[216] | 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 for a sphere collider. |
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| 12 | * \file OPC_SphereCollider.cpp |
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| 13 | * \author Pierre Terdiman |
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| 14 | * \date June, 2, 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 | /** |
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| 20 | * Contains a sphere-vs-tree collider. |
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| 21 | * This class performs a collision test between a sphere and an AABB tree. You can use this to do a standard player vs world collision, |
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| 22 | * in a Nettle/Telemachos way. It doesn't suffer from all reported bugs in those two classic codes - the "new" one by Paul Nettle is a |
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| 23 | * debuggued version I think. Collision response can be driven by reported collision data - it works extremely well for me. In sake of |
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| 24 | * efficiency, all meshes (that is, all AABB trees) should of course also be kept in an extra hierarchical structure (octree, whatever). |
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| 25 | * |
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| 26 | * \class SphereCollider |
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| 27 | * \author Pierre Terdiman |
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| 28 | * \version 1.3 |
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| 29 | * \date June, 2, 2001 |
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| 30 | */ |
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| 31 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 32 | |
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| 33 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 34 | // Precompiled Header |
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| 35 | #include "Stdafx.h" |
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| 36 | |
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| 37 | using namespace Opcode; |
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| 38 | |
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| 39 | #include "OPC_SphereAABBOverlap.h" |
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| 40 | #include "OPC_SphereTriOverlap.h" |
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| 41 | |
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| 42 | #define SET_CONTACT(prim_index, flag) \ |
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| 43 | /* Set contact status */ \ |
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| 44 | mFlags |= flag; \ |
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| 45 | mTouchedPrimitives->Add(udword(prim_index)); |
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| 46 | |
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| 47 | //! Sphere-triangle overlap test |
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| 48 | #define SPHERE_PRIM(prim_index, flag) \ |
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| 49 | /* Request vertices from the app */ \ |
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| 50 | VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \ |
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| 51 | \ |
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| 52 | /* Perform sphere-tri overlap test */ \ |
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| 53 | if(SphereTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \ |
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| 54 | { \ |
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| 55 | SET_CONTACT(prim_index, flag) \ |
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| 56 | } |
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| 57 | |
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| 58 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 59 | /** |
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| 60 | * Constructor. |
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| 61 | */ |
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| 62 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 63 | SphereCollider::SphereCollider() |
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| 64 | { |
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| 65 | mCenter.Zero(); |
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| 66 | mRadius2 = 0.0f; |
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| 67 | } |
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| 68 | |
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| 69 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 70 | /** |
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| 71 | * Destructor. |
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| 72 | */ |
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| 73 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 74 | SphereCollider::~SphereCollider() |
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| 75 | { |
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| 76 | } |
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| 77 | |
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| 78 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 79 | /** |
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| 80 | * Generic collision query for generic OPCODE models. After the call, access the results: |
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| 81 | * - with GetContactStatus() |
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| 82 | * - with GetNbTouchedPrimitives() |
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| 83 | * - with GetTouchedPrimitives() |
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| 84 | * |
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| 85 | * \param cache [in/out] a sphere cache |
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| 86 | * \param sphere [in] collision sphere in local space |
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| 87 | * \param model [in] Opcode model to collide with |
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| 88 | * \param worlds [in] sphere's world matrix, or null |
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| 89 | * \param worldm [in] model's world matrix, or null |
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| 90 | * \return true if success |
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| 91 | * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. |
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| 92 | */ |
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| 93 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 94 | bool SphereCollider::Collide(SphereCache& cache, const Sphere& sphere, const Model& model, const Matrix4x4* worlds, const Matrix4x4* worldm) |
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| 95 | { |
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| 96 | // Checkings |
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| 97 | if(!Setup(&model)) return false; |
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| 98 | |
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| 99 | // Init collision query |
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| 100 | if(InitQuery(cache, sphere, worlds, worldm)) return true; |
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| 101 | |
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| 102 | // Special case for 1-leaf trees |
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| 103 | if(mCurrentModel && mCurrentModel->HasSingleNode()) |
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| 104 | { |
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| 105 | // Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles |
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| 106 | udword Nb = mIMesh->GetNbTriangles(); |
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| 107 | // Loop through all triangles |
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| 108 | for(udword i=0;i<Nb;i++) |
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| 109 | { |
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| 110 | SPHERE_PRIM(i, OPC_CONTACT) |
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| 111 | } |
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| 112 | return true; |
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| 113 | } |
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| 114 | |
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| 115 | if(!model.HasLeafNodes()) |
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| 116 | { |
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| 117 | if(model.IsQuantized()) |
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| 118 | { |
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| 119 | const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); |
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| 120 | |
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| 121 | // Setup dequantization coeffs |
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| 122 | mCenterCoeff = Tree->mCenterCoeff; |
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| 123 | mExtentsCoeff = Tree->mExtentsCoeff; |
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| 124 | |
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| 125 | // Perform collision query |
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| 126 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 127 | else _Collide(Tree->GetNodes()); |
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| 128 | } |
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| 129 | else |
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| 130 | { |
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| 131 | const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); |
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| 132 | |
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| 133 | // Perform collision query |
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| 134 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 135 | else _Collide(Tree->GetNodes()); |
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| 136 | } |
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| 137 | } |
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| 138 | else |
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| 139 | { |
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| 140 | if(model.IsQuantized()) |
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| 141 | { |
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| 142 | const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); |
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| 143 | |
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| 144 | // Setup dequantization coeffs |
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| 145 | mCenterCoeff = Tree->mCenterCoeff; |
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| 146 | mExtentsCoeff = Tree->mExtentsCoeff; |
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| 147 | |
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| 148 | // Perform collision query |
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| 149 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 150 | else _Collide(Tree->GetNodes()); |
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| 151 | } |
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| 152 | else |
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| 153 | { |
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| 154 | const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); |
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| 155 | |
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| 156 | // Perform collision query |
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| 157 | if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 158 | else _Collide(Tree->GetNodes()); |
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| 159 | } |
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| 160 | } |
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| 161 | return true; |
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| 162 | } |
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| 163 | |
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| 164 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 165 | /** |
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| 166 | * Initializes a collision query : |
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| 167 | * - reset stats & contact status |
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| 168 | * - setup matrices |
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| 169 | * - check temporal coherence |
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| 170 | * |
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| 171 | * \param cache [in/out] a sphere cache |
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| 172 | * \param sphere [in] sphere in local space |
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| 173 | * \param worlds [in] sphere's world matrix, or null |
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| 174 | * \param worldm [in] model's world matrix, or null |
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| 175 | * \return TRUE if we can return immediately |
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| 176 | * \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only. |
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| 177 | */ |
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| 178 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 179 | BOOL SphereCollider::InitQuery(SphereCache& cache, const Sphere& sphere, const Matrix4x4* worlds, const Matrix4x4* worldm) |
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| 180 | { |
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| 181 | // 1) Call the base method |
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| 182 | VolumeCollider::InitQuery(); |
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| 183 | |
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| 184 | // 2) Compute sphere in model space: |
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| 185 | // - Precompute R^2 |
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| 186 | mRadius2 = sphere.mRadius * sphere.mRadius; |
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| 187 | // - Compute center position |
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| 188 | mCenter = sphere.mCenter; |
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| 189 | // -> to world space |
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| 190 | if(worlds) mCenter *= *worlds; |
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| 191 | // -> to model space |
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| 192 | if(worldm) |
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| 193 | { |
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| 194 | // Invert model matrix |
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| 195 | Matrix4x4 InvWorldM; |
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| 196 | InvertPRMatrix(InvWorldM, *worldm); |
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| 197 | |
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| 198 | mCenter *= InvWorldM; |
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| 199 | } |
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| 200 | |
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| 201 | // 3) Setup destination pointer |
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| 202 | mTouchedPrimitives = &cache.TouchedPrimitives; |
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| 203 | |
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| 204 | // 4) Special case: 1-triangle meshes [Opcode 1.3] |
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| 205 | if(mCurrentModel && mCurrentModel->HasSingleNode()) |
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| 206 | { |
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| 207 | if(!SkipPrimitiveTests()) |
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| 208 | { |
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| 209 | // We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0. |
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| 210 | mTouchedPrimitives->Reset(); |
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| 211 | |
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| 212 | // Perform overlap test between the unique triangle and the sphere (and set contact status if needed) |
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| 213 | SPHERE_PRIM(udword(0), OPC_CONTACT) |
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| 214 | |
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| 215 | // Return immediately regardless of status |
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| 216 | return TRUE; |
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| 217 | } |
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| 218 | } |
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| 219 | |
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| 220 | // 5) Check temporal coherence : |
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| 221 | if(TemporalCoherenceEnabled()) |
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| 222 | { |
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| 223 | // Here we use temporal coherence |
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| 224 | // => check results from previous frame before performing the collision query |
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| 225 | if(FirstContactEnabled()) |
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| 226 | { |
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| 227 | // We're only interested in the first contact found => test the unique previously touched face |
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| 228 | if(mTouchedPrimitives->GetNbEntries()) |
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| 229 | { |
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| 230 | // Get index of previously touched face = the first entry in the array |
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| 231 | udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0); |
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| 232 | |
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| 233 | // Then reset the array: |
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| 234 | // - if the overlap test below is successful, the index we'll get added back anyway |
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| 235 | // - if it isn't, then the array should be reset anyway for the normal query |
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| 236 | mTouchedPrimitives->Reset(); |
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| 237 | |
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| 238 | // Perform overlap test between the cached triangle and the sphere (and set contact status if needed) |
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| 239 | SPHERE_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT) |
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| 240 | |
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| 241 | // Return immediately if possible |
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| 242 | if(GetContactStatus()) return TRUE; |
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| 243 | } |
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| 244 | // else no face has been touched during previous query |
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| 245 | // => we'll have to perform a normal query |
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| 246 | } |
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| 247 | else |
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| 248 | { |
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| 249 | // We're interested in all contacts =>test the new real sphere N(ew) against the previous fat sphere P(revious): |
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| 250 | float r = sqrtf(cache.FatRadius2) - sphere.mRadius; |
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| 251 | if(IsCacheValid(cache) && cache.Center.SquareDistance(mCenter) < r*r) |
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| 252 | { |
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| 253 | // - if N is included in P, return previous list |
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| 254 | // => we simply leave the list (mTouchedFaces) unchanged |
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| 255 | |
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| 256 | // Set contact status if needed |
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| 257 | if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT; |
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| 258 | |
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| 259 | // In any case we don't need to do a query |
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| 260 | return TRUE; |
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| 261 | } |
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| 262 | else |
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| 263 | { |
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| 264 | // - else do the query using a fat N |
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| 265 | |
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| 266 | // Reset cache since we'll about to perform a real query |
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| 267 | mTouchedPrimitives->Reset(); |
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| 268 | |
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| 269 | // Make a fat sphere so that coherence will work for subsequent frames |
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| 270 | mRadius2 *= cache.FatCoeff; |
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| 271 | // mRadius2 = (sphere.mRadius * cache.FatCoeff)*(sphere.mRadius * cache.FatCoeff); |
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| 272 | |
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| 273 | // Update cache with query data (signature for cached faces) |
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| 274 | cache.Center = mCenter; |
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| 275 | cache.FatRadius2 = mRadius2; |
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| 276 | } |
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| 277 | } |
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| 278 | } |
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| 279 | else |
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| 280 | { |
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| 281 | // Here we don't use temporal coherence => do a normal query |
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| 282 | mTouchedPrimitives->Reset(); |
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| 283 | } |
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| 284 | |
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| 285 | return FALSE; |
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| 286 | } |
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| 287 | |
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| 288 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 289 | /** |
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| 290 | * Collision query for vanilla AABB trees. |
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| 291 | * \param cache [in/out] a sphere cache |
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| 292 | * \param sphere [in] collision sphere in world space |
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| 293 | * \param tree [in] AABB tree |
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| 294 | * \return true if success |
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| 295 | */ |
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| 296 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 297 | bool SphereCollider::Collide(SphereCache& cache, const Sphere& sphere, const AABBTree* tree) |
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| 298 | { |
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| 299 | // This is typically called for a scene tree, full of -AABBs-, not full of triangles. |
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| 300 | // So we don't really have "primitives" to deal with. Hence it doesn't work with |
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| 301 | // "FirstContact" + "TemporalCoherence". |
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| 302 | ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) ); |
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| 303 | |
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| 304 | // Checkings |
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| 305 | if(!tree) return false; |
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| 306 | |
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| 307 | // Init collision query |
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| 308 | if(InitQuery(cache, sphere)) return true; |
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| 309 | |
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| 310 | // Perform collision query |
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| 311 | _Collide(tree); |
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| 312 | |
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| 313 | return true; |
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| 314 | } |
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| 315 | |
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| 316 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 317 | /** |
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| 318 | * Checks the sphere completely contains the box. In which case we can end the query sooner. |
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| 319 | * \param bc [in] box center |
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| 320 | * \param be [in] box extents |
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| 321 | * \return true if the sphere contains the whole box |
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| 322 | */ |
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| 323 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 324 | inline_ BOOL SphereCollider::SphereContainsBox(const Point& bc, const Point& be) |
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| 325 | { |
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| 326 | // I assume if all 8 box vertices are inside the sphere, so does the whole box. |
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| 327 | // Sounds ok but maybe there's a better way? |
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| 328 | Point p; |
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| 329 | p.x=bc.x+be.x; p.y=bc.y+be.y; p.z=bc.z+be.z; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 330 | p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 331 | p.x=bc.x+be.x; p.y=bc.y-be.y; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 332 | p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 333 | p.x=bc.x+be.x; p.y=bc.y+be.y; p.z=bc.z-be.z; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 334 | p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 335 | p.x=bc.x+be.x; p.y=bc.y-be.y; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 336 | p.x=bc.x-be.x; if(mCenter.SquareDistance(p)>=mRadius2) return FALSE; |
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| 337 | |
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| 338 | return TRUE; |
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| 339 | } |
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| 340 | |
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| 341 | #define TEST_BOX_IN_SPHERE(center, extents) \ |
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| 342 | if(SphereContainsBox(center, extents)) \ |
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| 343 | { \ |
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| 344 | /* Set contact status */ \ |
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| 345 | mFlags |= OPC_CONTACT; \ |
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| 346 | _Dump(node); \ |
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| 347 | return; \ |
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| 348 | } |
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| 349 | |
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| 350 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 351 | /** |
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| 352 | * Recursive collision query for normal AABB trees. |
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| 353 | * \param node [in] current collision node |
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| 354 | */ |
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| 355 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 356 | void SphereCollider::_Collide(const AABBCollisionNode* node) |
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| 357 | { |
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| 358 | // Perform Sphere-AABB overlap test |
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| 359 | if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; |
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| 360 | |
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| 361 | TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents) |
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| 362 | |
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| 363 | if(node->IsLeaf()) |
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| 364 | { |
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| 365 | SPHERE_PRIM(node->GetPrimitive(), OPC_CONTACT) |
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| 366 | } |
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| 367 | else |
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| 368 | { |
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| 369 | _Collide(node->GetPos()); |
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| 370 | |
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| 371 | if(ContactFound()) return; |
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| 372 | |
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| 373 | _Collide(node->GetNeg()); |
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| 374 | } |
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| 375 | } |
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| 376 | |
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| 377 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 378 | /** |
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| 379 | * Recursive collision query for normal AABB trees, without primitive tests. |
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| 380 | * \param node [in] current collision node |
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| 381 | */ |
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| 382 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 383 | void SphereCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node) |
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| 384 | { |
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| 385 | // Perform Sphere-AABB overlap test |
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| 386 | if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; |
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| 387 | |
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| 388 | TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents) |
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| 389 | |
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| 390 | if(node->IsLeaf()) |
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| 391 | { |
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| 392 | SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) |
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| 393 | } |
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| 394 | else |
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| 395 | { |
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| 396 | _CollideNoPrimitiveTest(node->GetPos()); |
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| 397 | |
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| 398 | if(ContactFound()) return; |
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| 399 | |
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| 400 | _CollideNoPrimitiveTest(node->GetNeg()); |
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| 401 | } |
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| 402 | } |
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| 403 | |
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| 404 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 405 | /** |
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| 406 | * Recursive collision query for quantized AABB trees. |
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| 407 | * \param node [in] current collision node |
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| 408 | */ |
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| 409 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 410 | void SphereCollider::_Collide(const AABBQuantizedNode* node) |
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| 411 | { |
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| 412 | // Dequantize box |
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| 413 | const QuantizedAABB& Box = node->mAABB; |
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| 414 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); |
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| 415 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); |
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| 416 | |
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| 417 | // Perform Sphere-AABB overlap test |
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| 418 | if(!SphereAABBOverlap(Center, Extents)) return; |
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| 419 | |
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| 420 | TEST_BOX_IN_SPHERE(Center, Extents) |
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| 421 | |
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| 422 | if(node->IsLeaf()) |
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| 423 | { |
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| 424 | SPHERE_PRIM(node->GetPrimitive(), OPC_CONTACT) |
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| 425 | } |
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| 426 | else |
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| 427 | { |
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| 428 | _Collide(node->GetPos()); |
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| 429 | |
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| 430 | if(ContactFound()) return; |
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| 431 | |
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| 432 | _Collide(node->GetNeg()); |
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| 433 | } |
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| 434 | } |
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| 435 | |
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| 436 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 437 | /** |
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| 438 | * Recursive collision query for quantized AABB trees, without primitive tests. |
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| 439 | * \param node [in] current collision node |
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| 440 | */ |
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| 441 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 442 | void SphereCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node) |
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| 443 | { |
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| 444 | // Dequantize box |
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| 445 | const QuantizedAABB& Box = node->mAABB; |
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| 446 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); |
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| 447 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); |
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| 448 | |
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| 449 | // Perform Sphere-AABB overlap test |
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| 450 | if(!SphereAABBOverlap(Center, Extents)) return; |
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| 451 | |
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| 452 | TEST_BOX_IN_SPHERE(Center, Extents) |
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| 453 | |
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| 454 | if(node->IsLeaf()) |
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| 455 | { |
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| 456 | SET_CONTACT(node->GetPrimitive(), OPC_CONTACT) |
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| 457 | } |
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| 458 | else |
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| 459 | { |
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| 460 | _CollideNoPrimitiveTest(node->GetPos()); |
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| 461 | |
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| 462 | if(ContactFound()) return; |
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| 463 | |
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| 464 | _CollideNoPrimitiveTest(node->GetNeg()); |
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| 465 | } |
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| 466 | } |
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| 467 | |
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| 468 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 469 | /** |
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| 470 | * Recursive collision query for no-leaf AABB trees. |
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| 471 | * \param node [in] current collision node |
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| 472 | */ |
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| 473 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 474 | void SphereCollider::_Collide(const AABBNoLeafNode* node) |
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| 475 | { |
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| 476 | // Perform Sphere-AABB overlap test |
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| 477 | if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; |
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| 478 | |
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| 479 | TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents) |
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| 480 | |
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| 481 | if(node->HasPosLeaf()) { SPHERE_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } |
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| 482 | else _Collide(node->GetPos()); |
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| 483 | |
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| 484 | if(ContactFound()) return; |
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| 485 | |
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| 486 | if(node->HasNegLeaf()) { SPHERE_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } |
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| 487 | else _Collide(node->GetNeg()); |
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| 488 | } |
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| 489 | |
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| 490 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 491 | /** |
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| 492 | * Recursive collision query for no-leaf AABB trees, without primitive tests. |
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| 493 | * \param node [in] current collision node |
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| 494 | */ |
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| 495 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 496 | void SphereCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node) |
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| 497 | { |
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| 498 | // Perform Sphere-AABB overlap test |
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| 499 | if(!SphereAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return; |
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| 500 | |
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| 501 | TEST_BOX_IN_SPHERE(node->mAABB.mCenter, node->mAABB.mExtents) |
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| 502 | |
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| 503 | if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } |
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| 504 | else _CollideNoPrimitiveTest(node->GetPos()); |
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| 505 | |
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| 506 | if(ContactFound()) return; |
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| 507 | |
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| 508 | if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } |
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| 509 | else _CollideNoPrimitiveTest(node->GetNeg()); |
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| 510 | } |
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| 511 | |
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| 512 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 513 | /** |
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| 514 | * Recursive collision query for quantized no-leaf AABB trees. |
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| 515 | * \param node [in] current collision node |
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| 516 | */ |
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| 517 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 518 | void SphereCollider::_Collide(const AABBQuantizedNoLeafNode* node) |
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| 519 | { |
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| 520 | // Dequantize box |
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| 521 | const QuantizedAABB& Box = node->mAABB; |
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| 522 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); |
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| 523 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); |
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| 524 | |
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| 525 | // Perform Sphere-AABB overlap test |
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| 526 | if(!SphereAABBOverlap(Center, Extents)) return; |
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| 527 | |
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| 528 | TEST_BOX_IN_SPHERE(Center, Extents) |
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| 529 | |
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| 530 | if(node->HasPosLeaf()) { SPHERE_PRIM(node->GetPosPrimitive(), OPC_CONTACT) } |
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| 531 | else _Collide(node->GetPos()); |
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| 532 | |
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| 533 | if(ContactFound()) return; |
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| 534 | |
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| 535 | if(node->HasNegLeaf()) { SPHERE_PRIM(node->GetNegPrimitive(), OPC_CONTACT) } |
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| 536 | else _Collide(node->GetNeg()); |
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| 537 | } |
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| 538 | |
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| 539 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 540 | /** |
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| 541 | * Recursive collision query for quantized no-leaf AABB trees, without primitive tests. |
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| 542 | * \param node [in] current collision node |
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| 543 | */ |
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| 544 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 545 | void SphereCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node) |
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| 546 | { |
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| 547 | // Dequantize box |
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| 548 | const QuantizedAABB& Box = node->mAABB; |
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| 549 | const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z); |
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| 550 | const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z); |
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| 551 | |
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| 552 | // Perform Sphere-AABB overlap test |
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| 553 | if(!SphereAABBOverlap(Center, Extents)) return; |
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| 554 | |
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| 555 | TEST_BOX_IN_SPHERE(Center, Extents) |
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| 556 | |
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| 557 | if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) } |
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| 558 | else _CollideNoPrimitiveTest(node->GetPos()); |
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| 559 | |
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| 560 | if(ContactFound()) return; |
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| 561 | |
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| 562 | if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) } |
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| 563 | else _CollideNoPrimitiveTest(node->GetNeg()); |
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| 564 | } |
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| 565 | |
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| 566 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 567 | /** |
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| 568 | * Recursive collision query for vanilla AABB trees. |
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| 569 | * \param node [in] current collision node |
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| 570 | */ |
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| 571 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 572 | void SphereCollider::_Collide(const AABBTreeNode* node) |
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| 573 | { |
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| 574 | // Perform Sphere-AABB overlap test |
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| 575 | Point Center, Extents; |
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| 576 | node->GetAABB()->GetCenter(Center); |
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| 577 | node->GetAABB()->GetExtents(Extents); |
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| 578 | if(!SphereAABBOverlap(Center, Extents)) return; |
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| 579 | |
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| 580 | if(node->IsLeaf() || SphereContainsBox(Center, Extents)) |
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| 581 | { |
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| 582 | mFlags |= OPC_CONTACT; |
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| 583 | mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives()); |
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| 584 | } |
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| 585 | else |
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| 586 | { |
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| 587 | _Collide(node->GetPos()); |
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| 588 | _Collide(node->GetNeg()); |
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| 589 | } |
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| 590 | } |
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| 591 | |
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| 592 | |
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| 593 | |
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| 594 | |
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| 595 | |
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| 596 | |
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| 597 | |
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| 598 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 599 | /** |
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| 600 | * Constructor. |
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| 601 | */ |
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| 602 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 603 | HybridSphereCollider::HybridSphereCollider() |
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| 604 | { |
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| 605 | } |
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| 606 | |
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| 607 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 608 | /** |
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| 609 | * Destructor. |
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| 610 | */ |
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| 611 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 612 | HybridSphereCollider::~HybridSphereCollider() |
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| 613 | { |
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| 614 | } |
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| 615 | |
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| 616 | bool HybridSphereCollider::Collide(SphereCache& cache, const Sphere& sphere, const HybridModel& model, const Matrix4x4* worlds, const Matrix4x4* worldm) |
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| 617 | { |
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| 618 | // We don't want primitive tests here! |
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| 619 | mFlags |= OPC_NO_PRIMITIVE_TESTS; |
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| 620 | |
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| 621 | // Checkings |
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| 622 | if(!Setup(&model)) return false; |
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| 623 | |
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| 624 | // Init collision query |
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| 625 | if(InitQuery(cache, sphere, worlds, worldm)) return true; |
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| 626 | |
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| 627 | // Special case for 1-leaf trees |
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| 628 | if(mCurrentModel && mCurrentModel->HasSingleNode()) |
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| 629 | { |
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| 630 | // Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles |
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| 631 | udword Nb = mIMesh->GetNbTriangles(); |
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| 632 | |
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| 633 | // Loop through all triangles |
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| 634 | for(udword i=0;i<Nb;i++) |
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| 635 | { |
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| 636 | SPHERE_PRIM(i, OPC_CONTACT) |
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| 637 | } |
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| 638 | return true; |
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| 639 | } |
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| 640 | |
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| 641 | // Override destination array since we're only going to get leaf boxes here |
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| 642 | mTouchedBoxes.Reset(); |
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| 643 | mTouchedPrimitives = &mTouchedBoxes; |
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| 644 | |
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| 645 | // Now, do the actual query against leaf boxes |
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| 646 | if(!model.HasLeafNodes()) |
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| 647 | { |
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| 648 | if(model.IsQuantized()) |
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| 649 | { |
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| 650 | const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree(); |
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| 651 | |
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| 652 | // Setup dequantization coeffs |
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| 653 | mCenterCoeff = Tree->mCenterCoeff; |
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| 654 | mExtentsCoeff = Tree->mExtentsCoeff; |
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| 655 | |
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| 656 | // Perform collision query - we don't want primitive tests here! |
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| 657 | _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 658 | } |
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| 659 | else |
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| 660 | { |
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| 661 | const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree(); |
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| 662 | |
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| 663 | // Perform collision query - we don't want primitive tests here! |
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| 664 | _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 665 | } |
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| 666 | } |
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| 667 | else |
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| 668 | { |
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| 669 | if(model.IsQuantized()) |
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| 670 | { |
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| 671 | const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree(); |
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| 672 | |
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| 673 | // Setup dequantization coeffs |
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| 674 | mCenterCoeff = Tree->mCenterCoeff; |
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| 675 | mExtentsCoeff = Tree->mExtentsCoeff; |
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| 676 | |
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| 677 | // Perform collision query - we don't want primitive tests here! |
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| 678 | _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 679 | } |
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| 680 | else |
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| 681 | { |
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| 682 | const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree(); |
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| 683 | |
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| 684 | // Perform collision query - we don't want primitive tests here! |
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| 685 | _CollideNoPrimitiveTest(Tree->GetNodes()); |
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| 686 | } |
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| 687 | } |
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| 688 | |
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| 689 | // We only have a list of boxes so far |
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| 690 | if(GetContactStatus()) |
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| 691 | { |
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| 692 | // Reset contact status, since it currently only reflects collisions with leaf boxes |
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| 693 | Collider::InitQuery(); |
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| 694 | |
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| 695 | // Change dest container so that we can use built-in overlap tests and get collided primitives |
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| 696 | cache.TouchedPrimitives.Reset(); |
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| 697 | mTouchedPrimitives = &cache.TouchedPrimitives; |
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| 698 | |
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| 699 | // Read touched leaf boxes |
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| 700 | udword Nb = mTouchedBoxes.GetNbEntries(); |
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| 701 | const udword* Touched = mTouchedBoxes.GetEntries(); |
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| 702 | |
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| 703 | const LeafTriangles* LT = model.GetLeafTriangles(); |
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| 704 | const udword* Indices = model.GetIndices(); |
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| 705 | |
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| 706 | // Loop through touched leaves |
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| 707 | while(Nb--) |
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| 708 | { |
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| 709 | const LeafTriangles& CurrentLeaf = LT[*Touched++]; |
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| 710 | |
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| 711 | // Each leaf box has a set of triangles |
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| 712 | udword NbTris = CurrentLeaf.GetNbTriangles(); |
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| 713 | if(Indices) |
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| 714 | { |
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| 715 | const udword* T = &Indices[CurrentLeaf.GetTriangleIndex()]; |
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| 716 | |
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| 717 | // Loop through triangles and test each of them |
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| 718 | while(NbTris--) |
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| 719 | { |
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| 720 | udword TriangleIndex = *T++; |
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| 721 | SPHERE_PRIM(TriangleIndex, OPC_CONTACT) |
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| 722 | } |
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| 723 | } |
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| 724 | else |
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| 725 | { |
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| 726 | udword BaseIndex = CurrentLeaf.GetTriangleIndex(); |
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| 727 | |
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| 728 | // Loop through triangles and test each of them |
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| 729 | while(NbTris--) |
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| 730 | { |
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| 731 | udword TriangleIndex = BaseIndex++; |
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| 732 | SPHERE_PRIM(TriangleIndex, OPC_CONTACT) |
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| 733 | } |
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| 734 | } |
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| 735 | } |
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| 736 | } |
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| 737 | |
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| 738 | return true; |
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| 739 | } |
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