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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