304 lines
14 KiB
C++
304 lines
14 KiB
C++
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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 a mesh interface.
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* \file OPC_MeshInterface.cpp
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* \author Pierre Terdiman
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* \date November, 27, 2002
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have
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* to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled
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* the alternative.
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*
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* \class VertexPointers
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* \author Pierre Terdiman
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* \version 1.3
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* \date March, 20, 2001
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we
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* try to support most of them.
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*
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* Basically you have two options:
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* - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h.
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* - else pointers.
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*
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* If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined.
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*
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*
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* CALLBACKS:
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*
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* Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give
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* access to three vertices at the end of the day. It's up to you to fetch them from your database, using
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* whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16
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* or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is
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* called each time OPCODE needs access to a particular triangle, so there might be a slight overhead.
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*
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* To make things clear: geometry & topology are NOT stored in the collision system,
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* in order to save some ram. So, when the system needs them to perform accurate intersection
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* tests, you're requested to provide the triangle-vertices corresponding to a given face index.
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*
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* Ex:
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*
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* \code
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* static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data)
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* {
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* // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
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* Mesh* MyMesh = (Mesh*)user_data;
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* // Get correct triangle in the app-controlled database
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* const Triangle* Tri = MyMesh->GetTriangle(triangle_index);
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* // Setup pointers to vertices for the collision system
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* triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
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* triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
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* triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
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* }
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*
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* // Setup callbacks
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* MeshInterface0->SetCallback(ColCallback, udword(Mesh0));
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* MeshInterface1->SetCallback(ColCallback, udword(Mesh1));
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* \endcode
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*
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* Of course, you should make this callback as fast as possible. And you're also not supposed
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* to modify the geometry *after* the collision trees have been built. The alternative was to
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* store the geometry & topology in the collision system as well (as in RAPID) but we have found
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* this approach to waste a lot of ram in many cases.
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*
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*
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* POINTERS:
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*
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* If you're internally using the following canonical structures:
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* - a vertex made of three 32-bits floating point values
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* - a triangle made of three 32-bits integer vertex references
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* ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly
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* use provided pointers to access the topology and geometry, without using a callback. It might be faster,
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* but probably not as safe. Pointers have been introduced in OPCODE 1.2.
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*
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* Ex:
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*
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* \code
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* // Setup pointers
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* MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts());
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* MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts());
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* \endcode
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*
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*
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* STRIDES:
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*
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* If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates
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* (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE
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* doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase
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* cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers !
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*
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*
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* In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so
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* choose what's best for your application. All of this has been wrapped into this MeshInterface.
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*
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* \class MeshInterface
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* \author Pierre Terdiman
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* \version 1.3
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* \date November, 27, 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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Point MeshInterface::VertexCache[3];
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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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MeshInterface::MeshInterface() :
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#ifdef OPC_USE_CALLBACKS
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mUserData (null),
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mObjCallback (null),
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#else
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mTris (null),
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mVerts (null),
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#ifdef OPC_USE_STRIDE
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mTriStride (sizeof(IndexedTriangle)),
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mVertexStride (sizeof(Point)),
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#endif
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#endif
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mNbTris (0),
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mNbVerts (0),
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Single(true)
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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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MeshInterface::~MeshInterface()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Checks the mesh interface is valid, i.e. things have been setup correctly.
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* \return true if valid
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool MeshInterface::IsValid() const
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{
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if(!mNbTris || !mNbVerts) return false;
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#ifdef OPC_USE_CALLBACKS
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if(!mObjCallback) return false;
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#else
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if(!mTris || !mVerts) return false;
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#endif
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Checks the mesh itself is valid.
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* Currently we only look for degenerate faces.
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* \return number of degenerate faces
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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udword MeshInterface::CheckTopology() const
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{
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// Check topology. If the model contains degenerate faces, collision report can be wrong in some cases.
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// e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner
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// you can try this: www.codercorner.com/Consolidation.zip
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udword NbDegenerate = 0;
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VertexPointers VP;
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// Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for
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// redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides).
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for(udword i=0;i<mNbTris;i++)
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{
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GetTriangle(VP, i);
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if( (VP.Vertex[0]==VP.Vertex[1])
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|| (VP.Vertex[1]==VP.Vertex[2])
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|| (VP.Vertex[2]==VP.Vertex[0])) NbDegenerate++;
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}
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return NbDegenerate;
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}
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#ifdef OPC_USE_CALLBACKS
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
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* \param callback [in] user-defined callback
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* \param user_data [in] user-defined data
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool MeshInterface::SetCallback(RequestCallback callback, void* user_data)
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{
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if(!callback) return SetIceError("MeshInterface::SetCallback: callback pointer is null");
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mObjCallback = callback;
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mUserData = user_data;
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return true;
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}
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#else
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
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* \param tris [in] pointer to triangles
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* \param verts [in] pointer to vertices
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool MeshInterface::SetPointers(const IndexedTriangle* tris, const Point* verts)
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{
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if(!tris || !verts) return SetIceError("MeshInterface::SetPointers: pointer is null", null);
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mTris = tris;
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mVerts = verts;
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return true;
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}
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#ifdef OPC_USE_STRIDE
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Strides control
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* \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
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* \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool MeshInterface::SetStrides(udword tri_stride, udword vertex_stride)
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{
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if(tri_stride<sizeof(IndexedTriangle)) return SetIceError("MeshInterface::SetStrides: invalid triangle stride", null);
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if(vertex_stride<sizeof(Point)) return SetIceError("MeshInterface::SetStrides: invalid vertex stride", null);
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mTriStride = tri_stride;
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mVertexStride = vertex_stride;
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return true;
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}
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#endif
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Remaps client's mesh according to a permutation.
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* \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
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* \param permutation [in] list of triangle indices
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool MeshInterface::RemapClient(udword nb_indices, const udword* permutation) const
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{
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// Checkings
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if(!nb_indices || !permutation) return false;
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if(nb_indices!=mNbTris) return false;
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#ifdef OPC_USE_CALLBACKS
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// We can't really do that using callbacks
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return false;
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#else
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IndexedTriangle* Tmp = new IndexedTriangle[mNbTris];
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CHECKALLOC(Tmp);
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#ifdef OPC_USE_STRIDE
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udword Stride = mTriStride;
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#else
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udword Stride = sizeof(IndexedTriangle);
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#endif
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for(udword i=0;i<mNbTris;i++)
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{
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const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
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Tmp[i] = *T;
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}
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for(udword i=0;i<mNbTris;i++)
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{
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IndexedTriangle* T = (IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
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*T = Tmp[permutation[i]];
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}
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DELETEARRAY(Tmp);
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#endif
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return true;
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}
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