1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* OPCODE - Optimized Collision Detection
* Copyright (C) 2001 Pierre Terdiman
* Homepage: http://www.codercorner.com/Opcode.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains code for a tree collider.
* \file OPC_TreeCollider.cpp
* \author Pierre Terdiman
* \date March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains an AABB tree collider.
* This class performs a collision test between two AABB trees.
*
* \class AABBTreeCollider
* \author Pierre Terdiman
* \version 1.3
* \date March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Precompiled Header
#include "Stdafx.h"
using namespace Opcode;
#include "OPC_BoxBoxOverlap.h"
#include "OPC_TriBoxOverlap.h"
#include "OPC_TriTriOverlap.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Constructor.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBTreeCollider::AABBTreeCollider() :
mIMesh0 (null),
mIMesh1 (null),
mNbBVBVTests (0),
mNbPrimPrimTests (0),
mNbBVPrimTests (0),
mFullBoxBoxTest (true),
mFullPrimBoxTest (true)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Destructor.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBTreeCollider::~AABBTreeCollider()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Validates current settings. You should call this method after all the settings and callbacks have been defined.
* \return null if everything is ok, else a string describing the problem
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const char* AABBTreeCollider::ValidateSettings()
{
if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
return null;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Generic collision query for generic OPCODE models. After the call, access the results with:
* - GetContactStatus()
* - GetNbPairs()
* - GetPairs()
*
* \param cache [in] collision cache for model pointers and a colliding pair of primitives
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::Collide(BVTCache& cache, const Matrix4x4* world0, const Matrix4x4* world1)
{
// Checkings
if(!cache.Model0 || !cache.Model1) return false;
if(cache.Model0->HasLeafNodes()!=cache.Model1->HasLeafNodes()) return false;
if(cache.Model0->IsQuantized()!=cache.Model1->IsQuantized()) return false;
/*
Rules:
- perform hull test
- when hulls collide, disable hull test
- if meshes overlap, reset countdown
- if countdown reaches 0, enable hull test
*/
#ifdef __MESHMERIZER_H__
// Handle hulls
if(cache.HullTest)
{
if(cache.Model0->GetHull() && cache.Model1->GetHull())
{
struct Local
{
static Point* SVCallback(const Point& sv, udword& previndex, udword user_data)
{
CollisionHull* Hull = (CollisionHull*)user_data;
previndex = Hull->ComputeSupportingVertex(sv, previndex);
return (Point*)&Hull->GetVerts()[previndex];
}
};
bool Collide;
if(0)
{
static GJKEngine GJK; -- not thread safe, store in ThreadLocalData
static bool GJKInitDone=false; -- not thread safe, to be removed
if(!GJKInitDone)
{
GJK.Enable(GJK_BACKUP_PROCEDURE);
GJK.Enable(GJK_DEGENERATE);
GJK.Enable(GJK_HILLCLIMBING);
GJKInitDone = true;
}
GJK.SetCallbackObj0(Local::SVCallback);
GJK.SetCallbackObj1(Local::SVCallback);
GJK.SetUserData0(udword(cache.Model0->GetHull()));
GJK.SetUserData1(udword(cache.Model1->GetHull()));
Collide = GJK.Collide(*world0, *world1, &cache.SepVector);
}
else
{
static SVEngine SVE; -- not thread safe, store in ThreadLocalData
SVE.SetCallbackObj0(Local::SVCallback);
SVE.SetCallbackObj1(Local::SVCallback);
SVE.SetUserData0(udword(cache.Model0->GetHull()));
SVE.SetUserData1(udword(cache.Model1->GetHull()));
Collide = SVE.Collide(*world0, *world1, &cache.SepVector);
}
if(!Collide)
{
// Reset stats & contact status
mFlags &= ~OPC_CONTACT;
mNbBVBVTests = 0;
mNbPrimPrimTests = 0;
mNbBVPrimTests = 0;
mPairs.Reset();
return true;
}
}
}
// Here, hulls collide
cache.HullTest = false;
#endif // __MESHMERIZER_H__
// Checkings
if(!Setup(cache.Model0->GetMeshInterface(), cache.Model1->GetMeshInterface())) return false;
// Simple double-dispatch
bool Status;
if(!cache.Model0->HasLeafNodes())
{
if(cache.Model0->IsQuantized())
{
const AABBQuantizedNoLeafTree* T0 = static_cast<const AABBQuantizedNoLeafTree *>(cache.Model0->GetTree());
const AABBQuantizedNoLeafTree* T1 = static_cast<const AABBQuantizedNoLeafTree *>(cache.Model1->GetTree());
Status = Collide(T0, T1, world0, world1, &cache);
}
else
{
const AABBNoLeafTree* T0 = static_cast<const AABBNoLeafTree *>(cache.Model0->GetTree());
const AABBNoLeafTree* T1 = static_cast<const AABBNoLeafTree *>(cache.Model1->GetTree());
Status = Collide(T0, T1, world0, world1, &cache);
}
}
else
{
if(cache.Model0->IsQuantized())
{
const AABBQuantizedTree* T0 = static_cast<const AABBQuantizedTree *>(cache.Model0->GetTree());
const AABBQuantizedTree* T1 = static_cast<const AABBQuantizedTree *>(cache.Model1->GetTree());
Status = Collide(T0, T1, world0, world1, &cache);
}
else
{
const AABBCollisionTree* T0 = static_cast<const AABBCollisionTree *>(cache.Model0->GetTree());
const AABBCollisionTree* T1 = static_cast<const AABBCollisionTree *>(cache.Model1->GetTree());
Status = Collide(T0, T1, world0, world1, &cache);
}
}
#ifdef __MESHMERIZER_H__
if(Status)
{
// Reset counter as long as overlap occurs
if(GetContactStatus()) cache.ResetCountDown();
// Enable hull test again when counter reaches zero
cache.CountDown--;
if(!cache.CountDown)
{
cache.ResetCountDown();
cache.HullTest = true;
}
}
#endif
return Status;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Initializes a collision query :
* - reset stats & contact status
* - setup matrices
*
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::InitQuery(const Matrix4x4* world0, const Matrix4x4* world1)
{
// Reset stats & contact status
Collider::InitQuery();
mNbBVBVTests = 0;
mNbPrimPrimTests = 0;
mNbBVPrimTests = 0;
mPairs.Reset();
// Setup matrices
Matrix4x4 InvWorld0, InvWorld1;
if(world0) InvertPRMatrix(InvWorld0, *world0);
else InvWorld0.Identity();
if(world1) InvertPRMatrix(InvWorld1, *world1);
else InvWorld1.Identity();
Matrix4x4 World0to1 = world0 ? (*world0 * InvWorld1) : InvWorld1;
Matrix4x4 World1to0 = world1 ? (*world1 * InvWorld0) : InvWorld0;
mR0to1 = World0to1; World0to1.GetTrans(mT0to1);
mR1to0 = World1to0; World1to0.GetTrans(mT1to0);
// Precompute absolute 1-to-0 rotation matrix
for(udword i=0;i<3;i++)
{
for(udword j=0;j<3;j++)
{
// Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
mAR.m[i][j] = 1e-6f + fabsf(mR1to0.m[i][j]);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Takes advantage of temporal coherence.
* \param cache [in] cache for a pair of previously colliding primitives
* \return true if we can return immediately
* \warning only works for "First Contact" mode
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::CheckTemporalCoherence(Pair* cache)
{
// Checkings
if(!cache) return false;
// Test previously colliding primitives first
if(TemporalCoherenceEnabled() && FirstContactEnabled())
{
PrimTest(cache->id0, cache->id1);
if(GetContactStatus()) return true;
}
return false;
}
#define UPDATE_CACHE \
if(cache && GetContactStatus()) \
{ \
cache->id0 = mPairs.GetEntry(0); \
cache->id1 = mPairs.GetEntry(1); \
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Collision query for normal AABB trees.
* \param tree0 [in] AABB tree from first object
* \param tree1 [in] AABB tree from second object
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \param cache [in/out] cache for a pair of previously colliding primitives
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
{
// Init collision query
InitQuery(world0, world1);
// Check previous state
if(CheckTemporalCoherence(cache)) return true;
// Perform collision query
_Collide(tree0->GetNodes(), tree1->GetNodes());
UPDATE_CACHE
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Collision query for no-leaf AABB trees.
* \param tree0 [in] AABB tree from first object
* \param tree1 [in] AABB tree from second object
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \param cache [in/out] cache for a pair of previously colliding primitives
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
{
// Init collision query
InitQuery(world0, world1);
// Check previous state
if(CheckTemporalCoherence(cache)) return true;
// Perform collision query
_Collide(tree0->GetNodes(), tree1->GetNodes());
UPDATE_CACHE
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Collision query for quantized AABB trees.
* \param tree0 [in] AABB tree from first object
* \param tree1 [in] AABB tree from second object
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \param cache [in/out] cache for a pair of previously colliding primitives
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
{
// Init collision query
InitQuery(world0, world1);
// Check previous state
if(CheckTemporalCoherence(cache)) return true;
// Setup dequantization coeffs
mCenterCoeff0 = tree0->mCenterCoeff;
mExtentsCoeff0 = tree0->mExtentsCoeff;
mCenterCoeff1 = tree1->mCenterCoeff;
mExtentsCoeff1 = tree1->mExtentsCoeff;
// Dequantize box A
const AABBQuantizedNode* N0 = tree0->GetNodes();
const Point a(float(N0->mAABB.mExtents[0]) * mExtentsCoeff0.x, float(N0->mAABB.mExtents[1]) * mExtentsCoeff0.y, float(N0->mAABB.mExtents[2]) * mExtentsCoeff0.z);
const Point Pa(float(N0->mAABB.mCenter[0]) * mCenterCoeff0.x, float(N0->mAABB.mCenter[1]) * mCenterCoeff0.y, float(N0->mAABB.mCenter[2]) * mCenterCoeff0.z);
// Dequantize box B
const AABBQuantizedNode* N1 = tree1->GetNodes();
const Point b(float(N1->mAABB.mExtents[0]) * mExtentsCoeff1.x, float(N1->mAABB.mExtents[1]) * mExtentsCoeff1.y, float(N1->mAABB.mExtents[2]) * mExtentsCoeff1.z);
const Point Pb(float(N1->mAABB.mCenter[0]) * mCenterCoeff1.x, float(N1->mAABB.mCenter[1]) * mCenterCoeff1.y, float(N1->mAABB.mCenter[2]) * mCenterCoeff1.z);
// Perform collision query
_Collide(N0, N1, a, Pa, b, Pb);
UPDATE_CACHE
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Collision query for quantized no-leaf AABB trees.
* \param tree0 [in] AABB tree from first object
* \param tree1 [in] AABB tree from second object
* \param world0 [in] world matrix for first object
* \param world1 [in] world matrix for second object
* \param cache [in/out] cache for a pair of previously colliding primitives
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBTreeCollider::Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0, const Matrix4x4* world1, Pair* cache)
{
// Init collision query
InitQuery(world0, world1);
// Check previous state
if(CheckTemporalCoherence(cache)) return true;
// Setup dequantization coeffs
mCenterCoeff0 = tree0->mCenterCoeff;
mExtentsCoeff0 = tree0->mExtentsCoeff;
mCenterCoeff1 = tree1->mCenterCoeff;
mExtentsCoeff1 = tree1->mExtentsCoeff;
// Perform collision query
_Collide(tree0->GetNodes(), tree1->GetNodes());
UPDATE_CACHE
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Standard trees
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The normal AABB tree can use 2 different descent rules (with different performances)
//#define ORIGINAL_CODE //!< UNC-like descent rules
#define ALTERNATIVE_CODE //!< Alternative descent rules
#ifdef ORIGINAL_CODE
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision query for normal AABB trees.
* \param b0 [in] collision node from first tree
* \param b1 [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
{
// Perform BV-BV overlap test
if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter)) return;
if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
{
_Collide(b0->GetNeg(), b1);
if(ContactFound()) return;
_Collide(b0->GetPos(), b1);
}
else
{
_Collide(b0, b1->GetNeg());
if(ContactFound()) return;
_Collide(b0, b1->GetPos());
}
}
#endif
#ifdef ALTERNATIVE_CODE
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision query for normal AABB trees.
* \param b0 [in] collision node from first tree
* \param b1 [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1)
{
// Perform BV-BV overlap test
if(!BoxBoxOverlap(b0->mAABB.mExtents, b0->mAABB.mCenter, b1->mAABB.mExtents, b1->mAABB.mCenter))
{
return;
}
if(b0->IsLeaf())
{
if(b1->IsLeaf())
{
PrimTest(b0->GetPrimitive(), b1->GetPrimitive());
}
else
{
_Collide(b0, b1->GetNeg());
if(ContactFound()) return;
_Collide(b0, b1->GetPos());
}
}
else if(b1->IsLeaf())
{
_Collide(b0->GetNeg(), b1);
if(ContactFound()) return;
_Collide(b0->GetPos(), b1);
}
else
{
_Collide(b0->GetNeg(), b1->GetNeg());
if(ContactFound()) return;
_Collide(b0->GetNeg(), b1->GetPos());
if(ContactFound()) return;
_Collide(b0->GetPos(), b1->GetNeg());
if(ContactFound()) return;
_Collide(b0->GetPos(), b1->GetPos());
}
}
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// No-leaf trees
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Leaf-leaf test for two primitive indices.
* \param id0 [in] index from first leaf-triangle
* \param id1 [in] index from second leaf-triangle
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::PrimTest(udword id0, udword id1)
{
// Request vertices from the app
VertexPointers VP0;
VertexPointers VP1;
ConversionArea VC0;
ConversionArea VC1;
mIMesh0->GetTriangle(VP0, id0, VC0);
mIMesh1->GetTriangle(VP1, id1, VC1);
// Transform from space 1 to space 0
Point u0,u1,u2;
TransformPoint(u0, *VP1.Vertex[0], mR1to0, mT1to0);
TransformPoint(u1, *VP1.Vertex[1], mR1to0, mT1to0);
TransformPoint(u2, *VP1.Vertex[2], mR1to0, mT1to0);
// Perform triangle-triangle overlap test
if(TriTriOverlap(*VP0.Vertex[0], *VP0.Vertex[1], *VP0.Vertex[2], u0, u1, u2))
{
// Keep track of colliding pairs
mPairs.Add(id0).Add(id1);
// Set contact status
mFlags |= OPC_CONTACT;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Leaf-leaf test for a previously fetched triangle from tree A (in B's space) and a new leaf from B.
* \param id1 [in] leaf-triangle index from tree B
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void AABBTreeCollider::PrimTestTriIndex(udword id1)
{
// Request vertices from the app
VertexPointers VP;
ConversionArea VC;
mIMesh1->GetTriangle(VP, id1, VC);
// Perform triangle-triangle overlap test
if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
{
// Keep track of colliding pairs
mPairs.Add(mLeafIndex).Add(id1);
// Set contact status
mFlags |= OPC_CONTACT;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Leaf-leaf test for a previously fetched triangle from tree B (in A's space) and a new leaf from A.
* \param id0 [in] leaf-triangle index from tree A
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void AABBTreeCollider::PrimTestIndexTri(udword id0)
{
// Request vertices from the app
VertexPointers VP;
ConversionArea VC;
mIMesh0->GetTriangle(VP, id0, VC);
// Perform triangle-triangle overlap test
if(TriTriOverlap(mLeafVerts[0], mLeafVerts[1], mLeafVerts[2], *VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2]))
{
// Keep track of colliding pairs
mPairs.Add(id0).Add(mLeafIndex);
// Set contact status
mFlags |= OPC_CONTACT;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision of a leaf node from A and a branch from B.
* \param b [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_CollideTriBox(const AABBNoLeafNode* b)
{
// Perform triangle-box overlap test
if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
// Keep same triangle, deal with first child
if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
// Keep same triangle, deal with second child
if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision of a leaf node from B and a branch from A.
* \param b [in] collision node from first tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_CollideBoxTri(const AABBNoLeafNode* b)
{
// Perform triangle-box overlap test
if(!TriBoxOverlap(b->mAABB.mCenter, b->mAABB.mExtents)) return;
// Keep same triangle, deal with first child
if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
else _CollideBoxTri(b->GetPos());
if(ContactFound()) return;
// Keep same triangle, deal with second child
if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
else _CollideBoxTri(b->GetNeg());
}
//! Request triangle vertices from the app and transform them
#define FETCH_LEAF(prim_index, imesh, rot, trans) \
mLeafIndex = prim_index; \
/* Request vertices from the app */ \
VertexPointers VP; ConversionArea VC; imesh->GetTriangle(VP, prim_index, VC); \
/* Transform them in a common space */ \
TransformPoint(mLeafVerts[0], *VP.Vertex[0], rot, trans); \
TransformPoint(mLeafVerts[1], *VP.Vertex[1], rot, trans); \
TransformPoint(mLeafVerts[2], *VP.Vertex[2], rot, trans);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision query for no-leaf AABB trees.
* \param a [in] collision node from first tree
* \param b [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b)
{
// Perform BV-BV overlap test
if(!BoxBoxOverlap(a->mAABB.mExtents, a->mAABB.mCenter, b->mAABB.mExtents, b->mAABB.mCenter)) return;
// Catch leaf status
BOOL BHasPosLeaf = b->HasPosLeaf();
BOOL BHasNegLeaf = b->HasNegLeaf();
if(a->HasPosLeaf())
{
FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
else
{
if(BHasPosLeaf)
{
FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetPos());
}
else _Collide(a->GetPos(), b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf)
{
FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetPos());
}
else _Collide(a->GetPos(), b->GetNeg());
}
if(ContactFound()) return;
if(a->HasNegLeaf())
{
FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
else
{
if(BHasPosLeaf)
{
// ### That leaf has possibly already been fetched
FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetNeg());
}
else _Collide(a->GetNeg(), b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf)
{
// ### That leaf has possibly already been fetched
FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetNeg());
}
else _Collide(a->GetNeg(), b->GetNeg());
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Quantized trees
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision query for quantized AABB trees.
* \param b0 [in] collision node from first tree
* \param b1 [in] collision node from second tree
* \param a [in] extent from box A
* \param Pa [in] center from box A
* \param b [in] extent from box B
* \param Pb [in] center from box B
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const Point& a, const Point& Pa, const Point& b, const Point& Pb)
{
// Perform BV-BV overlap test
if(!BoxBoxOverlap(a, Pa, b, Pb)) return;
if(b0->IsLeaf() && b1->IsLeaf()) { PrimTest(b0->GetPrimitive(), b1->GetPrimitive()); return; }
if(b1->IsLeaf() || (!b0->IsLeaf() && (b0->GetSize() > b1->GetSize())))
{
// Dequantize box
const QuantizedAABB* Box = &b0->GetNeg()->mAABB;
const Point negPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
const Point nega(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
_Collide(b0->GetNeg(), b1, nega, negPa, b, Pb);
if(ContactFound()) return;
// Dequantize box
Box = &b0->GetPos()->mAABB;
const Point posPa(float(Box->mCenter[0]) * mCenterCoeff0.x, float(Box->mCenter[1]) * mCenterCoeff0.y, float(Box->mCenter[2]) * mCenterCoeff0.z);
const Point posa(float(Box->mExtents[0]) * mExtentsCoeff0.x, float(Box->mExtents[1]) * mExtentsCoeff0.y, float(Box->mExtents[2]) * mExtentsCoeff0.z);
_Collide(b0->GetPos(), b1, posa, posPa, b, Pb);
}
else
{
// Dequantize box
const QuantizedAABB* Box = &b1->GetNeg()->mAABB;
const Point negPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
const Point negb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
_Collide(b0, b1->GetNeg(), a, Pa, negb, negPb);
if(ContactFound()) return;
// Dequantize box
Box = &b1->GetPos()->mAABB;
const Point posPb(float(Box->mCenter[0]) * mCenterCoeff1.x, float(Box->mCenter[1]) * mCenterCoeff1.y, float(Box->mCenter[2]) * mCenterCoeff1.z);
const Point posb(float(Box->mExtents[0]) * mExtentsCoeff1.x, float(Box->mExtents[1]) * mExtentsCoeff1.y, float(Box->mExtents[2]) * mExtentsCoeff1.z);
_Collide(b0, b1->GetPos(), a, Pa, posb, posPb);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Quantized no-leaf trees
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision of a leaf node from A and a quantized branch from B.
* \param leaf [in] leaf triangle from first tree
* \param b [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_CollideTriBox(const AABBQuantizedNoLeafNode* b)
{
// Dequantize box
const QuantizedAABB* bb = &b->mAABB;
const Point Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
const Point eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
// Perform triangle-box overlap test
if(!TriBoxOverlap(Pb, eb)) return;
if(b->HasPosLeaf()) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
if(b->HasNegLeaf()) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision of a leaf node from B and a quantized branch from A.
* \param b [in] collision node from first tree
* \param leaf [in] leaf triangle from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_CollideBoxTri(const AABBQuantizedNoLeafNode* b)
{
// Dequantize box
const QuantizedAABB* bb = &b->mAABB;
const Point Pa(float(bb->mCenter[0]) * mCenterCoeff0.x, float(bb->mCenter[1]) * mCenterCoeff0.y, float(bb->mCenter[2]) * mCenterCoeff0.z);
const Point ea(float(bb->mExtents[0]) * mExtentsCoeff0.x, float(bb->mExtents[1]) * mExtentsCoeff0.y, float(bb->mExtents[2]) * mExtentsCoeff0.z);
// Perform triangle-box overlap test
if(!TriBoxOverlap(Pa, ea)) return;
if(b->HasPosLeaf()) PrimTestIndexTri(b->GetPosPrimitive());
else _CollideBoxTri(b->GetPos());
if(ContactFound()) return;
if(b->HasNegLeaf()) PrimTestIndexTri(b->GetNegPrimitive());
else _CollideBoxTri(b->GetNeg());
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Recursive collision query for quantized no-leaf AABB trees.
* \param a [in] collision node from first tree
* \param b [in] collision node from second tree
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AABBTreeCollider::_Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b)
{
// Dequantize box A
const QuantizedAABB* ab = &a->mAABB;
const Point Pa(float(ab->mCenter[0]) * mCenterCoeff0.x, float(ab->mCenter[1]) * mCenterCoeff0.y, float(ab->mCenter[2]) * mCenterCoeff0.z);
const Point ea(float(ab->mExtents[0]) * mExtentsCoeff0.x, float(ab->mExtents[1]) * mExtentsCoeff0.y, float(ab->mExtents[2]) * mExtentsCoeff0.z);
// Dequantize box B
const QuantizedAABB* bb = &b->mAABB;
const Point Pb(float(bb->mCenter[0]) * mCenterCoeff1.x, float(bb->mCenter[1]) * mCenterCoeff1.y, float(bb->mCenter[2]) * mCenterCoeff1.z);
const Point eb(float(bb->mExtents[0]) * mExtentsCoeff1.x, float(bb->mExtents[1]) * mExtentsCoeff1.y, float(bb->mExtents[2]) * mExtentsCoeff1.z);
// Perform BV-BV overlap test
if(!BoxBoxOverlap(ea, Pa, eb, Pb)) return;
// Catch leaf status
BOOL BHasPosLeaf = b->HasPosLeaf();
BOOL BHasNegLeaf = b->HasNegLeaf();
if(a->HasPosLeaf())
{
FETCH_LEAF(a->GetPosPrimitive(), mIMesh0, mR0to1, mT0to1)
if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
else
{
if(BHasPosLeaf)
{
FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetPos());
}
else _Collide(a->GetPos(), b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf)
{
FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetPos());
}
else _Collide(a->GetPos(), b->GetNeg());
}
if(ContactFound()) return;
if(a->HasNegLeaf())
{
FETCH_LEAF(a->GetNegPrimitive(), mIMesh0, mR0to1, mT0to1)
if(BHasPosLeaf) PrimTestTriIndex(b->GetPosPrimitive());
else _CollideTriBox(b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf) PrimTestTriIndex(b->GetNegPrimitive());
else _CollideTriBox(b->GetNeg());
}
else
{
if(BHasPosLeaf)
{
// ### That leaf has possibly already been fetched
FETCH_LEAF(b->GetPosPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetNeg());
}
else _Collide(a->GetNeg(), b->GetPos());
if(ContactFound()) return;
if(BHasNegLeaf)
{
// ### That leaf has possibly already been fetched
FETCH_LEAF(b->GetNegPrimitive(), mIMesh1, mR1to0, mT1to0)
_CollideBoxTri(a->GetNeg());
}
else _Collide(a->GetNeg(), b->GetNeg());
}
}
|