654 lines
25 KiB
C++
654 lines
25 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 for a planes collider.
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* \file OPC_PlanesCollider.cpp
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* \author Pierre Terdiman
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* \date January, 1st, 2002
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Contains a Planes-vs-tree collider.
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*
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* \class PlanesCollider
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* \author Pierre Terdiman
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* \version 1.3
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* \date January, 1st, 2002
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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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#include "OPC_PlanesAABBOverlap.h"
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#include "OPC_PlanesTriOverlap.h"
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#define SET_CONTACT(prim_index, flag) \
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/* Set contact status */ \
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mFlags |= flag; \
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mTouchedPrimitives->Add(udword(prim_index));
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//! Planes-triangle test
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#define PLANES_PRIM(prim_index, flag) \
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/* Request vertices from the app */ \
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mIMesh->GetTriangle(mVP, prim_index, mVC); \
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/* Perform triangle-box overlap test */ \
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if(PlanesTriOverlap(clip_mask)) \
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{ \
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SET_CONTACT(prim_index, flag) \
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Constructor.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PlanesCollider::PlanesCollider() :
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mNbPlanes (0),
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mPlanes (null)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Destructor.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PlanesCollider::~PlanesCollider()
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{
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DELETEARRAY(mPlanes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Validates current settings. You should call this method after all the settings and callbacks have been defined.
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* \return null if everything is ok, else a string describing the problem
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const char* PlanesCollider::ValidateSettings()
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{
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if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
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return VolumeCollider::ValidateSettings();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Generic collision query for generic OPCODE models. After the call, access the results:
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* - with GetContactStatus()
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* - with GetNbTouchedPrimitives()
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* - with GetTouchedPrimitives()
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*
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* \param cache [in/out] a planes cache
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* \param planes [in] list of planes in world space
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* \param nb_planes [in] number of planes
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* \param model [in] Opcode model to collide with
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* \param worldm [in] model's world matrix, or null
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* \return true if success
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* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool PlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const Model& model, const Matrix4x4* worldm)
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{
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// Checkings
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if(!Setup(&model)) return false;
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// Init collision query
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if(InitQuery(cache, planes, nb_planes, worldm)) return true;
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udword PlaneMask = (1<<nb_planes)-1;
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if(!model.HasLeafNodes())
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{
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if(model.IsQuantized())
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{
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const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree();
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// Setup dequantization coeffs
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mCenterCoeff = Tree->mCenterCoeff;
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mExtentsCoeff = Tree->mExtentsCoeff;
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// Perform collision query
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if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
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else _Collide(Tree->GetNodes(), PlaneMask);
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}
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else
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{
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const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
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// Perform collision query
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if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
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else _Collide(Tree->GetNodes(), PlaneMask);
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}
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}
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else
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{
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if(model.IsQuantized())
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{
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const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
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// Setup dequantization coeffs
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mCenterCoeff = Tree->mCenterCoeff;
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mExtentsCoeff = Tree->mExtentsCoeff;
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// Perform collision query
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if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
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else _Collide(Tree->GetNodes(), PlaneMask);
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}
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else
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{
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const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
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// Perform collision query
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if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
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else _Collide(Tree->GetNodes(), PlaneMask);
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}
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Initializes a collision query :
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* - reset stats & contact status
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* - compute planes in model space
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* - check temporal coherence
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*
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* \param cache [in/out] a planes cache
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* \param planes [in] list of planes
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* \param nb_planes [in] number of planes
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* \param worldm [in] model's world matrix, or null
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* \return TRUE if we can return immediately
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* \warning SCALE NOT SUPPORTED. The matrix must contain rotation & translation parts only.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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BOOL PlanesCollider::InitQuery(PlanesCache& cache, const Plane* planes, udword nb_planes, const Matrix4x4* worldm)
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{
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// 1) Call the base method
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VolumeCollider::InitQuery();
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// 2) Compute planes in model space
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if(nb_planes>mNbPlanes)
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{
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DELETEARRAY(mPlanes);
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mPlanes = new Plane[nb_planes];
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}
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mNbPlanes = nb_planes;
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if(worldm)
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{
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Matrix4x4 InvWorldM;
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InvertPRMatrix(InvWorldM, *worldm);
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// for(udword i=0;i<nb_planes;i++) mPlanes[i] = planes[i] * InvWorldM;
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for(udword i=0;i<nb_planes;i++) TransformPlane(mPlanes[i], planes[i], InvWorldM);
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}
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else CopyMemory(mPlanes, planes, nb_planes*sizeof(Plane));
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// 3) Setup destination pointer
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mTouchedPrimitives = &cache.TouchedPrimitives;
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// 4) Special case: 1-triangle meshes [Opcode 1.3]
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if(mCurrentModel && mCurrentModel->HasSingleNode())
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{
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if(!SkipPrimitiveTests())
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{
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// We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
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mTouchedPrimitives->Reset();
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// Perform overlap test between the unique triangle and the planes (and set contact status if needed)
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udword clip_mask = (1<<mNbPlanes)-1;
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PLANES_PRIM(udword(0), OPC_CONTACT)
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// Return immediately regardless of status
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return TRUE;
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}
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}
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// 4) Check temporal coherence:
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if(TemporalCoherenceEnabled())
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{
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// Here we use temporal coherence
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// => check results from previous frame before performing the collision query
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if(FirstContactEnabled())
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{
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// We're only interested in the first contact found => test the unique previously touched face
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if(mTouchedPrimitives->GetNbEntries())
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{
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// Get index of previously touched face = the first entry in the array
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udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0);
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// Then reset the array:
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// - if the overlap test below is successful, the index we'll get added back anyway
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// - if it isn't, then the array should be reset anyway for the normal query
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mTouchedPrimitives->Reset();
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// Perform overlap test between the cached triangle and the planes (and set contact status if needed)
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udword clip_mask = (1<<mNbPlanes)-1;
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PLANES_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT)
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// Return immediately if possible
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if(GetContactStatus()) return TRUE;
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}
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// else no face has been touched during previous query
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// => we'll have to perform a normal query
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}
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else mTouchedPrimitives->Reset();
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}
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else
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{
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// Here we don't use temporal coherence => do a normal query
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mTouchedPrimitives->Reset();
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}
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return FALSE;
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}
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#define TEST_CLIP_MASK \
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/* If the box is completely included, so are its children. We don't need to do extra tests, we */ \
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/* can immediately output a list of visible children. Those ones won't need to be clipped. */ \
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if(!OutClipMask) \
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{ \
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/* Set contact status */ \
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mFlags |= OPC_CONTACT; \
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_Dump(node); \
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return; \
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for normal AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_Collide(const AABBCollisionNode* node, udword clip_mask)
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{
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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->IsLeaf())
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{
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PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT)
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}
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else
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{
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_Collide(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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_Collide(node->GetNeg(), OutClipMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for normal AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node, udword clip_mask)
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{
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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->IsLeaf())
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{
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SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
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}
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else
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{
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_CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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_CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for quantized AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_Collide(const AABBQuantizedNode* node, udword clip_mask)
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{
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// Dequantize box
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const QuantizedAABB& Box = node->mAABB;
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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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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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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->IsLeaf())
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{
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PLANES_PRIM(node->GetPrimitive(), OPC_CONTACT)
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}
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else
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{
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_Collide(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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_Collide(node->GetNeg(), OutClipMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for quantized AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node, udword clip_mask)
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{
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// Dequantize box
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const QuantizedAABB& Box = node->mAABB;
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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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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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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->IsLeaf())
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{
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SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
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}
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else
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{
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_CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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_CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for no-leaf AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_Collide(const AABBNoLeafNode* node, udword clip_mask)
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{
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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
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else _Collide(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
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else _Collide(node->GetNeg(), OutClipMask);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for no-leaf AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node, udword clip_mask)
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{
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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
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else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
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else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for quantized no-leaf AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_Collide(const AABBQuantizedNoLeafNode* node, udword clip_mask)
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{
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// Dequantize box
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const QuantizedAABB& Box = node->mAABB;
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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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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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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
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TEST_CLIP_MASK
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// Else the box straddles one or several planes, so we need to recurse down the tree.
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if(node->HasPosLeaf()) { PLANES_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
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else _Collide(node->GetPos(), OutClipMask);
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if(ContactFound()) return;
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if(node->HasNegLeaf()) { PLANES_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
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else _Collide(node->GetNeg(), OutClipMask);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Recursive collision query for quantized no-leaf AABB trees.
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* \param node [in] current collision node
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void PlanesCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node, udword clip_mask)
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{
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// Dequantize box
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const QuantizedAABB& Box = node->mAABB;
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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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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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// Test the box against the planes. If the box is completely culled, so are its children, hence we exit.
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udword OutClipMask;
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if(!PlanesAABBOverlap(Center, Extents, OutClipMask, clip_mask)) return;
|
|
|
|
TEST_CLIP_MASK
|
|
|
|
// Else the box straddles one or several planes, so we need to recurse down the tree.
|
|
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
|
else _CollideNoPrimitiveTest(node->GetPos(), OutClipMask);
|
|
|
|
if(ContactFound()) return;
|
|
|
|
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
|
else _CollideNoPrimitiveTest(node->GetNeg(), OutClipMask);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* Constructor.
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
HybridPlanesCollider::HybridPlanesCollider()
|
|
{
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* Destructor.
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
HybridPlanesCollider::~HybridPlanesCollider()
|
|
{
|
|
}
|
|
|
|
bool HybridPlanesCollider::Collide(PlanesCache& cache, const Plane* planes, udword nb_planes, const HybridModel& model, const Matrix4x4* worldm)
|
|
{
|
|
// We don't want primitive tests here!
|
|
mFlags |= OPC_NO_PRIMITIVE_TESTS;
|
|
|
|
// Checkings
|
|
if(!Setup(&model)) return false;
|
|
|
|
// Init collision query
|
|
if(InitQuery(cache, planes, nb_planes, worldm)) return true;
|
|
|
|
// Special case for 1-leaf trees
|
|
if(mCurrentModel && mCurrentModel->HasSingleNode())
|
|
{
|
|
// Here we're supposed to perform a normal query, except our tree has a single node, i.e. just a few triangles
|
|
udword Nb = mIMesh->GetNbTriangles();
|
|
|
|
// Loop through all triangles
|
|
udword clip_mask = (1<<mNbPlanes)-1;
|
|
for(udword i=0;i<Nb;i++)
|
|
{
|
|
PLANES_PRIM(i, OPC_CONTACT)
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Override destination array since we're only going to get leaf boxes here
|
|
mTouchedBoxes.Reset();
|
|
mTouchedPrimitives = &mTouchedBoxes;
|
|
|
|
udword PlaneMask = (1<<nb_planes)-1;
|
|
|
|
// Now, do the actual query against leaf boxes
|
|
if(!model.HasLeafNodes())
|
|
{
|
|
if(model.IsQuantized())
|
|
{
|
|
const AABBQuantizedNoLeafTree* Tree = (const AABBQuantizedNoLeafTree*)model.GetTree();
|
|
|
|
// Setup dequantization coeffs
|
|
mCenterCoeff = Tree->mCenterCoeff;
|
|
mExtentsCoeff = Tree->mExtentsCoeff;
|
|
|
|
// Perform collision query - we don't want primitive tests here!
|
|
_CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
|
|
}
|
|
else
|
|
{
|
|
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
|
|
|
// Perform collision query - we don't want primitive tests here!
|
|
_CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(model.IsQuantized())
|
|
{
|
|
const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
|
|
|
|
// Setup dequantization coeffs
|
|
mCenterCoeff = Tree->mCenterCoeff;
|
|
mExtentsCoeff = Tree->mExtentsCoeff;
|
|
|
|
// Perform collision query - we don't want primitive tests here!
|
|
_CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
|
|
}
|
|
else
|
|
{
|
|
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
|
|
|
// Perform collision query - we don't want primitive tests here!
|
|
_CollideNoPrimitiveTest(Tree->GetNodes(), PlaneMask);
|
|
}
|
|
}
|
|
|
|
// We only have a list of boxes so far
|
|
if(GetContactStatus())
|
|
{
|
|
// Reset contact status, since it currently only reflects collisions with leaf boxes
|
|
Collider::InitQuery();
|
|
|
|
// Change dest container so that we can use built-in overlap tests and get collided primitives
|
|
cache.TouchedPrimitives.Reset();
|
|
mTouchedPrimitives = &cache.TouchedPrimitives;
|
|
|
|
// Read touched leaf boxes
|
|
udword Nb = mTouchedBoxes.GetNbEntries();
|
|
const udword* Touched = mTouchedBoxes.GetEntries();
|
|
|
|
const LeafTriangles* LT = model.GetLeafTriangles();
|
|
const udword* Indices = model.GetIndices();
|
|
|
|
// Loop through touched leaves
|
|
udword clip_mask = (1<<mNbPlanes)-1;
|
|
while(Nb--)
|
|
{
|
|
const LeafTriangles& CurrentLeaf = LT[*Touched++];
|
|
|
|
// Each leaf box has a set of triangles
|
|
udword NbTris = CurrentLeaf.GetNbTriangles();
|
|
if(Indices)
|
|
{
|
|
const udword* T = &Indices[CurrentLeaf.GetTriangleIndex()];
|
|
|
|
// Loop through triangles and test each of them
|
|
while(NbTris--)
|
|
{
|
|
udword TriangleIndex = *T++;
|
|
PLANES_PRIM(TriangleIndex, OPC_CONTACT)
|
|
}
|
|
}
|
|
else
|
|
{
|
|
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
|
|
|
// Loop through triangles and test each of them
|
|
while(NbTris--)
|
|
{
|
|
udword TriangleIndex = BaseIndex++;
|
|
PLANES_PRIM(TriangleIndex, OPC_CONTACT)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|