File: OPC_Model.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
 *	OPCODE - Optimized Collision Detection
 *	Copyright (C) 2001 Pierre Terdiman
 *	Homepage: http://www.codercorner.com/Opcode.htm
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Contains code for OPCODE models.
 *	\file		OPC_Model.cpp
 *	\author		Pierre Terdiman
 *	\date		March, 20, 2001
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	The main collision wrapper, for all trees. Supported trees are:
 *	- Normal trees (2*N-1 nodes, full size)
 *	- No-leaf trees (N-1 nodes, full size)
 *	- Quantized trees (2*N-1 nodes, half size)
 *	- Quantized no-leaf trees (N-1 nodes, half size)
 *
 *	Usage:
 *
 *	1) Build an OPCODE_Model using a creation structure:
 *
 *	\code
 *		OPCODE_Model Sample;
 *
 *		OPCODECREATE OPCC;
 *		OPCC.NbTris		= ...;
 *		OPCC.NbVerts	= ...;
 *		OPCC.Tris		= ...;
 *		OPCC.Verts		= ...;
 *		OPCC.Rules		= ...;
 *		OPCC.NoLeaf		= ...;
 *		OPCC.Quantized	= ...;
 *		Sample.Build(OPCC);
 *	\endcode
 *
 *	2) Create a tree collider and setup it:
 *
 *	\code
 *		AABBTreeCollider TC;
 *		TC.SetFirstContact(...);
 *		TC.SetFullBoxBoxTest(...);
 *		TC.SetFullPrimBoxTest(...);
 *		TC.SetTemporalCoherence(...);
 *	\endcode
 *
 *	3) Setup object callbacks. Geometry & topology are NOT stored in the collision system,
 *	in order to save some ram. So, when the system needs them to perform accurate intersection
 *	tests, you're requested to provide the triangle-vertices corresponding to a given face index.
 *
 *	Ex:
 *
 *	\code
 *		static void ColCallback(udword triangleindex, VertexPointers& triangle, udword userdata)
 *		{
 *			// Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
 *			Mesh* MyMesh = (Mesh*)userdata;
 *			// Get correct triangle in the app-controlled database
 *			const Triangle* Tri = MyMesh->GetTriangle(triangleindex);
 *			// Setup pointers to vertices for the collision system
 *			triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
 *			triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
 *			triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
 *		}
 *
 *		// Setup callbacks
 *		TC.SetUserData0(udword(Mesh0));
 *		TC.SetUserData1(udword(Mesh1));
 *		TC.SetCallbackObj0(ColCallback);
 *		TC.SetCallbackObj1(ColCallback);
 *	\endcode
 *
 *	Of course, you should make this callback as fast as possible. And you're also not supposed
 *	to modify the geometry *after* the collision trees have been built. The alternative was to
 *	store the geometry & topology in the collision system as well (as in RAPID) but we have found
 *	this approach to waste a lot of ram in many cases.
 *
 *	4) Perform a collision query
 *
 *	\code
 *		// Setup cache
 *		static BVTCache ColCache;
 *		ColCache.Model0 = &Model0;
 *		ColCache.Model1 = &Model1;
 *
 *		// Collision query
 *		bool IsOk = TC.Collide(ColCache, World0, World1);
 *
 *		// Get collision status => if true, objects overlap
 *		bool Status = TC.GetContactStatus();
 *
 *		// Number of colliding pairs and list of pairs
 *		udword NbPairs = TC.GetNbPairs();
 *		Pair* p = TC.GetPairs()
 *	\endcode
 *
 *	5) Stats
 *
 *	\code
 *		Model0.GetUsedBytes()	= number of bytes used for this collision tree
 *		TC.GetNbBVBVTests()		= number of BV-BV overlap tests performed during last query
 *		TC.GetNbPrimPrimTests()	= number of Triangle-Triangle overlap tests performed during last query
 *		TC.GetNbBVPrimTests()	= number of Triangle-BV overlap tests performed during last query
 *	\endcode
 *
 *	\class		OPCODE_Model
 *	\author		Pierre Terdiman
 *	\version	1.0
 *	\date		March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Precompiled Header
#include "Stdafx.h"

using namespace Opcode;

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Constructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
OPCODE_Model::OPCODE_Model() : mSource(null), mTree(null), mNoLeaf(false), mQuantized(false)
{
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Destructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
OPCODE_Model::~OPCODE_Model()
{
	DELETESINGLE(mSource);
	DELETESINGLE(mTree);
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	A method to build a collision model.
 *	\param		create		[in] model creation structure
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool OPCODE_Model::Build(const OPCODECREATE& create)
{
	// 1) Checkings
	if(!create.NbTris || !create.Tris || !create.Verts)	return false;

	// In this lib, we only support complete trees
	if(!(create.Rules&SPLIT_COMPLETE))
	{
		SetIceError("OPCODE WARNING: supports complete trees only! Use SPLIT_COMPLETE.\n");
		return false;
	}

	// Check topology
	const Triangle* Tris = (const Triangle*)create.Tris;
	udword NbDegenerate = 0;
	for(udword i=0;i<create.NbTris;i++)
	{
		if(Tris[i].IsDegenerate())	NbDegenerate++;
	}
	if(NbDegenerate)	SetIceError("OPCODE WARNING: found degenerate faces in model! Collision might report wrong results!\n");

	// 2) Build a generic AABB Tree.
	mSource = new AABBTree;
	CHECKALLOC(mSource);

	// Setup a builder
	AABBTreeOfTrianglesBuilder TB;
	TB.mTriList			= Tris;
	TB.mVerts			= create.Verts;
	TB.mRules			= create.Rules;
	TB.mNbPrimitives	= create.NbTris;
	if(!mSource->Build(&TB))	return false;

	// 3) Create an optimized tree according to user-settings
	mNoLeaf		= create.NoLeaf;
	mQuantized	= create.Quantized;

	if(mNoLeaf)
	{
		if(mQuantized)	mTree = new AABBQuantizedNoLeafTree;
		else			mTree = new AABBNoLeafTree;
	}
	else
	{
		if(mQuantized)	mTree = new AABBQuantizedTree;
		else			mTree = new AABBCollisionTree;
	}
	CHECKALLOC(mTree);

	// Create optimized tree
	if(!mTree->Build(mSource))	return false;

	// Delete generic tree if needed
	if(!create.KeepOriginal)	DELETESINGLE(mSource);

	return true;
}

// END-OF-FILE