184 lines
5.2 KiB
C++
184 lines
5.2 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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* OPCODE - Optimized Collision Detection
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* Copyright (C) 2001 Pierre Terdiman
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* Homepage: http://www.codercorner.com/Opcode.htm
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Contains code to perform "picking".
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* \file OPC_Picking.cpp
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* \author Pierre Terdiman
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* \date March, 20, 2001
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Precompiled Header
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#include "Stdafx.h"
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using namespace Opcode;
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#ifdef OPC_RAYHIT_CALLBACK
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/*
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Possible RayCollider usages:
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- boolean query (shadow feeler)
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- closest hit
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- all hits
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- number of intersection (boolean)
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*/
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bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts)
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{
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struct Local
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{
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static void AllContacts(const CollisionFace& hit, void* user_data)
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{
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CollisionFaces* CF = (CollisionFaces*)user_data;
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CF->AddFace(hit);
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}
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};
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collider.SetFirstContact(false);
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collider.SetHitCallback(Local::AllContacts);
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collider.SetUserData(&contacts);
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return true;
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}
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bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact)
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{
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struct Local
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{
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static void ClosestContact(const CollisionFace& hit, void* user_data)
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{
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CollisionFace* CF = (CollisionFace*)user_data;
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if(hit.mDistance<CF->mDistance) *CF = hit;
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}
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};
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collider.SetFirstContact(false);
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collider.SetHitCallback(Local::ClosestContact);
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collider.SetUserData(&closest_contact);
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closest_contact.mDistance = MAX_FLOAT;
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return true;
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}
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bool Opcode::SetupShadowFeeler(RayCollider& collider)
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{
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collider.SetFirstContact(true);
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collider.SetHitCallback(null);
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return true;
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}
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bool Opcode::SetupInOutTest(RayCollider& collider)
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{
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collider.SetFirstContact(false);
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collider.SetHitCallback(null);
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// Results with collider.GetNbIntersections()
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return true;
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}
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bool Opcode::Picking(
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CollisionFace& picked_face,
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const Ray& world_ray, const Model& model, const Matrix4x4* world,
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float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data)
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{
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struct Local
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{
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struct CullData
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{
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CollisionFace* Closest;
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float MinLimit;
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CullModeCallback Callback;
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void* UserData;
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Point ViewPoint;
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const MeshInterface* IMesh;
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};
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// Called for each stabbed face
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static void RenderCullingCallback(const CollisionFace& hit, void* user_data)
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{
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CullData* Data = (CullData*)user_data;
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// Discard face if we already have a closer hit
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if(hit.mDistance>=Data->Closest->mDistance) return;
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// Discard face if hit point is smaller than min limit. This mainly happens when the face is in front
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// of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an
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// object that he may not even be able to see, which is very annoying.
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if(hit.mDistance<=Data->MinLimit) return;
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// This is the index of currently stabbed triangle.
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udword StabbedFaceIndex = hit.mFaceID;
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// We may keep it or not, depending on backface culling
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bool KeepIt = true;
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// Catch *render* cull mode for this face
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CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData);
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if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles
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{
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// Compute backface culling for current face
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VertexPointers VP;
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ConversionArea VC;
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Data->IMesh->GetTriangle(VP, StabbedFaceIndex, VC);
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if(VP.BackfaceCulling(Data->ViewPoint))
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{
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if(CM==CULLMODE_CW) KeepIt = false;
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}
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else
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{
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if(CM==CULLMODE_CCW) KeepIt = false;
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}
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}
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if(KeepIt) *Data->Closest = hit;
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}
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};
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RayCollider RC;
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RC.SetMaxDist(max_dist);
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RC.SetTemporalCoherence(false);
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RC.SetCulling(false); // We need all faces since some of them can be double-sided
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RC.SetFirstContact(false);
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RC.SetHitCallback(Local::RenderCullingCallback);
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picked_face.mFaceID = INVALID_ID;
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picked_face.mDistance = MAX_FLOAT;
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picked_face.mU = 0.0f;
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picked_face.mV = 0.0f;
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Local::CullData Data;
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Data.Closest = &picked_face;
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Data.MinLimit = min_dist;
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Data.Callback = callback;
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Data.UserData = user_data;
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Data.ViewPoint = view_point;
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Data.IMesh = model.GetMeshInterface();
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if(world)
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{
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// Get matrices
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Matrix4x4 InvWorld;
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InvertPRMatrix(InvWorld, *world);
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// Compute camera position in mesh space
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Data.ViewPoint *= InvWorld;
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}
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RC.SetUserData(&Data);
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if(RC.Collide(world_ray, model, world))
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{
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return picked_face.mFaceID!=INVALID_ID;
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}
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return false;
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}
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#endif
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