OpenSimMirror/libraries/ode-0.9/OPCODE/OPC_TreeCollider.h

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2007-10-19 05:24:38 +00:00
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* 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.h
* \author Pierre Terdiman
* \date March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __OPC_TREECOLLIDER_H__
#define __OPC_TREECOLLIDER_H__
//! This structure holds cached information used by the algorithm.
//! Two model pointers and two colliding primitives are cached. Model pointers are assigned
//! to their respective meshes, and the pair of colliding primitives is used for temporal
//! coherence. That is, in case temporal coherence is enabled, those two primitives are
//! tested for overlap before everything else. If they still collide, we're done before
//! even entering the recursive collision code.
struct OPCODE_API BVTCache : Pair
{
//! Constructor
inline_ BVTCache()
{
ResetCache();
ResetCountDown();
}
void ResetCache()
{
Model0 = null;
Model1 = null;
id0 = 0;
id1 = 1;
#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
HullTest = true;
SepVector.pid = 0;
SepVector.qid = 0;
SepVector.SV = Point(1.0f, 0.0f, 0.0f);
#endif // __MESHMERIZER_H__
}
#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
inline_ void ResetCountDown()
{
CountDown = 50;
}
#else
void ResetCountDown(){};
#endif // __MESHMERIZER_H__
const Model* Model0; //!< Model for first object
const Model* Model1; //!< Model for second object
#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
SVCache SepVector;
udword CountDown;
bool HullTest;
#endif // __MESHMERIZER_H__
};
class OPCODE_API AABBTreeCollider : public Collider
{
public:
// Constructor / Destructor
AABBTreeCollider();
virtual ~AABBTreeCollider();
// Generic collision query
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* 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, or null
* \param world1 [in] world matrix for second object, or null
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool Collide(BVTCache& cache, const Matrix4x4* world0=null, const Matrix4x4* world1=null);
// Collision queries
bool Collide(const AABBCollisionTree* tree0, const AABBCollisionTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
bool Collide(const AABBNoLeafTree* tree0, const AABBNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
bool Collide(const AABBQuantizedTree* tree0, const AABBQuantizedTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
bool Collide(const AABBQuantizedNoLeafTree* tree0, const AABBQuantizedNoLeafTree* tree1, const Matrix4x4* world0=null, const Matrix4x4* world1=null, Pair* cache=null);
// Settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Settings: selects between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
* \param flag [in] true for full tests, false for coarse tests
* \see SetFullPrimBoxTest(bool flag)
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Settings: selects between full triangle-box tests or "SAT-lite" tests (where Class III axes are discarded)
* \param flag [in] true for full tests, false for coarse tests
* \see SetFullBoxBoxTest(bool flag)
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void SetFullPrimBoxTest(bool flag) { mFullPrimBoxTest = flag; }
// Stats
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Stats: gets the number of BV-BV overlap tests after a collision query.
* \see GetNbPrimPrimTests()
* \see GetNbBVPrimTests()
* \return the number of BV-BV tests performed during last query
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ udword GetNbBVBVTests() const { return mNbBVBVTests; }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Stats: gets the number of Triangle-Triangle overlap tests after a collision query.
* \see GetNbBVBVTests()
* \see GetNbBVPrimTests()
* \return the number of Triangle-Triangle tests performed during last query
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ udword GetNbPrimPrimTests() const { return mNbPrimPrimTests; }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Stats: gets the number of BV-Triangle overlap tests after a collision query.
* \see GetNbBVBVTests()
* \see GetNbPrimPrimTests()
* \return the number of BV-Triangle tests performed during last query
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ udword GetNbBVPrimTests() const { return mNbBVPrimTests; }
// Data access
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Gets the number of contacts after a collision query.
* \see GetContactStatus()
* \see GetPairs()
* \return the number of contacts / colliding pairs.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ udword GetNbPairs() const { return mPairs.GetNbEntries()>>1; }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Gets the pairs of colliding triangles after a collision query.
* \see GetContactStatus()
* \see GetNbPairs()
* \return the list of colliding pairs (triangle indices)
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ const Pair* GetPairs() const { return (const Pair*)mPairs.GetEntries(); }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
* \return null if everything is ok, else a string describing the problem
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
override(Collider) const char* ValidateSettings();
protected:
// Colliding pairs
Container mPairs; //!< Pairs of colliding primitives
// User mesh interfaces
const MeshInterface* mIMesh0; //!< User-defined mesh interface for object0
const MeshInterface* mIMesh1; //!< User-defined mesh interface for object1
// Stats
udword mNbBVBVTests; //!< Number of BV-BV tests
udword mNbPrimPrimTests; //!< Number of Primitive-Primitive tests
udword mNbBVPrimTests; //!< Number of BV-Primitive tests
// Precomputed data
Matrix3x3 mAR; //!< Absolute rotation matrix
Matrix3x3 mR0to1; //!< Rotation from object0 to object1
Matrix3x3 mR1to0; //!< Rotation from object1 to object0
Point mT0to1; //!< Translation from object0 to object1
Point mT1to0; //!< Translation from object1 to object0
// Dequantization coeffs
Point mCenterCoeff0;
Point mExtentsCoeff0;
Point mCenterCoeff1;
Point mExtentsCoeff1;
// Leaf description
Point mLeafVerts[3]; //!< Triangle vertices
udword mLeafIndex; //!< Triangle index
// Settings
bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
bool mFullPrimBoxTest; //!< Perform full Primitive-BV tests (true) or SAT-lite tests (false)
// Internal methods
// Standard AABB trees
void _Collide(const AABBCollisionNode* b0, const AABBCollisionNode* b1);
// Quantized AABB trees
void _Collide(const AABBQuantizedNode* b0, const AABBQuantizedNode* b1, const Point& a, const Point& Pa, const Point& b, const Point& Pb);
// No-leaf AABB trees
void _CollideTriBox(const AABBNoLeafNode* b);
void _CollideBoxTri(const AABBNoLeafNode* b);
void _Collide(const AABBNoLeafNode* a, const AABBNoLeafNode* b);
// Quantized no-leaf AABB trees
void _CollideTriBox(const AABBQuantizedNoLeafNode* b);
void _CollideBoxTri(const AABBQuantizedNoLeafNode* b);
void _Collide(const AABBQuantizedNoLeafNode* a, const AABBQuantizedNoLeafNode* b);
// Overlap tests
void PrimTest(udword id0, udword id1);
inline_ void PrimTestTriIndex(udword id1);
inline_ void PrimTestIndexTri(udword id0);
inline_ BOOL BoxBoxOverlap(const Point& ea, const Point& ca, const Point& eb, const Point& cb);
inline_ BOOL TriBoxOverlap(const Point& center, const Point& extents);
inline_ BOOL TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2);
// Init methods
void InitQuery(const Matrix4x4* world0=null, const Matrix4x4* world1=null);
bool CheckTemporalCoherence(Pair* cache);
inline_ BOOL Setup(const MeshInterface* mi0, const MeshInterface* mi1)
{
mIMesh0 = mi0;
mIMesh1 = mi1;
if(!mIMesh0 || !mIMesh1) return FALSE;
return TRUE;
}
};
#endif // __OPC_TREECOLLIDER_H__