData*)user_data; |
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106 | |
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107 | // Discard face if we already have a closer hit |
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108 | if(hit.mDistance>=Data->Closest->mDistance) return; |
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109 | |
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110 | // Discard face if hit point is smaller than min limit. This mainly happens when the face is in front |
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111 | // of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an |
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112 | // object that he may not even be able to see, which is very annoying. |
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113 | if(hit.mDistance<=Data->MinLimit) return; |
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114 | |
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115 | // This is the index of currently stabbed triangle. |
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116 | udword StabbedFaceIndex = hit.mFaceID; |
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117 | |
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118 | // We may keep it or not, depending on backface culling |
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119 | bool KeepIt = true; |
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120 | |
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121 | // Catch *render* cull mode for this face |
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122 | CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData); |
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123 | |
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124 | if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles |
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125 | { |
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126 | // Compute backface culling for current face |
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127 | |
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128 | VertexPointers VP; |
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129 | Data->IMesh->GetTriangle(VP, StabbedFaceIndex); |
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130 | if(VP.BackfaceCulling(Data->ViewPoint)) |
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131 | { |
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132 | if(CM==CULLMODE_CW) KeepIt = false; |
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133 | } |
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134 | else |
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135 | { |
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136 | if(CM==CULLMODE_CCW) KeepIt = false; |
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137 | } |
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138 | } |
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139 | |
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140 | if(KeepIt) *Data->Closest = hit; |
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141 | } |
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142 | }; |
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143 | |
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144 | RayCollider RC; |
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145 | RC.SetMaxDist(max_dist); |
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146 | RC.SetTemporalCoherence(false); |
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147 | RC.SetCulling(false); // We need all faces since some of them can be double-sided |
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148 | RC.SetFirstContact(false); |
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149 | RC.SetHitCallback(Local::RenderCullingCallback); |
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150 | |
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151 | picked_face.mFaceID = INVALID_ID; |
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152 | picked_face.mDistance = MAX_FLOAT; |
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153 | picked_face.mU = 0.0f; |
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154 | picked_face.mV = 0.0f; |
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155 | |
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156 | Local::CullData Data; |
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157 | Data.Closest = &picked_face; |
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158 | Data.MinLimit = min_dist; |
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159 | Data.Callback = callback; |
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160 | Data.UserData = user_data; |
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161 | Data.ViewPoint = view_point; |
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162 | Data.IMesh = model.GetMeshInterface(); |
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163 | |
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164 | if(world) |
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165 | { |
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166 | // Get matrices |
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167 | Matrix4x4 InvWorld; |
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168 | InvertPRMatrix(InvWorld, *world); |
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169 | |
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170 | // Compute camera position in mesh space |
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171 | Data.ViewPoint *= InvWorld; |
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172 | } |
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173 | |
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174 | RC.SetUserData(&Data); |
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175 | if(RC.Collide(world_ray, model, world)) |
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176 | { |
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177 | return picked_face.mFaceID!=INVALID_ID; |
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178 | } |
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179 | return false; |
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180 | } |
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181 | |
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182 | #endif |
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