trying to fix my screwup part deux
parent
1ec410ecd7
commit
0d2e078eeb
|
@ -1,467 +0,0 @@
|
|||
ODE CHANGELOG
|
||||
-------------
|
||||
|
||||
the rules for this file:
|
||||
* entries are sorted newest-first.
|
||||
* summarize sets of changes - dont reproduce every CVS log comment here.
|
||||
* don't ever delete anything.
|
||||
* keep the format consistent (79 char width, M/D/Y date format).
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
11/03/06 david
|
||||
|
||||
* Integrated Christoph Beyer's average based sampling system for body
|
||||
disabling.
|
||||
|
||||
10/26/06 Francisco Leon
|
||||
|
||||
* Totally refactored trimesh collision system.
|
||||
Using GIMPACT instead of OPCODE. Now works correctly, and faster.
|
||||
Visit http://gimpact.sourceforge.net.
|
||||
|
||||
* Finally, test_moving_trimesh.exe works nicely.
|
||||
|
||||
* Fixed autodisable system. Now is possible to set bigger sleeping
|
||||
threshold values and objects won't be sleeping on the air. They will
|
||||
rest on the floor properly.
|
||||
|
||||
* dInitODE function added.
|
||||
|
||||
* Is Obligatory to call dInitODE() at the beginning for initialize ODE,
|
||||
and calling dCloseODE() when the program ends.
|
||||
|
||||
09/20/06 bram
|
||||
|
||||
* Fixed two bugs in cyl/plane collision test.
|
||||
|
||||
09/13/06 remi
|
||||
|
||||
* New Rotoide - Prismatic joint type
|
||||
* dJointGetUniversalAngles for efficient angle retrieval.
|
||||
|
||||
08/09/06 david
|
||||
|
||||
* Integrated plane2d joint type which constrains bodies to z == 0.
|
||||
|
||||
07/06/06 david
|
||||
|
||||
* Added heightfield primitive collision code. Simple test available in
|
||||
ode/test/test_heightfield
|
||||
|
||||
04/03/06 rodrigo
|
||||
|
||||
* Added Convex primitive collision code,
|
||||
currently only convex-sphere and convex-plane work
|
||||
|
||||
04/01/06 bram
|
||||
|
||||
* Added program to test trimesh vs sphere: ode/test/test_basket
|
||||
|
||||
03/20/06 jason379
|
||||
|
||||
* Added new autogenerated Visual Studio projects, with Premake scripts
|
||||
|
||||
03/17/06 bram
|
||||
|
||||
* Added plane/cyl intersection test
|
||||
* Renamed CCylinder to Capsule
|
||||
|
||||
02/04/06 gcarlton
|
||||
|
||||
* Added support for geom offsets.
|
||||
|
||||
10/26/05 rodrigo
|
||||
|
||||
* Removed LIBTOOL from autotools since it was not really required.
|
||||
* Added a target to build ODE as a shared library, this shared
|
||||
library gets build alongside the static one, no flags required.
|
||||
|
||||
10/24/05 tfautre
|
||||
|
||||
(Backported patches from STABLE branch, applied by Adam)
|
||||
|
||||
* dRandInt changed for a non-double all-int version.
|
||||
* mics minor fixes and improvements.
|
||||
|
||||
04/05/05 tfautre
|
||||
|
||||
* Fixed segmentation fault with OPCODE on 64 bits systems.
|
||||
|
||||
03/31/05 tfautre
|
||||
|
||||
* Fixed timer.cpp compiler error on x86-64 using GCC.
|
||||
|
||||
03/29/05 colin
|
||||
|
||||
* Added trimesh preprocessing to mark unneeded edges and verts. Also
|
||||
added support for preprocessed info to the ccylinder-trimesh
|
||||
collider.
|
||||
|
||||
12/07/04 adam
|
||||
|
||||
* Important AMotors bugfix
|
||||
|
||||
09/22/04 jeff
|
||||
|
||||
* Assorted small bugfixes and tweaks for
|
||||
trimesh_{box,ccylinder,trimesh} collisions
|
||||
|
||||
09/21/04 jeff
|
||||
|
||||
* added functions to joint.cpp to allow joint attachment to moving
|
||||
geoms.
|
||||
|
||||
* added malloc-based memory allocation in step.cpp & lcp.cpp (turned
|
||||
on with a #define switch in common.h)
|
||||
|
||||
05/29/04 russ
|
||||
|
||||
* added joint feedback to the QuickStep solver
|
||||
|
||||
05/18/04 russ
|
||||
|
||||
* added warm starting to the QuickStep solver
|
||||
|
||||
05/18/04 russ
|
||||
|
||||
* added the QuickStep solver
|
||||
|
||||
* added contact parameter functions.
|
||||
|
||||
05/05/04 adam
|
||||
|
||||
* use dRandInt instead of rand() in stepfast.
|
||||
|
||||
04/21/04 russ
|
||||
|
||||
* added auto-disable support from Aras Pranckevicius (with
|
||||
modifications by russ). this useful feature can speed up
|
||||
simulation significantly in some cases.
|
||||
|
||||
* various internal tidyups.
|
||||
|
||||
04/20/04 russ
|
||||
|
||||
* changed the meaning of the 'index' argument to dJointGetBody():
|
||||
it was the only remaining API function that does not respect
|
||||
dJOINT_REVERSE (spotted by Matthew D. Hancher).
|
||||
|
||||
* updated the C++ headers: fixed two minor bugs and added
|
||||
support for dQuadTreeSpace, dRay, and the dGeom::getSpace() method
|
||||
(from Matthew D. Hancher).
|
||||
|
||||
04/18/04 russ
|
||||
|
||||
* changed the way that the dInfinity constant is implemented: now it
|
||||
is #defined to be one of: FLT_MAX, DBL_MAX, HUGE_VAL, HUGE_VALF, or
|
||||
a large numeric constant. previously it was a variable that was
|
||||
exported from the library. this simplifies the configuration and
|
||||
build process quite a bit, especially in the case of DLLs.
|
||||
|
||||
* removed the old, deprecated collision system (geom.cpp,space.cpp,
|
||||
geom.h,space.h,odecpp_old_collision.h). the ODE_OLD_COLLISION
|
||||
configuration setting no longer has any meaning.
|
||||
|
||||
* removed support for dGeomGroups, which have been deprecated for
|
||||
a while and are equivalent to 'spaces' anyway.
|
||||
|
||||
04/13/04 russ
|
||||
|
||||
* bug fix in dMassSetCappedCylinder(), from Matthew D. Hancher.
|
||||
|
||||
04/08/04 russ
|
||||
|
||||
* added trimesh-CCylinder capability, from Vadim Macagon
|
||||
<vadim_mcagon@hotmail.com>.
|
||||
|
||||
04/04/04 adam
|
||||
|
||||
* yet another rewrite of triangle-box collision code, this
|
||||
time based on code donated by Croteam, ported by asko@jetti.org
|
||||
and tweaked by Erwin.
|
||||
|
||||
04/04/04 adam
|
||||
|
||||
* merged trimesh-trimesh collision code by
|
||||
Jeffrey Smith <jeffreys@Softimage.com>.
|
||||
|
||||
* changed it to not break the trimesh interface, fix
|
||||
some GCC compilation problems, bring it up to date with
|
||||
ODE changes from 2003-11-15 -> 2004-04-04.
|
||||
|
||||
* add ability to drop meshes on meshes in test_moving_trimesh,
|
||||
not as good as it could be but it's illustrative.
|
||||
|
||||
01/16/04 adam
|
||||
|
||||
* implement a bunch of ultra-simple TriMesh functions that were
|
||||
in the headers but not in the code -- patch by
|
||||
Vadim Macagon <vadim_mcagon@hotmail.com>
|
||||
|
||||
* disable temporal coherence on trimeshes by default, since
|
||||
it has scaleability issues that don't make it a general clear win.
|
||||
|
||||
12/01/03 adam
|
||||
|
||||
* implement dxHashSpace::collide2(), not particularly efficiently.
|
||||
|
||||
11/14/03 adam
|
||||
|
||||
* applied several Trimesh fixes and improvements from
|
||||
Aras Pranckevicius <nearaz@interamotion.com>
|
||||
|
||||
10/22/03 adam
|
||||
|
||||
* apply Nguyen Binh's work for removing many dSetZero() calls
|
||||
and some other extraneous initializations.
|
||||
|
||||
07/29/03 martin
|
||||
|
||||
* added dJointAdd*Torque/Force().
|
||||
|
||||
07/10/03 russ
|
||||
|
||||
* added the StepFast code, by David Whittaker.
|
||||
|
||||
07/02/03 martin
|
||||
|
||||
* added dMassSet*Total().
|
||||
|
||||
07/01/03 martin
|
||||
|
||||
* added joint limits and motors to universal joints.
|
||||
|
||||
* reversed the polarity of the dJOINT_REVERSE flag.
|
||||
|
||||
06/30/03 russ
|
||||
|
||||
* added the TriMesh geom class and the quad tree space to the ODE
|
||||
core. both of these were developed by Erwin de Vries. added OPCODE
|
||||
to the ODE distribution, this is required by TriMesh.
|
||||
|
||||
06/23/03 martin
|
||||
|
||||
* added dGeomSetQuaternion() and dGeomGetQuaternion()
|
||||
|
||||
* added dJointGet*Anchor2()
|
||||
|
||||
05/07/03 russ
|
||||
|
||||
* added dGeomGetSpace().
|
||||
|
||||
02/05/03 russ
|
||||
|
||||
* added dMassSetCylinder().
|
||||
|
||||
12/07/02 russ
|
||||
|
||||
* added dAreConnectedExcluding().
|
||||
|
||||
11/30/02 russ
|
||||
|
||||
* added the ray geom class.
|
||||
|
||||
* added the dGeomXXXPointDepth() functions.
|
||||
|
||||
* added a collision test infrastructure, and some more tests.
|
||||
|
||||
11/24/02 russ
|
||||
|
||||
* added support for multiple box-box contacts.
|
||||
|
||||
11/10/02 russ
|
||||
|
||||
* added new collision system. select between the old/new system by
|
||||
setting the ODE_OLD_COLLISION variable in config/user-settings.
|
||||
|
||||
10/28/02 russ
|
||||
|
||||
* fixed two problems in the LCP code to improve the reliability of
|
||||
the dContactApprox1 contact mode.
|
||||
|
||||
* added a FAQ question about rolling bodies getting stuck when they
|
||||
hit multiple geoms.
|
||||
|
||||
09/08/02 russ
|
||||
|
||||
* added dClosestLineSegmentPoints().
|
||||
* implemented dCollideCB().
|
||||
|
||||
08/28/02 russ
|
||||
|
||||
* added dJointSetFeedback() and dJointGetFeedback().
|
||||
|
||||
08/05/02 russ
|
||||
|
||||
* added dGeomTransformSetInfo() and dGeomTransformGetInfo().
|
||||
|
||||
07/13/02 russ
|
||||
|
||||
* added dBodySetForce(), dBodySetTorque(), dWorldImpulseToForce(),
|
||||
dBodyGetPosRelPoint(), dBodyGetPosRelPoint(), dBodyVectorToWorld(),
|
||||
dBodyVectorFromWorld().
|
||||
|
||||
* added dBodyGetPointVel() (thanks to Colin Reed).
|
||||
|
||||
* added a new C++ interface (from Martin C. Martin, with modifications
|
||||
by russ). the old C++ interface is now in odecpp_old.h.
|
||||
|
||||
06/25/02 russ
|
||||
|
||||
* added an additional BSD-style licensing option for ODE.
|
||||
|
||||
06/23/02 russ
|
||||
|
||||
* added dCloseODE(), contributed by Nate Waddoups and David McClurg.
|
||||
|
||||
05/16/02 russ
|
||||
|
||||
* added dSpaceQuery(), contributed by Nate Waddoups.
|
||||
|
||||
04/07/02 russ
|
||||
|
||||
* added a section to the documentation for universal joints.
|
||||
this includes a picture of the joint.
|
||||
|
||||
04/05/02 russ
|
||||
|
||||
* added a universal joint class (generously contributed by
|
||||
Martin C. Martin). it doesn't (yet) have a motor or joint limits,
|
||||
but it does come with tests.
|
||||
|
||||
03/11/02 russ
|
||||
|
||||
* makefile changes to accomodate OSs with command line length
|
||||
limitations (thanks to Norman Lin).
|
||||
|
||||
01/06/02 russ
|
||||
|
||||
* added the dBodySetGravityMode() and dBodyGetGravityMode()
|
||||
functions, which change the dxBodyNoGravity body flag.
|
||||
|
||||
* added support for building a DLL with MSVC - there is now a
|
||||
msvc-dll target. thanks to Norman Lin for doing this.
|
||||
|
||||
12/28/01 russ
|
||||
|
||||
* added the dParamCFM joint parameter.
|
||||
|
||||
12/24/01 russ
|
||||
|
||||
* reworked the build system to make it more cross-platform.
|
||||
there is now a single top-level makefile and a configurator.c
|
||||
program. see the INSTALL file for details.
|
||||
|
||||
12/04/01 russ
|
||||
|
||||
* the "angular motor" joint has been completed, and a new section
|
||||
has been added to the documentation.
|
||||
|
||||
11/26/01 russ
|
||||
|
||||
* added a new joint type: "angular motor". using this joint is a good
|
||||
way to get ball-joint motors and limits. this is work in progress -
|
||||
it has not been fully implemented or tested yet.
|
||||
|
||||
11/22/01 russ
|
||||
|
||||
* replaced the mmap()-based joint group stack (stack.cpp) with a
|
||||
malloc()-based arena stack (obstack.cpp). this will be more
|
||||
portable and should not impact performance.
|
||||
|
||||
11/12/01 russ
|
||||
|
||||
* changed the meaning of the 'flags' parameter to dCollide() and
|
||||
related functions: now the size of the contact buffer is kept in
|
||||
the lower 16 bits. this change will be backward compatible.
|
||||
|
||||
* added dBodyGetFiniteRotationMode() and dBodyGetFiniteRotationAxis().
|
||||
|
||||
* added dBodyAddForceAtRelPos() function.
|
||||
|
||||
11/11/01 russ
|
||||
|
||||
* added the ability to manually enable and disable bodies.
|
||||
see dBodyEnable(), dBodyDisable(), dBodyIsEnabled().
|
||||
|
||||
* fixed a potential bug: when a world is destroyed that contains
|
||||
joints in joint groups, those joints are marked as "deactivated" in
|
||||
the joint group, so when the joint group is destroyed they can be
|
||||
ignored.
|
||||
|
||||
* the test_boxstack demo has new options to enable and disable bodies.
|
||||
|
||||
* new configuration parameter in config.h: dEFFICIENT_SIZE.
|
||||
|
||||
11/11/01 russ
|
||||
|
||||
* started the change log for ODE. changes older than today were added
|
||||
to this file by inspecting the CVS logs.
|
||||
|
||||
11/05/01 russ
|
||||
|
||||
* added REAL() constructions for floating point numbers, to prevent
|
||||
many warnings when compiling under VC++.
|
||||
|
||||
11/03/01 russ
|
||||
|
||||
* added geometry transform class, documented composite objects.
|
||||
|
||||
* added collision rule: no contacts if both geoms on the same body.
|
||||
this is not the best rule, may have to remove this in the future.
|
||||
|
||||
* new dMassAdd() function.
|
||||
|
||||
* capped cylinder to capped cylinder collision function.
|
||||
|
||||
10/31/01 russ
|
||||
|
||||
* increase CFM in some demos to make them more robust.
|
||||
|
||||
10/29/01 russ
|
||||
|
||||
* added new accessor functions.
|
||||
|
||||
10/19/01 russ
|
||||
|
||||
* added the dJOINT_TWOBODIES flag to the joint, that says it can not
|
||||
be attached to just one body.
|
||||
|
||||
10/12/01 russ
|
||||
|
||||
* fixed a collision bug in dCollide() that was causing memory
|
||||
corruption when multiple contacts were being returned.
|
||||
|
||||
10/11/01 russ
|
||||
|
||||
* joints can now return m=0 to be "inactive". added a "null" joint
|
||||
to test this.
|
||||
|
||||
10/09/01 russ
|
||||
|
||||
* in the LCP solver, try to fail gracefully when s <= 0.
|
||||
|
||||
* dAABBTestFn() API change.
|
||||
|
||||
10/08/01 russ
|
||||
|
||||
* fixed a contact swapping bug in dCollide().
|
||||
|
||||
10/07/01 russ
|
||||
|
||||
* added capped cylinder geometry object.
|
||||
|
||||
09/30/01 russ
|
||||
|
||||
* the test_buggy demo now uses geometry groups.
|
||||
|
||||
* added a dAABBTestFn field in the geometry classes.
|
||||
|
||||
09/29/01 russ
|
||||
|
||||
* added geometry groups.
|
||||
|
||||
09/20/01 russ
|
||||
|
||||
* added finite rotation stuff.
|
|
@ -1,29 +0,0 @@
|
|||
GIMPACT : Geometric tools for VR.
|
||||
|
||||
Copyright (c) 2006 , Francisco León.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification,
|
||||
are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of
|
||||
conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
of conditions and the following disclaimer in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
* Neither the name of the GIMPACT nor the names of its contributors may be used
|
||||
to endorse or promote products derived from this software without specific prior
|
||||
written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
|
||||
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
|
||||
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGE.
|
|
@ -1,502 +0,0 @@
|
|||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
"work based on the library" and a "work that uses the library". The
|
||||
former contains code derived from the library, whereas the latter must
|
||||
be combined with the library in order to run.
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License Agreement applies to any software library or other
|
||||
program which contains a notice placed by the copyright holder or
|
||||
other authorized party saying it may be distributed under the terms of
|
||||
this Lesser General Public License (also called "this License").
|
||||
Each licensee is addressed as "you".
|
||||
|
||||
A "library" means a collection of software functions and/or data
|
||||
prepared so as to be conveniently linked with application programs
|
||||
(which use some of those functions and data) to form executables.
|
||||
|
||||
The "Library", below, refers to any such software library or work
|
||||
which has been distributed under these terms. A "work based on the
|
||||
Library" means either the Library or any derivative work under
|
||||
copyright law: that is to say, a work containing the Library or a
|
||||
portion of it, either verbatim or with modifications and/or translated
|
||||
straightforwardly into another language. (Hereinafter, translation is
|
||||
included without limitation in the term "modification".)
|
||||
|
||||
"Source code" for a work means the preferred form of the work for
|
||||
making modifications to it. For a library, complete source code means
|
||||
all the source code for all modules it contains, plus any associated
|
||||
interface definition files, plus the scripts used to control compilation
|
||||
and installation of the library.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running a program using the Library is not restricted, and output from
|
||||
such a program is covered only if its contents constitute a work based
|
||||
on the Library (independent of the use of the Library in a tool for
|
||||
writing it). Whether that is true depends on what the Library does
|
||||
and what the program that uses the Library does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Library's
|
||||
complete source code as you receive it, in any medium, provided that
|
||||
you conspicuously and appropriately publish on each copy an
|
||||
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||
all the notices that refer to this License and to the absence of any
|
||||
warranty; and distribute a copy of this License along with the
|
||||
Library.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy,
|
||||
and you may at your option offer warranty protection in exchange for a
|
||||
fee.
|
||||
|
||||
2. You may modify your copy or copies of the Library or any portion
|
||||
of it, thus forming a work based on the Library, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) The modified work must itself be a software library.
|
||||
|
||||
b) You must cause the files modified to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
c) You must cause the whole of the work to be licensed at no
|
||||
charge to all third parties under the terms of this License.
|
||||
|
||||
d) If a facility in the modified Library refers to a function or a
|
||||
table of data to be supplied by an application program that uses
|
||||
the facility, other than as an argument passed when the facility
|
||||
is invoked, then you must make a good faith effort to ensure that,
|
||||
in the event an application does not supply such function or
|
||||
table, the facility still operates, and performs whatever part of
|
||||
its purpose remains meaningful.
|
||||
|
||||
(For example, a function in a library to compute square roots has
|
||||
a purpose that is entirely well-defined independent of the
|
||||
application. Therefore, Subsection 2d requires that any
|
||||
application-supplied function or table used by this function must
|
||||
be optional: if the application does not supply it, the square
|
||||
root function must still compute square roots.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Library,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Library, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote
|
||||
it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Library.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Library
|
||||
with the Library (or with a work based on the Library) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||
License instead of this License to a given copy of the Library. To do
|
||||
this, you must alter all the notices that refer to this License, so
|
||||
that they refer to the ordinary GNU General Public License, version 2,
|
||||
instead of to this License. (If a newer version than version 2 of the
|
||||
ordinary GNU General Public License has appeared, then you can specify
|
||||
that version instead if you wish.) Do not make any other change in
|
||||
these notices.
|
||||
|
||||
Once this change is made in a given copy, it is irreversible for
|
||||
that copy, so the ordinary GNU General Public License applies to all
|
||||
subsequent copies and derivative works made from that copy.
|
||||
|
||||
This option is useful when you wish to copy part of the code of
|
||||
the Library into a program that is not a library.
|
||||
|
||||
4. You may copy and distribute the Library (or a portion or
|
||||
derivative of it, under Section 2) in object code or executable form
|
||||
under the terms of Sections 1 and 2 above provided that you accompany
|
||||
it with the complete corresponding machine-readable source code, which
|
||||
must be distributed under the terms of Sections 1 and 2 above on a
|
||||
medium customarily used for software interchange.
|
||||
|
||||
If distribution of object code is made by offering access to copy
|
||||
from a designated place, then offering equivalent access to copy the
|
||||
source code from the same place satisfies the requirement to
|
||||
distribute the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
5. A program that contains no derivative of any portion of the
|
||||
Library, but is designed to work with the Library by being compiled or
|
||||
linked with it, is called a "work that uses the Library". Such a
|
||||
work, in isolation, is not a derivative work of the Library, and
|
||||
therefore falls outside the scope of this License.
|
||||
|
||||
However, linking a "work that uses the Library" with the Library
|
||||
creates an executable that is a derivative of the Library (because it
|
||||
contains portions of the Library), rather than a "work that uses the
|
||||
library". The executable is therefore covered by this License.
|
||||
Section 6 states terms for distribution of such executables.
|
||||
|
||||
When a "work that uses the Library" uses material from a header file
|
||||
that is part of the Library, the object code for the work may be a
|
||||
derivative work of the Library even though the source code is not.
|
||||
Whether this is true is especially significant if the work can be
|
||||
linked without the Library, or if the work is itself a library. The
|
||||
threshold for this to be true is not precisely defined by law.
|
||||
|
||||
If such an object file uses only numerical parameters, data
|
||||
structure layouts and accessors, and small macros and small inline
|
||||
functions (ten lines or less in length), then the use of the object
|
||||
file is unrestricted, regardless of whether it is legally a derivative
|
||||
work. (Executables containing this object code plus portions of the
|
||||
Library will still fall under Section 6.)
|
||||
|
||||
Otherwise, if the work is a derivative of the Library, you may
|
||||
distribute the object code for the work under the terms of Section 6.
|
||||
Any executables containing that work also fall under Section 6,
|
||||
whether or not they are linked directly with the Library itself.
|
||||
|
||||
6. As an exception to the Sections above, you may also combine or
|
||||
link a "work that uses the Library" with the Library to produce a
|
||||
work containing portions of the Library, and distribute that work
|
||||
under terms of your choice, provided that the terms permit
|
||||
modification of the work for the customer's own use and reverse
|
||||
engineering for debugging such modifications.
|
||||
|
||||
You must give prominent notice with each copy of the work that the
|
||||
Library is used in it and that the Library and its use are covered by
|
||||
this License. You must supply a copy of this License. If the work
|
||||
during execution displays copyright notices, you must include the
|
||||
copyright notice for the Library among them, as well as a reference
|
||||
directing the user to the copy of this License. Also, you must do one
|
||||
of these things:
|
||||
|
||||
a) Accompany the work with the complete corresponding
|
||||
machine-readable source code for the Library including whatever
|
||||
changes were used in the work (which must be distributed under
|
||||
Sections 1 and 2 above); and, if the work is an executable linked
|
||||
with the Library, with the complete machine-readable "work that
|
||||
uses the Library", as object code and/or source code, so that the
|
||||
user can modify the Library and then relink to produce a modified
|
||||
executable containing the modified Library. (It is understood
|
||||
that the user who changes the contents of definitions files in the
|
||||
Library will not necessarily be able to recompile the application
|
||||
to use the modified definitions.)
|
||||
|
||||
b) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (1) uses at run time a
|
||||
copy of the library already present on the user's computer system,
|
||||
rather than copying library functions into the executable, and (2)
|
||||
will operate properly with a modified version of the library, if
|
||||
the user installs one, as long as the modified version is
|
||||
interface-compatible with the version that the work was made with.
|
||||
|
||||
c) Accompany the work with a written offer, valid for at
|
||||
least three years, to give the same user the materials
|
||||
specified in Subsection 6a, above, for a charge no more
|
||||
than the cost of performing this distribution.
|
||||
|
||||
d) If distribution of the work is made by offering access to copy
|
||||
from a designated place, offer equivalent access to copy the above
|
||||
specified materials from the same place.
|
||||
|
||||
e) Verify that the user has already received a copy of these
|
||||
materials or that you have already sent this user a copy.
|
||||
|
||||
For an executable, the required form of the "work that uses the
|
||||
Library" must include any data and utility programs needed for
|
||||
reproducing the executable from it. However, as a special exception,
|
||||
the materials to be distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies
|
||||
the executable.
|
||||
|
||||
It may happen that this requirement contradicts the license
|
||||
restrictions of other proprietary libraries that do not normally
|
||||
accompany the operating system. Such a contradiction means you cannot
|
||||
use both them and the Library together in an executable that you
|
||||
distribute.
|
||||
|
||||
7. You may place library facilities that are a work based on the
|
||||
Library side-by-side in a single library together with other library
|
||||
facilities not covered by this License, and distribute such a combined
|
||||
library, provided that the separate distribution of the work based on
|
||||
the Library and of the other library facilities is otherwise
|
||||
permitted, and provided that you do these two things:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work
|
||||
based on the Library, uncombined with any other library
|
||||
facilities. This must be distributed under the terms of the
|
||||
Sections above.
|
||||
|
||||
b) Give prominent notice with the combined library of the fact
|
||||
that part of it is a work based on the Library, and explaining
|
||||
where to find the accompanying uncombined form of the same work.
|
||||
|
||||
8. You may not copy, modify, sublicense, link with, or distribute
|
||||
the Library except as expressly provided under this License. Any
|
||||
attempt otherwise to copy, modify, sublicense, link with, or
|
||||
distribute the Library is void, and will automatically terminate your
|
||||
rights under this License. However, parties who have received copies,
|
||||
or rights, from you under this License will not have their licenses
|
||||
terminated so long as such parties remain in full compliance.
|
||||
|
||||
9. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Library or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Library (or any work based on the
|
||||
Library), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Library or works based on it.
|
||||
|
||||
10. Each time you redistribute the Library (or any work based on the
|
||||
Library), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute, link with or modify the Library
|
||||
subject to these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties with
|
||||
this License.
|
||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
|
@ -1,323 +0,0 @@
|
|||
#ifndef GIM_BOXPRUNING_H_INCLUDED
|
||||
#define GIM_BOXPRUNING_H_INCLUDED
|
||||
|
||||
/*! \file gim_boxpruning.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_radixsort.h"
|
||||
#include "GIMPACT/gim_geometry.h"
|
||||
|
||||
/*! \defgroup BOX_PRUNNING
|
||||
|
||||
\brief
|
||||
Tools for find overlapping objects on a scenary. These functions sort boxes for faster collisioin queries, using radix sort or quick sort as convenience. See \ref SORTING .
|
||||
<ul>
|
||||
<li> For using these collision routines, you must create a \ref GIM_AABB_SET by using this function : \ref gim_aabbset_alloc.
|
||||
<li> The GIM_AABB_SET objects must be updated on their boxes on each query, and they must be update by calling \ref gim_aabbset_update
|
||||
<li> Before calling collision functions, you must create a pair set with \ref GIM_CREATE_PAIR_SET
|
||||
<li> For finding collision pairs on a scene (common space for objects), call \ref gim_aabbset_self_intersections
|
||||
<li> For finding collision pairs between two box sets , call \ref gim_aabbset_box_collision
|
||||
<li> After using collision routines, you must destroy the pairset with \ref GIM_DESTROY_PAIR_SET
|
||||
<li> When the box set is no longer used, you must destroy it by calling \ref gim_aabbset_destroy
|
||||
</ul>
|
||||
*/
|
||||
//! @{
|
||||
//! Overlapping pair
|
||||
struct GIM_PAIR
|
||||
{
|
||||
GUINT m_index1;
|
||||
GUINT m_index2;
|
||||
};
|
||||
//typedef struct _GIM_PAIR GIM_PAIR;
|
||||
|
||||
//! Box container
|
||||
struct GIM_AABB_SET
|
||||
{
|
||||
GUINT m_count;
|
||||
aabb3f m_global_bound;//!< Global calculated bound of all boxes
|
||||
aabb3f * m_boxes;
|
||||
GUINT * m_maxcoords;//!<Upper corners of the boxes, in integer representation
|
||||
GIM_RSORT_TOKEN * m_sorted_mincoords;//!< sorted min coords (lower corners), with their coord value as the m_key and m_value as the box index
|
||||
char m_shared;//!< if m_shared == 0 then the memory is allocated and the set must be destroyed, else the pointers are shared and the set should't be destroyed
|
||||
};
|
||||
//typedef struct _GIM_AABB_SET GIM_AABB_SET;
|
||||
|
||||
//! Function for creating an overlapping pair set
|
||||
#define GIM_CREATE_PAIR_SET(dynarray) GIM_DYNARRAY_CREATE(GIM_PAIR,dynarray,G_ARRAY_GROW_SIZE)
|
||||
//! Function for destroying an overlapping pair set
|
||||
#define GIM_DESTROY_PAIR_SET(dynarray) GIM_DYNARRAY_DESTROY(dynarray)
|
||||
|
||||
//! Allocate memory for all aabb set.
|
||||
void gim_aabbset_alloc(GIM_AABB_SET * aabbset, GUINT count);
|
||||
|
||||
//! Destroys the aabb set.
|
||||
void gim_aabbset_destroy(GIM_AABB_SET * aabbset);
|
||||
|
||||
//! Calcs the global bound only
|
||||
/*!
|
||||
\pre aabbset must be allocated. And the boxes must be already set.
|
||||
*/
|
||||
void gim_aabbset_calc_global_bound(GIM_AABB_SET * aabbset);
|
||||
|
||||
//! Sorts the boxes for box prunning.
|
||||
/*!
|
||||
1) find the integer representation of the aabb coords
|
||||
2) Sorts the min coords
|
||||
3) Calcs the global bound
|
||||
\pre aabbset must be allocated. And the boxes must be already set.
|
||||
\param aabbset
|
||||
\param calc_global_bound If 1 , calcs the global bound
|
||||
\post If aabbset->m_sorted_mincoords == 0, then it allocs the sorted coordinates
|
||||
*/
|
||||
void gim_aabbset_sort(GIM_AABB_SET * aabbset, char calc_global_bound);
|
||||
|
||||
//! log(N) Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
\pre aabbset must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset Must be sorted. Global bound isn't required
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_self_intersections_sorted(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
//! NxN Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
\pre aabbset must be allocated, the boxes must be already set.
|
||||
\param aabbset Global bound isn't required. Doen't need to be sorted.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_self_intersections_brute_force(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
//! log(N) Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset1 Must be sorted, Global bound is required.
|
||||
\param aabbset2 Must be sorted, Global bound is required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections_sorted(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
//! NxM Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset1 Must be sorted, Global bound is required.
|
||||
\param aabbset2 Must be sorted, Global bound is required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections_brute_force(GIM_AABB_SET * aabbset1,GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
|
||||
/*
|
||||
Brute-Force Vs Sorted pruning
|
||||
Different approaches must be applied when colliding sets with different number of
|
||||
elements. When sets have less of 100 boxes, is often better to apply force brute
|
||||
approach instead of sorted methods, because at lowlevel bruteforce routines gives
|
||||
better perormance and consumes less resources, due of their simplicity.
|
||||
But when sets are larger, the complexiity of bruteforce increases exponencially.
|
||||
In the case of large sets, sorted approach is applied. So GIMPACT has the following
|
||||
strategies:
|
||||
|
||||
On Sorting sets:
|
||||
!) When sets have more of 140 boxes, the boxes are sorted by its coded min coord
|
||||
and the global box is calculated. But when sets are smaller (less of 140 boxes),
|
||||
Is convenient to apply brute force approach.
|
||||
|
||||
*******************************************************************************/
|
||||
|
||||
//! Constant for apply approaches between brute force and sorted pruning on bipartite queries
|
||||
#define GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES 600
|
||||
//! Constant for apply approaches between brute force and sorted pruning for box collision
|
||||
#define GIM_MIN_SORTED_PRUNING_BOXES 140
|
||||
|
||||
|
||||
//Use these functions for general initialization
|
||||
|
||||
//! Initalizes the set. Sort Boxes if needed.
|
||||
/*!
|
||||
\pre aabbset must be allocated. And the boxes must be already set.
|
||||
\post If the set has less of GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES boxes, only calcs the global box,
|
||||
else it Sorts the entire set( Only applicable for large sets)
|
||||
*/
|
||||
void gim_aabbset_update(GIM_AABB_SET * aabbset);
|
||||
|
||||
///Use these functions for general collision
|
||||
|
||||
//! Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
This function sorts the set and then it calls to gim_aabbset_self_intersections_brute_force or gim_aabbset_self_intersections_sorted. This is an example of how to use this function:
|
||||
\code
|
||||
//Create contact list
|
||||
GDYNAMIC_ARRAY collision_pairs;
|
||||
GIM_CREATE_PAIR_SET(collision_pairs);
|
||||
//Do collision
|
||||
gim_aabbset_self_intersections(&aabbset,&collision_pairs);
|
||||
if(collision_pairs.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_pairs);//
|
||||
return; //no collisioin
|
||||
}
|
||||
|
||||
//pair pointer
|
||||
GIM_PAIR *pairs = GIM_DYNARRAY_POINTER(GIM_PAIR,collision_pairs);
|
||||
GUINT i, ti1,ti2;
|
||||
for (i=0;i<collision_pairs.m_size; i++)
|
||||
{
|
||||
ti1 = pairs[i].m_index1;
|
||||
ti2 = pairs[i].m_index2;
|
||||
//Do something with the pairs
|
||||
....
|
||||
....
|
||||
...
|
||||
|
||||
}
|
||||
//Terminate
|
||||
GIM_DYNARRAY_DESTROY(dummycontacts);
|
||||
GIM_DYNARRAY_DESTROY(collision_pairs);
|
||||
\endcode
|
||||
\param aabbset Set of boxes. Sorting isn't required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
\pre aabbset must be allocated and initialized.
|
||||
\post If aabbset->m_count >= GIM_MIN_SORTED_PRUNING_BOXES, then it calls to gim_aabbset_sort and then to gim_aabbset_self_intersections_sorted. Global box won't be calculated.
|
||||
*/
|
||||
void gim_aabbset_self_intersections(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
//! Collides two sets. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and updated. See gim_aabbset_update.
|
||||
\param aabbset1 Must be updated.
|
||||
\param aabbset2 Must be updated.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
|
||||
|
||||
///Function for create Box collision result set
|
||||
|
||||
#define GIM_CREATE_BOXQUERY_LIST(dynarray) GIM_DYNARRAY_CREATE(GUINT,dynarray,G_ARRAY_GROW_SIZE)
|
||||
|
||||
//! Finds intersections between a box and a set. Return the colliding boxes of the set
|
||||
/*!
|
||||
\pre aabbset must be allocated and initialized.
|
||||
\param test_aabb Box for collision query
|
||||
\param aabbset Set of boxes .Global bound is required.
|
||||
\param collided Array of GUINT elements, indices of boxes. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_box_collision(aabb3f *test_aabb, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided);
|
||||
|
||||
//! Finds intersections between a box and a set. Return the colliding boxes of the set
|
||||
/*!
|
||||
\pre aabbset must be allocated and initialized.
|
||||
\param vorigin Origin point of ray.
|
||||
\param vdir Direction vector of ray.
|
||||
\param tmax Max distance param for ray.
|
||||
\param aabbset Set of boxes .Global bound is required.
|
||||
\param collided Array of GUINT elements, indices of boxes. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_ray_collision(vec3f vorigin,vec3f vdir, GREAL tmax, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided);
|
||||
|
||||
|
||||
/*
|
||||
For sorting, each box corner must be discretized to a 32 bit integer.
|
||||
For this, we take the x and z coordinates from the box corner (a vector vec3f)
|
||||
Then convert the (x,z) pair to an integer. For convenience, we choose an error
|
||||
constant for converting the coordinates (0.05).
|
||||
*******************************************************************************/
|
||||
|
||||
/**
|
||||
For fitting the coordinate to an integer, we need to constraint the range of its values. So each coord component (x, z) must lie between 0 and 65536.
|
||||
20 give us a 0.05 floating point error
|
||||
*/
|
||||
#define ERROR_AABB 20.0f
|
||||
|
||||
/**
|
||||
An error of 0.05 allows to make coordinates up to 1638.0f and no less of -1638.0f.
|
||||
So the maximum size of a room should be about 3276x3276 . Its dimensions must lie between [-1638,1638.0f]
|
||||
*/
|
||||
#define MAX_AABB_SIZE 1638.0f
|
||||
|
||||
//! Converts a vector coordinate to an integer for box sorting
|
||||
/*!
|
||||
\param vx X component
|
||||
\param vz Z component
|
||||
\param uint_key a GUINT
|
||||
*/
|
||||
#define GIM_CONVERT_VEC3F_GUINT_XZ(vx,vz,uint_key)\
|
||||
{\
|
||||
GUINT _z = ((GUINT)(vz*ERROR_AABB))+32768;\
|
||||
uint_key = ((GUINT)(vx*ERROR_AABB))+32768;\
|
||||
uint_key = (uint_key<<16) + _z;\
|
||||
}\
|
||||
|
||||
//! Converts a vector coordinate to an integer for box sorting,rounding to the upper int
|
||||
/*!
|
||||
\param vx X component
|
||||
\param vz Z component
|
||||
\param uint_key a GUINT
|
||||
*/
|
||||
#define GIM_CONVERT_VEC3F_GUINT_XZ_UPPER(vx,vz,uint_key)\
|
||||
{\
|
||||
GUINT _z = ((GUINT)ceilf(vz*ERROR_AABB))+32768;\
|
||||
uint_key = ((GUINT)ceilf(vx*ERROR_AABB))+32768;\
|
||||
uint_key = (uint_key<<16) + _z;\
|
||||
}\
|
||||
|
||||
|
||||
//! Converts a vector coordinate to an integer for box sorting. Secure clamped
|
||||
/*!
|
||||
\param vx X component
|
||||
\param vz Z component
|
||||
\param uint_key a GUINT
|
||||
*/
|
||||
#define GIM_CONVERT_VEC3F_GUINT_XZ_CLAMPED(vx,vz,uint_key)\
|
||||
{\
|
||||
GREAL _cx = CLAMP(vx,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
|
||||
GREAL _cz = CLAMP(vz,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
|
||||
GUINT _z = ((GUINT)(_cz*ERROR_AABB))+32768;\
|
||||
uint_key = ((GUINT)(_cx*ERROR_AABB))+32768;\
|
||||
uint_key = (uint_key<<16) + _z;\
|
||||
}\
|
||||
|
||||
//! Converts a vector coordinate to an integer for box sorting. Secure clamped, rounded
|
||||
/*!
|
||||
\param vx X component
|
||||
\param vz Z component
|
||||
\param uint_key a GUINT
|
||||
*/
|
||||
#define GIM_CONVERT_VEC3F_GUINT_XZ_UPPER_CLAMPED(vx,vz,uint_key)\
|
||||
{\
|
||||
GREAL _cx = CLAMP(vx,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
|
||||
GREAL _cz = CLAMP(vz,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
|
||||
GUINT _z = ((GUINT)ceilf(_cz*ERROR_AABB))+32768;\
|
||||
uint_key = ((GUINT)ceilf(_cx*ERROR_AABB))+32768;\
|
||||
uint_key = (uint_key<<16) + _z;\
|
||||
}\
|
||||
|
||||
//! @}
|
||||
|
||||
#endif // GIM_BOXPRUNING_H_INCLUDED
|
|
@ -1,115 +0,0 @@
|
|||
#ifndef GIM_CONTACT_H_INCLUDED
|
||||
#define GIM_CONTACT_H_INCLUDED
|
||||
|
||||
/*! \file gim_contact.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_geometry.h"
|
||||
#include "GIMPACT/gim_radixsort.h"
|
||||
|
||||
/*! \defgroup CONTACTS
|
||||
\brief
|
||||
Functions for managing and sorting contacts resulting from a collision query.
|
||||
<ul>
|
||||
<li> Contact lists must be create by calling \ref GIM_CREATE_CONTACT_LIST
|
||||
<li> After querys, contact lists must be destroy by calling \ref GIM_DYNARRAY_DESTROY
|
||||
<li> Contacts can be merge for avoid duplicate results by calling \ref gim_merge_contacts
|
||||
</ul>
|
||||
|
||||
*/
|
||||
//! @{
|
||||
/// Structure for collision results
|
||||
struct GIM_CONTACT
|
||||
{
|
||||
vec3f m_point;
|
||||
vec3f m_normal;
|
||||
GREAL m_depth;//Positive value indicates interpenetration
|
||||
void * m_handle1;
|
||||
void * m_handle2;
|
||||
GUINT m_feature1;//Face number
|
||||
GUINT m_feature2;//Face number
|
||||
};
|
||||
//typedef struct _GIM_CONTACT GIM_CONTACT;
|
||||
|
||||
#define CONTACT_DIFF_EPSILON 0.00001f
|
||||
|
||||
#define GIM_CALC_KEY_CONTACT(pos,hash)\
|
||||
{\
|
||||
GINT _coords[] = {(GINT)(pos[0]*1000.0f+1.0f),(GINT)(pos[1]*1333.0f),(GINT)(pos[2]*2133.0f+3.0f)};\
|
||||
GUINT _hash=0;\
|
||||
GUINT *_uitmp = (GUINT *)(&_coords[0]);\
|
||||
_hash = *_uitmp;\
|
||||
_uitmp++;\
|
||||
_hash += (*_uitmp)<<4;\
|
||||
_uitmp++;\
|
||||
_hash += (*_uitmp)<<8;\
|
||||
hash = _hash;\
|
||||
}\
|
||||
|
||||
///Creates a contact list for queries
|
||||
#define GIM_CREATE_CONTACT_LIST(contact_array) GIM_DYNARRAY_CREATE(GIM_CONTACT,contact_array,100)
|
||||
|
||||
#define GIM_PUSH_CONTACT(contact_array, point, normal, deep,handle1, handle2, feat1, feat2)\
|
||||
{\
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GIM_CONTACT,contact_array);\
|
||||
GIM_CONTACT * _last = GIM_DYNARRAY_POINTER_LAST(GIM_CONTACT,contact_array);\
|
||||
VEC_COPY(_last->m_point,point);\
|
||||
VEC_COPY(_last->m_normal,normal);\
|
||||
_last->m_depth = deep;\
|
||||
_last->m_handle1 = handle1;\
|
||||
_last->m_handle2 = handle2;\
|
||||
_last->m_feature1 = feat1;\
|
||||
_last->m_feature2 = feat2;\
|
||||
}\
|
||||
|
||||
///Receive pointer to contacts
|
||||
#define GIM_COPY_CONTACTS(dest_contact, source_contact)\
|
||||
{\
|
||||
VEC_COPY(dest_contact->m_point,source_contact->m_point);\
|
||||
VEC_COPY(dest_contact->m_normal,source_contact->m_normal);\
|
||||
dest_contact->m_depth = source_contact->m_depth;\
|
||||
dest_contact->m_handle1 = source_contact->m_handle1;\
|
||||
dest_contact->m_handle2 = source_contact->m_handle2;\
|
||||
dest_contact->m_feature1 = source_contact->m_feature1;\
|
||||
dest_contact->m_feature2 = source_contact->m_feature2;\
|
||||
}\
|
||||
|
||||
//! Merges duplicate contacts with minimum depth criterion
|
||||
void gim_merge_contacts(GDYNAMIC_ARRAY * source_contacts,
|
||||
GDYNAMIC_ARRAY * dest_contacts);
|
||||
|
||||
|
||||
//! Merges to an unique contact
|
||||
void gim_merge_contacts_unique(GDYNAMIC_ARRAY * source_contacts,
|
||||
GDYNAMIC_ARRAY * dest_contacts);
|
||||
|
||||
//! @}
|
||||
#endif // GIM_CONTACT_H_INCLUDED
|
File diff suppressed because it is too large
Load Diff
|
@ -1,147 +0,0 @@
|
|||
#ifndef GIM_MATH_H_INCLUDED
|
||||
#define GIM_MATH_H_INCLUDED
|
||||
|
||||
/*! \file gim_math.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include <math.h>
|
||||
#include <float.h>
|
||||
|
||||
|
||||
/*! \defgroup BASIC_TYPES
|
||||
Basic types and constants
|
||||
Conventions:
|
||||
Types starting with G
|
||||
Constants starting with G_
|
||||
*/
|
||||
//! @{
|
||||
/*! Types */
|
||||
#define GREAL float
|
||||
#define GINT long
|
||||
#define GUINT unsigned long
|
||||
/*! Constants for integers*/
|
||||
#define GUINT_BIT_COUNT 32
|
||||
#define GUINT_EXPONENT 5
|
||||
|
||||
#define G_FASTMATH 1
|
||||
#define G_PI 3.14159265358979f
|
||||
#define G_HALF_PI 1.5707963f
|
||||
//267948966
|
||||
#define G_TWO_PI 6.28318530f
|
||||
//71795864
|
||||
#define G_ROOT3 1.73205f
|
||||
#define G_ROOT2 1.41421f
|
||||
#define G_UINT_INFINITY 65534
|
||||
#define G_REAL_INFINITY FLT_MAX
|
||||
#define G_SIGN_BITMASK 0x80000000
|
||||
#define G_USE_EPSILON_TEST
|
||||
#define G_EPSILON 0.0000001f
|
||||
//! @}
|
||||
|
||||
/*! \defgroup MATH_FUNCTIONS
|
||||
mathematical functions
|
||||
*/
|
||||
//! @{
|
||||
#define G_DEGTORAD(X) ((X)*3.1415926f/180.0f)
|
||||
#define G_RADTODEG(X) ((X)*180.0f/3.1415926f)
|
||||
|
||||
//! Integer representation of a floating-point value.
|
||||
#define IR(x) ((GUINT&)(x))
|
||||
|
||||
//! Signed integer representation of a floating-point value.
|
||||
#define SIR(x) ((GINT&)(x))
|
||||
|
||||
//! Absolute integer representation of a floating-point value
|
||||
#define AIR(x) (IR(x)&0x7fffffff)
|
||||
|
||||
//! Floating-point representation of an integer value.
|
||||
#define FR(x) ((GREAL&)(x))
|
||||
|
||||
#define MAX(a,b) (a<b?b:a)
|
||||
#define MIN(a,b) (a>b?b:a)
|
||||
|
||||
#define MAX3(a,b,c) MAX(a,MAX(b,c))
|
||||
#define MIN3(a,b,c) MIN(a,MIN(b,c))
|
||||
|
||||
#define IS_ZERO(value) (value < G_EPSILON && value > -G_EPSILON)
|
||||
|
||||
#define IS_NEGATIVE(value) (value <= -G_EPSILON)
|
||||
|
||||
#define IS_POSISITVE(value) (value >= G_EPSILON)
|
||||
|
||||
///returns a clamped number
|
||||
#define CLAMP(number,minval,maxval) (number<minval?minval:(number>maxval?maxval:number))
|
||||
|
||||
///Swap numbers
|
||||
#define SWAP_NUMBERS(a,b){ \
|
||||
a = a+b; \
|
||||
b = a-b; \
|
||||
a = a-b; \
|
||||
}\
|
||||
|
||||
#define GIM_INV_SQRT(va,isva)\
|
||||
{\
|
||||
if(va<=0.0000001f)\
|
||||
{\
|
||||
isva = G_REAL_INFINITY;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
GREAL _x = va * 0.5f;\
|
||||
GUINT _y = 0x5f3759df - ( IR(va) >> 1);\
|
||||
isva = FR(_y);\
|
||||
isva = isva * ( 1.5f - ( _x * isva * isva ) );\
|
||||
}\
|
||||
}\
|
||||
|
||||
#define GIM_SQRT(va,sva)\
|
||||
{\
|
||||
GIM_INV_SQRT(va,sva);\
|
||||
sva = 1.0f/sva;\
|
||||
}\
|
||||
|
||||
//! Computes 1.0f / sqrtf(x). Comes from Quake3. See http://www.magic-software.com/3DGEDInvSqrt.html
|
||||
GREAL gim_inv_sqrt(GREAL f);
|
||||
|
||||
//! Computes sqrtf(x) faster.
|
||||
/*!
|
||||
\sa gim_inv_sqrt
|
||||
*/
|
||||
GREAL gim_sqrt(GREAL f);
|
||||
|
||||
//!Initializes mathematical functions
|
||||
void gim_init_math();
|
||||
|
||||
//! Generates an unit random
|
||||
GREAL gim_unit_random();
|
||||
//! @}
|
||||
|
||||
#endif // GIM_MATH_H_INCLUDED
|
File diff suppressed because it is too large
Load Diff
|
@ -1,258 +0,0 @@
|
|||
#ifndef GIM_RADIXSORT_H_INCLUDED
|
||||
#define GIM_RADIXSORT_H_INCLUDED
|
||||
/*! \file gim_radixsort.h
|
||||
\author Francisco León.
|
||||
Based on the work of Michael Herf : "fast floating-point radix sort"
|
||||
Avaliable on http://www.stereopsis.com/radix.html
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_memory.h"
|
||||
|
||||
/*! \defgroup SORTING
|
||||
\brief
|
||||
Macros for sorting.
|
||||
*/
|
||||
//! @{
|
||||
struct GIM_RSORT_TOKEN
|
||||
{
|
||||
GUINT m_key;
|
||||
GUINT m_value;
|
||||
};
|
||||
//typedef struct _GIM_RSORT_TOKEN GIM_RSORT_TOKEN;
|
||||
|
||||
//comparator for sorting
|
||||
#define RSORT_TOKEN_COMPARATOR(x, y) ((int)((x.m_key) - (y.m_key)))
|
||||
|
||||
// ---- utils for accessing 11-bit quantities
|
||||
#define D11_0(x) (x & 0x7FF)
|
||||
#define D11_1(x) (x >> 11 & 0x7FF)
|
||||
#define D11_2(x) (x >> 22 )
|
||||
|
||||
|
||||
//COMMON FUNCTIONS FOR ACCESSING THE KEY OF AN ELEMENT
|
||||
|
||||
|
||||
//For the type of your array, you need to declare a macro for obtaining the key, like these:
|
||||
#define SIMPLE_GET_FLOAT32KEY(e,key) {key =(GREAL)(e);}
|
||||
|
||||
#define SIMPLE_GET_INTKEY(e,key) {key =(GINT)(e);}
|
||||
|
||||
#define SIMPLE_GET_UINTKEY(e,key) {key =(GUINT)(e);}
|
||||
|
||||
//For the type of your array, you need to declare a macro for copy elements, like this:
|
||||
|
||||
#define SIMPLE_COPY_ELEMENTS(dest,src) {dest = src;}
|
||||
|
||||
#define kHist 2048
|
||||
|
||||
///Radix sort for unsigned integer keys
|
||||
|
||||
#define GIM_RADIX_SORT_RTOKENS(array,sorted,element_count)\
|
||||
{\
|
||||
GUINT i;\
|
||||
GUINT b0[kHist * 3];\
|
||||
GUINT *b1 = b0 + kHist;\
|
||||
GUINT *b2 = b1 + kHist;\
|
||||
for (i = 0; i < kHist * 3; i++)\
|
||||
{\
|
||||
b0[i] = 0;\
|
||||
}\
|
||||
GUINT fi;\
|
||||
GUINT pos;\
|
||||
for (i = 0; i < element_count; i++)\
|
||||
{\
|
||||
fi = array[i].m_key;\
|
||||
b0[D11_0(fi)] ++;\
|
||||
b1[D11_1(fi)] ++;\
|
||||
b2[D11_2(fi)] ++;\
|
||||
}\
|
||||
{\
|
||||
GUINT sum0 = 0, sum1 = 0, sum2 = 0;\
|
||||
GUINT tsum;\
|
||||
for (i = 0; i < kHist; i++)\
|
||||
{\
|
||||
tsum = b0[i] + sum0;\
|
||||
b0[i] = sum0 - 1;\
|
||||
sum0 = tsum;\
|
||||
tsum = b1[i] + sum1;\
|
||||
b1[i] = sum1 - 1;\
|
||||
sum1 = tsum;\
|
||||
tsum = b2[i] + sum2;\
|
||||
b2[i] = sum2 - 1;\
|
||||
sum2 = tsum;\
|
||||
}\
|
||||
}\
|
||||
for (i = 0; i < element_count; i++)\
|
||||
{\
|
||||
fi = array[i].m_key;\
|
||||
pos = D11_0(fi);\
|
||||
pos = ++b0[pos];\
|
||||
sorted[pos].m_key = array[i].m_key;\
|
||||
sorted[pos].m_value = array[i].m_value;\
|
||||
}\
|
||||
for (i = 0; i < element_count; i++)\
|
||||
{\
|
||||
fi = sorted[i].m_key;\
|
||||
pos = D11_1(fi);\
|
||||
pos = ++b1[pos];\
|
||||
array[pos].m_key = sorted[i].m_key;\
|
||||
array[pos].m_value = sorted[i].m_value;\
|
||||
}\
|
||||
for (i = 0; i < element_count; i++)\
|
||||
{\
|
||||
fi = array[i].m_key;\
|
||||
pos = D11_2(fi);\
|
||||
pos = ++b2[pos];\
|
||||
sorted[pos].m_key = array[i].m_key;\
|
||||
sorted[pos].m_value = array[i].m_value;\
|
||||
}\
|
||||
}\
|
||||
|
||||
/// Get the sorted tokens from an array. For generic use. Tokens are GIM_RSORT_TOKEN
|
||||
#define GIM_RADIX_SORT_ARRAY_TOKENS(array, sorted_tokens, element_count, get_uintkey_macro)\
|
||||
{\
|
||||
GIM_RSORT_TOKEN * _unsorted = (GIM_RSORT_TOKEN *) gim_alloc(sizeof(GIM_RSORT_TOKEN )*element_count);\
|
||||
GUINT _i;\
|
||||
for (_i=0;_i<element_count;_i++)\
|
||||
{\
|
||||
get_uintkey_macro(array[_i],_unsorted[_i].m_key);\
|
||||
_unsorted[_i].m_value = _i;\
|
||||
}\
|
||||
GIM_RADIX_SORT_RTOKENS(_unsorted,sorted_tokens,element_count);\
|
||||
gim_free(_unsorted,sizeof(GIM_RSORT_TOKEN )*element_count);\
|
||||
}\
|
||||
|
||||
/// Sorts array in place. For generic use
|
||||
#define GIM_RADIX_SORT(type,array,element_count,get_uintkey_macro,copy_elements_macro)\
|
||||
{\
|
||||
GIM_RSORT_TOKEN * _sorted = (GIM_RSORT_TOKEN *) gim_alloc(sizeof(GIM_RSORT_TOKEN )*element_count);\
|
||||
GIM_RADIX_SORT_ARRAY_TOKENS(array,_sorted,element_count,get_uintkey_macro);\
|
||||
type * _original_array = (type *) gim_alloc(sizeof(type)*element_count); \
|
||||
memcpy(_original_array,array,sizeof(type)*element_count);\
|
||||
GUINT _i;\
|
||||
for (_i=0;_i<element_count;_i++)\
|
||||
{\
|
||||
copy_elements_macro(array[_i],_original_array[_sorted[_i].m_value]);\
|
||||
}\
|
||||
gim_free(_original_array,sizeof(type)*element_count);\
|
||||
gim_free(_sorted,sizeof(GIM_RSORT_TOKEN )*element_count);\
|
||||
}\
|
||||
|
||||
/// Sorts array in place using quick sort
|
||||
#define GIM_QUICK_SORT_ARRAY(type, array, array_count, comp_macro, exchange_macro) \
|
||||
{\
|
||||
GINT _i_, _j_, _p_, _stack_index_, _start_, _end_;\
|
||||
GINT _start_stack_[64]; \
|
||||
GINT _end_stack_[64];\
|
||||
_start_stack_[0] = 0;\
|
||||
_end_stack_[0] = (array_count);\
|
||||
_stack_index_ = 1;\
|
||||
while (_stack_index_ > 0)\
|
||||
{\
|
||||
_stack_index_ --;\
|
||||
_start_ = _start_stack_[_stack_index_];\
|
||||
_end_ = _end_stack_[_stack_index_];\
|
||||
while (_end_ - _start_ > 2)\
|
||||
{\
|
||||
_p_ = _start_;\
|
||||
_i_ = _start_ + 1;\
|
||||
_j_ = _end_ - 1;\
|
||||
while (_i_<_j_) \
|
||||
{\
|
||||
for(; _i_<=_j_ && comp_macro(((array)[_i_]),((array)[_p_]))<=0; _i_++) ;\
|
||||
if (_i_ > _j_) \
|
||||
{\
|
||||
exchange_macro(type, array, _j_, _p_);\
|
||||
_i_ = _j_;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
for(; _i_<=_j_ && comp_macro(((array)[_j_]),((array)[_p_]))>=0; _j_--) ;\
|
||||
if (_i_ > _j_) \
|
||||
{\
|
||||
exchange_macro(type, array, _j_, _p_);\
|
||||
_i_ = _j_;\
|
||||
}\
|
||||
else if (_i_ < _j_)\
|
||||
{\
|
||||
exchange_macro(type, array, _i_, _j_);\
|
||||
if (_i_+2 < _j_) {_i_++; _j_--;}\
|
||||
else if (_i_+1 < _j_) _i_++;\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
if (_i_-_start_ > 1 && _end_-_j_ > 1) \
|
||||
{\
|
||||
if (_i_-_start_ < _end_-_j_-1) \
|
||||
{\
|
||||
_start_stack_[_stack_index_] = _j_+1;\
|
||||
_end_stack_[_stack_index_] = _end_;\
|
||||
_stack_index_ ++;\
|
||||
_end_ = _i_;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
_start_stack_[_stack_index_] = _start_;\
|
||||
_end_stack_[_stack_index_] = _i_;\
|
||||
_stack_index_ ++;\
|
||||
_start_ = _j_+1;\
|
||||
}\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
if (_i_-_start_ > 1)\
|
||||
{\
|
||||
_end_ = _i_;\
|
||||
}\
|
||||
else \
|
||||
{\
|
||||
_start_ = _j_+1;\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
if (_end_ - _start_ == 2) \
|
||||
{\
|
||||
if (comp_macro(((array)[_start_]),((array)[_end_-1])) > 0) \
|
||||
{\
|
||||
exchange_macro(type, array, _start_, _end_-1);\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
|
||||
#define GIM_DEF_EXCHANGE_MACRO(type, _array, _i, _j)\
|
||||
{\
|
||||
type _e_tmp_ =(_array)[(_i)];\
|
||||
(_array)[(_i)]=(_array)[(_j)];\
|
||||
(_array)[(_j)]= _e_tmp_;\
|
||||
}\
|
||||
|
||||
#define GIM_COMP_MACRO(x, y) ((GINT)((x) - (y)))
|
||||
//! @}
|
||||
#endif // GIM_RADIXSORT_H_INCLUDED
|
|
@ -1,111 +0,0 @@
|
|||
#ifndef GIM_TRI_CAPSULE_COLLISION_H_INCLUDED
|
||||
#define GIM_TRI_CAPSULE_COLLISION_H_INCLUDED
|
||||
|
||||
/*! \file gim_tri_capsule_collision.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_memory.h"
|
||||
|
||||
/*! \addtogroup GEOMETRIC_OPERATIONS
|
||||
*/
|
||||
//! @{
|
||||
|
||||
//! Capsule struct
|
||||
struct GIM_CAPSULE_DATA
|
||||
{
|
||||
GREAL m_radius;
|
||||
vec3f m_point1;
|
||||
vec3f m_point2;
|
||||
};
|
||||
//typedef struct _GIM_CAPSULE_DATA GIM_CAPSULE_DATA;
|
||||
|
||||
#define CALC_CAPSULE_AABB(capsule,aabb)\
|
||||
{\
|
||||
if(capsule.m_point1[0]<capsule.m_point2[0])\
|
||||
{\
|
||||
aabb.minX = capsule.m_point1[0] - capsule.m_radius;\
|
||||
aabb.maxX = capsule.m_point2[0] + capsule.m_radius;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
aabb.minX = capsule.m_point2[0] - capsule.m_radius;\
|
||||
aabb.maxX = capsule.m_point1[0] + capsule.m_radius;\
|
||||
}\
|
||||
if(capsule.m_point1[1]<capsule.m_point2[1])\
|
||||
{\
|
||||
aabb.minY = capsule.m_point1[1] - capsule.m_radius;\
|
||||
aabb.maxY = capsule.m_point2[1] + capsule.m_radius;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
aabb.minY = capsule.m_point2[1] - capsule.m_radius;\
|
||||
aabb.maxY = capsule.m_point1[1] + capsule.m_radius;\
|
||||
}\
|
||||
if(capsule.m_point1[2]<capsule.m_point2[2])\
|
||||
{\
|
||||
aabb.minZ = capsule.m_point1[2] - capsule.m_radius;\
|
||||
aabb.maxZ = capsule.m_point2[2] + capsule.m_radius;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
aabb.minZ = capsule.m_point2[2] - capsule.m_radius;\
|
||||
aabb.maxZ = capsule.m_point1[2] + capsule.m_radius;\
|
||||
}\
|
||||
}\
|
||||
|
||||
//! Utility function for find the closest point between a segment and a triangle
|
||||
/*!
|
||||
|
||||
\param triangle
|
||||
\param s1
|
||||
\param s2
|
||||
\param contacts Contains the closest points on the segment (1,2), and the normal points to segment, and m_depth contains the distance
|
||||
|
||||
\post The contacts array is not set to 0. It adds aditional contacts
|
||||
*/
|
||||
void gim_closest_point_triangle_segment(GIM_TRIANGLE_DATA * triangle, vec3f s1,vec3f s2, GDYNAMIC_ARRAY * contacts);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//! Utility function for find the closest point between a capsule and a triangle
|
||||
/*!
|
||||
|
||||
\param triangle
|
||||
\param capsule
|
||||
\param contacts Contains the closest points on the capsule, and the normal points to triangle
|
||||
\return 1 if the triangle collides the capsule
|
||||
\post The contacts array is not set to 0. It adds aditional contacts
|
||||
*/
|
||||
int gim_triangle_capsule_collision(GIM_TRIANGLE_DATA * triangle, GIM_CAPSULE_DATA * capsule, GDYNAMIC_ARRAY * contacts);
|
||||
//! @}
|
||||
|
||||
#endif // GIM_TRI_CAPSULE_COLLISION_H_INCLUDED
|
|
@ -1,253 +0,0 @@
|
|||
#ifndef GIM_TRI_COLLISION_H_INCLUDED
|
||||
#define GIM_TRI_COLLISION_H_INCLUDED
|
||||
|
||||
/*! \file gim_tri_collision.h
|
||||
\author Francisco León Nájera
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/*! \addtogroup GEOMETRIC_OPERATIONS
|
||||
*/
|
||||
//! @{
|
||||
|
||||
|
||||
#define MAX_TRI_CLIPPING 8
|
||||
|
||||
//! Clips a polygon by a plane
|
||||
#define PLANE_CLIP_POLYGON(plane,polygon_points,polygon_point_count,clipped,clipped_count,max_clipped) \
|
||||
{ \
|
||||
clipped_count = 0; \
|
||||
GUINT _i, _vi, _prevclassif=32000, _classif; \
|
||||
GREAL _d; \
|
||||
for(_i=0;_i<=polygon_point_count;_i++) \
|
||||
{ \
|
||||
_vi = _i%polygon_point_count; \
|
||||
_d = DISTANCE_PLANE_POINT(plane,polygon_points[_vi]); \
|
||||
_classif = _d>G_EPSILON ?1:0; \
|
||||
if(_classif == 0) \
|
||||
{ \
|
||||
if(_prevclassif==1) \
|
||||
{\
|
||||
if(clipped_count<max_clipped) \
|
||||
{\
|
||||
PLANE_CLIP_SEGMENT(polygon_points[_i-1],polygon_points[_vi],plane,clipped[clipped_count]); \
|
||||
clipped_count++; \
|
||||
} \
|
||||
} \
|
||||
if(clipped_count<max_clipped&&_i<polygon_point_count) \
|
||||
{ \
|
||||
VEC_COPY(clipped[clipped_count],polygon_points[_vi]); \
|
||||
clipped_count++; \
|
||||
} \
|
||||
} \
|
||||
else \
|
||||
{ \
|
||||
if(_prevclassif==0) \
|
||||
{ \
|
||||
if(clipped_count<max_clipped) \
|
||||
{ \
|
||||
PLANE_CLIP_SEGMENT(polygon_points[_i-1],polygon_points[_vi],plane,clipped[clipped_count]); \
|
||||
clipped_count++; \
|
||||
} \
|
||||
} \
|
||||
} \
|
||||
_prevclassif = _classif; \
|
||||
} \
|
||||
}\
|
||||
|
||||
|
||||
struct GIM_TRIPLANES_CACHE
|
||||
{
|
||||
/*!
|
||||
Planes are:
|
||||
0 : Face normal plane (0,3)
|
||||
1 : Edge 1 plane (4,7)
|
||||
2 : Edge 2 plane (8,11)
|
||||
3 : Edge 3 plane (12,15)
|
||||
*/
|
||||
vec4f m_planes[4];
|
||||
};
|
||||
//typedef struct _GIM_TRIPLANES_CACHE GIM_TRIPLANES_CACHE;
|
||||
|
||||
|
||||
struct GIM_TRIANGLE_DATA
|
||||
{
|
||||
vec3f m_vertices[3];
|
||||
GIM_TRIPLANES_CACHE m_planes;
|
||||
};
|
||||
//typedef struct _GIM_TRIANGLE_DATA GIM_TRIANGLE_DATA;
|
||||
|
||||
//! tri_data is a GIM_TRIANGLE_DATA
|
||||
#define GIM_CALC_TRIANGLE_DATA_PLANES(tri_data)\
|
||||
{\
|
||||
TRIANGLE_PLANE((tri_data).m_vertices[0],(tri_data).m_vertices[1],(tri_data).m_vertices[2],(tri_data).m_planes.m_planes[0]);\
|
||||
EDGE_PLANE((tri_data).m_vertices[0],(tri_data).m_vertices[1],((tri_data).m_planes.m_planes[0]),((tri_data).m_planes.m_planes[1]));\
|
||||
EDGE_PLANE((tri_data).m_vertices[1],(tri_data).m_vertices[2],((tri_data).m_planes.m_planes[0]),((tri_data).m_planes.m_planes[2]));\
|
||||
EDGE_PLANE((tri_data).m_vertices[2],(tri_data).m_vertices[0],((tri_data).m_planes.m_planes[0]), ((tri_data).m_planes.m_planes[3]));\
|
||||
}\
|
||||
|
||||
//Structure for collision
|
||||
|
||||
struct GIM_TRIANGLE_CONTACT_DATA
|
||||
{
|
||||
GREAL m_penetration_depth;
|
||||
GUINT m_point_count;
|
||||
vec3f m_separating_normal;
|
||||
vec3f m_points[MAX_TRI_CLIPPING];
|
||||
};
|
||||
//typedef struct _GIM_TRIANGLE_CONTACT_DATA GIM_TRIANGLE_CONTACT_DATA;
|
||||
|
||||
struct GIM_TRIANGLE_RAY_CONTACT_DATA
|
||||
{
|
||||
GREAL u;
|
||||
GREAL v;
|
||||
GREAL tparam;
|
||||
GUINT m_face_id;
|
||||
vec3f m_point;
|
||||
vec3f m_normal;
|
||||
};
|
||||
//typedef struct _GIM_TRIANGLE_RAY_CONTACT_DATA GIM_TRIANGLE_RAY_CONTACT_DATA;
|
||||
|
||||
//! Fast Triangle Triangle overlapping test
|
||||
int gim_triangle_triangle_overlap(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2);
|
||||
|
||||
|
||||
//! Fast but inacurate conservative Triangle Triangle overlapping test
|
||||
int gim_triangle_triangle_overlap_fast(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2);
|
||||
|
||||
|
||||
//! Finds the contact points from a collision of two triangles
|
||||
/*!
|
||||
Returns the contact points, the penetration depth and the separating normal of the collision
|
||||
between two triangles. The normal is pointing toward triangle 1 from triangle 2
|
||||
*/
|
||||
int gim_triangle_triangle_collision(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2,
|
||||
GIM_TRIANGLE_CONTACT_DATA * contact_data);
|
||||
|
||||
//Ray triangle
|
||||
|
||||
|
||||
/*!
|
||||
Solve the System for u,v parameters:
|
||||
|
||||
u*axe1[i1] + v*axe2[i1] = vecproj[i1]
|
||||
u*axe1[i2] + v*axe2[i2] = vecproj[i2]
|
||||
|
||||
sustitute:
|
||||
v = (vecproj[i2] - u*axe1[i2])/axe2[i2]
|
||||
|
||||
then the first equation in terms of 'u':
|
||||
|
||||
--> u*axe1[i1] + ((vecproj[i2] - u*axe1[i2])/axe2[i2])*axe2[i1] = vecproj[i1]
|
||||
|
||||
--> u*axe1[i1] + vecproj[i2]*axe2[i1]/axe2[i2] - u*axe1[i2]*axe2[i1]/axe2[i2] = vecproj[i1]
|
||||
|
||||
--> u*(axe1[i1] - axe1[i2]*axe2[i1]/axe2[i2]) = vecproj[i1] - vecproj[i2]*axe2[i1]/axe2[i2]
|
||||
|
||||
--> u*((axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1])/axe2[i2]) = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1])/axe2[i2]
|
||||
|
||||
--> u*(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1]) = vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]
|
||||
|
||||
--> u = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]) /(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1])
|
||||
|
||||
if 0.0<= u+v <=1.0 then they are inside of triangle
|
||||
|
||||
*/
|
||||
#define TRIANGLE_GET_UVPARAMETERS(point,vec1,vec2,vec3,tri_plane,u,v,outside)\
|
||||
{\
|
||||
vec3f _axe1, _axe2, _vecproj;\
|
||||
VEC_DIFF(_axe1,vec2,vec1);\
|
||||
VEC_DIFF(_axe2,vec3,vec1);\
|
||||
VEC_DIFF(_vecproj,point,vec1);\
|
||||
GUINT _i1,_i2;\
|
||||
PLANE_MINOR_AXES(tri_plane, _i1, _i2);\
|
||||
if(fabsf(_axe2[_i2])<G_EPSILON)\
|
||||
{\
|
||||
u = (_vecproj[_i2]*_axe2[_i1] - _vecproj[_i1]*_axe2[_i2]) /(_axe1[_i2]*_axe2[_i1] - _axe1[_i1]*_axe2[_i2]);\
|
||||
v = (_vecproj[_i1] - u*_axe1[_i1])/_axe2[_i1];\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
u = (_vecproj[_i1]*_axe2[_i2] - _vecproj[_i2]*_axe2[_i1]) /(_axe1[_i1]*_axe2[_i2] - _axe1[_i2]*_axe2[_i1]);\
|
||||
v = (_vecproj[_i2] - u*_axe1[_i2])/_axe2[_i2];\
|
||||
}\
|
||||
if(u<-G_EPSILON)\
|
||||
{\
|
||||
outside = 1;\
|
||||
}\
|
||||
else if(v<-G_EPSILON)\
|
||||
{\
|
||||
outside = 1;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
float sumuv;\
|
||||
sumuv = u+v;\
|
||||
if(sumuv<-G_EPSILON)\
|
||||
{\
|
||||
outside = 1;\
|
||||
}\
|
||||
else if(sumuv-1.0f>G_EPSILON)\
|
||||
{\
|
||||
outside = 1;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
outside = 0;\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
|
||||
//! Finds the collision of a ray and a triangle.
|
||||
#define RAY_TRIANGLE_INTERSECTION(vOrigin,vDir,vec1,vec2,vec3,tri_plane,pout,u,v,tparam,tmax,does_intersect)\
|
||||
{\
|
||||
RAY_PLANE_COLLISION(tri_plane,vDir,vOrigin,pout,tparam,does_intersect);\
|
||||
if(does_intersect != 0)\
|
||||
{\
|
||||
if(tparam<-G_EPSILON||tparam>tmax+G_EPSILON)\
|
||||
{\
|
||||
does_intersect = 0;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
TRIANGLE_GET_UVPARAMETERS(pout,vec1,vec2,vec3,tri_plane,u,v,does_intersect);\
|
||||
does_intersect = !does_intersect;\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
|
||||
|
||||
//! @}
|
||||
|
||||
#endif // GIM_TRI_COLLISION_H_INCLUDED
|
|
@ -1,51 +0,0 @@
|
|||
#ifndef GIM_TRI_SPHERE_COLLISION_H_INCLUDED
|
||||
#define GIM_TRI_SPHERE_COLLISION_H_INCLUDED
|
||||
|
||||
/*! \file gim_tri_sphere_collision.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/*! \addtogroup GEOMETRIC_OPERATIONS
|
||||
*/
|
||||
//! @{
|
||||
|
||||
//! Finds the contact points from a collision of a triangle and a sphere
|
||||
/*!
|
||||
\param tri
|
||||
\param center
|
||||
\param radius
|
||||
\param contact_data Contains the closest points on the Sphere, and the normal is pointing to triangle
|
||||
*/
|
||||
int gim_triangle_sphere_collision(
|
||||
GIM_TRIANGLE_DATA *tri,
|
||||
vec3f center, GREAL radius,
|
||||
GIM_TRIANGLE_CONTACT_DATA * contact_data);
|
||||
|
||||
//! @}
|
||||
#endif // GIM_TRI_SPHERE_COLLISION_H_INCLUDED
|
|
@ -1,539 +0,0 @@
|
|||
#ifndef GIM_TRIMESH_H_INCLUDED
|
||||
#define GIM_TRIMESH_H_INCLUDED
|
||||
/*! \file gim_trimesh.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_boxpruning.h"
|
||||
#include "GIMPACT/gim_contact.h"
|
||||
|
||||
|
||||
///MAsk defines
|
||||
#define GIM_TRIMESH_TRANSFORMED_REPLY 1
|
||||
#define GIM_TRIMESH_NEED_UPDATE 2
|
||||
|
||||
/*! \addtogroup TRIMESH
|
||||
\brief
|
||||
A Trimesh is the basic geometric structure for representing solid objects.
|
||||
<p><strong>CREATING TRIMESHES</strong></p>
|
||||
<ul>
|
||||
<li> For creating trimeshes, you must initialize Buffer managers by calling \ref gimpact_init
|
||||
<li> Then you must define the vertex and index sources by creating them with \ref BUFFER_ARRAYS routines, and then call \ref gim_trimesh_create_from_arrays.
|
||||
<li> An alternative way for creaing trimesh objects is calling \ref gim_trimesh_create_from_data.
|
||||
<li> For access to the trimesh data (vertices, triangle indices), you must call \ref gim_trimesh_locks_work_data , and \ref gim_trimesh_unlocks_work_data for finish the access.
|
||||
<li> Each time when the trimesh data is modified, you must call \ref gim_trimesh_update after.
|
||||
<li> When a trimesh is no longer needed, you must call \ref gim_trimesh_destroy.
|
||||
</ul>
|
||||
|
||||
<p>This is an example of how to create a deformable trimesh that shares vertices with the user application:</p>
|
||||
\code
|
||||
//Declaration of vertices
|
||||
vec3f trimeshvertices[200];
|
||||
//Declaration of indices
|
||||
GUINT trimeshindices[100];
|
||||
|
||||
... Initializing vertices and triangle indices at beginning
|
||||
|
||||
//Then create trimesh
|
||||
GIM_TRIMESH mytrimesh;
|
||||
|
||||
//Calling trimesh create function
|
||||
|
||||
gim_trimesh_create_from_data(
|
||||
&mytrimesh,
|
||||
trimeshvertices,200,
|
||||
0 ,//copy_vertices is 0
|
||||
trimeshindices,
|
||||
100,
|
||||
0, //copy_indices is 0
|
||||
0 //transformed_reply is 0
|
||||
);
|
||||
\endcode
|
||||
<p>Note that parameter transformed_reply is 0, that means that m_transformed_vertex_buffer is a reference to m_source_vertex on the trimesh, and transformations are not avaliable. Use that configuration if you have to simulate a deformable trimesh like cloth or elastic bodies.</p>
|
||||
<p>When the trimesh is no longer needed, destroy it safely with gim_trimesh_destroy()</p>
|
||||
<p><strong>UPDATING TRIMESHES</strong></p>
|
||||
<p>On simulation loops, is needed to update trimeshes every time for update vertices althought updating triangle boxes and planes cache. There is two ways for update trimeshes: </p>
|
||||
<ul>
|
||||
<li> Updating vertices directly. You need to access to the \ref GIM_TRIMESH.m_source_vertex_buffer member; a vertex buffer which has access to the source vertices.
|
||||
\code
|
||||
// Access to the source vertices
|
||||
gim_buffer_array_lock(&mytrimesh.m_source_vertex_buffer, G_MA_READ_WRITE);
|
||||
|
||||
//Get a pointer to the vertex buffer
|
||||
vec3f * vertexpointer = GIM_BUFFER_ARRAY_POINTER(vec3f,mytrimesh.m_source_vertex_buffer,0);
|
||||
|
||||
//Get the amount of vertices
|
||||
int veccount = mytrimesh.m_source_vertex_buffer.m_element_count;
|
||||
|
||||
//Modify vertices
|
||||
for (int i=0;i<veccount ;i++ )
|
||||
{
|
||||
.....
|
||||
.....
|
||||
processing vertices
|
||||
.....
|
||||
.....
|
||||
}
|
||||
|
||||
// Don't forget to unlock the source vertex array
|
||||
gim_buffer_array_unlock(&mytrimesh.m_source_vertex_buffer);
|
||||
|
||||
// Notify that the state of the trimesh is changed
|
||||
gim_trimesh_post_update(&mytrimesh.m_source_vertex_buffer);
|
||||
|
||||
\endcode
|
||||
For making trimeshes that allow to update their vertices, use \ref gim_trimesh_create_from_data with parameter <strong>transformed_reply</strong> = 0.
|
||||
</ul>
|
||||
<ul>
|
||||
<li> Aplying a transformation. Simply use \ref gim_trimesh_set_tranform . Remember that with this method trimeshes must be created with \ref gim_trimesh_create_from_data with parameter <strong>transformed_reply</strong> = 1.
|
||||
</ul>
|
||||
<p> After updating vertices, you must call \ref gim_trimesh_update()</p>
|
||||
<p><strong>TRIMESHES COLLISION</strong></p>
|
||||
<p>Before collide trimeshes, you need to update them first.</p>
|
||||
<p>Then you must use \ref gim_trimesh_trimesh_collision().</p>
|
||||
|
||||
*/
|
||||
//! @{
|
||||
|
||||
//! Prototype for updating vertices
|
||||
typedef void * gim_update_trimesh_function(struct _GIM_TRIMESH *);
|
||||
|
||||
//! Trimesh
|
||||
struct GIM_TRIMESH
|
||||
{
|
||||
///Original
|
||||
//@{
|
||||
GBUFFER_ARRAY m_source_vertex_buffer;//!< Buffer of vec3f coordinates
|
||||
|
||||
//! (GUINT) Indices of triangles,groups of three elements.
|
||||
/*!
|
||||
Array of GUINT. Triangle indices. Each triple contains indices of the vertices for each triangle.
|
||||
\invariant must be aligned
|
||||
*/
|
||||
GBUFFER_ARRAY m_tri_index_buffer;
|
||||
//@}
|
||||
///Allocated
|
||||
//@{
|
||||
char m_mask;//!< Don't use directly
|
||||
|
||||
//! Allocated transformed vertices vec3f
|
||||
/*!
|
||||
Array of vec3f.If gim_trimesh_has_tranformed_reply(this) == 1 then it refers to the m_source_vertex_buffer
|
||||
\invariant must be aligned
|
||||
*/
|
||||
GBUFFER_ARRAY m_transformed_vertex_buffer;
|
||||
//@}
|
||||
///Auxiliary data
|
||||
//@{
|
||||
GIM_AABB_SET m_aabbset;
|
||||
GDYNAMIC_ARRAY m_planes_cache_buffer;//! Allocated GIM_TRIPLANES_CACHE
|
||||
GDYNAMIC_ARRAY m_planes_cache_bitset;
|
||||
gim_update_trimesh_function * m_update_callback;//! If null, then m_transform is applied.
|
||||
mat4f m_transform;
|
||||
//@}
|
||||
};
|
||||
//typedef struct _GIM_TRIMESH GIM_TRIMESH;
|
||||
|
||||
/// Info about mesh
|
||||
//! Return the trimesh triangle count
|
||||
GUINT gim_trimesh_get_triangle_count(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Returns 1 if the m_transformed_vertex_buffer is a reply of m_source_vertex_buffer
|
||||
char gim_trimesh_has_tranformed_reply(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Returns 1 if the trimesh needs to update their aabbset and the planes cache.
|
||||
char gim_trimesh_needs_update(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Change the state of the trimesh for force it to update
|
||||
/*!
|
||||
Call it after made changes to the trimesh.
|
||||
\post gim_trimesh_need_update(trimesh) will return 1
|
||||
\sa gim_trimesh_needs_update,gim_trimesh_has_tranformed_reply
|
||||
*/
|
||||
void gim_trimesh_post_update(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Creates the aabb set and the triangles cache
|
||||
/*!
|
||||
|
||||
\param trimesh
|
||||
\param vertex_array
|
||||
\param triindex_array
|
||||
\param transformed_reply If 1, then the m_transformed_vertices is a reply of the source vertices. Else it just be a reference to the original array.
|
||||
\post it copies the arrays by reference, and creates the auxiliary data (m_aabbset,m_planes_cache_buffer)
|
||||
*/
|
||||
void gim_trimesh_create_from_arrays(GIM_TRIMESH * trimesh, GBUFFER_ARRAY * vertex_array, GBUFFER_ARRAY * triindex_array,char transformed_reply);
|
||||
|
||||
|
||||
|
||||
//! Create a trimesh from vertex array and an index array
|
||||
/*!
|
||||
\param trimesh An uninitialized GIM_TRIMESH structure
|
||||
\param vertex_array A buffer to a vec3f array
|
||||
\param vertex_count
|
||||
\param triindex_array
|
||||
\param index_count
|
||||
\param copy_vertices If 1, it copies the source vertices in another buffer. Else (0) it constructs a reference to the data.
|
||||
\param copy_indices If 1, it copies the source vertices in another buffer. Else (0) it constructs a reference to the data.
|
||||
\param transformed_reply If 1, then the m_transformed_vertices is a reply of the source vertices. Else it just be a reference to the original array. Use 1 if you will apply transformations to the trimesh. See \ref gim_trimesh_set_tranform().
|
||||
*/
|
||||
void gim_trimesh_create_from_data(GIM_TRIMESH * trimesh, vec3f * vertex_array, GUINT vertex_count,char copy_vertices, GUINT * triindex_array, GUINT index_count,char copy_indices,char transformed_reply);
|
||||
|
||||
//! Clears auxiliary data and releases buffer arrays
|
||||
void gim_trimesh_destroy(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Copies two meshes
|
||||
/*!
|
||||
\param source_trimesh
|
||||
\param dest_trimesh
|
||||
\param copy_by_reference If 1, it attach a reference to the source vertices, else it copies the vertices
|
||||
\param transformed_reply If 1, transformed vertices are reply of source vertives. 1 Is recommended
|
||||
*/
|
||||
void gim_trimesh_copy(GIM_TRIMESH * source_trimesh,GIM_TRIMESH * dest_trimesh, char copy_by_reference, char transformed_reply);
|
||||
|
||||
|
||||
//! Locks the trimesh for working with it
|
||||
/*!
|
||||
\post locks m_tri_index_buffer and m_transformed_vertex_buffer.
|
||||
\param trimesh
|
||||
*/
|
||||
void gim_trimesh_locks_work_data(GIM_TRIMESH * trimesh);
|
||||
|
||||
|
||||
//! unlocks the trimesh
|
||||
/*!
|
||||
\post unlocks m_tri_index_buffer and m_transformed_vertex_buffer.
|
||||
\param trimesh
|
||||
*/
|
||||
void gim_trimesh_unlocks_work_data(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Updates m_transformed_vertex_buffer
|
||||
/*!
|
||||
\pre m_transformed_vertex_buffer must be unlocked
|
||||
*/
|
||||
void gim_trimesh_update_vertices(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Updates m_aabbset and m_planes_cache_bitset
|
||||
/*!
|
||||
\pre gim_trimesh_locks_work_data must be called before
|
||||
*/
|
||||
void gim_trimesh_update_aabbset(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Calls before perfom collisions. Updates the trimesh if needed
|
||||
/*!
|
||||
\post If gim_trimesh_needs_update returns 1, then it calls gim_trimesh_update_vertices and gim_trimesh_update_aabbset
|
||||
*/
|
||||
void gim_trimesh_update(GIM_TRIMESH * trimesh);
|
||||
|
||||
//! Set the transform of a trimesh
|
||||
/*!
|
||||
\post This function calls to gim_trimesh_post_update
|
||||
*/
|
||||
void gim_trimesh_set_tranform(GIM_TRIMESH * trimesh, mat4f transform);
|
||||
|
||||
//! Fetch triangle data
|
||||
/*!
|
||||
\pre gim_trimesh_locks_work_data must be called before
|
||||
*/
|
||||
void gim_trimesh_get_triangle_data(GIM_TRIMESH * trimesh, GUINT triangle_index, GIM_TRIANGLE_DATA * tri_data);
|
||||
|
||||
//! Fetch triangle vertices
|
||||
/*!
|
||||
\pre gim_trimesh_locks_work_data must be called before
|
||||
*/
|
||||
void gim_trimesh_get_triangle_vertices(GIM_TRIMESH * trimesh, GUINT triangle_index, vec3f v1,vec3f v2,vec3f v3);
|
||||
|
||||
//! Trimesh Trimesh Collisions
|
||||
/*!
|
||||
Before use this function you must update each trimesh:
|
||||
\code
|
||||
gim_trimesh_update(TriMesh1);
|
||||
gim_trimesh_update(TriMesh2);
|
||||
\endcode
|
||||
Then you must use the trimesh collision in this way:
|
||||
\code
|
||||
int collide_trimeshes(GIM_TRIMESH * TriMesh1, GIM_TRIMESH * TriMesh2)
|
||||
{
|
||||
//Create contact list
|
||||
GDYNAMIC_ARRAY trimeshcontacts;
|
||||
GIM_CREATE_CONTACT_LIST(trimeshcontacts);
|
||||
|
||||
//Collide trimeshes
|
||||
gim_trimesh_trimesh_collision(TriMesh1,TriMesh2,&trimeshcontacts);
|
||||
|
||||
if(trimeshcontacts.m_size == 0) //do nothing
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);//clean contact array
|
||||
return 0;
|
||||
}
|
||||
|
||||
//Getting a pointer to the contact array
|
||||
GIM_CONTACT * ptrimeshcontacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,trimeshcontacts);
|
||||
|
||||
int contactcount = trimeshcontacts.m_size;
|
||||
int i;
|
||||
//Process contacts
|
||||
for (i=0;i<contactcount ;i++)
|
||||
{
|
||||
//Do something with the contact (ptrimeshcontacts)
|
||||
......
|
||||
......
|
||||
// Like creating joints or anything else
|
||||
......
|
||||
......
|
||||
ptrimeshcontacts++;
|
||||
}
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);
|
||||
return contactcount;
|
||||
}
|
||||
\endcode
|
||||
In each contact
|
||||
<ul>
|
||||
<li> m_handle1 points to trimesh1.
|
||||
<li> m_handle2 points to trimesh2.
|
||||
<li> m_feature1 Is a triangle index of trimesh1.
|
||||
<li> m_feature2 Is a triangle index of trimesh2.
|
||||
</ul>
|
||||
|
||||
\param trimesh1 Collider
|
||||
\param trimesh2 Collidee
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_trimesh_collision(GIM_TRIMESH * trimesh1, GIM_TRIMESH * trimesh2, GDYNAMIC_ARRAY * contacts);
|
||||
|
||||
|
||||
//! Trimesh Sphere Collisions
|
||||
/*!
|
||||
Before use this function you must update the trimesh:
|
||||
\code
|
||||
gim_trimesh_update(trimesh);
|
||||
\endcode
|
||||
Then you must use this function in this way:
|
||||
\code
|
||||
int collide_trimesh_sphere(GIM_TRIMESH * trimesh, vec3f center,GREAL radius)
|
||||
{
|
||||
//Create contact list
|
||||
GDYNAMIC_ARRAY trimeshcontacts;
|
||||
GIM_CREATE_CONTACT_LIST(trimeshcontacts);
|
||||
|
||||
//Collide trimeshes
|
||||
gim_trimesh_sphere_collision(trimesh,center,radius,&trimeshcontacts);
|
||||
|
||||
if(trimeshcontacts.m_size == 0) //do nothing
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);//clean contact array
|
||||
return 0;
|
||||
}
|
||||
|
||||
//Getting a pointer to the contact array
|
||||
GIM_CONTACT * ptrimeshcontacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,trimeshcontacts);
|
||||
|
||||
int contactcount = trimeshcontacts.m_size;
|
||||
int i;
|
||||
//Process contacts
|
||||
for (i=0;i<contactcount ;i++)
|
||||
{
|
||||
//Do something with the contact (ptrimeshcontacts)
|
||||
......
|
||||
......
|
||||
// Like creating joints or anything else
|
||||
......
|
||||
......
|
||||
ptrimeshcontacts++;
|
||||
}
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);
|
||||
return contactcount;
|
||||
}
|
||||
\endcode
|
||||
|
||||
In each contact
|
||||
<ul>
|
||||
<li> m_handle1 points to trimesh.
|
||||
<li> m_handle2 points to NULL.
|
||||
<li> m_feature1 Is a triangle index of trimesh.
|
||||
</ul>
|
||||
|
||||
\param trimesh
|
||||
\param center
|
||||
\param radius
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_sphere_collision(GIM_TRIMESH * trimesh,vec3f center,GREAL radius, GDYNAMIC_ARRAY * contacts);
|
||||
|
||||
|
||||
//! Trimesh Capsule collision
|
||||
/*!
|
||||
Find the closest primitive collided by the ray.
|
||||
|
||||
Before use this function you must update the trimesh:
|
||||
\code
|
||||
gim_trimesh_update(trimesh);
|
||||
\endcode
|
||||
Then you must use this function in this way:
|
||||
\code
|
||||
int collide_trimesh_capsule(GIM_TRIMESH * trimesh, GIM_CAPSULE_DATA * capsule)
|
||||
{
|
||||
//Create contact list
|
||||
GDYNAMIC_ARRAY trimeshcontacts;
|
||||
GIM_CREATE_CONTACT_LIST(trimeshcontacts);
|
||||
|
||||
//Collide trimeshes
|
||||
gim_trimesh_capsule_collision(trimesh,capsule,&trimeshcontacts);
|
||||
|
||||
if(trimeshcontacts.m_size == 0) //do nothing
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);//clean contact array
|
||||
return 0;
|
||||
}
|
||||
|
||||
//Getting a pointer to the contact array
|
||||
GIM_CONTACT * ptrimeshcontacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,trimeshcontacts);
|
||||
|
||||
int contactcount = trimeshcontacts.m_size;
|
||||
int i;
|
||||
//Process contacts
|
||||
for (i=0;i<contactcount ;i++)
|
||||
{
|
||||
//Do something with the contact (ptrimeshcontacts)
|
||||
......
|
||||
......
|
||||
// Like creating joints or anything else
|
||||
......
|
||||
......
|
||||
ptrimeshcontacts++;
|
||||
}
|
||||
GIM_DYNARRAY_DESTROY(trimeshcontacts);
|
||||
return contactcount;
|
||||
}
|
||||
\endcode
|
||||
|
||||
In each contact
|
||||
<ul>
|
||||
<li> m_handle1 points to trimesh.
|
||||
<li> m_handle2 points to NULL.
|
||||
<li> m_feature1 Is a triangle index of trimesh.
|
||||
</ul>
|
||||
|
||||
\param trimesh
|
||||
\param capsule
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_capsule_collision(GIM_TRIMESH * trimesh, GIM_CAPSULE_DATA * capsule, GDYNAMIC_ARRAY * contacts);
|
||||
|
||||
|
||||
///Function for create Trimesh Plane collision result
|
||||
#define GIM_CREATE_TRIMESHPLANE_CONTACTS(dynarray) GIM_DYNARRAY_CREATE(vec4f,dynarray,G_ARRAY_GROW_SIZE)
|
||||
|
||||
//! Trimesh Plane Collisions
|
||||
/*!
|
||||
|
||||
Before use this function you must update the trimesh:
|
||||
\code
|
||||
gim_trimesh_update(trimesh);
|
||||
\endcode
|
||||
Then you must use this function in this way:
|
||||
\code
|
||||
int collide_trimesh_plane(GIM_TRIMESH * trimesh, vec4f plane)
|
||||
{
|
||||
//Create contact list
|
||||
GDYNAMIC_ARRAY tri_plane_contacts;
|
||||
GIM_CREATE_TRIMESHPLANE_CONTACTS(tri_plane_contacts);
|
||||
|
||||
//Collide trimeshes
|
||||
gim_trimesh_plane_collision(trimesh,plane,&tri_plane_contacts);
|
||||
|
||||
if(tri_plane_contacts.m_size == 0) //do nothing
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(tri_plane_contacts);//clean contact array
|
||||
return 0;
|
||||
}
|
||||
|
||||
//Getting a pointer to the contact array
|
||||
vec4f * planecontacts = GIM_DYNARRAY_POINTER(vec4f,tri_plane_contacts);
|
||||
|
||||
int contactcount = tri_plane_contacts.m_size;
|
||||
int i;
|
||||
//Process contacts
|
||||
for (i=0;i<contactcount ;i++)
|
||||
{
|
||||
vec3f contactpoint;
|
||||
GREAL contactdis;
|
||||
|
||||
VEC_COPY(contactpoint,planecontacts[i]); //Get contact point
|
||||
contactdis = planecontacts[i][3]; // Get distance depth
|
||||
|
||||
//Do something with the contact
|
||||
......
|
||||
......
|
||||
// Like creating joints or anything else
|
||||
......
|
||||
......
|
||||
}
|
||||
GIM_DYNARRAY_DESTROY(tri_plane_contacts);
|
||||
return contactcount;
|
||||
}
|
||||
\endcode
|
||||
|
||||
In each contact the 3 first coordinates refers to the contact point, the fourth refers to the distance depth and the normal is the normal of the plane.
|
||||
|
||||
\param trimesh
|
||||
\param plane vec4f plane
|
||||
\param contacts A vec4f array. Must be initialized (~100). Each element have the coordinate point in the first 3 elements, and vec4f[3] has the penetration depth.
|
||||
*/
|
||||
void gim_trimesh_plane_collision(GIM_TRIMESH * trimesh,vec4f plane, GDYNAMIC_ARRAY * contacts);
|
||||
|
||||
|
||||
//! Trimesh Ray Collisions
|
||||
/*!
|
||||
\param trimesh
|
||||
\param origin
|
||||
\param dir
|
||||
\param tmax
|
||||
\param contact
|
||||
\return 1 if the ray collides, else 0
|
||||
*/
|
||||
int gim_trimesh_ray_collision(GIM_TRIMESH * trimesh,vec3f origin,vec3f dir, GREAL tmax, GIM_TRIANGLE_RAY_CONTACT_DATA * contact);
|
||||
|
||||
|
||||
//! Trimesh Ray Collisions closest
|
||||
/*!
|
||||
Find the closest primitive collided by the ray
|
||||
\param trimesh
|
||||
\param origin
|
||||
\param dir
|
||||
\param tmax
|
||||
\param contact
|
||||
\return 1 if the ray collides, else 0
|
||||
*/
|
||||
int gim_trimesh_ray_closest_collision(GIM_TRIMESH * trimesh,vec3f origin,vec3f dir, GREAL tmax, GIM_TRIANGLE_RAY_CONTACT_DATA * contact);
|
||||
|
||||
//! @}
|
||||
|
||||
|
||||
|
||||
#endif // GIM_TRIMESH_H_INCLUDED
|
|
@ -1,45 +0,0 @@
|
|||
#ifndef GIMPACT_H_INCLUDED
|
||||
#define GIMPACT_H_INCLUDED
|
||||
|
||||
/*! \file gimpact.h
|
||||
\author Francisco León
|
||||
*/
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
/*! \defgroup GIMPACT_INIT
|
||||
*/
|
||||
//! @{
|
||||
//! Call this for initialize GIMPACT system structures.
|
||||
void gimpact_init();
|
||||
//! Call this for clean GIMPACT system structures.
|
||||
void gimpact_terminate();
|
||||
//! @}
|
||||
#endif // GIMPACT_H_INCLUDED
|
|
@ -1,514 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_boxpruning.h"
|
||||
|
||||
|
||||
|
||||
//! Allocate memory for all aabb set.
|
||||
void gim_aabbset_alloc(GIM_AABB_SET * aabbset, GUINT count)
|
||||
{
|
||||
aabbset->m_count = count;
|
||||
aabbset->m_boxes = (aabb3f *)gim_alloc(sizeof(aabb3f)*count);
|
||||
|
||||
if(count<GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES)
|
||||
{
|
||||
aabbset->m_maxcoords = 0;
|
||||
aabbset->m_sorted_mincoords = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
aabbset->m_maxcoords = (GUINT *)gim_alloc(sizeof(GUINT)*aabbset->m_count );
|
||||
aabbset->m_sorted_mincoords = (GIM_RSORT_TOKEN *)gim_alloc(sizeof(GIM_RSORT_TOKEN)*aabbset->m_count);
|
||||
}
|
||||
aabbset->m_shared = 0;
|
||||
INVALIDATE_AABB(aabbset->m_global_bound);
|
||||
}
|
||||
|
||||
//! Destroys the aabb set.
|
||||
void gim_aabbset_destroy(GIM_AABB_SET * aabbset)
|
||||
{
|
||||
aabbset->m_count = 0;
|
||||
if(aabbset->m_shared==0)
|
||||
{
|
||||
gim_free(aabbset->m_boxes,0);
|
||||
gim_free(aabbset->m_maxcoords,0);
|
||||
gim_free(aabbset->m_sorted_mincoords,0);
|
||||
}
|
||||
aabbset->m_boxes = 0;
|
||||
aabbset->m_sorted_mincoords = 0;
|
||||
aabbset->m_maxcoords = 0;
|
||||
}
|
||||
|
||||
void gim_aabbset_calc_global_bound(GIM_AABB_SET * aabbset)
|
||||
{
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
aabb3f * globalbox = &aabbset->m_global_bound;
|
||||
AABB_COPY((*globalbox),(*paabb));
|
||||
|
||||
GUINT count = aabbset->m_count-1;
|
||||
paabb++;
|
||||
while(count)
|
||||
{
|
||||
MERGEBOXES(*globalbox,*paabb)
|
||||
paabb++;
|
||||
count--;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Sorts the boxes for box prunning.
|
||||
/*!
|
||||
1) find the integer representation of the aabb coords
|
||||
2) Sorts the min coords
|
||||
3) Calcs the global bound
|
||||
\pre aabbset must be allocated. And the boxes must be already set.
|
||||
\param aabbset
|
||||
\param calc_global_bound If 1 , calcs the global bound
|
||||
\post If aabbset->m_sorted_mincoords == 0, then it allocs the sorted coordinates
|
||||
*/
|
||||
void gim_aabbset_sort(GIM_AABB_SET * aabbset, char calc_global_bound)
|
||||
{
|
||||
if(aabbset->m_sorted_mincoords == 0)
|
||||
{//allocate
|
||||
aabbset->m_maxcoords = (GUINT *)gim_alloc(sizeof(GUINT)*aabbset->m_count );
|
||||
aabbset->m_sorted_mincoords = (GIM_RSORT_TOKEN *)gim_alloc(sizeof(GIM_RSORT_TOKEN)*aabbset->m_count);
|
||||
}
|
||||
|
||||
GUINT i, count = aabbset->m_count;
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
GUINT * maxcoords = aabbset->m_maxcoords;
|
||||
GIM_RSORT_TOKEN * sorted_tokens = aabbset->m_sorted_mincoords;
|
||||
|
||||
if(count<860)//Calibrated on a Pentium IV
|
||||
{
|
||||
//Sort by quick sort
|
||||
//Calculate keys
|
||||
for(i=0;i<count;i++)
|
||||
{
|
||||
GIM_CONVERT_VEC3F_GUINT_XZ_UPPER(paabb[i].maxX,paabb[i].maxZ,maxcoords[i]);
|
||||
GIM_CONVERT_VEC3F_GUINT_XZ(paabb[i].minX,paabb[i].minZ,sorted_tokens[i].m_key);
|
||||
sorted_tokens[i].m_value = i;
|
||||
}
|
||||
GIM_QUICK_SORT_ARRAY(GIM_RSORT_TOKEN , sorted_tokens, count, RSORT_TOKEN_COMPARATOR,GIM_DEF_EXCHANGE_MACRO);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Sort by radix sort
|
||||
GIM_RSORT_TOKEN * unsorted = (GIM_RSORT_TOKEN *)gim_alloc(sizeof(GIM_RSORT_TOKEN )*count);
|
||||
//Calculate keys
|
||||
for(i=0;i<count;i++)
|
||||
{
|
||||
GIM_CONVERT_VEC3F_GUINT_XZ_UPPER(paabb[i].maxX,paabb[i].maxZ,maxcoords[i]);
|
||||
GIM_CONVERT_VEC3F_GUINT_XZ(paabb[i].minX,paabb[i].minZ,unsorted[i].m_key);
|
||||
unsorted[i].m_value = i;
|
||||
}
|
||||
GIM_RADIX_SORT_RTOKENS(unsorted,sorted_tokens,count);
|
||||
gim_free(unsorted,0);
|
||||
}
|
||||
|
||||
if(calc_global_bound) gim_aabbset_calc_global_bound(aabbset);
|
||||
}
|
||||
|
||||
//utility macros
|
||||
|
||||
/*#define PUSH_PAIR(i,j,pairset)\
|
||||
{\
|
||||
GIM_PAIR _pair={i,j};\
|
||||
GIM_DYNARRAY_PUSH_ITEM(GIM_PAIR,pairset,_pair);\
|
||||
}*/
|
||||
|
||||
#define PUSH_PAIR(i,j,pairset)\
|
||||
{\
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GIM_PAIR,pairset);\
|
||||
GIM_PAIR * _pair = GIM_DYNARRAY_POINTER(GIM_PAIR,pairset) + (pairset).m_size - 1;\
|
||||
_pair->m_index1 = i;\
|
||||
_pair->m_index2 = j;\
|
||||
}
|
||||
|
||||
#define PUSH_PAIR_INV(i,j,pairset)\
|
||||
{\
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GIM_PAIR,pairset);\
|
||||
GIM_PAIR * _pair = GIM_DYNARRAY_POINTER(GIM_PAIR,pairset) + (pairset).m_size - 1;\
|
||||
_pair->m_index1 = j;\
|
||||
_pair->m_index2 = i;\
|
||||
}
|
||||
|
||||
#define FIND_OVERLAPPING_FOWARD(\
|
||||
curr_index,\
|
||||
test_count,\
|
||||
test_aabb,\
|
||||
max_coord_uint,\
|
||||
sorted_tokens,\
|
||||
aabbarray,\
|
||||
pairset,\
|
||||
push_pair_macro)\
|
||||
{\
|
||||
GUINT _i = test_count;\
|
||||
char _intersected;\
|
||||
GIM_RSORT_TOKEN * _psorted_tokens = sorted_tokens;\
|
||||
while(max_coord_uint >= _psorted_tokens->m_key && _i>0)\
|
||||
{\
|
||||
AABBCOLLISION(_intersected,test_aabb,aabbarray[_psorted_tokens->m_value]);\
|
||||
if(_intersected)\
|
||||
{\
|
||||
push_pair_macro(curr_index, _psorted_tokens->m_value,pairset);\
|
||||
}\
|
||||
_psorted_tokens++;\
|
||||
_i--;\
|
||||
}\
|
||||
}
|
||||
|
||||
//! log(N) Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
\pre aabbset must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset Must be sorted. Global bound isn't required
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_self_intersections_sorted(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
collision_pairs->m_size = 0;
|
||||
GUINT count = aabbset->m_count;
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
GUINT * maxcoords = aabbset->m_maxcoords;
|
||||
GIM_RSORT_TOKEN * sorted_tokens = aabbset->m_sorted_mincoords;
|
||||
aabb3f test_aabb;
|
||||
while(count>1)
|
||||
{
|
||||
///current cache variables
|
||||
GUINT curr_index = sorted_tokens->m_value;
|
||||
GUINT max_coord_uint = maxcoords[curr_index];
|
||||
AABB_COPY(test_aabb,paabb[curr_index]);
|
||||
|
||||
///next pairs
|
||||
sorted_tokens++;
|
||||
count--;
|
||||
FIND_OVERLAPPING_FOWARD( curr_index, count, test_aabb, max_coord_uint, sorted_tokens , paabb, (*collision_pairs),PUSH_PAIR);
|
||||
}
|
||||
}
|
||||
|
||||
//! NxN Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
\pre aabbset must be allocated, the boxes must be already set.
|
||||
\param aabbset Global bound isn't required. Doen't need to be sorted.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_self_intersections_brute_force(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
collision_pairs->m_size = 0;
|
||||
GUINT i,j;
|
||||
GUINT count = aabbset->m_count;
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
char intersected;
|
||||
for (i=0;i< count-1 ;i++ )
|
||||
{
|
||||
for (j=i+1;j<count ;j++ )
|
||||
{
|
||||
AABBCOLLISION(intersected,paabb[i],paabb[j]);
|
||||
if(intersected)
|
||||
{
|
||||
PUSH_PAIR(i,j,(*collision_pairs));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//! log(N) Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset1 Must be sorted, Global bound is required.
|
||||
\param aabbset2 Must be sorted, Global bound is required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections_sorted(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
char intersected;
|
||||
collision_pairs->m_size = 0;
|
||||
|
||||
AABBCOLLISION(intersected,aabbset1->m_global_bound,aabbset2->m_global_bound);
|
||||
if(intersected == 0) return;
|
||||
|
||||
GUINT count1 = aabbset1->m_count;
|
||||
aabb3f * paabb1 = aabbset1->m_boxes;
|
||||
GUINT * maxcoords1 = aabbset1->m_maxcoords;
|
||||
GIM_RSORT_TOKEN * sorted_tokens1 = aabbset1->m_sorted_mincoords;
|
||||
|
||||
GUINT count2 = aabbset2->m_count;
|
||||
aabb3f * paabb2 = aabbset2->m_boxes;
|
||||
GUINT * maxcoords2 = aabbset2->m_maxcoords;
|
||||
GIM_RSORT_TOKEN * sorted_tokens2 = aabbset2->m_sorted_mincoords;
|
||||
|
||||
GUINT curr_index;
|
||||
|
||||
GUINT max_coord_uint;
|
||||
aabb3f test_aabb;
|
||||
|
||||
//Classify boxes
|
||||
//Find Set intersection
|
||||
aabb3f int_abbb;
|
||||
BOXINTERSECTION(aabbset1->m_global_bound,aabbset2->m_global_bound, int_abbb);
|
||||
|
||||
//Clasify set 1
|
||||
GIM_RSORT_TOKEN * classified_tokens1 = (GIM_RSORT_TOKEN *) gim_alloc(sizeof(GIM_RSORT_TOKEN)*count1);
|
||||
GUINT i,classified_count1 = 0,classified_count2 = 0;
|
||||
|
||||
|
||||
for (i=0;i<count1;i++ )
|
||||
{
|
||||
curr_index = sorted_tokens1[i].m_value;
|
||||
AABBCOLLISION(intersected,paabb1[curr_index],int_abbb);
|
||||
if(intersected)
|
||||
{
|
||||
classified_tokens1[classified_count1] = sorted_tokens1[i];
|
||||
classified_count1++;
|
||||
}
|
||||
}
|
||||
|
||||
if(classified_count1==0)
|
||||
{
|
||||
gim_free(classified_tokens1 ,0);
|
||||
return; // no pairs
|
||||
}
|
||||
|
||||
//Clasify set 2
|
||||
GIM_RSORT_TOKEN * classified_tokens2 = (GIM_RSORT_TOKEN *) gim_alloc(sizeof(GIM_RSORT_TOKEN)*count2);
|
||||
|
||||
for (i=0;i<count2;i++ )
|
||||
{
|
||||
curr_index = sorted_tokens2[i].m_value;
|
||||
AABBCOLLISION(intersected,paabb2[curr_index],int_abbb);
|
||||
if(intersected)
|
||||
{
|
||||
classified_tokens2[classified_count2] = sorted_tokens2[i];
|
||||
classified_count2++;
|
||||
}
|
||||
}
|
||||
|
||||
if(classified_count2==0)
|
||||
{
|
||||
gim_free(classified_tokens1 ,0);
|
||||
gim_free(classified_tokens2 ,0);
|
||||
return; // no pairs
|
||||
}
|
||||
|
||||
sorted_tokens1 = classified_tokens1;
|
||||
sorted_tokens2 = classified_tokens2;
|
||||
|
||||
while(classified_count1>0&&classified_count2>0)
|
||||
{
|
||||
if(sorted_tokens1->m_key <= sorted_tokens2->m_key)
|
||||
{
|
||||
///current cache variables
|
||||
curr_index = sorted_tokens1->m_value;
|
||||
max_coord_uint = maxcoords1[curr_index];
|
||||
AABB_COPY(test_aabb,paabb1[curr_index]);
|
||||
///next pairs
|
||||
sorted_tokens1++;
|
||||
classified_count1--;
|
||||
FIND_OVERLAPPING_FOWARD( curr_index, classified_count2, test_aabb, max_coord_uint, sorted_tokens2 , paabb2, (*collision_pairs), PUSH_PAIR);
|
||||
}
|
||||
else ///Switch test
|
||||
{
|
||||
///current cache variables
|
||||
curr_index = sorted_tokens2->m_value;
|
||||
max_coord_uint = maxcoords2[curr_index];
|
||||
AABB_COPY(test_aabb,paabb2[curr_index]);
|
||||
///next pairs
|
||||
sorted_tokens2++;
|
||||
classified_count2--;
|
||||
FIND_OVERLAPPING_FOWARD( curr_index, classified_count1, test_aabb, max_coord_uint, sorted_tokens1 , paabb1, (*collision_pairs), PUSH_PAIR_INV );
|
||||
}
|
||||
}
|
||||
gim_free(classified_tokens1 ,0);
|
||||
gim_free(classified_tokens2 ,0);
|
||||
}
|
||||
|
||||
//! NxM Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
|
||||
\param aabbset1 Must be sorted, Global bound is required.
|
||||
\param aabbset2 Must be sorted, Global bound is required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections_brute_force(GIM_AABB_SET * aabbset1,GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
char intersected;
|
||||
collision_pairs->m_size = 0;
|
||||
AABBCOLLISION(intersected,aabbset1->m_global_bound,aabbset2->m_global_bound);
|
||||
if(intersected == 0) return;
|
||||
|
||||
aabb3f int_abbb;
|
||||
//Find Set intersection
|
||||
BOXINTERSECTION(aabbset1->m_global_bound,aabbset2->m_global_bound, int_abbb);
|
||||
//Clasify set 1
|
||||
GUINT i,j;
|
||||
GUINT classified_count = 0;
|
||||
|
||||
GUINT count = aabbset1->m_count;
|
||||
aabb3f * paabb1 = aabbset1->m_boxes;
|
||||
aabb3f * paabb2 = aabbset2->m_boxes;
|
||||
|
||||
GUINT * classified = (GUINT *) gim_alloc(sizeof(GUINT)*count);
|
||||
|
||||
for (i=0;i<count;i++ )
|
||||
{
|
||||
AABBCOLLISION(intersected,paabb1[i],int_abbb);
|
||||
if(intersected)
|
||||
{
|
||||
classified[classified_count] = i;
|
||||
classified_count++;
|
||||
}
|
||||
}
|
||||
|
||||
if(classified_count==0) return; // no pairs
|
||||
|
||||
//intesect set2
|
||||
count = aabbset2->m_count;
|
||||
for (i=0;i<count;i++)
|
||||
{
|
||||
AABBCOLLISION(intersected,paabb2[i],int_abbb);
|
||||
if(intersected)
|
||||
{
|
||||
for (j=0;j<classified_count;j++)
|
||||
{
|
||||
AABBCOLLISION(intersected,paabb2[i],paabb1[classified[j]]);
|
||||
if(intersected)
|
||||
{
|
||||
PUSH_PAIR(classified[j],i,(*collision_pairs));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
gim_free(classified,0);
|
||||
}
|
||||
|
||||
|
||||
//! Initalizes the set. Sort Boxes if needed.
|
||||
/*!
|
||||
\pre aabbset must be allocated. And the boxes must be already set.
|
||||
\post If the set has less of GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES boxes, only calcs the global box,
|
||||
else it Sorts the entire set( Only applicable for large sets)
|
||||
*/
|
||||
void gim_aabbset_update(GIM_AABB_SET * aabbset)
|
||||
{
|
||||
if(aabbset->m_count < GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES)
|
||||
{//Brute force approach
|
||||
gim_aabbset_calc_global_bound(aabbset);
|
||||
}
|
||||
else
|
||||
{//Sorted force approach
|
||||
gim_aabbset_sort(aabbset,1);
|
||||
}
|
||||
}
|
||||
|
||||
//! Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
/*!
|
||||
This function sorts the set and then it calls to gim_aabbset_self_intersections_brute_force or gim_aabbset_self_intersections_sorted.
|
||||
|
||||
\param aabbset Set of boxes. Sorting isn't required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
\pre aabbset must be allocated and initialized.
|
||||
\post If aabbset->m_count >= GIM_MIN_SORTED_PRUNING_BOXES, then it calls to gim_aabbset_sort and then to gim_aabbset_self_intersections_sorted.
|
||||
*/
|
||||
void gim_aabbset_self_intersections(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
if(aabbset->m_count < GIM_MIN_SORTED_PRUNING_BOXES)
|
||||
{//Brute force approach
|
||||
gim_aabbset_self_intersections_brute_force(aabbset,collision_pairs);
|
||||
}
|
||||
else
|
||||
{//Sorted force approach
|
||||
gim_aabbset_sort(aabbset,0);
|
||||
gim_aabbset_self_intersections_sorted(aabbset,collision_pairs);
|
||||
}
|
||||
}
|
||||
|
||||
//! Collides two sets. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
/*!
|
||||
\pre aabbset1 and aabbset2 must be allocated and updated. See .
|
||||
\param aabbset1 Must be sorted, Global bound is required.
|
||||
\param aabbset2 Must be sorted, Global bound is required.
|
||||
\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
|
||||
*/
|
||||
void gim_aabbset_bipartite_intersections(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs)
|
||||
{
|
||||
if(aabbset1->m_sorted_mincoords == 0||aabbset2->m_sorted_mincoords == 0)
|
||||
{//Brute force approach
|
||||
gim_aabbset_bipartite_intersections_brute_force(aabbset1,aabbset2,collision_pairs);
|
||||
}
|
||||
else
|
||||
{//Sorted force approach
|
||||
gim_aabbset_bipartite_intersections_sorted(aabbset1,aabbset2,collision_pairs);
|
||||
}
|
||||
}
|
||||
|
||||
void gim_aabbset_box_collision(aabb3f *test_aabb, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided)
|
||||
{
|
||||
collided->m_size = 0;
|
||||
char intersected;
|
||||
AABBCOLLISION(intersected,aabbset->m_global_bound,(*test_aabb));
|
||||
if(intersected == 0) return;
|
||||
|
||||
GUINT i;
|
||||
GUINT count = aabbset->m_count;
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
aabb3f _testaabb;
|
||||
AABB_COPY(_testaabb,*test_aabb);
|
||||
|
||||
for (i=0;i< count;i++ )
|
||||
{
|
||||
AABBCOLLISION(intersected,paabb[i],_testaabb);
|
||||
if(intersected)
|
||||
{
|
||||
GIM_DYNARRAY_PUSH_ITEM(GUINT,(*collided),i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gim_aabbset_ray_collision(vec3f vorigin,vec3f vdir, GREAL tmax, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided)
|
||||
{
|
||||
collided->m_size = 0;
|
||||
char intersected;
|
||||
GREAL tparam = 0;
|
||||
BOX_INTERSECTS_RAY(aabbset->m_global_bound, vorigin, vdir, tparam, tmax,intersected);
|
||||
if(intersected==0) return;
|
||||
|
||||
GUINT i;
|
||||
GUINT count = aabbset->m_count;
|
||||
aabb3f * paabb = aabbset->m_boxes;
|
||||
|
||||
for (i=0;i< count;i++ )
|
||||
{
|
||||
BOX_INTERSECTS_RAY(paabb[i], vorigin, vdir, tparam, tmax,intersected);
|
||||
if(intersected)
|
||||
{
|
||||
GIM_DYNARRAY_PUSH_ITEM(GUINT,(*collided),i);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,132 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_contact.h"
|
||||
|
||||
void gim_merge_contacts(GDYNAMIC_ARRAY * source_contacts,
|
||||
GDYNAMIC_ARRAY * dest_contacts)
|
||||
{
|
||||
dest_contacts->m_size = 0;
|
||||
|
||||
GUINT source_count = source_contacts->m_size;
|
||||
GIM_CONTACT * psource_contacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,(*source_contacts));
|
||||
//create keys
|
||||
GIM_RSORT_TOKEN * keycontacts = (GIM_RSORT_TOKEN * )gim_alloc(sizeof(GIM_RSORT_TOKEN)*source_count);
|
||||
|
||||
GUINT i;
|
||||
for(i=0;i<source_count;i++)
|
||||
{
|
||||
keycontacts[i].m_value = i;
|
||||
GIM_CALC_KEY_CONTACT(psource_contacts[i].m_point,keycontacts[i].m_key);
|
||||
}
|
||||
|
||||
//sort keys
|
||||
GIM_QUICK_SORT_ARRAY(GIM_RSORT_TOKEN , keycontacts, source_count, RSORT_TOKEN_COMPARATOR,GIM_DEF_EXCHANGE_MACRO);
|
||||
|
||||
// Merge contacts
|
||||
GIM_CONTACT * pcontact = 0;
|
||||
GIM_CONTACT * scontact = 0;
|
||||
GUINT key,last_key=0;
|
||||
|
||||
for(i=0;i<source_contacts->m_size;i++)
|
||||
{
|
||||
key = keycontacts[i].m_key;
|
||||
scontact = &psource_contacts[keycontacts[i].m_value];
|
||||
|
||||
if(i>0 && last_key == key)
|
||||
{
|
||||
//merge contact
|
||||
if(pcontact->m_depth > scontact->m_depth + CONTACT_DIFF_EPSILON)
|
||||
{
|
||||
GIM_COPY_CONTACTS(pcontact, scontact);
|
||||
}
|
||||
}
|
||||
else
|
||||
{//add new contact
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GIM_CONTACT,(*dest_contacts));
|
||||
pcontact = GIM_DYNARRAY_POINTER_LAST(GIM_CONTACT,(*dest_contacts));
|
||||
GIM_COPY_CONTACTS(pcontact, scontact);
|
||||
}
|
||||
last_key = key;
|
||||
}
|
||||
gim_free(keycontacts,0);
|
||||
}
|
||||
|
||||
void gim_merge_contacts_unique(GDYNAMIC_ARRAY * source_contacts,
|
||||
GDYNAMIC_ARRAY * dest_contacts)
|
||||
{
|
||||
dest_contacts->m_size = 0;
|
||||
//Traverse the source contacts
|
||||
GUINT source_count = source_contacts->m_size;
|
||||
if(source_count==0) return;
|
||||
|
||||
GIM_CONTACT * psource_contacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,(*source_contacts));
|
||||
|
||||
//add the unique contact
|
||||
GIM_CONTACT * pcontact = 0;
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GIM_CONTACT,(*dest_contacts));
|
||||
pcontact = GIM_DYNARRAY_POINTER_LAST(GIM_CONTACT,(*dest_contacts));
|
||||
//set the first contact
|
||||
GIM_COPY_CONTACTS(pcontact, psource_contacts);
|
||||
|
||||
if(source_count==1) return;
|
||||
//scale the first contact
|
||||
VEC_SCALE(pcontact->m_normal,pcontact->m_depth,pcontact->m_normal);
|
||||
|
||||
psource_contacts++;
|
||||
|
||||
//Average the contacts
|
||||
GUINT i;
|
||||
for(i=1;i<source_count;i++)
|
||||
{
|
||||
VEC_SUM(pcontact->m_point,pcontact->m_point,psource_contacts->m_point);
|
||||
VEC_ACCUM(pcontact->m_normal,psource_contacts->m_depth,psource_contacts->m_normal);
|
||||
psource_contacts++;
|
||||
}
|
||||
|
||||
GREAL divide_average = 1.0f/((GREAL)source_count);
|
||||
|
||||
VEC_SCALE(pcontact->m_point,divide_average,pcontact->m_point);
|
||||
|
||||
pcontact->m_depth = VEC_DOT(pcontact->m_normal,pcontact->m_normal)*divide_average;
|
||||
GIM_SQRT(pcontact->m_depth,pcontact->m_depth);
|
||||
|
||||
VEC_NORMALIZE(pcontact->m_normal);
|
||||
|
||||
/*GREAL normal_len;
|
||||
VEC_INV_LENGTH(pcontact->m_normal,normal_len);
|
||||
VEC_SCALE(pcontact->m_normal,normal_len,pcontact->m_normal);
|
||||
|
||||
//Deep = LEN(normal)/SQRT(source_count)
|
||||
GIM_SQRT(divide_average,divide_average);
|
||||
pcontact->m_depth = divide_average/normal_len;
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_math.h"
|
||||
#include "stdlib.h"
|
||||
#include "time.h"
|
||||
|
||||
|
||||
GREAL gim_inv_sqrt(GREAL f)
|
||||
{
|
||||
GREAL r;
|
||||
GIM_INV_SQRT(f,r);
|
||||
return r;
|
||||
}
|
||||
|
||||
GREAL gim_sqrt(GREAL f)
|
||||
{
|
||||
GREAL r;
|
||||
GIM_SQRT(f,r);
|
||||
return r;
|
||||
}
|
||||
|
||||
//!Initializes mathematical functions
|
||||
void gim_init_math()
|
||||
{
|
||||
srand( static_cast< unsigned int >( time( 0 ) ) );
|
||||
}
|
||||
|
||||
//! Generates an unit random
|
||||
GREAL gim_unit_random()
|
||||
{
|
||||
GREAL rn = static_cast< GREAL >( rand() );
|
||||
rn/=(GREAL)RAND_MAX;
|
||||
return rn;
|
||||
}
|
|
@ -1,848 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include "GIMPACT/gim_memory.h"
|
||||
#include "stdlib.h"
|
||||
#include "malloc.h"
|
||||
//#include "mm_malloc.h"
|
||||
|
||||
static gim_alloc_function *g_allocfn = 0;
|
||||
static gim_alloca_function *g_allocafn = 0;
|
||||
static gim_realloc_function *g_reallocfn = 0;
|
||||
static gim_free_function *g_freefn = 0;
|
||||
|
||||
// buffer managers
|
||||
#define MAX_BUFFER_MANAGERS 16
|
||||
static GBUFFER_MANAGER_DATA g_buffer_managers[MAX_BUFFER_MANAGERS];
|
||||
static GUINT g_buffer_managers_count = 0;
|
||||
|
||||
#define VALIDATE_BUFFER_MANAGER(buffer_manager_id)\
|
||||
if(buffer_manager_id>=MAX_BUFFER_MANAGERS) return G_BUFFER_OP_INVALID;\
|
||||
GBUFFER_MANAGER_DATA * bm_data;\
|
||||
gim_get_buffer_manager_data(buffer_manager_id,&bm_data);\
|
||||
if(bm_data == 0) return G_BUFFER_OP_INVALID;\
|
||||
|
||||
#define VALIDATE_BUFFER_ID_PT(buffer_id)\
|
||||
VALIDATE_BUFFER_MANAGER(buffer_id->m_buffer_manager_id)\
|
||||
if(buffer_id->m_buffer_id>=bm_data->m_buffer_array.m_size) return G_BUFFER_OP_INVALID;\
|
||||
GBUFFER_DATA * pbuffer = GIM_DYNARRAY_POINTER(GBUFFER_DATA,bm_data->m_buffer_array);\
|
||||
pbuffer += buffer_id->m_buffer_id;\
|
||||
if(pbuffer->m_buffer_handle==0) return G_BUFFER_OP_INVALID;\
|
||||
|
||||
|
||||
void GIM_BUFFER_ARRAY_DESTROY(GBUFFER_ARRAY & array_data)
|
||||
{
|
||||
gim_buffer_array_unlock(&array_data);
|
||||
gim_buffer_free(&(array_data).m_buffer_id);
|
||||
}
|
||||
|
||||
void GIM_DYNARRAY_DESTROY(GDYNAMIC_ARRAY & array_data)
|
||||
{
|
||||
if(array_data.m_pdata != 0)
|
||||
{
|
||||
gim_free(array_data.m_pdata,0);
|
||||
array_data.m_reserve_size = 0;
|
||||
array_data.m_size = 0;
|
||||
array_data.m_pdata = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void gim_set_alloc_handler (gim_alloc_function *fn)
|
||||
{
|
||||
g_allocfn = fn;
|
||||
}
|
||||
|
||||
void gim_set_alloca_handler (gim_alloca_function *fn)
|
||||
{
|
||||
g_allocafn = fn;
|
||||
}
|
||||
|
||||
void gim_set_realloc_handler (gim_realloc_function *fn)
|
||||
{
|
||||
g_reallocfn = fn;
|
||||
}
|
||||
|
||||
void gim_set_free_handler (gim_free_function *fn)
|
||||
{
|
||||
g_freefn = fn;
|
||||
}
|
||||
|
||||
gim_alloc_function *gim_get_alloc_handler()
|
||||
{
|
||||
return g_allocfn;
|
||||
}
|
||||
|
||||
gim_alloca_function *gim_get_alloca_handler()
|
||||
{
|
||||
return g_allocafn;
|
||||
}
|
||||
|
||||
|
||||
gim_realloc_function *gim_get_realloc_handler ()
|
||||
{
|
||||
return g_reallocfn;
|
||||
}
|
||||
|
||||
|
||||
gim_free_function *gim_get_free_handler ()
|
||||
{
|
||||
return g_freefn;
|
||||
}
|
||||
|
||||
|
||||
void * gim_alloc(size_t size)
|
||||
{
|
||||
void * ptr = 0;
|
||||
ptr = malloc(size);
|
||||
/*if (g_allocfn) ptr = g_allocfn(size); else ptr = malloc(size);//_mm_malloc(size,0);*/
|
||||
if(ptr==0)
|
||||
{
|
||||
float * fp = 0;
|
||||
*fp = 0.0f;
|
||||
}
|
||||
return ptr;
|
||||
}
|
||||
|
||||
void * gim_alloca(size_t size)
|
||||
{
|
||||
if (g_allocafn) return g_allocafn(size); else return alloca(size);
|
||||
}
|
||||
|
||||
|
||||
void * gim_realloc(void *ptr, size_t oldsize, size_t newsize)
|
||||
{
|
||||
/*if (g_reallocfn) return g_reallocfn(ptr,oldsize,newsize);
|
||||
else return realloc(ptr,newsize);*/
|
||||
//return realloc(ptr,newsize);
|
||||
void * newptr = gim_alloc(newsize);
|
||||
size_t copysize = newsize> oldsize? oldsize: newsize;
|
||||
memcpy(newptr,ptr,copysize);
|
||||
gim_free(ptr,oldsize);
|
||||
return newptr;
|
||||
}
|
||||
|
||||
void gim_free(void *ptr, size_t size)
|
||||
{
|
||||
if (!ptr) return;
|
||||
if (g_freefn)
|
||||
{
|
||||
g_freefn(ptr,size);
|
||||
}
|
||||
else
|
||||
{
|
||||
free(ptr);//_mm_free(ptr);
|
||||
}
|
||||
}
|
||||
|
||||
///******************************* BUFFER MANAGERS ******************************///
|
||||
|
||||
//!** Basic buffer prototyoe functions
|
||||
|
||||
GUINT _system_buffer_alloc_function(GUINT size,int usage)
|
||||
{
|
||||
void * newdata = gim_alloc(size);
|
||||
memset(newdata,0,size);
|
||||
return (GUINT)(newdata);
|
||||
}
|
||||
|
||||
GUINT _system_buffer_alloc_data_function(const void * pdata,GUINT size,int usage)
|
||||
{
|
||||
void * newdata = gim_alloc(size);
|
||||
memcpy(newdata,pdata,size);
|
||||
return (GUINT)(newdata);
|
||||
}
|
||||
|
||||
GUINT _system_buffer_realloc_function(GUINT buffer_handle,GUINT oldsize,int old_usage,GUINT newsize,int new_usage)
|
||||
{
|
||||
void * newdata = gim_realloc((void *)buffer_handle,oldsize,newsize);
|
||||
return (GUINT)(newdata);
|
||||
}
|
||||
|
||||
void _system_buffer_free_function(GUINT buffer_handle,GUINT size)
|
||||
{
|
||||
gim_free((void*)buffer_handle,size);
|
||||
}
|
||||
|
||||
char * _system_lock_buffer_function(GUINT buffer_handle,int access)
|
||||
{
|
||||
return (char * )(buffer_handle);
|
||||
}
|
||||
|
||||
|
||||
void _system_unlock_buffer_function(GUINT buffer_handle)
|
||||
{
|
||||
}
|
||||
|
||||
void _system_download_from_buffer_function(
|
||||
GUINT source_buffer_handle,
|
||||
GUINT source_pos,
|
||||
void * destdata,
|
||||
GUINT copysize)
|
||||
{
|
||||
char * pdata;
|
||||
pdata = (char *)source_buffer_handle;
|
||||
memcpy(destdata,pdata+source_pos,copysize);
|
||||
}
|
||||
|
||||
void _system_upload_to_buffer_function(
|
||||
GUINT dest_buffer_handle,
|
||||
GUINT dest_pos,
|
||||
void * sourcedata,
|
||||
GUINT copysize)
|
||||
{
|
||||
char * pdata;
|
||||
pdata = (char * )dest_buffer_handle;
|
||||
memcpy(pdata+dest_pos,sourcedata,copysize);
|
||||
}
|
||||
|
||||
void _system_copy_buffers_function(
|
||||
GUINT source_buffer_handle,
|
||||
GUINT source_pos,
|
||||
GUINT dest_buffer_handle,
|
||||
GUINT dest_pos,
|
||||
GUINT copysize)
|
||||
{
|
||||
char * pdata1,*pdata2;
|
||||
pdata1 = (char *)source_buffer_handle;
|
||||
pdata2 = (char *)dest_buffer_handle;
|
||||
memcpy(pdata2+dest_pos,pdata1+source_pos,copysize);
|
||||
}
|
||||
|
||||
GUINT _shared_buffer_alloc_function(GUINT size,int usage)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
GUINT _shared_buffer_alloc_data_function(const void * pdata,GUINT size,int usage)
|
||||
{
|
||||
return (GUINT)pdata;
|
||||
}
|
||||
|
||||
GUINT _shared_buffer_realloc_function(GUINT buffer_handle,GUINT oldsize,int old_usage,GUINT newsize,int new_usage)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void _shared_buffer_free_function(GUINT buffer_handle,GUINT size)
|
||||
{
|
||||
}
|
||||
|
||||
//!** Buffer manager operations
|
||||
void gim_create_buffer_manager(GBUFFER_MANAGER_PROTOTYPE * prototype,GUINT buffer_manager_id)
|
||||
{
|
||||
GBUFFER_MANAGER_DATA * bm_data;
|
||||
bm_data = &g_buffer_managers[buffer_manager_id];
|
||||
|
||||
if(bm_data->m_active==0)
|
||||
{
|
||||
if(g_buffer_managers_count<=buffer_manager_id)
|
||||
{
|
||||
g_buffer_managers_count = buffer_manager_id+1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gim_destroy_buffer_manager(buffer_manager_id);
|
||||
}
|
||||
bm_data->m_active = 1;
|
||||
//CREATE ARRAYS
|
||||
GIM_DYNARRAY_CREATE(GBUFFER_DATA,bm_data->m_buffer_array,G_ARRAY_GROW_SIZE);
|
||||
GIM_DYNARRAY_CREATE(GUINT,bm_data->m_free_positions,G_ARRAY_GROW_SIZE);
|
||||
//INIT PROTOTYPE
|
||||
bm_data->m_prototype.alloc_data_fn = prototype->alloc_data_fn;
|
||||
bm_data->m_prototype.alloc_fn = prototype->alloc_fn;
|
||||
bm_data->m_prototype.copy_buffers_fn = prototype->copy_buffers_fn;
|
||||
bm_data->m_prototype.download_from_buffer_fn = prototype->download_from_buffer_fn;
|
||||
bm_data->m_prototype.free_fn = prototype->free_fn;
|
||||
bm_data->m_prototype.lock_buffer_fn = prototype->lock_buffer_fn;
|
||||
bm_data->m_prototype.realloc_fn = prototype->realloc_fn;
|
||||
bm_data->m_prototype.unlock_buffer_fn = prototype->unlock_buffer_fn;
|
||||
bm_data->m_prototype.upload_to_buffer_fn = prototype->upload_to_buffer_fn;
|
||||
}
|
||||
|
||||
GUINT gim_get_buffer_manager_count()
|
||||
{
|
||||
return g_buffer_managers_count;
|
||||
}
|
||||
void gim_destroy_buffer_manager(GUINT buffer_manager_id)
|
||||
{
|
||||
GBUFFER_MANAGER_DATA * bm_data;
|
||||
gim_get_buffer_manager_data(buffer_manager_id,&bm_data);
|
||||
if(bm_data == 0) return;
|
||||
//Destroy all buffers
|
||||
|
||||
GBUFFER_DATA * buffers = GIM_DYNARRAY_POINTER(GBUFFER_DATA,bm_data->m_buffer_array);
|
||||
GUINT i, buffer_count = bm_data->m_buffer_array.m_size;
|
||||
for (i=0;i<buffer_count ;i++ )
|
||||
{
|
||||
if(buffers[i].m_buffer_handle!=0) //Is active
|
||||
{
|
||||
// free handle
|
||||
bm_data->m_prototype.free_fn(buffers[i].m_buffer_handle,buffers[i].m_size);
|
||||
}
|
||||
}
|
||||
|
||||
//destroy buffer array
|
||||
GIM_DYNARRAY_DESTROY(bm_data->m_buffer_array);
|
||||
//destroy free positions
|
||||
GIM_DYNARRAY_DESTROY(bm_data->m_free_positions);
|
||||
//Mark as innactive
|
||||
bm_data->m_active = 0;
|
||||
}
|
||||
void gim_get_buffer_manager_data(GUINT buffer_manager_id,GBUFFER_MANAGER_DATA ** pbm_data)
|
||||
{
|
||||
GBUFFER_MANAGER_DATA * bm_data;
|
||||
bm_data = &g_buffer_managers[buffer_manager_id];
|
||||
|
||||
if(bm_data->m_active==0)
|
||||
{
|
||||
*pbm_data = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
*pbm_data = bm_data;
|
||||
}
|
||||
}
|
||||
|
||||
void gim_init_buffer_managers()
|
||||
{
|
||||
GUINT i;
|
||||
for (i=0;i<MAX_BUFFER_MANAGERS;i++)
|
||||
{
|
||||
g_buffer_managers[i].m_active = 0;
|
||||
g_buffer_managers[i].m_buffer_array.m_pdata = 0;
|
||||
g_buffer_managers[i].m_buffer_array.m_reserve_size = 0;
|
||||
g_buffer_managers[i].m_buffer_array.m_size = 0;
|
||||
g_buffer_managers[i].m_free_positions.m_pdata = 0;
|
||||
g_buffer_managers[i].m_free_positions.m_reserve_size = 0;
|
||||
g_buffer_managers[i].m_free_positions.m_size = 0;
|
||||
}
|
||||
g_buffer_managers_count = 0;
|
||||
// Add the two most important buffer managers
|
||||
GBUFFER_MANAGER_PROTOTYPE prototype;
|
||||
|
||||
//add system buffer manager
|
||||
prototype.alloc_data_fn = _system_buffer_alloc_data_function;
|
||||
prototype.alloc_fn = _system_buffer_alloc_function;
|
||||
prototype.copy_buffers_fn = _system_copy_buffers_function;
|
||||
prototype.download_from_buffer_fn = _system_download_from_buffer_function;
|
||||
prototype.free_fn = _system_buffer_free_function;
|
||||
prototype.lock_buffer_fn = _system_lock_buffer_function;
|
||||
prototype.realloc_fn = _system_buffer_realloc_function;
|
||||
prototype.unlock_buffer_fn = _system_unlock_buffer_function;
|
||||
prototype.upload_to_buffer_fn = _system_upload_to_buffer_function;
|
||||
|
||||
gim_create_buffer_manager(&prototype,G_BUFFER_MANAGER_SYSTEM );
|
||||
|
||||
//add zhared buffer manager
|
||||
prototype.alloc_data_fn = _shared_buffer_alloc_data_function;
|
||||
prototype.alloc_fn = _shared_buffer_alloc_function;
|
||||
prototype.free_fn = _shared_buffer_free_function;
|
||||
gim_create_buffer_manager(&prototype,G_BUFFER_MANAGER_SHARED);
|
||||
}
|
||||
|
||||
void gim_terminate_buffer_managers()
|
||||
{
|
||||
GUINT i;
|
||||
for (i=0;i<g_buffer_managers_count;i++)
|
||||
{
|
||||
gim_destroy_buffer_manager(i);
|
||||
}
|
||||
g_buffer_managers_count = 0;
|
||||
}
|
||||
|
||||
//!** Nuffer operations
|
||||
|
||||
void GET_AVALIABLE_BUFFER_ID(GBUFFER_MANAGER_DATA * buffer_manager, GUINT & buffer_id)
|
||||
{
|
||||
if(buffer_manager->m_free_positions.m_size>0)\
|
||||
{
|
||||
GUINT * _pointer = GIM_DYNARRAY_POINTER(GUINT,buffer_manager->m_free_positions);
|
||||
buffer_id = _pointer[buffer_manager->m_free_positions.m_size-1];
|
||||
GIM_DYNARRAY_POP_ITEM(buffer_manager->m_free_positions);
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer_id = buffer_manager->m_buffer_array.m_size;
|
||||
GIM_DYNARRAY_PUSH_EMPTY(GBUFFER_DATA,buffer_manager->m_buffer_array);
|
||||
}
|
||||
}
|
||||
|
||||
GINT _validate_buffer_id(GBUFFER_ID * buffer_id,GBUFFER_DATA ** ppbuffer,GBUFFER_MANAGER_DATA ** pbm_data)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
*ppbuffer = pbuffer;
|
||||
*pbm_data = bm_data;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GUINT gim_create_buffer(
|
||||
GUINT buffer_manager_id,
|
||||
GUINT buffer_size,
|
||||
int usage,
|
||||
GBUFFER_ID * buffer_id)
|
||||
{
|
||||
VALIDATE_BUFFER_MANAGER(buffer_manager_id)
|
||||
|
||||
GUINT newbufferhandle = bm_data->m_prototype.alloc_fn(buffer_size,usage);
|
||||
if(newbufferhandle==0) return G_BUFFER_OP_INVALID;
|
||||
|
||||
GET_AVALIABLE_BUFFER_ID(bm_data,buffer_id->m_buffer_id);
|
||||
buffer_id->m_buffer_manager_id = buffer_manager_id;
|
||||
|
||||
GBUFFER_DATA * pbuffer = GIM_DYNARRAY_POINTER(GBUFFER_DATA,bm_data->m_buffer_array);
|
||||
pbuffer += buffer_id->m_buffer_id ;
|
||||
pbuffer->m_buffer_handle = newbufferhandle;
|
||||
pbuffer->m_size = buffer_size;
|
||||
pbuffer->m_usage = usage;
|
||||
pbuffer->m_lock_count = 0;
|
||||
pbuffer->m_refcount = 0;
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
|
||||
//set shadow buffer if needed
|
||||
|
||||
if(usage == G_MU_STATIC_READ ||
|
||||
usage == G_MU_STATIC_READ_DYNAMIC_WRITE||
|
||||
usage == G_MU_STATIC_READ_DYNAMIC_WRITE_COPY)
|
||||
{
|
||||
gim_create_common_buffer(buffer_size,&pbuffer->m_shadow_buffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
pbuffer->m_shadow_buffer.m_buffer_id = G_UINT_INFINITY;
|
||||
pbuffer->m_shadow_buffer.m_buffer_manager_id = G_UINT_INFINITY;
|
||||
}
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
|
||||
GUINT gim_create_buffer_from_data(
|
||||
GUINT buffer_manager_id,
|
||||
const void * pdata,
|
||||
GUINT buffer_size,
|
||||
int usage,
|
||||
GBUFFER_ID * buffer_id)
|
||||
{
|
||||
VALIDATE_BUFFER_MANAGER(buffer_manager_id)
|
||||
|
||||
GUINT newbufferhandle = bm_data->m_prototype.alloc_data_fn(pdata,buffer_size,usage);
|
||||
if(newbufferhandle==0) return G_BUFFER_OP_INVALID;
|
||||
|
||||
GET_AVALIABLE_BUFFER_ID(bm_data,buffer_id->m_buffer_id);
|
||||
buffer_id->m_buffer_manager_id = buffer_manager_id;
|
||||
|
||||
GBUFFER_DATA * pbuffer = GIM_DYNARRAY_POINTER(GBUFFER_DATA,bm_data->m_buffer_array);
|
||||
pbuffer += buffer_id->m_buffer_id ;
|
||||
pbuffer->m_buffer_handle = newbufferhandle;
|
||||
pbuffer->m_size = buffer_size;
|
||||
pbuffer->m_usage = usage;
|
||||
pbuffer->m_lock_count = 0;
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_refcount = 0;
|
||||
|
||||
//set shadow buffer if needed
|
||||
|
||||
if(usage == G_MU_STATIC_READ ||
|
||||
usage == G_MU_STATIC_READ_DYNAMIC_WRITE||
|
||||
usage == G_MU_STATIC_READ_DYNAMIC_WRITE_COPY)
|
||||
{
|
||||
gim_create_common_buffer_from_data(pdata,buffer_size,&pbuffer->m_shadow_buffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
pbuffer->m_shadow_buffer.m_buffer_id = G_UINT_INFINITY;
|
||||
pbuffer->m_shadow_buffer.m_buffer_manager_id = G_UINT_INFINITY;
|
||||
}
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GUINT gim_create_common_buffer(GUINT buffer_size, GBUFFER_ID * buffer_id)
|
||||
{
|
||||
return gim_create_buffer(G_BUFFER_MANAGER_SYSTEM,buffer_size,G_MU_DYNAMIC_READ_WRITE,buffer_id);
|
||||
}
|
||||
|
||||
GUINT gim_create_common_buffer_from_data(
|
||||
const void * pdata, GUINT buffer_size, GBUFFER_ID * buffer_id)
|
||||
{
|
||||
return gim_create_buffer_from_data(G_BUFFER_MANAGER_SYSTEM,pdata,buffer_size,G_MU_DYNAMIC_READ_WRITE,buffer_id);
|
||||
}
|
||||
|
||||
GUINT gim_create_shared_buffer_from_data(
|
||||
const void * pdata, GUINT buffer_size, GBUFFER_ID * buffer_id)
|
||||
{
|
||||
return gim_create_buffer_from_data(G_BUFFER_MANAGER_SHARED,pdata,buffer_size,G_MU_DYNAMIC_READ_WRITE,buffer_id);
|
||||
}
|
||||
|
||||
GINT gim_buffer_realloc(GBUFFER_ID * buffer_id,GUINT newsize)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
if(pbuffer->m_lock_count>0) return G_BUFFER_OP_INVALID;
|
||||
GUINT newhandle = bm_data->m_prototype.realloc_fn(pbuffer->m_buffer_handle,pbuffer->m_size,pbuffer->m_usage,newsize,pbuffer->m_usage);
|
||||
if(newhandle==0) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_buffer_handle = newhandle;
|
||||
//realloc shadow buffer if any
|
||||
gim_buffer_realloc(&pbuffer->m_shadow_buffer,newsize);
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_buffer_add_ref(GBUFFER_ID * buffer_id)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
pbuffer->m_refcount++;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_buffer_free(GBUFFER_ID * buffer_id)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
if(pbuffer->m_lock_count>0) return G_BUFFER_OP_INVALID;
|
||||
if(pbuffer->m_refcount>0) pbuffer->m_refcount--;
|
||||
if(pbuffer->m_refcount>0) return G_BUFFER_OP_STILLREFCOUNTED;
|
||||
|
||||
bm_data->m_prototype.free_fn(pbuffer->m_buffer_handle,pbuffer->m_size);
|
||||
//destroy shadow buffer if needed
|
||||
gim_buffer_free(&pbuffer->m_shadow_buffer);
|
||||
// Obtain a free slot index for a new buffer
|
||||
GIM_DYNARRAY_PUSH_ITEM(GUINT,bm_data->m_free_positions,buffer_id->m_buffer_id);
|
||||
pbuffer->m_buffer_handle = 0;
|
||||
pbuffer->m_size = 0;
|
||||
pbuffer->m_shadow_buffer.m_buffer_id = G_UINT_INFINITY;
|
||||
pbuffer->m_shadow_buffer.m_buffer_manager_id = G_UINT_INFINITY;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_lock_buffer(GBUFFER_ID * buffer_id,int access,char ** map_pointer)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
if(pbuffer->m_lock_count>0)
|
||||
{
|
||||
if(pbuffer->m_access!=access) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_lock_count++;
|
||||
*map_pointer = pbuffer->m_mapped_pointer;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
pbuffer->m_access = access;
|
||||
|
||||
GUINT result;
|
||||
if(pbuffer->m_usage==G_MU_STATIC_WRITE)
|
||||
{
|
||||
*map_pointer = 0;///no access
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
result = gim_lock_buffer(&pbuffer->m_shadow_buffer,access,map_pointer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = *map_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
*map_pointer = 0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ_DYNAMIC_WRITE)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
result = gim_lock_buffer(&pbuffer->m_shadow_buffer,access,map_pointer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = *map_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
else if(pbuffer->m_access == G_MA_WRITE_ONLY)
|
||||
{
|
||||
pbuffer->m_mapped_pointer = bm_data->m_prototype.lock_buffer_fn(pbuffer->m_buffer_handle,access);
|
||||
*map_pointer = pbuffer->m_mapped_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
else if(pbuffer->m_access == G_MA_READ_WRITE)
|
||||
{
|
||||
*map_pointer = 0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ_DYNAMIC_WRITE_COPY)
|
||||
{
|
||||
result = gim_lock_buffer(&pbuffer->m_shadow_buffer,access,map_pointer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = *map_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_WRITE_DYNAMIC_READ)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
pbuffer->m_mapped_pointer = bm_data->m_prototype.lock_buffer_fn(pbuffer->m_buffer_handle,access);
|
||||
*map_pointer = pbuffer->m_mapped_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
*map_pointer = 0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_DYNAMIC_READ_WRITE)
|
||||
{
|
||||
pbuffer->m_mapped_pointer = bm_data->m_prototype.lock_buffer_fn(pbuffer->m_buffer_handle,access);
|
||||
*map_pointer = pbuffer->m_mapped_pointer;
|
||||
pbuffer->m_lock_count++;
|
||||
}
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_unlock_buffer(GBUFFER_ID * buffer_id)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
if(pbuffer->m_lock_count==0) return G_BUFFER_OP_INVALID;
|
||||
|
||||
if(pbuffer->m_lock_count>1)
|
||||
{
|
||||
pbuffer->m_lock_count--;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
|
||||
GUINT result;
|
||||
if(pbuffer->m_usage==G_MU_STATIC_WRITE)
|
||||
{
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
result = gim_unlock_buffer(&pbuffer->m_shadow_buffer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ_DYNAMIC_WRITE)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
result = gim_unlock_buffer(&pbuffer->m_shadow_buffer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
}
|
||||
else if(pbuffer->m_access == G_MA_WRITE_ONLY)
|
||||
{
|
||||
bm_data->m_prototype.unlock_buffer_fn(pbuffer->m_buffer_handle);
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
}
|
||||
else if(pbuffer->m_access == G_MA_READ_WRITE)
|
||||
{
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_READ_DYNAMIC_WRITE_COPY)
|
||||
{
|
||||
result = gim_unlock_buffer(&pbuffer->m_shadow_buffer);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
if(pbuffer->m_access == G_MA_WRITE_ONLY||pbuffer->m_access == G_MA_READ_WRITE)
|
||||
{
|
||||
gim_copy_buffers(&pbuffer->m_shadow_buffer,0,buffer_id,0,pbuffer->m_size);
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_STATIC_WRITE_DYNAMIC_READ)
|
||||
{
|
||||
if(pbuffer->m_access == G_MA_READ_ONLY)
|
||||
{
|
||||
bm_data->m_prototype.unlock_buffer_fn(pbuffer->m_buffer_handle);
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
return G_BUFFER_OP_INVALID;
|
||||
}
|
||||
}
|
||||
else if(pbuffer->m_usage==G_MU_DYNAMIC_READ_WRITE)
|
||||
{
|
||||
bm_data->m_prototype.unlock_buffer_fn(pbuffer->m_buffer_handle);
|
||||
pbuffer->m_mapped_pointer = 0;
|
||||
pbuffer->m_lock_count=0;
|
||||
}
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_get_buffer_size(GBUFFER_ID * buffer_id,GUINT * buffer_size)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
*buffer_size = pbuffer->m_size;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_get_buffer_is_locked(GBUFFER_ID * buffer_id,GUINT * lock_count)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
*lock_count = pbuffer->m_lock_count;
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
|
||||
GINT gim_download_from_buffer(
|
||||
GBUFFER_ID * buffer_id,
|
||||
GUINT source_pos,
|
||||
void * destdata,
|
||||
GUINT copysize)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
bm_data->m_prototype.download_from_buffer_fn(
|
||||
pbuffer->m_buffer_handle,source_pos,destdata,copysize);
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_upload_to_buffer(
|
||||
GBUFFER_ID * buffer_id,
|
||||
GUINT dest_pos,
|
||||
void * sourcedata,
|
||||
GUINT copysize)
|
||||
{
|
||||
VALIDATE_BUFFER_ID_PT(buffer_id)
|
||||
bm_data->m_prototype.upload_to_buffer_fn(
|
||||
pbuffer->m_buffer_handle,dest_pos,sourcedata,copysize);
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_copy_buffers(
|
||||
GBUFFER_ID * source_buffer_id,
|
||||
GUINT source_pos,
|
||||
GBUFFER_ID * dest_buffer_id,
|
||||
GUINT dest_pos,
|
||||
GUINT copysize)
|
||||
{
|
||||
GBUFFER_MANAGER_DATA * bm_data1,* bm_data2;
|
||||
GBUFFER_DATA * pbuffer1, * pbuffer2;
|
||||
void * tempdata;
|
||||
if(_validate_buffer_id(source_buffer_id,&pbuffer1,&bm_data1)!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
|
||||
if(_validate_buffer_id(dest_buffer_id,&pbuffer2,&bm_data2)!= G_BUFFER_OP_SUCCESS) return G_BUFFER_OP_INVALID;
|
||||
|
||||
if((source_buffer_id->m_buffer_manager_id == dest_buffer_id->m_buffer_manager_id)||
|
||||
(source_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SYSTEM && dest_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SHARED)||
|
||||
(source_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SHARED && dest_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SYSTEM)
|
||||
)
|
||||
{//smooth copy
|
||||
bm_data1->m_prototype.copy_buffers_fn(pbuffer1->m_buffer_handle,source_pos,pbuffer2->m_buffer_handle,dest_pos,copysize);
|
||||
}
|
||||
else if(source_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SYSTEM || source_buffer_id->m_buffer_manager_id == G_BUFFER_MANAGER_SHARED)
|
||||
{
|
||||
//hard copy
|
||||
tempdata = (void *)pbuffer1->m_buffer_handle;
|
||||
//upload data
|
||||
bm_data2->m_prototype.upload_to_buffer_fn(pbuffer2->m_buffer_handle,dest_pos,
|
||||
tempdata,
|
||||
copysize);
|
||||
}
|
||||
else
|
||||
{
|
||||
//very hard copy
|
||||
void * tempdata = gim_alloc(copysize);
|
||||
//download data
|
||||
bm_data1->m_prototype.download_from_buffer_fn(pbuffer1->m_buffer_handle,source_pos,
|
||||
tempdata,
|
||||
copysize);
|
||||
|
||||
//upload data
|
||||
bm_data2->m_prototype.upload_to_buffer_fn(pbuffer2->m_buffer_handle,dest_pos,
|
||||
tempdata,
|
||||
copysize);
|
||||
//delete temp buffer
|
||||
gim_free(tempdata,copysize);
|
||||
}
|
||||
return G_BUFFER_OP_SUCCESS;
|
||||
}
|
||||
|
||||
GINT gim_buffer_array_lock(GBUFFER_ARRAY * array_data, int access)
|
||||
{
|
||||
if(array_data->m_buffer_data != 0) return G_BUFFER_OP_SUCCESS;
|
||||
GINT result = gim_lock_buffer(&array_data->m_buffer_id,access,&array_data->m_buffer_data);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return result;
|
||||
array_data->m_buffer_data += array_data->m_byte_offset;
|
||||
return result;
|
||||
}
|
||||
|
||||
GINT gim_buffer_array_unlock(GBUFFER_ARRAY * array_data)
|
||||
{
|
||||
if(array_data->m_buffer_data == 0) return G_BUFFER_OP_SUCCESS;
|
||||
GINT result = gim_unlock_buffer(&array_data->m_buffer_id);
|
||||
if(result!= G_BUFFER_OP_SUCCESS) return result;
|
||||
array_data->m_buffer_data = 0;
|
||||
return result;
|
||||
}
|
||||
|
||||
void gim_buffer_array_copy_ref(GBUFFER_ARRAY * source_data,GBUFFER_ARRAY * dest_data)
|
||||
{
|
||||
dest_data->m_buffer_id.m_buffer_id = source_data->m_buffer_id.m_buffer_id;
|
||||
dest_data->m_buffer_id.m_buffer_manager_id = source_data->m_buffer_id.m_buffer_manager_id;
|
||||
dest_data->m_buffer_data = 0;
|
||||
dest_data->m_byte_stride = source_data->m_byte_stride;
|
||||
dest_data->m_byte_offset = source_data->m_byte_offset;
|
||||
dest_data->m_element_count = source_data->m_element_count;
|
||||
gim_buffer_add_ref(&dest_data->m_buffer_id);
|
||||
}
|
||||
|
||||
void gim_buffer_array_copy_value(GBUFFER_ARRAY * source_data,GBUFFER_ARRAY * dest_data, GUINT buffer_manager_id,int usage)
|
||||
{
|
||||
//Create new buffer
|
||||
GUINT buffsize = source_data->m_element_count*source_data->m_byte_stride;
|
||||
gim_create_buffer(buffer_manager_id,buffsize,usage,&dest_data->m_buffer_id);
|
||||
|
||||
//copy ref data
|
||||
dest_data->m_buffer_data = 0;
|
||||
dest_data->m_byte_stride = source_data->m_byte_stride;
|
||||
dest_data->m_byte_offset = 0;
|
||||
dest_data->m_element_count = source_data->m_element_count;
|
||||
gim_buffer_add_ref(&dest_data->m_buffer_id);
|
||||
//copy buffers
|
||||
gim_copy_buffers(&source_data->m_buffer_id,source_data->m_byte_offset,&dest_data->m_buffer_id,0,buffsize);
|
||||
}
|
|
@ -1,251 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
|
||||
#define FABS(x) (float(fabs(x))) /* implement as is fastest on your machine */
|
||||
|
||||
/* some macros */
|
||||
|
||||
#define CLASSIFY_TRIPOINTS_BY_FACE(v1,v2,v3,faceplane,out_of_face)\
|
||||
{ \
|
||||
_distances[0] = DISTANCE_PLANE_POINT(faceplane,v1);\
|
||||
_distances[1] = _distances[0] * DISTANCE_PLANE_POINT(faceplane,v2);\
|
||||
_distances[2] = _distances[0] * DISTANCE_PLANE_POINT(faceplane,v3); \
|
||||
if(_distances[1]>0.0f && _distances[2]>0.0f)\
|
||||
{\
|
||||
out_of_face = 1;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
out_of_face = 0;\
|
||||
}\
|
||||
}\
|
||||
|
||||
/* sort so that a<=b */
|
||||
#define SORT(a,b) \
|
||||
if(a>b) \
|
||||
{ \
|
||||
float c; \
|
||||
c=a; \
|
||||
a=b; \
|
||||
b=c; \
|
||||
}
|
||||
|
||||
|
||||
/* this edge to edge test is based on Franlin Antonio's gem:
|
||||
"Faster Line Segment Intersection", in Graphics Gems III,
|
||||
pp. 199-202 */
|
||||
#define EDGE_EDGE_TEST(V0,U0,U1) \
|
||||
Bx=U0[i0]-U1[i0]; \
|
||||
By=U0[i1]-U1[i1]; \
|
||||
Cx=V0[i0]-U0[i0]; \
|
||||
Cy=V0[i1]-U0[i1]; \
|
||||
f=Ay*Bx-Ax*By; \
|
||||
d=By*Cx-Bx*Cy; \
|
||||
if((f>0 && d>=0 && d<=f) || (f<0 && d<=0 && d>=f)) \
|
||||
{ \
|
||||
e=Ax*Cy-Ay*Cx; \
|
||||
if(f>0) \
|
||||
{ \
|
||||
if(e>=0 && e<=f) return 1; \
|
||||
} \
|
||||
else \
|
||||
{ \
|
||||
if(e<=0 && e>=f) return 1; \
|
||||
} \
|
||||
}
|
||||
|
||||
#define EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2) \
|
||||
{ \
|
||||
float Ax,Ay,Bx,By,Cx,Cy,e,d,f; \
|
||||
Ax=V1[i0]-V0[i0]; \
|
||||
Ay=V1[i1]-V0[i1]; \
|
||||
/* test edge U0,U1 against V0,V1 */ \
|
||||
EDGE_EDGE_TEST(V0,U0,U1); \
|
||||
/* test edge U1,U2 against V0,V1 */ \
|
||||
EDGE_EDGE_TEST(V0,U1,U2); \
|
||||
/* test edge U2,U1 against V0,V1 */ \
|
||||
EDGE_EDGE_TEST(V0,U2,U0); \
|
||||
}
|
||||
|
||||
#define POINT_IN_TRI(V0,U0,U1,U2) \
|
||||
{ \
|
||||
float a,b,c,d0,d1,d2; \
|
||||
/* is T1 completly inside T2? */ \
|
||||
/* check if V0 is inside tri(U0,U1,U2) */ \
|
||||
a=U1[i1]-U0[i1]; \
|
||||
b=-(U1[i0]-U0[i0]); \
|
||||
c=-a*U0[i0]-b*U0[i1]; \
|
||||
d0=a*V0[i0]+b*V0[i1]+c; \
|
||||
\
|
||||
a=U2[i1]-U1[i1]; \
|
||||
b=-(U2[i0]-U1[i0]); \
|
||||
c=-a*U1[i0]-b*U1[i1]; \
|
||||
d1=a*V0[i0]+b*V0[i1]+c; \
|
||||
\
|
||||
a=U0[i1]-U2[i1]; \
|
||||
b=-(U0[i0]-U2[i0]); \
|
||||
c=-a*U2[i0]-b*U2[i1]; \
|
||||
d2=a*V0[i0]+b*V0[i1]+c; \
|
||||
if(d0*d1>0.0) \
|
||||
{ \
|
||||
if(d0*d2>0.0) return 1; \
|
||||
} \
|
||||
}
|
||||
|
||||
int coplanar_tri_tri(GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2)
|
||||
{
|
||||
short i0,i1;
|
||||
/* first project onto an axis-aligned plane, that maximizes the area */
|
||||
/* of the triangles, compute indices: i0,i1. */
|
||||
PLANE_MINOR_AXES(tri1->m_planes.m_planes[0], i0, i1);
|
||||
|
||||
/* test all edges of triangle 1 against the edges of triangle 2 */
|
||||
EDGE_AGAINST_TRI_EDGES(tri1->m_vertices[0],tri1->m_vertices[1],tri2->m_vertices[0],tri2->m_vertices[1],tri2->m_vertices[2]);
|
||||
EDGE_AGAINST_TRI_EDGES(tri1->m_vertices[1],tri1->m_vertices[2],tri2->m_vertices[0],tri2->m_vertices[1],tri2->m_vertices[2]);
|
||||
EDGE_AGAINST_TRI_EDGES(tri1->m_vertices[2],tri1->m_vertices[0],tri2->m_vertices[0],tri2->m_vertices[1],tri2->m_vertices[2]);
|
||||
|
||||
/* finally, test if tri1 is totally contained in tri2 or vice versa */
|
||||
POINT_IN_HULL(tri1->m_vertices[0],(&tri2->m_planes.m_planes[1]),3,i0);
|
||||
if(i0==0) return 1;
|
||||
|
||||
POINT_IN_HULL(tri2->m_vertices[0],(&tri1->m_planes.m_planes[1]),3,i0);
|
||||
if(i0==0) return 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#define NEWCOMPUTE_INTERVALS(VV0,VV1,VV2,D0,D1,D2,D0D1,D0D2,A,B,C,X0,X1) \
|
||||
{ \
|
||||
if(D0D1>0.0f) \
|
||||
{ \
|
||||
/* here we know that D0D2<=0.0 */ \
|
||||
/* that is D0, D1 are on the same side, D2 on the other or on the plane */ \
|
||||
A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; \
|
||||
} \
|
||||
else if(D0D2>0.0f)\
|
||||
{ \
|
||||
/* here we know that d0d1<=0.0 */ \
|
||||
A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; \
|
||||
} \
|
||||
else if(D1*D2>0.0f || D0!=0.0f) \
|
||||
{ \
|
||||
/* here we know that d0d1<=0.0 or that D0!=0.0 */ \
|
||||
A=VV0; B=(VV1-VV0)*D0; C=(VV2-VV0)*D0; X0=D0-D1; X1=D0-D2; \
|
||||
} \
|
||||
else if(D1!=0.0f) \
|
||||
{ \
|
||||
A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; \
|
||||
} \
|
||||
else if(D2!=0.0f) \
|
||||
{ \
|
||||
A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; \
|
||||
} \
|
||||
else \
|
||||
{ \
|
||||
/* triangles are coplanar */ \
|
||||
return coplanar_tri_tri(tri1,tri2); \
|
||||
} \
|
||||
}\
|
||||
|
||||
|
||||
|
||||
int gim_triangle_triangle_overlap(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2)
|
||||
{
|
||||
vec3f _distances;
|
||||
char out_of_face;
|
||||
CLASSIFY_TRIPOINTS_BY_FACE(tri1->m_vertices[0],tri1->m_vertices[1],tri1->m_vertices[2],tri2->m_planes.m_planes[0],out_of_face);
|
||||
if(out_of_face==1) return 0;
|
||||
|
||||
CLASSIFY_TRIPOINTS_BY_FACE(tri2->m_vertices[0],tri2->m_vertices[1],tri2->m_vertices[2],tri1->m_planes.m_planes[0],out_of_face);
|
||||
if(out_of_face==1) return 0;
|
||||
|
||||
|
||||
float du0=0,du1=0,du2=0,dv0=0,dv1=0,dv2=0;
|
||||
float D[3];
|
||||
float isect1[2], isect2[2];
|
||||
float du0du1=0,du0du2=0,dv0dv1=0,dv0dv2=0;
|
||||
short index;
|
||||
float vp0,vp1,vp2;
|
||||
float up0,up1,up2;
|
||||
float bb,cc,max;
|
||||
|
||||
/* compute direction of intersection line */
|
||||
VEC_CROSS(D,tri1->m_planes.m_planes[0],tri2->m_planes.m_planes[0]);
|
||||
|
||||
/* compute and index to the largest component of D */
|
||||
max=(float)FABS(D[0]);
|
||||
index=0;
|
||||
bb=(float)FABS(D[1]);
|
||||
cc=(float)FABS(D[2]);
|
||||
if(bb>max) max=bb,index=1;
|
||||
if(cc>max) max=cc,index=2;
|
||||
|
||||
/* this is the simplified projection onto L*/
|
||||
vp0= tri1->m_vertices[0][index];
|
||||
vp1= tri1->m_vertices[1][index];
|
||||
vp2= tri1->m_vertices[2][index];
|
||||
|
||||
up0= tri2->m_vertices[0][index];
|
||||
up1= tri2->m_vertices[1][index];
|
||||
up2= tri2->m_vertices[2][index];
|
||||
|
||||
/* compute interval for triangle 1 */
|
||||
float a,b,c,x0,x1;
|
||||
NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1);
|
||||
|
||||
/* compute interval for triangle 2 */
|
||||
float d,e,f,y0,y1;
|
||||
NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1);
|
||||
|
||||
float xx,yy,xxyy,tmp;
|
||||
xx=x0*x1;
|
||||
yy=y0*y1;
|
||||
xxyy=xx*yy;
|
||||
|
||||
tmp=a*xxyy;
|
||||
isect1[0]=tmp+b*x1*yy;
|
||||
isect1[1]=tmp+c*x0*yy;
|
||||
|
||||
tmp=d*xxyy;
|
||||
isect2[0]=tmp+e*xx*y1;
|
||||
isect2[1]=tmp+f*xx*y0;
|
||||
|
||||
SORT(isect1[0],isect1[1]);
|
||||
SORT(isect2[0],isect2[1]);
|
||||
|
||||
if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return 0;
|
||||
return 1;
|
||||
}
|
|
@ -1,364 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#include <assert.h>
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
GUINT gim_trimesh_get_triangle_count(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
return trimesh->m_tri_index_buffer.m_element_count/3;
|
||||
}
|
||||
|
||||
//! Creates the aabb set and the triangles cache
|
||||
/*!
|
||||
|
||||
\param trimesh
|
||||
\param vertex_array
|
||||
\param triindex_array
|
||||
\param transformed_reply If 1, then the m_transformed_vertices is a reply of the source vertices. Else it just be a reference to the original array.
|
||||
\post it copies the arrays by reference, and creates the auxiliary data (m_aabbset,m_planes_cache_buffer)
|
||||
*/
|
||||
void gim_trimesh_create_from_arrays(GIM_TRIMESH * trimesh, GBUFFER_ARRAY * vertex_array, GBUFFER_ARRAY * triindex_array,char transformed_reply)
|
||||
{
|
||||
assert(trimesh);
|
||||
assert(vertex_array);
|
||||
assert(triindex_array);
|
||||
gim_buffer_array_copy_ref(vertex_array,&trimesh->m_source_vertex_buffer);
|
||||
gim_buffer_array_copy_ref(triindex_array,&trimesh->m_tri_index_buffer);
|
||||
|
||||
trimesh->m_mask = GIM_TRIMESH_NEED_UPDATE;//needs update
|
||||
//Create the transformed vertices
|
||||
if(transformed_reply==1)
|
||||
{
|
||||
trimesh->m_mask |= GIM_TRIMESH_TRANSFORMED_REPLY;
|
||||
gim_buffer_array_copy_value(vertex_array,&trimesh->m_transformed_vertex_buffer,G_BUFFER_MANAGER_SYSTEM,G_MU_DYNAMIC_READ_WRITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
gim_buffer_array_copy_ref(vertex_array,&trimesh->m_transformed_vertex_buffer);
|
||||
}
|
||||
//create the box set
|
||||
GUINT facecount = gim_trimesh_get_triangle_count(trimesh);
|
||||
|
||||
gim_aabbset_alloc(&trimesh->m_aabbset,facecount);
|
||||
//create the planes cache
|
||||
GIM_DYNARRAY_CREATE_SIZED(GIM_TRIPLANES_CACHE,trimesh->m_planes_cache_buffer,facecount);
|
||||
//Create the bitset
|
||||
GIM_BITSET_CREATE_SIZED(trimesh->m_planes_cache_bitset,facecount);
|
||||
//Callback is 0
|
||||
trimesh->m_update_callback = 0;
|
||||
//set to identity
|
||||
IDENTIFY_MATRIX_4X4(trimesh->m_transform);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//! Create a trimesh from vertex array and an index array
|
||||
/*!
|
||||
|
||||
\param trimesh An uninitialized GIM_TRIMESH structure
|
||||
\param vertex_array A buffer to a vec3f array
|
||||
\param vertex_count
|
||||
\param triindex_array
|
||||
\param index_count
|
||||
\param copy_vertices If 1, it copies the source vertices in another buffer. Else (0) it constructs a reference to the data.
|
||||
\param copy_indices If 1, it copies the source vertices in another buffer. Else (0) it constructs a reference to the data.
|
||||
\param transformed_reply If , then the m_transformed_vertices is a reply of the source vertices. Else it just be a reference to the original array.
|
||||
*/
|
||||
void gim_trimesh_create_from_data(GIM_TRIMESH * trimesh, vec3f * vertex_array, GUINT vertex_count,char copy_vertices, GUINT * triindex_array, GUINT index_count,char copy_indices,char transformed_reply)
|
||||
{
|
||||
GBUFFER_ARRAY buffer_vertex_array;
|
||||
GBUFFER_ARRAY buffer_triindex_array;
|
||||
|
||||
//Create vertices
|
||||
if(copy_vertices == 1)
|
||||
{
|
||||
gim_create_common_buffer_from_data(vertex_array, vertex_count*sizeof(vec3f), &buffer_vertex_array.m_buffer_id);
|
||||
}
|
||||
else//Create a shared buffer
|
||||
{
|
||||
gim_create_shared_buffer_from_data(vertex_array, vertex_count*sizeof(vec3f), &buffer_vertex_array.m_buffer_id);
|
||||
}
|
||||
GIM_BUFFER_ARRAY_INIT_TYPE(vec3f,buffer_vertex_array,buffer_vertex_array.m_buffer_id,vertex_count);
|
||||
|
||||
|
||||
//Create vertices
|
||||
if(copy_indices == 1)
|
||||
{
|
||||
gim_create_common_buffer_from_data(triindex_array, index_count*sizeof(GUINT), &buffer_triindex_array.m_buffer_id);
|
||||
}
|
||||
else//Create a shared buffer
|
||||
{
|
||||
gim_create_shared_buffer_from_data(triindex_array, index_count*sizeof(GUINT), &buffer_triindex_array.m_buffer_id);
|
||||
}
|
||||
GIM_BUFFER_ARRAY_INIT_TYPE(GUINT,buffer_triindex_array,buffer_triindex_array.m_buffer_id,index_count);
|
||||
|
||||
gim_trimesh_create_from_arrays(trimesh, &buffer_vertex_array, &buffer_triindex_array,transformed_reply);
|
||||
|
||||
///always call this after create a buffer_array
|
||||
GIM_BUFFER_ARRAY_DESTROY(buffer_vertex_array);
|
||||
GIM_BUFFER_ARRAY_DESTROY(buffer_triindex_array);
|
||||
}
|
||||
|
||||
//! Clears auxiliary data and releases buffer arrays
|
||||
void gim_trimesh_destroy(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
gim_aabbset_destroy(&trimesh->m_aabbset);
|
||||
|
||||
GIM_DYNARRAY_DESTROY(trimesh->m_planes_cache_buffer);
|
||||
GIM_DYNARRAY_DESTROY(trimesh->m_planes_cache_bitset);
|
||||
|
||||
GIM_BUFFER_ARRAY_DESTROY(trimesh->m_transformed_vertex_buffer);
|
||||
GIM_BUFFER_ARRAY_DESTROY(trimesh->m_source_vertex_buffer);
|
||||
GIM_BUFFER_ARRAY_DESTROY(trimesh->m_tri_index_buffer);
|
||||
}
|
||||
|
||||
//! Copies two meshes
|
||||
/*!
|
||||
\pre dest_trimesh shouldn't be created
|
||||
\post dest_trimesh will be created
|
||||
\param source_trimesh
|
||||
\param dest_trimesh
|
||||
\param copy_by_reference If 1, it attach a reference to the source vertices, else it copies the vertices
|
||||
\param transformed_reply IF 1, then it forces the m_trasnformed_vertices to be a reply of the source vertices
|
||||
*/
|
||||
void gim_trimesh_copy(GIM_TRIMESH * source_trimesh,GIM_TRIMESH * dest_trimesh, char copy_by_reference, char transformed_reply)
|
||||
{
|
||||
if(copy_by_reference==1)
|
||||
{
|
||||
gim_trimesh_create_from_arrays(dest_trimesh, &source_trimesh->m_source_vertex_buffer, &source_trimesh->m_tri_index_buffer,transformed_reply);
|
||||
}
|
||||
else
|
||||
{
|
||||
GBUFFER_ARRAY buffer_vertex_array;
|
||||
GBUFFER_ARRAY buffer_triindex_array;
|
||||
|
||||
gim_buffer_array_copy_value(&source_trimesh->m_source_vertex_buffer,&buffer_vertex_array,G_BUFFER_MANAGER_SYSTEM,G_MU_DYNAMIC_READ_WRITE);
|
||||
|
||||
gim_buffer_array_copy_value(&source_trimesh->m_tri_index_buffer,&buffer_triindex_array,G_BUFFER_MANAGER_SYSTEM,G_MU_DYNAMIC_READ_WRITE);
|
||||
|
||||
gim_trimesh_create_from_arrays(dest_trimesh, &buffer_vertex_array, &buffer_triindex_array,transformed_reply);
|
||||
|
||||
///always call this after create a buffer_array
|
||||
GIM_BUFFER_ARRAY_DESTROY(buffer_vertex_array);
|
||||
GIM_BUFFER_ARRAY_DESTROY(buffer_triindex_array);
|
||||
}
|
||||
}
|
||||
|
||||
//! Locks the trimesh for working with it
|
||||
/*!
|
||||
\post locks m_tri_index_buffer and m_transformed_vertex_buffer.
|
||||
\param trimesh
|
||||
*/
|
||||
void gim_trimesh_locks_work_data(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
GINT res;
|
||||
res=gim_buffer_array_lock(&trimesh->m_tri_index_buffer,G_MA_READ_ONLY);
|
||||
assert(res==G_BUFFER_OP_SUCCESS);
|
||||
res=gim_buffer_array_lock(&trimesh->m_transformed_vertex_buffer,G_MA_READ_ONLY);
|
||||
assert(res==G_BUFFER_OP_SUCCESS);
|
||||
}
|
||||
|
||||
//! unlocks the trimesh
|
||||
/*!
|
||||
\post unlocks m_tri_index_buffer and m_transformed_vertex_buffer.
|
||||
\param trimesh
|
||||
*/
|
||||
void gim_trimesh_unlocks_work_data(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
gim_buffer_array_unlock(&trimesh->m_tri_index_buffer);
|
||||
gim_buffer_array_unlock(&trimesh->m_transformed_vertex_buffer);
|
||||
}
|
||||
|
||||
|
||||
//! Returns 1 if the m_transformed_vertex_buffer is a reply of m_source_vertex_buffer
|
||||
char gim_trimesh_has_tranformed_reply(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
if(trimesh->m_mask&GIM_TRIMESH_TRANSFORMED_REPLY) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! Returns 1 if the trimesh needs to update their aabbset and the planes cache.
|
||||
char gim_trimesh_needs_update(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
if(trimesh->m_mask&GIM_TRIMESH_NEED_UPDATE) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! Change the state of the trimesh for force it to update
|
||||
/*!
|
||||
Call it after made changes to the trimesh.
|
||||
\post gim_trimesh_need_update(trimesh) will return 1
|
||||
*/
|
||||
void gim_trimesh_post_update(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
trimesh->m_mask |= GIM_TRIMESH_NEED_UPDATE;
|
||||
}
|
||||
|
||||
//kernel
|
||||
#define MULT_MAT_VEC4_KERNEL(_mat,_src,_dst) MAT_DOT_VEC_3X4((_dst),(_mat),(_src))
|
||||
|
||||
//! Updates m_transformed_vertex_buffer
|
||||
/*!
|
||||
\pre m_transformed_vertex_buffer must be unlocked
|
||||
*/
|
||||
void gim_trimesh_update_vertices(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
if(gim_trimesh_has_tranformed_reply(trimesh) == 0) return; //Don't perform transformation
|
||||
|
||||
//Vertices
|
||||
GBUFFER_ARRAY * psource_vertex_buffer = &trimesh->m_source_vertex_buffer;
|
||||
GBUFFER_ARRAY * ptransformed_vertex_buffer = &trimesh->m_transformed_vertex_buffer;
|
||||
//Temp transform
|
||||
mat4f transform;
|
||||
COPY_MATRIX_4X4(transform,trimesh->m_transform);
|
||||
|
||||
GIM_PROCESS_BUFFER_ARRAY(transform,(*psource_vertex_buffer),(*ptransformed_vertex_buffer),MULT_MAT_VEC4_KERNEL,vec3f,vec3f);
|
||||
}
|
||||
|
||||
//! Updates m_aabbset and m_planes_cache_bitset
|
||||
/*!
|
||||
\pre gim_trimesh_locks_work_data must be called before
|
||||
*/
|
||||
void gim_trimesh_update_aabbset(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
vec3f * transformed_vertices = GIM_BUFFER_ARRAY_POINTER(vec3f,trimesh->m_transformed_vertex_buffer,0);
|
||||
assert(transformed_vertices);
|
||||
|
||||
GUINT * triangle_indices = GIM_BUFFER_ARRAY_POINTER(GUINT,trimesh->m_tri_index_buffer,0);
|
||||
assert(triangle_indices);
|
||||
// box set
|
||||
aabb3f * paabb = trimesh->m_aabbset.m_boxes;
|
||||
GUINT triangle_count = gim_trimesh_get_triangle_count(trimesh);
|
||||
float * v1,*v2,*v3;
|
||||
GUINT i;
|
||||
for (i=0; i<triangle_count;i++)
|
||||
{
|
||||
v1 = &transformed_vertices[triangle_indices[0]][0];
|
||||
v2 = &transformed_vertices[triangle_indices[1]][0];
|
||||
v3 = &transformed_vertices[triangle_indices[2]][0];
|
||||
COMPUTEAABB_FOR_TRIANGLE((*paabb),v1,v2,v3);
|
||||
triangle_indices+=3;
|
||||
paabb++;
|
||||
}
|
||||
//Clear planes cache
|
||||
GIM_BITSET_CLEAR_ALL(trimesh->m_planes_cache_bitset);
|
||||
//Sorts set
|
||||
gim_aabbset_update(&trimesh->m_aabbset);
|
||||
}
|
||||
|
||||
//! Updates the trimesh if needed
|
||||
/*!
|
||||
\post If gim_trimesh_needs_update returns 1, then it calls gim_trimesh_update_vertices and gim_trimesh_update_aabbset
|
||||
*/
|
||||
void gim_trimesh_update(GIM_TRIMESH * trimesh)
|
||||
{
|
||||
if(gim_trimesh_needs_update(trimesh)==0) return;
|
||||
gim_trimesh_update_vertices(trimesh);
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
gim_trimesh_update_aabbset(trimesh);
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
|
||||
//Clear update flag
|
||||
trimesh->m_mask &= ~GIM_TRIMESH_NEED_UPDATE;
|
||||
}
|
||||
|
||||
void gim_trimesh_set_tranform(GIM_TRIMESH * trimesh, mat4f transform)
|
||||
{
|
||||
GREAL diff = 0.0f;
|
||||
float * originaltrans = &trimesh->m_transform[0][0];
|
||||
float * newtrans = &transform[0][0];
|
||||
GUINT i;
|
||||
for (i=0;i<16;i++)
|
||||
{
|
||||
diff += fabs(originaltrans[i]-newtrans[i]);
|
||||
}
|
||||
|
||||
// if(IS_ZERO(diff)) return ;///don't need to update
|
||||
if(diff< 0.00001f) return ;///don't need to update
|
||||
|
||||
COPY_MATRIX_4X4(trimesh->m_transform,transform);
|
||||
|
||||
gim_trimesh_post_update(trimesh);
|
||||
}
|
||||
|
||||
void gim_trimesh_get_triangle_data(GIM_TRIMESH * trimesh, GUINT triangle_index, GIM_TRIANGLE_DATA * tri_data)
|
||||
{
|
||||
vec3f * transformed_vertices = GIM_BUFFER_ARRAY_POINTER(vec3f,trimesh->m_transformed_vertex_buffer,0);
|
||||
|
||||
GUINT * triangle_indices = GIM_BUFFER_ARRAY_POINTER(GUINT,trimesh->m_tri_index_buffer,triangle_index*3);
|
||||
|
||||
|
||||
//Copy the vertices
|
||||
VEC_COPY(tri_data->m_vertices[0],transformed_vertices[triangle_indices[0]]);
|
||||
VEC_COPY(tri_data->m_vertices[1],transformed_vertices[triangle_indices[1]]);
|
||||
VEC_COPY(tri_data->m_vertices[2],transformed_vertices[triangle_indices[2]]);
|
||||
|
||||
//Get the planes
|
||||
GIM_TRIPLANES_CACHE * planes = GIM_DYNARRAY_POINTER(GIM_TRIPLANES_CACHE,trimesh->m_planes_cache_buffer);
|
||||
planes += triangle_index;
|
||||
|
||||
//verify planes cache
|
||||
GUINT bit_eval;
|
||||
GIM_BITSET_GET(trimesh->m_planes_cache_bitset,triangle_index,bit_eval);
|
||||
if(bit_eval == 0)// Needs to calc the planes
|
||||
{
|
||||
//Calc the face plane
|
||||
TRIANGLE_PLANE(tri_data->m_vertices[0],tri_data->m_vertices[1],tri_data->m_vertices[2],planes->m_planes[0]);
|
||||
//Calc the edge 1
|
||||
EDGE_PLANE(tri_data->m_vertices[0],tri_data->m_vertices[1],(planes->m_planes[0]),(planes->m_planes[1]));
|
||||
|
||||
//Calc the edge 2
|
||||
EDGE_PLANE(tri_data->m_vertices[1],tri_data->m_vertices[2],(planes->m_planes[0]),(planes->m_planes[2]));
|
||||
|
||||
//Calc the edge 3
|
||||
EDGE_PLANE(tri_data->m_vertices[2],tri_data->m_vertices[0],(planes->m_planes[0]), (planes->m_planes[3]));
|
||||
|
||||
//mark
|
||||
GIM_BITSET_SET(trimesh->m_planes_cache_bitset,triangle_index);
|
||||
}
|
||||
|
||||
|
||||
VEC_COPY_4((tri_data->m_planes.m_planes[0]),(planes->m_planes[0]));//face plane
|
||||
VEC_COPY_4((tri_data->m_planes.m_planes[1]),(planes->m_planes[1]));//edge1
|
||||
VEC_COPY_4((tri_data->m_planes.m_planes[2]),(planes->m_planes[2]));//edge2
|
||||
VEC_COPY_4((tri_data->m_planes.m_planes[3]),(planes->m_planes[3]));//edge3
|
||||
}
|
||||
|
||||
void gim_trimesh_get_triangle_vertices(GIM_TRIMESH * trimesh, GUINT triangle_index, vec3f v1,vec3f v2,vec3f v3)
|
||||
{
|
||||
vec3f * transformed_vertices = GIM_BUFFER_ARRAY_POINTER(vec3f,trimesh->m_transformed_vertex_buffer,0);
|
||||
|
||||
GUINT * triangle_indices = GIM_BUFFER_ARRAY_POINTER(GUINT,trimesh->m_tri_index_buffer,triangle_index*3);
|
||||
|
||||
//Copy the vertices
|
||||
VEC_COPY(v1,transformed_vertices[triangle_indices[0]]);
|
||||
VEC_COPY(v2,transformed_vertices[triangle_indices[1]]);
|
||||
VEC_COPY(v3,transformed_vertices[triangle_indices[2]]);
|
||||
}
|
|
@ -1,279 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
//! Utility function for find the closest point between a segment and a triangle
|
||||
/*!
|
||||
|
||||
\param triangle
|
||||
\param s1
|
||||
\param s2
|
||||
\param contacts Contains the closest points on the segment (1,2), and the normal points to segment, and m_depth contains the distance
|
||||
|
||||
\post The contacts array is not set to 0. It adds aditional contacts
|
||||
*/
|
||||
void gim_closest_point_triangle_segment(GIM_TRIANGLE_DATA * triangle, vec3f s1,vec3f s2, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
vec3f segment_points[4];
|
||||
vec3f closest_points[2];
|
||||
GUINT intersection_type, out_edge= 10;
|
||||
GREAL dis, dis_temp,perpend;
|
||||
vec4f sdiff;
|
||||
|
||||
dis = DISTANCE_PLANE_POINT(triangle->m_planes.m_planes[0],s1);
|
||||
dis_temp = DISTANCE_PLANE_POINT(triangle->m_planes.m_planes[0],s2);
|
||||
|
||||
if(dis<=0.0f && dis_temp<=0.0f) return;
|
||||
|
||||
VEC_DIFF(sdiff,s2,s1);
|
||||
perpend = VEC_DOT(sdiff,triangle->m_planes.m_planes[0]);
|
||||
|
||||
if(!IS_ZERO(perpend)) // Not perpendicular
|
||||
{
|
||||
if(dis<dis_temp)
|
||||
{
|
||||
VEC_COPY(closest_points[0],s1);
|
||||
}
|
||||
else
|
||||
{
|
||||
dis = dis_temp;
|
||||
VEC_COPY(closest_points[0],s2);
|
||||
}
|
||||
|
||||
//Testing segment vertices over triangle
|
||||
if(dis>=0.0f && dis_temp>=0.0f)
|
||||
{
|
||||
POINT_IN_HULL(closest_points[0],(&triangle->m_planes.m_planes[1]),3,out_edge);
|
||||
|
||||
if(out_edge==0)//Point over face
|
||||
{
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[0] ,triangle->m_planes.m_planes[0] ,dis,0, 0, 0,0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
PLANE_CLIP_SEGMENT(s1,s2,triangle->m_planes.m_planes[0],closest_points[1]);
|
||||
|
||||
POINT_IN_HULL(closest_points[1],(&triangle->m_planes.m_planes[1]),3,out_edge);
|
||||
|
||||
if(out_edge==0)//Point over face
|
||||
{
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[0] ,triangle->m_planes.m_planes[0] ,dis,0, 0, 0,0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else // Perpendicular Face
|
||||
{
|
||||
//out_edge=10
|
||||
//Clip segment by triangle
|
||||
// Edge1
|
||||
PLANE_CLIP_SEGMENT_CLOSEST(s1,s2,triangle->m_planes.m_planes[1],segment_points[0],segment_points[1],intersection_type);
|
||||
if(intersection_type==0||intersection_type==1)
|
||||
{
|
||||
out_edge = 0;
|
||||
VEC_COPY(closest_points[0],segment_points[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Edge2
|
||||
PLANE_CLIP_SEGMENT_CLOSEST(segment_points[0],segment_points[1],triangle->m_planes.m_planes[2],segment_points[2],segment_points[3],intersection_type);
|
||||
if(intersection_type==0||intersection_type==1)
|
||||
{
|
||||
out_edge = 1;
|
||||
VEC_COPY(closest_points[0],segment_points[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Edge3
|
||||
PLANE_CLIP_SEGMENT_CLOSEST(segment_points[2],segment_points[3],triangle->m_planes.m_planes[3],closest_points[0],closest_points[1],intersection_type);
|
||||
if(intersection_type==0||intersection_type==1)
|
||||
{
|
||||
out_edge = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
//POST closest_points[0] and closest_points[1] are inside the triangle, if out_edge>2
|
||||
if(out_edge>2) // Over triangle
|
||||
{
|
||||
dis = VEC_DOT(closest_points[0],triangle->m_planes.m_planes[0]);
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[0] ,triangle->m_planes.m_planes[0] ,dis,0, 0, 0,0);
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[1] ,triangle->m_planes.m_planes[0] ,dis,0, 0, 0,0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Find closest edges
|
||||
out_edge = 10;
|
||||
dis = G_REAL_INFINITY;
|
||||
GUINT i;
|
||||
for(i=0;i<3;i++)
|
||||
{
|
||||
SEGMENT_COLLISION(s1,s2,triangle->m_vertices[i],triangle->m_vertices[(i+1)%3],segment_points[0],segment_points[1]);
|
||||
VEC_DIFF(sdiff,segment_points[0],segment_points[1]);
|
||||
dis_temp = VEC_DOT(sdiff,sdiff);
|
||||
if(dis_temp< dis)
|
||||
{
|
||||
dis = dis_temp;
|
||||
out_edge = i;
|
||||
VEC_COPY(closest_points[0],segment_points[0]);
|
||||
VEC_COPY(closest_points[1],sdiff);//normal
|
||||
}
|
||||
}
|
||||
if(out_edge>2) return ;// ???? ASSERT this please
|
||||
|
||||
if(IS_ZERO(dis))
|
||||
{
|
||||
//Set face plane
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[0] ,triangle->m_planes.m_planes[0] ,0.0f,0, 0, 0,0);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
GIM_SQRT(dis,dis);
|
||||
VEC_SCALE(closest_points[1],(1.0f/dis),closest_points[1]);//normal
|
||||
GIM_PUSH_CONTACT((*contacts),closest_points[0] ,closest_points[1],dis,0, 0, 0,0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Utility function for find the closest point between a capsule and a triangle
|
||||
/*!
|
||||
|
||||
\param triangle
|
||||
\param capsule
|
||||
\param contacts Contains the closest points on the capsule, and the normal points to triangle
|
||||
|
||||
\post The contacts array is not set to 0. It adds aditional contacts
|
||||
*/
|
||||
int gim_triangle_capsule_collision(GIM_TRIANGLE_DATA * triangle, GIM_CAPSULE_DATA * capsule, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
GUINT old_contact_size = contacts->m_size;
|
||||
gim_closest_point_triangle_segment(triangle,capsule->m_point1,capsule->m_point2,contacts);
|
||||
GIM_CONTACT * pcontact = GIM_DYNARRAY_POINTER(GIM_CONTACT ,(*contacts));
|
||||
pcontact+= old_contact_size;
|
||||
|
||||
if(pcontact->m_depth > capsule->m_radius)
|
||||
{
|
||||
contacts->m_size = old_contact_size;
|
||||
return 0;
|
||||
}
|
||||
|
||||
vec3f vec;
|
||||
while(old_contact_size<contacts->m_size)
|
||||
{
|
||||
//Scale the normal for pointing to triangle
|
||||
VEC_SCALE(pcontact->m_normal,-1.0f,pcontact->m_normal);
|
||||
//Fix the contact point
|
||||
VEC_SCALE(vec,capsule->m_radius,pcontact->m_normal);
|
||||
VEC_SUM(pcontact->m_point,vec,pcontact->m_point);
|
||||
//Fix the depth
|
||||
pcontact->m_depth = capsule->m_radius - pcontact->m_depth;
|
||||
|
||||
pcontact++;
|
||||
old_contact_size++;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
//! Trimesh Capsule collision
|
||||
/*!
|
||||
Find the closest primitive collided by the ray
|
||||
\param trimesh
|
||||
\param capsule
|
||||
\param contact
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_capsule_collision(GIM_TRIMESH * trimesh, GIM_CAPSULE_DATA * capsule, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
contacts->m_size = 0;
|
||||
|
||||
aabb3f test_aabb;
|
||||
CALC_CAPSULE_AABB((*capsule),test_aabb);
|
||||
|
||||
GDYNAMIC_ARRAY collision_result;
|
||||
GIM_CREATE_BOXQUERY_LIST(collision_result);
|
||||
|
||||
gim_aabbset_box_collision(&test_aabb, &trimesh->m_aabbset , &collision_result);
|
||||
|
||||
if(collision_result.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
}
|
||||
|
||||
//collide triangles
|
||||
//Locks trimesh
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
//dummy contacts
|
||||
GDYNAMIC_ARRAY dummycontacts;
|
||||
GIM_CREATE_CONTACT_LIST(dummycontacts);
|
||||
|
||||
int cresult;
|
||||
unsigned int i;
|
||||
GUINT * boxesresult = GIM_DYNARRAY_POINTER(GUINT,collision_result);
|
||||
GIM_TRIANGLE_DATA tri_data;
|
||||
GUINT old_contact_size;
|
||||
GIM_CONTACT * pcontact;
|
||||
|
||||
for(i=0;i<collision_result.m_size;i++)
|
||||
{
|
||||
old_contact_size = dummycontacts.m_size;
|
||||
gim_trimesh_get_triangle_data(trimesh,boxesresult[i],&tri_data);
|
||||
cresult = gim_triangle_capsule_collision(&tri_data, capsule, &dummycontacts);
|
||||
if(cresult!=0)
|
||||
{
|
||||
pcontact = GIM_DYNARRAY_POINTER(GIM_CONTACT ,dummycontacts);
|
||||
pcontact+= old_contact_size;
|
||||
while(old_contact_size<dummycontacts.m_size)
|
||||
{
|
||||
pcontact->m_handle1 = trimesh;
|
||||
pcontact->m_handle2 = capsule;
|
||||
pcontact->m_feature1 = boxesresult[i];
|
||||
pcontact->m_feature2 = 0;
|
||||
pcontact++;
|
||||
old_contact_size++;
|
||||
}
|
||||
}
|
||||
}
|
||||
///unlocks
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
///Destroy box result
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
|
||||
//merge contacts
|
||||
gim_merge_contacts(&dummycontacts,contacts);
|
||||
|
||||
//Destroy dummy
|
||||
GIM_DYNARRAY_DESTROY(dummycontacts);
|
||||
}
|
|
@ -1,140 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
|
||||
//! Trimesh Ray Collisions
|
||||
/*!
|
||||
|
||||
\param trimesh
|
||||
\param contact
|
||||
\return 1 if the ray collides, else 0
|
||||
*/
|
||||
int gim_trimesh_ray_collision(GIM_TRIMESH * trimesh,vec3f origin,vec3f dir, GREAL tmax, GIM_TRIANGLE_RAY_CONTACT_DATA * contact)
|
||||
{
|
||||
GDYNAMIC_ARRAY collision_result;
|
||||
GIM_CREATE_BOXQUERY_LIST(collision_result);
|
||||
|
||||
gim_aabbset_ray_collision(origin,dir,tmax,&trimesh->m_aabbset,&collision_result);
|
||||
|
||||
if(collision_result.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//collide triangles
|
||||
|
||||
GUINT * boxesresult = GIM_DYNARRAY_POINTER(GUINT,collision_result);
|
||||
GIM_TRIANGLE_DATA tridata;
|
||||
vec3f pout;
|
||||
GREAL tparam,u,v;
|
||||
char does_intersect;
|
||||
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
|
||||
for(unsigned int i=0;i<collision_result.m_size;i++)
|
||||
{
|
||||
gim_trimesh_get_triangle_data(trimesh,boxesresult[i],&tridata);
|
||||
|
||||
RAY_TRIANGLE_INTERSECTION(origin,dir,tridata.m_vertices[0],tridata.m_vertices[1],tridata.m_vertices[2],tridata.m_planes.m_planes[0],pout,u,v,tparam,tmax,does_intersect);
|
||||
if(does_intersect)
|
||||
{
|
||||
contact->tparam = tparam;
|
||||
contact->u = u;
|
||||
contact->v = v;
|
||||
contact->m_face_id = boxesresult[i];
|
||||
VEC_COPY(contact->m_point,pout);
|
||||
VEC_COPY(contact->m_normal,tridata.m_planes.m_planes[0]);
|
||||
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
return 0;//no collisiion
|
||||
}
|
||||
|
||||
|
||||
//! Trimesh Ray Collisions closest
|
||||
/*!
|
||||
Find the closest primitive collided by the ray
|
||||
\param trimesh
|
||||
\param contact
|
||||
\return 1 if the ray collides, else 0
|
||||
*/
|
||||
int gim_trimesh_ray_closest_collision(GIM_TRIMESH * trimesh,vec3f origin,vec3f dir, GREAL tmax, GIM_TRIANGLE_RAY_CONTACT_DATA * contact)
|
||||
{
|
||||
GDYNAMIC_ARRAY collision_result;
|
||||
GIM_CREATE_BOXQUERY_LIST(collision_result);
|
||||
|
||||
gim_aabbset_ray_collision(origin,dir,tmax,&trimesh->m_aabbset,&collision_result);
|
||||
|
||||
if(collision_result.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//collide triangles
|
||||
|
||||
GUINT * boxesresult = GIM_DYNARRAY_POINTER(GUINT,collision_result);
|
||||
GIM_TRIANGLE_DATA tridata;
|
||||
vec3f pout;
|
||||
GREAL tparam,u,v;
|
||||
char does_intersect;
|
||||
contact->tparam = tmax + 0.1f;
|
||||
|
||||
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
|
||||
for(unsigned int i=0;i<collision_result.m_size;i++)
|
||||
{
|
||||
gim_trimesh_get_triangle_data(trimesh,boxesresult[i],&tridata);
|
||||
|
||||
RAY_TRIANGLE_INTERSECTION(origin,dir,tridata.m_vertices[0],tridata.m_vertices[1],tridata.m_vertices[2],tridata.m_planes.m_planes[0],pout,u,v,tparam,tmax,does_intersect);
|
||||
if(does_intersect && (tparam < contact->tparam))
|
||||
{
|
||||
contact->tparam = tparam;
|
||||
contact->u = u;
|
||||
contact->v = v;
|
||||
contact->m_face_id = boxesresult[i];
|
||||
VEC_COPY(contact->m_point,pout);
|
||||
VEC_COPY(contact->m_normal,tridata.m_planes.m_planes[0]);
|
||||
}
|
||||
}
|
||||
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
if(contact->tparam > tmax) return 0;
|
||||
return 1;
|
||||
}
|
|
@ -1,196 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
int gim_triangle_sphere_collision(
|
||||
GIM_TRIANGLE_DATA *tri,
|
||||
vec3f center, GREAL radius,
|
||||
GIM_TRIANGLE_CONTACT_DATA * contact_data)
|
||||
{
|
||||
contact_data->m_point_count = 0;
|
||||
|
||||
//Find Face plane distance
|
||||
GREAL dis = DISTANCE_PLANE_POINT(tri->m_planes.m_planes[0],center);
|
||||
if(dis>radius) return 0; //out
|
||||
if(dis<-radius) return 0;//Out of triangle
|
||||
contact_data->m_penetration_depth = dis;
|
||||
|
||||
//Find the most edge
|
||||
GUINT most_edge = 4;//no edge
|
||||
GREAL max_dis = 0.0f;
|
||||
dis = DISTANCE_PLANE_POINT(tri->m_planes.m_planes[1],center);
|
||||
if(dis>radius) return 0;//Out of triangle
|
||||
if(dis>0.0f)
|
||||
{
|
||||
max_dis = dis;
|
||||
most_edge = 0;
|
||||
}
|
||||
|
||||
dis = DISTANCE_PLANE_POINT(tri->m_planes.m_planes[2],center);
|
||||
if(dis>radius) return 0;//Out of triangle
|
||||
if(dis>max_dis)// && dis>0.0f)
|
||||
{
|
||||
max_dis = dis;
|
||||
most_edge = 1;
|
||||
}
|
||||
|
||||
dis = DISTANCE_PLANE_POINT(tri->m_planes.m_planes[3],center);
|
||||
if(dis>radius) return 0;//Out of triangle
|
||||
if(dis>max_dis)// && dis>0.0f)
|
||||
{
|
||||
max_dis = dis;
|
||||
most_edge = 2;
|
||||
}
|
||||
|
||||
if(most_edge == 4) //Box is into triangle
|
||||
{
|
||||
//contact_data->m_penetration_depth = dis is set above
|
||||
//Find Face plane point
|
||||
VEC_COPY(contact_data->m_separating_normal,tri->m_planes.m_planes[0]);
|
||||
//Find point projection on plane
|
||||
if(contact_data->m_penetration_depth>=0.0f)
|
||||
{
|
||||
VEC_SCALE(contact_data->m_points[0],-radius,contact_data->m_separating_normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
VEC_SCALE(contact_data->m_points[0],radius,contact_data->m_separating_normal);
|
||||
}
|
||||
contact_data->m_penetration_depth = radius - contact_data->m_penetration_depth;
|
||||
|
||||
VEC_SUM(contact_data->m_points[0],contact_data->m_points[0],center);
|
||||
//Scale normal for pointing to triangle
|
||||
VEC_SCALE(contact_data->m_separating_normal,-1.0f,contact_data->m_separating_normal);
|
||||
contact_data->m_point_count = 1;
|
||||
return 1;
|
||||
}
|
||||
//find the edge
|
||||
vec3f e1,e2;
|
||||
VEC_COPY(e1,tri->m_vertices[most_edge]);
|
||||
VEC_COPY(e2,tri->m_vertices[(most_edge+1)%3]);
|
||||
|
||||
CLOSEST_POINT_ON_SEGMENT(contact_data->m_points[0],center,e1,e2);
|
||||
//find distance
|
||||
VEC_DIFF(e1,center,contact_data->m_points[0]);
|
||||
VEC_LENGTH(e1,dis);
|
||||
if(dis>radius) return 0;
|
||||
|
||||
contact_data->m_penetration_depth = radius - dis;
|
||||
|
||||
if(IS_ZERO(dis))
|
||||
{
|
||||
VEC_COPY(contact_data->m_separating_normal,tri->m_planes.m_planes[most_edge+1]);
|
||||
VEC_SCALE(contact_data->m_points[0],-radius,contact_data->m_separating_normal);
|
||||
VEC_SUM(contact_data->m_points[0],contact_data->m_points[0],center);
|
||||
}
|
||||
else
|
||||
{
|
||||
VEC_SCALE(contact_data->m_separating_normal,1.0f/dis,e1);
|
||||
VEC_SCALE(contact_data->m_points[0],-radius,contact_data->m_separating_normal);
|
||||
VEC_SUM(contact_data->m_points[0],contact_data->m_points[0],center);
|
||||
}
|
||||
|
||||
//Scale normal for pointing to triangle
|
||||
VEC_SCALE(contact_data->m_separating_normal,-1.0f,contact_data->m_separating_normal);
|
||||
|
||||
contact_data->m_point_count = 1;
|
||||
return 1;
|
||||
|
||||
}
|
||||
|
||||
//! Trimesh Sphere Collisions
|
||||
/*!
|
||||
In each contact
|
||||
<ul>
|
||||
<li> m_handle1 points to trimesh.
|
||||
<li> m_handle2 points to NULL.
|
||||
<li> m_feature1 Is a triangle index of trimesh.
|
||||
</ul>
|
||||
|
||||
\param trimesh
|
||||
\param center
|
||||
\param radius
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_sphere_collision(GIM_TRIMESH * trimesh,vec3f center,GREAL radius, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
contacts->m_size = 0;
|
||||
|
||||
aabb3f test_aabb;
|
||||
test_aabb.minX = center[0]-radius;
|
||||
test_aabb.maxX = center[0]+radius;
|
||||
test_aabb.minY = center[1]-radius;
|
||||
test_aabb.maxY = center[1]+radius;
|
||||
test_aabb.minZ = center[2]-radius;
|
||||
test_aabb.maxZ = center[2]+radius;
|
||||
|
||||
GDYNAMIC_ARRAY collision_result;
|
||||
GIM_CREATE_BOXQUERY_LIST(collision_result);
|
||||
|
||||
gim_aabbset_box_collision(&test_aabb, &trimesh->m_aabbset , &collision_result);
|
||||
|
||||
if(collision_result.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
}
|
||||
|
||||
//collide triangles
|
||||
//Locks trimesh
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
//dummy contacts
|
||||
GDYNAMIC_ARRAY dummycontacts;
|
||||
GIM_CREATE_CONTACT_LIST(dummycontacts);
|
||||
|
||||
int cresult;
|
||||
unsigned int i;
|
||||
GUINT * boxesresult = GIM_DYNARRAY_POINTER(GUINT,collision_result);
|
||||
GIM_TRIANGLE_CONTACT_DATA tri_contact_data;
|
||||
GIM_TRIANGLE_DATA tri_data;
|
||||
|
||||
for(i=0;i<collision_result.m_size;i++)
|
||||
{
|
||||
gim_trimesh_get_triangle_data(trimesh,boxesresult[i],&tri_data);
|
||||
cresult = gim_triangle_sphere_collision(&tri_data,center,radius,&tri_contact_data);
|
||||
if(cresult!=0)
|
||||
{
|
||||
GIM_PUSH_CONTACT(dummycontacts, tri_contact_data.m_points[0],tri_contact_data.m_separating_normal ,tri_contact_data.m_penetration_depth,trimesh, 0, boxesresult[i],0);
|
||||
}
|
||||
}
|
||||
///unlocks
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
///Destroy box result
|
||||
GIM_DYNARRAY_DESTROY(collision_result);
|
||||
|
||||
//merge contacts
|
||||
gim_merge_contacts(&dummycontacts,contacts);
|
||||
|
||||
//Destroy dummy
|
||||
GIM_DYNARRAY_DESTROY(dummycontacts);
|
||||
}
|
||||
|
|
@ -1,348 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gim_trimesh.h"
|
||||
|
||||
#define CLASSIFY_TRI_BY_FACE(v1,v2,v3,faceplane,out_of_face)\
|
||||
{ \
|
||||
_distances[0] = DISTANCE_PLANE_POINT(faceplane,v1);\
|
||||
_distances[1] = _distances[0] * DISTANCE_PLANE_POINT(faceplane,v2);\
|
||||
_distances[2] = _distances[0] * DISTANCE_PLANE_POINT(faceplane,v3); \
|
||||
if(_distances[1]>0.0f && _distances[2]>0.0f)\
|
||||
{\
|
||||
out_of_face = 1;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
out_of_face = 0;\
|
||||
}\
|
||||
}\
|
||||
|
||||
|
||||
//! Receives the 3 edge planes
|
||||
#define MOST_DEEP_POINTS(plane,points,point_count,deep_points,deep_points_count,maxdeep)\
|
||||
{\
|
||||
maxdeep=-1000.0f;\
|
||||
GUINT _k;\
|
||||
GREAL _dist;\
|
||||
deep_points_count = 0;\
|
||||
for(_k=0;_k<point_count;_k++)\
|
||||
{\
|
||||
_dist = -DISTANCE_PLANE_POINT(plane,points[_k]);\
|
||||
if(_dist>maxdeep)\
|
||||
{\
|
||||
maxdeep = _dist;\
|
||||
_max_candidates[0] = _k;\
|
||||
deep_points_count=1;\
|
||||
}\
|
||||
else if((_dist+G_EPSILON)>=maxdeep)\
|
||||
{\
|
||||
_max_candidates[deep_points_count] = _k;\
|
||||
deep_points_count++;\
|
||||
}\
|
||||
}\
|
||||
if(maxdeep<0.0f)\
|
||||
{\
|
||||
deep_points_count = 0;\
|
||||
}\
|
||||
else\
|
||||
{\
|
||||
for(_k=0;_k<deep_points_count;_k++)\
|
||||
{\
|
||||
VEC_COPY(deep_points[_k],points[_max_candidates[_k]]);\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
|
||||
//! Receives the 3 edge planes
|
||||
#define CLIP_TRI_POINTS_BY_TRI_EDGE_PLANES(tri_points,tri_edge_planes, clipped_points, clipped_point_count)\
|
||||
{\
|
||||
clipped_point_count = 0; \
|
||||
_temp_clip_count = 0;\
|
||||
PLANE_CLIP_POLYGON(tri_edge_planes[0],tri_points,3,_temp_clip,_temp_clip_count,MAX_TRI_CLIPPING);\
|
||||
if(_temp_clip_count>0)\
|
||||
{\
|
||||
_temp_clip_count2 = 0;\
|
||||
PLANE_CLIP_POLYGON(tri_edge_planes[1],_temp_clip,_temp_clip_count,_temp_clip2,_temp_clip_count2,MAX_TRI_CLIPPING);\
|
||||
if(_temp_clip_count2>0)\
|
||||
{\
|
||||
PLANE_CLIP_POLYGON(tri_edge_planes[2],_temp_clip2,_temp_clip_count2,clipped_points,clipped_point_count,MAX_TRI_CLIPPING);\
|
||||
}\
|
||||
}\
|
||||
}\
|
||||
|
||||
|
||||
|
||||
int _gim_triangle_triangle_collision(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2,
|
||||
GIM_TRIANGLE_CONTACT_DATA * contact_data)
|
||||
{
|
||||
//Cache variables for triangle intersection
|
||||
GUINT _max_candidates[MAX_TRI_CLIPPING];
|
||||
vec3f _temp_clip[MAX_TRI_CLIPPING];
|
||||
GUINT _temp_clip_count = 0;
|
||||
vec3f _temp_clip2[MAX_TRI_CLIPPING];
|
||||
GUINT _temp_clip_count2 = 0;
|
||||
vec3f clipped_points2[MAX_TRI_CLIPPING];
|
||||
vec3f deep_points2[MAX_TRI_CLIPPING];
|
||||
vec3f clipped_points1[MAX_TRI_CLIPPING];
|
||||
vec3f deep_points1[MAX_TRI_CLIPPING];
|
||||
|
||||
|
||||
|
||||
//State variabnles
|
||||
GUINT mostdir=0;
|
||||
GUINT clipped2_count=0;
|
||||
|
||||
//Clip tri2 by tri1 edges
|
||||
|
||||
CLIP_TRI_POINTS_BY_TRI_EDGE_PLANES(tri2->m_vertices,(&tri1->m_planes.m_planes[1]), clipped_points2, clipped2_count);
|
||||
|
||||
if(clipped2_count == 0 )
|
||||
{
|
||||
return 0;//Reject
|
||||
}
|
||||
|
||||
//find most deep interval face1
|
||||
GUINT deep2_count=0;
|
||||
|
||||
GREAL maxdeep;
|
||||
|
||||
MOST_DEEP_POINTS((tri1->m_planes.m_planes[0]), clipped_points2, clipped2_count, deep_points2, deep2_count, maxdeep);
|
||||
if(deep2_count==0)
|
||||
{
|
||||
// *perror = 0.0f;
|
||||
return 0;//Reject
|
||||
}
|
||||
|
||||
//Normal pointing to triangle1
|
||||
VEC_SCALE(contact_data->m_separating_normal,-1.0f,(tri1->m_planes.m_planes[0]));
|
||||
|
||||
|
||||
//Clip tri1 by tri2 edges
|
||||
|
||||
GUINT clipped1_count=0;
|
||||
|
||||
CLIP_TRI_POINTS_BY_TRI_EDGE_PLANES(tri1->m_vertices,(&tri2->m_planes.m_planes[1]), clipped_points1, clipped1_count);
|
||||
|
||||
if(clipped2_count == 0 )
|
||||
{
|
||||
// *perror = 0.0f;
|
||||
return 0;//Reject
|
||||
}
|
||||
|
||||
|
||||
//find interval face2
|
||||
GUINT deep1_count=0;
|
||||
|
||||
GREAL dist;
|
||||
|
||||
MOST_DEEP_POINTS((tri2->m_planes.m_planes[0]), clipped_points1, clipped1_count, deep_points1, deep1_count, dist);
|
||||
|
||||
if(deep1_count==0)
|
||||
{
|
||||
// *perror = 0.0f;
|
||||
return 0;
|
||||
}
|
||||
|
||||
if(dist<maxdeep)
|
||||
{
|
||||
maxdeep = dist;
|
||||
mostdir = 1;
|
||||
VEC_COPY(contact_data->m_separating_normal,(tri2->m_planes.m_planes[0]));
|
||||
}
|
||||
//set deep
|
||||
contact_data->m_penetration_depth = maxdeep;
|
||||
|
||||
////check most dir for contacts
|
||||
if(mostdir==0)
|
||||
{
|
||||
contact_data->m_point_count = deep2_count;
|
||||
for(mostdir=0;mostdir<deep2_count;mostdir++)
|
||||
{
|
||||
VEC_COPY(contact_data->m_points[mostdir] ,deep_points2[mostdir]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
contact_data->m_point_count = deep1_count;
|
||||
for(mostdir=0;mostdir<deep1_count;mostdir++)
|
||||
{
|
||||
VEC_COPY(contact_data->m_points[mostdir] ,deep_points1[mostdir]);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//! Finds the contact points from a collision of two triangles
|
||||
/*!
|
||||
Returns the contact points, the penetration depth and the separating normal of the collision
|
||||
between two triangles. The normal is pointing toward triangle 1 from triangle 2
|
||||
*/
|
||||
int gim_triangle_triangle_collision(
|
||||
GIM_TRIANGLE_DATA *tri1,
|
||||
GIM_TRIANGLE_DATA *tri2,
|
||||
GIM_TRIANGLE_CONTACT_DATA * contact_data)
|
||||
{
|
||||
vec3f _distances;
|
||||
char out_of_face=0;
|
||||
|
||||
CLASSIFY_TRI_BY_FACE(tri1->m_vertices[0],tri1->m_vertices[1],tri1->m_vertices[2],tri2->m_planes.m_planes[0],out_of_face);
|
||||
if(out_of_face==1) return 0;
|
||||
|
||||
CLASSIFY_TRI_BY_FACE(tri2->m_vertices[0],tri2->m_vertices[1],tri2->m_vertices[2],tri1->m_planes.m_planes[0],out_of_face);
|
||||
if(out_of_face==1) return 0;
|
||||
|
||||
return _gim_triangle_triangle_collision(tri1,tri2,contact_data);
|
||||
}
|
||||
|
||||
//! Trimesh Trimesh Collisions
|
||||
/*!
|
||||
|
||||
In each contact
|
||||
<ul>
|
||||
<li> m_handle1 points to trimesh1.
|
||||
<li> m_handle2 points to trimesh2.
|
||||
<li> m_feature1 Is a triangle index of trimesh1.
|
||||
<li> m_feature2 Is a triangle index of trimesh2.
|
||||
</ul>
|
||||
|
||||
\param trimesh1 Collider
|
||||
\param trimesh2 Collidee
|
||||
\param contacts A GIM_CONTACT array. Must be initialized
|
||||
*/
|
||||
void gim_trimesh_trimesh_collision(GIM_TRIMESH * trimesh1, GIM_TRIMESH * trimesh2, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
contacts->m_size = 0;
|
||||
GDYNAMIC_ARRAY collision_pairs;
|
||||
GIM_CREATE_PAIR_SET(collision_pairs)
|
||||
|
||||
gim_aabbset_bipartite_intersections(&trimesh1->m_aabbset,&trimesh2->m_aabbset,&collision_pairs);
|
||||
|
||||
if(collision_pairs.m_size==0)
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(collision_pairs);
|
||||
return; //no collisioin
|
||||
}
|
||||
|
||||
//Locks meshes
|
||||
gim_trimesh_locks_work_data(trimesh1);
|
||||
gim_trimesh_locks_work_data(trimesh2);
|
||||
|
||||
|
||||
//pair pointer
|
||||
GIM_PAIR *pairs = GIM_DYNARRAY_POINTER(GIM_PAIR,collision_pairs);
|
||||
//dummy contacts
|
||||
GDYNAMIC_ARRAY dummycontacts;
|
||||
GIM_CREATE_CONTACT_LIST(dummycontacts);
|
||||
|
||||
//Auxiliary triangle data
|
||||
GIM_TRIANGLE_CONTACT_DATA tri_contact_data;
|
||||
GIM_TRIANGLE_DATA tri1data,tri2data;
|
||||
|
||||
|
||||
GUINT i, ti1,ti2,ci;
|
||||
int colresult;
|
||||
for (i=0;i<collision_pairs.m_size; i++)
|
||||
{
|
||||
ti1 = pairs[i].m_index1;
|
||||
ti2 = pairs[i].m_index2;
|
||||
//Get triangles data
|
||||
gim_trimesh_get_triangle_data(trimesh1,ti1,&tri1data);
|
||||
gim_trimesh_get_triangle_data(trimesh2,ti2,&tri2data);
|
||||
|
||||
//collide triangles
|
||||
colresult = gim_triangle_triangle_collision(&tri1data,&tri2data,&tri_contact_data);
|
||||
if(colresult == 1)
|
||||
{
|
||||
//Add contacts
|
||||
for (ci=0;ci<tri_contact_data.m_point_count ;ci++ )
|
||||
{
|
||||
GIM_PUSH_CONTACT(dummycontacts, tri_contact_data.m_points[ci],tri_contact_data.m_separating_normal ,tri_contact_data.m_penetration_depth,trimesh1, trimesh2, ti1, ti2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(dummycontacts.m_size == 0) //reject
|
||||
{
|
||||
GIM_DYNARRAY_DESTROY(dummycontacts);
|
||||
GIM_DYNARRAY_DESTROY(collision_pairs);
|
||||
return;
|
||||
}
|
||||
//merge contacts
|
||||
gim_merge_contacts(&dummycontacts,contacts);
|
||||
|
||||
//Terminate
|
||||
GIM_DYNARRAY_DESTROY(dummycontacts);
|
||||
GIM_DYNARRAY_DESTROY(collision_pairs);
|
||||
|
||||
//Unlocks meshes
|
||||
gim_trimesh_unlocks_work_data(trimesh1);
|
||||
gim_trimesh_unlocks_work_data(trimesh2);
|
||||
}
|
||||
|
||||
|
||||
//! Trimesh Plane Collisions
|
||||
/*!
|
||||
|
||||
\param trimesh
|
||||
\param plane vec4f plane
|
||||
\param contacts A vec4f array. Must be initialized (~100). Each element have the coordinate point in the first 3 elements, and vec4f[3] has the penetration depth.
|
||||
*/
|
||||
void gim_trimesh_plane_collision(GIM_TRIMESH * trimesh,vec4f plane, GDYNAMIC_ARRAY * contacts)
|
||||
{
|
||||
contacts->m_size = 0;
|
||||
char classify;
|
||||
PLANE_CLASSIFY_BOX(plane,trimesh->m_aabbset.m_global_bound,classify);
|
||||
if(classify>1) return; // in front of plane
|
||||
|
||||
//Locks mesh
|
||||
gim_trimesh_locks_work_data(trimesh);
|
||||
//Get vertices
|
||||
GUINT i, vertcount = trimesh->m_transformed_vertex_buffer.m_element_count;
|
||||
vec3f * vertices = GIM_BUFFER_ARRAY_POINTER(vec3f,trimesh->m_transformed_vertex_buffer,0);
|
||||
|
||||
GREAL dist;
|
||||
vec4f * result_contact;
|
||||
|
||||
for (i=0;i<vertcount;i++)
|
||||
{
|
||||
dist = DISTANCE_PLANE_POINT(plane,vertices[i]);
|
||||
if(dist<=0.0f)
|
||||
{
|
||||
GIM_DYNARRAY_PUSH_EMPTY(vec4f,(*contacts));
|
||||
result_contact = GIM_DYNARRAY_POINTER_LAST(vec4f,(*contacts));
|
||||
VEC_COPY((*result_contact),vertices[i]);
|
||||
(*result_contact)[3] = -dist;
|
||||
}
|
||||
}
|
||||
gim_trimesh_unlocks_work_data(trimesh);
|
||||
}
|
|
@ -1,39 +0,0 @@
|
|||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of GIMPACT Library.
|
||||
|
||||
For the latest info, see http://gimpact.sourceforge.net/
|
||||
|
||||
Copyright (c) 2006 Francisco Leon. C.C. 80087371.
|
||||
email: projectileman@yahoo.com
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of EITHER:
|
||||
(1) The GNU Lesser General Public License as published by the Free
|
||||
Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version. The text of the GNU Lesser
|
||||
General Public License is included with this library in the
|
||||
file GIMPACT-LICENSE-LGPL.TXT.
|
||||
(2) The BSD-style license that is included with this library in
|
||||
the file GIMPACT-LICENSE-BSD.TXT.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
|
||||
GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "GIMPACT/gimpact.h"
|
||||
|
||||
void gimpact_init()
|
||||
{
|
||||
gim_init_math();
|
||||
gim_init_buffer_managers();
|
||||
}
|
||||
void gimpact_terminate()
|
||||
{
|
||||
gim_terminate_buffer_managers();
|
||||
}
|
|
@ -1,118 +0,0 @@
|
|||
As of version 0.6, ODE has two new build systems, one for Visual Studio
|
||||
and another for just about everything else.
|
||||
|
||||
1. Building with Visual Studio
|
||||
2. Building with Autotools (Linux, OS X, etc.)
|
||||
3. Building with Code::Blocks
|
||||
4. Building with Something Else
|
||||
|
||||
|
||||
1. BUILDING WITH VISUAL STUDIO (2002 and up)
|
||||
|
||||
If you downloaded the source code from Subversion you must first copy
|
||||
the file build/config-default.h to include/ode/config.h. If you
|
||||
downloaded a source code package from SourceForge this has already
|
||||
been done for you.
|
||||
|
||||
The directory ode/build contains project files for all supported versions
|
||||
of Visual Studio. Open the appropriate solution for your version, build,
|
||||
and go!
|
||||
|
||||
Single-precision math is used by default. If you would like to switch to
|
||||
doubles instead, edit ode/include/ode/config.h and replace
|
||||
|
||||
#define dSINGLE 1
|
||||
|
||||
with the line
|
||||
|
||||
#define dDOUBLE 1
|
||||
|
||||
and the rebuild everything.
|
||||
|
||||
Note that Visual Studio 6 is no longer supported; please upgrade to
|
||||
Visual Studio 2005 C++ Express (it's free!).
|
||||
|
||||
|
||||
2. BUILDING WITH AUTOTOOLS (Linux, OS X, etc.)
|
||||
|
||||
If you downloaded the source code from Subversion you must bootstrap the
|
||||
process by running the command:
|
||||
|
||||
$ sh autogen.sh
|
||||
|
||||
If you downloaded a source code package from SourceForge this has
|
||||
already been done for you. You may see some "underquoted definition"
|
||||
warnings depending on your platform, these are (for now) harmless
|
||||
warnings regarding scripts from other m4 installed packages.
|
||||
|
||||
Run the configure script to autodetect your build environment.
|
||||
|
||||
$ ./configure
|
||||
|
||||
By default this will build ODE as a static library with single-precision
|
||||
math, trimesh support, and debug symbols enabled. You can modify these
|
||||
defaults by passing additional parameters to configure. For a full list
|
||||
of available options, type
|
||||
|
||||
$ ./configure --help
|
||||
|
||||
Some of the more popular options are
|
||||
|
||||
--enable-double-precision enable double-precision math
|
||||
--with-trimesh=none disables the trimesh support
|
||||
--with-trimesh=opcode use OPCODE for trimesh code
|
||||
--with-trimesh=gimpact use GIMPACT for trimesh code
|
||||
|
||||
--enable-release builds an optimized library
|
||||
--enabled-shared builds a shared library
|
||||
|
||||
Once configure has run successfully, build and install ODE:
|
||||
|
||||
$ make
|
||||
$ make install
|
||||
|
||||
The latter command will also create an `ode-config` script which you can
|
||||
use to pass cflags and ldflags to your projects. run `ode-config` from a
|
||||
command prompt to find out how it works.
|
||||
|
||||
In addition the option `--with-arch=` allows the user to pass the -march
|
||||
flag to GCC, in order to tune the library for a particular architecture.
|
||||
The arguments for --with-arch are listed on this page for -mtune:
|
||||
|
||||
http://gcc.gnu.org/onlinedocs/gcc-3.4.1/gcc/i386-and-x86-64-Options.html#i386%20and%20x86-64%20Options
|
||||
|
||||
Note that the link points to posible values for Intel processors, but
|
||||
other processors are also supported, check the page for your particular
|
||||
processor to see what parameters can be passed to -march in your case.
|
||||
|
||||
|
||||
3. Building with Code::Blocks
|
||||
|
||||
Because Code::Blocks supports so many different platforms, we do not
|
||||
provide workspaces. Instead, use Premake (http://www.premake.sourceforge.net/)
|
||||
to create a workspace tailored for your platform and project.
|
||||
|
||||
Download Premake and place it on your system path (or anywhere convenient).
|
||||
Then create a workspace like so:
|
||||
|
||||
$ cd ode/build
|
||||
$ premake --with-tests --target cb-gcc
|
||||
|
||||
To see a complete list of options:
|
||||
|
||||
$ cd ode/build
|
||||
$ premake --help
|
||||
|
||||
|
||||
4. Building with Something Else
|
||||
|
||||
ODE uses the Premake tool to provide support for several different toolsets.
|
||||
Premake adds support for new toolsets on a regular basis, so yours might be
|
||||
supported. Check the Premake website at http://premake.sourceforge.net/,
|
||||
and then follow the directions for Code::Blocks above, substituting your
|
||||
toolset target in place of `cb-gcc`.
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,34 +0,0 @@
|
|||
|
||||
This is the BSD-style license for the Open Dynamics Engine
|
||||
----------------------------------------------------------
|
||||
|
||||
Open Dynamics Engine
|
||||
Copyright (c) 2001-2007, Russell L. Smith.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
|
||||
Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
Neither the names of ODE's copyright owner nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||||
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
||||
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
@ -1,502 +0,0 @@
|
|||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
"work based on the library" and a "work that uses the library". The
|
||||
former contains code derived from the library, whereas the latter must
|
||||
be combined with the library in order to run.
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License Agreement applies to any software library or other
|
||||
program which contains a notice placed by the copyright holder or
|
||||
other authorized party saying it may be distributed under the terms of
|
||||
this Lesser General Public License (also called "this License").
|
||||
Each licensee is addressed as "you".
|
||||
|
||||
A "library" means a collection of software functions and/or data
|
||||
prepared so as to be conveniently linked with application programs
|
||||
(which use some of those functions and data) to form executables.
|
||||
|
||||
The "Library", below, refers to any such software library or work
|
||||
which has been distributed under these terms. A "work based on the
|
||||
Library" means either the Library or any derivative work under
|
||||
copyright law: that is to say, a work containing the Library or a
|
||||
portion of it, either verbatim or with modifications and/or translated
|
||||
straightforwardly into another language. (Hereinafter, translation is
|
||||
included without limitation in the term "modification".)
|
||||
|
||||
"Source code" for a work means the preferred form of the work for
|
||||
making modifications to it. For a library, complete source code means
|
||||
all the source code for all modules it contains, plus any associated
|
||||
interface definition files, plus the scripts used to control compilation
|
||||
and installation of the library.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running a program using the Library is not restricted, and output from
|
||||
such a program is covered only if its contents constitute a work based
|
||||
on the Library (independent of the use of the Library in a tool for
|
||||
writing it). Whether that is true depends on what the Library does
|
||||
and what the program that uses the Library does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Library's
|
||||
complete source code as you receive it, in any medium, provided that
|
||||
you conspicuously and appropriately publish on each copy an
|
||||
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||
all the notices that refer to this License and to the absence of any
|
||||
warranty; and distribute a copy of this License along with the
|
||||
Library.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy,
|
||||
and you may at your option offer warranty protection in exchange for a
|
||||
fee.
|
||||
|
||||
2. You may modify your copy or copies of the Library or any portion
|
||||
of it, thus forming a work based on the Library, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) The modified work must itself be a software library.
|
||||
|
||||
b) You must cause the files modified to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
c) You must cause the whole of the work to be licensed at no
|
||||
charge to all third parties under the terms of this License.
|
||||
|
||||
d) If a facility in the modified Library refers to a function or a
|
||||
table of data to be supplied by an application program that uses
|
||||
the facility, other than as an argument passed when the facility
|
||||
is invoked, then you must make a good faith effort to ensure that,
|
||||
in the event an application does not supply such function or
|
||||
table, the facility still operates, and performs whatever part of
|
||||
its purpose remains meaningful.
|
||||
|
||||
(For example, a function in a library to compute square roots has
|
||||
a purpose that is entirely well-defined independent of the
|
||||
application. Therefore, Subsection 2d requires that any
|
||||
application-supplied function or table used by this function must
|
||||
be optional: if the application does not supply it, the square
|
||||
root function must still compute square roots.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Library,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Library, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote
|
||||
it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Library.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Library
|
||||
with the Library (or with a work based on the Library) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||
License instead of this License to a given copy of the Library. To do
|
||||
this, you must alter all the notices that refer to this License, so
|
||||
that they refer to the ordinary GNU General Public License, version 2,
|
||||
instead of to this License. (If a newer version than version 2 of the
|
||||
ordinary GNU General Public License has appeared, then you can specify
|
||||
that version instead if you wish.) Do not make any other change in
|
||||
these notices.
|
||||
|
||||
Once this change is made in a given copy, it is irreversible for
|
||||
that copy, so the ordinary GNU General Public License applies to all
|
||||
subsequent copies and derivative works made from that copy.
|
||||
|
||||
This option is useful when you wish to copy part of the code of
|
||||
the Library into a program that is not a library.
|
||||
|
||||
4. You may copy and distribute the Library (or a portion or
|
||||
derivative of it, under Section 2) in object code or executable form
|
||||
under the terms of Sections 1 and 2 above provided that you accompany
|
||||
it with the complete corresponding machine-readable source code, which
|
||||
must be distributed under the terms of Sections 1 and 2 above on a
|
||||
medium customarily used for software interchange.
|
||||
|
||||
If distribution of object code is made by offering access to copy
|
||||
from a designated place, then offering equivalent access to copy the
|
||||
source code from the same place satisfies the requirement to
|
||||
distribute the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
5. A program that contains no derivative of any portion of the
|
||||
Library, but is designed to work with the Library by being compiled or
|
||||
linked with it, is called a "work that uses the Library". Such a
|
||||
work, in isolation, is not a derivative work of the Library, and
|
||||
therefore falls outside the scope of this License.
|
||||
|
||||
However, linking a "work that uses the Library" with the Library
|
||||
creates an executable that is a derivative of the Library (because it
|
||||
contains portions of the Library), rather than a "work that uses the
|
||||
library". The executable is therefore covered by this License.
|
||||
Section 6 states terms for distribution of such executables.
|
||||
|
||||
When a "work that uses the Library" uses material from a header file
|
||||
that is part of the Library, the object code for the work may be a
|
||||
derivative work of the Library even though the source code is not.
|
||||
Whether this is true is especially significant if the work can be
|
||||
linked without the Library, or if the work is itself a library. The
|
||||
threshold for this to be true is not precisely defined by law.
|
||||
|
||||
If such an object file uses only numerical parameters, data
|
||||
structure layouts and accessors, and small macros and small inline
|
||||
functions (ten lines or less in length), then the use of the object
|
||||
file is unrestricted, regardless of whether it is legally a derivative
|
||||
work. (Executables containing this object code plus portions of the
|
||||
Library will still fall under Section 6.)
|
||||
|
||||
Otherwise, if the work is a derivative of the Library, you may
|
||||
distribute the object code for the work under the terms of Section 6.
|
||||
Any executables containing that work also fall under Section 6,
|
||||
whether or not they are linked directly with the Library itself.
|
||||
|
||||
6. As an exception to the Sections above, you may also combine or
|
||||
link a "work that uses the Library" with the Library to produce a
|
||||
work containing portions of the Library, and distribute that work
|
||||
under terms of your choice, provided that the terms permit
|
||||
modification of the work for the customer's own use and reverse
|
||||
engineering for debugging such modifications.
|
||||
|
||||
You must give prominent notice with each copy of the work that the
|
||||
Library is used in it and that the Library and its use are covered by
|
||||
this License. You must supply a copy of this License. If the work
|
||||
during execution displays copyright notices, you must include the
|
||||
copyright notice for the Library among them, as well as a reference
|
||||
directing the user to the copy of this License. Also, you must do one
|
||||
of these things:
|
||||
|
||||
a) Accompany the work with the complete corresponding
|
||||
machine-readable source code for the Library including whatever
|
||||
changes were used in the work (which must be distributed under
|
||||
Sections 1 and 2 above); and, if the work is an executable linked
|
||||
with the Library, with the complete machine-readable "work that
|
||||
uses the Library", as object code and/or source code, so that the
|
||||
user can modify the Library and then relink to produce a modified
|
||||
executable containing the modified Library. (It is understood
|
||||
that the user who changes the contents of definitions files in the
|
||||
Library will not necessarily be able to recompile the application
|
||||
to use the modified definitions.)
|
||||
|
||||
b) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (1) uses at run time a
|
||||
copy of the library already present on the user's computer system,
|
||||
rather than copying library functions into the executable, and (2)
|
||||
will operate properly with a modified version of the library, if
|
||||
the user installs one, as long as the modified version is
|
||||
interface-compatible with the version that the work was made with.
|
||||
|
||||
c) Accompany the work with a written offer, valid for at
|
||||
least three years, to give the same user the materials
|
||||
specified in Subsection 6a, above, for a charge no more
|
||||
than the cost of performing this distribution.
|
||||
|
||||
d) If distribution of the work is made by offering access to copy
|
||||
from a designated place, offer equivalent access to copy the above
|
||||
specified materials from the same place.
|
||||
|
||||
e) Verify that the user has already received a copy of these
|
||||
materials or that you have already sent this user a copy.
|
||||
|
||||
For an executable, the required form of the "work that uses the
|
||||
Library" must include any data and utility programs needed for
|
||||
reproducing the executable from it. However, as a special exception,
|
||||
the materials to be distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies
|
||||
the executable.
|
||||
|
||||
It may happen that this requirement contradicts the license
|
||||
restrictions of other proprietary libraries that do not normally
|
||||
accompany the operating system. Such a contradiction means you cannot
|
||||
use both them and the Library together in an executable that you
|
||||
distribute.
|
||||
|
||||
7. You may place library facilities that are a work based on the
|
||||
Library side-by-side in a single library together with other library
|
||||
facilities not covered by this License, and distribute such a combined
|
||||
library, provided that the separate distribution of the work based on
|
||||
the Library and of the other library facilities is otherwise
|
||||
permitted, and provided that you do these two things:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work
|
||||
based on the Library, uncombined with any other library
|
||||
facilities. This must be distributed under the terms of the
|
||||
Sections above.
|
||||
|
||||
b) Give prominent notice with the combined library of the fact
|
||||
that part of it is a work based on the Library, and explaining
|
||||
where to find the accompanying uncombined form of the same work.
|
||||
|
||||
8. You may not copy, modify, sublicense, link with, or distribute
|
||||
the Library except as expressly provided under this License. Any
|
||||
attempt otherwise to copy, modify, sublicense, link with, or
|
||||
distribute the Library is void, and will automatically terminate your
|
||||
rights under this License. However, parties who have received copies,
|
||||
or rights, from you under this License will not have their licenses
|
||||
terminated so long as such parties remain in full compliance.
|
||||
|
||||
9. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Library or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Library (or any work based on the
|
||||
Library), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Library or works based on it.
|
||||
|
||||
10. Each time you redistribute the Library (or any work based on the
|
||||
Library), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute, link with or modify the Library
|
||||
subject to these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties with
|
||||
this License.
|
||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
|
@ -1,37 +0,0 @@
|
|||
LIBTOOL_DEPS = @LIBTOOL_DEPS@
|
||||
libtool: $(LIBTOOL_DEPS)
|
||||
$(SHELL) ./config.status --recheck
|
||||
|
||||
if ENABLE_DEMOS
|
||||
SUBDIRS = include drawstuff ode tests
|
||||
else
|
||||
SUBDIRS = include ode tests
|
||||
endif
|
||||
|
||||
bin_SCRIPTS = ode-config
|
||||
|
||||
# Utility rule for making a release
|
||||
release: dist dist-bz2 dist-zip
|
||||
@echo Created release packages for ${PACKAGE}-${VERSION}.
|
||||
|
||||
# Rules for creating .tar.bz2 and .zip packages
|
||||
dist-bz2: ${PACKAGE}-${VERSION}.tar.gz
|
||||
gzip -dc ${PACKAGE}-${VERSION}.tar.gz | bzip2 > ${PACKAGE}-${VERSION}.tar.bz2
|
||||
|
||||
dist-zip: ${PACKAGE}-${VERSION}.tar.gz
|
||||
tar -zxf ${PACKAGE}-${VERSION}.tar.gz && \
|
||||
zip -r ${PACKAGE}-${VERSION}.zip ${PACKAGE}-${VERSION} && \
|
||||
rm -rf ${PACKAGE}-${VERSION}
|
||||
|
||||
if USE_SONAME
|
||||
install-exec-hook:
|
||||
ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
$(libdir)/libode.so
|
||||
ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
$(libdir)/@ODE_SONAME@
|
||||
ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
$(libdir)/@ODE_SONAME@.@ODE_REVISION@
|
||||
/sbin/ldconfig
|
||||
else
|
||||
install-exec-hook:
|
||||
endif
|
File diff suppressed because it is too large
Load Diff
|
@ -1,665 +0,0 @@
|
|||
# Makefile.in generated by automake 1.10 from Makefile.am.
|
||||
# @configure_input@
|
||||
|
||||
# Copyright (C) 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002,
|
||||
# 2003, 2004, 2005, 2006 Free Software Foundation, Inc.
|
||||
# This Makefile.in is free software; the Free Software Foundation
|
||||
# gives unlimited permission to copy and/or distribute it,
|
||||
# with or without modifications, as long as this notice is preserved.
|
||||
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY, to the extent permitted by law; without
|
||||
# even the implied warranty of MERCHANTABILITY or FITNESS FOR A
|
||||
# PARTICULAR PURPOSE.
|
||||
|
||||
@SET_MAKE@
|
||||
|
||||
VPATH = @srcdir@
|
||||
pkgdatadir = $(datadir)/@PACKAGE@
|
||||
pkglibdir = $(libdir)/@PACKAGE@
|
||||
pkgincludedir = $(includedir)/@PACKAGE@
|
||||
am__cd = CDPATH="$${ZSH_VERSION+.}$(PATH_SEPARATOR)" && cd
|
||||
install_sh_DATA = $(install_sh) -c -m 644
|
||||
install_sh_PROGRAM = $(install_sh) -c
|
||||
install_sh_SCRIPT = $(install_sh) -c
|
||||
INSTALL_HEADER = $(INSTALL_DATA)
|
||||
transform = $(program_transform_name)
|
||||
NORMAL_INSTALL = :
|
||||
PRE_INSTALL = :
|
||||
POST_INSTALL = :
|
||||
NORMAL_UNINSTALL = :
|
||||
PRE_UNINSTALL = :
|
||||
POST_UNINSTALL = :
|
||||
build_triplet = @build@
|
||||
host_triplet = @host@
|
||||
target_triplet = @target@
|
||||
subdir = .
|
||||
DIST_COMMON = $(am__configure_deps) $(srcdir)/Makefile.am \
|
||||
$(srcdir)/Makefile.in $(srcdir)/ode-config.in \
|
||||
$(top_srcdir)/configure config.guess config.sub depcomp \
|
||||
install-sh missing
|
||||
ACLOCAL_M4 = $(top_srcdir)/aclocal.m4
|
||||
am__aclocal_m4_deps = $(top_srcdir)/configure.in
|
||||
am__configure_deps = $(am__aclocal_m4_deps) $(CONFIGURE_DEPENDENCIES) \
|
||||
$(ACLOCAL_M4)
|
||||
am__CONFIG_DISTCLEAN_FILES = config.status config.cache config.log \
|
||||
configure.lineno config.status.lineno
|
||||
mkinstalldirs = $(install_sh) -d
|
||||
CONFIG_HEADER = $(top_builddir)/include/ode/config.h
|
||||
CONFIG_CLEAN_FILES = ode-config
|
||||
am__installdirs = "$(DESTDIR)$(bindir)"
|
||||
binSCRIPT_INSTALL = $(INSTALL_SCRIPT)
|
||||
SCRIPTS = $(bin_SCRIPTS)
|
||||
SOURCES =
|
||||
DIST_SOURCES =
|
||||
RECURSIVE_TARGETS = all-recursive check-recursive dvi-recursive \
|
||||
html-recursive info-recursive install-data-recursive \
|
||||
install-dvi-recursive install-exec-recursive \
|
||||
install-html-recursive install-info-recursive \
|
||||
install-pdf-recursive install-ps-recursive install-recursive \
|
||||
installcheck-recursive installdirs-recursive pdf-recursive \
|
||||
ps-recursive uninstall-recursive
|
||||
RECURSIVE_CLEAN_TARGETS = mostlyclean-recursive clean-recursive \
|
||||
distclean-recursive maintainer-clean-recursive
|
||||
ETAGS = etags
|
||||
CTAGS = ctags
|
||||
DIST_SUBDIRS = include ode tests drawstuff
|
||||
DISTFILES = $(DIST_COMMON) $(DIST_SOURCES) $(TEXINFOS) $(EXTRA_DIST)
|
||||
distdir = $(PACKAGE)-$(VERSION)
|
||||
top_distdir = $(distdir)
|
||||
am__remove_distdir = \
|
||||
{ test ! -d $(distdir) \
|
||||
|| { find $(distdir) -type d ! -perm -200 -exec chmod u+w {} ';' \
|
||||
&& rm -fr $(distdir); }; }
|
||||
DIST_ARCHIVES = $(distdir).tar.gz
|
||||
GZIP_ENV = --best
|
||||
distuninstallcheck_listfiles = find . -type f -print
|
||||
distcleancheck_listfiles = find . -type f -print
|
||||
ACLOCAL = @ACLOCAL@
|
||||
ALLOCA = @ALLOCA@
|
||||
AMTAR = @AMTAR@
|
||||
ARCHFLAGS = @ARCHFLAGS@
|
||||
AUTOCONF = @AUTOCONF@
|
||||
AUTOHEADER = @AUTOHEADER@
|
||||
AUTOMAKE = @AUTOMAKE@
|
||||
AWK = @AWK@
|
||||
CC = @CC@
|
||||
CCDEPMODE = @CCDEPMODE@
|
||||
CFLAGS = @CFLAGS@
|
||||
CPP = @CPP@
|
||||
CPPFLAGS = @CPPFLAGS@
|
||||
CXX = @CXX@
|
||||
CXXDEPMODE = @CXXDEPMODE@
|
||||
CXXFLAGS = @CXXFLAGS@
|
||||
CYGPATH_W = @CYGPATH_W@
|
||||
DEFS = @DEFS@
|
||||
DEPDIR = @DEPDIR@
|
||||
DRAWSTUFF = @DRAWSTUFF@
|
||||
ECHO_C = @ECHO_C@
|
||||
ECHO_N = @ECHO_N@
|
||||
ECHO_T = @ECHO_T@
|
||||
EGREP = @EGREP@
|
||||
EXEEXT = @EXEEXT@
|
||||
GL_LIBS = @GL_LIBS@
|
||||
GREP = @GREP@
|
||||
INSTALL = @INSTALL@
|
||||
INSTALL_DATA = @INSTALL_DATA@
|
||||
INSTALL_PROGRAM = @INSTALL_PROGRAM@
|
||||
INSTALL_SCRIPT = @INSTALL_SCRIPT@
|
||||
INSTALL_STRIP_PROGRAM = @INSTALL_STRIP_PROGRAM@
|
||||
LDFLAGS = @LDFLAGS@
|
||||
LIBOBJS = @LIBOBJS@
|
||||
LIBS = @LIBS@
|
||||
LTLIBOBJS = @LTLIBOBJS@
|
||||
MAKEINFO = @MAKEINFO@
|
||||
MKDIR_P = @MKDIR_P@
|
||||
OBJEXT = @OBJEXT@
|
||||
ODE_AGE = @ODE_AGE@
|
||||
ODE_CURRENT = @ODE_CURRENT@
|
||||
ODE_RELEASE = @ODE_RELEASE@
|
||||
ODE_REVISION = @ODE_REVISION@
|
||||
ODE_SONAME = @ODE_SONAME@
|
||||
PACKAGE = @PACKAGE@
|
||||
PACKAGE_BUGREPORT = @PACKAGE_BUGREPORT@
|
||||
PACKAGE_NAME = @PACKAGE_NAME@
|
||||
PACKAGE_STRING = @PACKAGE_STRING@
|
||||
PACKAGE_TARNAME = @PACKAGE_TARNAME@
|
||||
PACKAGE_VERSION = @PACKAGE_VERSION@
|
||||
PATH_SEPARATOR = @PATH_SEPARATOR@
|
||||
RANLIB = @RANLIB@
|
||||
SET_MAKE = @SET_MAKE@
|
||||
SHARED_LDFLAGS = @SHARED_LDFLAGS@
|
||||
SHELL = @SHELL@
|
||||
STRIP = @STRIP@
|
||||
TOPDIR = @TOPDIR@
|
||||
VERSION = @VERSION@
|
||||
WINDRES = @WINDRES@
|
||||
XMKMF = @XMKMF@
|
||||
X_CFLAGS = @X_CFLAGS@
|
||||
X_EXTRA_LIBS = @X_EXTRA_LIBS@
|
||||
X_LIBS = @X_LIBS@
|
||||
X_PRE_LIBS = @X_PRE_LIBS@
|
||||
abs_builddir = @abs_builddir@
|
||||
abs_srcdir = @abs_srcdir@
|
||||
abs_top_builddir = @abs_top_builddir@
|
||||
abs_top_srcdir = @abs_top_srcdir@
|
||||
ac_ct_CC = @ac_ct_CC@
|
||||
ac_ct_CXX = @ac_ct_CXX@
|
||||
ac_ct_WINDRES = @ac_ct_WINDRES@
|
||||
am__include = @am__include@
|
||||
am__leading_dot = @am__leading_dot@
|
||||
am__quote = @am__quote@
|
||||
am__tar = @am__tar@
|
||||
am__untar = @am__untar@
|
||||
bindir = @bindir@
|
||||
build = @build@
|
||||
build_alias = @build_alias@
|
||||
build_cpu = @build_cpu@
|
||||
build_os = @build_os@
|
||||
build_vendor = @build_vendor@
|
||||
builddir = @builddir@
|
||||
datadir = @datadir@
|
||||
datarootdir = @datarootdir@
|
||||
docdir = @docdir@
|
||||
dvidir = @dvidir@
|
||||
exec_prefix = @exec_prefix@
|
||||
host = @host@
|
||||
host_alias = @host_alias@
|
||||
host_cpu = @host_cpu@
|
||||
host_os = @host_os@
|
||||
host_vendor = @host_vendor@
|
||||
htmldir = @htmldir@
|
||||
includedir = @includedir@
|
||||
infodir = @infodir@
|
||||
install_sh = @install_sh@
|
||||
libdir = @libdir@
|
||||
libexecdir = @libexecdir@
|
||||
localedir = @localedir@
|
||||
localstatedir = @localstatedir@
|
||||
mandir = @mandir@
|
||||
mkdir_p = @mkdir_p@
|
||||
oldincludedir = @oldincludedir@
|
||||
pdfdir = @pdfdir@
|
||||
prefix = @prefix@
|
||||
program_transform_name = @program_transform_name@
|
||||
psdir = @psdir@
|
||||
sbindir = @sbindir@
|
||||
sharedstatedir = @sharedstatedir@
|
||||
so_ext = @so_ext@
|
||||
srcdir = @srcdir@
|
||||
sysconfdir = @sysconfdir@
|
||||
target = @target@
|
||||
target_alias = @target_alias@
|
||||
target_cpu = @target_cpu@
|
||||
target_os = @target_os@
|
||||
target_vendor = @target_vendor@
|
||||
top_builddir = @top_builddir@
|
||||
top_srcdir = @top_srcdir@
|
||||
LIBTOOL_DEPS = @LIBTOOL_DEPS@
|
||||
@ENABLE_DEMOS_FALSE@SUBDIRS = include ode tests
|
||||
@ENABLE_DEMOS_TRUE@SUBDIRS = include drawstuff ode tests
|
||||
bin_SCRIPTS = ode-config
|
||||
all: all-recursive
|
||||
|
||||
.SUFFIXES:
|
||||
am--refresh:
|
||||
@:
|
||||
$(srcdir)/Makefile.in: $(srcdir)/Makefile.am $(am__configure_deps)
|
||||
@for dep in $?; do \
|
||||
case '$(am__configure_deps)' in \
|
||||
*$$dep*) \
|
||||
echo ' cd $(srcdir) && $(AUTOMAKE) --foreign '; \
|
||||
cd $(srcdir) && $(AUTOMAKE) --foreign \
|
||||
&& exit 0; \
|
||||
exit 1;; \
|
||||
esac; \
|
||||
done; \
|
||||
echo ' cd $(top_srcdir) && $(AUTOMAKE) --foreign Makefile'; \
|
||||
cd $(top_srcdir) && \
|
||||
$(AUTOMAKE) --foreign Makefile
|
||||
.PRECIOUS: Makefile
|
||||
Makefile: $(srcdir)/Makefile.in $(top_builddir)/config.status
|
||||
@case '$?' in \
|
||||
*config.status*) \
|
||||
echo ' $(SHELL) ./config.status'; \
|
||||
$(SHELL) ./config.status;; \
|
||||
*) \
|
||||
echo ' cd $(top_builddir) && $(SHELL) ./config.status $@ $(am__depfiles_maybe)'; \
|
||||
cd $(top_builddir) && $(SHELL) ./config.status $@ $(am__depfiles_maybe);; \
|
||||
esac;
|
||||
|
||||
$(top_builddir)/config.status: $(top_srcdir)/configure $(CONFIG_STATUS_DEPENDENCIES)
|
||||
$(SHELL) ./config.status --recheck
|
||||
|
||||
$(top_srcdir)/configure: $(am__configure_deps)
|
||||
cd $(srcdir) && $(AUTOCONF)
|
||||
$(ACLOCAL_M4): $(am__aclocal_m4_deps)
|
||||
cd $(srcdir) && $(ACLOCAL) $(ACLOCAL_AMFLAGS)
|
||||
ode-config: $(top_builddir)/config.status $(srcdir)/ode-config.in
|
||||
cd $(top_builddir) && $(SHELL) ./config.status $@
|
||||
install-binSCRIPTS: $(bin_SCRIPTS)
|
||||
@$(NORMAL_INSTALL)
|
||||
test -z "$(bindir)" || $(MKDIR_P) "$(DESTDIR)$(bindir)"
|
||||
@list='$(bin_SCRIPTS)'; for p in $$list; do \
|
||||
if test -f "$$p"; then d=; else d="$(srcdir)/"; fi; \
|
||||
if test -f $$d$$p; then \
|
||||
f=`echo "$$p" | sed 's|^.*/||;$(transform)'`; \
|
||||
echo " $(binSCRIPT_INSTALL) '$$d$$p' '$(DESTDIR)$(bindir)/$$f'"; \
|
||||
$(binSCRIPT_INSTALL) "$$d$$p" "$(DESTDIR)$(bindir)/$$f"; \
|
||||
else :; fi; \
|
||||
done
|
||||
|
||||
uninstall-binSCRIPTS:
|
||||
@$(NORMAL_UNINSTALL)
|
||||
@list='$(bin_SCRIPTS)'; for p in $$list; do \
|
||||
f=`echo "$$p" | sed 's|^.*/||;$(transform)'`; \
|
||||
echo " rm -f '$(DESTDIR)$(bindir)/$$f'"; \
|
||||
rm -f "$(DESTDIR)$(bindir)/$$f"; \
|
||||
done
|
||||
|
||||
# This directory's subdirectories are mostly independent; you can cd
|
||||
# into them and run `make' without going through this Makefile.
|
||||
# To change the values of `make' variables: instead of editing Makefiles,
|
||||
# (1) if the variable is set in `config.status', edit `config.status'
|
||||
# (which will cause the Makefiles to be regenerated when you run `make');
|
||||
# (2) otherwise, pass the desired values on the `make' command line.
|
||||
$(RECURSIVE_TARGETS):
|
||||
@failcom='exit 1'; \
|
||||
for f in x $$MAKEFLAGS; do \
|
||||
case $$f in \
|
||||
*=* | --[!k]*);; \
|
||||
*k*) failcom='fail=yes';; \
|
||||
esac; \
|
||||
done; \
|
||||
dot_seen=no; \
|
||||
target=`echo $@ | sed s/-recursive//`; \
|
||||
list='$(SUBDIRS)'; for subdir in $$list; do \
|
||||
echo "Making $$target in $$subdir"; \
|
||||
if test "$$subdir" = "."; then \
|
||||
dot_seen=yes; \
|
||||
local_target="$$target-am"; \
|
||||
else \
|
||||
local_target="$$target"; \
|
||||
fi; \
|
||||
(cd $$subdir && $(MAKE) $(AM_MAKEFLAGS) $$local_target) \
|
||||
|| eval $$failcom; \
|
||||
done; \
|
||||
if test "$$dot_seen" = "no"; then \
|
||||
$(MAKE) $(AM_MAKEFLAGS) "$$target-am" || exit 1; \
|
||||
fi; test -z "$$fail"
|
||||
|
||||
$(RECURSIVE_CLEAN_TARGETS):
|
||||
@failcom='exit 1'; \
|
||||
for f in x $$MAKEFLAGS; do \
|
||||
case $$f in \
|
||||
*=* | --[!k]*);; \
|
||||
*k*) failcom='fail=yes';; \
|
||||
esac; \
|
||||
done; \
|
||||
dot_seen=no; \
|
||||
case "$@" in \
|
||||
distclean-* | maintainer-clean-*) list='$(DIST_SUBDIRS)' ;; \
|
||||
*) list='$(SUBDIRS)' ;; \
|
||||
esac; \
|
||||
rev=''; for subdir in $$list; do \
|
||||
if test "$$subdir" = "."; then :; else \
|
||||
rev="$$subdir $$rev"; \
|
||||
fi; \
|
||||
done; \
|
||||
rev="$$rev ."; \
|
||||
target=`echo $@ | sed s/-recursive//`; \
|
||||
for subdir in $$rev; do \
|
||||
echo "Making $$target in $$subdir"; \
|
||||
if test "$$subdir" = "."; then \
|
||||
local_target="$$target-am"; \
|
||||
else \
|
||||
local_target="$$target"; \
|
||||
fi; \
|
||||
(cd $$subdir && $(MAKE) $(AM_MAKEFLAGS) $$local_target) \
|
||||
|| eval $$failcom; \
|
||||
done && test -z "$$fail"
|
||||
tags-recursive:
|
||||
list='$(SUBDIRS)'; for subdir in $$list; do \
|
||||
test "$$subdir" = . || (cd $$subdir && $(MAKE) $(AM_MAKEFLAGS) tags); \
|
||||
done
|
||||
ctags-recursive:
|
||||
list='$(SUBDIRS)'; for subdir in $$list; do \
|
||||
test "$$subdir" = . || (cd $$subdir && $(MAKE) $(AM_MAKEFLAGS) ctags); \
|
||||
done
|
||||
|
||||
ID: $(HEADERS) $(SOURCES) $(LISP) $(TAGS_FILES)
|
||||
list='$(SOURCES) $(HEADERS) $(LISP) $(TAGS_FILES)'; \
|
||||
unique=`for i in $$list; do \
|
||||
if test -f "$$i"; then echo $$i; else echo $(srcdir)/$$i; fi; \
|
||||
done | \
|
||||
$(AWK) ' { files[$$0] = 1; } \
|
||||
END { for (i in files) print i; }'`; \
|
||||
mkid -fID $$unique
|
||||
tags: TAGS
|
||||
|
||||
TAGS: tags-recursive $(HEADERS) $(SOURCES) $(TAGS_DEPENDENCIES) \
|
||||
$(TAGS_FILES) $(LISP)
|
||||
tags=; \
|
||||
here=`pwd`; \
|
||||
if ($(ETAGS) --etags-include --version) >/dev/null 2>&1; then \
|
||||
include_option=--etags-include; \
|
||||
empty_fix=.; \
|
||||
else \
|
||||
include_option=--include; \
|
||||
empty_fix=; \
|
||||
fi; \
|
||||
list='$(SUBDIRS)'; for subdir in $$list; do \
|
||||
if test "$$subdir" = .; then :; else \
|
||||
test ! -f $$subdir/TAGS || \
|
||||
tags="$$tags $$include_option=$$here/$$subdir/TAGS"; \
|
||||
fi; \
|
||||
done; \
|
||||
list='$(SOURCES) $(HEADERS) $(LISP) $(TAGS_FILES)'; \
|
||||
unique=`for i in $$list; do \
|
||||
if test -f "$$i"; then echo $$i; else echo $(srcdir)/$$i; fi; \
|
||||
done | \
|
||||
$(AWK) ' { files[$$0] = 1; } \
|
||||
END { for (i in files) print i; }'`; \
|
||||
if test -z "$(ETAGS_ARGS)$$tags$$unique"; then :; else \
|
||||
test -n "$$unique" || unique=$$empty_fix; \
|
||||
$(ETAGS) $(ETAGSFLAGS) $(AM_ETAGSFLAGS) $(ETAGS_ARGS) \
|
||||
$$tags $$unique; \
|
||||
fi
|
||||
ctags: CTAGS
|
||||
CTAGS: ctags-recursive $(HEADERS) $(SOURCES) $(TAGS_DEPENDENCIES) \
|
||||
$(TAGS_FILES) $(LISP)
|
||||
tags=; \
|
||||
here=`pwd`; \
|
||||
list='$(SOURCES) $(HEADERS) $(LISP) $(TAGS_FILES)'; \
|
||||
unique=`for i in $$list; do \
|
||||
if test -f "$$i"; then echo $$i; else echo $(srcdir)/$$i; fi; \
|
||||
done | \
|
||||
$(AWK) ' { files[$$0] = 1; } \
|
||||
END { for (i in files) print i; }'`; \
|
||||
test -z "$(CTAGS_ARGS)$$tags$$unique" \
|
||||
|| $(CTAGS) $(CTAGSFLAGS) $(AM_CTAGSFLAGS) $(CTAGS_ARGS) \
|
||||
$$tags $$unique
|
||||
|
||||
GTAGS:
|
||||
here=`$(am__cd) $(top_builddir) && pwd` \
|
||||
&& cd $(top_srcdir) \
|
||||
&& gtags -i $(GTAGS_ARGS) $$here
|
||||
|
||||
distclean-tags:
|
||||
-rm -f TAGS ID GTAGS GRTAGS GSYMS GPATH tags
|
||||
|
||||
distdir: $(DISTFILES)
|
||||
$(am__remove_distdir)
|
||||
test -d $(distdir) || mkdir $(distdir)
|
||||
@srcdirstrip=`echo "$(srcdir)" | sed 's/[].[^$$\\*]/\\\\&/g'`; \
|
||||
topsrcdirstrip=`echo "$(top_srcdir)" | sed 's/[].[^$$\\*]/\\\\&/g'`; \
|
||||
list='$(DISTFILES)'; \
|
||||
dist_files=`for file in $$list; do echo $$file; done | \
|
||||
sed -e "s|^$$srcdirstrip/||;t" \
|
||||
-e "s|^$$topsrcdirstrip/|$(top_builddir)/|;t"`; \
|
||||
case $$dist_files in \
|
||||
*/*) $(MKDIR_P) `echo "$$dist_files" | \
|
||||
sed '/\//!d;s|^|$(distdir)/|;s,/[^/]*$$,,' | \
|
||||
sort -u` ;; \
|
||||
esac; \
|
||||
for file in $$dist_files; do \
|
||||
if test -f $$file || test -d $$file; then d=.; else d=$(srcdir); fi; \
|
||||
if test -d $$d/$$file; then \
|
||||
dir=`echo "/$$file" | sed -e 's,/[^/]*$$,,'`; \
|
||||
if test -d $(srcdir)/$$file && test $$d != $(srcdir); then \
|
||||
cp -pR $(srcdir)/$$file $(distdir)$$dir || exit 1; \
|
||||
fi; \
|
||||
cp -pR $$d/$$file $(distdir)$$dir || exit 1; \
|
||||
else \
|
||||
test -f $(distdir)/$$file \
|
||||
|| cp -p $$d/$$file $(distdir)/$$file \
|
||||
|| exit 1; \
|
||||
fi; \
|
||||
done
|
||||
list='$(DIST_SUBDIRS)'; for subdir in $$list; do \
|
||||
if test "$$subdir" = .; then :; else \
|
||||
test -d "$(distdir)/$$subdir" \
|
||||
|| $(MKDIR_P) "$(distdir)/$$subdir" \
|
||||
|| exit 1; \
|
||||
distdir=`$(am__cd) $(distdir) && pwd`; \
|
||||
top_distdir=`$(am__cd) $(top_distdir) && pwd`; \
|
||||
(cd $$subdir && \
|
||||
$(MAKE) $(AM_MAKEFLAGS) \
|
||||
top_distdir="$$top_distdir" \
|
||||
distdir="$$distdir/$$subdir" \
|
||||
am__remove_distdir=: \
|
||||
am__skip_length_check=: \
|
||||
distdir) \
|
||||
|| exit 1; \
|
||||
fi; \
|
||||
done
|
||||
-find $(distdir) -type d ! -perm -777 -exec chmod a+rwx {} \; -o \
|
||||
! -type d ! -perm -444 -links 1 -exec chmod a+r {} \; -o \
|
||||
! -type d ! -perm -400 -exec chmod a+r {} \; -o \
|
||||
! -type d ! -perm -444 -exec $(install_sh) -c -m a+r {} {} \; \
|
||||
|| chmod -R a+r $(distdir)
|
||||
dist-gzip: distdir
|
||||
tardir=$(distdir) && $(am__tar) | GZIP=$(GZIP_ENV) gzip -c >$(distdir).tar.gz
|
||||
$(am__remove_distdir)
|
||||
|
||||
dist-bzip2: distdir
|
||||
tardir=$(distdir) && $(am__tar) | bzip2 -9 -c >$(distdir).tar.bz2
|
||||
$(am__remove_distdir)
|
||||
|
||||
dist-tarZ: distdir
|
||||
tardir=$(distdir) && $(am__tar) | compress -c >$(distdir).tar.Z
|
||||
$(am__remove_distdir)
|
||||
|
||||
dist-shar: distdir
|
||||
shar $(distdir) | GZIP=$(GZIP_ENV) gzip -c >$(distdir).shar.gz
|
||||
$(am__remove_distdir)
|
||||
|
||||
dist dist-all: distdir
|
||||
tardir=$(distdir) && $(am__tar) | GZIP=$(GZIP_ENV) gzip -c >$(distdir).tar.gz
|
||||
$(am__remove_distdir)
|
||||
|
||||
# This target untars the dist file and tries a VPATH configuration. Then
|
||||
# it guarantees that the distribution is self-contained by making another
|
||||
# tarfile.
|
||||
distcheck: dist
|
||||
case '$(DIST_ARCHIVES)' in \
|
||||
*.tar.gz*) \
|
||||
GZIP=$(GZIP_ENV) gunzip -c $(distdir).tar.gz | $(am__untar) ;;\
|
||||
*.tar.bz2*) \
|
||||
bunzip2 -c $(distdir).tar.bz2 | $(am__untar) ;;\
|
||||
*.tar.Z*) \
|
||||
uncompress -c $(distdir).tar.Z | $(am__untar) ;;\
|
||||
*.shar.gz*) \
|
||||
GZIP=$(GZIP_ENV) gunzip -c $(distdir).shar.gz | unshar ;;\
|
||||
*.zip*) \
|
||||
unzip $(distdir).zip ;;\
|
||||
esac
|
||||
chmod -R a-w $(distdir); chmod a+w $(distdir)
|
||||
mkdir $(distdir)/_build
|
||||
mkdir $(distdir)/_inst
|
||||
chmod a-w $(distdir)
|
||||
dc_install_base=`$(am__cd) $(distdir)/_inst && pwd | sed -e 's,^[^:\\/]:[\\/],/,'` \
|
||||
&& dc_destdir="$${TMPDIR-/tmp}/am-dc-$$$$/" \
|
||||
&& cd $(distdir)/_build \
|
||||
&& ../configure --srcdir=.. --prefix="$$dc_install_base" \
|
||||
$(DISTCHECK_CONFIGURE_FLAGS) \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) dvi \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) check \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) install \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) installcheck \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) uninstall \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) distuninstallcheck_dir="$$dc_install_base" \
|
||||
distuninstallcheck \
|
||||
&& chmod -R a-w "$$dc_install_base" \
|
||||
&& ({ \
|
||||
(cd ../.. && umask 077 && mkdir "$$dc_destdir") \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) DESTDIR="$$dc_destdir" install \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) DESTDIR="$$dc_destdir" uninstall \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) DESTDIR="$$dc_destdir" \
|
||||
distuninstallcheck_dir="$$dc_destdir" distuninstallcheck; \
|
||||
} || { rm -rf "$$dc_destdir"; exit 1; }) \
|
||||
&& rm -rf "$$dc_destdir" \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) dist \
|
||||
&& rm -rf $(DIST_ARCHIVES) \
|
||||
&& $(MAKE) $(AM_MAKEFLAGS) distcleancheck
|
||||
$(am__remove_distdir)
|
||||
@(echo "$(distdir) archives ready for distribution: "; \
|
||||
list='$(DIST_ARCHIVES)'; for i in $$list; do echo $$i; done) | \
|
||||
sed -e 1h -e 1s/./=/g -e 1p -e 1x -e '$$p' -e '$$x'
|
||||
distuninstallcheck:
|
||||
@cd $(distuninstallcheck_dir) \
|
||||
&& test `$(distuninstallcheck_listfiles) | wc -l` -le 1 \
|
||||
|| { echo "ERROR: files left after uninstall:" ; \
|
||||
if test -n "$(DESTDIR)"; then \
|
||||
echo " (check DESTDIR support)"; \
|
||||
fi ; \
|
||||
$(distuninstallcheck_listfiles) ; \
|
||||
exit 1; } >&2
|
||||
distcleancheck: distclean
|
||||
@if test '$(srcdir)' = . ; then \
|
||||
echo "ERROR: distcleancheck can only run from a VPATH build" ; \
|
||||
exit 1 ; \
|
||||
fi
|
||||
@test `$(distcleancheck_listfiles) | wc -l` -eq 0 \
|
||||
|| { echo "ERROR: files left in build directory after distclean:" ; \
|
||||
$(distcleancheck_listfiles) ; \
|
||||
exit 1; } >&2
|
||||
check-am: all-am
|
||||
check: check-recursive
|
||||
all-am: Makefile $(SCRIPTS)
|
||||
installdirs: installdirs-recursive
|
||||
installdirs-am:
|
||||
for dir in "$(DESTDIR)$(bindir)"; do \
|
||||
test -z "$$dir" || $(MKDIR_P) "$$dir"; \
|
||||
done
|
||||
install: install-recursive
|
||||
install-exec: install-exec-recursive
|
||||
install-data: install-data-recursive
|
||||
uninstall: uninstall-recursive
|
||||
|
||||
install-am: all-am
|
||||
@$(MAKE) $(AM_MAKEFLAGS) install-exec-am install-data-am
|
||||
|
||||
installcheck: installcheck-recursive
|
||||
install-strip:
|
||||
$(MAKE) $(AM_MAKEFLAGS) INSTALL_PROGRAM="$(INSTALL_STRIP_PROGRAM)" \
|
||||
install_sh_PROGRAM="$(INSTALL_STRIP_PROGRAM)" INSTALL_STRIP_FLAG=-s \
|
||||
`test -z '$(STRIP)' || \
|
||||
echo "INSTALL_PROGRAM_ENV=STRIPPROG='$(STRIP)'"` install
|
||||
mostlyclean-generic:
|
||||
|
||||
clean-generic:
|
||||
|
||||
distclean-generic:
|
||||
-test -z "$(CONFIG_CLEAN_FILES)" || rm -f $(CONFIG_CLEAN_FILES)
|
||||
|
||||
maintainer-clean-generic:
|
||||
@echo "This command is intended for maintainers to use"
|
||||
@echo "it deletes files that may require special tools to rebuild."
|
||||
clean: clean-recursive
|
||||
|
||||
clean-am: clean-generic mostlyclean-am
|
||||
|
||||
distclean: distclean-recursive
|
||||
-rm -f $(am__CONFIG_DISTCLEAN_FILES)
|
||||
-rm -f Makefile
|
||||
distclean-am: clean-am distclean-generic distclean-tags
|
||||
|
||||
dvi: dvi-recursive
|
||||
|
||||
dvi-am:
|
||||
|
||||
html: html-recursive
|
||||
|
||||
info: info-recursive
|
||||
|
||||
info-am:
|
||||
|
||||
install-data-am:
|
||||
|
||||
install-dvi: install-dvi-recursive
|
||||
|
||||
install-exec-am: install-binSCRIPTS
|
||||
@$(NORMAL_INSTALL)
|
||||
$(MAKE) $(AM_MAKEFLAGS) install-exec-hook
|
||||
|
||||
install-html: install-html-recursive
|
||||
|
||||
install-info: install-info-recursive
|
||||
|
||||
install-man:
|
||||
|
||||
install-pdf: install-pdf-recursive
|
||||
|
||||
install-ps: install-ps-recursive
|
||||
|
||||
installcheck-am:
|
||||
|
||||
maintainer-clean: maintainer-clean-recursive
|
||||
-rm -f $(am__CONFIG_DISTCLEAN_FILES)
|
||||
-rm -rf $(top_srcdir)/autom4te.cache
|
||||
-rm -f Makefile
|
||||
maintainer-clean-am: distclean-am maintainer-clean-generic
|
||||
|
||||
mostlyclean: mostlyclean-recursive
|
||||
|
||||
mostlyclean-am: mostlyclean-generic
|
||||
|
||||
pdf: pdf-recursive
|
||||
|
||||
pdf-am:
|
||||
|
||||
ps: ps-recursive
|
||||
|
||||
ps-am:
|
||||
|
||||
uninstall-am: uninstall-binSCRIPTS
|
||||
|
||||
.MAKE: $(RECURSIVE_CLEAN_TARGETS) $(RECURSIVE_TARGETS) install-am \
|
||||
install-exec-am install-strip
|
||||
|
||||
.PHONY: $(RECURSIVE_CLEAN_TARGETS) $(RECURSIVE_TARGETS) CTAGS GTAGS \
|
||||
all all-am am--refresh check check-am clean clean-generic \
|
||||
ctags ctags-recursive dist dist-all dist-bzip2 dist-gzip \
|
||||
dist-shar dist-tarZ dist-zip distcheck distclean \
|
||||
distclean-generic distclean-tags distcleancheck distdir \
|
||||
distuninstallcheck dvi dvi-am html html-am info info-am \
|
||||
install install-am install-binSCRIPTS install-data \
|
||||
install-data-am install-dvi install-dvi-am install-exec \
|
||||
install-exec-am install-exec-hook install-html install-html-am \
|
||||
install-info install-info-am install-man install-pdf \
|
||||
install-pdf-am install-ps install-ps-am install-strip \
|
||||
installcheck installcheck-am installdirs installdirs-am \
|
||||
maintainer-clean maintainer-clean-generic mostlyclean \
|
||||
mostlyclean-generic pdf pdf-am ps ps-am tags tags-recursive \
|
||||
uninstall uninstall-am uninstall-binSCRIPTS
|
||||
|
||||
libtool: $(LIBTOOL_DEPS)
|
||||
$(SHELL) ./config.status --recheck
|
||||
|
||||
# Utility rule for making a release
|
||||
release: dist dist-bz2 dist-zip
|
||||
@echo Created release packages for ${PACKAGE}-${VERSION}.
|
||||
|
||||
# Rules for creating .tar.bz2 and .zip packages
|
||||
dist-bz2: ${PACKAGE}-${VERSION}.tar.gz
|
||||
gzip -dc ${PACKAGE}-${VERSION}.tar.gz | bzip2 > ${PACKAGE}-${VERSION}.tar.bz2
|
||||
|
||||
dist-zip: ${PACKAGE}-${VERSION}.tar.gz
|
||||
tar -zxf ${PACKAGE}-${VERSION}.tar.gz && \
|
||||
zip -r ${PACKAGE}-${VERSION}.zip ${PACKAGE}-${VERSION} && \
|
||||
rm -rf ${PACKAGE}-${VERSION}
|
||||
|
||||
@USE_SONAME_TRUE@install-exec-hook:
|
||||
@USE_SONAME_TRUE@ ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
@USE_SONAME_TRUE@ $(libdir)/libode.so
|
||||
@USE_SONAME_TRUE@ ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
@USE_SONAME_TRUE@ $(libdir)/@ODE_SONAME@
|
||||
@USE_SONAME_TRUE@ ln -s $(libdir)/@ODE_SONAME@.@ODE_REVISION@.@ODE_AGE@ \
|
||||
@USE_SONAME_TRUE@ $(libdir)/@ODE_SONAME@.@ODE_REVISION@
|
||||
@USE_SONAME_TRUE@ /sbin/ldconfig
|
||||
@USE_SONAME_FALSE@install-exec-hook:
|
||||
# Tell versions [3.59,3.63) of GNU make to not export all variables.
|
||||
# Otherwise a system limit (for SysV at least) may be exceeded.
|
||||
.NOEXPORT:
|
|
@ -1,405 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains AABB-related code.
|
||||
* \file IceAABB.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* AABB class.
|
||||
* \class AABB
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the sum of two AABBs.
|
||||
* \param aabb [in] the other AABB
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABB& AABB::Add(const AABB& aabb)
|
||||
{
|
||||
// Compute new min & max values
|
||||
Point Min; GetMin(Min);
|
||||
Point Tmp; aabb.GetMin(Tmp);
|
||||
Min.Min(Tmp);
|
||||
|
||||
Point Max; GetMax(Max);
|
||||
aabb.GetMax(Tmp);
|
||||
Max.Max(Tmp);
|
||||
|
||||
// Update this
|
||||
SetMinMax(Min, Max);
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Makes a cube from the AABB.
|
||||
* \param cube [out] the cube AABB
|
||||
* \return cube edge length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float AABB::MakeCube(AABB& cube) const
|
||||
{
|
||||
Point Ext; GetExtents(Ext);
|
||||
float Max = Ext.Max();
|
||||
|
||||
Point Cnt; GetCenter(Cnt);
|
||||
cube.SetCenterExtents(Cnt, Point(Max, Max, Max));
|
||||
return Max;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Makes a sphere from the AABB.
|
||||
* \param sphere [out] sphere containing the AABB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABB::MakeSphere(Sphere& sphere) const
|
||||
{
|
||||
GetExtents(sphere.mCenter);
|
||||
sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
|
||||
GetCenter(sphere.mCenter);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks a box is inside another box.
|
||||
* \param box [in] the other AABB
|
||||
* \return true if current box is inside input box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABB::IsInside(const AABB& box) const
|
||||
{
|
||||
if(box.GetMin(0)>GetMin(0)) return false;
|
||||
if(box.GetMin(1)>GetMin(1)) return false;
|
||||
if(box.GetMin(2)>GetMin(2)) return false;
|
||||
if(box.GetMax(0)<GetMax(0)) return false;
|
||||
if(box.GetMax(1)<GetMax(1)) return false;
|
||||
if(box.GetMax(2)<GetMax(2)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the AABB planes.
|
||||
* \param planes [out] 6 planes surrounding the box
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABB::ComputePlanes(Plane* planes) const
|
||||
{
|
||||
// Checkings
|
||||
if(!planes) return false;
|
||||
|
||||
Point Center, Extents;
|
||||
GetCenter(Center);
|
||||
GetExtents(Extents);
|
||||
|
||||
// Writes normals
|
||||
planes[0].n = Point(1.0f, 0.0f, 0.0f);
|
||||
planes[1].n = Point(-1.0f, 0.0f, 0.0f);
|
||||
planes[2].n = Point(0.0f, 1.0f, 0.0f);
|
||||
planes[3].n = Point(0.0f, -1.0f, 0.0f);
|
||||
planes[4].n = Point(0.0f, 0.0f, 1.0f);
|
||||
planes[5].n = Point(0.0f, 0.0f, -1.0f);
|
||||
|
||||
// Compute a point on each plane
|
||||
Point p0 = Point(Center.x+Extents.x, Center.y, Center.z);
|
||||
Point p1 = Point(Center.x-Extents.x, Center.y, Center.z);
|
||||
Point p2 = Point(Center.x, Center.y+Extents.y, Center.z);
|
||||
Point p3 = Point(Center.x, Center.y-Extents.y, Center.z);
|
||||
Point p4 = Point(Center.x, Center.y, Center.z+Extents.z);
|
||||
Point p5 = Point(Center.x, Center.y, Center.z-Extents.z);
|
||||
|
||||
// Compute d
|
||||
planes[0].d = -(planes[0].n|p0);
|
||||
planes[1].d = -(planes[1].n|p1);
|
||||
planes[2].d = -(planes[2].n|p2);
|
||||
planes[3].d = -(planes[3].n|p3);
|
||||
planes[4].d = -(planes[4].n|p4);
|
||||
planes[5].d = -(planes[5].n|p5);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the aabb points.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABB::ComputePoints(Point* pts) const
|
||||
{
|
||||
// Checkings
|
||||
if(!pts) return false;
|
||||
|
||||
// Get box corners
|
||||
Point min; GetMin(min);
|
||||
Point max; GetMax(max);
|
||||
|
||||
// 7+------+6 0 = ---
|
||||
// /| /| 1 = +--
|
||||
// / | / | 2 = ++-
|
||||
// / 4+---/--+5 3 = -+-
|
||||
// 3+------+2 / y z 4 = --+
|
||||
// | / | / | / 5 = +-+
|
||||
// |/ |/ |/ 6 = +++
|
||||
// 0+------+1 *---x 7 = -++
|
||||
|
||||
// Generate 8 corners of the bbox
|
||||
pts[0] = Point(min.x, min.y, min.z);
|
||||
pts[1] = Point(max.x, min.y, min.z);
|
||||
pts[2] = Point(max.x, max.y, min.z);
|
||||
pts[3] = Point(min.x, max.y, min.z);
|
||||
pts[4] = Point(min.x, min.y, max.z);
|
||||
pts[5] = Point(max.x, min.y, max.z);
|
||||
pts[6] = Point(max.x, max.y, max.z);
|
||||
pts[7] = Point(min.x, max.y, max.z);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets vertex normals.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const Point* AABB::GetVertexNormals() const
|
||||
{
|
||||
static float VertexNormals[] =
|
||||
{
|
||||
-INVSQRT3, -INVSQRT3, -INVSQRT3,
|
||||
INVSQRT3, -INVSQRT3, -INVSQRT3,
|
||||
INVSQRT3, INVSQRT3, -INVSQRT3,
|
||||
-INVSQRT3, INVSQRT3, -INVSQRT3,
|
||||
-INVSQRT3, -INVSQRT3, INVSQRT3,
|
||||
INVSQRT3, -INVSQRT3, INVSQRT3,
|
||||
INVSQRT3, INVSQRT3, INVSQRT3,
|
||||
-INVSQRT3, INVSQRT3, INVSQRT3
|
||||
};
|
||||
return (const Point*)VertexNormals;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns edges.
|
||||
* \return 24 indices (12 edges) indexing the list returned by ComputePoints()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const udword* AABB::GetEdges() const
|
||||
{
|
||||
static udword Indices[] = {
|
||||
0, 1, 1, 2, 2, 3, 3, 0,
|
||||
7, 6, 6, 5, 5, 4, 4, 7,
|
||||
1, 5, 6, 2,
|
||||
3, 7, 4, 0
|
||||
};
|
||||
return Indices;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns edge normals.
|
||||
* \return edge normals in local space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const Point* AABB::GetEdgeNormals() const
|
||||
{
|
||||
static float EdgeNormals[] =
|
||||
{
|
||||
0, -INVSQRT2, -INVSQRT2, // 0-1
|
||||
INVSQRT2, 0, -INVSQRT2, // 1-2
|
||||
0, INVSQRT2, -INVSQRT2, // 2-3
|
||||
-INVSQRT2, 0, -INVSQRT2, // 3-0
|
||||
|
||||
0, INVSQRT2, INVSQRT2, // 7-6
|
||||
INVSQRT2, 0, INVSQRT2, // 6-5
|
||||
0, -INVSQRT2, INVSQRT2, // 5-4
|
||||
-INVSQRT2, 0, INVSQRT2, // 4-7
|
||||
|
||||
INVSQRT2, -INVSQRT2, 0, // 1-5
|
||||
INVSQRT2, INVSQRT2, 0, // 6-2
|
||||
-INVSQRT2, INVSQRT2, 0, // 3-7
|
||||
-INVSQRT2, -INVSQRT2, 0 // 4-0
|
||||
};
|
||||
return (const Point*)EdgeNormals;
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// (C) 1996-98 Vienna University of Technology
|
||||
// ===========================================================================
|
||||
// NAME: bboxarea
|
||||
// TYPE: c++ code
|
||||
// PROJECT: Bounding Box Area
|
||||
// CONTENT: Computes area of 2D projection of 3D oriented bounding box
|
||||
// VERSION: 1.0
|
||||
// ===========================================================================
|
||||
// AUTHORS: ds Dieter Schmalstieg
|
||||
// ep Erik Pojar
|
||||
// ===========================================================================
|
||||
// HISTORY:
|
||||
//
|
||||
// 19-sep-99 15:23:03 ds last modification
|
||||
// 01-dec-98 15:23:03 ep created
|
||||
// ===========================================================================
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// SAMPLE CODE STARTS HERE
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// NOTE: This sample program requires OPEN INVENTOR!
|
||||
|
||||
//indexlist: this table stores the 64 possible cases of classification of
|
||||
//the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
|
||||
//only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
|
||||
//the first 6 numbers in each row are the indices of the bbox vertices that
|
||||
//form the outline of which we want to compute the area (counterclockwise
|
||||
//ordering), the 7th entry means the number of vertices in the outline.
|
||||
//there are 6 cases with a single face and and a 4-vertex outline, and
|
||||
//20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
|
||||
//an invalid case.
|
||||
|
||||
|
||||
// Original list was made of 7 items, I added an 8th element:
|
||||
// - to padd on a cache line
|
||||
// - to repeat the first entry to avoid modulos
|
||||
//
|
||||
// I also replaced original ints with sbytes.
|
||||
|
||||
static const sbyte gIndexList[64][8] =
|
||||
{
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
|
||||
{ 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
|
||||
{ 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
|
||||
{ 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
|
||||
{ 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
|
||||
{ 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
|
||||
{ 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
|
||||
{ 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
|
||||
{ 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
|
||||
{ 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
|
||||
{ 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
|
||||
{ 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
|
||||
{ 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
|
||||
{ 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
|
||||
{ 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
|
||||
{ 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
|
||||
{ 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
|
||||
{ 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
|
||||
{ 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
|
||||
{ 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
|
||||
{ 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
|
||||
{ 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
|
||||
{ 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
|
||||
{ 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
|
||||
{ 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
|
||||
{ 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
|
||||
{ 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
|
||||
{-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
|
||||
};
|
||||
|
||||
const sbyte* AABB::ComputeOutline(const Point& local_eye, sdword& num) const
|
||||
{
|
||||
// Get box corners
|
||||
Point min; GetMin(min);
|
||||
Point max; GetMax(max);
|
||||
|
||||
// Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
|
||||
int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
|
||||
+ ((local_eye.x > max.x) ? 2 : 0) // 2 = right
|
||||
+ ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
|
||||
+ ((local_eye.y > max.y) ? 8 : 0) // 8 = top
|
||||
+ ((local_eye.z < min.z) ? 16 : 0) // 16 = front
|
||||
+ ((local_eye.z > max.z) ? 32 : 0); // 32 = back
|
||||
|
||||
// Look up number of vertices in outline
|
||||
num = (sdword)gIndexList[pos][7];
|
||||
// Zero indicates invalid case
|
||||
if(!num) return null;
|
||||
|
||||
return &gIndexList[pos][0];
|
||||
}
|
||||
|
||||
// calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
|
||||
|
||||
//const Point& eye, //eye point (in bbox object coordinates)
|
||||
//const AABB& box, //3d bbox
|
||||
//const Matrix4x4& mat, //free transformation for bbox
|
||||
//float width, float height, int& num)
|
||||
float AABB::ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
|
||||
{
|
||||
const sbyte* Outline = ComputeOutline(eye, num);
|
||||
if(!Outline) return -1.0f;
|
||||
|
||||
// Compute box vertices
|
||||
Point vertexBox[8], dst[8];
|
||||
ComputePoints(vertexBox);
|
||||
|
||||
// Transform all outline corners into 2D screen space
|
||||
for(sdword i=0;i<num;i++)
|
||||
{
|
||||
HPoint Projected;
|
||||
vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
|
||||
dst[i] = Projected;
|
||||
}
|
||||
|
||||
float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
|
||||
|
||||
for(int i=0; i<num-1; i++)
|
||||
Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
|
||||
|
||||
return Sum * 0.5f; //return computed value corrected by 0.5
|
||||
}
|
|
@ -1,505 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains AABB-related code. (axis-aligned bounding box)
|
||||
* \file IceAABB.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 13, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEAABB_H__
|
||||
#define __ICEAABB_H__
|
||||
|
||||
// Forward declarations
|
||||
class Sphere;
|
||||
|
||||
//! Declarations of type-independent methods (most of them implemented in the .cpp)
|
||||
#define AABB_COMMON_METHODS \
|
||||
AABB& Add(const AABB& aabb); \
|
||||
float MakeCube(AABB& cube) const; \
|
||||
void MakeSphere(Sphere& sphere) const; \
|
||||
const sbyte* ComputeOutline(const Point& local_eye, sdword& num) const; \
|
||||
float ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const; \
|
||||
bool IsInside(const AABB& box) const; \
|
||||
bool ComputePlanes(Plane* planes) const; \
|
||||
bool ComputePoints(Point* pts) const; \
|
||||
const Point* GetVertexNormals() const; \
|
||||
const udword* GetEdges() const; \
|
||||
const Point* GetEdgeNormals() const; \
|
||||
inline_ BOOL ContainsPoint(const Point& p) const \
|
||||
{ \
|
||||
if(p.x > GetMax(0) || p.x < GetMin(0)) return FALSE; \
|
||||
if(p.y > GetMax(1) || p.y < GetMin(1)) return FALSE; \
|
||||
if(p.z > GetMax(2) || p.z < GetMin(2)) return FALSE; \
|
||||
return TRUE; \
|
||||
}
|
||||
|
||||
enum AABBType
|
||||
{
|
||||
AABB_RENDER = 0, //!< AABB used for rendering. Not visible == not rendered.
|
||||
AABB_UPDATE = 1, //!< AABB used for dynamic updates. Not visible == not updated.
|
||||
|
||||
AABB_FORCE_DWORD = 0x7fffffff,
|
||||
};
|
||||
|
||||
#ifdef USE_MINMAX
|
||||
|
||||
struct ICEMATHS_API ShadowAABB
|
||||
{
|
||||
Point mMin;
|
||||
Point mMax;
|
||||
};
|
||||
|
||||
class ICEMATHS_API AABB
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ AABB() {}
|
||||
//! Destructor
|
||||
inline_ ~AABB() {}
|
||||
|
||||
//! Type-independent methods
|
||||
AABB_COMMON_METHODS;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an AABB from min & max vectors.
|
||||
* \param min [in] the min point
|
||||
* \param max [in] the max point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetMinMax(const Point& min, const Point& max) { mMin = min; mMax = max; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an AABB from center & extents vectors.
|
||||
* \param c [in] the center point
|
||||
* \param e [in] the extents vector
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetCenterExtents(const Point& c, const Point& e) { mMin = c - e; mMax = c + e; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an empty AABB.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetEmpty() { Point p(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); mMin = -p; mMax = p;}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups a point AABB.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetPoint(const Point& pt) { mMin = mMax = pt; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the size of the AABB. The size is defined as the longest extent.
|
||||
* \return the size of the AABB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float GetSize() const { Point e; GetExtents(e); return e.Max(); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Extends the AABB.
|
||||
* \param p [in] the next point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Extend(const Point& p)
|
||||
{
|
||||
if(p.x > mMax.x) mMax.x = p.x;
|
||||
if(p.x < mMin.x) mMin.x = p.x;
|
||||
|
||||
if(p.y > mMax.y) mMax.y = p.y;
|
||||
if(p.y < mMin.y) mMin.y = p.y;
|
||||
|
||||
if(p.z > mMax.z) mMax.z = p.z;
|
||||
if(p.z < mMin.z) mMin.z = p.z;
|
||||
}
|
||||
// Data access
|
||||
|
||||
//! Get min point of the box
|
||||
inline_ void GetMin(Point& min) const { min = mMin; }
|
||||
//! Get max point of the box
|
||||
inline_ void GetMax(Point& max) const { max = mMax; }
|
||||
|
||||
//! Get component of the box's min point along a given axis
|
||||
inline_ float GetMin(udword axis) const { return mMin[axis]; }
|
||||
//! Get component of the box's max point along a given axis
|
||||
inline_ float GetMax(udword axis) const { return mMax[axis]; }
|
||||
|
||||
//! Get box center
|
||||
inline_ void GetCenter(Point& center) const { center = (mMax + mMin)*0.5f; }
|
||||
//! Get box extents
|
||||
inline_ void GetExtents(Point& extents) const { extents = (mMax - mMin)*0.5f; }
|
||||
|
||||
//! Get component of the box's center along a given axis
|
||||
inline_ float GetCenter(udword axis) const { return (mMax[axis] + mMin[axis])*0.5f; }
|
||||
//! Get component of the box's extents along a given axis
|
||||
inline_ float GetExtents(udword axis) const { return (mMax[axis] - mMin[axis])*0.5f; }
|
||||
|
||||
//! Get box diagonal
|
||||
inline_ void GetDiagonal(Point& diagonal) const { diagonal = mMax - mMin; }
|
||||
inline_ float GetWidth() const { return mMax.x - mMin.x; }
|
||||
inline_ float GetHeight() const { return mMax.y - mMin.y; }
|
||||
inline_ float GetDepth() const { return mMax.z - mMin.z; }
|
||||
|
||||
//! Volume
|
||||
inline_ float GetVolume() const { return GetWidth() * GetHeight() * GetDepth(); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the intersection between two AABBs.
|
||||
* \param a [in] the other AABB
|
||||
* \return true on intersection
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Intersect(const AABB& a) const
|
||||
{
|
||||
if(mMax.x < a.mMin.x
|
||||
|| a.mMax.x < mMin.x
|
||||
|| mMax.y < a.mMin.y
|
||||
|| a.mMax.y < mMin.y
|
||||
|| mMax.z < a.mMin.z
|
||||
|| a.mMax.z < mMin.z) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the 1D-intersection between two AABBs, on a given axis.
|
||||
* \param a [in] the other AABB
|
||||
* \param axis [in] the axis (0, 1, 2)
|
||||
* \return true on intersection
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Intersect(const AABB& a, udword axis) const
|
||||
{
|
||||
if(mMax[axis] < a.mMin[axis] || a.mMax[axis] < mMin[axis]) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
|
||||
* Original code by Charles Bloom on the GD-Algorithm list. (I slightly modified it)
|
||||
* \param mtx [in] the transform matrix
|
||||
* \param aabb [out] the transformed AABB [can be *this]
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
|
||||
{
|
||||
// The three edges transformed: you can efficiently transform an X-only vector
|
||||
// by just getting the "X" column of the matrix
|
||||
Point vx,vy,vz;
|
||||
mtx.GetRow(0, vx); vx *= (mMax.x - mMin.x);
|
||||
mtx.GetRow(1, vy); vy *= (mMax.y - mMin.y);
|
||||
mtx.GetRow(2, vz); vz *= (mMax.z - mMin.z);
|
||||
|
||||
// Transform the min point
|
||||
aabb.mMin = aabb.mMax = mMin * mtx;
|
||||
|
||||
// Take the transformed min & axes and find new extents
|
||||
// Using CPU code in the right place is faster...
|
||||
if(IS_NEGATIVE_FLOAT(vx.x)) aabb.mMin.x += vx.x; else aabb.mMax.x += vx.x;
|
||||
if(IS_NEGATIVE_FLOAT(vx.y)) aabb.mMin.y += vx.y; else aabb.mMax.y += vx.y;
|
||||
if(IS_NEGATIVE_FLOAT(vx.z)) aabb.mMin.z += vx.z; else aabb.mMax.z += vx.z;
|
||||
if(IS_NEGATIVE_FLOAT(vy.x)) aabb.mMin.x += vy.x; else aabb.mMax.x += vy.x;
|
||||
if(IS_NEGATIVE_FLOAT(vy.y)) aabb.mMin.y += vy.y; else aabb.mMax.y += vy.y;
|
||||
if(IS_NEGATIVE_FLOAT(vy.z)) aabb.mMin.z += vy.z; else aabb.mMax.z += vy.z;
|
||||
if(IS_NEGATIVE_FLOAT(vz.x)) aabb.mMin.x += vz.x; else aabb.mMax.x += vz.x;
|
||||
if(IS_NEGATIVE_FLOAT(vz.y)) aabb.mMin.y += vz.y; else aabb.mMax.y += vz.y;
|
||||
if(IS_NEGATIVE_FLOAT(vz.z)) aabb.mMin.z += vz.z; else aabb.mMax.z += vz.z;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the AABB is valid.
|
||||
* \return true if the box is valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
// Consistency condition for (Min, Max) boxes: min < max
|
||||
if(mMin.x > mMax.x) return FALSE;
|
||||
if(mMin.y > mMax.y) return FALSE;
|
||||
if(mMin.z > mMax.z) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Operator for AABB *= float. Scales the extents, keeps same center.
|
||||
inline_ AABB& operator*=(float s)
|
||||
{
|
||||
Point Center; GetCenter(Center);
|
||||
Point Extents; GetExtents(Extents);
|
||||
SetCenterExtents(Center, Extents * s);
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for AABB /= float. Scales the extents, keeps same center.
|
||||
inline_ AABB& operator/=(float s)
|
||||
{
|
||||
Point Center; GetCenter(Center);
|
||||
Point Extents; GetExtents(Extents);
|
||||
SetCenterExtents(Center, Extents / s);
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for AABB += Point. Translates the box.
|
||||
inline_ AABB& operator+=(const Point& trans)
|
||||
{
|
||||
mMin+=trans;
|
||||
mMax+=trans;
|
||||
return *this;
|
||||
}
|
||||
private:
|
||||
Point mMin; //!< Min point
|
||||
Point mMax; //!< Max point
|
||||
};
|
||||
|
||||
#else
|
||||
|
||||
class ICEMATHS_API AABB
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ AABB() {}
|
||||
//! Destructor
|
||||
inline_ ~AABB() {}
|
||||
|
||||
//! Type-independent methods
|
||||
AABB_COMMON_METHODS;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an AABB from min & max vectors.
|
||||
* \param min [in] the min point
|
||||
* \param max [in] the max point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetMinMax(const Point& min, const Point& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an AABB from center & extents vectors.
|
||||
* \param c [in] the center point
|
||||
* \param e [in] the extents vector
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetCenterExtents(const Point& c, const Point& e) { mCenter = c; mExtents = e; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an empty AABB.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetEmpty() { mCenter.Zero(); mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups a point AABB.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetPoint(const Point& pt) { mCenter = pt; mExtents.Zero(); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the size of the AABB. The size is defined as the longest extent.
|
||||
* \return the size of the AABB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float GetSize() const { return mExtents.Max(); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Extends the AABB.
|
||||
* \param p [in] the next point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Extend(const Point& p)
|
||||
{
|
||||
Point Max = mCenter + mExtents;
|
||||
Point Min = mCenter - mExtents;
|
||||
|
||||
if(p.x > Max.x) Max.x = p.x;
|
||||
if(p.x < Min.x) Min.x = p.x;
|
||||
|
||||
if(p.y > Max.y) Max.y = p.y;
|
||||
if(p.y < Min.y) Min.y = p.y;
|
||||
|
||||
if(p.z > Max.z) Max.z = p.z;
|
||||
if(p.z < Min.z) Min.z = p.z;
|
||||
|
||||
SetMinMax(Min, Max);
|
||||
}
|
||||
// Data access
|
||||
|
||||
//! Get min point of the box
|
||||
inline_ void GetMin(Point& min) const { min = mCenter - mExtents; }
|
||||
//! Get max point of the box
|
||||
inline_ void GetMax(Point& max) const { max = mCenter + mExtents; }
|
||||
|
||||
//! Get component of the box's min point along a given axis
|
||||
inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
|
||||
//! Get component of the box's max point along a given axis
|
||||
inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
|
||||
|
||||
//! Get box center
|
||||
inline_ void GetCenter(Point& center) const { center = mCenter; }
|
||||
//! Get box extents
|
||||
inline_ void GetExtents(Point& extents) const { extents = mExtents; }
|
||||
|
||||
//! Get component of the box's center along a given axis
|
||||
inline_ float GetCenter(udword axis) const { return mCenter[axis]; }
|
||||
//! Get component of the box's extents along a given axis
|
||||
inline_ float GetExtents(udword axis) const { return mExtents[axis]; }
|
||||
|
||||
//! Get box diagonal
|
||||
inline_ void GetDiagonal(Point& diagonal) const { diagonal = mExtents * 2.0f; }
|
||||
inline_ float GetWidth() const { return mExtents.x * 2.0f; }
|
||||
inline_ float GetHeight() const { return mExtents.y * 2.0f; }
|
||||
inline_ float GetDepth() const { return mExtents.z * 2.0f; }
|
||||
|
||||
//! Volume
|
||||
inline_ float GetVolume() const { return mExtents.x * mExtents.y * mExtents.z * 8.0f; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the intersection between two AABBs.
|
||||
* \param a [in] the other AABB
|
||||
* \return true on intersection
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Intersect(const AABB& a) const
|
||||
{
|
||||
float tx = mCenter.x - a.mCenter.x; float ex = a.mExtents.x + mExtents.x; if(AIR(tx) > IR(ex)) return FALSE;
|
||||
float ty = mCenter.y - a.mCenter.y; float ey = a.mExtents.y + mExtents.y; if(AIR(ty) > IR(ey)) return FALSE;
|
||||
float tz = mCenter.z - a.mCenter.z; float ez = a.mExtents.z + mExtents.z; if(AIR(tz) > IR(ez)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* The standard intersection method from Gamasutra. Just here to check its speed against the one above.
|
||||
* \param a [in] the other AABB
|
||||
* \return true on intersection
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool GomezIntersect(const AABB& a)
|
||||
{
|
||||
Point T = mCenter - a.mCenter; // Vector from A to B
|
||||
return ((fabsf(T.x) <= (a.mExtents.x + mExtents.x))
|
||||
&& (fabsf(T.y) <= (a.mExtents.y + mExtents.y))
|
||||
&& (fabsf(T.z) <= (a.mExtents.z + mExtents.z)));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the 1D-intersection between two AABBs, on a given axis.
|
||||
* \param a [in] the other AABB
|
||||
* \param axis [in] the axis (0, 1, 2)
|
||||
* \return true on intersection
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Intersect(const AABB& a, udword axis) const
|
||||
{
|
||||
float t = mCenter[axis] - a.mCenter[axis];
|
||||
float e = a.mExtents[axis] + mExtents[axis];
|
||||
if(AIR(t) > IR(e)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
|
||||
* \param mtx [in] the transform matrix
|
||||
* \param aabb [out] the transformed AABB [can be *this]
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
|
||||
{
|
||||
// Compute new center
|
||||
aabb.mCenter = mCenter * mtx;
|
||||
|
||||
// Compute new extents. FPU code & CPU code have been interleaved for improved performance.
|
||||
Point Ex(mtx.m[0][0] * mExtents.x, mtx.m[0][1] * mExtents.x, mtx.m[0][2] * mExtents.x);
|
||||
IR(Ex.x)&=0x7fffffff; IR(Ex.y)&=0x7fffffff; IR(Ex.z)&=0x7fffffff;
|
||||
|
||||
Point Ey(mtx.m[1][0] * mExtents.y, mtx.m[1][1] * mExtents.y, mtx.m[1][2] * mExtents.y);
|
||||
IR(Ey.x)&=0x7fffffff; IR(Ey.y)&=0x7fffffff; IR(Ey.z)&=0x7fffffff;
|
||||
|
||||
Point Ez(mtx.m[2][0] * mExtents.z, mtx.m[2][1] * mExtents.z, mtx.m[2][2] * mExtents.z);
|
||||
IR(Ez.x)&=0x7fffffff; IR(Ez.y)&=0x7fffffff; IR(Ez.z)&=0x7fffffff;
|
||||
|
||||
aabb.mExtents.x = Ex.x + Ey.x + Ez.x;
|
||||
aabb.mExtents.y = Ex.y + Ey.y + Ez.y;
|
||||
aabb.mExtents.z = Ex.z + Ey.z + Ez.z;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the AABB is valid.
|
||||
* \return true if the box is valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
// Consistency condition for (Center, Extents) boxes: Extents >= 0
|
||||
if(IS_NEGATIVE_FLOAT(mExtents.x)) return FALSE;
|
||||
if(IS_NEGATIVE_FLOAT(mExtents.y)) return FALSE;
|
||||
if(IS_NEGATIVE_FLOAT(mExtents.z)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Operator for AABB *= float. Scales the extents, keeps same center.
|
||||
inline_ AABB& operator*=(float s) { mExtents*=s; return *this; }
|
||||
|
||||
//! Operator for AABB /= float. Scales the extents, keeps same center.
|
||||
inline_ AABB& operator/=(float s) { mExtents/=s; return *this; }
|
||||
|
||||
//! Operator for AABB += Point. Translates the box.
|
||||
inline_ AABB& operator+=(const Point& trans)
|
||||
{
|
||||
mCenter+=trans;
|
||||
return *this;
|
||||
}
|
||||
private:
|
||||
Point mCenter; //!< AABB Center
|
||||
Point mExtents; //!< x, y and z extents
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
inline_ void ComputeMinMax(const Point& p, Point& min, Point& max)
|
||||
{
|
||||
if(p.x > max.x) max.x = p.x;
|
||||
if(p.x < min.x) min.x = p.x;
|
||||
|
||||
if(p.y > max.y) max.y = p.y;
|
||||
if(p.y < min.y) min.y = p.y;
|
||||
|
||||
if(p.z > max.z) max.z = p.z;
|
||||
if(p.z < min.z) min.z = p.z;
|
||||
}
|
||||
|
||||
inline_ void ComputeAABB(AABB& aabb, const Point* list, udword nb_pts)
|
||||
{
|
||||
if(list)
|
||||
{
|
||||
Point Maxi(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
|
||||
Point Mini(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
|
||||
while(nb_pts--)
|
||||
{
|
||||
// _prefetch(list+1); // off by one ?
|
||||
ComputeMinMax(*list++, Mini, Maxi);
|
||||
}
|
||||
aabb.SetMinMax(Mini, Maxi);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // __ICEAABB_H__
|
|
@ -1,54 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains axes definition.
|
||||
* \file IceAxes.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEAXES_H__
|
||||
#define __ICEAXES_H__
|
||||
|
||||
enum PointComponent
|
||||
{
|
||||
X = 0,
|
||||
Y = 1,
|
||||
Z = 2,
|
||||
W = 3,
|
||||
|
||||
FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
enum AxisOrder
|
||||
{
|
||||
AXES_XYZ = (X)|(Y<<2)|(Z<<4),
|
||||
AXES_XZY = (X)|(Z<<2)|(Y<<4),
|
||||
AXES_YXZ = (Y)|(X<<2)|(Z<<4),
|
||||
AXES_YZX = (Y)|(Z<<2)|(X<<4),
|
||||
AXES_ZXY = (Z)|(X<<2)|(Y<<4),
|
||||
AXES_ZYX = (Z)|(Y<<2)|(X<<4),
|
||||
|
||||
AXES_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
class ICEMATHS_API Axes
|
||||
{
|
||||
public:
|
||||
|
||||
inline_ Axes(AxisOrder order)
|
||||
{
|
||||
mAxis0 = (order ) & 3;
|
||||
mAxis1 = (order>>2) & 3;
|
||||
mAxis2 = (order>>4) & 3;
|
||||
}
|
||||
inline_ ~Axes() {}
|
||||
|
||||
udword mAxis0;
|
||||
udword mAxis1;
|
||||
udword mAxis2;
|
||||
};
|
||||
|
||||
#endif // __ICEAXES_H__
|
|
@ -1,142 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code to compute the minimal bounding sphere.
|
||||
* \file IceBoundingSphere.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEBOUNDINGSPHERE_H__
|
||||
#define __ICEBOUNDINGSPHERE_H__
|
||||
|
||||
enum BSphereMethod
|
||||
{
|
||||
BS_NONE,
|
||||
BS_GEMS,
|
||||
BS_MINIBALL,
|
||||
|
||||
BS_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
class ICEMATHS_API Sphere
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ Sphere() {}
|
||||
//! Constructor
|
||||
inline_ Sphere(const Point& center, float radius) : mCenter(center), mRadius(radius) {}
|
||||
//! Constructor
|
||||
Sphere(udword nb_verts, const Point* verts);
|
||||
//! Copy constructor
|
||||
inline_ Sphere(const Sphere& sphere) : mCenter(sphere.mCenter), mRadius(sphere.mRadius) {}
|
||||
//! Destructor
|
||||
inline_ ~Sphere() {}
|
||||
|
||||
BSphereMethod Compute(udword nb_verts, const Point* verts);
|
||||
bool FastCompute(udword nb_verts, const Point* verts);
|
||||
|
||||
// Access methods
|
||||
inline_ const Point& GetCenter() const { return mCenter; }
|
||||
inline_ float GetRadius() const { return mRadius; }
|
||||
|
||||
inline_ const Point& Center() const { return mCenter; }
|
||||
inline_ float Radius() const { return mRadius; }
|
||||
|
||||
inline_ Sphere& Set(const Point& center, float radius) { mCenter = center; mRadius = radius; return *this; }
|
||||
inline_ Sphere& SetCenter(const Point& center) { mCenter = center; return *this; }
|
||||
inline_ Sphere& SetRadius(float radius) { mRadius = radius; return *this; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a point is contained within the sphere.
|
||||
* \param p [in] the point to test
|
||||
* \return true if inside the sphere
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Contains(const Point& p) const
|
||||
{
|
||||
return mCenter.SquareDistance(p) <= mRadius*mRadius;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a sphere is contained within the sphere.
|
||||
* \param sphere [in] the sphere to test
|
||||
* \return true if inside the sphere
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Contains(const Sphere& sphere) const
|
||||
{
|
||||
// If our radius is the smallest, we can't possibly contain the other sphere
|
||||
if(mRadius < sphere.mRadius) return false;
|
||||
// So r is always positive or null now
|
||||
float r = mRadius - sphere.mRadius;
|
||||
return mCenter.SquareDistance(sphere.mCenter) <= r*r;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a box is contained within the sphere.
|
||||
* \param aabb [in] the box to test
|
||||
* \return true if inside the sphere
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Contains(const AABB& aabb) const
|
||||
{
|
||||
// I assume if all 8 box vertices are inside the sphere, so does the whole box.
|
||||
// Sounds ok but maybe there's a better way?
|
||||
float R2 = mRadius * mRadius;
|
||||
#ifdef USE_MIN_MAX
|
||||
const Point& Max = ((ShadowAABB&)&aabb).mMax;
|
||||
const Point& Min = ((ShadowAABB&)&aabb).mMin;
|
||||
#else
|
||||
Point Max; aabb.GetMax(Max);
|
||||
Point Min; aabb.GetMin(Min);
|
||||
#endif
|
||||
Point p;
|
||||
p.x=Max.x; p.y=Max.y; p.z=Max.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Max.x; p.y=Max.y; p.z=Min.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if the sphere intersects another sphere
|
||||
* \param sphere [in] the other sphere
|
||||
* \return true if spheres overlap
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Intersect(const Sphere& sphere) const
|
||||
{
|
||||
float r = mRadius + sphere.mRadius;
|
||||
return mCenter.SquareDistance(sphere.mCenter) <= r*r;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the sphere is valid.
|
||||
* \return true if the box is valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
// Consistency condition for spheres: Radius >= 0.0f
|
||||
if(mRadius < 0.0f) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
public:
|
||||
Point mCenter; //!< Sphere center
|
||||
float mRadius; //!< Sphere radius
|
||||
};
|
||||
|
||||
#endif // __ICEBOUNDINGSPHERE_H__
|
|
@ -1,345 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a simple container class.
|
||||
* \file IceContainer.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date February, 5, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a list of 32-bits values.
|
||||
* Use this class when you need to store an unknown number of values. The list is automatically
|
||||
* resized and can contains 32-bits entities (dwords or floats)
|
||||
*
|
||||
* \class Container
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
* \date 08.15.98
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceCore;
|
||||
|
||||
// Static members
|
||||
#ifdef CONTAINER_STATS
|
||||
udword Container::mNbContainers = 0;
|
||||
udword Container::mUsedRam = 0;
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor. No entries allocated there.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container::Container() : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
mNbContainers++;
|
||||
mUsedRam+=sizeof(Container);
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor. Also allocates a given number of entries.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container::Container(udword size, float growth_factor) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(growth_factor)
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
mNbContainers++;
|
||||
mUsedRam+=sizeof(Container);
|
||||
#endif
|
||||
SetSize(size);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Copy constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container::Container(const Container& object) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
mNbContainers++;
|
||||
mUsedRam+=sizeof(Container);
|
||||
#endif
|
||||
*this = object;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor. Frees everything and leaves.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container::~Container()
|
||||
{
|
||||
Empty();
|
||||
#ifdef CONTAINER_STATS
|
||||
mNbContainers--;
|
||||
mUsedRam-=GetUsedRam();
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Clears the container. All stored values are deleted, and it frees used ram.
|
||||
* \see Reset()
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container& Container::Empty()
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
mUsedRam-=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
DELETEARRAY(mEntries);
|
||||
mCurNbEntries = mMaxNbEntries = 0;
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Resizes the container.
|
||||
* \param needed [in] assume the container can be added at least "needed" values
|
||||
* \return true if success.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::Resize(udword needed)
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
// Subtract previous amount of bytes
|
||||
mUsedRam-=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
|
||||
// Get more entries
|
||||
mMaxNbEntries = mMaxNbEntries ? udword(float(mMaxNbEntries)*mGrowthFactor) : 2; // Default nb Entries = 2
|
||||
if(mMaxNbEntries<mCurNbEntries + needed) mMaxNbEntries = mCurNbEntries + needed;
|
||||
|
||||
// Get some bytes for new entries
|
||||
udword* NewEntries = new udword[mMaxNbEntries];
|
||||
CHECKALLOC(NewEntries);
|
||||
|
||||
#ifdef CONTAINER_STATS
|
||||
// Add current amount of bytes
|
||||
mUsedRam+=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
|
||||
// Copy old data if needed
|
||||
if(mCurNbEntries) CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
|
||||
|
||||
// Delete old data
|
||||
DELETEARRAY(mEntries);
|
||||
|
||||
// Assign new pointer
|
||||
mEntries = NewEntries;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Sets the initial size of the container. If it already contains something, it's discarded.
|
||||
* \param nb [in] Number of entries
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::SetSize(udword nb)
|
||||
{
|
||||
// Make sure it's empty
|
||||
Empty();
|
||||
|
||||
// Checkings
|
||||
if(!nb) return false;
|
||||
|
||||
// Initialize for nb entries
|
||||
mMaxNbEntries = nb;
|
||||
|
||||
// Get some bytes for new entries
|
||||
mEntries = new udword[mMaxNbEntries];
|
||||
CHECKALLOC(mEntries);
|
||||
|
||||
#ifdef CONTAINER_STATS
|
||||
// Add current amount of bytes
|
||||
mUsedRam+=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the container and get rid of unused bytes.
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::Refit()
|
||||
{
|
||||
#ifdef CONTAINER_STATS
|
||||
// Subtract previous amount of bytes
|
||||
mUsedRam-=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
|
||||
// Get just enough entries
|
||||
mMaxNbEntries = mCurNbEntries;
|
||||
if(!mMaxNbEntries) return false;
|
||||
|
||||
// Get just enough bytes
|
||||
udword* NewEntries = new udword[mMaxNbEntries];
|
||||
CHECKALLOC(NewEntries);
|
||||
|
||||
#ifdef CONTAINER_STATS
|
||||
// Add current amount of bytes
|
||||
mUsedRam+=mMaxNbEntries*sizeof(udword);
|
||||
#endif
|
||||
|
||||
// Copy old data
|
||||
CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
|
||||
|
||||
// Delete old data
|
||||
DELETEARRAY(mEntries);
|
||||
|
||||
// Assign new pointer
|
||||
mEntries = NewEntries;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the container already contains a given value.
|
||||
* \param entry [in] the value to look for in the container
|
||||
* \param location [out] a possible pointer to store the entry location
|
||||
* \see Add(udword entry)
|
||||
* \see Add(float entry)
|
||||
* \see Empty()
|
||||
* \return true if the value has been found in the container, else false.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::Contains(udword entry, udword* location) const
|
||||
{
|
||||
// Look for the entry
|
||||
for(udword i=0;i<mCurNbEntries;i++)
|
||||
{
|
||||
if(mEntries[i]==entry)
|
||||
{
|
||||
if(location) *location = i;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Deletes an entry. If the container contains such an entry, it's removed.
|
||||
* \param entry [in] the value to delete.
|
||||
* \return true if the value has been found in the container, else false.
|
||||
* \warning This method is arbitrary slow (O(n)) and should be used carefully. Insertion order is not preserved.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::Delete(udword entry)
|
||||
{
|
||||
// Look for the entry
|
||||
for(udword i=0;i<mCurNbEntries;i++)
|
||||
{
|
||||
if(mEntries[i]==entry)
|
||||
{
|
||||
// Entry has been found at index i. The strategy is to copy the last current entry at index i, and decrement the current number of entries.
|
||||
DeleteIndex(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Deletes an entry, preserving the insertion order. If the container contains such an entry, it's removed.
|
||||
* \param entry [in] the value to delete.
|
||||
* \return true if the value has been found in the container, else false.
|
||||
* \warning This method is arbitrary slow (O(n)) and should be used carefully.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Container::DeleteKeepingOrder(udword entry)
|
||||
{
|
||||
// Look for the entry
|
||||
for(udword i=0;i<mCurNbEntries;i++)
|
||||
{
|
||||
if(mEntries[i]==entry)
|
||||
{
|
||||
// Entry has been found at index i.
|
||||
// Shift entries to preserve order. You really should use a linked list instead.
|
||||
mCurNbEntries--;
|
||||
for(udword j=i;j<mCurNbEntries;j++)
|
||||
{
|
||||
mEntries[j] = mEntries[j+1];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the next entry, starting from input one.
|
||||
* \param entry [in/out] On input, the entry to look for. On output, the next entry
|
||||
* \param find_mode [in] wrap/clamp
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container& Container::FindNext(udword& entry, FindMode find_mode)
|
||||
{
|
||||
udword Location;
|
||||
if(Contains(entry, &Location))
|
||||
{
|
||||
Location++;
|
||||
if(Location==mCurNbEntries) Location = find_mode==FIND_WRAP ? 0 : mCurNbEntries-1;
|
||||
entry = mEntries[Location];
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the previous entry, starting from input one.
|
||||
* \param entry [in/out] On input, the entry to look for. On output, the previous entry
|
||||
* \param find_mode [in] wrap/clamp
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container& Container::FindPrev(udword& entry, FindMode find_mode)
|
||||
{
|
||||
udword Location;
|
||||
if(Contains(entry, &Location))
|
||||
{
|
||||
Location--;
|
||||
if(Location==0xffffffff) Location = find_mode==FIND_WRAP ? mCurNbEntries-1 : 0;
|
||||
entry = mEntries[Location];
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the ram used by the container.
|
||||
* \return the ram used in bytes.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword Container::GetUsedRam() const
|
||||
{
|
||||
return sizeof(Container) + mMaxNbEntries * sizeof(udword);
|
||||
}
|
||||
|
||||
/*void Container::operator=(const Container& object)
|
||||
{
|
||||
SetSize(object.GetNbEntries());
|
||||
CopyMemory(mEntries, object.GetEntries(), mMaxNbEntries*sizeof(udword));
|
||||
mCurNbEntries = mMaxNbEntries;
|
||||
}*/
|
|
@ -1,212 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a simple container class.
|
||||
* \file IceContainer.h
|
||||
* \author Pierre Terdiman
|
||||
* \date February, 5, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICECONTAINER_H__
|
||||
#define __ICECONTAINER_H__
|
||||
|
||||
#define CONTAINER_STATS
|
||||
|
||||
enum FindMode
|
||||
{
|
||||
FIND_CLAMP,
|
||||
FIND_WRAP,
|
||||
|
||||
FIND_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
class ICECORE_API Container
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
Container();
|
||||
Container(const Container& object);
|
||||
Container(udword size, float growth_factor);
|
||||
~Container();
|
||||
// Management
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A O(1) method to add a value in the container. The container is automatically resized if needed.
|
||||
* The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
|
||||
* costs a lot more than the call overhead...
|
||||
*
|
||||
* \param entry [in] a udword to store in the container
|
||||
* \see Add(float entry)
|
||||
* \see Empty()
|
||||
* \see Contains(udword entry)
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ Container& Add(udword entry)
|
||||
{
|
||||
// Resize if needed
|
||||
if(mCurNbEntries==mMaxNbEntries) Resize();
|
||||
|
||||
// Add new entry
|
||||
mEntries[mCurNbEntries++] = entry;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline_ Container& Add(const udword* entries, udword nb)
|
||||
{
|
||||
// Resize if needed
|
||||
if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
|
||||
|
||||
// Add new entry
|
||||
CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(udword));
|
||||
mCurNbEntries+=nb;
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A O(1) method to add a value in the container. The container is automatically resized if needed.
|
||||
* The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
|
||||
* costs a lot more than the call overhead...
|
||||
*
|
||||
* \param entry [in] a float to store in the container
|
||||
* \see Add(udword entry)
|
||||
* \see Empty()
|
||||
* \see Contains(udword entry)
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ Container& Add(float entry)
|
||||
{
|
||||
// Resize if needed
|
||||
if(mCurNbEntries==mMaxNbEntries) Resize();
|
||||
|
||||
// Add new entry
|
||||
mEntries[mCurNbEntries++] = IR(entry);
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline_ Container& Add(const float* entries, udword nb)
|
||||
{
|
||||
// Resize if needed
|
||||
if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
|
||||
|
||||
// Add new entry
|
||||
CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(float));
|
||||
mCurNbEntries+=nb;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Add unique [slow]
|
||||
inline_ Container& AddUnique(udword entry)
|
||||
{
|
||||
if(!Contains(entry)) Add(entry);
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Clears the container. All stored values are deleted, and it frees used ram.
|
||||
* \see Reset()
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Container& Empty();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Resets the container. Stored values are discarded but the buffer is kept so that further calls don't need resizing again.
|
||||
* That's a kind of temporal coherence.
|
||||
* \see Empty()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void Reset()
|
||||
{
|
||||
// Avoid the write if possible
|
||||
// ### CMOV
|
||||
if(mCurNbEntries) mCurNbEntries = 0;
|
||||
}
|
||||
|
||||
// HANDLE WITH CARE
|
||||
inline_ void ForceSize(udword size)
|
||||
{
|
||||
mCurNbEntries = size;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Sets the initial size of the container. If it already contains something, it's discarded.
|
||||
* \param nb [in] Number of entries
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool SetSize(udword nb);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the container and get rid of unused bytes.
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Refit();
|
||||
|
||||
// Checks whether the container already contains a given value.
|
||||
bool Contains(udword entry, udword* location=null) const;
|
||||
// Deletes an entry - doesn't preserve insertion order.
|
||||
bool Delete(udword entry);
|
||||
// Deletes an entry - does preserve insertion order.
|
||||
bool DeleteKeepingOrder(udword entry);
|
||||
//! Deletes the very last entry.
|
||||
inline_ void DeleteLastEntry() { if(mCurNbEntries) mCurNbEntries--; }
|
||||
//! Deletes the entry whose index is given
|
||||
inline_ void DeleteIndex(udword index) { mEntries[index] = mEntries[--mCurNbEntries]; }
|
||||
|
||||
// Helpers
|
||||
Container& FindNext(udword& entry, FindMode find_mode=FIND_CLAMP);
|
||||
Container& FindPrev(udword& entry, FindMode find_mode=FIND_CLAMP);
|
||||
// Data access.
|
||||
inline_ udword GetNbEntries() const { return mCurNbEntries; } //!< Returns the current number of entries.
|
||||
inline_ udword GetEntry(udword i) const { return mEntries[i]; } //!< Returns ith entry
|
||||
inline_ udword* GetEntries() const { return mEntries; } //!< Returns the list of entries.
|
||||
|
||||
inline_ udword GetFirst() const { return mEntries[0]; }
|
||||
inline_ udword GetLast() const { return mEntries[mCurNbEntries-1]; }
|
||||
|
||||
// Growth control
|
||||
inline_ float GetGrowthFactor() const { return mGrowthFactor; } //!< Returns the growth factor
|
||||
inline_ void SetGrowthFactor(float growth) { mGrowthFactor = growth; } //!< Sets the growth factor
|
||||
inline_ bool IsFull() const { return mCurNbEntries==mMaxNbEntries; } //!< Checks the container is full
|
||||
inline_ BOOL IsNotEmpty() const { return mCurNbEntries; } //!< Checks the container is empty
|
||||
|
||||
//! Read-access as an array
|
||||
inline_ udword operator[](udword i) const { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
|
||||
//! Write-access as an array
|
||||
inline_ udword& operator[](udword i) { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
|
||||
|
||||
// Stats
|
||||
udword GetUsedRam() const;
|
||||
|
||||
//! Operator for "Container A = Container B"
|
||||
//void operator = (const Container& object);
|
||||
|
||||
#ifdef CONTAINER_STATS
|
||||
inline_ udword GetNbContainers() const { return mNbContainers; }
|
||||
inline_ udword GetTotalBytes() const { return mUsedRam; }
|
||||
private:
|
||||
|
||||
static udword mNbContainers; //!< Number of containers around
|
||||
static udword mUsedRam; //!< Amount of bytes used by containers in the system
|
||||
#endif
|
||||
private:
|
||||
// Resizing
|
||||
bool Resize(udword needed=1);
|
||||
// Data
|
||||
udword mMaxNbEntries; //!< Maximum possible number of entries
|
||||
udword mCurNbEntries; //!< Current number of entries
|
||||
udword* mEntries; //!< List of entries
|
||||
float mGrowthFactor; //!< Resize: new number of entries = old number * mGrowthFactor
|
||||
};
|
||||
|
||||
#endif // __ICECONTAINER_H__
|
|
@ -1,337 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains FPU related code.
|
||||
* \file IceFPU.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEFPU_H__
|
||||
#define __ICEFPU_H__
|
||||
|
||||
#define SIGN_BITMASK 0x80000000
|
||||
|
||||
//! Integer representation of a floating-point value.
|
||||
#define IR(x) ((udword&)(x))
|
||||
|
||||
//! Signed integer representation of a floating-point value.
|
||||
#define SIR(x) ((sdword&)(x))
|
||||
|
||||
//! Absolute integer representation of a floating-point value
|
||||
#define AIR(x) (IR(x)&0x7fffffff)
|
||||
|
||||
//! Floating-point representation of an integer value.
|
||||
#define FR(x) ((float&)(x))
|
||||
|
||||
//! Integer-based comparison of a floating point value.
|
||||
//! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
|
||||
#define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000)
|
||||
|
||||
//! Fast fabs for floating-point values. It just clears the sign bit.
|
||||
//! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context.
|
||||
inline_ float FastFabs(float x)
|
||||
{
|
||||
udword FloatBits = IR(x)&0x7fffffff;
|
||||
return FR(FloatBits);
|
||||
}
|
||||
|
||||
//! Fast square root for floating-point values.
|
||||
inline_ float FastSqrt(float square)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
float retval;
|
||||
|
||||
__asm {
|
||||
mov eax, square
|
||||
sub eax, 0x3F800000
|
||||
sar eax, 1
|
||||
add eax, 0x3F800000
|
||||
mov [retval], eax
|
||||
}
|
||||
return retval;
|
||||
#else
|
||||
return sqrt(square);
|
||||
#endif
|
||||
}
|
||||
|
||||
//! Saturates positive to zero.
|
||||
inline_ float fsat(float f)
|
||||
{
|
||||
udword y = (udword&)f & ~((sdword&)f >>31);
|
||||
return (float&)y;
|
||||
}
|
||||
|
||||
//! Computes 1.0f / sqrtf(x).
|
||||
inline_ float frsqrt(float f)
|
||||
{
|
||||
float x = f * 0.5f;
|
||||
udword y = 0x5f3759df - ((udword&)f >> 1);
|
||||
// Iteration...
|
||||
(float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) );
|
||||
// Result
|
||||
return (float&)y;
|
||||
}
|
||||
|
||||
//! Computes 1.0f / sqrtf(x). Comes from NVIDIA.
|
||||
inline_ float InvSqrt(const float& x)
|
||||
{
|
||||
udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1;
|
||||
float y = *(float*)&tmp;
|
||||
return y * (1.47f - 0.47f * x * y * y);
|
||||
}
|
||||
|
||||
//! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above.
|
||||
//! See http://www.magic-software.com/3DGEDInvSqrt.html
|
||||
inline_ float RSqrt(float number)
|
||||
{
|
||||
long i;
|
||||
float x2, y;
|
||||
const float threehalfs = 1.5f;
|
||||
|
||||
x2 = number * 0.5f;
|
||||
y = number;
|
||||
i = * (long *) &y;
|
||||
i = 0x5f3759df - (i >> 1);
|
||||
y = * (float *) &i;
|
||||
y = y * (threehalfs - (x2 * y * y));
|
||||
|
||||
return y;
|
||||
}
|
||||
|
||||
//! TO BE DOCUMENTED
|
||||
inline_ float fsqrt(float f)
|
||||
{
|
||||
udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000;
|
||||
// Iteration...?
|
||||
// (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f;
|
||||
// Result
|
||||
return (float&)y;
|
||||
}
|
||||
|
||||
//! Returns the float ranged espilon value.
|
||||
inline_ float fepsilon(float f)
|
||||
{
|
||||
udword b = (udword&)f & 0xff800000;
|
||||
udword a = b | 0x00000001;
|
||||
(float&)a -= (float&)b;
|
||||
// Result
|
||||
return (float&)a;
|
||||
}
|
||||
|
||||
//! Is the float valid ?
|
||||
inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; }
|
||||
inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; }
|
||||
inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; }
|
||||
inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; }
|
||||
|
||||
inline_ bool IsValidFloat(float value)
|
||||
{
|
||||
if(IsNAN(value)) return false;
|
||||
if(IsIndeterminate(value)) return false;
|
||||
if(IsPlusInf(value)) return false;
|
||||
if(IsMinusInf(value)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
#define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x));
|
||||
|
||||
/*
|
||||
//! FPU precision setting function.
|
||||
inline_ void SetFPU()
|
||||
{
|
||||
// This function evaluates whether the floating-point
|
||||
// control word is set to single precision/round to nearest/
|
||||
// exceptions disabled. If these conditions don't hold, the
|
||||
// function changes the control word to set them and returns
|
||||
// TRUE, putting the old control word value in the passback
|
||||
// location pointed to by pwOldCW.
|
||||
{
|
||||
uword wTemp, wSave;
|
||||
|
||||
__asm fstcw wSave
|
||||
if (wSave & 0x300 || // Not single mode
|
||||
0x3f != (wSave & 0x3f) || // Exceptions enabled
|
||||
wSave & 0xC00) // Not round to nearest mode
|
||||
{
|
||||
__asm
|
||||
{
|
||||
mov ax, wSave
|
||||
and ax, not 300h ;; single mode
|
||||
or ax, 3fh ;; disable all exceptions
|
||||
and ax, not 0xC00 ;; round to nearest mode
|
||||
mov wTemp, ax
|
||||
fldcw wTemp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
//! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON)
|
||||
inline_ float ComputeFloatEpsilon()
|
||||
{
|
||||
float f = 1.0f;
|
||||
((udword&)f)^=1;
|
||||
return f - 1.0f; // You can check it's the same as FLT_EPSILON
|
||||
}
|
||||
|
||||
inline_ bool IsFloatZero(float x, float epsilon=1e-6f)
|
||||
{
|
||||
return x*x < epsilon;
|
||||
}
|
||||
|
||||
#define FCOMI_ST0 _asm _emit 0xdb _asm _emit 0xf0
|
||||
#define FCOMIP_ST0 _asm _emit 0xdf _asm _emit 0xf0
|
||||
#define FCMOVB_ST0 _asm _emit 0xda _asm _emit 0xc0
|
||||
#define FCMOVNB_ST0 _asm _emit 0xdb _asm _emit 0xc0
|
||||
|
||||
#define FCOMI_ST1 _asm _emit 0xdb _asm _emit 0xf1
|
||||
#define FCOMIP_ST1 _asm _emit 0xdf _asm _emit 0xf1
|
||||
#define FCMOVB_ST1 _asm _emit 0xda _asm _emit 0xc1
|
||||
#define FCMOVNB_ST1 _asm _emit 0xdb _asm _emit 0xc1
|
||||
|
||||
#define FCOMI_ST2 _asm _emit 0xdb _asm _emit 0xf2
|
||||
#define FCOMIP_ST2 _asm _emit 0xdf _asm _emit 0xf2
|
||||
#define FCMOVB_ST2 _asm _emit 0xda _asm _emit 0xc2
|
||||
#define FCMOVNB_ST2 _asm _emit 0xdb _asm _emit 0xc2
|
||||
|
||||
#define FCOMI_ST3 _asm _emit 0xdb _asm _emit 0xf3
|
||||
#define FCOMIP_ST3 _asm _emit 0xdf _asm _emit 0xf3
|
||||
#define FCMOVB_ST3 _asm _emit 0xda _asm _emit 0xc3
|
||||
#define FCMOVNB_ST3 _asm _emit 0xdb _asm _emit 0xc3
|
||||
|
||||
#define FCOMI_ST4 _asm _emit 0xdb _asm _emit 0xf4
|
||||
#define FCOMIP_ST4 _asm _emit 0xdf _asm _emit 0xf4
|
||||
#define FCMOVB_ST4 _asm _emit 0xda _asm _emit 0xc4
|
||||
#define FCMOVNB_ST4 _asm _emit 0xdb _asm _emit 0xc4
|
||||
|
||||
#define FCOMI_ST5 _asm _emit 0xdb _asm _emit 0xf5
|
||||
#define FCOMIP_ST5 _asm _emit 0xdf _asm _emit 0xf5
|
||||
#define FCMOVB_ST5 _asm _emit 0xda _asm _emit 0xc5
|
||||
#define FCMOVNB_ST5 _asm _emit 0xdb _asm _emit 0xc5
|
||||
|
||||
#define FCOMI_ST6 _asm _emit 0xdb _asm _emit 0xf6
|
||||
#define FCOMIP_ST6 _asm _emit 0xdf _asm _emit 0xf6
|
||||
#define FCMOVB_ST6 _asm _emit 0xda _asm _emit 0xc6
|
||||
#define FCMOVNB_ST6 _asm _emit 0xdb _asm _emit 0xc6
|
||||
|
||||
#define FCOMI_ST7 _asm _emit 0xdb _asm _emit 0xf7
|
||||
#define FCOMIP_ST7 _asm _emit 0xdf _asm _emit 0xf7
|
||||
#define FCMOVB_ST7 _asm _emit 0xda _asm _emit 0xc7
|
||||
#define FCMOVNB_ST7 _asm _emit 0xdb _asm _emit 0xc7
|
||||
|
||||
//! A global function to find MAX(a,b) using FCOMI/FCMOV
|
||||
inline_ float FCMax2(float a, float b)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
float Res;
|
||||
_asm fld [a]
|
||||
_asm fld [b]
|
||||
FCOMI_ST1
|
||||
FCMOVB_ST1
|
||||
_asm fstp [Res]
|
||||
_asm fcomp
|
||||
return Res;
|
||||
#else
|
||||
return (a > b) ? a : b;
|
||||
#endif
|
||||
}
|
||||
|
||||
//! A global function to find MIN(a,b) using FCOMI/FCMOV
|
||||
inline_ float FCMin2(float a, float b)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
float Res;
|
||||
_asm fld [a]
|
||||
_asm fld [b]
|
||||
FCOMI_ST1
|
||||
FCMOVNB_ST1
|
||||
_asm fstp [Res]
|
||||
_asm fcomp
|
||||
return Res;
|
||||
#else
|
||||
return (a < b) ? a : b;
|
||||
#endif
|
||||
}
|
||||
|
||||
//! A global function to find MAX(a,b,c) using FCOMI/FCMOV
|
||||
inline_ float FCMax3(float a, float b, float c)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
float Res;
|
||||
_asm fld [a]
|
||||
_asm fld [b]
|
||||
_asm fld [c]
|
||||
FCOMI_ST1
|
||||
FCMOVB_ST1
|
||||
FCOMI_ST2
|
||||
FCMOVB_ST2
|
||||
_asm fstp [Res]
|
||||
_asm fcompp
|
||||
return Res;
|
||||
#else
|
||||
return (a > b) ? ((a > c) ? a : c) : ((b > c) ? b : c);
|
||||
#endif
|
||||
}
|
||||
|
||||
//! A global function to find MIN(a,b,c) using FCOMI/FCMOV
|
||||
inline_ float FCMin3(float a, float b, float c)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
float Res;
|
||||
_asm fld [a]
|
||||
_asm fld [b]
|
||||
_asm fld [c]
|
||||
FCOMI_ST1
|
||||
FCMOVNB_ST1
|
||||
FCOMI_ST2
|
||||
FCMOVNB_ST2
|
||||
_asm fstp [Res]
|
||||
_asm fcompp
|
||||
return Res;
|
||||
#else
|
||||
return (a < b) ? ((a < c) ? a : c) : ((b < c) ? b : c);
|
||||
#endif
|
||||
}
|
||||
|
||||
inline_ int ConvertToSortable(float f)
|
||||
{
|
||||
int& Fi = (int&)f;
|
||||
int Fmask = (Fi>>31);
|
||||
Fi ^= Fmask;
|
||||
Fmask &= ~(1<<31);
|
||||
Fi -= Fmask;
|
||||
return Fi;
|
||||
}
|
||||
|
||||
enum FPUMode
|
||||
{
|
||||
FPU_FLOOR = 0,
|
||||
FPU_CEIL = 1,
|
||||
FPU_BEST = 2,
|
||||
|
||||
FPU_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
FUNCTION ICECORE_API FPUMode GetFPUMode();
|
||||
FUNCTION ICECORE_API void SaveFPU();
|
||||
FUNCTION ICECORE_API void RestoreFPU();
|
||||
FUNCTION ICECORE_API void SetFPUFloorMode();
|
||||
FUNCTION ICECORE_API void SetFPUCeilMode();
|
||||
FUNCTION ICECORE_API void SetFPUBestMode();
|
||||
|
||||
FUNCTION ICECORE_API void SetFPUPrecision24();
|
||||
FUNCTION ICECORE_API void SetFPUPrecision53();
|
||||
FUNCTION ICECORE_API void SetFPUPrecision64();
|
||||
FUNCTION ICECORE_API void SetFPURoundingChop();
|
||||
FUNCTION ICECORE_API void SetFPURoundingUp();
|
||||
FUNCTION ICECORE_API void SetFPURoundingDown();
|
||||
FUNCTION ICECORE_API void SetFPURoundingNear();
|
||||
|
||||
FUNCTION ICECORE_API int intChop(const float& f);
|
||||
FUNCTION ICECORE_API int intFloor(const float& f);
|
||||
FUNCTION ICECORE_API int intCeil(const float& f);
|
||||
|
||||
#endif // __ICEFPU_H__
|
|
@ -1,70 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for homogeneous points.
|
||||
* \file IceHPoint.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Homogeneous point.
|
||||
*
|
||||
* Use it:
|
||||
* - for clipping in homogeneous space (standard way)
|
||||
* - to differentiate between points (w=1) and vectors (w=0).
|
||||
* - in some cases you can also use it instead of Point for padding reasons.
|
||||
*
|
||||
* \class HPoint
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
* \warning No cross-product in 4D.
|
||||
* \warning HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Point Mul = HPoint * Matrix3x3;
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Point HPoint::operator*(const Matrix3x3& mat) const
|
||||
{
|
||||
return Point(
|
||||
x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0],
|
||||
x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1],
|
||||
x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] );
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// HPoint Mul = HPoint * Matrix4x4;
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HPoint HPoint::operator*(const Matrix4x4& mat) const
|
||||
{
|
||||
return HPoint(
|
||||
x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0],
|
||||
x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1],
|
||||
x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2],
|
||||
x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3]);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// HPoint *= Matrix4x4
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HPoint& HPoint::operator*=(const Matrix4x4& mat)
|
||||
{
|
||||
float xp = x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0];
|
||||
float yp = x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1];
|
||||
float zp = x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2];
|
||||
float wp = x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3];
|
||||
|
||||
x = xp; y = yp; z = zp; w = wp;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
|
@ -1,160 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for homogeneous points.
|
||||
* \file IceHPoint.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEHPOINT_H__
|
||||
#define __ICEHPOINT_H__
|
||||
|
||||
class ICEMATHS_API HPoint : public Point
|
||||
{
|
||||
public:
|
||||
|
||||
//! Empty constructor
|
||||
inline_ HPoint() {}
|
||||
//! Constructor from floats
|
||||
inline_ HPoint(float xx, float yy, float zz, float ww=0.0f) : Point(xx, yy, zz), w(ww) {}
|
||||
//! Constructor from array
|
||||
inline_ HPoint(const float f[4]) : Point(f), w(f[3]) {}
|
||||
//! Constructor from a Point
|
||||
inline_ HPoint(const Point& p, float ww=0.0f) : Point(p), w(ww) {}
|
||||
//! Destructor
|
||||
inline_ ~HPoint() {}
|
||||
|
||||
//! Clear the point
|
||||
inline_ HPoint& Zero() { x = y = z = w = 0.0f; return *this; }
|
||||
|
||||
//! Assignment from values
|
||||
inline_ HPoint& Set(float xx, float yy, float zz, float ww ) { x = xx; y = yy; z = zz; w = ww; return *this; }
|
||||
//! Assignment from array
|
||||
inline_ HPoint& Set(const float f[4]) { x = f[X]; y = f[Y]; z = f[Z]; w = f[W]; return *this; }
|
||||
//! Assignment from another h-point
|
||||
inline_ HPoint& Set(const HPoint& src) { x = src.x; y = src.y; z = src.z; w = src.w; return *this; }
|
||||
|
||||
//! Add a vector
|
||||
inline_ HPoint& Add(float xx, float yy, float zz, float ww ) { x += xx; y += yy; z += zz; w += ww; return *this; }
|
||||
//! Add a vector
|
||||
inline_ HPoint& Add(const float f[4]) { x += f[X]; y += f[Y]; z += f[Z]; w += f[W]; return *this; }
|
||||
|
||||
//! Subtract a vector
|
||||
inline_ HPoint& Sub(float xx, float yy, float zz, float ww ) { x -= xx; y -= yy; z -= zz; w -= ww; return *this; }
|
||||
//! Subtract a vector
|
||||
inline_ HPoint& Sub(const float f[4]) { x -= f[X]; y -= f[Y]; z -= f[Z]; w -= f[W]; return *this; }
|
||||
|
||||
//! Multiplies by a scalar
|
||||
inline_ HPoint& Mul(float s) { x *= s; y *= s; z *= s; w *= s; return *this; }
|
||||
|
||||
//! Returns MIN(x, y, z, w);
|
||||
float Min() const { return MIN(x, MIN(y, MIN(z, w))); }
|
||||
//! Returns MAX(x, y, z, w);
|
||||
float Max() const { return MAX(x, MAX(y, MAX(z, w))); }
|
||||
//! Sets each element to be componentwise minimum
|
||||
HPoint& Min(const HPoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); w = MIN(w, p.w); return *this; }
|
||||
//! Sets each element to be componentwise maximum
|
||||
HPoint& Max(const HPoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); w = MAX(w, p.w); return *this; }
|
||||
|
||||
//! Computes square magnitude
|
||||
inline_ float SquareMagnitude() const { return x*x + y*y + z*z + w*w; }
|
||||
//! Computes magnitude
|
||||
inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z + w*w); }
|
||||
|
||||
//! Normalize the vector
|
||||
inline_ HPoint& Normalize()
|
||||
{
|
||||
float M = Magnitude();
|
||||
if(M)
|
||||
{
|
||||
M = 1.0f / M;
|
||||
x *= M;
|
||||
y *= M;
|
||||
z *= M;
|
||||
w *= M;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Arithmetic operators
|
||||
//! Operator for HPoint Negate = - HPoint;
|
||||
inline_ HPoint operator-() const { return HPoint(-x, -y, -z, -w); }
|
||||
|
||||
//! Operator for HPoint Plus = HPoint + HPoint;
|
||||
inline_ HPoint operator+(const HPoint& p) const { return HPoint(x + p.x, y + p.y, z + p.z, w + p.w); }
|
||||
//! Operator for HPoint Minus = HPoint - HPoint;
|
||||
inline_ HPoint operator-(const HPoint& p) const { return HPoint(x - p.x, y - p.y, z - p.z, w - p.w); }
|
||||
|
||||
//! Operator for HPoint Mul = HPoint * HPoint;
|
||||
inline_ HPoint operator*(const HPoint& p) const { return HPoint(x * p.x, y * p.y, z * p.z, w * p.w); }
|
||||
//! Operator for HPoint Scale = HPoint * float;
|
||||
inline_ HPoint operator*(float s) const { return HPoint(x * s, y * s, z * s, w * s); }
|
||||
//! Operator for HPoint Scale = float * HPoint;
|
||||
inline_ friend HPoint operator*(float s, const HPoint& p) { return HPoint(s * p.x, s * p.y, s * p.z, s * p.w); }
|
||||
|
||||
//! Operator for HPoint Div = HPoint / HPoint;
|
||||
inline_ HPoint operator/(const HPoint& p) const { return HPoint(x / p.x, y / p.y, z / p.z, w / p.w); }
|
||||
//! Operator for HPoint Scale = HPoint / float;
|
||||
inline_ HPoint operator/(float s) const { s = 1.0f / s; return HPoint(x * s, y * s, z * s, w * s); }
|
||||
//! Operator for HPoint Scale = float / HPoint;
|
||||
inline_ friend HPoint operator/(float s, const HPoint& p) { return HPoint(s / p.x, s / p.y, s / p.z, s / p.w); }
|
||||
|
||||
//! Operator for float DotProd = HPoint | HPoint;
|
||||
inline_ float operator|(const HPoint& p) const { return x*p.x + y*p.y + z*p.z + w*p.w; }
|
||||
// No cross-product in 4D
|
||||
|
||||
//! Operator for HPoint += HPoint;
|
||||
inline_ HPoint& operator+=(const HPoint& p) { x += p.x; y += p.y; z += p.z; w += p.w; return *this; }
|
||||
//! Operator for HPoint += float;
|
||||
inline_ HPoint& operator+=(float s) { x += s; y += s; z += s; w += s; return *this; }
|
||||
|
||||
//! Operator for HPoint -= HPoint;
|
||||
inline_ HPoint& operator-=(const HPoint& p) { x -= p.x; y -= p.y; z -= p.z; w -= p.w; return *this; }
|
||||
//! Operator for HPoint -= float;
|
||||
inline_ HPoint& operator-=(float s) { x -= s; y -= s; z -= s; w -= s; return *this; }
|
||||
|
||||
//! Operator for HPoint *= HPoint;
|
||||
inline_ HPoint& operator*=(const HPoint& p) { x *= p.x; y *= p.y; z *= p.z; w *= p.w; return *this; }
|
||||
//! Operator for HPoint *= float;
|
||||
inline_ HPoint& operator*=(float s) { x*=s; y*=s; z*=s; w*=s; return *this; }
|
||||
|
||||
//! Operator for HPoint /= HPoint;
|
||||
inline_ HPoint& operator/=(const HPoint& p) { x /= p.x; y /= p.y; z /= p.z; w /= p.w; return *this; }
|
||||
//! Operator for HPoint /= float;
|
||||
inline_ HPoint& operator/=(float s) { s = 1.0f / s; x*=s; y*=s; z*=s; w*=s; return *this; }
|
||||
|
||||
// Arithmetic operators
|
||||
|
||||
//! Operator for Point Mul = HPoint * Matrix3x3;
|
||||
Point operator*(const Matrix3x3& mat) const;
|
||||
//! Operator for HPoint Mul = HPoint * Matrix4x4;
|
||||
HPoint operator*(const Matrix4x4& mat) const;
|
||||
|
||||
// HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
|
||||
//! Operator for HPoint *= Matrix4x4
|
||||
HPoint& operator*=(const Matrix4x4& mat);
|
||||
|
||||
// Logical operators
|
||||
|
||||
//! Operator for "if(HPoint==HPoint)"
|
||||
inline_ bool operator==(const HPoint& p) const { return ( (x==p.x)&&(y==p.y)&&(z==p.z)&&(w==p.w)); }
|
||||
//! Operator for "if(HPoint!=HPoint)"
|
||||
inline_ bool operator!=(const HPoint& p) const { return ( (x!=p.x)||(y!=p.y)||(z!=p.z)||(w!=p.w)); }
|
||||
|
||||
// Cast operators
|
||||
|
||||
//! Cast a HPoint to a Point. w is discarded.
|
||||
#ifdef _MSC_VER
|
||||
inline_ operator Point() const { return Point(x, y, z); }
|
||||
// gcc complains that conversion to a base class will never use a type conversion operator
|
||||
#endif
|
||||
|
||||
public:
|
||||
float w;
|
||||
};
|
||||
|
||||
#endif // __ICEHPOINT_H__
|
||||
|
|
@ -1,548 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a handy indexed triangle class.
|
||||
* \file IceIndexedTriangle.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 17, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains an indexed triangle class.
|
||||
*
|
||||
* \class Triangle
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
* \date 08.15.98
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Flips the winding order.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::Flip()
|
||||
{
|
||||
Swap(mVRef[1], mVRef[2]);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle area.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the area
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::Area(const Point* verts) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
const Point& p0 = verts[0];
|
||||
const Point& p1 = verts[1];
|
||||
const Point& p2 = verts[2];
|
||||
return ((p0-p1)^(p0-p2)).Magnitude() * 0.5f;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle perimeter.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the perimeter
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::Perimeter(const Point* verts) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
const Point& p0 = verts[0];
|
||||
const Point& p1 = verts[1];
|
||||
const Point& p2 = verts[2];
|
||||
return p0.Distance(p1)
|
||||
+ p0.Distance(p2)
|
||||
+ p1.Distance(p2);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle compacity.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the compacity
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::Compacity(const Point* verts) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
float P = Perimeter(verts);
|
||||
if(P==0.0f) return 0.0f;
|
||||
return (4.0f*PI*Area(verts)/(P*P));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle normal.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param normal [out] the computed normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::Normal(const Point* verts, Point& normal) const
|
||||
{
|
||||
if(!verts) return;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
normal = ((p2-p1)^(p0-p1)).Normalize();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle denormalized normal.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param normal [out] the computed normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::DenormalizedNormal(const Point* verts, Point& normal) const
|
||||
{
|
||||
if(!verts) return;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
normal = ((p2-p1)^(p0-p1));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle center.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param center [out] the computed center
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::Center(const Point* verts, Point& center) const
|
||||
{
|
||||
if(!verts) return;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
center = (p0+p1+p2)*INV3;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the centered normal
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param normal [out] the computed centered normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::CenteredNormal(const Point* verts, Point& normal) const
|
||||
{
|
||||
if(!verts) return;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
Point Center = (p0+p1+p2)*INV3;
|
||||
normal = Center + ((p2-p1)^(p0-p1)).Normalize();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes a random point within the triangle.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param normal [out] the computed centered normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::RandomPoint(const Point* verts, Point& random) const
|
||||
{
|
||||
if(!verts) return;
|
||||
|
||||
// Random barycentric coords
|
||||
float Alpha = UnitRandomFloat();
|
||||
float Beta = UnitRandomFloat();
|
||||
float Gamma = UnitRandomFloat();
|
||||
float OneOverTotal = 1.0f / (Alpha + Beta + Gamma);
|
||||
Alpha *= OneOverTotal;
|
||||
Beta *= OneOverTotal;
|
||||
Gamma *= OneOverTotal;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
random = Alpha*p0 + Beta*p1 + Gamma*p2;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes backface culling.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param source [in] source point (in local space) from which culling must be computed
|
||||
* \return true if the triangle is visible from the source point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::IsVisible(const Point* verts, const Point& source) const
|
||||
{
|
||||
// Checkings
|
||||
if(!verts) return false;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
|
||||
// Compute denormalized normal
|
||||
Point Normal = (p2 - p1)^(p0 - p1);
|
||||
|
||||
// Backface culling
|
||||
return (Normal | source) >= 0.0f;
|
||||
|
||||
// Same as:
|
||||
// Plane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
|
||||
// return PL.Distance(source) > PL.d;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes backface culling.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param source [in] source point (in local space) from which culling must be computed
|
||||
* \return true if the triangle is visible from the source point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::BackfaceCulling(const Point* verts, const Point& source) const
|
||||
{
|
||||
// Checkings
|
||||
if(!verts) return false;
|
||||
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
|
||||
// Compute base
|
||||
// Point Base = (p0 + p1 + p2)*INV3;
|
||||
|
||||
// Compute denormalized normal
|
||||
Point Normal = (p2 - p1)^(p0 - p1);
|
||||
|
||||
// Backface culling
|
||||
// return (Normal | (source - Base)) >= 0.0f;
|
||||
return (Normal | (source - p0)) >= 0.0f;
|
||||
|
||||
// Same as: (but a bit faster)
|
||||
// Plane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
|
||||
// return PL.Distance(source)>0.0f;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the occlusion potential of the triangle.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param source [in] source point (in local space) from which occlusion potential must be computed
|
||||
* \return the occlusion potential
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::ComputeOcclusionPotential(const Point* verts, const Point& view) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
// Occlusion potential: -(A * (N|V) / d^2)
|
||||
// A = polygon area
|
||||
// N = polygon normal
|
||||
// V = view vector
|
||||
// d = distance viewpoint-center of polygon
|
||||
|
||||
float A = Area(verts);
|
||||
Point N; Normal(verts, N);
|
||||
Point C; Center(verts, C);
|
||||
float d = view.Distance(C);
|
||||
return -(A*(N|view))/(d*d);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Replaces a vertex reference with another one.
|
||||
* \param oldref [in] the vertex reference to replace
|
||||
* \param newref [in] the new vertex reference
|
||||
* \return true if success, else false if the input vertex reference doesn't belong to the triangle
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::ReplaceVertex(udword oldref, udword newref)
|
||||
{
|
||||
if(mVRef[0]==oldref) { mVRef[0] = newref; return true; }
|
||||
else if(mVRef[1]==oldref) { mVRef[1] = newref; return true; }
|
||||
else if(mVRef[2]==oldref) { mVRef[2] = newref; return true; }
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the triangle is degenerate or not. A degenerate triangle has two common vertex references. This is a zero-area triangle.
|
||||
* \return true if the triangle is degenerate
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::IsDegenerate() const
|
||||
{
|
||||
if(mVRef[0]==mVRef[1]) return true;
|
||||
if(mVRef[1]==mVRef[2]) return true;
|
||||
if(mVRef[2]==mVRef[0]) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the input vertex reference belongs to the triangle or not.
|
||||
* \param ref [in] the vertex reference to look for
|
||||
* \return true if the triangle contains the vertex reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::HasVertex(udword ref) const
|
||||
{
|
||||
if(mVRef[0]==ref) return true;
|
||||
if(mVRef[1]==ref) return true;
|
||||
if(mVRef[2]==ref) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the input vertex reference belongs to the triangle or not.
|
||||
* \param ref [in] the vertex reference to look for
|
||||
* \param index [out] the corresponding index in the triangle
|
||||
* \return true if the triangle contains the vertex reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::HasVertex(udword ref, udword* index) const
|
||||
{
|
||||
if(mVRef[0]==ref) { *index = 0; return true; }
|
||||
if(mVRef[1]==ref) { *index = 1; return true; }
|
||||
if(mVRef[2]==ref) { *index = 2; return true; }
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Finds an edge in a tri, given two vertex references.
|
||||
* \param vref0 [in] the edge's first vertex reference
|
||||
* \param vref1 [in] the edge's second vertex reference
|
||||
* \return the edge number between 0 and 2, or 0xff if input refs are wrong.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
ubyte IndexedTriangle::FindEdge(udword vref0, udword vref1) const
|
||||
{
|
||||
if(mVRef[0]==vref0 && mVRef[1]==vref1) return 0;
|
||||
else if(mVRef[0]==vref1 && mVRef[1]==vref0) return 0;
|
||||
else if(mVRef[0]==vref0 && mVRef[2]==vref1) return 1;
|
||||
else if(mVRef[0]==vref1 && mVRef[2]==vref0) return 1;
|
||||
else if(mVRef[1]==vref0 && mVRef[2]==vref1) return 2;
|
||||
else if(mVRef[1]==vref1 && mVRef[2]==vref0) return 2;
|
||||
return 0xff;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the last reference given the first two.
|
||||
* \param vref0 [in] the first vertex reference
|
||||
* \param vref1 [in] the second vertex reference
|
||||
* \return the last reference, or INVALID_ID if input refs are wrong.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword IndexedTriangle::OppositeVertex(udword vref0, udword vref1) const
|
||||
{
|
||||
if(mVRef[0]==vref0 && mVRef[1]==vref1) return mVRef[2];
|
||||
else if(mVRef[0]==vref1 && mVRef[1]==vref0) return mVRef[2];
|
||||
else if(mVRef[0]==vref0 && mVRef[2]==vref1) return mVRef[1];
|
||||
else if(mVRef[0]==vref1 && mVRef[2]==vref0) return mVRef[1];
|
||||
else if(mVRef[1]==vref0 && mVRef[2]==vref1) return mVRef[0];
|
||||
else if(mVRef[1]==vref1 && mVRef[2]==vref0) return mVRef[0];
|
||||
return INVALID_ID;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the three sorted vertex references according to an edge number.
|
||||
* edgenb = 0 => edge 0-1, returns references 0, 1, 2
|
||||
* edgenb = 1 => edge 0-2, returns references 0, 2, 1
|
||||
* edgenb = 2 => edge 1-2, returns references 1, 2, 0
|
||||
*
|
||||
* \param edgenb [in] the edge number, 0, 1 or 2
|
||||
* \param vref0 [out] the returned first vertex reference
|
||||
* \param vref1 [out] the returned second vertex reference
|
||||
* \param vref2 [out] the returned third vertex reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const
|
||||
{
|
||||
if(edgenb==0)
|
||||
{
|
||||
vref0 = mVRef[0];
|
||||
vref1 = mVRef[1];
|
||||
vref2 = mVRef[2];
|
||||
}
|
||||
else if(edgenb==1)
|
||||
{
|
||||
vref0 = mVRef[0];
|
||||
vref1 = mVRef[2];
|
||||
vref2 = mVRef[1];
|
||||
}
|
||||
else if(edgenb==2)
|
||||
{
|
||||
vref0 = mVRef[1];
|
||||
vref1 = mVRef[2];
|
||||
vref2 = mVRef[0];
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle's smallest edge length.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the smallest edge length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::MinEdgeLength(const Point* verts) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
|
||||
float Min = MAX_FLOAT;
|
||||
float Length01 = verts[0].Distance(verts[1]);
|
||||
float Length02 = verts[0].Distance(verts[2]);
|
||||
float Length12 = verts[1].Distance(verts[2]);
|
||||
if(Length01 < Min) Min = Length01;
|
||||
if(Length02 < Min) Min = Length02;
|
||||
if(Length12 < Min) Min = Length12;
|
||||
return Min;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle's largest edge length.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the largest edge length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::MaxEdgeLength(const Point* verts) const
|
||||
{
|
||||
if(!verts) return 0.0f;
|
||||
|
||||
float Max = MIN_FLOAT;
|
||||
float Length01 = verts[0].Distance(verts[1]);
|
||||
float Length02 = verts[0].Distance(verts[2]);
|
||||
float Length12 = verts[1].Distance(verts[2]);
|
||||
if(Length01 > Max) Max = Length01;
|
||||
if(Length02 > Max) Max = Length02;
|
||||
if(Length12 > Max) Max = Length12;
|
||||
return Max;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes a point on the triangle according to the stabbing information.
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \param u,v [in] point's barycentric coordinates
|
||||
* \param pt [out] point on triangle
|
||||
* \param nearvtx [out] index of nearest vertex
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void IndexedTriangle::ComputePoint(const Point* verts, float u, float v, Point& pt, udword* nearvtx) const
|
||||
{
|
||||
// Checkings
|
||||
if(!verts) return;
|
||||
|
||||
// Get face in local or global space
|
||||
const Point& p0 = verts[mVRef[0]];
|
||||
const Point& p1 = verts[mVRef[1]];
|
||||
const Point& p2 = verts[mVRef[2]];
|
||||
|
||||
// Compute point coordinates
|
||||
pt = (1.0f - u - v)*p0 + u*p1 + v*p2;
|
||||
|
||||
// Compute nearest vertex if needed
|
||||
if(nearvtx)
|
||||
{
|
||||
// Compute distance vector
|
||||
Point d(p0.SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
|
||||
p1.SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
|
||||
p2.SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
|
||||
|
||||
// Get smallest distance
|
||||
*nearvtx = mVRef[d.SmallestAxis()];
|
||||
}
|
||||
}
|
||||
|
||||
//**************************************
|
||||
// Angle between two vectors (in radians)
|
||||
// we use this formula
|
||||
// uv = |u||v| cos(u,v)
|
||||
// u ^ v = w
|
||||
// |w| = |u||v| |sin(u,v)|
|
||||
//**************************************
|
||||
float Angle(const Point& u, const Point& v)
|
||||
{
|
||||
float NormU = u.Magnitude(); // |u|
|
||||
float NormV = v.Magnitude(); // |v|
|
||||
float Product = NormU*NormV; // |u||v|
|
||||
if(Product==0.0f) return 0.0f;
|
||||
float OneOverProduct = 1.0f / Product;
|
||||
|
||||
// Cosinus
|
||||
float Cosinus = (u|v) * OneOverProduct;
|
||||
|
||||
// Sinus
|
||||
Point w = u^v;
|
||||
float NormW = w.Magnitude();
|
||||
|
||||
float AbsSinus = NormW * OneOverProduct;
|
||||
|
||||
// Remove degeneracy
|
||||
if(AbsSinus > 1.0f) AbsSinus = 1.0f;
|
||||
if(AbsSinus < -1.0f) AbsSinus = -1.0f;
|
||||
|
||||
if(Cosinus>=0.0f) return asinf(AbsSinus);
|
||||
else return (PI-asinf(AbsSinus));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the angle between two triangles.
|
||||
* \param tri [in] the other triangle
|
||||
* \param verts [in] the list of indexed vertices
|
||||
* \return the angle in radians
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float IndexedTriangle::Angle(const IndexedTriangle& tri, const Point* verts) const
|
||||
{
|
||||
// Checkings
|
||||
if(!verts) return 0.0f;
|
||||
|
||||
// Compute face normals
|
||||
Point n0, n1;
|
||||
Normal(verts, n0);
|
||||
tri.Normal(verts, n1);
|
||||
|
||||
// Compute angle
|
||||
float dp = n0|n1;
|
||||
if(dp>1.0f) return 0.0f;
|
||||
if(dp<-1.0f) return PI;
|
||||
return acosf(dp);
|
||||
|
||||
// return ::Angle(n0,n1);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks a triangle is the same as another one.
|
||||
* \param tri [in] the other triangle
|
||||
* \return true if same triangle
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IndexedTriangle::Equal(const IndexedTriangle& tri) const
|
||||
{
|
||||
// Test all vertex references
|
||||
return (HasVertex(tri.mVRef[0]) &&
|
||||
HasVertex(tri.mVRef[1]) &&
|
||||
HasVertex(tri.mVRef[2]));
|
||||
}
|
|
@ -1,72 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a handy indexed triangle class.
|
||||
* \file IceIndexedTriangle.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 17, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEINDEXEDTRIANGLE_H__
|
||||
#define __ICEINDEXEDTRIANGLE_H__
|
||||
|
||||
// Forward declarations
|
||||
#ifdef _MSC_VER
|
||||
enum CubeIndex;
|
||||
#else
|
||||
typedef int CubeIndex;
|
||||
#endif
|
||||
|
||||
// An indexed triangle class.
|
||||
class ICEMATHS_API IndexedTriangle
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ IndexedTriangle() {}
|
||||
//! Constructor
|
||||
inline_ IndexedTriangle(udword r0, udword r1, udword r2) { mVRef[0]=r0; mVRef[1]=r1; mVRef[2]=r2; }
|
||||
//! Copy constructor
|
||||
inline_ IndexedTriangle(const IndexedTriangle& triangle)
|
||||
{
|
||||
mVRef[0] = triangle.mVRef[0];
|
||||
mVRef[1] = triangle.mVRef[1];
|
||||
mVRef[2] = triangle.mVRef[2];
|
||||
}
|
||||
//! Destructor
|
||||
inline_ ~IndexedTriangle() {}
|
||||
//! Vertex-references
|
||||
udword mVRef[3];
|
||||
|
||||
// Methods
|
||||
void Flip();
|
||||
float Area(const Point* verts) const;
|
||||
float Perimeter(const Point* verts) const;
|
||||
float Compacity(const Point* verts) const;
|
||||
void Normal(const Point* verts, Point& normal) const;
|
||||
void DenormalizedNormal(const Point* verts, Point& normal) const;
|
||||
void Center(const Point* verts, Point& center) const;
|
||||
void CenteredNormal(const Point* verts, Point& normal) const;
|
||||
void RandomPoint(const Point* verts, Point& random) const;
|
||||
bool IsVisible(const Point* verts, const Point& source) const;
|
||||
bool BackfaceCulling(const Point* verts, const Point& source) const;
|
||||
float ComputeOcclusionPotential(const Point* verts, const Point& view) const;
|
||||
bool ReplaceVertex(udword oldref, udword newref);
|
||||
bool IsDegenerate() const;
|
||||
bool HasVertex(udword ref) const;
|
||||
bool HasVertex(udword ref, udword* index) const;
|
||||
ubyte FindEdge(udword vref0, udword vref1) const;
|
||||
udword OppositeVertex(udword vref0, udword vref1) const;
|
||||
inline_ udword OppositeVertex(ubyte edgenb) const { return mVRef[2-edgenb]; }
|
||||
void GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const;
|
||||
float MinEdgeLength(const Point* verts) const;
|
||||
float MaxEdgeLength(const Point* verts) const;
|
||||
void ComputePoint(const Point* verts, float u, float v, Point& pt, udword* nearvtx=null) const;
|
||||
float Angle(const IndexedTriangle& tri, const Point* verts) const;
|
||||
inline_ Plane PlaneEquation(const Point* verts) const { return Plane(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]); }
|
||||
bool Equal(const IndexedTriangle& tri) const;
|
||||
CubeIndex ComputeCubeIndex(const Point* verts) const;
|
||||
};
|
||||
|
||||
#endif // __ICEINDEXEDTRIANGLE_H__
|
|
@ -1,75 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for line-swept spheres.
|
||||
* \file IceLSS.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICELSS_H__
|
||||
#define __ICELSS_H__
|
||||
|
||||
class ICEMATHS_API LSS : public Segment
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ LSS() {}
|
||||
//! Constructor
|
||||
inline_ LSS(const Segment& seg, float radius) : Segment(seg), mRadius(radius) {}
|
||||
//! Destructor
|
||||
inline_ ~LSS() {}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes an OBB surrounding the LSS.
|
||||
* \param box [out] the OBB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void ComputeOBB(OBB& box);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a point is contained within the LSS.
|
||||
* \param pt [in] the point to test
|
||||
* \return true if inside the LSS
|
||||
* \warning point and LSS must be in same space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Contains(const Point& pt) const { return SquareDistance(pt) <= mRadius*mRadius; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a sphere is contained within the LSS.
|
||||
* \param sphere [in] the sphere to test
|
||||
* \return true if inside the LSS
|
||||
* \warning sphere and LSS must be in same space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Contains(const Sphere& sphere)
|
||||
{
|
||||
float d = mRadius - sphere.mRadius;
|
||||
if(d>=0.0f) return SquareDistance(sphere.mCenter) <= d*d;
|
||||
else return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if an LSS is contained within the LSS.
|
||||
* \param lss [in] the LSS to test
|
||||
* \return true if inside the LSS
|
||||
* \warning both LSS must be in same space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ bool Contains(const LSS& lss)
|
||||
{
|
||||
// We check the LSS contains the two spheres at the start and end of the sweep
|
||||
return Contains(Sphere(lss.mP0, lss.mRadius)) && Contains(Sphere(lss.mP0, lss.mRadius));
|
||||
}
|
||||
|
||||
float mRadius; //!< Sphere radius
|
||||
};
|
||||
|
||||
#endif // __ICELSS_H__
|
|
@ -1,48 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 3x3 matrices.
|
||||
* \file IceMatrix3x3.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* 3x3 matrix.
|
||||
* DirectX-compliant, ie row-column order, ie m[Row][Col].
|
||||
* Same as:
|
||||
* m11 m12 m13 first row.
|
||||
* m21 m22 m23 second row.
|
||||
* m31 m32 m33 third row.
|
||||
* Stored in memory as m11 m12 m13 m21...
|
||||
*
|
||||
* Multiplication rules:
|
||||
*
|
||||
* [x'y'z'] = [xyz][M]
|
||||
*
|
||||
* x' = x*m11 + y*m21 + z*m31
|
||||
* y' = x*m12 + y*m22 + z*m32
|
||||
* z' = x*m13 + y*m23 + z*m33
|
||||
*
|
||||
* \class Matrix3x3
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
// Cast operator
|
||||
Matrix3x3::operator Matrix4x4() const
|
||||
{
|
||||
return Matrix4x4(
|
||||
m[0][0], m[0][1], m[0][2], 0.0f,
|
||||
m[1][0], m[1][1], m[1][2], 0.0f,
|
||||
m[2][0], m[2][1], m[2][2], 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
|
@ -1,496 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 3x3 matrices.
|
||||
* \file IceMatrix3x3.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEMATRIX3X3_H__
|
||||
#define __ICEMATRIX3X3_H__
|
||||
|
||||
// Forward declarations
|
||||
class Quat;
|
||||
|
||||
#define MATRIX3X3_EPSILON (1.0e-7f)
|
||||
|
||||
class ICEMATHS_API Matrix3x3
|
||||
{
|
||||
public:
|
||||
//! Empty constructor
|
||||
inline_ Matrix3x3() {}
|
||||
//! Constructor from 9 values
|
||||
inline_ Matrix3x3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
|
||||
{
|
||||
m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
|
||||
m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
|
||||
m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
|
||||
}
|
||||
//! Copy constructor
|
||||
inline_ Matrix3x3(const Matrix3x3& mat) { CopyMemory(m, &mat.m, 9*sizeof(float)); }
|
||||
//! Destructor
|
||||
inline_ ~Matrix3x3() {}
|
||||
|
||||
//! Assign values
|
||||
inline_ void Set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
|
||||
{
|
||||
m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
|
||||
m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
|
||||
m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
|
||||
}
|
||||
|
||||
//! Sets the scale from a Point. The point is put on the diagonal.
|
||||
inline_ void SetScale(const Point& p) { m[0][0] = p.x; m[1][1] = p.y; m[2][2] = p.z; }
|
||||
|
||||
//! Sets the scale from floats. Values are put on the diagonal.
|
||||
inline_ void SetScale(float sx, float sy, float sz) { m[0][0] = sx; m[1][1] = sy; m[2][2] = sz; }
|
||||
|
||||
//! Scales from a Point. Each row is multiplied by a component.
|
||||
inline_ void Scale(const Point& p)
|
||||
{
|
||||
m[0][0] *= p.x; m[0][1] *= p.x; m[0][2] *= p.x;
|
||||
m[1][0] *= p.y; m[1][1] *= p.y; m[1][2] *= p.y;
|
||||
m[2][0] *= p.z; m[2][1] *= p.z; m[2][2] *= p.z;
|
||||
}
|
||||
|
||||
//! Scales from floats. Each row is multiplied by a value.
|
||||
inline_ void Scale(float sx, float sy, float sz)
|
||||
{
|
||||
m[0][0] *= sx; m[0][1] *= sx; m[0][2] *= sx;
|
||||
m[1][0] *= sy; m[1][1] *= sy; m[1][2] *= sy;
|
||||
m[2][0] *= sz; m[2][1] *= sz; m[2][2] *= sz;
|
||||
}
|
||||
|
||||
//! Copy from a Matrix3x3
|
||||
inline_ void Copy(const Matrix3x3& source) { CopyMemory(m, source.m, 9*sizeof(float)); }
|
||||
|
||||
// Row-column access
|
||||
//! Returns a row.
|
||||
inline_ void GetRow(const udword r, Point& p) const { p.x = m[r][0]; p.y = m[r][1]; p.z = m[r][2]; }
|
||||
//! Returns a row.
|
||||
inline_ const Point& GetRow(const udword r) const { return *(const Point*)&m[r][0]; }
|
||||
//! Returns a row.
|
||||
inline_ Point& GetRow(const udword r) { return *(Point*)&m[r][0]; }
|
||||
//! Sets a row.
|
||||
inline_ void SetRow(const udword r, const Point& p) { m[r][0] = p.x; m[r][1] = p.y; m[r][2] = p.z; }
|
||||
//! Returns a column.
|
||||
inline_ void GetCol(const udword c, Point& p) const { p.x = m[0][c]; p.y = m[1][c]; p.z = m[2][c]; }
|
||||
//! Sets a column.
|
||||
inline_ void SetCol(const udword c, const Point& p) { m[0][c] = p.x; m[1][c] = p.y; m[2][c] = p.z; }
|
||||
|
||||
//! Computes the trace. The trace is the sum of the 3 diagonal components.
|
||||
inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2]; }
|
||||
//! Clears the matrix.
|
||||
inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
|
||||
//! Sets the identity matrix.
|
||||
inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = 1.0f; }
|
||||
//! Checks for identity
|
||||
inline_ bool IsIdentity() const
|
||||
{
|
||||
if(IR(m[0][0])!=IEEE_1_0) return false;
|
||||
if(IR(m[0][1])!=0) return false;
|
||||
if(IR(m[0][2])!=0) return false;
|
||||
|
||||
if(IR(m[1][0])!=0) return false;
|
||||
if(IR(m[1][1])!=IEEE_1_0) return false;
|
||||
if(IR(m[1][2])!=0) return false;
|
||||
|
||||
if(IR(m[2][0])!=0) return false;
|
||||
if(IR(m[2][1])!=0) return false;
|
||||
if(IR(m[2][2])!=IEEE_1_0) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Checks matrix validity
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
for(udword j=0;j<3;j++)
|
||||
{
|
||||
for(udword i=0;i<3;i++)
|
||||
{
|
||||
if(!IsValidFloat(m[j][i])) return FALSE;
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Makes a skew-symmetric matrix (a.k.a. Star(*) Matrix)
|
||||
//! [ 0.0 -a.z a.y ]
|
||||
//! [ a.z 0.0 -a.x ]
|
||||
//! [ -a.y a.x 0.0 ]
|
||||
//! This is also called a "cross matrix" since for any vectors A and B,
|
||||
//! A^B = Skew(A) * B = - B * Skew(A);
|
||||
inline_ void SkewSymmetric(const Point& a)
|
||||
{
|
||||
m[0][0] = 0.0f;
|
||||
m[0][1] = -a.z;
|
||||
m[0][2] = a.y;
|
||||
|
||||
m[1][0] = a.z;
|
||||
m[1][1] = 0.0f;
|
||||
m[1][2] = -a.x;
|
||||
|
||||
m[2][0] = -a.y;
|
||||
m[2][1] = a.x;
|
||||
m[2][2] = 0.0f;
|
||||
}
|
||||
|
||||
//! Negates the matrix
|
||||
inline_ void Neg()
|
||||
{
|
||||
m[0][0] = -m[0][0]; m[0][1] = -m[0][1]; m[0][2] = -m[0][2];
|
||||
m[1][0] = -m[1][0]; m[1][1] = -m[1][1]; m[1][2] = -m[1][2];
|
||||
m[2][0] = -m[2][0]; m[2][1] = -m[2][1]; m[2][2] = -m[2][2];
|
||||
}
|
||||
|
||||
//! Neg from another matrix
|
||||
inline_ void Neg(const Matrix3x3& mat)
|
||||
{
|
||||
m[0][0] = -mat.m[0][0]; m[0][1] = -mat.m[0][1]; m[0][2] = -mat.m[0][2];
|
||||
m[1][0] = -mat.m[1][0]; m[1][1] = -mat.m[1][1]; m[1][2] = -mat.m[1][2];
|
||||
m[2][0] = -mat.m[2][0]; m[2][1] = -mat.m[2][1]; m[2][2] = -mat.m[2][2];
|
||||
}
|
||||
|
||||
//! Add another matrix
|
||||
inline_ void Add(const Matrix3x3& mat)
|
||||
{
|
||||
m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
|
||||
m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
|
||||
m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
|
||||
}
|
||||
|
||||
//! Sub another matrix
|
||||
inline_ void Sub(const Matrix3x3& mat)
|
||||
{
|
||||
m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
|
||||
m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
|
||||
m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
|
||||
}
|
||||
//! Mac
|
||||
inline_ void Mac(const Matrix3x3& a, const Matrix3x3& b, float s)
|
||||
{
|
||||
m[0][0] = a.m[0][0] + b.m[0][0] * s;
|
||||
m[0][1] = a.m[0][1] + b.m[0][1] * s;
|
||||
m[0][2] = a.m[0][2] + b.m[0][2] * s;
|
||||
|
||||
m[1][0] = a.m[1][0] + b.m[1][0] * s;
|
||||
m[1][1] = a.m[1][1] + b.m[1][1] * s;
|
||||
m[1][2] = a.m[1][2] + b.m[1][2] * s;
|
||||
|
||||
m[2][0] = a.m[2][0] + b.m[2][0] * s;
|
||||
m[2][1] = a.m[2][1] + b.m[2][1] * s;
|
||||
m[2][2] = a.m[2][2] + b.m[2][2] * s;
|
||||
}
|
||||
//! Mac
|
||||
inline_ void Mac(const Matrix3x3& a, float s)
|
||||
{
|
||||
m[0][0] += a.m[0][0] * s; m[0][1] += a.m[0][1] * s; m[0][2] += a.m[0][2] * s;
|
||||
m[1][0] += a.m[1][0] * s; m[1][1] += a.m[1][1] * s; m[1][2] += a.m[1][2] * s;
|
||||
m[2][0] += a.m[2][0] * s; m[2][1] += a.m[2][1] * s; m[2][2] += a.m[2][2] * s;
|
||||
}
|
||||
|
||||
//! this = A * s
|
||||
inline_ void Mult(const Matrix3x3& a, float s)
|
||||
{
|
||||
m[0][0] = a.m[0][0] * s; m[0][1] = a.m[0][1] * s; m[0][2] = a.m[0][2] * s;
|
||||
m[1][0] = a.m[1][0] * s; m[1][1] = a.m[1][1] * s; m[1][2] = a.m[1][2] * s;
|
||||
m[2][0] = a.m[2][0] * s; m[2][1] = a.m[2][1] * s; m[2][2] = a.m[2][2] * s;
|
||||
}
|
||||
|
||||
inline_ void Add(const Matrix3x3& a, const Matrix3x3& b)
|
||||
{
|
||||
m[0][0] = a.m[0][0] + b.m[0][0]; m[0][1] = a.m[0][1] + b.m[0][1]; m[0][2] = a.m[0][2] + b.m[0][2];
|
||||
m[1][0] = a.m[1][0] + b.m[1][0]; m[1][1] = a.m[1][1] + b.m[1][1]; m[1][2] = a.m[1][2] + b.m[1][2];
|
||||
m[2][0] = a.m[2][0] + b.m[2][0]; m[2][1] = a.m[2][1] + b.m[2][1]; m[2][2] = a.m[2][2] + b.m[2][2];
|
||||
}
|
||||
|
||||
inline_ void Sub(const Matrix3x3& a, const Matrix3x3& b)
|
||||
{
|
||||
m[0][0] = a.m[0][0] - b.m[0][0]; m[0][1] = a.m[0][1] - b.m[0][1]; m[0][2] = a.m[0][2] - b.m[0][2];
|
||||
m[1][0] = a.m[1][0] - b.m[1][0]; m[1][1] = a.m[1][1] - b.m[1][1]; m[1][2] = a.m[1][2] - b.m[1][2];
|
||||
m[2][0] = a.m[2][0] - b.m[2][0]; m[2][1] = a.m[2][1] - b.m[2][1]; m[2][2] = a.m[2][2] - b.m[2][2];
|
||||
}
|
||||
|
||||
//! this = a * b
|
||||
inline_ void Mult(const Matrix3x3& a, const Matrix3x3& b)
|
||||
{
|
||||
m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[1][0] + a.m[0][2] * b.m[2][0];
|
||||
m[0][1] = a.m[0][0] * b.m[0][1] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[2][1];
|
||||
m[0][2] = a.m[0][0] * b.m[0][2] + a.m[0][1] * b.m[1][2] + a.m[0][2] * b.m[2][2];
|
||||
m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[1][2] * b.m[2][0];
|
||||
m[1][1] = a.m[1][0] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[2][1];
|
||||
m[1][2] = a.m[1][0] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[1][2] * b.m[2][2];
|
||||
m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[1][0] + a.m[2][2] * b.m[2][0];
|
||||
m[2][1] = a.m[2][0] * b.m[0][1] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[2][1];
|
||||
m[2][2] = a.m[2][0] * b.m[0][2] + a.m[2][1] * b.m[1][2] + a.m[2][2] * b.m[2][2];
|
||||
}
|
||||
|
||||
//! this = transpose(a) * b
|
||||
inline_ void MultAtB(const Matrix3x3& a, const Matrix3x3& b)
|
||||
{
|
||||
m[0][0] = a.m[0][0] * b.m[0][0] + a.m[1][0] * b.m[1][0] + a.m[2][0] * b.m[2][0];
|
||||
m[0][1] = a.m[0][0] * b.m[0][1] + a.m[1][0] * b.m[1][1] + a.m[2][0] * b.m[2][1];
|
||||
m[0][2] = a.m[0][0] * b.m[0][2] + a.m[1][0] * b.m[1][2] + a.m[2][0] * b.m[2][2];
|
||||
m[1][0] = a.m[0][1] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[2][1] * b.m[2][0];
|
||||
m[1][1] = a.m[0][1] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[2][1] * b.m[2][1];
|
||||
m[1][2] = a.m[0][1] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[2][1] * b.m[2][2];
|
||||
m[2][0] = a.m[0][2] * b.m[0][0] + a.m[1][2] * b.m[1][0] + a.m[2][2] * b.m[2][0];
|
||||
m[2][1] = a.m[0][2] * b.m[0][1] + a.m[1][2] * b.m[1][1] + a.m[2][2] * b.m[2][1];
|
||||
m[2][2] = a.m[0][2] * b.m[0][2] + a.m[1][2] * b.m[1][2] + a.m[2][2] * b.m[2][2];
|
||||
}
|
||||
|
||||
//! this = a * transpose(b)
|
||||
inline_ void MultABt(const Matrix3x3& a, const Matrix3x3& b)
|
||||
{
|
||||
m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[0][1] + a.m[0][2] * b.m[0][2];
|
||||
m[0][1] = a.m[0][0] * b.m[1][0] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[1][2];
|
||||
m[0][2] = a.m[0][0] * b.m[2][0] + a.m[0][1] * b.m[2][1] + a.m[0][2] * b.m[2][2];
|
||||
m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[0][1] + a.m[1][2] * b.m[0][2];
|
||||
m[1][1] = a.m[1][0] * b.m[1][0] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[1][2];
|
||||
m[1][2] = a.m[1][0] * b.m[2][0] + a.m[1][1] * b.m[2][1] + a.m[1][2] * b.m[2][2];
|
||||
m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[0][1] + a.m[2][2] * b.m[0][2];
|
||||
m[2][1] = a.m[2][0] * b.m[1][0] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[1][2];
|
||||
m[2][2] = a.m[2][0] * b.m[2][0] + a.m[2][1] * b.m[2][1] + a.m[2][2] * b.m[2][2];
|
||||
}
|
||||
|
||||
//! Makes a rotation matrix mapping vector "from" to vector "to".
|
||||
Matrix3x3& FromTo(const Point& from, const Point& to);
|
||||
|
||||
//! Set a rotation matrix around the X axis.
|
||||
//! 1 0 0
|
||||
//! RX = 0 cx sx
|
||||
//! 0 -sx cx
|
||||
void RotX(float angle);
|
||||
//! Set a rotation matrix around the Y axis.
|
||||
//! cy 0 -sy
|
||||
//! RY = 0 1 0
|
||||
//! sy 0 cy
|
||||
void RotY(float angle);
|
||||
//! Set a rotation matrix around the Z axis.
|
||||
//! cz sz 0
|
||||
//! RZ = -sz cz 0
|
||||
//! 0 0 1
|
||||
void RotZ(float angle);
|
||||
//! cy sx.sy -sy.cx
|
||||
//! RY.RX 0 cx sx
|
||||
//! sy -sx.cy cx.cy
|
||||
void RotYX(float y, float x);
|
||||
|
||||
//! Make a rotation matrix about an arbitrary axis
|
||||
Matrix3x3& Rot(float angle, const Point& axis);
|
||||
|
||||
//! Transpose the matrix.
|
||||
void Transpose()
|
||||
{
|
||||
IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
|
||||
IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
|
||||
IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]);
|
||||
}
|
||||
|
||||
//! this = Transpose(a)
|
||||
void Transpose(const Matrix3x3& a)
|
||||
{
|
||||
m[0][0] = a.m[0][0]; m[0][1] = a.m[1][0]; m[0][2] = a.m[2][0];
|
||||
m[1][0] = a.m[0][1]; m[1][1] = a.m[1][1]; m[1][2] = a.m[2][1];
|
||||
m[2][0] = a.m[0][2]; m[2][1] = a.m[1][2]; m[2][2] = a.m[2][2];
|
||||
}
|
||||
|
||||
//! Compute the determinant of the matrix. We use the rule of Sarrus.
|
||||
float Determinant() const
|
||||
{
|
||||
return (m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1])
|
||||
- (m[2][0]*m[1][1]*m[0][2] + m[2][1]*m[1][2]*m[0][0] + m[2][2]*m[1][0]*m[0][1]);
|
||||
}
|
||||
/*
|
||||
//! Compute a cofactor. Used for matrix inversion.
|
||||
float CoFactor(ubyte row, ubyte column) const
|
||||
{
|
||||
static sdword gIndex[3+2] = { 0, 1, 2, 0, 1 };
|
||||
return (m[gIndex[row+1]][gIndex[column+1]]*m[gIndex[row+2]][gIndex[column+2]] - m[gIndex[row+2]][gIndex[column+1]]*m[gIndex[row+1]][gIndex[column+2]]);
|
||||
}
|
||||
*/
|
||||
//! Invert the matrix. Determinant must be different from zero, else matrix can't be inverted.
|
||||
Matrix3x3& Invert()
|
||||
{
|
||||
float Det = Determinant(); // Must be !=0
|
||||
float OneOverDet = 1.0f / Det;
|
||||
|
||||
Matrix3x3 Temp;
|
||||
Temp.m[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDet;
|
||||
Temp.m[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDet;
|
||||
Temp.m[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDet;
|
||||
Temp.m[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDet;
|
||||
Temp.m[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDet;
|
||||
Temp.m[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDet;
|
||||
Temp.m[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDet;
|
||||
Temp.m[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDet;
|
||||
Temp.m[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDet;
|
||||
|
||||
*this = Temp;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Matrix3x3& Normalize();
|
||||
|
||||
//! this = exp(a)
|
||||
Matrix3x3& Exp(const Matrix3x3& a);
|
||||
|
||||
void FromQuat(const Quat &q);
|
||||
void FromQuatL2(const Quat &q, float l2);
|
||||
|
||||
// Arithmetic operators
|
||||
//! Operator for Matrix3x3 Plus = Matrix3x3 + Matrix3x3;
|
||||
inline_ Matrix3x3 operator+(const Matrix3x3& mat) const
|
||||
{
|
||||
return Matrix3x3(
|
||||
m[0][0] + mat.m[0][0], m[0][1] + mat.m[0][1], m[0][2] + mat.m[0][2],
|
||||
m[1][0] + mat.m[1][0], m[1][1] + mat.m[1][1], m[1][2] + mat.m[1][2],
|
||||
m[2][0] + mat.m[2][0], m[2][1] + mat.m[2][1], m[2][2] + mat.m[2][2]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 Minus = Matrix3x3 - Matrix3x3;
|
||||
inline_ Matrix3x3 operator-(const Matrix3x3& mat) const
|
||||
{
|
||||
return Matrix3x3(
|
||||
m[0][0] - mat.m[0][0], m[0][1] - mat.m[0][1], m[0][2] - mat.m[0][2],
|
||||
m[1][0] - mat.m[1][0], m[1][1] - mat.m[1][1], m[1][2] - mat.m[1][2],
|
||||
m[2][0] - mat.m[2][0], m[2][1] - mat.m[2][1], m[2][2] - mat.m[2][2]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 Mul = Matrix3x3 * Matrix3x3;
|
||||
inline_ Matrix3x3 operator*(const Matrix3x3& mat) const
|
||||
{
|
||||
return Matrix3x3(
|
||||
m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0],
|
||||
m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1],
|
||||
m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2],
|
||||
|
||||
m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0],
|
||||
m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1],
|
||||
m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2],
|
||||
|
||||
m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0],
|
||||
m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1],
|
||||
m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2]);
|
||||
}
|
||||
|
||||
//! Operator for Point Mul = Matrix3x3 * Point;
|
||||
inline_ Point operator*(const Point& v) const { return Point(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v); }
|
||||
|
||||
//! Operator for Matrix3x3 Mul = Matrix3x3 * float;
|
||||
inline_ Matrix3x3 operator*(float s) const
|
||||
{
|
||||
return Matrix3x3(
|
||||
m[0][0]*s, m[0][1]*s, m[0][2]*s,
|
||||
m[1][0]*s, m[1][1]*s, m[1][2]*s,
|
||||
m[2][0]*s, m[2][1]*s, m[2][2]*s);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 Mul = float * Matrix3x3;
|
||||
inline_ friend Matrix3x3 operator*(float s, const Matrix3x3& mat)
|
||||
{
|
||||
return Matrix3x3(
|
||||
s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2],
|
||||
s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2],
|
||||
s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 Div = Matrix3x3 / float;
|
||||
inline_ Matrix3x3 operator/(float s) const
|
||||
{
|
||||
if (s) s = 1.0f / s;
|
||||
return Matrix3x3(
|
||||
m[0][0]*s, m[0][1]*s, m[0][2]*s,
|
||||
m[1][0]*s, m[1][1]*s, m[1][2]*s,
|
||||
m[2][0]*s, m[2][1]*s, m[2][2]*s);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 Div = float / Matrix3x3;
|
||||
inline_ friend Matrix3x3 operator/(float s, const Matrix3x3& mat)
|
||||
{
|
||||
return Matrix3x3(
|
||||
s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2],
|
||||
s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2],
|
||||
s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 += Matrix3x3
|
||||
inline_ Matrix3x3& operator+=(const Matrix3x3& mat)
|
||||
{
|
||||
m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
|
||||
m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
|
||||
m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 -= Matrix3x3
|
||||
inline_ Matrix3x3& operator-=(const Matrix3x3& mat)
|
||||
{
|
||||
m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
|
||||
m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
|
||||
m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 *= Matrix3x3
|
||||
inline_ Matrix3x3& operator*=(const Matrix3x3& mat)
|
||||
{
|
||||
Point TempRow;
|
||||
|
||||
GetRow(0, TempRow);
|
||||
m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
|
||||
m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
|
||||
m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
|
||||
|
||||
GetRow(1, TempRow);
|
||||
m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
|
||||
m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
|
||||
m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
|
||||
|
||||
GetRow(2, TempRow);
|
||||
m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
|
||||
m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
|
||||
m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 *= float
|
||||
inline_ Matrix3x3& operator*=(float s)
|
||||
{
|
||||
m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
|
||||
m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
|
||||
m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix3x3 /= float
|
||||
inline_ Matrix3x3& operator/=(float s)
|
||||
{
|
||||
if (s) s = 1.0f / s;
|
||||
m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
|
||||
m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
|
||||
m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Cast operators
|
||||
//! Cast a Matrix3x3 to a Matrix4x4.
|
||||
operator Matrix4x4() const;
|
||||
//! Cast a Matrix3x3 to a Quat.
|
||||
operator Quat() const;
|
||||
|
||||
inline_ const Point& operator[](int row) const { return *(const Point*)&m[row][0]; }
|
||||
inline_ Point& operator[](int row) { return *(Point*)&m[row][0]; }
|
||||
|
||||
public:
|
||||
|
||||
float m[3][3];
|
||||
};
|
||||
|
||||
#endif // __ICEMATRIX3X3_H__
|
||||
|
|
@ -1,135 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 4x4 matrices.
|
||||
* \file IceMatrix4x4.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* 4x4 matrix.
|
||||
* DirectX-compliant, ie row-column order, ie m[Row][Col].
|
||||
* Same as:
|
||||
* m11 m12 m13 m14 first row.
|
||||
* m21 m22 m23 m24 second row.
|
||||
* m31 m32 m33 m34 third row.
|
||||
* m41 m42 m43 m44 fourth row.
|
||||
* Translation is (m41, m42, m43), (m14, m24, m34, m44) = (0, 0, 0, 1).
|
||||
* Stored in memory as m11 m12 m13 m14 m21...
|
||||
*
|
||||
* Multiplication rules:
|
||||
*
|
||||
* [x'y'z'1] = [xyz1][M]
|
||||
*
|
||||
* x' = x*m11 + y*m21 + z*m31 + m41
|
||||
* y' = x*m12 + y*m22 + z*m32 + m42
|
||||
* z' = x*m13 + y*m23 + z*m33 + m43
|
||||
* 1' = 0 + 0 + 0 + m44
|
||||
*
|
||||
* \class Matrix4x4
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Inverts a PR matrix. (which only contains a rotation and a translation)
|
||||
* This is faster and less subject to FPU errors than the generic inversion code.
|
||||
*
|
||||
* \relates Matrix4x4
|
||||
* \fn InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
|
||||
* \param dest [out] destination matrix
|
||||
* \param src [in] source matrix
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
ICEMATHS_API void IceMaths::InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
|
||||
{
|
||||
dest.m[0][0] = src.m[0][0];
|
||||
dest.m[1][0] = src.m[0][1];
|
||||
dest.m[2][0] = src.m[0][2];
|
||||
dest.m[3][0] = -(src.m[3][0]*src.m[0][0] + src.m[3][1]*src.m[0][1] + src.m[3][2]*src.m[0][2]);
|
||||
|
||||
dest.m[0][1] = src.m[1][0];
|
||||
dest.m[1][1] = src.m[1][1];
|
||||
dest.m[2][1] = src.m[1][2];
|
||||
dest.m[3][1] = -(src.m[3][0]*src.m[1][0] + src.m[3][1]*src.m[1][1] + src.m[3][2]*src.m[1][2]);
|
||||
|
||||
dest.m[0][2] = src.m[2][0];
|
||||
dest.m[1][2] = src.m[2][1];
|
||||
dest.m[2][2] = src.m[2][2];
|
||||
dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + src.m[3][2]*src.m[2][2]);
|
||||
|
||||
dest.m[0][3] = 0.0f;
|
||||
dest.m[1][3] = 0.0f;
|
||||
dest.m[2][3] = 0.0f;
|
||||
dest.m[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Compute the cofactor of the Matrix at a specified location
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Matrix4x4::CoFactor(udword row, udword col) const
|
||||
{
|
||||
return (( m[(row+1)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+3)&3][(col+3)&3] +
|
||||
m[(row+1)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+3)&3][(col+1)&3] +
|
||||
m[(row+1)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+3)&3][(col+2)&3])
|
||||
- (m[(row+3)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+1)&3][(col+3)&3] +
|
||||
m[(row+3)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+1)&3][(col+1)&3] +
|
||||
m[(row+3)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+1)&3][(col+2)&3])) * ((row + col) & 1 ? -1.0f : +1.0f);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Compute the determinant of the Matrix
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Matrix4x4::Determinant() const
|
||||
{
|
||||
return m[0][0] * CoFactor(0, 0) +
|
||||
m[0][1] * CoFactor(0, 1) +
|
||||
m[0][2] * CoFactor(0, 2) +
|
||||
m[0][3] * CoFactor(0, 3);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Compute the inverse of the matrix
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Matrix4x4& Matrix4x4::Invert()
|
||||
{
|
||||
float Det = Determinant();
|
||||
Matrix4x4 Temp;
|
||||
|
||||
if(fabsf(Det) < MATRIX4X4_EPSILON)
|
||||
return *this; // The matrix is not invertible! Singular case!
|
||||
|
||||
float IDet = 1.0f / Det;
|
||||
|
||||
Temp.m[0][0] = CoFactor(0,0) * IDet;
|
||||
Temp.m[1][0] = CoFactor(0,1) * IDet;
|
||||
Temp.m[2][0] = CoFactor(0,2) * IDet;
|
||||
Temp.m[3][0] = CoFactor(0,3) * IDet;
|
||||
Temp.m[0][1] = CoFactor(1,0) * IDet;
|
||||
Temp.m[1][1] = CoFactor(1,1) * IDet;
|
||||
Temp.m[2][1] = CoFactor(1,2) * IDet;
|
||||
Temp.m[3][1] = CoFactor(1,3) * IDet;
|
||||
Temp.m[0][2] = CoFactor(2,0) * IDet;
|
||||
Temp.m[1][2] = CoFactor(2,1) * IDet;
|
||||
Temp.m[2][2] = CoFactor(2,2) * IDet;
|
||||
Temp.m[3][2] = CoFactor(2,3) * IDet;
|
||||
Temp.m[0][3] = CoFactor(3,0) * IDet;
|
||||
Temp.m[1][3] = CoFactor(3,1) * IDet;
|
||||
Temp.m[2][3] = CoFactor(3,2) * IDet;
|
||||
Temp.m[3][3] = CoFactor(3,3) * IDet;
|
||||
|
||||
*this = Temp;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
|
@ -1,455 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 4x4 matrices.
|
||||
* \file IceMatrix4x4.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEMATRIX4X4_H__
|
||||
#define __ICEMATRIX4X4_H__
|
||||
|
||||
// Forward declarations
|
||||
class PRS;
|
||||
class PR;
|
||||
|
||||
#define MATRIX4X4_EPSILON (1.0e-7f)
|
||||
|
||||
class ICEMATHS_API Matrix4x4
|
||||
{
|
||||
// void LUBackwardSubstitution( sdword *indx, float* b );
|
||||
// void LUDecomposition( sdword* indx, float* d );
|
||||
|
||||
public:
|
||||
//! Empty constructor.
|
||||
inline_ Matrix4x4() {}
|
||||
//! Constructor from 16 values
|
||||
inline_ Matrix4x4( float m00, float m01, float m02, float m03,
|
||||
float m10, float m11, float m12, float m13,
|
||||
float m20, float m21, float m22, float m23,
|
||||
float m30, float m31, float m32, float m33)
|
||||
{
|
||||
m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
|
||||
m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
|
||||
m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
|
||||
m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
|
||||
}
|
||||
//! Copy constructor
|
||||
inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); }
|
||||
//! Destructor.
|
||||
inline_ ~Matrix4x4() {}
|
||||
|
||||
//! Assign values (rotation only)
|
||||
inline_ Matrix4x4& Set( float m00, float m01, float m02,
|
||||
float m10, float m11, float m12,
|
||||
float m20, float m21, float m22)
|
||||
{
|
||||
m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
|
||||
m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
|
||||
m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
|
||||
return *this;
|
||||
}
|
||||
//! Assign values
|
||||
inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03,
|
||||
float m10, float m11, float m12, float m13,
|
||||
float m20, float m21, float m22, float m23,
|
||||
float m30, float m31, float m32, float m33)
|
||||
{
|
||||
m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
|
||||
m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
|
||||
m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
|
||||
m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Copy from a Matrix4x4
|
||||
inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); }
|
||||
|
||||
// Row-column access
|
||||
//! Returns a row.
|
||||
inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; }
|
||||
//! Returns a row.
|
||||
inline_ void GetRow(const udword r, Point& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; }
|
||||
//! Returns a row.
|
||||
inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; }
|
||||
//! Returns a row.
|
||||
inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; }
|
||||
//! Sets a row.
|
||||
inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; }
|
||||
//! Sets a row.
|
||||
inline_ void SetRow(const udword r, const Point& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; }
|
||||
//! Returns a column.
|
||||
inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; }
|
||||
//! Returns a column.
|
||||
inline_ void GetCol(const udword c, Point& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; }
|
||||
//! Sets a column.
|
||||
inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; }
|
||||
//! Sets a column.
|
||||
inline_ void SetCol(const udword c, const Point& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; }
|
||||
|
||||
// Translation
|
||||
//! Returns the translation part of the matrix.
|
||||
inline_ const HPoint& GetTrans() const { return GetRow(3); }
|
||||
//! Gets the translation part of the matrix
|
||||
inline_ void GetTrans(Point& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; }
|
||||
//! Sets the translation part of the matrix, from a Point.
|
||||
inline_ void SetTrans(const Point& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; }
|
||||
//! Sets the translation part of the matrix, from a HPoint.
|
||||
inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; }
|
||||
//! Sets the translation part of the matrix, from floats.
|
||||
inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; }
|
||||
|
||||
// Scale
|
||||
//! Sets the scale from a Point. The point is put on the diagonal.
|
||||
inline_ void SetScale(const Point& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; }
|
||||
//! Sets the scale from floats. Values are put on the diagonal.
|
||||
inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; }
|
||||
//! Scales from a Point. Each row is multiplied by a component.
|
||||
void Scale(const Point& p)
|
||||
{
|
||||
m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z;
|
||||
m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z;
|
||||
m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z;
|
||||
}
|
||||
//! Scales from floats. Each row is multiplied by a value.
|
||||
void Scale(float sx, float sy, float sz)
|
||||
{
|
||||
m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz;
|
||||
m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz;
|
||||
m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz;
|
||||
}
|
||||
/*
|
||||
//! Returns a row.
|
||||
inline_ HPoint GetRow(const udword row) const { return mRow[row]; }
|
||||
//! Sets a row.
|
||||
inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; }
|
||||
//! Sets a row.
|
||||
Matrix4x4& SetRow(const udword row, const Point& p)
|
||||
{
|
||||
m[row][0] = p.x;
|
||||
m[row][1] = p.y;
|
||||
m[row][2] = p.z;
|
||||
m[row][3] = (row != 3) ? 0.0f : 1.0f;
|
||||
return *this;
|
||||
}
|
||||
//! Returns a column.
|
||||
HPoint GetCol(const udword col) const
|
||||
{
|
||||
HPoint Res;
|
||||
Res.x = m[0][col];
|
||||
Res.y = m[1][col];
|
||||
Res.z = m[2][col];
|
||||
Res.w = m[3][col];
|
||||
return Res;
|
||||
}
|
||||
//! Sets a column.
|
||||
Matrix4x4& SetCol(const udword col, const HPoint& p)
|
||||
{
|
||||
m[0][col] = p.x;
|
||||
m[1][col] = p.y;
|
||||
m[2][col] = p.z;
|
||||
m[3][col] = p.w;
|
||||
return *this;
|
||||
}
|
||||
//! Sets a column.
|
||||
Matrix4x4& SetCol(const udword col, const Point& p)
|
||||
{
|
||||
m[0][col] = p.x;
|
||||
m[1][col] = p.y;
|
||||
m[2][col] = p.z;
|
||||
m[3][col] = (col != 3) ? 0.0f : 1.0f;
|
||||
return *this;
|
||||
}
|
||||
*/
|
||||
//! Computes the trace. The trace is the sum of the 4 diagonal components.
|
||||
inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; }
|
||||
//! Computes the trace of the upper 3x3 matrix.
|
||||
inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; }
|
||||
//! Clears the matrix.
|
||||
inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
|
||||
//! Sets the identity matrix.
|
||||
inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; }
|
||||
//! Checks for identity
|
||||
inline_ bool IsIdentity() const
|
||||
{
|
||||
if(IR(m[0][0])!=IEEE_1_0) return false;
|
||||
if(IR(m[0][1])!=0) return false;
|
||||
if(IR(m[0][2])!=0) return false;
|
||||
if(IR(m[0][3])!=0) return false;
|
||||
|
||||
if(IR(m[1][0])!=0) return false;
|
||||
if(IR(m[1][1])!=IEEE_1_0) return false;
|
||||
if(IR(m[1][2])!=0) return false;
|
||||
if(IR(m[1][3])!=0) return false;
|
||||
|
||||
if(IR(m[2][0])!=0) return false;
|
||||
if(IR(m[2][1])!=0) return false;
|
||||
if(IR(m[2][2])!=IEEE_1_0) return false;
|
||||
if(IR(m[2][3])!=0) return false;
|
||||
|
||||
if(IR(m[3][0])!=0) return false;
|
||||
if(IR(m[3][1])!=0) return false;
|
||||
if(IR(m[3][2])!=0) return false;
|
||||
if(IR(m[3][3])!=IEEE_1_0) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Checks matrix validity
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
for(udword j=0;j<4;j++)
|
||||
{
|
||||
for(udword i=0;i<4;i++)
|
||||
{
|
||||
if(!IsValidFloat(m[j][i])) return FALSE;
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Sets a rotation matrix around the X axis.
|
||||
void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; }
|
||||
//! Sets a rotation matrix around the Y axis.
|
||||
void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; }
|
||||
//! Sets a rotation matrix around the Z axis.
|
||||
void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; }
|
||||
|
||||
//! Makes a rotation matrix about an arbitrary axis
|
||||
Matrix4x4& Rot(float angle, Point& p1, Point& p2);
|
||||
|
||||
//! Transposes the matrix.
|
||||
void Transpose()
|
||||
{
|
||||
IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
|
||||
IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
|
||||
IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]);
|
||||
IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]);
|
||||
IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]);
|
||||
IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]);
|
||||
}
|
||||
|
||||
//! Computes a cofactor. Used for matrix inversion.
|
||||
float CoFactor(udword row, udword col) const;
|
||||
//! Computes the determinant of the matrix.
|
||||
float Determinant() const;
|
||||
//! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted.
|
||||
Matrix4x4& Invert();
|
||||
// Matrix& ComputeAxisMatrix(Point& axis, float angle);
|
||||
|
||||
// Cast operators
|
||||
//! Casts a Matrix4x4 to a Matrix3x3.
|
||||
inline_ operator Matrix3x3() const
|
||||
{
|
||||
return Matrix3x3(
|
||||
m[0][0], m[0][1], m[0][2],
|
||||
m[1][0], m[1][1], m[1][2],
|
||||
m[2][0], m[2][1], m[2][2]);
|
||||
}
|
||||
//! Casts a Matrix4x4 to a Quat.
|
||||
operator Quat() const;
|
||||
//! Casts a Matrix4x4 to a PR.
|
||||
operator PR() const;
|
||||
|
||||
// Arithmetic operators
|
||||
//! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4;
|
||||
inline_ Matrix4x4 operator+(const Matrix4x4& mat) const
|
||||
{
|
||||
return Matrix4x4(
|
||||
m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3],
|
||||
m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3],
|
||||
m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3],
|
||||
m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4;
|
||||
inline_ Matrix4x4 operator-(const Matrix4x4& mat) const
|
||||
{
|
||||
return Matrix4x4(
|
||||
m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3],
|
||||
m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3],
|
||||
m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3],
|
||||
m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4;
|
||||
inline_ Matrix4x4 operator*(const Matrix4x4& mat) const
|
||||
{
|
||||
return Matrix4x4(
|
||||
m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0],
|
||||
m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1],
|
||||
m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2],
|
||||
m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3],
|
||||
|
||||
m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0],
|
||||
m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1],
|
||||
m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2],
|
||||
m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3],
|
||||
|
||||
m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0],
|
||||
m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1],
|
||||
m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2],
|
||||
m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3],
|
||||
|
||||
m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0],
|
||||
m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1],
|
||||
m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2],
|
||||
m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]);
|
||||
}
|
||||
|
||||
//! Operator for HPoint Mul = Matrix4x4 * HPoint;
|
||||
inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); }
|
||||
|
||||
//! Operator for Point Mul = Matrix4x4 * Point;
|
||||
inline_ Point operator*(const Point& v) const
|
||||
{
|
||||
return Point( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3],
|
||||
m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3],
|
||||
m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] );
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Scale = Matrix4x4 * float;
|
||||
inline_ Matrix4x4 operator*(float s) const
|
||||
{
|
||||
return Matrix4x4(
|
||||
m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
|
||||
m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
|
||||
m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
|
||||
m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Scale = float * Matrix4x4;
|
||||
inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat)
|
||||
{
|
||||
return Matrix4x4(
|
||||
s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3],
|
||||
s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3],
|
||||
s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3],
|
||||
s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Div = Matrix4x4 / float;
|
||||
inline_ Matrix4x4 operator/(float s) const
|
||||
{
|
||||
if(s) s = 1.0f / s;
|
||||
|
||||
return Matrix4x4(
|
||||
m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
|
||||
m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
|
||||
m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
|
||||
m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 Div = float / Matrix4x4;
|
||||
inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat)
|
||||
{
|
||||
return Matrix4x4(
|
||||
s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3],
|
||||
s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3],
|
||||
s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3],
|
||||
s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]);
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 += Matrix4x4;
|
||||
inline_ Matrix4x4& operator+=(const Matrix4x4& mat)
|
||||
{
|
||||
m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3];
|
||||
m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3];
|
||||
m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3];
|
||||
m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3];
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 -= Matrix4x4;
|
||||
inline_ Matrix4x4& operator-=(const Matrix4x4& mat)
|
||||
{
|
||||
m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3];
|
||||
m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3];
|
||||
m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3];
|
||||
m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3];
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 *= Matrix4x4;
|
||||
Matrix4x4& operator*=(const Matrix4x4& mat)
|
||||
{
|
||||
HPoint TempRow;
|
||||
|
||||
GetRow(0, TempRow);
|
||||
m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
|
||||
m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
|
||||
m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
|
||||
m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
|
||||
|
||||
GetRow(1, TempRow);
|
||||
m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
|
||||
m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
|
||||
m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
|
||||
m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
|
||||
|
||||
GetRow(2, TempRow);
|
||||
m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
|
||||
m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
|
||||
m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
|
||||
m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
|
||||
|
||||
GetRow(3, TempRow);
|
||||
m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
|
||||
m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
|
||||
m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
|
||||
m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 *= float;
|
||||
inline_ Matrix4x4& operator*=(float s)
|
||||
{
|
||||
m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
|
||||
m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
|
||||
m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
|
||||
m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Matrix4x4 /= float;
|
||||
inline_ Matrix4x4& operator/=(float s)
|
||||
{
|
||||
if(s) s = 1.0f / s;
|
||||
m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
|
||||
m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
|
||||
m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
|
||||
m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; }
|
||||
inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; }
|
||||
|
||||
public:
|
||||
|
||||
float m[4][4];
|
||||
};
|
||||
|
||||
//! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix
|
||||
inline_ void TransformPoint4x3(Point& dest, const Point& source, const Matrix4x4& rot)
|
||||
{
|
||||
dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
|
||||
dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
|
||||
dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
|
||||
}
|
||||
|
||||
//! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix
|
||||
inline_ void TransformPoint3x3(Point& dest, const Point& source, const Matrix4x4& rot)
|
||||
{
|
||||
dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
|
||||
dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
|
||||
dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
|
||||
}
|
||||
|
||||
ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src);
|
||||
|
||||
#endif // __ICEMATRIX4X4_H__
|
||||
|
|
@ -1,109 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains all memory macros.
|
||||
* \file IceMemoryMacros.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEMEMORYMACROS_H__
|
||||
#define __ICEMEMORYMACROS_H__
|
||||
|
||||
#undef ZeroMemory
|
||||
#undef CopyMemory
|
||||
#undef MoveMemory
|
||||
#undef FillMemory
|
||||
|
||||
//! Clears a buffer.
|
||||
//! \param addr [in] buffer address
|
||||
//! \param size [in] buffer length
|
||||
//! \see FillMemory
|
||||
//! \see StoreDwords
|
||||
//! \see CopyMemory
|
||||
//! \see MoveMemory
|
||||
inline_ void ZeroMemory(void* addr, udword size) { memset(addr, 0, size); }
|
||||
|
||||
//! Fills a buffer with a given byte.
|
||||
//! \param addr [in] buffer address
|
||||
//! \param size [in] buffer length
|
||||
//! \param val [in] the byte value
|
||||
//! \see StoreDwords
|
||||
//! \see ZeroMemory
|
||||
//! \see CopyMemory
|
||||
//! \see MoveMemory
|
||||
inline_ void FillMemory(void* dest, udword size, ubyte val) { memset(dest, val, size); }
|
||||
|
||||
//! Fills a buffer with a given dword.
|
||||
//! \param addr [in] buffer address
|
||||
//! \param nb [in] number of dwords to write
|
||||
//! \param value [in] the dword value
|
||||
//! \see FillMemory
|
||||
//! \see ZeroMemory
|
||||
//! \see CopyMemory
|
||||
//! \see MoveMemory
|
||||
//! \warning writes nb*4 bytes !
|
||||
inline_ void StoreDwords(udword* dest, udword nb, udword value)
|
||||
{
|
||||
// The asm code below **SHOULD** be equivalent to one of those C versions
|
||||
// or the other if your compiled is good: (checked on VC++ 6.0)
|
||||
//
|
||||
// 1) while(nb--) *dest++ = value;
|
||||
//
|
||||
// 2) for(udword i=0;i<nb;i++) dest[i] = value;
|
||||
//
|
||||
#ifdef _MSC_VER
|
||||
_asm push eax
|
||||
_asm push ecx
|
||||
_asm push edi
|
||||
_asm mov edi, dest
|
||||
_asm mov ecx, nb
|
||||
_asm mov eax, value
|
||||
_asm rep stosd
|
||||
_asm pop edi
|
||||
_asm pop ecx
|
||||
_asm pop eax
|
||||
#else
|
||||
while(nb--) *dest++ = value;
|
||||
#endif
|
||||
}
|
||||
|
||||
//! Copies a buffer.
|
||||
//! \param addr [in] destination buffer address
|
||||
//! \param addr [in] source buffer address
|
||||
//! \param size [in] buffer length
|
||||
//! \see ZeroMemory
|
||||
//! \see FillMemory
|
||||
//! \see StoreDwords
|
||||
//! \see MoveMemory
|
||||
inline_ void CopyMemory(void* dest, const void* src, udword size) { memcpy(dest, src, size); }
|
||||
|
||||
//! Moves a buffer.
|
||||
//! \param addr [in] destination buffer address
|
||||
//! \param addr [in] source buffer address
|
||||
//! \param size [in] buffer length
|
||||
//! \see ZeroMemory
|
||||
//! \see FillMemory
|
||||
//! \see StoreDwords
|
||||
//! \see CopyMemory
|
||||
inline_ void MoveMemory(void* dest, const void* src, udword size) { memmove(dest, src, size); }
|
||||
|
||||
#define SIZEOFOBJECT sizeof(*this) //!< Gives the size of current object. Avoid some mistakes (e.g. "sizeof(this)").
|
||||
//#define CLEAROBJECT { memset(this, 0, SIZEOFOBJECT); } //!< Clears current object. Laziness is my business. HANDLE WITH CARE.
|
||||
#define DELETESINGLE(x) if (x) { delete x; x = null; } //!< Deletes an instance of a class.
|
||||
#define DELETEARRAY(x) if (x) { delete []x; x = null; } //!< Deletes an array.
|
||||
#define SAFE_RELEASE(x) if (x) { (x)->Release(); (x) = null; } //!< Safe D3D-style release
|
||||
#define SAFE_DESTRUCT(x) if (x) { (x)->SelfDestruct(); (x) = null; } //!< Safe ICE-style release
|
||||
|
||||
#ifdef __ICEERROR_H__
|
||||
#define CHECKALLOC(x) if(!x) return SetIceError("Out of memory.", EC_OUT_OF_MEMORY); //!< Standard alloc checking. HANDLE WITH CARE.
|
||||
#else
|
||||
#define CHECKALLOC(x) if(!x) return false;
|
||||
#endif
|
||||
|
||||
//! Standard allocation cycle
|
||||
#define SAFE_ALLOC(ptr, type, count) DELETEARRAY(ptr); ptr = new type[count]; CHECKALLOC(ptr);
|
||||
|
||||
#endif // __ICEMEMORYMACROS_H__
|
|
@ -1,323 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains OBB-related code.
|
||||
* \file IceOBB.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* An Oriented Bounding Box (OBB).
|
||||
* \class OBB
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a point is contained within the OBB.
|
||||
* \param p [in] the world point to test
|
||||
* \return true if inside the OBB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool OBB::ContainsPoint(const Point& p) const
|
||||
{
|
||||
// Point in OBB test using lazy evaluation and early exits
|
||||
|
||||
// Translate to box space
|
||||
Point RelPoint = p - mCenter;
|
||||
|
||||
// Point * mRot maps from box space to world space
|
||||
// mRot * Point maps from world space to box space (what we need here)
|
||||
|
||||
float f = mRot.m[0][0] * RelPoint.x + mRot.m[0][1] * RelPoint.y + mRot.m[0][2] * RelPoint.z;
|
||||
if(f >= mExtents.x || f <= -mExtents.x) return false;
|
||||
|
||||
f = mRot.m[1][0] * RelPoint.x + mRot.m[1][1] * RelPoint.y + mRot.m[1][2] * RelPoint.z;
|
||||
if(f >= mExtents.y || f <= -mExtents.y) return false;
|
||||
|
||||
f = mRot.m[2][0] * RelPoint.x + mRot.m[2][1] * RelPoint.y + mRot.m[2][2] * RelPoint.z;
|
||||
if(f >= mExtents.z || f <= -mExtents.z) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds an OBB from an AABB and a world transform.
|
||||
* \param aabb [in] the aabb
|
||||
* \param mat [in] the world transform
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBB::Create(const AABB& aabb, const Matrix4x4& mat)
|
||||
{
|
||||
// Note: must be coherent with Rotate()
|
||||
|
||||
aabb.GetCenter(mCenter);
|
||||
aabb.GetExtents(mExtents);
|
||||
// Here we have the same as OBB::Rotate(mat) where the obb is (mCenter, mExtents, Identity).
|
||||
|
||||
// So following what's done in Rotate:
|
||||
// - x-form the center
|
||||
mCenter *= mat;
|
||||
// - combine rotation with identity, i.e. just use given matrix
|
||||
mRot = mat;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the obb planes.
|
||||
* \param planes [out] 6 box planes
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool OBB::ComputePlanes(Plane* planes) const
|
||||
{
|
||||
// Checkings
|
||||
if(!planes) return false;
|
||||
|
||||
Point Axis0 = mRot[0];
|
||||
Point Axis1 = mRot[1];
|
||||
Point Axis2 = mRot[2];
|
||||
|
||||
// Writes normals
|
||||
planes[0].n = Axis0;
|
||||
planes[1].n = -Axis0;
|
||||
planes[2].n = Axis1;
|
||||
planes[3].n = -Axis1;
|
||||
planes[4].n = Axis2;
|
||||
planes[5].n = -Axis2;
|
||||
|
||||
// Compute a point on each plane
|
||||
Point p0 = mCenter + Axis0 * mExtents.x;
|
||||
Point p1 = mCenter - Axis0 * mExtents.x;
|
||||
Point p2 = mCenter + Axis1 * mExtents.y;
|
||||
Point p3 = mCenter - Axis1 * mExtents.y;
|
||||
Point p4 = mCenter + Axis2 * mExtents.z;
|
||||
Point p5 = mCenter - Axis2 * mExtents.z;
|
||||
|
||||
// Compute d
|
||||
planes[0].d = -(planes[0].n|p0);
|
||||
planes[1].d = -(planes[1].n|p1);
|
||||
planes[2].d = -(planes[2].n|p2);
|
||||
planes[3].d = -(planes[3].n|p3);
|
||||
planes[4].d = -(planes[4].n|p4);
|
||||
planes[5].d = -(planes[5].n|p5);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the obb points.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool OBB::ComputePoints(Point* pts) const
|
||||
{
|
||||
// Checkings
|
||||
if(!pts) return false;
|
||||
|
||||
Point Axis0 = mRot[0];
|
||||
Point Axis1 = mRot[1];
|
||||
Point Axis2 = mRot[2];
|
||||
|
||||
Axis0 *= mExtents.x;
|
||||
Axis1 *= mExtents.y;
|
||||
Axis2 *= mExtents.z;
|
||||
|
||||
// 7+------+6 0 = ---
|
||||
// /| /| 1 = +--
|
||||
// / | / | 2 = ++-
|
||||
// / 4+---/--+5 3 = -+-
|
||||
// 3+------+2 / y z 4 = --+
|
||||
// | / | / | / 5 = +-+
|
||||
// |/ |/ |/ 6 = +++
|
||||
// 0+------+1 *---x 7 = -++
|
||||
|
||||
pts[0] = mCenter - Axis0 - Axis1 - Axis2;
|
||||
pts[1] = mCenter + Axis0 - Axis1 - Axis2;
|
||||
pts[2] = mCenter + Axis0 + Axis1 - Axis2;
|
||||
pts[3] = mCenter - Axis0 + Axis1 - Axis2;
|
||||
pts[4] = mCenter - Axis0 - Axis1 + Axis2;
|
||||
pts[5] = mCenter + Axis0 - Axis1 + Axis2;
|
||||
pts[6] = mCenter + Axis0 + Axis1 + Axis2;
|
||||
pts[7] = mCenter - Axis0 + Axis1 + Axis2;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes vertex normals.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool OBB::ComputeVertexNormals(Point* pts) const
|
||||
{
|
||||
static float VertexNormals[] =
|
||||
{
|
||||
-INVSQRT3, -INVSQRT3, -INVSQRT3,
|
||||
INVSQRT3, -INVSQRT3, -INVSQRT3,
|
||||
INVSQRT3, INVSQRT3, -INVSQRT3,
|
||||
-INVSQRT3, INVSQRT3, -INVSQRT3,
|
||||
-INVSQRT3, -INVSQRT3, INVSQRT3,
|
||||
INVSQRT3, -INVSQRT3, INVSQRT3,
|
||||
INVSQRT3, INVSQRT3, INVSQRT3,
|
||||
-INVSQRT3, INVSQRT3, INVSQRT3
|
||||
};
|
||||
|
||||
if(!pts) return false;
|
||||
|
||||
const Point* VN = (const Point*)VertexNormals;
|
||||
for(udword i=0;i<8;i++)
|
||||
{
|
||||
pts[i] = VN[i] * mRot;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns edges.
|
||||
* \return 24 indices (12 edges) indexing the list returned by ComputePoints()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const udword* OBB::GetEdges() const
|
||||
{
|
||||
static udword Indices[] = {
|
||||
0, 1, 1, 2, 2, 3, 3, 0,
|
||||
7, 6, 6, 5, 5, 4, 4, 7,
|
||||
1, 5, 6, 2,
|
||||
3, 7, 4, 0
|
||||
};
|
||||
return Indices;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns local edge normals.
|
||||
* \return edge normals in local space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const Point* OBB::GetLocalEdgeNormals() const
|
||||
{
|
||||
static float EdgeNormals[] =
|
||||
{
|
||||
0, -INVSQRT2, -INVSQRT2, // 0-1
|
||||
INVSQRT2, 0, -INVSQRT2, // 1-2
|
||||
0, INVSQRT2, -INVSQRT2, // 2-3
|
||||
-INVSQRT2, 0, -INVSQRT2, // 3-0
|
||||
|
||||
0, INVSQRT2, INVSQRT2, // 7-6
|
||||
INVSQRT2, 0, INVSQRT2, // 6-5
|
||||
0, -INVSQRT2, INVSQRT2, // 5-4
|
||||
-INVSQRT2, 0, INVSQRT2, // 4-7
|
||||
|
||||
INVSQRT2, -INVSQRT2, 0, // 1-5
|
||||
INVSQRT2, INVSQRT2, 0, // 6-2
|
||||
-INVSQRT2, INVSQRT2, 0, // 3-7
|
||||
-INVSQRT2, -INVSQRT2, 0 // 4-0
|
||||
};
|
||||
return (const Point*)EdgeNormals;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns world edge normal
|
||||
* \param edge_index [in] 0 <= edge index < 12
|
||||
* \param world_normal [out] edge normal in world space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBB::ComputeWorldEdgeNormal(udword edge_index, Point& world_normal) const
|
||||
{
|
||||
ASSERT(edge_index<12);
|
||||
world_normal = GetLocalEdgeNormals()[edge_index] * mRot;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes an LSS surrounding the OBB.
|
||||
* \param lss [out] the LSS
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBB::ComputeLSS(LSS& lss) const
|
||||
{
|
||||
Point Axis0 = mRot[0];
|
||||
Point Axis1 = mRot[1];
|
||||
Point Axis2 = mRot[2];
|
||||
|
||||
switch(mExtents.LargestAxis())
|
||||
{
|
||||
case 0:
|
||||
lss.mRadius = (mExtents.y + mExtents.z)*0.5f;
|
||||
lss.mP0 = mCenter + Axis0 * (mExtents.x - lss.mRadius);
|
||||
lss.mP1 = mCenter - Axis0 * (mExtents.x - lss.mRadius);
|
||||
break;
|
||||
case 1:
|
||||
lss.mRadius = (mExtents.x + mExtents.z)*0.5f;
|
||||
lss.mP0 = mCenter + Axis1 * (mExtents.y - lss.mRadius);
|
||||
lss.mP1 = mCenter - Axis1 * (mExtents.y - lss.mRadius);
|
||||
break;
|
||||
case 2:
|
||||
lss.mRadius = (mExtents.x + mExtents.y)*0.5f;
|
||||
lss.mP0 = mCenter + Axis2 * (mExtents.z - lss.mRadius);
|
||||
lss.mP1 = mCenter - Axis2 * (mExtents.z - lss.mRadius);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the OBB is inside another OBB.
|
||||
* \param box [in] the other OBB
|
||||
* \return TRUE if we're inside the other box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BOOL OBB::IsInside(const OBB& box) const
|
||||
{
|
||||
// Make a 4x4 from the box & inverse it
|
||||
Matrix4x4 M0Inv;
|
||||
{
|
||||
Matrix4x4 M0 = box.mRot;
|
||||
M0.SetTrans(box.mCenter);
|
||||
InvertPRMatrix(M0Inv, M0);
|
||||
}
|
||||
|
||||
// With our inversed 4x4, create box1 in space of box0
|
||||
OBB _1in0;
|
||||
Rotate(M0Inv, _1in0);
|
||||
|
||||
// This should cancel out box0's rotation, i.e. it's now an AABB.
|
||||
// => Center(0,0,0), Rot(identity)
|
||||
|
||||
// The two boxes are in the same space so now we can compare them.
|
||||
|
||||
// Create the AABB of (box1 in space of box0)
|
||||
const Matrix3x3& mtx = _1in0.mRot;
|
||||
|
||||
float f = fabsf(mtx.m[0][0] * mExtents.x) + fabsf(mtx.m[1][0] * mExtents.y) + fabsf(mtx.m[2][0] * mExtents.z) - box.mExtents.x;
|
||||
if(f > _1in0.mCenter.x) return FALSE;
|
||||
if(-f < _1in0.mCenter.x) return FALSE;
|
||||
|
||||
f = fabsf(mtx.m[0][1] * mExtents.x) + fabsf(mtx.m[1][1] * mExtents.y) + fabsf(mtx.m[2][1] * mExtents.z) - box.mExtents.y;
|
||||
if(f > _1in0.mCenter.y) return FALSE;
|
||||
if(-f < _1in0.mCenter.y) return FALSE;
|
||||
|
||||
f = fabsf(mtx.m[0][2] * mExtents.x) + fabsf(mtx.m[1][2] * mExtents.y) + fabsf(mtx.m[2][2] * mExtents.z) - box.mExtents.z;
|
||||
if(f > _1in0.mCenter.z) return FALSE;
|
||||
if(-f < _1in0.mCenter.z) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
|
@ -1,177 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains OBB-related code. (oriented bounding box)
|
||||
* \file IceOBB.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 13, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEOBB_H__
|
||||
#define __ICEOBB_H__
|
||||
|
||||
// Forward declarations
|
||||
class LSS;
|
||||
|
||||
class ICEMATHS_API OBB
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ OBB() {}
|
||||
//! Constructor
|
||||
inline_ OBB(const Point& center, const Point& extents, const Matrix3x3& rot) : mCenter(center), mExtents(extents), mRot(rot) {}
|
||||
//! Destructor
|
||||
inline_ ~OBB() {}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an empty OBB.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void SetEmpty()
|
||||
{
|
||||
mCenter.Zero();
|
||||
mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
|
||||
mRot.Identity();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Tests if a point is contained within the OBB.
|
||||
* \param p [in] the world point to test
|
||||
* \return true if inside the OBB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool ContainsPoint(const Point& p) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds an OBB from an AABB and a world transform.
|
||||
* \param aabb [in] the aabb
|
||||
* \param mat [in] the world transform
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Create(const AABB& aabb, const Matrix4x4& mat);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recomputes the OBB after an arbitrary transform by a 4x4 matrix.
|
||||
* \param mtx [in] the transform matrix
|
||||
* \param obb [out] the transformed OBB
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void Rotate(const Matrix4x4& mtx, OBB& obb) const
|
||||
{
|
||||
// The extents remain constant
|
||||
obb.mExtents = mExtents;
|
||||
// The center gets x-formed
|
||||
obb.mCenter = mCenter * mtx;
|
||||
// Combine rotations
|
||||
obb.mRot = mRot * Matrix3x3(mtx);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the OBB is valid.
|
||||
* \return true if the box is valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
// Consistency condition for (Center, Extents) boxes: Extents >= 0.0f
|
||||
if(mExtents.x < 0.0f) return FALSE;
|
||||
if(mExtents.y < 0.0f) return FALSE;
|
||||
if(mExtents.z < 0.0f) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the obb planes.
|
||||
* \param planes [out] 6 box planes
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool ComputePlanes(Plane* planes) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the obb points.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool ComputePoints(Point* pts) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes vertex normals.
|
||||
* \param pts [out] 8 box points
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool ComputeVertexNormals(Point* pts) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns edges.
|
||||
* \return 24 indices (12 edges) indexing the list returned by ComputePoints()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const udword* GetEdges() const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns local edge normals.
|
||||
* \return edge normals in local space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const Point* GetLocalEdgeNormals() const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns world edge normal
|
||||
* \param edge_index [in] 0 <= edge index < 12
|
||||
* \param world_normal [out] edge normal in world space
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void ComputeWorldEdgeNormal(udword edge_index, Point& world_normal) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes an LSS surrounding the OBB.
|
||||
* \param lss [out] the LSS
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void ComputeLSS(LSS& lss) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the OBB is inside another OBB.
|
||||
* \param box [in] the other OBB
|
||||
* \return TRUE if we're inside the other box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BOOL IsInside(const OBB& box) const;
|
||||
|
||||
inline_ const Point& GetCenter() const { return mCenter; }
|
||||
inline_ const Point& GetExtents() const { return mExtents; }
|
||||
inline_ const Matrix3x3& GetRot() const { return mRot; }
|
||||
|
||||
inline_ void GetRotatedExtents(Matrix3x3& extents) const
|
||||
{
|
||||
extents = mRot;
|
||||
extents.Scale(mExtents);
|
||||
}
|
||||
|
||||
Point mCenter; //!< B for Box
|
||||
Point mExtents; //!< B for Bounding
|
||||
Matrix3x3 mRot; //!< O for Oriented
|
||||
|
||||
// Orientation is stored in row-major format,
|
||||
// i.e. rows = eigen vectors of the covariance matrix
|
||||
};
|
||||
|
||||
#endif // __ICEOBB_H__
|
|
@ -1,45 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a simple pair class.
|
||||
* \file IcePairs.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 13, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEPAIRS_H__
|
||||
#define __ICEPAIRS_H__
|
||||
|
||||
//! A generic couple structure
|
||||
struct ICECORE_API Pair
|
||||
{
|
||||
inline_ Pair() {}
|
||||
inline_ Pair(udword i0, udword i1) : id0(i0), id1(i1) {}
|
||||
|
||||
udword id0; //!< First index of the pair
|
||||
udword id1; //!< Second index of the pair
|
||||
};
|
||||
|
||||
class ICECORE_API Pairs : private Container
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
Pairs() {}
|
||||
~Pairs() {}
|
||||
|
||||
inline_ udword GetNbPairs() const { return GetNbEntries()>>1; }
|
||||
inline_ const Pair* GetPairs() const { return (const Pair*)GetEntries(); }
|
||||
inline_ const Pair* GetPair(udword i) const { return (const Pair*)&GetEntries()[i+i]; }
|
||||
|
||||
inline_ BOOL HasPairs() const { return IsNotEmpty(); }
|
||||
|
||||
inline_ void ResetPairs() { Reset(); }
|
||||
inline_ void DeleteLastPair() { DeleteLastEntry(); DeleteLastEntry(); }
|
||||
|
||||
inline_ void AddPair(const Pair& p) { Add(p.id0).Add(p.id1); }
|
||||
inline_ void AddPair(udword id0, udword id1) { Add(id0).Add(id1); }
|
||||
};
|
||||
|
||||
#endif // __ICEPAIRS_H__
|
|
@ -1,45 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for planes.
|
||||
* \file IcePlane.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Plane class.
|
||||
* \class Plane
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the plane equation from 3 points.
|
||||
* \param p0 [in] first point
|
||||
* \param p1 [in] second point
|
||||
* \param p2 [in] third point
|
||||
* \return Self-reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Plane& Plane::Set(const Point& p0, const Point& p1, const Point& p2)
|
||||
{
|
||||
Point Edge0 = p1 - p0;
|
||||
Point Edge1 = p2 - p0;
|
||||
|
||||
n = Edge0 ^ Edge1;
|
||||
n.Normalize();
|
||||
|
||||
d = -(p0 | n);
|
||||
|
||||
return *this;
|
||||
}
|
|
@ -1,113 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for planes.
|
||||
* \file IcePlane.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEPLANE_H__
|
||||
#define __ICEPLANE_H__
|
||||
|
||||
#define PLANE_EPSILON (1.0e-7f)
|
||||
|
||||
class ICEMATHS_API Plane
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ Plane() { }
|
||||
//! Constructor from a normal and a distance
|
||||
inline_ Plane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); }
|
||||
//! Constructor from a point on the plane and a normal
|
||||
inline_ Plane(const Point& p, const Point& n) { Set(p, n); }
|
||||
//! Constructor from three points
|
||||
inline_ Plane(const Point& p0, const Point& p1, const Point& p2) { Set(p0, p1, p2); }
|
||||
//! Constructor from a normal and a distance
|
||||
inline_ Plane(const Point& _n, float _d) { n = _n; d = _d; }
|
||||
//! Copy constructor
|
||||
inline_ Plane(const Plane& plane) : n(plane.n), d(plane.d) { }
|
||||
//! Destructor
|
||||
inline_ ~Plane() { }
|
||||
|
||||
inline_ Plane& Zero() { n.Zero(); d = 0.0f; return *this; }
|
||||
inline_ Plane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
|
||||
inline_ Plane& Set(const Point& p, const Point& _n) { n = _n; d = - p | _n; return *this; }
|
||||
Plane& Set(const Point& p0, const Point& p1, const Point& p2);
|
||||
|
||||
inline_ float Distance(const Point& p) const { return (p | n) + d; }
|
||||
inline_ bool Belongs(const Point& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
|
||||
|
||||
inline_ void Normalize()
|
||||
{
|
||||
float Denom = 1.0f / n.Magnitude();
|
||||
n.x *= Denom;
|
||||
n.y *= Denom;
|
||||
n.z *= Denom;
|
||||
d *= Denom;
|
||||
}
|
||||
public:
|
||||
// Members
|
||||
Point n; //!< The normal to the plane
|
||||
float d; //!< The distance from the origin
|
||||
|
||||
// Cast operators
|
||||
inline_ operator Point() const { return n; }
|
||||
inline_ operator HPoint() const { return HPoint(n, d); }
|
||||
|
||||
// Arithmetic operators
|
||||
inline_ Plane operator*(const Matrix4x4& m) const
|
||||
{
|
||||
// Old code from Irion. Kept for reference.
|
||||
Plane Ret(*this);
|
||||
return Ret *= m;
|
||||
}
|
||||
|
||||
inline_ Plane& operator*=(const Matrix4x4& m)
|
||||
{
|
||||
// Old code from Irion. Kept for reference.
|
||||
Point n2 = HPoint(n, 0.0f) * m;
|
||||
d = -((Point) (HPoint( -d*n, 1.0f ) * m) | n2);
|
||||
n = n2;
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
|
||||
* \param transformed [out] transformed plane
|
||||
* \param plane [in] source plane
|
||||
* \param transform [in] transform matrix
|
||||
* \warning the plane normal must be unit-length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void TransformPlane(Plane& transformed, const Plane& plane, const Matrix4x4& transform)
|
||||
{
|
||||
// Rotate the normal using the rotation part of the 4x4 matrix
|
||||
transformed.n = plane.n * Matrix3x3(transform);
|
||||
|
||||
// Compute new d
|
||||
transformed.d = plane.d - (Point(transform.GetTrans())|transformed.n);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
|
||||
* \param plane [in/out] source plane (transformed on return)
|
||||
* \param transform [in] transform matrix
|
||||
* \warning the plane normal must be unit-length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void TransformPlane(Plane& plane, const Matrix4x4& transform)
|
||||
{
|
||||
// Rotate the normal using the rotation part of the 4x4 matrix
|
||||
plane.n *= Matrix3x3(transform);
|
||||
|
||||
// Compute new d
|
||||
plane.d -= Point(transform.GetTrans())|plane.n;
|
||||
}
|
||||
|
||||
#endif // __ICEPLANE_H__
|
|
@ -1,193 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 3D vectors.
|
||||
* \file IcePoint.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* 3D point.
|
||||
*
|
||||
* The name is "Point" instead of "Vector" since a vector is N-dimensional, whereas a point is an implicit "vector of dimension 3".
|
||||
* So the choice was between "Point" and "Vector3", the first one looked better (IMHO).
|
||||
*
|
||||
* Some people, then, use a typedef to handle both points & vectors using the same class: typedef Point Vector3;
|
||||
* This is bad since it opens the door to a lot of confusion while reading the code. I know it may sounds weird but check this out:
|
||||
*
|
||||
* \code
|
||||
* Point P0,P1 = some 3D points;
|
||||
* Point Delta = P1 - P0;
|
||||
* \endcode
|
||||
*
|
||||
* This compiles fine, although you should have written:
|
||||
*
|
||||
* \code
|
||||
* Point P0,P1 = some 3D points;
|
||||
* Vector3 Delta = P1 - P0;
|
||||
* \endcode
|
||||
*
|
||||
* Subtle things like this are not caught at compile-time, and when you find one in the code, you never know whether it's a mistake
|
||||
* from the author or something you don't get.
|
||||
*
|
||||
* One way to handle it at compile-time would be to use different classes for Point & Vector3, only overloading operator "-" for vectors.
|
||||
* But then, you get a lot of redundant code in thoses classes, and basically it's really a lot of useless work.
|
||||
*
|
||||
* Another way would be to use homogeneous points: w=1 for points, w=0 for vectors. That's why the HPoint class exists. Now, to store
|
||||
* your model's vertices and in most cases, you really want to use Points to save ram.
|
||||
*
|
||||
* \class Point
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Creates a positive unit random vector.
|
||||
* \return Self-reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Point& Point::PositiveUnitRandomVector()
|
||||
{
|
||||
x = UnitRandomFloat();
|
||||
y = UnitRandomFloat();
|
||||
z = UnitRandomFloat();
|
||||
Normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Creates a unit random vector.
|
||||
* \return Self-reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Point& Point::UnitRandomVector()
|
||||
{
|
||||
x = UnitRandomFloat() - 0.5f;
|
||||
y = UnitRandomFloat() - 0.5f;
|
||||
z = UnitRandomFloat() - 0.5f;
|
||||
Normalize();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Cast operator
|
||||
// WARNING: not inlined
|
||||
Point::operator HPoint() const { return HPoint(x, y, z, 0.0f); }
|
||||
|
||||
Point& Point::Refract(const Point& eye, const Point& n, float refractindex, Point& refracted)
|
||||
{
|
||||
// Point EyePt = eye position
|
||||
// Point p = current vertex
|
||||
// Point n = vertex normal
|
||||
// Point rv = refracted vector
|
||||
// Eye vector - doesn't need to be normalized
|
||||
Point Env;
|
||||
Env.x = eye.x - x;
|
||||
Env.y = eye.y - y;
|
||||
Env.z = eye.z - z;
|
||||
|
||||
float NDotE = n|Env;
|
||||
float NDotN = n|n;
|
||||
NDotE /= refractindex;
|
||||
|
||||
// Refracted vector
|
||||
refracted = n*NDotE - Env*NDotN;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::ProjectToPlane(const Plane& p)
|
||||
{
|
||||
*this-= (p.d + (*this|p.n))*p.n;
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Point::ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const
|
||||
{
|
||||
projected = HPoint(x, y, z, 1.0f) * mat;
|
||||
projected.w = 1.0f / projected.w;
|
||||
|
||||
projected.x*=projected.w;
|
||||
projected.y*=projected.w;
|
||||
projected.z*=projected.w;
|
||||
|
||||
projected.x *= halfrenderwidth; projected.x += halfrenderwidth;
|
||||
projected.y *= -halfrenderheight; projected.y += halfrenderheight;
|
||||
}
|
||||
|
||||
void Point::SetNotUsed()
|
||||
{
|
||||
// We use a particular integer pattern : 0xffffffff everywhere. This is a NAN.
|
||||
IR(x) = 0xffffffff;
|
||||
IR(y) = 0xffffffff;
|
||||
IR(z) = 0xffffffff;
|
||||
}
|
||||
|
||||
BOOL Point::IsNotUsed() const
|
||||
{
|
||||
if(IR(x)!=0xffffffff) return FALSE;
|
||||
if(IR(y)!=0xffffffff) return FALSE;
|
||||
if(IR(z)!=0xffffffff) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
Point& Point::Mult(const Matrix3x3& mat, const Point& a)
|
||||
{
|
||||
x = a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
|
||||
y = a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
|
||||
z = a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2)
|
||||
{
|
||||
x = a1.x * mat1.m[0][0] + a1.y * mat1.m[0][1] + a1.z * mat1.m[0][2] + a2.x * mat2.m[0][0] + a2.y * mat2.m[0][1] + a2.z * mat2.m[0][2];
|
||||
y = a1.x * mat1.m[1][0] + a1.y * mat1.m[1][1] + a1.z * mat1.m[1][2] + a2.x * mat2.m[1][0] + a2.y * mat2.m[1][1] + a2.z * mat2.m[1][2];
|
||||
z = a1.x * mat1.m[2][0] + a1.y * mat1.m[2][1] + a1.z * mat1.m[2][2] + a2.x * mat2.m[2][0] + a2.y * mat2.m[2][1] + a2.z * mat2.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::Mac(const Matrix3x3& mat, const Point& a)
|
||||
{
|
||||
x += a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
|
||||
y += a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
|
||||
z += a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::TransMult(const Matrix3x3& mat, const Point& a)
|
||||
{
|
||||
x = a.x * mat.m[0][0] + a.y * mat.m[1][0] + a.z * mat.m[2][0];
|
||||
y = a.x * mat.m[0][1] + a.y * mat.m[1][1] + a.z * mat.m[2][1];
|
||||
z = a.x * mat.m[0][2] + a.y * mat.m[1][2] + a.z * mat.m[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos)
|
||||
{
|
||||
x = r.x * rotpos.m[0][0] + r.y * rotpos.m[0][1] + r.z * rotpos.m[0][2] + linpos.x;
|
||||
y = r.x * rotpos.m[1][0] + r.y * rotpos.m[1][1] + r.z * rotpos.m[1][2] + linpos.y;
|
||||
z = r.x * rotpos.m[2][0] + r.y * rotpos.m[2][1] + r.z * rotpos.m[2][2] + linpos.z;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Point& Point::InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos)
|
||||
{
|
||||
float sx = r.x - linpos.x;
|
||||
float sy = r.y - linpos.y;
|
||||
float sz = r.z - linpos.z;
|
||||
x = sx * rotpos.m[0][0] + sy * rotpos.m[1][0] + sz * rotpos.m[2][0];
|
||||
y = sx * rotpos.m[0][1] + sy * rotpos.m[1][1] + sz * rotpos.m[2][1];
|
||||
z = sx * rotpos.m[0][2] + sy * rotpos.m[1][2] + sz * rotpos.m[2][2];
|
||||
return *this;
|
||||
}
|
|
@ -1,528 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for 3D vectors.
|
||||
* \file IcePoint.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEPOINT_H__
|
||||
#define __ICEPOINT_H__
|
||||
|
||||
// Forward declarations
|
||||
class HPoint;
|
||||
class Plane;
|
||||
class Matrix3x3;
|
||||
class Matrix4x4;
|
||||
|
||||
#define CROSS2D(a, b) (a.x*b.y - b.x*a.y)
|
||||
|
||||
const float EPSILON2 = 1.0e-20f;
|
||||
|
||||
class ICEMATHS_API Point
|
||||
{
|
||||
public:
|
||||
|
||||
//! Empty constructor
|
||||
inline_ Point() {}
|
||||
//! Constructor from a single float
|
||||
// inline_ Point(float val) : x(val), y(val), z(val) {}
|
||||
// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
|
||||
//! Constructor from floats
|
||||
inline_ Point(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {}
|
||||
//! Constructor from array
|
||||
inline_ Point(const float f[3]) : x(f[X]), y(f[Y]), z(f[Z]) {}
|
||||
//! Copy constructor
|
||||
inline_ Point(const Point& p) : x(p.x), y(p.y), z(p.z) {}
|
||||
//! Destructor
|
||||
inline_ ~Point() {}
|
||||
|
||||
//! Clears the vector
|
||||
inline_ Point& Zero() { x = y = z = 0.0f; return *this; }
|
||||
|
||||
//! + infinity
|
||||
inline_ Point& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
|
||||
//! - infinity
|
||||
inline_ Point& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
|
||||
|
||||
//! Sets positive unit random vector
|
||||
Point& PositiveUnitRandomVector();
|
||||
//! Sets unit random vector
|
||||
Point& UnitRandomVector();
|
||||
|
||||
//! Assignment from values
|
||||
inline_ Point& Set(float xx, float yy, float zz) { x = xx; y = yy; z = zz; return *this; }
|
||||
//! Assignment from array
|
||||
inline_ Point& Set(const float f[3]) { x = f[X]; y = f[Y]; z = f[Z]; return *this; }
|
||||
//! Assignment from another point
|
||||
inline_ Point& Set(const Point& src) { x = src.x; y = src.y; z = src.z; return *this; }
|
||||
|
||||
//! Adds a vector
|
||||
inline_ Point& Add(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
|
||||
//! Adds a vector
|
||||
inline_ Point& Add(float xx, float yy, float zz) { x += xx; y += yy; z += zz; return *this; }
|
||||
//! Adds a vector
|
||||
inline_ Point& Add(const float f[3]) { x += f[X]; y += f[Y]; z += f[Z]; return *this; }
|
||||
//! Adds vectors
|
||||
inline_ Point& Add(const Point& p, const Point& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; }
|
||||
|
||||
//! Subtracts a vector
|
||||
inline_ Point& Sub(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
|
||||
//! Subtracts a vector
|
||||
inline_ Point& Sub(float xx, float yy, float zz) { x -= xx; y -= yy; z -= zz; return *this; }
|
||||
//! Subtracts a vector
|
||||
inline_ Point& Sub(const float f[3]) { x -= f[X]; y -= f[Y]; z -= f[Z]; return *this; }
|
||||
//! Subtracts vectors
|
||||
inline_ Point& Sub(const Point& p, const Point& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; }
|
||||
|
||||
//! this = -this
|
||||
inline_ Point& Neg() { x = -x; y = -y; z = -z; return *this; }
|
||||
//! this = -a
|
||||
inline_ Point& Neg(const Point& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
|
||||
|
||||
//! Multiplies by a scalar
|
||||
inline_ Point& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
|
||||
|
||||
//! this = a * scalar
|
||||
inline_ Point& Mult(const Point& a, float scalar)
|
||||
{
|
||||
x = a.x * scalar;
|
||||
y = a.y * scalar;
|
||||
z = a.z * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = a + b * scalar
|
||||
inline_ Point& Mac(const Point& a, const Point& b, float scalar)
|
||||
{
|
||||
x = a.x + b.x * scalar;
|
||||
y = a.y + b.y * scalar;
|
||||
z = a.z + b.z * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = this + a * scalar
|
||||
inline_ Point& Mac(const Point& a, float scalar)
|
||||
{
|
||||
x += a.x * scalar;
|
||||
y += a.y * scalar;
|
||||
z += a.z * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = a - b * scalar
|
||||
inline_ Point& Msc(const Point& a, const Point& b, float scalar)
|
||||
{
|
||||
x = a.x - b.x * scalar;
|
||||
y = a.y - b.y * scalar;
|
||||
z = a.z - b.z * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = this - a * scalar
|
||||
inline_ Point& Msc(const Point& a, float scalar)
|
||||
{
|
||||
x -= a.x * scalar;
|
||||
y -= a.y * scalar;
|
||||
z -= a.z * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = a + b * scalarb + c * scalarc
|
||||
inline_ Point& Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
|
||||
{
|
||||
x = a.x + b.x * scalarb + c.x * scalarc;
|
||||
y = a.y + b.y * scalarb + c.y * scalarc;
|
||||
z = a.z + b.z * scalarb + c.z * scalarc;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = a - b * scalarb - c * scalarc
|
||||
inline_ Point& Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
|
||||
{
|
||||
x = a.x - b.x * scalarb - c.x * scalarc;
|
||||
y = a.y - b.y * scalarb - c.y * scalarc;
|
||||
z = a.z - b.z * scalarb - c.z * scalarc;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = mat * a
|
||||
inline_ Point& Mult(const Matrix3x3& mat, const Point& a);
|
||||
|
||||
//! this = mat1 * a1 + mat2 * a2
|
||||
inline_ Point& Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2);
|
||||
|
||||
//! this = this + mat * a
|
||||
inline_ Point& Mac(const Matrix3x3& mat, const Point& a);
|
||||
|
||||
//! this = transpose(mat) * a
|
||||
inline_ Point& TransMult(const Matrix3x3& mat, const Point& a);
|
||||
|
||||
//! Linear interpolate between two vectors: this = a + t * (b - a)
|
||||
inline_ Point& Lerp(const Point& a, const Point& b, float t)
|
||||
{
|
||||
x = a.x + t * (b.x - a.x);
|
||||
y = a.y + t * (b.y - a.y);
|
||||
z = a.z + t * (b.z - a.z);
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
|
||||
//! this = p0 * (2t^2 - t^3 - t)/2
|
||||
//! + p1 * (3t^3 - 5t^2 + 2)/2
|
||||
//! + p2 * (4t^2 - 3t^3 + t)/2
|
||||
//! + p3 * (t^3 - t^2)/2
|
||||
inline_ Point& Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t)
|
||||
{
|
||||
float t2 = t * t;
|
||||
float t3 = t2 * t;
|
||||
float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
|
||||
float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
|
||||
float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
|
||||
float kp3 = (t3 - t2) * 0.5f;
|
||||
x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
|
||||
y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
|
||||
z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! this = rotpos * r + linpos
|
||||
inline_ Point& Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
|
||||
|
||||
//! this = trans(rotpos) * (r - linpos)
|
||||
inline_ Point& InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
|
||||
|
||||
//! Returns MIN(x, y, z);
|
||||
inline_ float Min() const { return MIN(x, MIN(y, z)); }
|
||||
//! Returns MAX(x, y, z);
|
||||
inline_ float Max() const { return MAX(x, MAX(y, z)); }
|
||||
//! Sets each element to be componentwise minimum
|
||||
inline_ Point& Min(const Point& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; }
|
||||
//! Sets each element to be componentwise maximum
|
||||
inline_ Point& Max(const Point& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; }
|
||||
|
||||
//! Clamps each element
|
||||
inline_ Point& Clamp(float min, float max)
|
||||
{
|
||||
if(x<min) x=min; if(x>max) x=max;
|
||||
if(y<min) y=min; if(y>max) y=max;
|
||||
if(z<min) z=min; if(z>max) z=max;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Computes square magnitude
|
||||
inline_ float SquareMagnitude() const { return x*x + y*y + z*z; }
|
||||
//! Computes magnitude
|
||||
inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); }
|
||||
//! Computes volume
|
||||
inline_ float Volume() const { return x * y * z; }
|
||||
|
||||
//! Checks the point is near zero
|
||||
inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; }
|
||||
|
||||
//! Tests for exact zero vector
|
||||
inline_ BOOL IsZero() const
|
||||
{
|
||||
if(IR(x) || IR(y) || IR(z)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Checks point validity
|
||||
inline_ BOOL IsValid() const
|
||||
{
|
||||
if(!IsValidFloat(x)) return FALSE;
|
||||
if(!IsValidFloat(y)) return FALSE;
|
||||
if(!IsValidFloat(z)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! Slighty moves the point
|
||||
void Tweak(udword coord_mask, udword tweak_mask)
|
||||
{
|
||||
if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); }
|
||||
if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); }
|
||||
if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); }
|
||||
}
|
||||
|
||||
#define TWEAKMASK 0x3fffff
|
||||
#define TWEAKNOTMASK ~TWEAKMASK
|
||||
//! Slighty moves the point out
|
||||
inline_ void TweakBigger()
|
||||
{
|
||||
udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
|
||||
Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
|
||||
Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
|
||||
}
|
||||
|
||||
//! Slighty moves the point in
|
||||
inline_ void TweakSmaller()
|
||||
{
|
||||
udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
|
||||
Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
|
||||
Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
|
||||
}
|
||||
|
||||
//! Normalizes the vector
|
||||
inline_ Point& Normalize()
|
||||
{
|
||||
float M = x*x + y*y + z*z;
|
||||
if(M)
|
||||
{
|
||||
M = 1.0f / sqrtf(M);
|
||||
x *= M;
|
||||
y *= M;
|
||||
z *= M;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Sets vector length
|
||||
inline_ Point& SetLength(float length)
|
||||
{
|
||||
float NewLength = length / Magnitude();
|
||||
x *= NewLength;
|
||||
y *= NewLength;
|
||||
z *= NewLength;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Clamps vector length
|
||||
inline_ Point& ClampLength(float limit_length)
|
||||
{
|
||||
if(limit_length>=0.0f) // Magnitude must be positive
|
||||
{
|
||||
float CurrentSquareLength = SquareMagnitude();
|
||||
|
||||
if(CurrentSquareLength > limit_length * limit_length)
|
||||
{
|
||||
float Coeff = limit_length / sqrtf(CurrentSquareLength);
|
||||
x *= Coeff;
|
||||
y *= Coeff;
|
||||
z *= Coeff;
|
||||
}
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Computes distance to another point
|
||||
inline_ float Distance(const Point& b) const
|
||||
{
|
||||
return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
|
||||
}
|
||||
|
||||
//! Computes square distance to another point
|
||||
inline_ float SquareDistance(const Point& b) const
|
||||
{
|
||||
return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
|
||||
}
|
||||
|
||||
//! Dot product dp = this|a
|
||||
inline_ float Dot(const Point& p) const { return p.x * x + p.y * y + p.z * z; }
|
||||
|
||||
//! Cross product this = a x b
|
||||
inline_ Point& Cross(const Point& a, const Point& b)
|
||||
{
|
||||
x = a.y * b.z - a.z * b.y;
|
||||
y = a.z * b.x - a.x * b.z;
|
||||
z = a.x * b.y - a.y * b.x;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
|
||||
inline_ udword VectorCode() const
|
||||
{
|
||||
return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
|
||||
}
|
||||
|
||||
//! Returns largest axis
|
||||
inline_ PointComponent LargestAxis() const
|
||||
{
|
||||
const float* Vals = &x;
|
||||
PointComponent m = X;
|
||||
if(Vals[Y] > Vals[m]) m = Y;
|
||||
if(Vals[Z] > Vals[m]) m = Z;
|
||||
return m;
|
||||
}
|
||||
|
||||
//! Returns closest axis
|
||||
inline_ PointComponent ClosestAxis() const
|
||||
{
|
||||
const float* Vals = &x;
|
||||
PointComponent m = X;
|
||||
if(AIR(Vals[Y]) > AIR(Vals[m])) m = Y;
|
||||
if(AIR(Vals[Z]) > AIR(Vals[m])) m = Z;
|
||||
return m;
|
||||
}
|
||||
|
||||
//! Returns smallest axis
|
||||
inline_ PointComponent SmallestAxis() const
|
||||
{
|
||||
const float* Vals = &x;
|
||||
PointComponent m = X;
|
||||
if(Vals[Y] < Vals[m]) m = Y;
|
||||
if(Vals[Z] < Vals[m]) m = Z;
|
||||
return m;
|
||||
}
|
||||
|
||||
//! Refracts the point
|
||||
Point& Refract(const Point& eye, const Point& n, float refractindex, Point& refracted);
|
||||
|
||||
//! Projects the point onto a plane
|
||||
Point& ProjectToPlane(const Plane& p);
|
||||
|
||||
//! Projects the point onto the screen
|
||||
void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
|
||||
|
||||
//! Unfolds the point onto a plane according to edge(a,b)
|
||||
Point& Unfold(Plane& p, Point& a, Point& b);
|
||||
|
||||
//! Hash function from Ville Miettinen
|
||||
inline_ udword GetHashValue() const
|
||||
{
|
||||
const udword* h = (const udword*)(this);
|
||||
udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
|
||||
return (f>>22)^(f>>12)^(f);
|
||||
}
|
||||
|
||||
//! Stuff magic values in the point, marking it as explicitely not used.
|
||||
void SetNotUsed();
|
||||
//! Checks the point is marked as not used
|
||||
BOOL IsNotUsed() const;
|
||||
|
||||
// Arithmetic operators
|
||||
|
||||
//! Unary operator for Point Negate = - Point
|
||||
inline_ Point operator-() const { return Point(-x, -y, -z); }
|
||||
|
||||
//! Operator for Point Plus = Point + Point.
|
||||
inline_ Point operator+(const Point& p) const { return Point(x + p.x, y + p.y, z + p.z); }
|
||||
//! Operator for Point Minus = Point - Point.
|
||||
inline_ Point operator-(const Point& p) const { return Point(x - p.x, y - p.y, z - p.z); }
|
||||
|
||||
//! Operator for Point Mul = Point * Point.
|
||||
inline_ Point operator*(const Point& p) const { return Point(x * p.x, y * p.y, z * p.z); }
|
||||
//! Operator for Point Scale = Point * float.
|
||||
inline_ Point operator*(float s) const { return Point(x * s, y * s, z * s ); }
|
||||
//! Operator for Point Scale = float * Point.
|
||||
inline_ friend Point operator*(float s, const Point& p) { return Point(s * p.x, s * p.y, s * p.z); }
|
||||
|
||||
//! Operator for Point Div = Point / Point.
|
||||
inline_ Point operator/(const Point& p) const { return Point(x / p.x, y / p.y, z / p.z); }
|
||||
//! Operator for Point Scale = Point / float.
|
||||
inline_ Point operator/(float s) const { s = 1.0f / s; return Point(x * s, y * s, z * s); }
|
||||
//! Operator for Point Scale = float / Point.
|
||||
inline_ friend Point operator/(float s, const Point& p) { return Point(s / p.x, s / p.y, s / p.z); }
|
||||
|
||||
//! Operator for float DotProd = Point | Point.
|
||||
inline_ float operator|(const Point& p) const { return x*p.x + y*p.y + z*p.z; }
|
||||
//! Operator for Point VecProd = Point ^ Point.
|
||||
inline_ Point operator^(const Point& p) const
|
||||
{
|
||||
return Point(
|
||||
y * p.z - z * p.y,
|
||||
z * p.x - x * p.z,
|
||||
x * p.y - y * p.x );
|
||||
}
|
||||
|
||||
//! Operator for Point += Point.
|
||||
inline_ Point& operator+=(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
|
||||
//! Operator for Point += float.
|
||||
inline_ Point& operator+=(float s) { x += s; y += s; z += s; return *this; }
|
||||
|
||||
//! Operator for Point -= Point.
|
||||
inline_ Point& operator-=(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
|
||||
//! Operator for Point -= float.
|
||||
inline_ Point& operator-=(float s) { x -= s; y -= s; z -= s; return *this; }
|
||||
|
||||
//! Operator for Point *= Point.
|
||||
inline_ Point& operator*=(const Point& p) { x *= p.x; y *= p.y; z *= p.z; return *this; }
|
||||
//! Operator for Point *= float.
|
||||
inline_ Point& operator*=(float s) { x *= s; y *= s; z *= s; return *this; }
|
||||
|
||||
//! Operator for Point /= Point.
|
||||
inline_ Point& operator/=(const Point& p) { x /= p.x; y /= p.y; z /= p.z; return *this; }
|
||||
//! Operator for Point /= float.
|
||||
inline_ Point& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }
|
||||
|
||||
// Logical operators
|
||||
|
||||
//! Operator for "if(Point==Point)"
|
||||
inline_ bool operator==(const Point& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); }
|
||||
//! Operator for "if(Point!=Point)"
|
||||
inline_ bool operator!=(const Point& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); }
|
||||
|
||||
// Arithmetic operators
|
||||
|
||||
//! Operator for Point Mul = Point * Matrix3x3.
|
||||
inline_ Point operator*(const Matrix3x3& mat) const
|
||||
{
|
||||
class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
|
||||
const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
|
||||
|
||||
return Point(
|
||||
x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
|
||||
x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
|
||||
x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
|
||||
}
|
||||
|
||||
//! Operator for Point Mul = Point * Matrix4x4.
|
||||
inline_ Point operator*(const Matrix4x4& mat) const
|
||||
{
|
||||
class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
|
||||
const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
|
||||
|
||||
return Point(
|
||||
x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
|
||||
x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
|
||||
x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
|
||||
}
|
||||
|
||||
//! Operator for Point *= Matrix3x3.
|
||||
inline_ Point& operator*=(const Matrix3x3& mat)
|
||||
{
|
||||
class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
|
||||
const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
|
||||
|
||||
float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
|
||||
float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
|
||||
float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];
|
||||
|
||||
x = xp; y = yp; z = zp;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for Point *= Matrix4x4.
|
||||
inline_ Point& operator*=(const Matrix4x4& mat)
|
||||
{
|
||||
class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
|
||||
const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
|
||||
|
||||
float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
|
||||
float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
|
||||
float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];
|
||||
|
||||
x = xp; y = yp; z = zp;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Cast operators
|
||||
|
||||
//! Cast a Point to a HPoint. w is set to zero.
|
||||
operator HPoint() const;
|
||||
|
||||
inline_ operator const float*() const { return &x; }
|
||||
inline_ operator float*() { return &x; }
|
||||
|
||||
public:
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
FUNCTION ICEMATHS_API void Normalize1(Point& a);
|
||||
FUNCTION ICEMATHS_API void Normalize2(Point& a);
|
||||
|
||||
#endif //__ICEPOINT_H__
|
|
@ -1,132 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains preprocessor stuff. This should be the first included header.
|
||||
* \file IcePreprocessor.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEPREPROCESSOR_H__
|
||||
#define __ICEPREPROCESSOR_H__
|
||||
|
||||
// Check platform
|
||||
#if defined( _WIN32 ) || defined( WIN32 )
|
||||
// #pragma message("Compiling on Windows...")
|
||||
#define PLATFORM_WINDOWS
|
||||
#else
|
||||
// don't issue pragmas on unknown platforms
|
||||
// #pragma message("Compiling on unknown platform...")
|
||||
#endif
|
||||
|
||||
// Check compiler
|
||||
#if defined(_MSC_VER)
|
||||
// #pragma message("Compiling with VC++...")
|
||||
#define COMPILER_VISUAL_CPP
|
||||
#else
|
||||
// don't issue pragmas on unknown platforms
|
||||
// #pragma message("Compiling with unknown compiler...")
|
||||
#endif
|
||||
|
||||
// Check compiler options. If this file is included in user-apps, this
|
||||
// shouldn't be needed, so that they can use what they like best.
|
||||
#ifndef ICE_DONT_CHECK_COMPILER_OPTIONS
|
||||
#ifdef COMPILER_VISUAL_CPP
|
||||
#if defined(_CHAR_UNSIGNED)
|
||||
#endif
|
||||
|
||||
#if defined(_CPPRTTI)
|
||||
#error Please disable RTTI...
|
||||
#endif
|
||||
|
||||
#if defined(_CPPUNWIND)
|
||||
#error Please disable exceptions...
|
||||
#endif
|
||||
|
||||
#if defined(_MT)
|
||||
// Multithreading
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Check debug mode
|
||||
#ifdef DEBUG // May be defined instead of _DEBUG. Let's fix it.
|
||||
#ifndef _DEBUG
|
||||
#define _DEBUG
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _DEBUG
|
||||
// Here you may define items for debug builds
|
||||
#endif
|
||||
|
||||
#ifndef THIS_FILE
|
||||
#define THIS_FILE __FILE__
|
||||
#endif
|
||||
|
||||
#ifndef ICE_NO_DLL
|
||||
#ifdef ICECORE_EXPORTS
|
||||
#define ICECORE_API __declspec(dllexport)
|
||||
#else
|
||||
#define ICECORE_API __declspec(dllimport)
|
||||
#endif
|
||||
#else
|
||||
#define ICECORE_API
|
||||
#endif
|
||||
|
||||
// Don't override new/delete
|
||||
// #define DEFAULT_NEWDELETE
|
||||
#define DONT_TRACK_MEMORY_LEAKS
|
||||
|
||||
#define FUNCTION extern "C"
|
||||
|
||||
// Cosmetic stuff [mainly useful with multiple inheritance]
|
||||
#define override(base_class) virtual
|
||||
|
||||
// Our own inline keyword, so that:
|
||||
// - we can switch to __forceinline to check it's really better or not
|
||||
// - we can remove __forceinline if the compiler doesn't support it
|
||||
// #define inline_ __forceinline
|
||||
// #define inline_ inline
|
||||
|
||||
// Contributed by Bruce Mitchener
|
||||
#if defined(COMPILER_VISUAL_CPP)
|
||||
#define inline_ __forceinline
|
||||
// #define inline_ inline
|
||||
#elif defined(__GNUC__) && __GNUC__ < 3
|
||||
#define inline_ inline
|
||||
#elif defined(__GNUC__)
|
||||
#define inline_ inline __attribute__ ((always_inline))
|
||||
#else
|
||||
#define inline_ inline
|
||||
#endif
|
||||
|
||||
// Down the hatch
|
||||
#ifdef _MSC_VER
|
||||
#pragma inline_depth( 255 )
|
||||
#endif
|
||||
|
||||
#ifdef COMPILER_VISUAL_CPP
|
||||
#pragma intrinsic(memcmp)
|
||||
#pragma intrinsic(memcpy)
|
||||
#pragma intrinsic(memset)
|
||||
#pragma intrinsic(strcat)
|
||||
#pragma intrinsic(strcmp)
|
||||
#pragma intrinsic(strcpy)
|
||||
#pragma intrinsic(strlen)
|
||||
#pragma intrinsic(abs)
|
||||
#pragma intrinsic(labs)
|
||||
#endif
|
||||
|
||||
// ANSI compliance
|
||||
#ifdef _DEBUG
|
||||
// Remove painful warning in debug
|
||||
inline_ bool __False__(){ return false; }
|
||||
#define for if(__False__()){} else for
|
||||
#else
|
||||
#define for if(0){} else for
|
||||
#endif
|
||||
|
||||
#endif // __ICEPREPROCESSOR_H__
|
|
@ -1,35 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for random generators.
|
||||
* \file IceRandom.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date August, 9, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceCore;
|
||||
|
||||
void IceCore:: SRand(udword seed)
|
||||
{
|
||||
srand(seed);
|
||||
}
|
||||
|
||||
udword IceCore::Rand()
|
||||
{
|
||||
return rand();
|
||||
}
|
||||
|
||||
|
||||
static BasicRandom gRandomGenerator(42);
|
||||
|
||||
udword IceCore::GetRandomIndex(udword max_index)
|
||||
{
|
||||
// We don't use rand() since it's limited to RAND_MAX
|
||||
udword Index = gRandomGenerator.Randomize();
|
||||
return Index % max_index;
|
||||
}
|
||||
|
|
@ -1,42 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for random generators.
|
||||
* \file IceRandom.h
|
||||
* \author Pierre Terdiman
|
||||
* \date August, 9, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICERANDOM_H__
|
||||
#define __ICERANDOM_H__
|
||||
|
||||
FUNCTION ICECORE_API void SRand(udword seed);
|
||||
FUNCTION ICECORE_API udword Rand();
|
||||
|
||||
//! Returns a unit random floating-point value
|
||||
inline_ float UnitRandomFloat() { return float(Rand()) * ONE_OVER_RAND_MAX; }
|
||||
|
||||
//! Returns a random index so that 0<= index < max_index
|
||||
ICECORE_API udword GetRandomIndex(udword max_index);
|
||||
|
||||
class ICECORE_API BasicRandom
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
inline_ BasicRandom(udword seed=0) : mRnd(seed) {}
|
||||
//! Destructor
|
||||
inline_ ~BasicRandom() {}
|
||||
|
||||
inline_ void SetSeed(udword seed) { mRnd = seed; }
|
||||
inline_ udword GetCurrentValue() const { return mRnd; }
|
||||
inline_ udword Randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
|
||||
|
||||
private:
|
||||
udword mRnd;
|
||||
};
|
||||
|
||||
#endif // __ICERANDOM_H__
|
||||
|
|
@ -1,84 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for rays.
|
||||
* \file IceRay.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Ray class.
|
||||
* A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity
|
||||
* \class Ray
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
O = Origin = impact point
|
||||
i = normalized vector along the x axis
|
||||
j = normalized vector along the y axis = actually the normal vector in O
|
||||
D = Direction vector, norm |D| = 1
|
||||
N = Projection of D on y axis, norm |N| = normal reaction
|
||||
T = Projection of D on x axis, norm |T| = tangential reaction
|
||||
R = Reflexion vector
|
||||
|
||||
^y
|
||||
|
|
||||
|
|
||||
|
|
||||
_ _ _| _ _ _
|
||||
* * *|
|
||||
\ | /
|
||||
\ |N / |
|
||||
R\ | /D
|
||||
\ | / |
|
||||
\ | /
|
||||
_________\|/______*_______>x
|
||||
O T
|
||||
|
||||
Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized.
|
||||
|
||||
j|D = |j|*|D|*cos(theta) => |N| = j|D
|
||||
|
||||
Then we simply have:
|
||||
|
||||
D = N + T
|
||||
|
||||
To compute tangential reaction :
|
||||
|
||||
T = D - N
|
||||
|
||||
To compute reflexion vector :
|
||||
|
||||
R = N - T = N - (D-N) = 2*N - D
|
||||
*/
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
float Ray::SquareDistance(const Point& point, float* t) const
|
||||
{
|
||||
Point Diff = point - mOrig;
|
||||
float fT = Diff | mDir;
|
||||
|
||||
if(fT<=0.0f)
|
||||
{
|
||||
fT = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
fT /= mDir.SquareMagnitude();
|
||||
Diff -= fT*mDir;
|
||||
}
|
||||
|
||||
if(t) *t = fT;
|
||||
|
||||
return Diff.SquareMagnitude();
|
||||
}
|
|
@ -1,98 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for rays.
|
||||
* \file IceRay.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICERAY_H__
|
||||
#define __ICERAY_H__
|
||||
|
||||
class ICEMATHS_API Ray
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ Ray() {}
|
||||
//! Constructor
|
||||
inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {}
|
||||
//! Copy constructor
|
||||
inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
|
||||
//! Destructor
|
||||
inline_ ~Ray() {}
|
||||
|
||||
float SquareDistance(const Point& point, float* t=null) const;
|
||||
inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
|
||||
|
||||
Point mOrig; //!< Ray origin
|
||||
Point mDir; //!< Normalized direction
|
||||
};
|
||||
|
||||
inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal)
|
||||
{
|
||||
reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
|
||||
}
|
||||
|
||||
inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal)
|
||||
{
|
||||
Point V = impact - source;
|
||||
reflected = V - normal * 2.0f * (V|normal);
|
||||
}
|
||||
|
||||
inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal)
|
||||
{
|
||||
normal_compo = outward_normal * (outward_dir|outward_normal);
|
||||
tangent_compo = outward_dir - normal_compo;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Transforms a direction vector from world space to local space
|
||||
* \param local_dir [out] direction vector in local space
|
||||
* \param world_dir [in] direction vector in world space
|
||||
* \param world [in] world transform
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world)
|
||||
{
|
||||
// Get world direction back in local space
|
||||
// Matrix3x3 InvWorld = world;
|
||||
// local_dir = InvWorld * world_dir;
|
||||
local_dir = Matrix3x3(world) * world_dir;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Transforms a position vector from world space to local space
|
||||
* \param local_pt [out] position vector in local space
|
||||
* \param world_pt [in] position vector in world space
|
||||
* \param world [in] world transform
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world)
|
||||
{
|
||||
// Get world vertex back in local space
|
||||
Matrix4x4 InvWorld = world;
|
||||
InvWorld.Invert();
|
||||
local_pt = world_pt * InvWorld;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Transforms a ray from world space to local space
|
||||
* \param local_ray [out] ray in local space
|
||||
* \param world_ray [in] ray in world space
|
||||
* \param world [in] world transform
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
|
||||
{
|
||||
// Get world ray back in local space
|
||||
ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
|
||||
ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
|
||||
}
|
||||
|
||||
#endif // __ICERAY_H__
|
|
@ -1,520 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains source code from the article "Radix Sort Revisited".
|
||||
* \file IceRevisitedRadix.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Revisited Radix Sort.
|
||||
* This is my new radix routine:
|
||||
* - it uses indices and doesn't recopy the values anymore, hence wasting less ram
|
||||
* - it creates all the histograms in one run instead of four
|
||||
* - it sorts words faster than dwords and bytes faster than words
|
||||
* - it correctly sorts negative floating-point values by patching the offsets
|
||||
* - it automatically takes advantage of temporal coherence
|
||||
* - multiple keys support is a side effect of temporal coherence
|
||||
* - it may be worth recoding in asm... (mainly to use FCOMI, FCMOV, etc) [it's probably memory-bound anyway]
|
||||
*
|
||||
* History:
|
||||
* - 08.15.98: very first version
|
||||
* - 04.04.00: recoded for the radix article
|
||||
* - 12.xx.00: code lifting
|
||||
* - 09.18.01: faster CHECK_PASS_VALIDITY thanks to Mark D. Shattuck (who provided other tips, not included here)
|
||||
* - 10.11.01: added local ram support
|
||||
* - 01.20.02: bugfix! In very particular cases the last pass was skipped in the float code-path, leading to incorrect sorting......
|
||||
* - 01.02.02: - "mIndices" renamed => "mRanks". That's a rank sorter after all.
|
||||
* - ranks are not "reset" anymore, but implicit on first calls
|
||||
* - 07.05.02: - offsets rewritten with one less indirection.
|
||||
* - 11.03.02: - "bool" replaced with RadixHint enum
|
||||
*
|
||||
* \class RadixSort
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.4
|
||||
* \date August, 15, 1998
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
To do:
|
||||
- add an offset parameter between two input values (avoid some data recopy sometimes)
|
||||
- unroll ? asm ?
|
||||
- 11 bits trick & 3 passes as Michael did
|
||||
- prefetch stuff the day I have a P3
|
||||
- make a version with 16-bits indices ?
|
||||
*/
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceCore;
|
||||
|
||||
#define INVALIDATE_RANKS mCurrentSize|=0x80000000
|
||||
#define VALIDATE_RANKS mCurrentSize&=0x7fffffff
|
||||
#define CURRENT_SIZE (mCurrentSize&0x7fffffff)
|
||||
#define INVALID_RANKS (mCurrentSize&0x80000000)
|
||||
|
||||
#define CHECK_RESIZE(n) \
|
||||
if(n!=mPreviousSize) \
|
||||
{ \
|
||||
if(n>mCurrentSize) Resize(n); \
|
||||
else ResetRanks(); \
|
||||
mPreviousSize = n; \
|
||||
}
|
||||
|
||||
#define CREATE_HISTOGRAMS(type, buffer) \
|
||||
/* Clear counters/histograms */ \
|
||||
ZeroMemory(mHistogram, 256*4*sizeof(udword)); \
|
||||
\
|
||||
/* Prepare to count */ \
|
||||
ubyte* p = (ubyte*)input; \
|
||||
ubyte* pe = &p[nb*4]; \
|
||||
udword* h0= &mHistogram[0]; /* Histogram for first pass (LSB) */ \
|
||||
udword* h1= &mHistogram[256]; /* Histogram for second pass */ \
|
||||
udword* h2= &mHistogram[512]; /* Histogram for third pass */ \
|
||||
udword* h3= &mHistogram[768]; /* Histogram for last pass (MSB) */ \
|
||||
\
|
||||
bool AlreadySorted = true; /* Optimism... */ \
|
||||
\
|
||||
if(INVALID_RANKS) \
|
||||
{ \
|
||||
/* Prepare for temporal coherence */ \
|
||||
type* Running = (type*)buffer; \
|
||||
type PrevVal = *Running; \
|
||||
\
|
||||
while(p!=pe) \
|
||||
{ \
|
||||
/* Read input buffer in previous sorted order */ \
|
||||
type Val = *Running++; \
|
||||
/* Check whether already sorted or not */ \
|
||||
if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
|
||||
/* Update for next iteration */ \
|
||||
PrevVal = Val; \
|
||||
\
|
||||
/* Create histograms */ \
|
||||
h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
|
||||
} \
|
||||
\
|
||||
/* If all input values are already sorted, we just have to return and leave the */ \
|
||||
/* previous list unchanged. That way the routine may take advantage of temporal */ \
|
||||
/* coherence, for example when used to sort transparent faces. */ \
|
||||
if(AlreadySorted) \
|
||||
{ \
|
||||
mNbHits++; \
|
||||
for(udword i=0;i<nb;i++) mRanks[i] = i; \
|
||||
return *this; \
|
||||
} \
|
||||
} \
|
||||
else \
|
||||
{ \
|
||||
/* Prepare for temporal coherence */ \
|
||||
udword* Indices = mRanks; \
|
||||
type PrevVal = (type)buffer[*Indices]; \
|
||||
\
|
||||
while(p!=pe) \
|
||||
{ \
|
||||
/* Read input buffer in previous sorted order */ \
|
||||
type Val = (type)buffer[*Indices++]; \
|
||||
/* Check whether already sorted or not */ \
|
||||
if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
|
||||
/* Update for next iteration */ \
|
||||
PrevVal = Val; \
|
||||
\
|
||||
/* Create histograms */ \
|
||||
h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
|
||||
} \
|
||||
\
|
||||
/* If all input values are already sorted, we just have to return and leave the */ \
|
||||
/* previous list unchanged. That way the routine may take advantage of temporal */ \
|
||||
/* coherence, for example when used to sort transparent faces. */ \
|
||||
if(AlreadySorted) { mNbHits++; return *this; } \
|
||||
} \
|
||||
\
|
||||
/* Else there has been an early out and we must finish computing the histograms */ \
|
||||
while(p!=pe) \
|
||||
{ \
|
||||
/* Create histograms without the previous overhead */ \
|
||||
h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
|
||||
}
|
||||
|
||||
#define CHECK_PASS_VALIDITY(pass) \
|
||||
/* Shortcut to current counters */ \
|
||||
udword* CurCount = &mHistogram[pass<<8]; \
|
||||
\
|
||||
/* Reset flag. The sorting pass is supposed to be performed. (default) */ \
|
||||
bool PerformPass = true; \
|
||||
\
|
||||
/* Check pass validity */ \
|
||||
\
|
||||
/* If all values have the same byte, sorting is useless. */ \
|
||||
/* It may happen when sorting bytes or words instead of dwords. */ \
|
||||
/* This routine actually sorts words faster than dwords, and bytes */ \
|
||||
/* faster than words. Standard running time (O(4*n))is reduced to O(2*n) */ \
|
||||
/* for words and O(n) for bytes. Running time for floats depends on actual values... */ \
|
||||
\
|
||||
/* Get first byte */ \
|
||||
ubyte UniqueVal = *(((ubyte*)input)+pass); \
|
||||
\
|
||||
/* Check that byte's counter */ \
|
||||
if(CurCount[UniqueVal]==nb) PerformPass=false;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
RadixSort::RadixSort() : mRanks(null), mRanks2(null), mCurrentSize(0), mTotalCalls(0), mNbHits(0)
|
||||
{
|
||||
#ifndef RADIX_LOCAL_RAM
|
||||
// Allocate input-independent ram
|
||||
mHistogram = new udword[256*4];
|
||||
mOffset = new udword[256];
|
||||
#endif
|
||||
// Initialize indices
|
||||
INVALIDATE_RANKS;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
RadixSort::~RadixSort()
|
||||
{
|
||||
// Release everything
|
||||
#ifndef RADIX_LOCAL_RAM
|
||||
DELETEARRAY(mOffset);
|
||||
DELETEARRAY(mHistogram);
|
||||
#endif
|
||||
DELETEARRAY(mRanks2);
|
||||
DELETEARRAY(mRanks);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Resizes the inner lists.
|
||||
* \param nb [in] new size (number of dwords)
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool RadixSort::Resize(udword nb)
|
||||
{
|
||||
// Free previously used ram
|
||||
DELETEARRAY(mRanks2);
|
||||
DELETEARRAY(mRanks);
|
||||
|
||||
// Get some fresh one
|
||||
mRanks = new udword[nb]; CHECKALLOC(mRanks);
|
||||
mRanks2 = new udword[nb]; CHECKALLOC(mRanks2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline_ void RadixSort::CheckResize(udword nb)
|
||||
{
|
||||
udword CurSize = CURRENT_SIZE;
|
||||
if(nb!=CurSize)
|
||||
{
|
||||
if(nb>CurSize) Resize(nb);
|
||||
mCurrentSize = nb;
|
||||
INVALIDATE_RANKS;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Main sort routine.
|
||||
* This one is for integer values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
|
||||
* \param input [in] a list of integer values to sort
|
||||
* \param nb [in] number of values to sort, must be < 2^31
|
||||
* \param hint [in] RADIX_SIGNED to handle negative values, RADIX_UNSIGNED if you know your input buffer only contains positive values
|
||||
* \return Self-Reference
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
RadixSort& RadixSort::Sort(const udword* input, udword nb, RadixHint hint)
|
||||
{
|
||||
// Checkings
|
||||
if(!input || !nb || nb&0x80000000) return *this;
|
||||
|
||||
// Stats
|
||||
mTotalCalls++;
|
||||
|
||||
// Resize lists if needed
|
||||
CheckResize(nb);
|
||||
|
||||
#ifdef RADIX_LOCAL_RAM
|
||||
// Allocate histograms & offsets on the stack
|
||||
udword mHistogram[256*4];
|
||||
// udword mOffset[256];
|
||||
udword* mLink[256];
|
||||
#endif
|
||||
|
||||
// Create histograms (counters). Counters for all passes are created in one run.
|
||||
// Pros: read input buffer once instead of four times
|
||||
// Cons: mHistogram is 4Kb instead of 1Kb
|
||||
// We must take care of signed/unsigned values for temporal coherence.... I just
|
||||
// have 2 code paths even if just a single opcode changes. Self-modifying code, someone?
|
||||
if(hint==RADIX_UNSIGNED) { CREATE_HISTOGRAMS(udword, input); }
|
||||
else { CREATE_HISTOGRAMS(sdword, input); }
|
||||
|
||||
// Compute #negative values involved if needed
|
||||
udword NbNegativeValues = 0;
|
||||
if(hint==RADIX_SIGNED)
|
||||
{
|
||||
// An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
|
||||
// last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
|
||||
// responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
|
||||
udword* h3= &mHistogram[768];
|
||||
for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
|
||||
}
|
||||
|
||||
// Radix sort, j is the pass number (0=LSB, 3=MSB)
|
||||
for(udword j=0;j<4;j++)
|
||||
{
|
||||
CHECK_PASS_VALIDITY(j);
|
||||
|
||||
// Sometimes the fourth (negative) pass is skipped because all numbers are negative and the MSB is 0xFF (for example). This is
|
||||
// not a problem, numbers are correctly sorted anyway.
|
||||
if(PerformPass)
|
||||
{
|
||||
// Should we care about negative values?
|
||||
if(j!=3 || hint==RADIX_UNSIGNED)
|
||||
{
|
||||
// Here we deal with positive values only
|
||||
|
||||
// Create offsets
|
||||
// mOffset[0] = 0;
|
||||
// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
|
||||
mLink[0] = mRanks2;
|
||||
for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a special case to correctly handle negative integers. They're sorted in the right order but at the wrong place.
|
||||
|
||||
// Create biased offsets, in order for negative numbers to be sorted as well
|
||||
// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
|
||||
mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
|
||||
// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
|
||||
for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
|
||||
|
||||
// Fixing the wrong place for negative values
|
||||
// mOffset[128] = 0;
|
||||
mLink[128] = mRanks2;
|
||||
// for(i=129;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
|
||||
for(udword i=129;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
|
||||
}
|
||||
|
||||
// Perform Radix Sort
|
||||
ubyte* InputBytes = (ubyte*)input;
|
||||
InputBytes += j;
|
||||
if(INVALID_RANKS)
|
||||
{
|
||||
// for(udword i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
|
||||
for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
|
||||
VALIDATE_RANKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
udword* Indices = mRanks;
|
||||
udword* IndicesEnd = &mRanks[nb];
|
||||
while(Indices!=IndicesEnd)
|
||||
{
|
||||
udword id = *Indices++;
|
||||
// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
|
||||
*mLink[InputBytes[id<<2]]++ = id;
|
||||
}
|
||||
}
|
||||
|
||||
// Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
|
||||
udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
|
||||
}
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Main sort routine.
|
||||
* This one is for floating-point values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
|
||||
* \param input [in] a list of floating-point values to sort
|
||||
* \param nb [in] number of values to sort, must be < 2^31
|
||||
* \return Self-Reference
|
||||
* \warning only sorts IEEE floating-point values
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
RadixSort& RadixSort::Sort(const float* input2, udword nb)
|
||||
{
|
||||
// Checkings
|
||||
if(!input2 || !nb || nb&0x80000000) return *this;
|
||||
|
||||
// Stats
|
||||
mTotalCalls++;
|
||||
|
||||
udword* input = (udword*)input2;
|
||||
|
||||
// Resize lists if needed
|
||||
CheckResize(nb);
|
||||
|
||||
#ifdef RADIX_LOCAL_RAM
|
||||
// Allocate histograms & offsets on the stack
|
||||
udword mHistogram[256*4];
|
||||
// udword mOffset[256];
|
||||
udword* mLink[256];
|
||||
#endif
|
||||
|
||||
// Create histograms (counters). Counters for all passes are created in one run.
|
||||
// Pros: read input buffer once instead of four times
|
||||
// Cons: mHistogram is 4Kb instead of 1Kb
|
||||
// Floating-point values are always supposed to be signed values, so there's only one code path there.
|
||||
// Please note the floating point comparison needed for temporal coherence! Although the resulting asm code
|
||||
// is dreadful, this is surprisingly not such a performance hit - well, I suppose that's a big one on first
|
||||
// generation Pentiums....We can't make comparison on integer representations because, as Chris said, it just
|
||||
// wouldn't work with mixed positive/negative values....
|
||||
{ CREATE_HISTOGRAMS(float, input2); }
|
||||
|
||||
// Compute #negative values involved if needed
|
||||
udword NbNegativeValues = 0;
|
||||
// An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
|
||||
// last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
|
||||
// responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
|
||||
udword* h3= &mHistogram[768];
|
||||
for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
|
||||
|
||||
// Radix sort, j is the pass number (0=LSB, 3=MSB)
|
||||
for(udword j=0;j<4;j++)
|
||||
{
|
||||
// Should we care about negative values?
|
||||
if(j!=3)
|
||||
{
|
||||
// Here we deal with positive values only
|
||||
CHECK_PASS_VALIDITY(j);
|
||||
|
||||
if(PerformPass)
|
||||
{
|
||||
// Create offsets
|
||||
// mOffset[0] = 0;
|
||||
mLink[0] = mRanks2;
|
||||
// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
|
||||
for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
|
||||
|
||||
// Perform Radix Sort
|
||||
ubyte* InputBytes = (ubyte*)input;
|
||||
InputBytes += j;
|
||||
if(INVALID_RANKS)
|
||||
{
|
||||
// for(i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
|
||||
for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
|
||||
VALIDATE_RANKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
udword* Indices = mRanks;
|
||||
udword* IndicesEnd = &mRanks[nb];
|
||||
while(Indices!=IndicesEnd)
|
||||
{
|
||||
udword id = *Indices++;
|
||||
// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
|
||||
*mLink[InputBytes[id<<2]]++ = id;
|
||||
}
|
||||
}
|
||||
|
||||
// Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
|
||||
udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a special case to correctly handle negative values
|
||||
CHECK_PASS_VALIDITY(j);
|
||||
|
||||
if(PerformPass)
|
||||
{
|
||||
// Create biased offsets, in order for negative numbers to be sorted as well
|
||||
// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
|
||||
mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
|
||||
// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
|
||||
for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
|
||||
|
||||
// We must reverse the sorting order for negative numbers!
|
||||
// mOffset[255] = 0;
|
||||
mLink[255] = mRanks2;
|
||||
// for(i=0;i<127;i++) mOffset[254-i] = mOffset[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
|
||||
for(udword i=0;i<127;i++) mLink[254-i] = mLink[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
|
||||
// for(i=128;i<256;i++) mOffset[i] += CurCount[i]; // Fixing the wrong place for negative values
|
||||
for(udword i=128;i<256;i++) mLink[i] += CurCount[i]; // Fixing the wrong place for negative values
|
||||
|
||||
// Perform Radix Sort
|
||||
if(INVALID_RANKS)
|
||||
{
|
||||
for(udword i=0;i<nb;i++)
|
||||
{
|
||||
udword Radix = input[i]>>24; // Radix byte, same as above. AND is useless here (udword).
|
||||
// ### cmp to be killed. Not good. Later.
|
||||
// if(Radix<128) mRanks2[mOffset[Radix]++] = i; // Number is positive, same as above
|
||||
// else mRanks2[--mOffset[Radix]] = i; // Number is negative, flip the sorting order
|
||||
if(Radix<128) *mLink[Radix]++ = i; // Number is positive, same as above
|
||||
else *(--mLink[Radix]) = i; // Number is negative, flip the sorting order
|
||||
}
|
||||
VALIDATE_RANKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(udword i=0;i<nb;i++)
|
||||
{
|
||||
udword Radix = input[mRanks[i]]>>24; // Radix byte, same as above. AND is useless here (udword).
|
||||
// ### cmp to be killed. Not good. Later.
|
||||
// if(Radix<128) mRanks2[mOffset[Radix]++] = mRanks[i]; // Number is positive, same as above
|
||||
// else mRanks2[--mOffset[Radix]] = mRanks[i]; // Number is negative, flip the sorting order
|
||||
if(Radix<128) *mLink[Radix]++ = mRanks[i]; // Number is positive, same as above
|
||||
else *(--mLink[Radix]) = mRanks[i]; // Number is negative, flip the sorting order
|
||||
}
|
||||
}
|
||||
// Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
|
||||
udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The pass is useless, yet we still have to reverse the order of current list if all values are negative.
|
||||
if(UniqueVal>=128)
|
||||
{
|
||||
if(INVALID_RANKS)
|
||||
{
|
||||
// ###Possible?
|
||||
for(udword i=0;i<nb;i++) mRanks2[i] = nb-i-1;
|
||||
VALIDATE_RANKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(udword i=0;i<nb;i++) mRanks2[i] = mRanks[nb-i-1];
|
||||
}
|
||||
|
||||
// Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
|
||||
udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the ram used.
|
||||
* \return memory used in bytes
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword RadixSort::GetUsedRam() const
|
||||
{
|
||||
udword UsedRam = sizeof(RadixSort);
|
||||
#ifndef RADIX_LOCAL_RAM
|
||||
UsedRam += 256*4*sizeof(udword); // Histograms
|
||||
UsedRam += 256*sizeof(udword); // Offsets
|
||||
#endif
|
||||
UsedRam += 2*CURRENT_SIZE*sizeof(udword); // 2 lists of indices
|
||||
return UsedRam;
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains source code from the article "Radix Sort Revisited".
|
||||
* \file IceRevisitedRadix.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICERADIXSORT_H__
|
||||
#define __ICERADIXSORT_H__
|
||||
|
||||
//! Allocate histograms & offsets locally
|
||||
#define RADIX_LOCAL_RAM
|
||||
|
||||
enum RadixHint
|
||||
{
|
||||
RADIX_SIGNED, //!< Input values are signed
|
||||
RADIX_UNSIGNED, //!< Input values are unsigned
|
||||
|
||||
RADIX_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
class ICECORE_API RadixSort
|
||||
{
|
||||
public:
|
||||
// Constructor/Destructor
|
||||
RadixSort();
|
||||
~RadixSort();
|
||||
// Sorting methods
|
||||
RadixSort& Sort(const udword* input, udword nb, RadixHint hint=RADIX_SIGNED);
|
||||
RadixSort& Sort(const float* input, udword nb);
|
||||
|
||||
//! Access to results. mRanks is a list of indices in sorted order, i.e. in the order you may further process your data
|
||||
inline_ const udword* GetRanks() const { return mRanks; }
|
||||
|
||||
//! mIndices2 gets trashed on calling the sort routine, but otherwise you can recycle it the way you want.
|
||||
inline_ udword* GetRecyclable() const { return mRanks2; }
|
||||
|
||||
// Stats
|
||||
udword GetUsedRam() const;
|
||||
//! Returns the total number of calls to the radix sorter.
|
||||
inline_ udword GetNbTotalCalls() const { return mTotalCalls; }
|
||||
//! Returns the number of eraly exits due to temporal coherence.
|
||||
inline_ udword GetNbHits() const { return mNbHits; }
|
||||
|
||||
private:
|
||||
#ifndef RADIX_LOCAL_RAM
|
||||
udword* mHistogram; //!< Counters for each byte
|
||||
udword* mOffset; //!< Offsets (nearly a cumulative distribution function)
|
||||
#endif
|
||||
udword mCurrentSize; //!< Current size of the indices list
|
||||
udword* mRanks; //!< Two lists, swapped each pass
|
||||
udword* mRanks2;
|
||||
// Stats
|
||||
udword mTotalCalls; //!< Total number of calls to the sort routine
|
||||
udword mNbHits; //!< Number of early exits due to coherence
|
||||
// Internal methods
|
||||
void CheckResize(udword nb);
|
||||
bool Resize(udword nb);
|
||||
};
|
||||
|
||||
#endif // __ICERADIXSORT_H__
|
|
@ -1,57 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for segments.
|
||||
* \file IceSegment.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Segment class.
|
||||
* A segment is defined by S(t) = mP0 * (1 - t) + mP1 * t, with 0 <= t <= 1
|
||||
* Alternatively, a segment is S(t) = Origin + t * Direction for 0 <= t <= 1.
|
||||
* Direction is not necessarily unit length. The end points are Origin = mP0 and Origin + Direction = mP1.
|
||||
*
|
||||
* \class Segment
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
float Segment::SquareDistance(const Point& point, float* t) const
|
||||
{
|
||||
Point Diff = point - mP0;
|
||||
Point Dir = mP1 - mP0;
|
||||
float fT = Diff | Dir;
|
||||
|
||||
if(fT<=0.0f)
|
||||
{
|
||||
fT = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float SqrLen= Dir.SquareMagnitude();
|
||||
if(fT>=SqrLen)
|
||||
{
|
||||
fT = 1.0f;
|
||||
Diff -= Dir;
|
||||
}
|
||||
else
|
||||
{
|
||||
fT /= SqrLen;
|
||||
Diff -= fT*Dir;
|
||||
}
|
||||
}
|
||||
|
||||
if(t) *t = fT;
|
||||
|
||||
return Diff.SquareMagnitude();
|
||||
}
|
|
@ -1,55 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for segments.
|
||||
* \file IceSegment.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICESEGMENT_H__
|
||||
#define __ICESEGMENT_H__
|
||||
|
||||
class ICEMATHS_API Segment
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ Segment() {}
|
||||
//! Constructor
|
||||
inline_ Segment(const Point& p0, const Point& p1) : mP0(p0), mP1(p1) {}
|
||||
//! Copy constructor
|
||||
inline_ Segment(const Segment& seg) : mP0(seg.mP0), mP1(seg.mP1) {}
|
||||
//! Destructor
|
||||
inline_ ~Segment() {}
|
||||
|
||||
inline_ const Point& GetOrigin() const { return mP0; }
|
||||
inline_ Point ComputeDirection() const { return mP1 - mP0; }
|
||||
inline_ void ComputeDirection(Point& dir) const { dir = mP1 - mP0; }
|
||||
inline_ float ComputeLength() const { return mP1.Distance(mP0); }
|
||||
inline_ float ComputeSquareLength() const { return mP1.SquareDistance(mP0); }
|
||||
|
||||
inline_ void SetOriginDirection(const Point& origin, const Point& direction)
|
||||
{
|
||||
mP0 = mP1 = origin;
|
||||
mP1 += direction;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes a point on the segment
|
||||
* \param pt [out] point on segment
|
||||
* \param t [in] point's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void ComputePoint(Point& pt, float t) const { pt = mP0 + t * (mP1 - mP0); }
|
||||
|
||||
float SquareDistance(const Point& point, float* t=null) const;
|
||||
inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
|
||||
|
||||
Point mP0; //!< Start of segment
|
||||
Point mP1; //!< End of segment
|
||||
};
|
||||
|
||||
#endif // __ICESEGMENT_H__
|
|
@ -1,61 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for a triangle container.
|
||||
* \file IceTrilist.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICETRILIST_H__
|
||||
#define __ICETRILIST_H__
|
||||
|
||||
class ICEMATHS_API TriList : public Container
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
TriList() {}
|
||||
~TriList() {}
|
||||
|
||||
inline_ udword GetNbTriangles() const { return GetNbEntries()/9; }
|
||||
inline_ Triangle* GetTriangles() const { return (Triangle*)GetEntries(); }
|
||||
|
||||
void AddTri(const Triangle& tri)
|
||||
{
|
||||
Add(tri.mVerts[0].x).Add(tri.mVerts[0].y).Add(tri.mVerts[0].z);
|
||||
Add(tri.mVerts[1].x).Add(tri.mVerts[1].y).Add(tri.mVerts[1].z);
|
||||
Add(tri.mVerts[2].x).Add(tri.mVerts[2].y).Add(tri.mVerts[2].z);
|
||||
}
|
||||
|
||||
void AddTri(const Point& p0, const Point& p1, const Point& p2)
|
||||
{
|
||||
Add(p0.x).Add(p0.y).Add(p0.z);
|
||||
Add(p1.x).Add(p1.y).Add(p1.z);
|
||||
Add(p2.x).Add(p2.y).Add(p2.z);
|
||||
}
|
||||
};
|
||||
|
||||
class ICEMATHS_API TriangleList : public Container
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
TriangleList() {}
|
||||
~TriangleList() {}
|
||||
|
||||
inline_ udword GetNbTriangles() const { return GetNbEntries()/3; }
|
||||
inline_ IndexedTriangle* GetTriangles() const { return (IndexedTriangle*)GetEntries();}
|
||||
|
||||
void AddTriangle(const IndexedTriangle& tri)
|
||||
{
|
||||
Add(tri.mVRef[0]).Add(tri.mVRef[1]).Add(tri.mVRef[2]);
|
||||
}
|
||||
|
||||
void AddTriangle(udword vref0, udword vref1, udword vref2)
|
||||
{
|
||||
Add(vref0).Add(vref1).Add(vref2);
|
||||
}
|
||||
};
|
||||
|
||||
#endif //__ICETRILIST_H__
|
|
@ -1,286 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a handy triangle class.
|
||||
* \file IceTriangle.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 17, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceMaths;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a triangle class.
|
||||
*
|
||||
* \class Tri
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.0
|
||||
* \date 08.15.98
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
static sdword VPlaneSideEps(const Point& v, const Plane& plane, float epsilon)
|
||||
{
|
||||
// Compute distance from current vertex to the plane
|
||||
float Dist = plane.Distance(v);
|
||||
// Compute side:
|
||||
// 1 = the vertex is on the positive side of the plane
|
||||
// -1 = the vertex is on the negative side of the plane
|
||||
// 0 = the vertex is on the plane (within epsilon)
|
||||
return Dist > epsilon ? 1 : Dist < -epsilon ? -1 : 0;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Flips the winding order.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Triangle::Flip()
|
||||
{
|
||||
Point Tmp = mVerts[1];
|
||||
mVerts[1] = mVerts[2];
|
||||
mVerts[2] = Tmp;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle area.
|
||||
* \return the area
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Triangle::Area() const
|
||||
{
|
||||
const Point& p0 = mVerts[0];
|
||||
const Point& p1 = mVerts[1];
|
||||
const Point& p2 = mVerts[2];
|
||||
return ((p0 - p1)^(p0 - p2)).Magnitude() * 0.5f;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle perimeter.
|
||||
* \return the perimeter
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Triangle::Perimeter() const
|
||||
{
|
||||
const Point& p0 = mVerts[0];
|
||||
const Point& p1 = mVerts[1];
|
||||
const Point& p2 = mVerts[2];
|
||||
return p0.Distance(p1)
|
||||
+ p0.Distance(p2)
|
||||
+ p1.Distance(p2);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle compacity.
|
||||
* \return the compacity
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Triangle::Compacity() const
|
||||
{
|
||||
float P = Perimeter();
|
||||
if(P==0.0f) return 0.0f;
|
||||
return (4.0f*PI*Area()/(P*P));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle normal.
|
||||
* \param normal [out] the computed normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Triangle::Normal(Point& normal) const
|
||||
{
|
||||
const Point& p0 = mVerts[0];
|
||||
const Point& p1 = mVerts[1];
|
||||
const Point& p2 = mVerts[2];
|
||||
normal = ((p0 - p1)^(p0 - p2)).Normalize();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle denormalized normal.
|
||||
* \param normal [out] the computed normal
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Triangle::DenormalizedNormal(Point& normal) const
|
||||
{
|
||||
const Point& p0 = mVerts[0];
|
||||
const Point& p1 = mVerts[1];
|
||||
const Point& p2 = mVerts[2];
|
||||
normal = ((p0 - p1)^(p0 - p2));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle center.
|
||||
* \param center [out] the computed center
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Triangle::Center(Point& center) const
|
||||
{
|
||||
const Point& p0 = mVerts[0];
|
||||
const Point& p1 = mVerts[1];
|
||||
const Point& p2 = mVerts[2];
|
||||
center = (p0 + p1 + p2)*INV3;
|
||||
}
|
||||
|
||||
PartVal Triangle::TestAgainstPlane(const Plane& plane, float epsilon) const
|
||||
{
|
||||
bool Pos = false, Neg = false;
|
||||
|
||||
// Loop through all vertices
|
||||
for(udword i=0;i<3;i++)
|
||||
{
|
||||
// Compute side:
|
||||
sdword Side = VPlaneSideEps(mVerts[i], plane, epsilon);
|
||||
|
||||
if (Side < 0) Neg = true;
|
||||
else if (Side > 0) Pos = true;
|
||||
}
|
||||
|
||||
if (!Pos && !Neg) return TRI_ON_PLANE;
|
||||
else if (Pos && Neg) return TRI_INTERSECT;
|
||||
else if (Pos && !Neg) return TRI_PLUS_SPACE;
|
||||
else if (!Pos && Neg) return TRI_MINUS_SPACE;
|
||||
|
||||
// What?!
|
||||
return TRI_FORCEDWORD;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle moment.
|
||||
* \param m [out] the moment
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
void Triangle::ComputeMoment(Moment& m)
|
||||
{
|
||||
// Compute the area of the triangle
|
||||
m.mArea = Area();
|
||||
|
||||
// Compute the centroid
|
||||
Center(m.mCentroid);
|
||||
|
||||
// Second-order components. Handle zero-area faces.
|
||||
Point& p = mVerts[0];
|
||||
Point& q = mVerts[1];
|
||||
Point& r = mVerts[2];
|
||||
if(m.mArea==0.0f)
|
||||
{
|
||||
// This triangle has zero area. The second order components would be eliminated with the usual formula, so, for the
|
||||
// sake of robustness we use an alternative form. These are the centroid and second-order components of the triangle's vertices.
|
||||
m.mCovariance.m[0][0] = (p.x*p.x + q.x*q.x + r.x*r.x);
|
||||
m.mCovariance.m[0][1] = (p.x*p.y + q.x*q.y + r.x*r.y);
|
||||
m.mCovariance.m[0][2] = (p.x*p.z + q.x*q.z + r.x*r.z);
|
||||
m.mCovariance.m[1][1] = (p.y*p.y + q.y*q.y + r.y*r.y);
|
||||
m.mCovariance.m[1][2] = (p.y*p.z + q.y*q.z + r.y*r.z);
|
||||
m.mCovariance.m[2][2] = (p.z*p.z + q.z*q.z + r.z*r.z);
|
||||
m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
|
||||
m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
|
||||
m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
|
||||
}
|
||||
else
|
||||
{
|
||||
const float OneOverTwelve = 1.0f / 12.0f;
|
||||
m.mCovariance.m[0][0] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.x + p.x*p.x + q.x*q.x + r.x*r.x) * OneOverTwelve;
|
||||
m.mCovariance.m[0][1] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.y + p.x*p.y + q.x*q.y + r.x*r.y) * OneOverTwelve;
|
||||
m.mCovariance.m[1][1] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.y + p.y*p.y + q.y*q.y + r.y*r.y) * OneOverTwelve;
|
||||
m.mCovariance.m[0][2] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.z + p.x*p.z + q.x*q.z + r.x*r.z) * OneOverTwelve;
|
||||
m.mCovariance.m[1][2] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.z + p.y*p.z + q.y*q.z + r.y*r.z) * OneOverTwelve;
|
||||
m.mCovariance.m[2][2] = m.mArea * (9.0f * m.mCentroid.z*m.mCentroid.z + p.z*p.z + q.z*q.z + r.z*r.z) * OneOverTwelve;
|
||||
m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
|
||||
m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
|
||||
m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle's smallest edge length.
|
||||
* \return the smallest edge length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Triangle::MinEdgeLength() const
|
||||
{
|
||||
float Min = MAX_FLOAT;
|
||||
float Length01 = mVerts[0].Distance(mVerts[1]);
|
||||
float Length02 = mVerts[0].Distance(mVerts[2]);
|
||||
float Length12 = mVerts[1].Distance(mVerts[2]);
|
||||
if(Length01 < Min) Min = Length01;
|
||||
if(Length02 < Min) Min = Length02;
|
||||
if(Length12 < Min) Min = Length12;
|
||||
return Min;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the triangle's largest edge length.
|
||||
* \return the largest edge length
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
float Triangle::MaxEdgeLength() const
|
||||
{
|
||||
float Max = MIN_FLOAT;
|
||||
float Length01 = mVerts[0].Distance(mVerts[1]);
|
||||
float Length02 = mVerts[0].Distance(mVerts[2]);
|
||||
float Length12 = mVerts[1].Distance(mVerts[2]);
|
||||
if(Length01 > Max) Max = Length01;
|
||||
if(Length02 > Max) Max = Length02;
|
||||
if(Length12 > Max) Max = Length12;
|
||||
return Max;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes a point on the triangle according to the stabbing information.
|
||||
* \param u,v [in] point's barycentric coordinates
|
||||
* \param pt [out] point on triangle
|
||||
* \param nearvtx [out] index of nearest vertex
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Triangle::ComputePoint(float u, float v, Point& pt, udword* nearvtx) const
|
||||
{
|
||||
// Compute point coordinates
|
||||
pt = (1.0f - u - v)*mVerts[0] + u*mVerts[1] + v*mVerts[2];
|
||||
|
||||
// Compute nearest vertex if needed
|
||||
if(nearvtx)
|
||||
{
|
||||
// Compute distance vector
|
||||
Point d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
|
||||
mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
|
||||
mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
|
||||
|
||||
// Get smallest distance
|
||||
*nearvtx = d.SmallestAxis();
|
||||
}
|
||||
}
|
||||
|
||||
void Triangle::Inflate(float fat_coeff, bool constant_border)
|
||||
{
|
||||
// Compute triangle center
|
||||
Point TriangleCenter;
|
||||
Center(TriangleCenter);
|
||||
|
||||
// Don't normalize?
|
||||
// Normalize => add a constant border, regardless of triangle size
|
||||
// Don't => add more to big triangles
|
||||
for(udword i=0;i<3;i++)
|
||||
{
|
||||
Point v = mVerts[i] - TriangleCenter;
|
||||
|
||||
if(constant_border) v.Normalize();
|
||||
|
||||
mVerts[i] += v * fat_coeff;
|
||||
}
|
||||
}
|
|
@ -1,68 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a handy triangle class.
|
||||
* \file IceTriangle.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 17, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICETRIANGLE_H__
|
||||
#define __ICETRIANGLE_H__
|
||||
|
||||
// Forward declarations
|
||||
class Moment;
|
||||
|
||||
// Partitioning values
|
||||
enum PartVal
|
||||
{
|
||||
TRI_MINUS_SPACE = 0, //!< Triangle is in the negative space
|
||||
TRI_PLUS_SPACE = 1, //!< Triangle is in the positive space
|
||||
TRI_INTERSECT = 2, //!< Triangle intersects plane
|
||||
TRI_ON_PLANE = 3, //!< Triangle and plane are coplanar
|
||||
|
||||
TRI_FORCEDWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
// A triangle class.
|
||||
class ICEMATHS_API Triangle
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ Triangle() {}
|
||||
//! Constructor
|
||||
inline_ Triangle(const Point& p0, const Point& p1, const Point& p2) { mVerts[0]=p0; mVerts[1]=p1; mVerts[2]=p2; }
|
||||
//! Copy constructor
|
||||
inline_ Triangle(const Triangle& triangle)
|
||||
{
|
||||
mVerts[0] = triangle.mVerts[0];
|
||||
mVerts[1] = triangle.mVerts[1];
|
||||
mVerts[2] = triangle.mVerts[2];
|
||||
}
|
||||
//! Destructor
|
||||
inline_ ~Triangle() {}
|
||||
//! Vertices
|
||||
Point mVerts[3];
|
||||
|
||||
// Methods
|
||||
void Flip();
|
||||
float Area() const;
|
||||
float Perimeter() const;
|
||||
float Compacity() const;
|
||||
void Normal(Point& normal) const;
|
||||
void DenormalizedNormal(Point& normal) const;
|
||||
void Center(Point& center) const;
|
||||
inline_ Plane PlaneEquation() const { return Plane(mVerts[0], mVerts[1], mVerts[2]); }
|
||||
|
||||
PartVal TestAgainstPlane(const Plane& plane, float epsilon) const;
|
||||
// float Distance(Point& cp, Point& cq, Tri& tri);
|
||||
void ComputeMoment(Moment& m);
|
||||
float MinEdgeLength() const;
|
||||
float MaxEdgeLength() const;
|
||||
void ComputePoint(float u, float v, Point& pt, udword* nearvtx=null) const;
|
||||
void Inflate(float fat_coeff, bool constant_border);
|
||||
};
|
||||
|
||||
#endif // __ICETRIANGLE_H__
|
|
@ -1,171 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains custom types.
|
||||
* \file IceTypes.h
|
||||
* \author Pierre Terdiman
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICETYPES_H__
|
||||
#define __ICETYPES_H__
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Things to help us compile on non-windows platforms
|
||||
|
||||
#if defined(__MACOSX__) || defined(__APPLE__)
|
||||
#undef bool
|
||||
#define bool char
|
||||
#undef true
|
||||
#define true ((bool)-1)
|
||||
#undef false
|
||||
#define false ((bool)0)
|
||||
#endif // mac stuff
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define USE_HANDLE_MANAGER
|
||||
|
||||
// Constants
|
||||
#define PI 3.1415926535897932384626433832795028841971693993751f //!< PI
|
||||
#define HALFPI 1.57079632679489661923f //!< 0.5 * PI
|
||||
#define TWOPI 6.28318530717958647692f //!< 2.0 * PI
|
||||
#define INVPI 0.31830988618379067154f //!< 1.0 / PI
|
||||
|
||||
#define RADTODEG 57.2957795130823208768f //!< 180.0 / PI, convert radians to degrees
|
||||
#define DEGTORAD 0.01745329251994329577f //!< PI / 180.0, convert degrees to radians
|
||||
|
||||
#define EXP 2.71828182845904523536f //!< e
|
||||
#define INVLOG2 3.32192809488736234787f //!< 1.0 / log10(2)
|
||||
#define LN2 0.693147180559945f //!< ln(2)
|
||||
#define INVLN2 1.44269504089f //!< 1.0f / ln(2)
|
||||
|
||||
#define INV3 0.33333333333333333333f //!< 1/3
|
||||
#define INV6 0.16666666666666666666f //!< 1/6
|
||||
#define INV7 0.14285714285714285714f //!< 1/7
|
||||
#define INV9 0.11111111111111111111f //!< 1/9
|
||||
#define INV255 0.00392156862745098039f //!< 1/255
|
||||
|
||||
#define SQRT2 1.41421356237f //!< sqrt(2)
|
||||
#define INVSQRT2 0.707106781188f //!< 1 / sqrt(2)
|
||||
|
||||
#define SQRT3 1.73205080757f //!< sqrt(3)
|
||||
#define INVSQRT3 0.577350269189f //!< 1 / sqrt(3)
|
||||
|
||||
#define null 0 //!< our own NULL pointer
|
||||
|
||||
// Custom types used in ICE
|
||||
typedef signed char sbyte; //!< sizeof(sbyte) must be 1
|
||||
typedef unsigned char ubyte; //!< sizeof(ubyte) must be 1
|
||||
typedef signed short sword; //!< sizeof(sword) must be 2
|
||||
typedef unsigned short uword; //!< sizeof(uword) must be 2
|
||||
typedef signed int sdword; //!< sizeof(sdword) must be 4
|
||||
typedef unsigned int udword; //!< sizeof(udword) must be 4
|
||||
typedef signed __int64 sqword; //!< sizeof(sqword) must be 8
|
||||
typedef unsigned __int64 uqword; //!< sizeof(uqword) must be 8
|
||||
typedef float float32; //!< sizeof(float32) must be 4
|
||||
typedef double float64; //!< sizeof(float64) must be 4
|
||||
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(bool)==1); // ...otherwise things might fail with VC++ 4.2 !
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(ubyte)==1);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(sbyte)==1);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(sword)==2);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(uword)==2);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(udword)==4);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(sdword)==4);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(uqword)==8);
|
||||
ICE_COMPILE_TIME_ASSERT(sizeof(sqword)==8);
|
||||
|
||||
//! TO BE DOCUMENTED
|
||||
#define DECLARE_ICE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
|
||||
|
||||
typedef udword DynID; //!< Dynamic identifier
|
||||
#ifdef USE_HANDLE_MANAGER
|
||||
typedef udword KID; //!< Kernel ID
|
||||
// DECLARE_ICE_HANDLE(KID);
|
||||
#else
|
||||
typedef uword KID; //!< Kernel ID
|
||||
#endif
|
||||
typedef udword RTYPE; //!< Relationship-type (!) between owners and references
|
||||
#define INVALID_ID 0xffffffff //!< Invalid dword ID (counterpart of null pointers)
|
||||
#ifdef USE_HANDLE_MANAGER
|
||||
#define INVALID_KID 0xffffffff //!< Invalid Kernel ID
|
||||
#else
|
||||
#define INVALID_KID 0xffff //!< Invalid Kernel ID
|
||||
#endif
|
||||
#define INVALID_NUMBER 0xDEADBEEF //!< Standard junk value
|
||||
|
||||
// Define BOOL if needed
|
||||
#ifndef BOOL
|
||||
typedef int BOOL; //!< Another boolean type.
|
||||
#endif
|
||||
|
||||
//! Union of a float and a sdword
|
||||
typedef union {
|
||||
float f; //!< The float
|
||||
sdword d; //!< The integer
|
||||
}scell;
|
||||
|
||||
//! Union of a float and a udword
|
||||
typedef union {
|
||||
float f; //!< The float
|
||||
udword d; //!< The integer
|
||||
}ucell;
|
||||
|
||||
// Type ranges
|
||||
#define MAX_SBYTE 0x7f //!< max possible sbyte value
|
||||
#define MIN_SBYTE 0x80 //!< min possible sbyte value
|
||||
#define MAX_UBYTE 0xff //!< max possible ubyte value
|
||||
#define MIN_UBYTE 0x00 //!< min possible ubyte value
|
||||
#define MAX_SWORD 0x7fff //!< max possible sword value
|
||||
#define MIN_SWORD 0x8000 //!< min possible sword value
|
||||
#define MAX_UWORD 0xffff //!< max possible uword value
|
||||
#define MIN_UWORD 0x0000 //!< min possible uword value
|
||||
#define MAX_SDWORD 0x7fffffff //!< max possible sdword value
|
||||
#define MIN_SDWORD 0x80000000 //!< min possible sdword value
|
||||
#define MAX_UDWORD 0xffffffff //!< max possible udword value
|
||||
#define MIN_UDWORD 0x00000000 //!< min possible udword value
|
||||
#define MAX_FLOAT FLT_MAX //!< max possible float value
|
||||
#define MIN_FLOAT (-FLT_MAX) //!< min possible loat value
|
||||
#define IEEE_1_0 0x3f800000 //!< integer representation of 1.0
|
||||
#define IEEE_255_0 0x437f0000 //!< integer representation of 255.0
|
||||
#define IEEE_MAX_FLOAT 0x7f7fffff //!< integer representation of MAX_FLOAT
|
||||
#define IEEE_MIN_FLOAT 0xff7fffff //!< integer representation of MIN_FLOAT
|
||||
#define IEEE_UNDERFLOW_LIMIT 0x1a000000
|
||||
|
||||
#define ONE_OVER_RAND_MAX (1.0f / float(RAND_MAX)) //!< Inverse of the max possible value returned by rand()
|
||||
|
||||
typedef int (__stdcall* PROC)(); //!< A standard procedure call.
|
||||
typedef bool (*ENUMERATION)(udword value, udword param, udword context); //!< ICE standard enumeration call
|
||||
typedef void** VTABLE; //!< A V-Table.
|
||||
|
||||
#undef MIN
|
||||
#undef MAX
|
||||
#define MIN(a, b) ((a) < (b) ? (a) : (b)) //!< Returns the min value between a and b
|
||||
#define MAX(a, b) ((a) > (b) ? (a) : (b)) //!< Returns the max value between a and b
|
||||
#define MAXMAX(a,b,c) ((a) > (b) ? MAX (a,c) : MAX (b,c)) //!< Returns the max value between a, b and c
|
||||
|
||||
template<class T> inline_ const T& TMin (const T& a, const T& b) { return b < a ? b : a; }
|
||||
template<class T> inline_ const T& TMax (const T& a, const T& b) { return a < b ? b : a; }
|
||||
template<class T> inline_ void TSetMin (T& a, const T& b) { if(a>b) a = b; }
|
||||
template<class T> inline_ void TSetMax (T& a, const T& b) { if(a<b) a = b; }
|
||||
|
||||
#define SQR(x) ((x)*(x)) //!< Returns x square
|
||||
#define CUBE(x) ((x)*(x)*(x)) //!< Returns x cube
|
||||
|
||||
#define AND & //!< ...
|
||||
#define OR | //!< ...
|
||||
#define XOR ^ //!< ...
|
||||
|
||||
#define QUADRAT(x) ((x)*(x)) //!< Returns x square
|
||||
|
||||
#ifdef _WIN32
|
||||
# define srand48(x) srand((unsigned int) (x))
|
||||
# define srandom(x) srand((unsigned int) (x))
|
||||
# define random() ((double) rand())
|
||||
# define drand48() ((double) (((double) rand()) / ((double) RAND_MAX)))
|
||||
#endif
|
||||
|
||||
#endif // __ICETYPES_H__
|
|
@ -1,39 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains misc. useful macros & defines.
|
||||
* \file IceUtils.cpp
|
||||
* \author Pierre Terdiman (collected from various sources)
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace IceCore;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns the alignment of the input address.
|
||||
* \fn Alignment()
|
||||
* \param address [in] address to check
|
||||
* \return the best alignment (e.g. 1 for odd addresses, etc)
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword IceCore::Alignment(udword address)
|
||||
{
|
||||
// Returns 0 for null addresses
|
||||
if(!address) return 0;
|
||||
|
||||
// Test all bits
|
||||
udword Align = 1;
|
||||
for(udword i=1;i<32;i++)
|
||||
{
|
||||
// Returns as soon as the alignment is broken
|
||||
if(address&Align) return Align;
|
||||
Align<<=1;
|
||||
}
|
||||
// Here all bits are null, except the highest one (else the address would be null)
|
||||
return Align;
|
||||
}
|
|
@ -1,256 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains misc. useful macros & defines.
|
||||
* \file IceUtils.h
|
||||
* \author Pierre Terdiman (collected from various sources)
|
||||
* \date April, 4, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __ICEUTILS_H__
|
||||
#define __ICEUTILS_H__
|
||||
|
||||
#define START_RUNONCE { static bool __RunOnce__ = false; if(!__RunOnce__){
|
||||
#define END_RUNONCE __RunOnce__ = true;}}
|
||||
|
||||
//! Reverse all the bits in a 32 bit word (from Steve Baker's Cute Code Collection)
|
||||
//! (each line can be done in any order.
|
||||
inline_ void ReverseBits(udword& n)
|
||||
{
|
||||
n = ((n >> 1) & 0x55555555) | ((n << 1) & 0xaaaaaaaa);
|
||||
n = ((n >> 2) & 0x33333333) | ((n << 2) & 0xcccccccc);
|
||||
n = ((n >> 4) & 0x0f0f0f0f) | ((n << 4) & 0xf0f0f0f0);
|
||||
n = ((n >> 8) & 0x00ff00ff) | ((n << 8) & 0xff00ff00);
|
||||
n = ((n >> 16) & 0x0000ffff) | ((n << 16) & 0xffff0000);
|
||||
// Etc for larger intergers (64 bits in Java)
|
||||
// NOTE: the >> operation must be unsigned! (>>> in java)
|
||||
}
|
||||
|
||||
//! Count the number of '1' bits in a 32 bit word (from Steve Baker's Cute Code Collection)
|
||||
inline_ udword CountBits(udword n)
|
||||
{
|
||||
// This relies of the fact that the count of n bits can NOT overflow
|
||||
// an n bit interger. EG: 1 bit count takes a 1 bit interger, 2 bit counts
|
||||
// 2 bit interger, 3 bit count requires only a 2 bit interger.
|
||||
// So we add all bit pairs, then each nible, then each byte etc...
|
||||
n = (n & 0x55555555) + ((n & 0xaaaaaaaa) >> 1);
|
||||
n = (n & 0x33333333) + ((n & 0xcccccccc) >> 2);
|
||||
n = (n & 0x0f0f0f0f) + ((n & 0xf0f0f0f0) >> 4);
|
||||
n = (n & 0x00ff00ff) + ((n & 0xff00ff00) >> 8);
|
||||
n = (n & 0x0000ffff) + ((n & 0xffff0000) >> 16);
|
||||
// Etc for larger intergers (64 bits in Java)
|
||||
// NOTE: the >> operation must be unsigned! (>>> in java)
|
||||
return n;
|
||||
}
|
||||
|
||||
//! Even faster?
|
||||
inline_ udword CountBits2(udword bits)
|
||||
{
|
||||
bits = bits - ((bits >> 1) & 0x55555555);
|
||||
bits = ((bits >> 2) & 0x33333333) + (bits & 0x33333333);
|
||||
bits = ((bits >> 4) + bits) & 0x0F0F0F0F;
|
||||
return (bits * 0x01010101) >> 24;
|
||||
}
|
||||
|
||||
//! Spread out bits. EG 00001111 -> 0101010101
|
||||
//! 00001010 -> 0100010000
|
||||
//! This is used to interleve to intergers to produce a `Morten Key'
|
||||
//! used in Space Filling Curves (See DrDobbs Journal, July 1999)
|
||||
//! Order is important.
|
||||
inline_ void SpreadBits(udword& n)
|
||||
{
|
||||
n = ( n & 0x0000ffff) | (( n & 0xffff0000) << 16);
|
||||
n = ( n & 0x000000ff) | (( n & 0x0000ff00) << 8);
|
||||
n = ( n & 0x000f000f) | (( n & 0x00f000f0) << 4);
|
||||
n = ( n & 0x03030303) | (( n & 0x0c0c0c0c) << 2);
|
||||
n = ( n & 0x11111111) | (( n & 0x22222222) << 1);
|
||||
}
|
||||
|
||||
// Next Largest Power of 2
|
||||
// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
|
||||
// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
|
||||
// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
|
||||
// largest power of 2. For a 32-bit value:
|
||||
inline_ udword nlpo2(udword x)
|
||||
{
|
||||
x |= (x >> 1);
|
||||
x |= (x >> 2);
|
||||
x |= (x >> 4);
|
||||
x |= (x >> 8);
|
||||
x |= (x >> 16);
|
||||
return x+1;
|
||||
}
|
||||
|
||||
//! Test to see if a number is an exact power of two (from Steve Baker's Cute Code Collection)
|
||||
inline_ bool IsPowerOfTwo(udword n) { return ((n&(n-1))==0); }
|
||||
|
||||
//! Zero the least significant '1' bit in a word. (from Steve Baker's Cute Code Collection)
|
||||
inline_ void ZeroLeastSetBit(udword& n) { n&=(n-1); }
|
||||
|
||||
//! Set the least significant N bits in a word. (from Steve Baker's Cute Code Collection)
|
||||
inline_ void SetLeastNBits(udword& x, udword n) { x|=~(~0<<n); }
|
||||
|
||||
//! Classic XOR swap (from Steve Baker's Cute Code Collection)
|
||||
//! x ^= y; /* x' = (x^y) */
|
||||
//! y ^= x; /* y' = (y^(x^y)) = x */
|
||||
//! x ^= y; /* x' = (x^y)^x = y */
|
||||
inline_ void Swap(udword& x, udword& y) { x ^= y; y ^= x; x ^= y; }
|
||||
|
||||
//! Little/Big endian (from Steve Baker's Cute Code Collection)
|
||||
//!
|
||||
//! Extra comments by Kenny Hoff:
|
||||
//! Determines the byte-ordering of the current machine (little or big endian)
|
||||
//! by setting an integer value to 1 (so least significant bit is now 1); take
|
||||
//! the address of the int and cast to a byte pointer (treat integer as an
|
||||
//! array of four bytes); check the value of the first byte (must be 0 or 1).
|
||||
//! If the value is 1, then the first byte least significant byte and this
|
||||
//! implies LITTLE endian. If the value is 0, the first byte is the most
|
||||
//! significant byte, BIG endian. Examples:
|
||||
//! integer 1 on BIG endian: 00000000 00000000 00000000 00000001
|
||||
//! integer 1 on LITTLE endian: 00000001 00000000 00000000 00000000
|
||||
//!---------------------------------------------------------------------------
|
||||
//! int IsLittleEndian() { int x=1; return ( ((char*)(&x))[0] ); }
|
||||
inline_ char LittleEndian() { int i = 1; return *((char*)&i); }
|
||||
|
||||
//!< Alternative abs function
|
||||
inline_ udword abs_(sdword x) { sdword y= x >> 31; return (x^y)-y; }
|
||||
|
||||
//!< Alternative min function
|
||||
inline_ sdword min_(sdword a, sdword b) { sdword delta = b-a; return a + (delta&(delta>>31)); }
|
||||
|
||||
// Determine if one of the bytes in a 4 byte word is zero
|
||||
inline_ BOOL HasNullByte(udword x) { return ((x + 0xfefefeff) & (~x) & 0x80808080); }
|
||||
|
||||
// To find the smallest 1 bit in a word EG: ~~~~~~10---0 => 0----010---0
|
||||
inline_ udword LowestOneBit(udword w) { return ((w) & (~(w)+1)); }
|
||||
// inline_ udword LowestOneBit_(udword w) { return ((w) & (-(w))); }
|
||||
|
||||
// Most Significant 1 Bit
|
||||
// Given a binary integer value x, the most significant 1 bit (highest numbered element of a bit set)
|
||||
// can be computed using a SWAR algorithm that recursively "folds" the upper bits into the lower bits.
|
||||
// This process yields a bit vector with the same most significant 1 as x, but all 1's below it.
|
||||
// Bitwise AND of the original value with the complement of the "folded" value shifted down by one
|
||||
// yields the most significant bit. For a 32-bit value:
|
||||
inline_ udword msb32(udword x)
|
||||
{
|
||||
x |= (x >> 1);
|
||||
x |= (x >> 2);
|
||||
x |= (x >> 4);
|
||||
x |= (x >> 8);
|
||||
x |= (x >> 16);
|
||||
return (x & ~(x >> 1));
|
||||
}
|
||||
|
||||
/*
|
||||
"Just call it repeatedly with various input values and always with the same variable as "memory".
|
||||
The sharpness determines the degree of filtering, where 0 completely filters out the input, and 1
|
||||
does no filtering at all.
|
||||
|
||||
I seem to recall from college that this is called an IIR (Infinite Impulse Response) filter. As opposed
|
||||
to the more typical FIR (Finite Impulse Response).
|
||||
|
||||
Also, I'd say that you can make more intelligent and interesting filters than this, for example filters
|
||||
that remove wrong responses from the mouse because it's being moved too fast. You'd want such a filter
|
||||
to be applied before this one, of course."
|
||||
|
||||
(JCAB on Flipcode)
|
||||
*/
|
||||
inline_ float FeedbackFilter(float val, float& memory, float sharpness)
|
||||
{
|
||||
ASSERT(sharpness>=0.0f && sharpness<=1.0f && "Invalid sharpness value in feedback filter");
|
||||
if(sharpness<0.0f) sharpness = 0.0f;
|
||||
else if(sharpness>1.0f) sharpness = 1.0f;
|
||||
return memory = val * sharpness + memory * (1.0f - sharpness);
|
||||
}
|
||||
|
||||
//! If you can guarantee that your input domain (i.e. value of x) is slightly
|
||||
//! limited (abs(x) must be < ((1<<31u)-32767)), then you can use the
|
||||
//! following code to clamp the resulting value into [-32768,+32767] range:
|
||||
inline_ int ClampToInt16(int x)
|
||||
{
|
||||
// ASSERT(abs(x) < (int)((1<<31u)-32767));
|
||||
|
||||
int delta = 32767 - x;
|
||||
x += (delta>>31) & delta;
|
||||
delta = x + 32768;
|
||||
x -= (delta>>31) & delta;
|
||||
return x;
|
||||
}
|
||||
|
||||
// Generic functions
|
||||
template<class Type> inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; }
|
||||
template<class Type> inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((x<lo) ? lo : (x>hi) ? hi : x); }
|
||||
|
||||
template<class Type> inline_ void TSort(Type& a, Type& b)
|
||||
{
|
||||
if(a>b) TSwap(a, b);
|
||||
}
|
||||
|
||||
template<class Type> inline_ void TSort(Type& a, Type& b, Type& c)
|
||||
{
|
||||
if(a>b) TSwap(a, b);
|
||||
if(b>c) TSwap(b, c);
|
||||
if(a>b) TSwap(a, b);
|
||||
if(b>c) TSwap(b, c);
|
||||
}
|
||||
|
||||
// Prevent nasty user-manipulations (strategy borrowed from Charles Bloom)
|
||||
// #define PREVENT_COPY(curclass) void operator = (const curclass& object) { ASSERT(!"Bad use of operator ="); }
|
||||
// ... actually this is better !
|
||||
#define PREVENT_COPY(cur_class) private: cur_class(const cur_class& object); cur_class& operator=(const cur_class& object);
|
||||
|
||||
//! TO BE DOCUMENTED
|
||||
#define OFFSET_OF(Class, Member) (size_t)&(((Class*)0)->Member)
|
||||
//! TO BE DOCUMENTED
|
||||
#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Returns the alignment of the input address.
|
||||
* \fn Alignment()
|
||||
* \param address [in] address to check
|
||||
* \return the best alignment (e.g. 1 for odd addresses, etc)
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
FUNCTION ICECORE_API udword Alignment(udword address);
|
||||
|
||||
#define IS_ALIGNED_2(x) ((x&1)==0)
|
||||
#define IS_ALIGNED_4(x) ((x&3)==0)
|
||||
#define IS_ALIGNED_8(x) ((x&7)==0)
|
||||
|
||||
inline_ void _prefetch(void const* ptr) { (void)*(char const volatile *)ptr; }
|
||||
|
||||
// Compute implicit coords from an index:
|
||||
// The idea is to get back 2D coords from a 1D index.
|
||||
// For example:
|
||||
//
|
||||
// 0 1 2 ... nbu-1
|
||||
// nbu nbu+1 i ...
|
||||
//
|
||||
// We have i, we're looking for the equivalent (u=2, v=1) location.
|
||||
// i = u + v*nbu
|
||||
// <=> i/nbu = u/nbu + v
|
||||
// Since 0 <= u < nbu, u/nbu = 0 (integer)
|
||||
// Hence: v = i/nbu
|
||||
// Then we simply put it back in the original equation to compute u = i - v*nbu
|
||||
inline_ void Compute2DCoords(udword& u, udword& v, udword i, udword nbu)
|
||||
{
|
||||
v = i / nbu;
|
||||
u = i - (v * nbu);
|
||||
}
|
||||
|
||||
// In 3D: i = u + v*nbu + w*nbu*nbv
|
||||
// <=> i/(nbu*nbv) = u/(nbu*nbv) + v/nbv + w
|
||||
// u/(nbu*nbv) is null since u/nbu was null already.
|
||||
// v/nbv is null as well for the same reason.
|
||||
// Hence w = i/(nbu*nbv)
|
||||
// Then we're left with a 2D problem: i' = i - w*nbu*nbv = u + v*nbu
|
||||
inline_ void Compute3DCoords(udword& u, udword& v, udword& w, udword i, udword nbu, udword nbu_nbv)
|
||||
{
|
||||
w = i / (nbu_nbv);
|
||||
Compute2DCoords(u, v, i - (w * nbu_nbv), nbu);
|
||||
}
|
||||
|
||||
#endif // __ICEUTILS_H__
|
|
@ -1,696 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an AABB collider.
|
||||
* \file OPC_AABBCollider.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains an AABB-vs-tree collider.
|
||||
*
|
||||
* \class AABBCollider
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
#include "OPC_BoxBoxOverlap.h"
|
||||
#include "OPC_TriBoxOverlap.h"
|
||||
|
||||
#define SET_CONTACT(prim_index, flag) \
|
||||
/* Set contact status */ \
|
||||
mFlags |= flag; \
|
||||
mTouchedPrimitives->Add(udword(prim_index));
|
||||
|
||||
//! AABB-triangle test
|
||||
#define AABB_PRIM(prim_index, flag) \
|
||||
/* Request vertices from the app */ \
|
||||
VertexPointers VP; mIMesh->GetTriangle(VP, prim_index);\
|
||||
mLeafVerts[0] = *VP.Vertex[0]; \
|
||||
mLeafVerts[1] = *VP.Vertex[1]; \
|
||||
mLeafVerts[2] = *VP.Vertex[2]; \
|
||||
/* Perform triangle-box overlap test */ \
|
||||
if(TriBoxOverlap()) \
|
||||
{ \
|
||||
SET_CONTACT(prim_index, flag) \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBCollider::AABBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBCollider::~AABBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] collision AABB in world space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const Model& model)
|
||||
{
|
||||
// Checkings
|
||||
if(!Setup(&model)) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, box)) return true;
|
||||
|
||||
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
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(model.IsQuantized())
|
||||
{
|
||||
const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
|
||||
|
||||
// Setup dequantization coeffs
|
||||
mCenterCoeff = Tree->mCenterCoeff;
|
||||
mExtentsCoeff = Tree->mExtentsCoeff;
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Initializes a collision query :
|
||||
* - reset stats & contact status
|
||||
* - check temporal coherence
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] AABB in world space
|
||||
* \return TRUE if we can return immediately
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BOOL AABBCollider::InitQuery(AABBCache& cache, const CollisionAABB& box)
|
||||
{
|
||||
// 1) Call the base method
|
||||
VolumeCollider::InitQuery();
|
||||
|
||||
// 2) Keep track of the query box
|
||||
mBox = box;
|
||||
|
||||
// 3) Setup destination pointer
|
||||
mTouchedPrimitives = &cache.TouchedPrimitives;
|
||||
|
||||
// 4) Special case: 1-triangle meshes [Opcode 1.3]
|
||||
if(mCurrentModel && mCurrentModel->HasSingleNode())
|
||||
{
|
||||
if(!SkipPrimitiveTests())
|
||||
{
|
||||
// We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the unique triangle and the box (and set contact status if needed)
|
||||
AABB_PRIM(udword(0), OPC_CONTACT)
|
||||
|
||||
// Return immediately regardless of status
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Check temporal coherence :
|
||||
if(TemporalCoherenceEnabled())
|
||||
{
|
||||
// Here we use temporal coherence
|
||||
// => check results from previous frame before performing the collision query
|
||||
if(FirstContactEnabled())
|
||||
{
|
||||
// We're only interested in the first contact found => test the unique previously touched face
|
||||
if(mTouchedPrimitives->GetNbEntries())
|
||||
{
|
||||
// Get index of previously touched face = the first entry in the array
|
||||
udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0);
|
||||
|
||||
// Then reset the array:
|
||||
// - if the overlap test below is successful, the index we'll get added back anyway
|
||||
// - if it isn't, then the array should be reset anyway for the normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the cached triangle and the box (and set contact status if needed)
|
||||
AABB_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT)
|
||||
|
||||
// Return immediately if possible
|
||||
if(GetContactStatus()) return TRUE;
|
||||
}
|
||||
// else no face has been touched during previous query
|
||||
// => we'll have to perform a normal query
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're interested in all contacts =>test the new real box N(ew) against the previous fat box P(revious):
|
||||
if(IsCacheValid(cache) && mBox.IsInside(cache.FatBox))
|
||||
{
|
||||
// - if N is included in P, return previous list
|
||||
// => we simply leave the list (mTouchedFaces) unchanged
|
||||
|
||||
// Set contact status if needed
|
||||
if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT;
|
||||
|
||||
// In any case we don't need to do a query
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// - else do the query using a fat N
|
||||
|
||||
// Reset cache since we'll about to perform a real query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Make a fat box so that coherence will work for subsequent frames
|
||||
mBox.mExtents *= cache.FatCoeff;
|
||||
|
||||
// Update cache with query data (signature for cached faces)
|
||||
cache.FatBox = mBox;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Here we don't use temporal coherence => do a normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
}
|
||||
|
||||
// 5) Precompute min & max bounds if needed
|
||||
mMin = box.mCenter - box.mExtents;
|
||||
mMax = box.mCenter + box.mExtents;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Collision query for vanilla AABB trees.
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] collision AABB in world space
|
||||
* \param tree [in] AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const AABBTree* tree)
|
||||
{
|
||||
// This is typically called for a scene tree, full of -AABBs-, not full of triangles.
|
||||
// So we don't really have "primitives" to deal with. Hence it doesn't work with
|
||||
// "FirstContact" + "TemporalCoherence".
|
||||
ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) );
|
||||
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, box)) return true;
|
||||
|
||||
// Perform collision query
|
||||
_Collide(tree);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the AABB completely contains the box. In which case we can end the query sooner.
|
||||
* \param bc [in] box center
|
||||
* \param be [in] box extents
|
||||
* \return true if the AABB contains the whole box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL AABBCollider::AABBContainsBox(const Point& bc, const Point& be)
|
||||
{
|
||||
if(mMin.x > bc.x - be.x) return FALSE;
|
||||
if(mMin.y > bc.y - be.y) return FALSE;
|
||||
if(mMin.z > bc.z - be.z) return FALSE;
|
||||
|
||||
if(mMax.x < bc.x + be.x) return FALSE;
|
||||
if(mMax.y < bc.y + be.y) return FALSE;
|
||||
if(mMax.z < bc.z + be.z) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
#define TEST_BOX_IN_AABB(center, extents) \
|
||||
if(AABBContainsBox(center, extents)) \
|
||||
{ \
|
||||
/* Set contact status */ \
|
||||
mFlags |= OPC_CONTACT; \
|
||||
_Dump(node); \
|
||||
return; \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_Collide(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
AABB_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_Collide(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
AABB_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_Collide(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { AABB_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_Collide(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { AABB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { AABB_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform AABB-AABB overlap test
|
||||
if(!AABBAABBOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_AABB(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for vanilla AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBCollider::_Collide(const AABBTreeNode* node)
|
||||
{
|
||||
// Perform AABB-AABB overlap test
|
||||
Point Center, Extents;
|
||||
node->GetAABB()->GetCenter(Center);
|
||||
node->GetAABB()->GetExtents(Extents);
|
||||
if(!AABBAABBOverlap(Center, Extents)) return;
|
||||
|
||||
if(node->IsLeaf() || AABBContainsBox(Center, Extents))
|
||||
{
|
||||
mFlags |= OPC_CONTACT;
|
||||
mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridAABBCollider::HybridAABBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridAABBCollider::~HybridAABBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
bool HybridAABBCollider::Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model)
|
||||
{
|
||||
// We don't want primitive tests here!
|
||||
mFlags |= OPC_NO_PRIMITIVE_TESTS;
|
||||
|
||||
// Checkings
|
||||
if(!Setup(&model)) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, box)) 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
|
||||
for(udword i=0;i<Nb;i++)
|
||||
{
|
||||
AABB_PRIM(i, OPC_CONTACT)
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Override destination array since we're only going to get leaf boxes here
|
||||
mTouchedBoxes.Reset();
|
||||
mTouchedPrimitives = &mTouchedBoxes;
|
||||
|
||||
// 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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
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++;
|
||||
AABB_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
||||
|
||||
// Loop through triangles and test each of them
|
||||
while(NbTris--)
|
||||
{
|
||||
udword TriangleIndex = BaseIndex++;
|
||||
AABB_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
|
@ -1,97 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an AABB collider.
|
||||
* \file OPC_AABBCollider.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_AABBCOLLIDER_H__
|
||||
#define __OPC_AABBCOLLIDER_H__
|
||||
|
||||
struct OPCODE_API AABBCache : VolumeCache
|
||||
{
|
||||
AABBCache() : FatCoeff(1.1f)
|
||||
{
|
||||
FatBox.mCenter.Zero();
|
||||
FatBox.mExtents.Zero();
|
||||
}
|
||||
|
||||
// Cached faces signature
|
||||
CollisionAABB FatBox; //!< Box used when performing the query resulting in cached faces
|
||||
// User settings
|
||||
float FatCoeff; //!< mRadius2 multiplier used to create a fat sphere
|
||||
};
|
||||
|
||||
class OPCODE_API AABBCollider : public VolumeCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
AABBCollider();
|
||||
virtual ~AABBCollider();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] collision AABB in world space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Collide(AABBCache& cache, const CollisionAABB& box, const Model& model);
|
||||
//
|
||||
bool Collide(AABBCache& cache, const CollisionAABB& box, const AABBTree* tree);
|
||||
protected:
|
||||
CollisionAABB mBox; //!< Query box in (center, extents) form
|
||||
Point mMin; //!< Query box min point
|
||||
Point mMax; //!< Query box max point
|
||||
// Leaf description
|
||||
Point mLeafVerts[3]; //!< Triangle vertices
|
||||
// Internal methods
|
||||
void _Collide(const AABBCollisionNode* node);
|
||||
void _Collide(const AABBNoLeafNode* node);
|
||||
void _Collide(const AABBQuantizedNode* node);
|
||||
void _Collide(const AABBQuantizedNoLeafNode* node);
|
||||
void _Collide(const AABBTreeNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
|
||||
// Overlap tests
|
||||
inline_ BOOL AABBContainsBox(const Point& bc, const Point& be);
|
||||
inline_ BOOL AABBAABBOverlap(const Point& b, const Point& Pb);
|
||||
inline_ BOOL TriBoxOverlap();
|
||||
// Init methods
|
||||
BOOL InitQuery(AABBCache& cache, const CollisionAABB& box);
|
||||
};
|
||||
|
||||
class OPCODE_API HybridAABBCollider : public AABBCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
HybridAABBCollider();
|
||||
virtual ~HybridAABBCollider();
|
||||
|
||||
bool Collide(AABBCache& cache, const CollisionAABB& box, const HybridModel& model);
|
||||
protected:
|
||||
Container mTouchedBoxes;
|
||||
};
|
||||
|
||||
#endif // __OPC_AABBCOLLIDER_H__
|
|
@ -1,573 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for a versatile AABB tree.
|
||||
* \file OPC_AABBTree.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a generic AABB tree node.
|
||||
*
|
||||
* \class AABBTreeNode
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a generic AABB tree.
|
||||
* This is a vanilla AABB tree, without any particular optimization. It contains anonymous references to
|
||||
* user-provided primitives, which can theoretically be anything - triangles, boxes, etc. Each primitive
|
||||
* is surrounded by an AABB, regardless of the primitive's nature. When the primitive is a triangle, the
|
||||
* resulting tree can be converted into an optimized tree. If the primitive is a box, the resulting tree
|
||||
* can be used for culling - VFC or occlusion -, assuming you cull on a mesh-by-mesh basis (modern way).
|
||||
*
|
||||
* \class AABBTree
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBTreeNode::AABBTreeNode() :
|
||||
mPos (null),
|
||||
#ifndef OPC_NO_NEG_VANILLA_TREE
|
||||
mNeg (null),
|
||||
#endif
|
||||
mNbPrimitives (0),
|
||||
mNodePrimitives (null)
|
||||
{
|
||||
#ifdef OPC_USE_TREE_COHERENCE
|
||||
mBitmask = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBTreeNode::~AABBTreeNode()
|
||||
{
|
||||
// Opcode 1.3:
|
||||
const AABBTreeNode* Pos = GetPos();
|
||||
const AABBTreeNode* Neg = GetNeg();
|
||||
#ifndef OPC_NO_NEG_VANILLA_TREE
|
||||
if(!(mPos&1)) DELETESINGLE(Pos);
|
||||
if(!(mNeg&1)) DELETESINGLE(Neg);
|
||||
#else
|
||||
if(!(mPos&1)) DELETEARRAY(Pos);
|
||||
#endif
|
||||
mNodePrimitives = null; // This was just a shortcut to the global list => no release
|
||||
mNbPrimitives = 0;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Splits the node along a given axis.
|
||||
* The list of indices is reorganized according to the split values.
|
||||
* \param axis [in] splitting axis index
|
||||
* \param builder [in] the tree builder
|
||||
* \return the number of primitives assigned to the first child
|
||||
* \warning this method reorganizes the internal list of primitives
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword AABBTreeNode::Split(udword axis, AABBTreeBuilder* builder)
|
||||
{
|
||||
// Get node split value
|
||||
float SplitValue = builder->GetSplittingValue(mNodePrimitives, mNbPrimitives, mBV, axis);
|
||||
|
||||
udword NbPos = 0;
|
||||
// Loop through all node-related primitives. Their indices range from mNodePrimitives[0] to mNodePrimitives[mNbPrimitives-1].
|
||||
// Those indices map the global list in the tree builder.
|
||||
for(udword i=0;i<mNbPrimitives;i++)
|
||||
{
|
||||
// Get index in global list
|
||||
udword Index = mNodePrimitives[i];
|
||||
|
||||
// Test against the splitting value. The primitive value is tested against the enclosing-box center.
|
||||
// [We only need an approximate partition of the enclosing box here.]
|
||||
float PrimitiveValue = builder->GetSplittingValue(Index, axis);
|
||||
|
||||
// Reorganize the list of indices in this order: positive - negative.
|
||||
if(PrimitiveValue > SplitValue)
|
||||
{
|
||||
// Swap entries
|
||||
udword Tmp = mNodePrimitives[i];
|
||||
mNodePrimitives[i] = mNodePrimitives[NbPos];
|
||||
mNodePrimitives[NbPos] = Tmp;
|
||||
// Count primitives assigned to positive space
|
||||
NbPos++;
|
||||
}
|
||||
}
|
||||
return NbPos;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Subdivides the node.
|
||||
*
|
||||
* N
|
||||
* / \
|
||||
* / \
|
||||
* N/2 N/2
|
||||
* / \ / \
|
||||
* N/4 N/4 N/4 N/4
|
||||
* (etc)
|
||||
*
|
||||
* A well-balanced tree should have a O(log n) depth.
|
||||
* A degenerate tree would have a O(n) depth.
|
||||
* Note a perfectly-balanced tree is not well-suited to collision detection anyway.
|
||||
*
|
||||
* \param builder [in] the tree builder
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBTreeNode::Subdivide(AABBTreeBuilder* builder)
|
||||
{
|
||||
// Checkings
|
||||
if(!builder) return false;
|
||||
|
||||
// Stop subdividing if we reach a leaf node. This is always performed here,
|
||||
// else we could end in trouble if user overrides this.
|
||||
if(mNbPrimitives==1) return true;
|
||||
|
||||
// Let the user validate the subdivision
|
||||
if(!builder->ValidateSubdivision(mNodePrimitives, mNbPrimitives, mBV)) return true;
|
||||
|
||||
bool ValidSplit = true; // Optimism...
|
||||
udword NbPos;
|
||||
if(builder->mSettings.mRules & SPLIT_LARGEST_AXIS)
|
||||
{
|
||||
// Find the largest axis to split along
|
||||
Point Extents; mBV.GetExtents(Extents); // Box extents
|
||||
udword Axis = Extents.LargestAxis(); // Index of largest axis
|
||||
|
||||
// Split along the axis
|
||||
NbPos = Split(Axis, builder);
|
||||
|
||||
// Check split validity
|
||||
if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
|
||||
}
|
||||
else if(builder->mSettings.mRules & SPLIT_SPLATTER_POINTS)
|
||||
{
|
||||
// Compute the means
|
||||
Point Means(0.0f, 0.0f, 0.0f);
|
||||
for(udword i=0;i<mNbPrimitives;i++)
|
||||
{
|
||||
udword Index = mNodePrimitives[i];
|
||||
Means.x+=builder->GetSplittingValue(Index, 0);
|
||||
Means.y+=builder->GetSplittingValue(Index, 1);
|
||||
Means.z+=builder->GetSplittingValue(Index, 2);
|
||||
}
|
||||
Means/=float(mNbPrimitives);
|
||||
|
||||
// Compute variances
|
||||
Point Vars(0.0f, 0.0f, 0.0f);
|
||||
for(udword i=0;i<mNbPrimitives;i++)
|
||||
{
|
||||
udword Index = mNodePrimitives[i];
|
||||
float Cx = builder->GetSplittingValue(Index, 0);
|
||||
float Cy = builder->GetSplittingValue(Index, 1);
|
||||
float Cz = builder->GetSplittingValue(Index, 2);
|
||||
Vars.x += (Cx - Means.x)*(Cx - Means.x);
|
||||
Vars.y += (Cy - Means.y)*(Cy - Means.y);
|
||||
Vars.z += (Cz - Means.z)*(Cz - Means.z);
|
||||
}
|
||||
Vars/=float(mNbPrimitives-1);
|
||||
|
||||
// Choose axis with greatest variance
|
||||
udword Axis = Vars.LargestAxis();
|
||||
|
||||
// Split along the axis
|
||||
NbPos = Split(Axis, builder);
|
||||
|
||||
// Check split validity
|
||||
if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
|
||||
}
|
||||
else if(builder->mSettings.mRules & SPLIT_BALANCED)
|
||||
{
|
||||
// Test 3 axis, take the best
|
||||
float Results[3];
|
||||
NbPos = Split(0, builder); Results[0] = float(NbPos)/float(mNbPrimitives);
|
||||
NbPos = Split(1, builder); Results[1] = float(NbPos)/float(mNbPrimitives);
|
||||
NbPos = Split(2, builder); Results[2] = float(NbPos)/float(mNbPrimitives);
|
||||
Results[0]-=0.5f; Results[0]*=Results[0];
|
||||
Results[1]-=0.5f; Results[1]*=Results[1];
|
||||
Results[2]-=0.5f; Results[2]*=Results[2];
|
||||
udword Min=0;
|
||||
if(Results[1]<Results[Min]) Min = 1;
|
||||
if(Results[2]<Results[Min]) Min = 2;
|
||||
|
||||
// Split along the axis
|
||||
NbPos = Split(Min, builder);
|
||||
|
||||
// Check split validity
|
||||
if(!NbPos || NbPos==mNbPrimitives) ValidSplit = false;
|
||||
}
|
||||
else if(builder->mSettings.mRules & SPLIT_BEST_AXIS)
|
||||
{
|
||||
// Test largest, then middle, then smallest axis...
|
||||
|
||||
// Sort axis
|
||||
Point Extents; mBV.GetExtents(Extents); // Box extents
|
||||
udword SortedAxis[] = { 0, 1, 2 };
|
||||
float* Keys = (float*)&Extents.x;
|
||||
for(udword j=0;j<3;j++)
|
||||
{
|
||||
for(udword i=0;i<2;i++)
|
||||
{
|
||||
if(Keys[SortedAxis[i]]<Keys[SortedAxis[i+1]])
|
||||
{
|
||||
udword Tmp = SortedAxis[i];
|
||||
SortedAxis[i] = SortedAxis[i+1];
|
||||
SortedAxis[i+1] = Tmp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find the largest axis to split along
|
||||
udword CurAxis = 0;
|
||||
ValidSplit = false;
|
||||
while(!ValidSplit && CurAxis!=3)
|
||||
{
|
||||
NbPos = Split(SortedAxis[CurAxis], builder);
|
||||
// Check the subdivision has been successful
|
||||
if(!NbPos || NbPos==mNbPrimitives) CurAxis++;
|
||||
else ValidSplit = true;
|
||||
}
|
||||
}
|
||||
else if(builder->mSettings.mRules & SPLIT_FIFTY)
|
||||
{
|
||||
// Don't even bother splitting (mainly a performance test)
|
||||
NbPos = mNbPrimitives>>1;
|
||||
}
|
||||
else return false; // Unknown splitting rules
|
||||
|
||||
// Check the subdivision has been successful
|
||||
if(!ValidSplit)
|
||||
{
|
||||
// Here, all boxes lie in the same sub-space. Two strategies:
|
||||
// - if the tree *must* be complete, make an arbitrary 50-50 split
|
||||
// - else stop subdividing
|
||||
// if(builder->mSettings.mRules&SPLIT_COMPLETE)
|
||||
if(builder->mSettings.mLimit==1)
|
||||
{
|
||||
builder->IncreaseNbInvalidSplits();
|
||||
NbPos = mNbPrimitives>>1;
|
||||
}
|
||||
else return true;
|
||||
}
|
||||
|
||||
// Now create children and assign their pointers.
|
||||
if(builder->mNodeBase)
|
||||
{
|
||||
// We use a pre-allocated linear pool for complete trees [Opcode 1.3]
|
||||
AABBTreeNode* Pool = (AABBTreeNode*)builder->mNodeBase;
|
||||
udword Count = builder->GetCount() - 1; // Count begins to 1...
|
||||
// Set last bit to tell it shouldn't be freed ### pretty ugly, find a better way. Maybe one bit in mNbPrimitives
|
||||
ASSERT(!(udword(&Pool[Count+0])&1));
|
||||
ASSERT(!(udword(&Pool[Count+1])&1));
|
||||
mPos = size_t(&Pool[Count+0])|1;
|
||||
#ifndef OPC_NO_NEG_VANILLA_TREE
|
||||
mNeg = size_t(&Pool[Count+1])|1;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-complete trees and/or Opcode 1.2 allocate nodes on-the-fly
|
||||
#ifndef OPC_NO_NEG_VANILLA_TREE
|
||||
mPos = (size_t)new AABBTreeNode; CHECKALLOC(mPos);
|
||||
mNeg = (size_t)new AABBTreeNode; CHECKALLOC(mNeg);
|
||||
#else
|
||||
AABBTreeNode* PosNeg = new AABBTreeNode[2];
|
||||
CHECKALLOC(PosNeg);
|
||||
mPos = (size_t)PosNeg;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Update stats
|
||||
builder->IncreaseCount(2);
|
||||
|
||||
// Assign children
|
||||
AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
|
||||
AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
|
||||
Pos->mNodePrimitives = &mNodePrimitives[0];
|
||||
Pos->mNbPrimitives = NbPos;
|
||||
Neg->mNodePrimitives = &mNodePrimitives[NbPos];
|
||||
Neg->mNbPrimitives = mNbPrimitives - NbPos;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive hierarchy building in a top-down fashion.
|
||||
* \param builder [in] the tree builder
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBTreeNode::_BuildHierarchy(AABBTreeBuilder* builder)
|
||||
{
|
||||
// 1) Compute the global box for current node. The box is stored in mBV.
|
||||
builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
|
||||
|
||||
// 2) Subdivide current node
|
||||
Subdivide(builder);
|
||||
|
||||
// 3) Recurse
|
||||
AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
|
||||
AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
|
||||
if(Pos) Pos->_BuildHierarchy(builder);
|
||||
if(Neg) Neg->_BuildHierarchy(builder);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the tree (top-down).
|
||||
* \param builder [in] the tree builder
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBTreeNode::_Refit(AABBTreeBuilder* builder)
|
||||
{
|
||||
// 1) Recompute the new global box for current node
|
||||
builder->ComputeGlobalBox(mNodePrimitives, mNbPrimitives, mBV);
|
||||
|
||||
// 2) Recurse
|
||||
AABBTreeNode* Pos = (AABBTreeNode*)GetPos();
|
||||
AABBTreeNode* Neg = (AABBTreeNode*)GetNeg();
|
||||
if(Pos) Pos->_Refit(builder);
|
||||
if(Neg) Neg->_Refit(builder);
|
||||
}
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBTree::AABBTree() : mIndices(null), mTotalNbNodes(0), mPool(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBTree::~AABBTree()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Releases the tree.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void AABBTree::Release()
|
||||
{
|
||||
DELETEARRAY(mPool);
|
||||
DELETEARRAY(mIndices);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a generic AABB tree from a tree builder.
|
||||
* \param builder [in] the tree builder
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBTree::Build(AABBTreeBuilder* builder)
|
||||
{
|
||||
// Checkings
|
||||
if(!builder || !builder->mNbPrimitives) return false;
|
||||
|
||||
// Release previous tree
|
||||
Release();
|
||||
|
||||
// Init stats
|
||||
builder->SetCount(1);
|
||||
builder->SetNbInvalidSplits(0);
|
||||
|
||||
// Initialize indices. This list will be modified during build.
|
||||
mIndices = new udword[builder->mNbPrimitives];
|
||||
CHECKALLOC(mIndices);
|
||||
// Identity permutation
|
||||
for(udword i=0;i<builder->mNbPrimitives;i++) mIndices[i] = i;
|
||||
|
||||
// Setup initial node. Here we have a complete permutation of the app's primitives.
|
||||
mNodePrimitives = mIndices;
|
||||
mNbPrimitives = builder->mNbPrimitives;
|
||||
|
||||
// Use a linear array for complete trees (since we can predict the final number of nodes) [Opcode 1.3]
|
||||
// if(builder->mRules&SPLIT_COMPLETE)
|
||||
if(builder->mSettings.mLimit==1)
|
||||
{
|
||||
// Allocate a pool of nodes
|
||||
mPool = new AABBTreeNode[builder->mNbPrimitives*2 - 1];
|
||||
|
||||
builder->mNodeBase = mPool; // ### ugly !
|
||||
}
|
||||
|
||||
// Build the hierarchy
|
||||
_BuildHierarchy(builder);
|
||||
|
||||
// Get back total number of nodes
|
||||
mTotalNbNodes = builder->GetCount();
|
||||
|
||||
// For complete trees, check the correct number of nodes has been created [Opcode 1.3]
|
||||
if(mPool) ASSERT(mTotalNbNodes==builder->mNbPrimitives*2 - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the depth of the tree.
|
||||
* A well-balanced tree should have a log(n) depth. A degenerate tree O(n) depth.
|
||||
* \return depth of the tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword AABBTree::ComputeDepth() const
|
||||
{
|
||||
return Walk(null, null); // Use the walking code without callback
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree, calling the user back for each node.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword AABBTree::Walk(WalkingCallback callback, void* user_data) const
|
||||
{
|
||||
// Call it without callback to compute max depth
|
||||
udword MaxDepth = 0;
|
||||
udword CurrentDepth = 0;
|
||||
|
||||
struct Local
|
||||
{
|
||||
static void _Walk(const AABBTreeNode* current_node, udword& max_depth, udword& current_depth, WalkingCallback callback, void* user_data)
|
||||
{
|
||||
// Checkings
|
||||
if(!current_node) return;
|
||||
// Entering a new node => increase depth
|
||||
current_depth++;
|
||||
// Keep track of max depth
|
||||
if(current_depth>max_depth) max_depth = current_depth;
|
||||
|
||||
// Callback
|
||||
if(callback && !(callback)(current_node, current_depth, user_data)) return;
|
||||
|
||||
// Recurse
|
||||
if(current_node->GetPos()) { _Walk(current_node->GetPos(), max_depth, current_depth, callback, user_data); current_depth--; }
|
||||
if(current_node->GetNeg()) { _Walk(current_node->GetNeg(), max_depth, current_depth, callback, user_data); current_depth--; }
|
||||
}
|
||||
};
|
||||
Local::_Walk(this, MaxDepth, CurrentDepth, callback, user_data);
|
||||
return MaxDepth;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the tree in a top-down way.
|
||||
* \param builder [in] the tree builder
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBTree::Refit(AABBTreeBuilder* builder)
|
||||
{
|
||||
if(!builder) return false;
|
||||
_Refit(builder);
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the tree in a bottom-up way.
|
||||
* \param builder [in] the tree builder
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBTree::Refit2(AABBTreeBuilder* builder)
|
||||
{
|
||||
// Checkings
|
||||
if(!builder) return false;
|
||||
|
||||
ASSERT(mPool);
|
||||
|
||||
// Bottom-up update
|
||||
Point Min,Max;
|
||||
Point Min_,Max_;
|
||||
udword Index = mTotalNbNodes;
|
||||
while(Index--)
|
||||
{
|
||||
AABBTreeNode& Current = mPool[Index];
|
||||
|
||||
if(Current.IsLeaf())
|
||||
{
|
||||
builder->ComputeGlobalBox(Current.GetPrimitives(), Current.GetNbPrimitives(), *(AABB*)Current.GetAABB());
|
||||
}
|
||||
else
|
||||
{
|
||||
Current.GetPos()->GetAABB()->GetMin(Min);
|
||||
Current.GetPos()->GetAABB()->GetMax(Max);
|
||||
|
||||
Current.GetNeg()->GetAABB()->GetMin(Min_);
|
||||
Current.GetNeg()->GetAABB()->GetMax(Max_);
|
||||
|
||||
Min.Min(Min_);
|
||||
Max.Max(Max_);
|
||||
|
||||
((AABB*)Current.GetAABB())->SetMinMax(Min, Max);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Computes the number of bytes used by the tree.
|
||||
* \return number of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword AABBTree::GetUsedBytes() const
|
||||
{
|
||||
udword TotalSize = mTotalNbNodes*GetNodeSize();
|
||||
if(mIndices) TotalSize+=mNbPrimitives*sizeof(udword);
|
||||
return TotalSize;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the tree is a complete tree or not.
|
||||
* A complete tree is made of 2*N-1 nodes, where N is the number of primitives in the tree.
|
||||
* \return true for complete trees
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBTree::IsComplete() const
|
||||
{
|
||||
return (GetNbNodes()==GetNbPrimitives()*2-1);
|
||||
}
|
|
@ -1,137 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for a versatile AABB tree.
|
||||
* \file OPC_AABBTree.h
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_AABBTREE_H__
|
||||
#define __OPC_AABBTREE_H__
|
||||
|
||||
#ifdef OPC_NO_NEG_VANILLA_TREE
|
||||
//! TO BE DOCUMENTED
|
||||
#define IMPLEMENT_TREE(base_class, volume) \
|
||||
public: \
|
||||
/* Constructor / Destructor */ \
|
||||
base_class(); \
|
||||
~base_class(); \
|
||||
/* Data access */ \
|
||||
inline_ const volume* Get##volume() const { return &mBV; } \
|
||||
/* Clear the last bit */ \
|
||||
inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
|
||||
inline_ const base_class* GetNeg() const { const base_class* P = GetPos(); return P ? P+1 : null;} \
|
||||
\
|
||||
/* We don't need to test both nodes since we can't have one without the other */ \
|
||||
inline_ bool IsLeaf() const { return !GetPos(); } \
|
||||
\
|
||||
/* Stats */ \
|
||||
inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
|
||||
protected: \
|
||||
/* Tree-independent data */ \
|
||||
/* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
|
||||
/* Whatever happens we need the two children and the enclosing volume.*/ \
|
||||
volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
|
||||
size_t mPos; /* "Positive" & "Negative" children */
|
||||
#else
|
||||
//! TO BE DOCUMENTED
|
||||
#define IMPLEMENT_TREE(base_class, volume) \
|
||||
public: \
|
||||
/* Constructor / Destructor */ \
|
||||
base_class(); \
|
||||
~base_class(); \
|
||||
/* Data access */ \
|
||||
inline_ const volume* Get##volume() const { return &mBV; } \
|
||||
/* Clear the last bit */ \
|
||||
inline_ const base_class* GetPos() const { return (const base_class*)(mPos&~1); } \
|
||||
inline_ const base_class* GetNeg() const { return (const base_class*)(mNeg&~1); } \
|
||||
\
|
||||
/* inline_ bool IsLeaf() const { return (!GetPos() && !GetNeg()); } */ \
|
||||
/* We don't need to test both nodes since we can't have one without the other */ \
|
||||
inline_ bool IsLeaf() const { return !GetPos(); } \
|
||||
\
|
||||
/* Stats */ \
|
||||
inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
|
||||
protected: \
|
||||
/* Tree-independent data */ \
|
||||
/* Following data always belong to the BV-tree, regardless of what the tree actually contains.*/ \
|
||||
/* Whatever happens we need the two children and the enclosing volume.*/ \
|
||||
volume mBV; /* Global bounding-volume enclosing all the node-related primitives */ \
|
||||
size_t mPos; /* "Positive" child */ \
|
||||
size_t mNeg; /* "Negative" child */
|
||||
#endif
|
||||
|
||||
typedef void (*CullingCallback) (udword nb_primitives, udword* node_primitives, BOOL need_clipping, void* user_data);
|
||||
|
||||
class OPCODE_API AABBTreeNode
|
||||
{
|
||||
IMPLEMENT_TREE(AABBTreeNode, AABB)
|
||||
public:
|
||||
// Data access
|
||||
inline_ const udword* GetPrimitives() const { return mNodePrimitives; }
|
||||
inline_ udword GetNbPrimitives() const { return mNbPrimitives; }
|
||||
|
||||
protected:
|
||||
// Tree-dependent data
|
||||
udword* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
|
||||
udword mNbPrimitives; //!< Number of primitives for this node
|
||||
// Internal methods
|
||||
udword Split(udword axis, AABBTreeBuilder* builder);
|
||||
bool Subdivide(AABBTreeBuilder* builder);
|
||||
void _BuildHierarchy(AABBTreeBuilder* builder);
|
||||
void _Refit(AABBTreeBuilder* builder);
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* User-callback, called for each node by the walking code.
|
||||
* \param current [in] current node
|
||||
* \param depth [in] current node's depth
|
||||
* \param user_data [in] user-defined data
|
||||
* \return true to recurse through children, else false to bypass them
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
typedef bool (*WalkingCallback) (const AABBTreeNode* current, udword depth, void* user_data);
|
||||
|
||||
class OPCODE_API AABBTree : public AABBTreeNode
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
AABBTree();
|
||||
~AABBTree();
|
||||
// Build
|
||||
bool Build(AABBTreeBuilder* builder);
|
||||
void Release();
|
||||
|
||||
// Data access
|
||||
inline_ const udword* GetIndices() const { return mIndices; } //!< Catch the indices
|
||||
inline_ udword GetNbNodes() const { return mTotalNbNodes; } //!< Catch the number of nodes
|
||||
|
||||
// Infos
|
||||
bool IsComplete() const;
|
||||
// Stats
|
||||
udword ComputeDepth() const;
|
||||
udword GetUsedBytes() const;
|
||||
udword Walk(WalkingCallback callback, void* user_data) const;
|
||||
|
||||
bool Refit(AABBTreeBuilder* builder);
|
||||
bool Refit2(AABBTreeBuilder* builder);
|
||||
private:
|
||||
udword* mIndices; //!< Indices in the app list. Indices are reorganized during build (permutation).
|
||||
AABBTreeNode* mPool; //!< Linear pool of nodes for complete trees. Null otherwise. [Opcode 1.3]
|
||||
// Stats
|
||||
udword mTotalNbNodes; //!< Number of nodes in the tree.
|
||||
};
|
||||
|
||||
#endif // __OPC_AABBTREE_H__
|
|
@ -1,138 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains base model interface.
|
||||
* \file OPC_BaseModel.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* The base class for collision models.
|
||||
*
|
||||
* \class BaseModel
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
OPCODECREATE::OPCODECREATE()
|
||||
{
|
||||
mIMesh = null;
|
||||
mSettings.mRules = SPLIT_SPLATTER_POINTS | SPLIT_GEOM_CENTER;
|
||||
mSettings.mLimit = 1; // Mandatory for complete trees
|
||||
mNoLeaf = true;
|
||||
mQuantized = true;
|
||||
#ifdef __MESHMERIZER_H__
|
||||
mCollisionHull = false;
|
||||
#endif // __MESHMERIZER_H__
|
||||
mKeepOriginal = false;
|
||||
mCanRemap = false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BaseModel::BaseModel() : mIMesh(null), mModelCode(0), mSource(null), mTree(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BaseModel::~BaseModel()
|
||||
{
|
||||
ReleaseBase();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Releases everything.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void BaseModel::ReleaseBase()
|
||||
{
|
||||
DELETESINGLE(mSource);
|
||||
DELETESINGLE(mTree);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Creates an optimized tree according to user-settings, and setups mModelCode.
|
||||
* \param no_leaf [in] true for "no leaf" tree
|
||||
* \param quantized [in] true for quantized tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool BaseModel::CreateTree(bool no_leaf, bool quantized)
|
||||
{
|
||||
DELETESINGLE(mTree);
|
||||
|
||||
// Setup model code
|
||||
if(no_leaf) mModelCode |= OPC_NO_LEAF;
|
||||
else mModelCode &= ~OPC_NO_LEAF;
|
||||
|
||||
if(quantized) mModelCode |= OPC_QUANTIZED;
|
||||
else mModelCode &= ~OPC_QUANTIZED;
|
||||
|
||||
// Create the correct class
|
||||
if(mModelCode & OPC_NO_LEAF)
|
||||
{
|
||||
if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedNoLeafTree;
|
||||
else mTree = new AABBNoLeafTree;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(mModelCode & OPC_QUANTIZED) mTree = new AABBQuantizedTree;
|
||||
else mTree = new AABBCollisionTree;
|
||||
}
|
||||
CHECKALLOC(mTree);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision model. This can be used to handle dynamic meshes. Usage is:
|
||||
* 1. modify your mesh vertices (keep the topology constant!)
|
||||
* 2. refit the tree (call this method)
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool BaseModel::Refit()
|
||||
{
|
||||
// Refit the optimized tree
|
||||
return mTree->Refit(mIMesh);
|
||||
|
||||
// Old code kept for reference : refit the source tree then rebuild !
|
||||
// if(!mSource) return false;
|
||||
// // Ouch...
|
||||
// mSource->Refit(&mTB);
|
||||
// // Ouch...
|
||||
// return mTree->Build(mSource);
|
||||
}
|
|
@ -1,175 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains base model interface.
|
||||
* \file OPC_BaseModel.h
|
||||
* \author Pierre Terdiman
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_BASEMODEL_H__
|
||||
#define __OPC_BASEMODEL_H__
|
||||
|
||||
//! Model creation structure
|
||||
struct OPCODE_API OPCODECREATE
|
||||
{
|
||||
//! Constructor
|
||||
OPCODECREATE();
|
||||
|
||||
MeshInterface* mIMesh; //!< Mesh interface (access to triangles & vertices) (*)
|
||||
BuildSettings mSettings; //!< Builder's settings
|
||||
bool mNoLeaf; //!< true => discard leaf nodes (else use a normal tree)
|
||||
bool mQuantized; //!< true => quantize the tree (else use a normal tree)
|
||||
#ifdef __MESHMERIZER_H__
|
||||
bool mCollisionHull; //!< true => use convex hull + GJK
|
||||
#endif // __MESHMERIZER_H__
|
||||
bool mKeepOriginal; //!< true => keep a copy of the original tree (debug purpose)
|
||||
bool mCanRemap; //!< true => allows OPCODE to reorganize client arrays
|
||||
|
||||
// (*) This pointer is saved internally and used by OPCODE until collision structures are released,
|
||||
// so beware of the object's lifetime.
|
||||
};
|
||||
|
||||
enum ModelFlag
|
||||
{
|
||||
OPC_QUANTIZED = (1<<0), //!< Compressed/uncompressed tree
|
||||
OPC_NO_LEAF = (1<<1), //!< Leaf/NoLeaf tree
|
||||
OPC_SINGLE_NODE = (1<<2) //!< Special case for 1-node models
|
||||
};
|
||||
|
||||
class OPCODE_API BaseModel
|
||||
{
|
||||
public:
|
||||
// Constructor/Destructor
|
||||
BaseModel();
|
||||
virtual ~BaseModel();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a collision model.
|
||||
* \param create [in] model creation structure
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual bool Build(const OPCODECREATE& create) = 0;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of bytes used by the tree.
|
||||
* \return amount of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual udword GetUsedBytes() const = 0;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision model. This can be used to handle dynamic meshes. Usage is:
|
||||
* 1. modify your mesh vertices (keep the topology constant!)
|
||||
* 2. refit the tree (call this method)
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual bool Refit();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the source tree.
|
||||
* \return generic tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const AABBTree* GetSourceTree() const { return mSource; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the tree.
|
||||
* \return the collision tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const AABBOptimizedTree* GetTree() const { return mTree; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the tree.
|
||||
* \return the collision tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ AABBOptimizedTree* GetTree() { return mTree; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of nodes in the tree.
|
||||
* Should be 2*N-1 for normal trees and N-1 for optimized ones.
|
||||
* \return number of nodes
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ udword GetNbNodes() const { return mTree->GetNbNodes(); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the tree has leaf nodes or not.
|
||||
* \return true if the tree has leaf nodes (normal tree), else false (optimized tree)
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL HasLeafNodes() const { return !(mModelCode & OPC_NO_LEAF); }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the tree is quantized or not.
|
||||
* \return true if the tree is quantized
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsQuantized() const { return mModelCode & OPC_QUANTIZED; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks whether the model has a single node or not. This special case must be handled separately.
|
||||
* \return true if the model has only 1 node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL HasSingleNode() const { return mModelCode & OPC_SINGLE_NODE; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the model's code.
|
||||
* \return model's code
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ udword GetModelCode() const { return mModelCode; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the mesh interface.
|
||||
* \return mesh interface
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const MeshInterface* GetMeshInterface() const { return mIMesh; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Sets the mesh interface.
|
||||
* \param imesh [in] mesh interface
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetMeshInterface(const MeshInterface* imesh) { mIMesh = imesh; }
|
||||
|
||||
protected:
|
||||
const MeshInterface* mIMesh; //!< User-defined mesh interface
|
||||
udword mModelCode; //!< Model code = combination of ModelFlag(s)
|
||||
AABBTree* mSource; //!< Original source tree
|
||||
AABBOptimizedTree* mTree; //!< Optimized tree owned by the model
|
||||
// Internal methods
|
||||
void ReleaseBase();
|
||||
bool CreateTree(bool no_leaf, bool quantized);
|
||||
};
|
||||
|
||||
#endif //__OPC_BASEMODEL_H__
|
|
@ -1,122 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* OBB-OBB overlap test using the separating axis theorem.
|
||||
* - original code by Gomez / Gamasutra (similar to Gottschalk's one in RAPID)
|
||||
* - optimized for AABB trees by computing the rotation matrix once (SOLID-fashion)
|
||||
* - the fabs matrix is precomputed as well and epsilon-tweaked (RAPID-style, we found this almost mandatory)
|
||||
* - Class III axes can be disabled... (SOLID & Intel fashion)
|
||||
* - ...or enabled to perform some profiling
|
||||
* - CPU comparisons used when appropriate
|
||||
* - lazy evaluation sometimes saves some work in case of early exits (unlike SOLID)
|
||||
*
|
||||
* \param ea [in] extents from box A
|
||||
* \param ca [in] center from box A
|
||||
* \param eb [in] extents from box B
|
||||
* \param cb [in] center from box B
|
||||
* \return true if boxes overlap
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL AABBTreeCollider::BoxBoxOverlap(const Point& ea, const Point& ca, const Point& eb, const Point& cb)
|
||||
{
|
||||
// Stats
|
||||
mNbBVBVTests++;
|
||||
|
||||
float t,t2;
|
||||
|
||||
// Class I : A's basis vectors
|
||||
float Tx = (mR1to0.m[0][0]*cb.x + mR1to0.m[1][0]*cb.y + mR1to0.m[2][0]*cb.z) + mT1to0.x - ca.x;
|
||||
t = ea.x + eb.x*mAR.m[0][0] + eb.y*mAR.m[1][0] + eb.z*mAR.m[2][0];
|
||||
if(GREATER(Tx, t)) return FALSE;
|
||||
|
||||
float Ty = (mR1to0.m[0][1]*cb.x + mR1to0.m[1][1]*cb.y + mR1to0.m[2][1]*cb.z) + mT1to0.y - ca.y;
|
||||
t = ea.y + eb.x*mAR.m[0][1] + eb.y*mAR.m[1][1] + eb.z*mAR.m[2][1];
|
||||
if(GREATER(Ty, t)) return FALSE;
|
||||
|
||||
float Tz = (mR1to0.m[0][2]*cb.x + mR1to0.m[1][2]*cb.y + mR1to0.m[2][2]*cb.z) + mT1to0.z - ca.z;
|
||||
t = ea.z + eb.x*mAR.m[0][2] + eb.y*mAR.m[1][2] + eb.z*mAR.m[2][2];
|
||||
if(GREATER(Tz, t)) return FALSE;
|
||||
|
||||
// Class II : B's basis vectors
|
||||
t = Tx*mR1to0.m[0][0] + Ty*mR1to0.m[0][1] + Tz*mR1to0.m[0][2]; t2 = ea.x*mAR.m[0][0] + ea.y*mAR.m[0][1] + ea.z*mAR.m[0][2] + eb.x;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
t = Tx*mR1to0.m[1][0] + Ty*mR1to0.m[1][1] + Tz*mR1to0.m[1][2]; t2 = ea.x*mAR.m[1][0] + ea.y*mAR.m[1][1] + ea.z*mAR.m[1][2] + eb.y;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
t = Tx*mR1to0.m[2][0] + Ty*mR1to0.m[2][1] + Tz*mR1to0.m[2][2]; t2 = ea.x*mAR.m[2][0] + ea.y*mAR.m[2][1] + ea.z*mAR.m[2][2] + eb.z;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
// Class III : 9 cross products
|
||||
// Cool trick: always perform the full test for first level, regardless of settings.
|
||||
// That way pathological cases (such as the pencils scene) are quickly rejected anyway !
|
||||
if(mFullBoxBoxTest || mNbBVBVTests==1)
|
||||
{
|
||||
t = Tz*mR1to0.m[0][1] - Ty*mR1to0.m[0][2]; t2 = ea.y*mAR.m[0][2] + ea.z*mAR.m[0][1] + eb.y*mAR.m[2][0] + eb.z*mAR.m[1][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
|
||||
t = Tz*mR1to0.m[1][1] - Ty*mR1to0.m[1][2]; t2 = ea.y*mAR.m[1][2] + ea.z*mAR.m[1][1] + eb.x*mAR.m[2][0] + eb.z*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
|
||||
t = Tz*mR1to0.m[2][1] - Ty*mR1to0.m[2][2]; t2 = ea.y*mAR.m[2][2] + ea.z*mAR.m[2][1] + eb.x*mAR.m[1][0] + eb.y*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
|
||||
t = Tx*mR1to0.m[0][2] - Tz*mR1to0.m[0][0]; t2 = ea.x*mAR.m[0][2] + ea.z*mAR.m[0][0] + eb.y*mAR.m[2][1] + eb.z*mAR.m[1][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
|
||||
t = Tx*mR1to0.m[1][2] - Tz*mR1to0.m[1][0]; t2 = ea.x*mAR.m[1][2] + ea.z*mAR.m[1][0] + eb.x*mAR.m[2][1] + eb.z*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
|
||||
t = Tx*mR1to0.m[2][2] - Tz*mR1to0.m[2][0]; t2 = ea.x*mAR.m[2][2] + ea.z*mAR.m[2][0] + eb.x*mAR.m[1][1] + eb.y*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
|
||||
t = Ty*mR1to0.m[0][0] - Tx*mR1to0.m[0][1]; t2 = ea.x*mAR.m[0][1] + ea.y*mAR.m[0][0] + eb.y*mAR.m[2][2] + eb.z*mAR.m[1][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
|
||||
t = Ty*mR1to0.m[1][0] - Tx*mR1to0.m[1][1]; t2 = ea.x*mAR.m[1][1] + ea.y*mAR.m[1][0] + eb.x*mAR.m[2][2] + eb.z*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
|
||||
t = Ty*mR1to0.m[2][0] - Tx*mR1to0.m[2][1]; t2 = ea.x*mAR.m[2][1] + ea.y*mAR.m[2][0] + eb.x*mAR.m[1][2] + eb.y*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! A dedicated version when one box is constant
|
||||
inline_ BOOL OBBCollider::BoxBoxOverlap(const Point& extents, const Point& center)
|
||||
{
|
||||
// Stats
|
||||
mNbVolumeBVTests++;
|
||||
|
||||
float t,t2;
|
||||
|
||||
// Class I : A's basis vectors
|
||||
float Tx = mTBoxToModel.x - center.x; t = extents.x + mBBx1; if(GREATER(Tx, t)) return FALSE;
|
||||
float Ty = mTBoxToModel.y - center.y; t = extents.y + mBBy1; if(GREATER(Ty, t)) return FALSE;
|
||||
float Tz = mTBoxToModel.z - center.z; t = extents.z + mBBz1; if(GREATER(Tz, t)) return FALSE;
|
||||
|
||||
// Class II : B's basis vectors
|
||||
t = Tx*mRBoxToModel.m[0][0] + Ty*mRBoxToModel.m[0][1] + Tz*mRBoxToModel.m[0][2];
|
||||
t2 = extents.x*mAR.m[0][0] + extents.y*mAR.m[0][1] + extents.z*mAR.m[0][2] + mBoxExtents.x;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
t = Tx*mRBoxToModel.m[1][0] + Ty*mRBoxToModel.m[1][1] + Tz*mRBoxToModel.m[1][2];
|
||||
t2 = extents.x*mAR.m[1][0] + extents.y*mAR.m[1][1] + extents.z*mAR.m[1][2] + mBoxExtents.y;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
t = Tx*mRBoxToModel.m[2][0] + Ty*mRBoxToModel.m[2][1] + Tz*mRBoxToModel.m[2][2];
|
||||
t2 = extents.x*mAR.m[2][0] + extents.y*mAR.m[2][1] + extents.z*mAR.m[2][2] + mBoxExtents.z;
|
||||
if(GREATER(t, t2)) return FALSE;
|
||||
|
||||
// Class III : 9 cross products
|
||||
// Cool trick: always perform the full test for first level, regardless of settings.
|
||||
// That way pathological cases (such as the pencils scene) are quickly rejected anyway !
|
||||
if(mFullBoxBoxTest || mNbVolumeBVTests==1)
|
||||
{
|
||||
t = Tz*mRBoxToModel.m[0][1] - Ty*mRBoxToModel.m[0][2]; t2 = extents.y*mAR.m[0][2] + extents.z*mAR.m[0][1] + mBB_1; if(GREATER(t, t2)) return FALSE; // L = A0 x B0
|
||||
t = Tz*mRBoxToModel.m[1][1] - Ty*mRBoxToModel.m[1][2]; t2 = extents.y*mAR.m[1][2] + extents.z*mAR.m[1][1] + mBB_2; if(GREATER(t, t2)) return FALSE; // L = A0 x B1
|
||||
t = Tz*mRBoxToModel.m[2][1] - Ty*mRBoxToModel.m[2][2]; t2 = extents.y*mAR.m[2][2] + extents.z*mAR.m[2][1] + mBB_3; if(GREATER(t, t2)) return FALSE; // L = A0 x B2
|
||||
t = Tx*mRBoxToModel.m[0][2] - Tz*mRBoxToModel.m[0][0]; t2 = extents.x*mAR.m[0][2] + extents.z*mAR.m[0][0] + mBB_4; if(GREATER(t, t2)) return FALSE; // L = A1 x B0
|
||||
t = Tx*mRBoxToModel.m[1][2] - Tz*mRBoxToModel.m[1][0]; t2 = extents.x*mAR.m[1][2] + extents.z*mAR.m[1][0] + mBB_5; if(GREATER(t, t2)) return FALSE; // L = A1 x B1
|
||||
t = Tx*mRBoxToModel.m[2][2] - Tz*mRBoxToModel.m[2][0]; t2 = extents.x*mAR.m[2][2] + extents.z*mAR.m[2][0] + mBB_6; if(GREATER(t, t2)) return FALSE; // L = A1 x B2
|
||||
t = Ty*mRBoxToModel.m[0][0] - Tx*mRBoxToModel.m[0][1]; t2 = extents.x*mAR.m[0][1] + extents.y*mAR.m[0][0] + mBB_7; if(GREATER(t, t2)) return FALSE; // L = A2 x B0
|
||||
t = Ty*mRBoxToModel.m[1][0] - Tx*mRBoxToModel.m[1][1]; t2 = extents.x*mAR.m[1][1] + extents.y*mAR.m[1][0] + mBB_8; if(GREATER(t, t2)) return FALSE; // L = A2 x B1
|
||||
t = Ty*mRBoxToModel.m[2][0] - Tx*mRBoxToModel.m[2][1]; t2 = extents.x*mAR.m[2][1] + extents.y*mAR.m[2][0] + mBB_9; if(GREATER(t, t2)) return FALSE; // L = A2 x B2
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//! A special version for 2 axis-aligned boxes
|
||||
inline_ BOOL AABBCollider::AABBAABBOverlap(const Point& extents, const Point& center)
|
||||
{
|
||||
// Stats
|
||||
mNbVolumeBVTests++;
|
||||
|
||||
float tx = mBox.mCenter.x - center.x; float ex = extents.x + mBox.mExtents.x; if(GREATER(tx, ex)) return FALSE;
|
||||
float ty = mBox.mCenter.y - center.y; float ey = extents.y + mBox.mExtents.y; if(GREATER(ty, ey)) return FALSE;
|
||||
float tz = mBox.mCenter.z - center.z; float ez = extents.z + mBox.mExtents.z; if(GREATER(tz, ez)) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
|
@ -1,367 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for box pruning.
|
||||
* \file IceBoxPruning.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
You could use a complex sweep-and-prune as implemented in I-Collide.
|
||||
You could use a complex hashing scheme as implemented in V-Clip or recently in ODE it seems.
|
||||
You could use a "Recursive Dimensional Clustering" algorithm as implemented in GPG2.
|
||||
|
||||
Or you could use this.
|
||||
Faster ? I don't know. Probably not. It would be a shame. But who knows ?
|
||||
Easier ? Definitely. Enjoy the sheer simplicity.
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
*/
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
inline_ void FindRunningIndex(udword& index, float* array, udword* sorted, int last, float max)
|
||||
{
|
||||
int First=index;
|
||||
while(First<=last)
|
||||
{
|
||||
index = (First+last)>>1;
|
||||
|
||||
if(max>array[sorted[index]]) First = index+1;
|
||||
else last = index-1;
|
||||
}
|
||||
}
|
||||
// ### could be log(n) !
|
||||
// and maybe use cmp integers
|
||||
|
||||
// InsertionSort has better coherence, RadixSort is better for one-shot queries.
|
||||
#define PRUNING_SORTER RadixSort
|
||||
//#define PRUNING_SORTER InsertionSort
|
||||
|
||||
// Static for coherence
|
||||
static PRUNING_SORTER* gCompletePruningSorter = null;
|
||||
static PRUNING_SORTER* gBipartitePruningSorter0 = null;
|
||||
static PRUNING_SORTER* gBipartitePruningSorter1 = null;
|
||||
inline_ PRUNING_SORTER* GetCompletePruningSorter()
|
||||
{
|
||||
if(!gCompletePruningSorter) gCompletePruningSorter = new PRUNING_SORTER;
|
||||
return gCompletePruningSorter;
|
||||
}
|
||||
inline_ PRUNING_SORTER* GetBipartitePruningSorter0()
|
||||
{
|
||||
if(!gBipartitePruningSorter0) gBipartitePruningSorter0 = new PRUNING_SORTER;
|
||||
return gBipartitePruningSorter0;
|
||||
}
|
||||
inline_ PRUNING_SORTER* GetBipartitePruningSorter1()
|
||||
{
|
||||
if(!gBipartitePruningSorter1) gBipartitePruningSorter1 = new PRUNING_SORTER;
|
||||
return gBipartitePruningSorter1;
|
||||
}
|
||||
void ReleasePruningSorters()
|
||||
{
|
||||
DELETESINGLE(gBipartitePruningSorter1);
|
||||
DELETESINGLE(gBipartitePruningSorter0);
|
||||
DELETESINGLE(gCompletePruningSorter);
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
* \param nb0 [in] number of boxes in the first set
|
||||
* \param array0 [in] array of boxes for the first set
|
||||
* \param nb1 [in] number of boxes in the second set
|
||||
* \param array1 [in] array of boxes for the second set
|
||||
* \param pairs [out] array of overlapping pairs
|
||||
* \param axes [in] projection order (0,2,1 is often best)
|
||||
* \return true if success.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Opcode::BipartiteBoxPruning(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs, const Axes& axes)
|
||||
{
|
||||
// Checkings
|
||||
if(!nb0 || !array0 || !nb1 || !array1) return false;
|
||||
|
||||
// Catch axes
|
||||
udword Axis0 = axes.mAxis0;
|
||||
udword Axis1 = axes.mAxis1;
|
||||
udword Axis2 = axes.mAxis2;
|
||||
|
||||
// Allocate some temporary data
|
||||
float* MinPosList0 = new float[nb0];
|
||||
float* MinPosList1 = new float[nb1];
|
||||
|
||||
// 1) Build main lists using the primary axis
|
||||
for(udword i=0;i<nb0;i++) MinPosList0[i] = array0[i]->GetMin(Axis0);
|
||||
for(udword i=0;i<nb1;i++) MinPosList1[i] = array1[i]->GetMin(Axis0);
|
||||
|
||||
// 2) Sort the lists
|
||||
PRUNING_SORTER* RS0 = GetBipartitePruningSorter0();
|
||||
PRUNING_SORTER* RS1 = GetBipartitePruningSorter1();
|
||||
const udword* Sorted0 = RS0->Sort(MinPosList0, nb0).GetRanks();
|
||||
const udword* Sorted1 = RS1->Sort(MinPosList1, nb1).GetRanks();
|
||||
|
||||
// 3) Prune the lists
|
||||
udword Index0, Index1;
|
||||
|
||||
const udword* const LastSorted0 = &Sorted0[nb0];
|
||||
const udword* const LastSorted1 = &Sorted1[nb1];
|
||||
const udword* RunningAddress0 = Sorted0;
|
||||
const udword* RunningAddress1 = Sorted1;
|
||||
|
||||
while(RunningAddress1<LastSorted1 && Sorted0<LastSorted0)
|
||||
{
|
||||
Index0 = *Sorted0++;
|
||||
|
||||
while(RunningAddress1<LastSorted1 && MinPosList1[*RunningAddress1]<MinPosList0[Index0]) RunningAddress1++;
|
||||
|
||||
const udword* RunningAddress2_1 = RunningAddress1;
|
||||
|
||||
while(RunningAddress2_1<LastSorted1 && MinPosList1[Index1 = *RunningAddress2_1++]<=array0[Index0]->GetMax(Axis0))
|
||||
{
|
||||
if(array0[Index0]->Intersect(*array1[Index1], Axis1))
|
||||
{
|
||||
if(array0[Index0]->Intersect(*array1[Index1], Axis2))
|
||||
{
|
||||
pairs.AddPair(Index0, Index1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////
|
||||
|
||||
while(RunningAddress0<LastSorted0 && Sorted1<LastSorted1)
|
||||
{
|
||||
Index0 = *Sorted1++;
|
||||
|
||||
while(RunningAddress0<LastSorted0 && MinPosList0[*RunningAddress0]<=MinPosList1[Index0]) RunningAddress0++;
|
||||
|
||||
const udword* RunningAddress2_0 = RunningAddress0;
|
||||
|
||||
while(RunningAddress2_0<LastSorted0 && MinPosList0[Index1 = *RunningAddress2_0++]<=array1[Index0]->GetMax(Axis0))
|
||||
{
|
||||
if(array0[Index1]->Intersect(*array1[Index0], Axis1))
|
||||
{
|
||||
if(array0[Index1]->Intersect(*array1[Index0], Axis2))
|
||||
{
|
||||
pairs.AddPair(Index1, Index0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
DELETEARRAY(MinPosList1);
|
||||
DELETEARRAY(MinPosList0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#define ORIGINAL_VERSION
|
||||
//#define JOAKIM
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
* \param nb [in] number of boxes
|
||||
* \param array [in] array of boxes
|
||||
* \param pairs [out] array of overlapping pairs
|
||||
* \param axes [in] projection order (0,2,1 is often best)
|
||||
* \return true if success.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Opcode::CompleteBoxPruning(udword nb, const AABB** array, Pairs& pairs, const Axes& axes)
|
||||
{
|
||||
// Checkings
|
||||
if(!nb || !array) return false;
|
||||
|
||||
// Catch axes
|
||||
udword Axis0 = axes.mAxis0;
|
||||
udword Axis1 = axes.mAxis1;
|
||||
udword Axis2 = axes.mAxis2;
|
||||
|
||||
#ifdef ORIGINAL_VERSION
|
||||
// Allocate some temporary data
|
||||
// float* PosList = new float[nb];
|
||||
float* PosList = new float[nb+1];
|
||||
|
||||
// 1) Build main list using the primary axis
|
||||
for(udword i=0;i<nb;i++) PosList[i] = array[i]->GetMin(Axis0);
|
||||
PosList[nb++] = MAX_FLOAT;
|
||||
|
||||
// 2) Sort the list
|
||||
PRUNING_SORTER* RS = GetCompletePruningSorter();
|
||||
const udword* Sorted = RS->Sort(PosList, nb).GetRanks();
|
||||
|
||||
// 3) Prune the list
|
||||
const udword* const LastSorted = &Sorted[nb];
|
||||
const udword* RunningAddress = Sorted;
|
||||
udword Index0, Index1;
|
||||
while(RunningAddress<LastSorted && Sorted<LastSorted)
|
||||
{
|
||||
Index0 = *Sorted++;
|
||||
|
||||
// while(RunningAddress<LastSorted && PosList[*RunningAddress++]<PosList[Index0]);
|
||||
while(PosList[*RunningAddress++]<PosList[Index0]);
|
||||
|
||||
if(RunningAddress<LastSorted)
|
||||
{
|
||||
const udword* RunningAddress2 = RunningAddress;
|
||||
|
||||
// while(RunningAddress2<LastSorted && PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
|
||||
while(PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
|
||||
{
|
||||
// if(Index0!=Index1)
|
||||
// {
|
||||
if(array[Index0]->Intersect(*array[Index1], Axis1))
|
||||
{
|
||||
if(array[Index0]->Intersect(*array[Index1], Axis2))
|
||||
{
|
||||
pairs.AddPair(Index0, Index1);
|
||||
}
|
||||
}
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DELETEARRAY(PosList);
|
||||
#endif
|
||||
|
||||
#ifdef JOAKIM
|
||||
// Allocate some temporary data
|
||||
// float* PosList = new float[nb];
|
||||
float* MinList = new float[nb+1];
|
||||
|
||||
// 1) Build main list using the primary axis
|
||||
for(udword i=0;i<nb;i++) MinList[i] = array[i]->GetMin(Axis0);
|
||||
MinList[nb] = MAX_FLOAT;
|
||||
|
||||
// 2) Sort the list
|
||||
PRUNING_SORTER* RS = GetCompletePruningSorter();
|
||||
udword* Sorted = RS->Sort(MinList, nb+1).GetRanks();
|
||||
|
||||
// 3) Prune the list
|
||||
// const udword* const LastSorted = &Sorted[nb];
|
||||
// const udword* const LastSorted = &Sorted[nb-1];
|
||||
const udword* RunningAddress = Sorted;
|
||||
udword Index0, Index1;
|
||||
|
||||
// while(RunningAddress<LastSorted && Sorted<LastSorted)
|
||||
// while(RunningAddress<LastSorted)
|
||||
while(RunningAddress<&Sorted[nb])
|
||||
// while(Sorted<LastSorted)
|
||||
{
|
||||
// Index0 = *Sorted++;
|
||||
Index0 = *RunningAddress++;
|
||||
|
||||
// while(RunningAddress<LastSorted && PosList[*RunningAddress++]<PosList[Index0]);
|
||||
// while(PosList[*RunningAddress++]<PosList[Index0]);
|
||||
//RunningAddress = Sorted;
|
||||
// if(RunningAddress<LastSorted)
|
||||
{
|
||||
const udword* RunningAddress2 = RunningAddress;
|
||||
|
||||
// while(RunningAddress2<LastSorted && PosList[Index1 = *RunningAddress2++]<=array[Index0]->GetMax(Axis0))
|
||||
|
||||
// float CurrentMin = array[Index0]->GetMin(Axis0);
|
||||
float CurrentMax = array[Index0]->GetMax(Axis0);
|
||||
|
||||
while(MinList[Index1 = *RunningAddress2] <= CurrentMax)
|
||||
// while(PosList[Index1 = *RunningAddress] <= CurrentMax)
|
||||
{
|
||||
// if(Index0!=Index1)
|
||||
// {
|
||||
if(array[Index0]->Intersect(*array[Index1], Axis1))
|
||||
{
|
||||
if(array[Index0]->Intersect(*array[Index1], Axis2))
|
||||
{
|
||||
pairs.AddPair(Index0, Index1);
|
||||
}
|
||||
}
|
||||
// }
|
||||
|
||||
RunningAddress2++;
|
||||
// RunningAddress++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DELETEARRAY(MinList);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Brute-force versions are kept:
|
||||
// - to check the optimized versions return the correct list of intersections
|
||||
// - to check the speed of the optimized code against the brute-force one
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Brute-force bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
|
||||
* \param nb0 [in] number of boxes in the first set
|
||||
* \param array0 [in] array of boxes for the first set
|
||||
* \param nb1 [in] number of boxes in the second set
|
||||
* \param array1 [in] array of boxes for the second set
|
||||
* \param pairs [out] array of overlapping pairs
|
||||
* \return true if success.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Opcode::BruteForceBipartiteBoxTest(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs)
|
||||
{
|
||||
// Checkings
|
||||
if(!nb0 || !array0 || !nb1 || !array1) return false;
|
||||
|
||||
// Brute-force nb0*nb1 overlap tests
|
||||
for(udword i=0;i<nb0;i++)
|
||||
{
|
||||
for(udword j=0;j<nb1;j++)
|
||||
{
|
||||
if(array0[i]->Intersect(*array1[j])) pairs.AddPair(i, j);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
|
||||
* \param nb [in] number of boxes
|
||||
* \param array [in] array of boxes
|
||||
* \param pairs [out] array of overlapping pairs
|
||||
* \return true if success.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Opcode::BruteForceCompleteBoxTest(udword nb, const AABB** array, Pairs& pairs)
|
||||
{
|
||||
// Checkings
|
||||
if(!nb || !array) return false;
|
||||
|
||||
// Brute-force n(n-1)/2 overlap tests
|
||||
for(udword i=0;i<nb;i++)
|
||||
{
|
||||
for(udword j=i+1;j<nb;j++)
|
||||
{
|
||||
if(array[i]->Intersect(*array[j])) pairs.AddPair(i, j);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
|
@ -1,31 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for box pruning.
|
||||
* \file IceBoxPruning.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 29, 2000
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_BOXPRUNING_H__
|
||||
#define __OPC_BOXPRUNING_H__
|
||||
|
||||
// Optimized versions
|
||||
FUNCTION OPCODE_API bool CompleteBoxPruning(udword nb, const AABB** array, Pairs& pairs, const Axes& axes);
|
||||
FUNCTION OPCODE_API bool BipartiteBoxPruning(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs, const Axes& axes);
|
||||
|
||||
// Brute-force versions
|
||||
FUNCTION OPCODE_API bool BruteForceCompleteBoxTest(udword nb, const AABB** array, Pairs& pairs);
|
||||
FUNCTION OPCODE_API bool BruteForceBipartiteBoxTest(udword nb0, const AABB** array0, udword nb1, const AABB** array1, Pairs& pairs);
|
||||
|
||||
#endif //__OPC_BOXPRUNING_H__
|
|
@ -1,54 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains base collider class.
|
||||
* \file OPC_Collider.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date June, 2, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains the abstract class for colliders.
|
||||
*
|
||||
* \class Collider
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date June, 2, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Collider::Collider() :
|
||||
mFlags (0),
|
||||
mCurrentModel (null),
|
||||
mIMesh (null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Collider::~Collider()
|
||||
{
|
||||
}
|
|
@ -1,176 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains base collider class.
|
||||
* \file OPC_Collider.h
|
||||
* \author Pierre Terdiman
|
||||
* \date June, 2, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_COLLIDER_H__
|
||||
#define __OPC_COLLIDER_H__
|
||||
|
||||
enum CollisionFlag
|
||||
{
|
||||
OPC_FIRST_CONTACT = (1<<0), //!< Report all contacts (false) or only first one (true)
|
||||
OPC_TEMPORAL_COHERENCE = (1<<1), //!< Use temporal coherence or not
|
||||
OPC_CONTACT = (1<<2), //!< Final contact status after a collision query
|
||||
OPC_TEMPORAL_HIT = (1<<3), //!< There has been an early exit due to temporal coherence
|
||||
OPC_NO_PRIMITIVE_TESTS = (1<<4), //!< Keep or discard primitive-bv tests in leaf nodes (volume-mesh queries)
|
||||
|
||||
OPC_CONTACT_FOUND = OPC_FIRST_CONTACT | OPC_CONTACT,
|
||||
OPC_TEMPORAL_CONTACT = OPC_TEMPORAL_HIT | OPC_CONTACT,
|
||||
|
||||
OPC_FORCE_DWORD = 0x7fffffff
|
||||
};
|
||||
|
||||
class OPCODE_API Collider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
Collider();
|
||||
virtual ~Collider();
|
||||
|
||||
// Collision report
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the last collision status after a collision query.
|
||||
* \return true if a collision occured
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL GetContactStatus() const { return mFlags & OPC_CONTACT; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the "first contact" mode.
|
||||
* \return true if "first contact" mode is on
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL FirstContactEnabled() const { return mFlags & OPC_FIRST_CONTACT; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the temporal coherence mode.
|
||||
* \return true if temporal coherence is on
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL TemporalCoherenceEnabled() const { return mFlags & OPC_TEMPORAL_COHERENCE; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks a first contact has already been found.
|
||||
* \return true if a first contact has been found and we can stop a query
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL ContactFound() const { return (mFlags&OPC_CONTACT_FOUND)==OPC_CONTACT_FOUND; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks there's been an early exit due to temporal coherence;
|
||||
* \return true if a temporal hit has occured
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL TemporalHit() const { return mFlags & OPC_TEMPORAL_HIT; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks primitive tests are enabled;
|
||||
* \return true if primitive tests must be skipped
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL SkipPrimitiveTests() const { return mFlags & OPC_NO_PRIMITIVE_TESTS; }
|
||||
|
||||
// Settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Reports all contacts (false) or first contact only (true)
|
||||
* \param flag [in] true for first contact, false for all contacts
|
||||
* \see SetTemporalCoherence(bool flag)
|
||||
* \see ValidateSettings()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetFirstContact(bool flag)
|
||||
{
|
||||
if(flag) mFlags |= OPC_FIRST_CONTACT;
|
||||
else mFlags &= ~OPC_FIRST_CONTACT;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Enable/disable temporal coherence.
|
||||
* \param flag [in] true to enable temporal coherence, false to discard it
|
||||
* \see SetFirstContact(bool flag)
|
||||
* \see ValidateSettings()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetTemporalCoherence(bool flag)
|
||||
{
|
||||
if(flag) mFlags |= OPC_TEMPORAL_COHERENCE;
|
||||
else mFlags &= ~OPC_TEMPORAL_COHERENCE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Enable/disable primitive tests.
|
||||
* \param flag [in] true to enable primitive tests, false to discard them
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetPrimitiveTests(bool flag)
|
||||
{
|
||||
if(!flag) mFlags |= OPC_NO_PRIMITIVE_TESTS;
|
||||
else mFlags &= ~OPC_NO_PRIMITIVE_TESTS;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Validates current settings. You should call this method after all the settings / callbacks have been defined for a collider.
|
||||
* \return null if everything is ok, else a string describing the problem
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual const char* ValidateSettings() = 0;
|
||||
|
||||
protected:
|
||||
udword mFlags; //!< Bit flags
|
||||
const BaseModel* mCurrentModel; //!< Current model for collision query (owner of touched faces)
|
||||
// User mesh interface
|
||||
const MeshInterface* mIMesh; //!< User-defined mesh interface
|
||||
|
||||
// Internal methods
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups current collision model
|
||||
* \param model [in] current collision model
|
||||
* \return TRUE if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL Setup(const BaseModel* model)
|
||||
{
|
||||
// Keep track of current model
|
||||
mCurrentModel = model;
|
||||
if(!mCurrentModel) return FALSE;
|
||||
|
||||
mIMesh = model->GetMeshInterface();
|
||||
return mIMesh!=null;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Initializes a query
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual inline_ void InitQuery() { mFlags &= ~OPC_TEMPORAL_CONTACT; }
|
||||
};
|
||||
|
||||
#endif // __OPC_COLLIDER_H__
|
|
@ -1,48 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains common classes & defs used in OPCODE.
|
||||
* \file OPC_Common.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* An AABB dedicated to collision detection.
|
||||
* We don't use the generic AABB class included in ICE, since it can be a Min/Max or a Center/Extents one (depends
|
||||
* on compilation flags). Since the Center/Extents model is more efficient in collision detection, it was worth
|
||||
* using an extra special class.
|
||||
*
|
||||
* \class CollisionAABB
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A quantized AABB.
|
||||
* Center/Extent model, using 16-bits integers.
|
||||
*
|
||||
* \class QuantizedAABB
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
|
@ -1,101 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains common classes & defs used in OPCODE.
|
||||
* \file OPC_Common.h
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_COMMON_H__
|
||||
#define __OPC_COMMON_H__
|
||||
|
||||
// [GOTTFRIED]: Just a small change for readability.
|
||||
#ifdef OPC_CPU_COMPARE
|
||||
#define GREATER(x, y) AIR(x) > IR(y)
|
||||
#else
|
||||
#define GREATER(x, y) fabsf(x) > (y)
|
||||
#endif
|
||||
|
||||
class OPCODE_API CollisionAABB
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ CollisionAABB() {}
|
||||
//! Constructor
|
||||
inline_ CollisionAABB(const AABB& b) { b.GetCenter(mCenter); b.GetExtents(mExtents); }
|
||||
//! Destructor
|
||||
inline_ ~CollisionAABB() {}
|
||||
|
||||
//! Get min point of the box
|
||||
inline_ void GetMin(Point& min) const { min = mCenter - mExtents; }
|
||||
//! Get max point of the box
|
||||
inline_ void GetMax(Point& max) const { max = mCenter + mExtents; }
|
||||
|
||||
//! Get component of the box's min point along a given axis
|
||||
inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
|
||||
//! Get component of the box's max point along a given axis
|
||||
inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Setups an AABB from min & max vectors.
|
||||
* \param min [in] the min point
|
||||
* \param max [in] the max point
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetMinMax(const Point& min, const Point& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks a box is inside another box.
|
||||
* \param box [in] the other box
|
||||
* \return true if current box is inside input box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL IsInside(const CollisionAABB& box) const
|
||||
{
|
||||
if(box.GetMin(0)>GetMin(0)) return FALSE;
|
||||
if(box.GetMin(1)>GetMin(1)) return FALSE;
|
||||
if(box.GetMin(2)>GetMin(2)) return FALSE;
|
||||
if(box.GetMax(0)<GetMax(0)) return FALSE;
|
||||
if(box.GetMax(1)<GetMax(1)) return FALSE;
|
||||
if(box.GetMax(2)<GetMax(2)) return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
Point mCenter; //!< Box center
|
||||
Point mExtents; //!< Box extents
|
||||
};
|
||||
|
||||
class OPCODE_API QuantizedAABB
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
inline_ QuantizedAABB() {}
|
||||
//! Destructor
|
||||
inline_ ~QuantizedAABB() {}
|
||||
|
||||
sword mCenter[3]; //!< Quantized center
|
||||
uword mExtents[3]; //!< Quantized extents
|
||||
};
|
||||
|
||||
//! Quickly rotates & translates a vector
|
||||
inline_ void TransformPoint(Point& dest, const Point& source, const Matrix3x3& rot, const Point& trans)
|
||||
{
|
||||
dest.x = trans.x + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
|
||||
dest.y = trans.y + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
|
||||
dest.z = trans.z + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
|
||||
}
|
||||
|
||||
#endif //__OPC_COMMON_H__
|
|
@ -1,466 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for hybrid models.
|
||||
* \file OPC_HybridModel.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* An hybrid collision model.
|
||||
*
|
||||
* The problem :
|
||||
*
|
||||
* Opcode really shines for mesh-mesh collision, especially when meshes are deeply overlapping
|
||||
* (it typically outperforms RAPID in those cases).
|
||||
*
|
||||
* Unfortunately this is not the typical scenario in games.
|
||||
*
|
||||
* For close-proximity cases, especially for volume-mesh queries, it's relatively easy to run faster
|
||||
* than Opcode, that suffers from a relatively high setup time.
|
||||
*
|
||||
* In particular, Opcode's "vanilla" trees in those cases -can- run faster. They can also use -less-
|
||||
* memory than the optimized ones, when you let the system stop at ~10 triangles / leaf for example
|
||||
* (i.e. when you don't use "complete" trees). However, those trees tend to fragment memory quite a
|
||||
* lot, increasing cache misses : since they're not "complete", we can't predict the final number of
|
||||
* nodes and we have to allocate nodes on-the-fly. For the same reasons we can't use Opcode's "optimized"
|
||||
* trees here, since they rely on a known layout to perform the "optimization".
|
||||
*
|
||||
* Hybrid trees :
|
||||
*
|
||||
* Hybrid trees try to combine best of both worlds :
|
||||
*
|
||||
* - they use a maximum limit of 16 triangles/leaf. "16" is used so that we'll be able to save the
|
||||
* number of triangles using 4 bits only.
|
||||
*
|
||||
* - they're still "complete" trees thanks to a two-passes building phase. First we create a "vanilla"
|
||||
* AABB-tree with Opcode, limited to 16 triangles/leaf. Then we create a *second* vanilla tree, this
|
||||
* time using the leaves of the first one. The trick is : this second tree is now "complete"... so we
|
||||
* can further transform it into an Opcode's optimized tree.
|
||||
*
|
||||
* - then we run the collision queries on that standard Opcode tree. The only difference is that leaf
|
||||
* nodes contain indices to leaf nodes of another tree. Also, we have to skip all primitive tests in
|
||||
* Opcode optimized trees, since our leaves don't contain triangles anymore.
|
||||
*
|
||||
* - finally, for each collided leaf, we simply loop through 16 triangles max, and collide them with
|
||||
* the bounding volume used in the query (we only support volume-vs-mesh queries here, not mesh-vs-mesh)
|
||||
*
|
||||
* All of that is wrapped in this "hybrid model" that contains the minimal data required for this to work.
|
||||
* It's a mix between old "vanilla" trees, and old "optimized" trees.
|
||||
*
|
||||
* Extra advantages:
|
||||
*
|
||||
* - If we use them for dynamic models, we're left with a very small number of leaf nodes to refit. It
|
||||
* might be a bit faster since we have less nodes to write back.
|
||||
*
|
||||
* - In rigid body simulation, using temporal coherence and sleeping objects greatly reduce the actual
|
||||
* influence of one tree over another (i.e. the speed difference is often invisible). So memory is really
|
||||
* the key element to consider, and in this regard hybrid trees are just better.
|
||||
*
|
||||
* Information to take home:
|
||||
* - they use less ram
|
||||
* - they're not slower (they're faster or slower depending on cases, overall there's no significant
|
||||
* difference *as long as objects don't interpenetrate too much* - in which case Opcode's optimized trees
|
||||
* are still notably faster)
|
||||
*
|
||||
* \class HybridModel
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridModel::HybridModel() :
|
||||
mNbLeaves (0),
|
||||
mNbPrimitives (0),
|
||||
mTriangles (null),
|
||||
mIndices (null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridModel::~HybridModel()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Releases everything.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void HybridModel::Release()
|
||||
{
|
||||
ReleaseBase();
|
||||
DELETEARRAY(mIndices);
|
||||
DELETEARRAY(mTriangles);
|
||||
mNbLeaves = 0;
|
||||
mNbPrimitives = 0;
|
||||
}
|
||||
|
||||
struct Internal
|
||||
{
|
||||
Internal()
|
||||
{
|
||||
mNbLeaves = 0;
|
||||
mLeaves = null;
|
||||
mTriangles = null;
|
||||
mBase = null;
|
||||
}
|
||||
~Internal()
|
||||
{
|
||||
DELETEARRAY(mLeaves);
|
||||
}
|
||||
|
||||
udword mNbLeaves;
|
||||
AABB* mLeaves;
|
||||
LeafTriangles* mTriangles;
|
||||
const udword* mBase;
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a collision model.
|
||||
* \param create [in] model creation structure
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool HybridModel::Build(const OPCODECREATE& create)
|
||||
{
|
||||
// 1) Checkings
|
||||
if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
|
||||
|
||||
// Look for degenerate faces.
|
||||
udword NbDegenerate = create.mIMesh->CheckTopology();
|
||||
if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
|
||||
// We continue nonetheless....
|
||||
|
||||
Release(); // Make sure previous tree has been discarded
|
||||
|
||||
// 1-1) Setup mesh interface automatically
|
||||
SetMeshInterface(create.mIMesh);
|
||||
|
||||
bool Status = false;
|
||||
AABBTree* LeafTree = null;
|
||||
Internal Data;
|
||||
|
||||
// 2) Build a generic AABB Tree.
|
||||
mSource = new AABBTree;
|
||||
CHECKALLOC(mSource);
|
||||
|
||||
// 2-1) Setup a builder. Our primitives here are triangles from input mesh,
|
||||
// so we use an AABBTreeOfTrianglesBuilder.....
|
||||
{
|
||||
AABBTreeOfTrianglesBuilder TB;
|
||||
TB.mIMesh = create.mIMesh;
|
||||
TB.mNbPrimitives = create.mIMesh->GetNbTriangles();
|
||||
TB.mSettings = create.mSettings;
|
||||
TB.mSettings.mLimit = 16; // ### Hardcoded, but maybe we could let the user choose 8 / 16 / 32 ...
|
||||
if(!mSource->Build(&TB)) goto FreeAndExit;
|
||||
}
|
||||
|
||||
// 2-2) Here's the trick : create *another* AABB tree using the leaves of the first one (which are boxes, this time)
|
||||
struct Local
|
||||
{
|
||||
// A callback to count leaf nodes
|
||||
static bool CountLeaves(const AABBTreeNode* current, udword depth, void* user_data)
|
||||
{
|
||||
if(current->IsLeaf())
|
||||
{
|
||||
Internal* Data = (Internal*)user_data;
|
||||
Data->mNbLeaves++;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// A callback to setup leaf nodes in our internal structures
|
||||
static bool SetupLeafData(const AABBTreeNode* current, udword depth, void* user_data)
|
||||
{
|
||||
if(current->IsLeaf())
|
||||
{
|
||||
Internal* Data = (Internal*)user_data;
|
||||
|
||||
// Get current leaf's box
|
||||
Data->mLeaves[Data->mNbLeaves] = *current->GetAABB();
|
||||
|
||||
// Setup leaf data
|
||||
udword Index = udword((size_t(current->GetPrimitives()) - size_t(Data->mBase)) / sizeof(udword));
|
||||
Data->mTriangles[Data->mNbLeaves].SetData(current->GetNbPrimitives(), Index);
|
||||
|
||||
Data->mNbLeaves++;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
// Walk the tree & count number of leaves
|
||||
Data.mNbLeaves = 0;
|
||||
mSource->Walk(Local::CountLeaves, &Data);
|
||||
mNbLeaves = Data.mNbLeaves; // Keep track of it
|
||||
|
||||
// Special case for 1-leaf meshes
|
||||
if(mNbLeaves==1)
|
||||
{
|
||||
mModelCode |= OPC_SINGLE_NODE;
|
||||
Status = true;
|
||||
goto FreeAndExit;
|
||||
}
|
||||
|
||||
// Allocate our structures
|
||||
Data.mLeaves = new AABB[Data.mNbLeaves]; CHECKALLOC(Data.mLeaves);
|
||||
mTriangles = new LeafTriangles[Data.mNbLeaves]; CHECKALLOC(mTriangles);
|
||||
|
||||
// Walk the tree again & setup leaf data
|
||||
Data.mTriangles = mTriangles;
|
||||
Data.mBase = mSource->GetIndices();
|
||||
Data.mNbLeaves = 0; // Reset for incoming walk
|
||||
mSource->Walk(Local::SetupLeafData, &Data);
|
||||
|
||||
// Handle source indices
|
||||
{
|
||||
bool MustKeepIndices = true;
|
||||
if(create.mCanRemap)
|
||||
{
|
||||
// We try to get rid of source indices (saving more ram!) by reorganizing triangle arrays...
|
||||
// Remap can fail when we use callbacks => keep track of indices in that case (it still
|
||||
// works, only using more memory)
|
||||
if(create.mIMesh->RemapClient(mSource->GetNbPrimitives(), mSource->GetIndices()))
|
||||
{
|
||||
MustKeepIndices = false;
|
||||
}
|
||||
}
|
||||
|
||||
if(MustKeepIndices)
|
||||
{
|
||||
// Keep track of source indices (from vanilla tree)
|
||||
mNbPrimitives = mSource->GetNbPrimitives();
|
||||
mIndices = new udword[mNbPrimitives];
|
||||
CopyMemory(mIndices, mSource->GetIndices(), mNbPrimitives*sizeof(udword));
|
||||
}
|
||||
}
|
||||
|
||||
// Now, create our optimized tree using previous leaf nodes
|
||||
LeafTree = new AABBTree;
|
||||
CHECKALLOC(LeafTree);
|
||||
{
|
||||
AABBTreeOfAABBsBuilder TB; // Now using boxes !
|
||||
TB.mSettings = create.mSettings;
|
||||
TB.mSettings.mLimit = 1; // We now want a complete tree so that we can "optimize" it
|
||||
TB.mNbPrimitives = Data.mNbLeaves;
|
||||
TB.mAABBArray = Data.mLeaves;
|
||||
if(!LeafTree->Build(&TB)) goto FreeAndExit;
|
||||
}
|
||||
|
||||
// 3) Create an optimized tree according to user-settings
|
||||
if(!CreateTree(create.mNoLeaf, create.mQuantized)) goto FreeAndExit;
|
||||
|
||||
// 3-2) Create optimized tree
|
||||
if(!mTree->Build(LeafTree)) goto FreeAndExit;
|
||||
|
||||
// Finally ok...
|
||||
Status = true;
|
||||
|
||||
FreeAndExit: // Allow me this one...
|
||||
DELETESINGLE(LeafTree);
|
||||
|
||||
// 3-3) Delete generic tree if needed
|
||||
if(!create.mKeepOriginal) DELETESINGLE(mSource);
|
||||
|
||||
return Status;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of bytes used by the tree.
|
||||
* \return amount of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword HybridModel::GetUsedBytes() const
|
||||
{
|
||||
udword UsedBytes = 0;
|
||||
if(mTree) UsedBytes += mTree->GetUsedBytes();
|
||||
if(mIndices) UsedBytes += mNbPrimitives * sizeof(udword); // mIndices
|
||||
if(mTriangles) UsedBytes += mNbLeaves * sizeof(LeafTriangles); // mTriangles
|
||||
return UsedBytes;
|
||||
}
|
||||
|
||||
inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp)
|
||||
{
|
||||
// Compute triangle's AABB = a leaf box
|
||||
#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
|
||||
min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
|
||||
max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
|
||||
|
||||
min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
|
||||
max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
|
||||
|
||||
min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
|
||||
max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
|
||||
#else
|
||||
min = *vp.Vertex[0];
|
||||
max = *vp.Vertex[0];
|
||||
min.Min(*vp.Vertex[1]);
|
||||
max.Max(*vp.Vertex[1]);
|
||||
min.Min(*vp.Vertex[2]);
|
||||
max.Max(*vp.Vertex[2]);
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision model. This can be used to handle dynamic meshes. Usage is:
|
||||
* 1. modify your mesh vertices (keep the topology constant!)
|
||||
* 2. refit the tree (call this method)
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool HybridModel::Refit()
|
||||
{
|
||||
if(!mIMesh) return false;
|
||||
if(!mTree) return false;
|
||||
|
||||
if(IsQuantized()) return false;
|
||||
if(HasLeafNodes()) return false;
|
||||
|
||||
const LeafTriangles* LT = GetLeafTriangles();
|
||||
const udword* Indices = GetIndices();
|
||||
|
||||
// Bottom-up update
|
||||
VertexPointers VP;
|
||||
Point Min,Max;
|
||||
Point Min_,Max_;
|
||||
udword Index = mTree->GetNbNodes();
|
||||
AABBNoLeafNode* Nodes = (AABBNoLeafNode*)((AABBNoLeafTree*)mTree)->GetNodes();
|
||||
while(Index--)
|
||||
{
|
||||
AABBNoLeafNode& Current = Nodes[Index];
|
||||
|
||||
if(Current.HasPosLeaf())
|
||||
{
|
||||
const LeafTriangles& CurrentLeaf = LT[Current.GetPosPrimitive()];
|
||||
|
||||
Min.SetPlusInfinity();
|
||||
Max.SetMinusInfinity();
|
||||
|
||||
Point TmpMin, TmpMax;
|
||||
|
||||
// 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--)
|
||||
{
|
||||
mIMesh->GetTriangle(VP, *T++);
|
||||
ComputeMinMax(TmpMin, TmpMax, VP);
|
||||
Min.Min(TmpMin);
|
||||
Max.Max(TmpMax);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
||||
|
||||
// Loop through triangles and test each of them
|
||||
while(NbTris--)
|
||||
{
|
||||
mIMesh->GetTriangle(VP, BaseIndex++);
|
||||
ComputeMinMax(TmpMin, TmpMax, VP);
|
||||
Min.Min(TmpMin);
|
||||
Max.Max(TmpMax);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
|
||||
CurrentBox.GetMin(Min);
|
||||
CurrentBox.GetMax(Max);
|
||||
}
|
||||
|
||||
if(Current.HasNegLeaf())
|
||||
{
|
||||
const LeafTriangles& CurrentLeaf = LT[Current.GetNegPrimitive()];
|
||||
|
||||
Min_.SetPlusInfinity();
|
||||
Max_.SetMinusInfinity();
|
||||
|
||||
Point TmpMin, TmpMax;
|
||||
|
||||
// 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--)
|
||||
{
|
||||
mIMesh->GetTriangle(VP, *T++);
|
||||
ComputeMinMax(TmpMin, TmpMax, VP);
|
||||
Min_.Min(TmpMin);
|
||||
Max_.Max(TmpMax);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
||||
|
||||
// Loop through triangles and test each of them
|
||||
while(NbTris--)
|
||||
{
|
||||
mIMesh->GetTriangle(VP, BaseIndex++);
|
||||
ComputeMinMax(TmpMin, TmpMax, VP);
|
||||
Min_.Min(TmpMin);
|
||||
Max_.Max(TmpMax);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
|
||||
CurrentBox.GetMin(Min_);
|
||||
CurrentBox.GetMax(Max_);
|
||||
}
|
||||
#ifdef OPC_USE_FCOMI
|
||||
Min.x = FCMin2(Min.x, Min_.x);
|
||||
Max.x = FCMax2(Max.x, Max_.x);
|
||||
Min.y = FCMin2(Min.y, Min_.y);
|
||||
Max.y = FCMax2(Max.y, Max_.y);
|
||||
Min.z = FCMin2(Min.z, Min_.z);
|
||||
Max.z = FCMax2(Max.z, Max_.z);
|
||||
#else
|
||||
Min.Min(Min_);
|
||||
Max.Max(Max_);
|
||||
#endif
|
||||
Current.mAABB.SetMinMax(Min, Max);
|
||||
}
|
||||
return true;
|
||||
}
|
|
@ -1,106 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for hybrid models.
|
||||
* \file OPC_HybridModel.h
|
||||
* \author Pierre Terdiman
|
||||
* \date May, 18, 2003
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_HYBRIDMODEL_H__
|
||||
#define __OPC_HYBRIDMODEL_H__
|
||||
|
||||
//! Leaf descriptor
|
||||
struct LeafTriangles
|
||||
{
|
||||
udword Data; //!< Packed data
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets number of triangles in the leaf.
|
||||
* \return number of triangles N, with 0 < N <= 16
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ udword GetNbTriangles() const { return (Data & 15)+1; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets triangle index for this leaf. Indexed model's array of indices retrieved with HybridModel::GetIndices()
|
||||
* \return triangle index
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ udword GetTriangleIndex() const { return Data>>4; }
|
||||
inline_ void SetData(udword nb, udword index) { ASSERT(nb>0 && nb<=16); nb--; Data = (index<<4)|(nb&15); }
|
||||
};
|
||||
|
||||
class OPCODE_API HybridModel : public BaseModel
|
||||
{
|
||||
public:
|
||||
// Constructor/Destructor
|
||||
HybridModel();
|
||||
virtual ~HybridModel();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a collision model.
|
||||
* \param create [in] model creation structure
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
override(BaseModel) bool Build(const OPCODECREATE& create);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of bytes used by the tree.
|
||||
* \return amount of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
override(BaseModel) udword GetUsedBytes() const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision model. This can be used to handle dynamic meshes. Usage is:
|
||||
* 1. modify your mesh vertices (keep the topology constant!)
|
||||
* 2. refit the tree (call this method)
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
override(BaseModel) bool Refit();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets array of triangles.
|
||||
* \return array of triangles
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const LeafTriangles* GetLeafTriangles() const { return mTriangles; }
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets array of indices.
|
||||
* \return array of indices
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const udword* GetIndices() const { return mIndices; }
|
||||
|
||||
private:
|
||||
udword mNbLeaves; //!< Number of leaf nodes in the model
|
||||
LeafTriangles* mTriangles; //!< Array of mNbLeaves leaf descriptors
|
||||
udword mNbPrimitives; //!< Number of primitives in the model
|
||||
udword* mIndices; //!< Array of primitive indices
|
||||
|
||||
// Internal methods
|
||||
void Release();
|
||||
};
|
||||
|
||||
#endif // __OPC_HYBRIDMODEL_H__
|
|
@ -1,70 +0,0 @@
|
|||
|
||||
// Should be included by Opcode.h if needed
|
||||
|
||||
#define ICE_DONT_CHECK_COMPILER_OPTIONS
|
||||
|
||||
// From Windows...
|
||||
typedef int BOOL;
|
||||
#ifndef FALSE
|
||||
#define FALSE 0
|
||||
#endif
|
||||
|
||||
#ifndef TRUE
|
||||
#define TRUE 1
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
#include <string.h>
|
||||
#include <float.h>
|
||||
#include <math.h>
|
||||
|
||||
#ifndef ASSERT
|
||||
#define ASSERT(exp) {}
|
||||
#endif
|
||||
#define ICE_COMPILE_TIME_ASSERT(exp) extern char ICE_Dummy[ (exp) ? 1 : -1 ]
|
||||
|
||||
#define Log {}
|
||||
#define SetIceError(a,b) false
|
||||
#define EC_OUTOFMEMORY "Out of memory"
|
||||
|
||||
#include "Ice/IcePreprocessor.h"
|
||||
|
||||
#undef ICECORE_API
|
||||
#define ICECORE_API OPCODE_API
|
||||
|
||||
#include "Ice/IceTypes.h"
|
||||
#include "Ice/IceFPU.h"
|
||||
#include "Ice/IceMemoryMacros.h"
|
||||
|
||||
namespace IceCore
|
||||
{
|
||||
#include "Ice/IceUtils.h"
|
||||
#include "Ice/IceContainer.h"
|
||||
#include "Ice/IcePairs.h"
|
||||
#include "Ice/IceRevisitedRadix.h"
|
||||
#include "Ice/IceRandom.h"
|
||||
}
|
||||
using namespace IceCore;
|
||||
|
||||
#define ICEMATHS_API OPCODE_API
|
||||
namespace IceMaths
|
||||
{
|
||||
#include "Ice/IceAxes.h"
|
||||
#include "Ice/IcePoint.h"
|
||||
#include "Ice/IceHPoint.h"
|
||||
#include "Ice/IceMatrix3x3.h"
|
||||
#include "Ice/IceMatrix4x4.h"
|
||||
#include "Ice/IcePlane.h"
|
||||
#include "Ice/IceRay.h"
|
||||
#include "Ice/IceIndexedTriangle.h"
|
||||
#include "Ice/IceTriangle.h"
|
||||
#include "Ice/IceTriList.h"
|
||||
#include "Ice/IceAABB.h"
|
||||
#include "Ice/IceOBB.h"
|
||||
#include "Ice/IceBoundingSphere.h"
|
||||
#include "Ice/IceSegment.h"
|
||||
#include "Ice/IceLSS.h"
|
||||
}
|
||||
using namespace IceMaths;
|
|
@ -1,523 +0,0 @@
|
|||
|
||||
// Following code from Magic-Software (http://www.magic-software.com/)
|
||||
// A bit modified for Opcode
|
||||
|
||||
inline_ float OPC_PointAABBSqrDist(const Point& point, const Point& center, const Point& extents)
|
||||
{
|
||||
// Compute coordinates of point in box coordinate system
|
||||
Point Closest = point - center;
|
||||
|
||||
float SqrDistance = 0.0f;
|
||||
|
||||
if(Closest.x < -extents.x)
|
||||
{
|
||||
float Delta = Closest.x + extents.x;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
else if(Closest.x > extents.x)
|
||||
{
|
||||
float Delta = Closest.x - extents.x;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
|
||||
if(Closest.y < -extents.y)
|
||||
{
|
||||
float Delta = Closest.y + extents.y;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
else if(Closest.y > extents.y)
|
||||
{
|
||||
float Delta = Closest.y - extents.y;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
|
||||
if(Closest.z < -extents.z)
|
||||
{
|
||||
float Delta = Closest.z + extents.z;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
else if(Closest.z > extents.z)
|
||||
{
|
||||
float Delta = Closest.z - extents.z;
|
||||
SqrDistance += Delta*Delta;
|
||||
}
|
||||
return SqrDistance;
|
||||
}
|
||||
|
||||
static void Face(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, const Point& rkPmE, float* pfLParam, float& rfSqrDistance)
|
||||
{
|
||||
Point kPpE;
|
||||
float fLSqr, fInv, fTmp, fParam, fT, fDelta;
|
||||
|
||||
kPpE[i1] = rkPnt[i1] + extents[i1];
|
||||
kPpE[i2] = rkPnt[i2] + extents[i2];
|
||||
if(rkDir[i0]*kPpE[i1] >= rkDir[i1]*rkPmE[i0])
|
||||
{
|
||||
if(rkDir[i0]*kPpE[i2] >= rkDir[i2]*rkPmE[i0])
|
||||
{
|
||||
// v[i1] >= -e[i1], v[i2] >= -e[i2] (distance = 0)
|
||||
if(pfLParam)
|
||||
{
|
||||
rkPnt[i0] = extents[i0];
|
||||
fInv = 1.0f/rkDir[i0];
|
||||
rkPnt[i1] -= rkDir[i1]*rkPmE[i0]*fInv;
|
||||
rkPnt[i2] -= rkDir[i2]*rkPmE[i0]*fInv;
|
||||
*pfLParam = -rkPmE[i0]*fInv;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// v[i1] >= -e[i1], v[i2] < -e[i2]
|
||||
fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i2]*rkDir[i2];
|
||||
fTmp = fLSqr*kPpE[i1] - rkDir[i1]*(rkDir[i0]*rkPmE[i0] + rkDir[i2]*kPpE[i2]);
|
||||
if(fTmp <= 2.0f*fLSqr*extents[i1])
|
||||
{
|
||||
fT = fTmp/fLSqr;
|
||||
fLSqr += rkDir[i1]*rkDir[i1];
|
||||
fTmp = kPpE[i1] - fT;
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*fTmp + rkDir[i2]*kPpE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + fTmp*fTmp + kPpE[i2]*kPpE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = fT - extents[i1];
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fLSqr += rkDir[i1]*rkDir[i1];
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*rkPmE[i1] + rkDir[i2]*kPpE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + rkPmE[i1]*rkPmE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = extents[i1];
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( rkDir[i0]*kPpE[i2] >= rkDir[i2]*rkPmE[i0] )
|
||||
{
|
||||
// v[i1] < -e[i1], v[i2] >= -e[i2]
|
||||
fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1];
|
||||
fTmp = fLSqr*kPpE[i2] - rkDir[i2]*(rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1]);
|
||||
if(fTmp <= 2.0f*fLSqr*extents[i2])
|
||||
{
|
||||
fT = fTmp/fLSqr;
|
||||
fLSqr += rkDir[i2]*rkDir[i2];
|
||||
fTmp = kPpE[i2] - fT;
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*fTmp;
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + fTmp*fTmp + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = -extents[i1];
|
||||
rkPnt[i2] = fT - extents[i2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fLSqr += rkDir[i2]*rkDir[i2];
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*rkPmE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + rkPmE[i2]*rkPmE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = -extents[i1];
|
||||
rkPnt[i2] = extents[i2];
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// v[i1] < -e[i1], v[i2] < -e[i2]
|
||||
fLSqr = rkDir[i0]*rkDir[i0]+rkDir[i2]*rkDir[i2];
|
||||
fTmp = fLSqr*kPpE[i1] - rkDir[i1]*(rkDir[i0]*rkPmE[i0] + rkDir[i2]*kPpE[i2]);
|
||||
if(fTmp >= 0.0f)
|
||||
{
|
||||
// v[i1]-edge is closest
|
||||
if ( fTmp <= 2.0f*fLSqr*extents[i1] )
|
||||
{
|
||||
fT = fTmp/fLSqr;
|
||||
fLSqr += rkDir[i1]*rkDir[i1];
|
||||
fTmp = kPpE[i1] - fT;
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*fTmp + rkDir[i2]*kPpE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + fTmp*fTmp + kPpE[i2]*kPpE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = fT - extents[i1];
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fLSqr += rkDir[i1]*rkDir[i1];
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*rkPmE[i1] + rkDir[i2]*kPpE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + rkPmE[i1]*rkPmE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = extents[i1];
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
fLSqr = rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1];
|
||||
fTmp = fLSqr*kPpE[i2] - rkDir[i2]*(rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1]);
|
||||
if(fTmp >= 0.0f)
|
||||
{
|
||||
// v[i2]-edge is closest
|
||||
if(fTmp <= 2.0f*fLSqr*extents[i2])
|
||||
{
|
||||
fT = fTmp/fLSqr;
|
||||
fLSqr += rkDir[i2]*rkDir[i2];
|
||||
fTmp = kPpE[i2] - fT;
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*fTmp;
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + fTmp*fTmp + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = -extents[i1];
|
||||
rkPnt[i2] = fT - extents[i2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fLSqr += rkDir[i2]*rkDir[i2];
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*rkPmE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + rkPmE[i2]*rkPmE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = -extents[i1];
|
||||
rkPnt[i2] = extents[i2];
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// (v[i1],v[i2])-corner is closest
|
||||
fLSqr += rkDir[i2]*rkDir[i2];
|
||||
fDelta = rkDir[i0]*rkPmE[i0] + rkDir[i1]*kPpE[i1] + rkDir[i2]*kPpE[i2];
|
||||
fParam = -fDelta/fLSqr;
|
||||
rfSqrDistance += rkPmE[i0]*rkPmE[i0] + kPpE[i1]*kPpE[i1] + kPpE[i2]*kPpE[i2] + fDelta*fParam;
|
||||
|
||||
if(pfLParam)
|
||||
{
|
||||
*pfLParam = fParam;
|
||||
rkPnt[i0] = extents[i0];
|
||||
rkPnt[i1] = -extents[i1];
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CaseNoZeros(Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
|
||||
{
|
||||
Point kPmE(rkPnt.x - extents.x, rkPnt.y - extents.y, rkPnt.z - extents.z);
|
||||
|
||||
float fProdDxPy, fProdDyPx, fProdDzPx, fProdDxPz, fProdDzPy, fProdDyPz;
|
||||
|
||||
fProdDxPy = rkDir.x*kPmE.y;
|
||||
fProdDyPx = rkDir.y*kPmE.x;
|
||||
if(fProdDyPx >= fProdDxPy)
|
||||
{
|
||||
fProdDzPx = rkDir.z*kPmE.x;
|
||||
fProdDxPz = rkDir.x*kPmE.z;
|
||||
if(fProdDzPx >= fProdDxPz)
|
||||
{
|
||||
// line intersects x = e0
|
||||
Face(0, 1, 2, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
// line intersects z = e2
|
||||
Face(2, 0, 1, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fProdDzPy = rkDir.z*kPmE.y;
|
||||
fProdDyPz = rkDir.y*kPmE.z;
|
||||
if(fProdDzPy >= fProdDyPz)
|
||||
{
|
||||
// line intersects y = e1
|
||||
Face(1, 2, 0, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
// line intersects z = e2
|
||||
Face(2, 0, 1, rkPnt, rkDir, extents, kPmE, pfLParam, rfSqrDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void Case0(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
|
||||
{
|
||||
float fPmE0 = rkPnt[i0] - extents[i0];
|
||||
float fPmE1 = rkPnt[i1] - extents[i1];
|
||||
float fProd0 = rkDir[i1]*fPmE0;
|
||||
float fProd1 = rkDir[i0]*fPmE1;
|
||||
float fDelta, fInvLSqr, fInv;
|
||||
|
||||
if(fProd0 >= fProd1)
|
||||
{
|
||||
// line intersects P[i0] = e[i0]
|
||||
rkPnt[i0] = extents[i0];
|
||||
|
||||
float fPpE1 = rkPnt[i1] + extents[i1];
|
||||
fDelta = fProd0 - rkDir[i0]*fPpE1;
|
||||
if(fDelta >= 0.0f)
|
||||
{
|
||||
fInvLSqr = 1.0f/(rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1]);
|
||||
rfSqrDistance += fDelta*fDelta*fInvLSqr;
|
||||
if(pfLParam)
|
||||
{
|
||||
rkPnt[i1] = -extents[i1];
|
||||
*pfLParam = -(rkDir[i0]*fPmE0+rkDir[i1]*fPpE1)*fInvLSqr;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(pfLParam)
|
||||
{
|
||||
fInv = 1.0f/rkDir[i0];
|
||||
rkPnt[i1] -= fProd0*fInv;
|
||||
*pfLParam = -fPmE0*fInv;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// line intersects P[i1] = e[i1]
|
||||
rkPnt[i1] = extents[i1];
|
||||
|
||||
float fPpE0 = rkPnt[i0] + extents[i0];
|
||||
fDelta = fProd1 - rkDir[i1]*fPpE0;
|
||||
if(fDelta >= 0.0f)
|
||||
{
|
||||
fInvLSqr = 1.0f/(rkDir[i0]*rkDir[i0] + rkDir[i1]*rkDir[i1]);
|
||||
rfSqrDistance += fDelta*fDelta*fInvLSqr;
|
||||
if(pfLParam)
|
||||
{
|
||||
rkPnt[i0] = -extents[i0];
|
||||
*pfLParam = -(rkDir[i0]*fPpE0+rkDir[i1]*fPmE1)*fInvLSqr;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(pfLParam)
|
||||
{
|
||||
fInv = 1.0f/rkDir[i1];
|
||||
rkPnt[i0] -= fProd1*fInv;
|
||||
*pfLParam = -fPmE1*fInv;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(rkPnt[i2] < -extents[i2])
|
||||
{
|
||||
fDelta = rkPnt[i2] + extents[i2];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i2] = -extents[i2];
|
||||
}
|
||||
else if ( rkPnt[i2] > extents[i2] )
|
||||
{
|
||||
fDelta = rkPnt[i2] - extents[i2];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i2] = extents[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static void Case00(int i0, int i1, int i2, Point& rkPnt, const Point& rkDir, const Point& extents, float* pfLParam, float& rfSqrDistance)
|
||||
{
|
||||
float fDelta;
|
||||
|
||||
if(pfLParam)
|
||||
*pfLParam = (extents[i0] - rkPnt[i0])/rkDir[i0];
|
||||
|
||||
rkPnt[i0] = extents[i0];
|
||||
|
||||
if(rkPnt[i1] < -extents[i1])
|
||||
{
|
||||
fDelta = rkPnt[i1] + extents[i1];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i1] = -extents[i1];
|
||||
}
|
||||
else if(rkPnt[i1] > extents[i1])
|
||||
{
|
||||
fDelta = rkPnt[i1] - extents[i1];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i1] = extents[i1];
|
||||
}
|
||||
|
||||
if(rkPnt[i2] < -extents[i2])
|
||||
{
|
||||
fDelta = rkPnt[i2] + extents[i2];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i1] = -extents[i2];
|
||||
}
|
||||
else if(rkPnt[i2] > extents[i2])
|
||||
{
|
||||
fDelta = rkPnt[i2] - extents[i2];
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt[i2] = extents[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static void Case000(Point& rkPnt, const Point& extents, float& rfSqrDistance)
|
||||
{
|
||||
float fDelta;
|
||||
|
||||
if(rkPnt.x < -extents.x)
|
||||
{
|
||||
fDelta = rkPnt.x + extents.x;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.x = -extents.x;
|
||||
}
|
||||
else if(rkPnt.x > extents.x)
|
||||
{
|
||||
fDelta = rkPnt.x - extents.x;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.x = extents.x;
|
||||
}
|
||||
|
||||
if(rkPnt.y < -extents.y)
|
||||
{
|
||||
fDelta = rkPnt.y + extents.y;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.y = -extents.y;
|
||||
}
|
||||
else if(rkPnt.y > extents.y)
|
||||
{
|
||||
fDelta = rkPnt.y - extents.y;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.y = extents.y;
|
||||
}
|
||||
|
||||
if(rkPnt.z < -extents.z)
|
||||
{
|
||||
fDelta = rkPnt.z + extents.z;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.z = -extents.z;
|
||||
}
|
||||
else if(rkPnt.z > extents.z)
|
||||
{
|
||||
fDelta = rkPnt.z - extents.z;
|
||||
rfSqrDistance += fDelta*fDelta;
|
||||
rkPnt.z = extents.z;
|
||||
}
|
||||
}
|
||||
|
||||
static float SqrDistance(const Ray& rkLine, const Point& center, const Point& extents, float* pfLParam)
|
||||
{
|
||||
// compute coordinates of line in box coordinate system
|
||||
Point kDiff = rkLine.mOrig - center;
|
||||
Point kPnt = kDiff;
|
||||
Point kDir = rkLine.mDir;
|
||||
|
||||
// Apply reflections so that direction vector has nonnegative components.
|
||||
bool bReflect[3];
|
||||
for(int i=0;i<3;i++)
|
||||
{
|
||||
if(kDir[i]<0.0f)
|
||||
{
|
||||
kPnt[i] = -kPnt[i];
|
||||
kDir[i] = -kDir[i];
|
||||
bReflect[i] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
bReflect[i] = false;
|
||||
}
|
||||
}
|
||||
|
||||
float fSqrDistance = 0.0f;
|
||||
|
||||
if(kDir.x>0.0f)
|
||||
{
|
||||
if(kDir.y>0.0f)
|
||||
{
|
||||
if(kDir.z>0.0f) CaseNoZeros(kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,+,+)
|
||||
else Case0(0, 1, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,+,0)
|
||||
}
|
||||
else
|
||||
{
|
||||
if(kDir.z>0.0f) Case0(0, 2, 1, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,0,+)
|
||||
else Case00(0, 1, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (+,0,0)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(kDir.y>0.0f)
|
||||
{
|
||||
if(kDir.z>0.0f) Case0(1, 2, 0, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,+,+)
|
||||
else Case00(1, 0, 2, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,+,0)
|
||||
}
|
||||
else
|
||||
{
|
||||
if(kDir.z>0.0f) Case00(2, 0, 1, kPnt, kDir, extents, pfLParam, fSqrDistance); // (0,0,+)
|
||||
else
|
||||
{
|
||||
Case000(kPnt, extents, fSqrDistance); // (0,0,0)
|
||||
if(pfLParam) *pfLParam = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
return fSqrDistance;
|
||||
}
|
||||
|
||||
inline_ float OPC_SegmentOBBSqrDist(const Segment& segment, const Point& c0, const Point& e0)
|
||||
{
|
||||
float fLP;
|
||||
float fSqrDistance = SqrDistance(Ray(segment.GetOrigin(), segment.ComputeDirection()), c0, e0, &fLP);
|
||||
if(fLP>=0.0f)
|
||||
{
|
||||
if(fLP<=1.0f) return fSqrDistance;
|
||||
else return OPC_PointAABBSqrDist(segment.mP1, c0, e0);
|
||||
}
|
||||
else return OPC_PointAABBSqrDist(segment.mP0, c0, e0);
|
||||
}
|
||||
|
||||
inline_ BOOL LSSCollider::LSSAABBOverlap(const Point& center, const Point& extents)
|
||||
{
|
||||
// Stats
|
||||
mNbVolumeBVTests++;
|
||||
|
||||
float s2 = OPC_SegmentOBBSqrDist(mSeg, center, extents);
|
||||
if(s2<mRadius2) return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
|
@ -1,725 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an LSS collider.
|
||||
* \file OPC_LSSCollider.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date December, 28, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a lss-vs-tree collider.
|
||||
*
|
||||
* \class LSSCollider
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date December, 28, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
#include "OPC_LSSAABBOverlap.h"
|
||||
#include "OPC_LSSTriOverlap.h"
|
||||
|
||||
#define SET_CONTACT(prim_index, flag) \
|
||||
/* Set contact status */ \
|
||||
mFlags |= flag; \
|
||||
mTouchedPrimitives->Add(udword(prim_index));
|
||||
|
||||
//! LSS-triangle overlap test
|
||||
#define LSS_PRIM(prim_index, flag) \
|
||||
/* Request vertices from the app */ \
|
||||
VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
|
||||
\
|
||||
/* Perform LSS-tri overlap test */ \
|
||||
if(LSSTriOverlap(*VP.Vertex[0], *VP.Vertex[1], *VP.Vertex[2])) \
|
||||
{ \
|
||||
SET_CONTACT(prim_index, flag) \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
LSSCollider::LSSCollider()
|
||||
{
|
||||
// mCenter.Zero();
|
||||
// mRadius2 = 0.0f;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
LSSCollider::~LSSCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] an lss cache
|
||||
* \param lss [in] collision lss in local space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \param worldl [in] lss world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const Model& model, const Matrix4x4* worldl, const Matrix4x4* worldm)
|
||||
{
|
||||
// Checkings
|
||||
if(!Setup(&model)) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, lss, worldl, worldm)) return true;
|
||||
|
||||
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
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(model.IsQuantized())
|
||||
{
|
||||
const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
|
||||
|
||||
// Setup dequantization coeffs
|
||||
mCenterCoeff = Tree->mCenterCoeff;
|
||||
mExtentsCoeff = Tree->mExtentsCoeff;
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Initializes a collision query :
|
||||
* - reset stats & contact status
|
||||
* - setup matrices
|
||||
* - check temporal coherence
|
||||
*
|
||||
* \param cache [in/out] an lss cache
|
||||
* \param lss [in] lss in local space
|
||||
* \param worldl [in] lss world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return TRUE if we can return immediately
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BOOL LSSCollider::InitQuery(LSSCache& cache, const LSS& lss, const Matrix4x4* worldl, const Matrix4x4* worldm)
|
||||
{
|
||||
// 1) Call the base method
|
||||
VolumeCollider::InitQuery();
|
||||
|
||||
// 2) Compute LSS in model space:
|
||||
// - Precompute R^2
|
||||
mRadius2 = lss.mRadius * lss.mRadius;
|
||||
// - Compute segment
|
||||
mSeg.mP0 = lss.mP0;
|
||||
mSeg.mP1 = lss.mP1;
|
||||
// -> to world space
|
||||
if(worldl)
|
||||
{
|
||||
mSeg.mP0 *= *worldl;
|
||||
mSeg.mP1 *= *worldl;
|
||||
}
|
||||
// -> to model space
|
||||
if(worldm)
|
||||
{
|
||||
// Invert model matrix
|
||||
Matrix4x4 InvWorldM;
|
||||
InvertPRMatrix(InvWorldM, *worldm);
|
||||
|
||||
mSeg.mP0 *= InvWorldM;
|
||||
mSeg.mP1 *= InvWorldM;
|
||||
}
|
||||
|
||||
// 3) Setup destination pointer
|
||||
mTouchedPrimitives = &cache.TouchedPrimitives;
|
||||
|
||||
// 4) Special case: 1-triangle meshes [Opcode 1.3]
|
||||
if(mCurrentModel && mCurrentModel->HasSingleNode())
|
||||
{
|
||||
if(!SkipPrimitiveTests())
|
||||
{
|
||||
// We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the unique triangle and the LSS (and set contact status if needed)
|
||||
LSS_PRIM(udword(0), OPC_CONTACT)
|
||||
|
||||
// Return immediately regardless of status
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Check temporal coherence :
|
||||
if(TemporalCoherenceEnabled())
|
||||
{
|
||||
// Here we use temporal coherence
|
||||
// => check results from previous frame before performing the collision query
|
||||
if(FirstContactEnabled())
|
||||
{
|
||||
// We're only interested in the first contact found => test the unique previously touched face
|
||||
if(mTouchedPrimitives->GetNbEntries())
|
||||
{
|
||||
// Get index of previously touched face = the first entry in the array
|
||||
udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0);
|
||||
|
||||
// Then reset the array:
|
||||
// - if the overlap test below is successful, the index we'll get added back anyway
|
||||
// - if it isn't, then the array should be reset anyway for the normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the cached triangle and the LSS (and set contact status if needed)
|
||||
LSS_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT)
|
||||
|
||||
// Return immediately if possible
|
||||
if(GetContactStatus()) return TRUE;
|
||||
}
|
||||
// else no face has been touched during previous query
|
||||
// => we'll have to perform a normal query
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're interested in all contacts =>test the new real LSS N(ew) against the previous fat LSS P(revious):
|
||||
|
||||
// ### rewrite this
|
||||
|
||||
LSS Test(mSeg, lss.mRadius); // in model space
|
||||
LSS Previous(cache.Previous, sqrtf(cache.Previous.mRadius));
|
||||
|
||||
// if(cache.Previous.Contains(Test))
|
||||
if(IsCacheValid(cache) && Previous.Contains(Test))
|
||||
{
|
||||
// - if N is included in P, return previous list
|
||||
// => we simply leave the list (mTouchedFaces) unchanged
|
||||
|
||||
// Set contact status if needed
|
||||
if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT;
|
||||
|
||||
// In any case we don't need to do a query
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// - else do the query using a fat N
|
||||
|
||||
// Reset cache since we'll about to perform a real query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Make a fat sphere so that coherence will work for subsequent frames
|
||||
mRadius2 *= cache.FatCoeff;
|
||||
// mRadius2 = (lss.mRadius * cache.FatCoeff)*(lss.mRadius * cache.FatCoeff);
|
||||
|
||||
|
||||
// Update cache with query data (signature for cached faces)
|
||||
cache.Previous.mP0 = mSeg.mP0;
|
||||
cache.Previous.mP1 = mSeg.mP1;
|
||||
cache.Previous.mRadius = mRadius2;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Here we don't use temporal coherence => do a normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Collision query for vanilla AABB trees.
|
||||
* \param cache [in/out] an lss cache
|
||||
* \param lss [in] collision lss in world space
|
||||
* \param tree [in] AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool LSSCollider::Collide(LSSCache& cache, const LSS& lss, const AABBTree* tree)
|
||||
{
|
||||
// This is typically called for a scene tree, full of -AABBs-, not full of triangles.
|
||||
// So we don't really have "primitives" to deal with. Hence it doesn't work with
|
||||
// "FirstContact" + "TemporalCoherence".
|
||||
ASSERT( !(FirstContactEnabled() && TemporalCoherenceEnabled()) );
|
||||
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, lss)) return true;
|
||||
|
||||
// Perform collision query
|
||||
_Collide(tree);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the LSS completely contains the box. In which case we can end the query sooner.
|
||||
* \param bc [in] box center
|
||||
* \param be [in] box extents
|
||||
* \return true if the LSS contains the whole box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL LSSCollider::LSSContainsBox(const Point& bc, const Point& be)
|
||||
{
|
||||
// Not implemented
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#define TEST_BOX_IN_LSS(center, extents) \
|
||||
if(LSSContainsBox(center, extents)) \
|
||||
{ \
|
||||
/* Set contact status */ \
|
||||
mFlags |= OPC_CONTACT; \
|
||||
_Dump(node); \
|
||||
return; \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_Collide(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
LSS_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_Collide(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(Center, Extents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
LSS_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(Center, Extents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_Collide(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(node->mAABB.mCenter, node->mAABB.mExtents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_Collide(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(Center, Extents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { LSS_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { LSS_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform LSS-AABB overlap test
|
||||
if(!LSSAABBOverlap(Center, Extents)) return;
|
||||
|
||||
TEST_BOX_IN_LSS(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for vanilla AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void LSSCollider::_Collide(const AABBTreeNode* node)
|
||||
{
|
||||
// Perform LSS-AABB overlap test
|
||||
Point Center, Extents;
|
||||
node->GetAABB()->GetCenter(Center);
|
||||
node->GetAABB()->GetExtents(Extents);
|
||||
if(!LSSAABBOverlap(Center, Extents)) return;
|
||||
|
||||
if(node->IsLeaf() || LSSContainsBox(Center, Extents))
|
||||
{
|
||||
mFlags |= OPC_CONTACT;
|
||||
mTouchedPrimitives->Add(node->GetPrimitives(), node->GetNbPrimitives());
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridLSSCollider::HybridLSSCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridLSSCollider::~HybridLSSCollider()
|
||||
{
|
||||
}
|
||||
|
||||
bool HybridLSSCollider::Collide(LSSCache& cache, const LSS& lss, const HybridModel& model, const Matrix4x4* worldl, 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, lss, worldl, 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
|
||||
for(udword i=0;i<Nb;i++)
|
||||
{
|
||||
LSS_PRIM(i, OPC_CONTACT)
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Override destination array since we're only going to get leaf boxes here
|
||||
mTouchedBoxes.Reset();
|
||||
mTouchedPrimitives = &mTouchedBoxes;
|
||||
|
||||
// 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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
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++;
|
||||
LSS_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
||||
|
||||
// Loop through triangles and test each of them
|
||||
while(NbTris--)
|
||||
{
|
||||
udword TriangleIndex = BaseIndex++;
|
||||
LSS_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
|
@ -1,99 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an LSS collider.
|
||||
* \file OPC_LSSCollider.h
|
||||
* \author Pierre Terdiman
|
||||
* \date December, 28, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_LSSCOLLIDER_H__
|
||||
#define __OPC_LSSCOLLIDER_H__
|
||||
|
||||
struct OPCODE_API LSSCache : VolumeCache
|
||||
{
|
||||
LSSCache()
|
||||
{
|
||||
Previous.mP0 = Point(0.0f, 0.0f, 0.0f);
|
||||
Previous.mP1 = Point(0.0f, 0.0f, 0.0f);
|
||||
Previous.mRadius = 0.0f;
|
||||
FatCoeff = 1.1f;
|
||||
}
|
||||
|
||||
// Cached faces signature
|
||||
LSS Previous; //!< LSS used when performing the query resulting in cached faces
|
||||
// User settings
|
||||
float FatCoeff; //!< mRadius2 multiplier used to create a fat LSS
|
||||
};
|
||||
|
||||
class OPCODE_API LSSCollider : public VolumeCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
LSSCollider();
|
||||
virtual ~LSSCollider();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] an lss cache
|
||||
* \param lss [in] collision lss in local space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \param worldl [in] lss world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Collide(LSSCache& cache, const LSS& lss, const Model& model, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
|
||||
//
|
||||
bool Collide(LSSCache& cache, const LSS& lss, const AABBTree* tree);
|
||||
protected:
|
||||
// LSS in model space
|
||||
Segment mSeg; //!< Segment
|
||||
float mRadius2; //!< LSS radius squared
|
||||
// Internal methods
|
||||
void _Collide(const AABBCollisionNode* node);
|
||||
void _Collide(const AABBNoLeafNode* node);
|
||||
void _Collide(const AABBQuantizedNode* node);
|
||||
void _Collide(const AABBQuantizedNoLeafNode* node);
|
||||
void _Collide(const AABBTreeNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
|
||||
// Overlap tests
|
||||
inline_ BOOL LSSContainsBox(const Point& bc, const Point& be);
|
||||
inline_ BOOL LSSAABBOverlap(const Point& center, const Point& extents);
|
||||
inline_ BOOL LSSTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2);
|
||||
// Init methods
|
||||
BOOL InitQuery(LSSCache& cache, const LSS& lss, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
|
||||
};
|
||||
|
||||
class OPCODE_API HybridLSSCollider : public LSSCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
HybridLSSCollider();
|
||||
virtual ~HybridLSSCollider();
|
||||
|
||||
bool Collide(LSSCache& cache, const LSS& lss, const HybridModel& model, const Matrix4x4* worldl=null, const Matrix4x4* worldm=null);
|
||||
protected:
|
||||
Container mTouchedBoxes;
|
||||
};
|
||||
|
||||
#endif // __OPC_LSSCOLLIDER_H__
|
|
@ -1,679 +0,0 @@
|
|||
// Following code from Magic-Software (http://www.magic-software.com/)
|
||||
// A bit modified for Opcode
|
||||
|
||||
static const float gs_fTolerance = 1e-05f;
|
||||
|
||||
static float OPC_PointTriangleSqrDist(const Point& point, const Point& p0, const Point& p1, const Point& p2)
|
||||
{
|
||||
// Hook
|
||||
Point TriEdge0 = p1 - p0;
|
||||
Point TriEdge1 = p2 - p0;
|
||||
|
||||
Point kDiff = p0 - point;
|
||||
float fA00 = TriEdge0.SquareMagnitude();
|
||||
float fA01 = TriEdge0 | TriEdge1;
|
||||
float fA11 = TriEdge1.SquareMagnitude();
|
||||
float fB0 = kDiff | TriEdge0;
|
||||
float fB1 = kDiff | TriEdge1;
|
||||
float fC = kDiff.SquareMagnitude();
|
||||
float fDet = fabsf(fA00*fA11 - fA01*fA01);
|
||||
float fS = fA01*fB1-fA11*fB0;
|
||||
float fT = fA01*fB0-fA00*fB1;
|
||||
float fSqrDist;
|
||||
|
||||
if(fS + fT <= fDet)
|
||||
{
|
||||
if(fS < 0.0f)
|
||||
{
|
||||
if(fT < 0.0f) // region 4
|
||||
{
|
||||
if(fB0 < 0.0f)
|
||||
{
|
||||
if(-fB0 >= fA00) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(fB1 >= 0.0f) fSqrDist = fC;
|
||||
else if(-fB1 >= fA11) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
}
|
||||
else // region 3
|
||||
{
|
||||
if(fB1 >= 0.0f) fSqrDist = fC;
|
||||
else if(-fB1 >= fA11) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
}
|
||||
else if(fT < 0.0f) // region 5
|
||||
{
|
||||
if(fB0 >= 0.0f) fSqrDist = fC;
|
||||
else if(-fB0 >= fA00) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else // region 0
|
||||
{
|
||||
// minimum at interior point
|
||||
if(fDet==0.0f)
|
||||
{
|
||||
fSqrDist = MAX_FLOAT;
|
||||
}
|
||||
else
|
||||
{
|
||||
float fInvDet = 1.0f/fDet;
|
||||
fS *= fInvDet;
|
||||
fT *= fInvDet;
|
||||
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float fTmp0, fTmp1, fNumer, fDenom;
|
||||
|
||||
if(fS < 0.0f) // region 2
|
||||
{
|
||||
fTmp0 = fA01 + fB0;
|
||||
fTmp1 = fA11 + fB1;
|
||||
if(fTmp1 > fTmp0)
|
||||
{
|
||||
fNumer = fTmp1 - fTmp0;
|
||||
fDenom = fA00-2.0f*fA01+fA11;
|
||||
if(fNumer >= fDenom)
|
||||
{
|
||||
fSqrDist = fA00+2.0f*fB0+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fS = fNumer/fDenom;
|
||||
fT = 1.0f - fS;
|
||||
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(fTmp1 <= 0.0f) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else if(fB1 >= 0.0f) fSqrDist = fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
}
|
||||
else if(fT < 0.0f) // region 6
|
||||
{
|
||||
fTmp0 = fA01 + fB1;
|
||||
fTmp1 = fA00 + fB0;
|
||||
if(fTmp1 > fTmp0)
|
||||
{
|
||||
fNumer = fTmp1 - fTmp0;
|
||||
fDenom = fA00-2.0f*fA01+fA11;
|
||||
if(fNumer >= fDenom)
|
||||
{
|
||||
fSqrDist = fA11+2.0f*fB1+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fT = fNumer/fDenom;
|
||||
fS = 1.0f - fT;
|
||||
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(fTmp1 <= 0.0f) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else if(fB0 >= 0.0f) fSqrDist = fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
}
|
||||
else // region 1
|
||||
{
|
||||
fNumer = fA11 + fB1 - fA01 - fB0;
|
||||
if(fNumer <= 0.0f)
|
||||
{
|
||||
fSqrDist = fA11+2.0f*fB1+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fDenom = fA00-2.0f*fA01+fA11;
|
||||
if(fNumer >= fDenom)
|
||||
{
|
||||
fSqrDist = fA00+2.0f*fB0+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fS = fNumer/fDenom;
|
||||
fT = 1.0f - fS;
|
||||
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return fabsf(fSqrDist);
|
||||
}
|
||||
|
||||
static float OPC_SegmentSegmentSqrDist(const Segment& rkSeg0, const Segment& rkSeg1)
|
||||
{
|
||||
// Hook
|
||||
Point rkSeg0Direction = rkSeg0.ComputeDirection();
|
||||
Point rkSeg1Direction = rkSeg1.ComputeDirection();
|
||||
|
||||
Point kDiff = rkSeg0.mP0 - rkSeg1.mP0;
|
||||
float fA00 = rkSeg0Direction.SquareMagnitude();
|
||||
float fA01 = -rkSeg0Direction.Dot(rkSeg1Direction);
|
||||
float fA11 = rkSeg1Direction.SquareMagnitude();
|
||||
float fB0 = kDiff.Dot(rkSeg0Direction);
|
||||
float fC = kDiff.SquareMagnitude();
|
||||
float fDet = fabsf(fA00*fA11-fA01*fA01);
|
||||
|
||||
float fB1, fS, fT, fSqrDist, fTmp;
|
||||
|
||||
if(fDet>=gs_fTolerance)
|
||||
{
|
||||
// line segments are not parallel
|
||||
fB1 = -kDiff.Dot(rkSeg1Direction);
|
||||
fS = fA01*fB1-fA11*fB0;
|
||||
fT = fA01*fB0-fA00*fB1;
|
||||
|
||||
if(fS >= 0.0f)
|
||||
{
|
||||
if(fS <= fDet)
|
||||
{
|
||||
if(fT >= 0.0f)
|
||||
{
|
||||
if(fT <= fDet) // region 0 (interior)
|
||||
{
|
||||
// minimum at two interior points of 3D lines
|
||||
float fInvDet = 1.0f/fDet;
|
||||
fS *= fInvDet;
|
||||
fT *= fInvDet;
|
||||
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) + fT*(fA01*fS+fA11*fT+2.0f*fB1)+fC;
|
||||
}
|
||||
else // region 3 (side)
|
||||
{
|
||||
fTmp = fA01+fB0;
|
||||
if(fTmp>=0.0f) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else if(-fTmp>=fA00) fSqrDist = fA00+fA11+fC+2.0f*(fB1+fTmp);
|
||||
else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
|
||||
}
|
||||
}
|
||||
else // region 7 (side)
|
||||
{
|
||||
if(fB0>=0.0f) fSqrDist = fC;
|
||||
else if(-fB0>=fA00) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( fT >= 0.0 )
|
||||
{
|
||||
if ( fT <= fDet ) // region 1 (side)
|
||||
{
|
||||
fTmp = fA01+fB1;
|
||||
if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
|
||||
else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
|
||||
}
|
||||
else // region 2 (corner)
|
||||
{
|
||||
fTmp = fA01+fB0;
|
||||
if ( -fTmp <= fA00 )
|
||||
{
|
||||
if(fTmp>=0.0f) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fTmp = fA01+fB1;
|
||||
if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
|
||||
else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
else // region 8 (corner)
|
||||
{
|
||||
if ( -fB0 < fA00 )
|
||||
{
|
||||
if(fB0>=0.0f) fSqrDist = fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fTmp = fA01+fB1;
|
||||
if(fTmp>=0.0f) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else if(-fTmp>=fA11) fSqrDist = fA00+fA11+fC+2.0f*(fB0+fTmp);
|
||||
else fSqrDist = fTmp*(-fTmp/fA11)+fA00+2.0f*fB0+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( fT >= 0.0f )
|
||||
{
|
||||
if ( fT <= fDet ) // region 5 (side)
|
||||
{
|
||||
if(fB1>=0.0f) fSqrDist = fC;
|
||||
else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
else // region 4 (corner)
|
||||
{
|
||||
fTmp = fA01+fB0;
|
||||
if ( fTmp < 0.0f )
|
||||
{
|
||||
if(-fTmp>=fA00) fSqrDist = fA00+fA11+fC+2.0f*(fB1+fTmp);
|
||||
else fSqrDist = fTmp*(-fTmp/fA00)+fA11+2.0f*fB1+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(fB1>=0.0f) fSqrDist = fC;
|
||||
else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
else // region 6 (corner)
|
||||
{
|
||||
if ( fB0 < 0.0f )
|
||||
{
|
||||
if(-fB0>=fA00) fSqrDist = fA00+2.0f*fB0+fC;
|
||||
else fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(fB1>=0.0f) fSqrDist = fC;
|
||||
else if(-fB1>=fA11) fSqrDist = fA11+2.0f*fB1+fC;
|
||||
else fSqrDist = fB1*(-fB1/fA11)+fC;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// line segments are parallel
|
||||
if ( fA01 > 0.0f )
|
||||
{
|
||||
// direction vectors form an obtuse angle
|
||||
if ( fB0 >= 0.0f )
|
||||
{
|
||||
fSqrDist = fC;
|
||||
}
|
||||
else if ( -fB0 <= fA00 )
|
||||
{
|
||||
fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fB1 = -kDiff.Dot(rkSeg1Direction);
|
||||
fTmp = fA00+fB0;
|
||||
if ( -fTmp >= fA01 )
|
||||
{
|
||||
fSqrDist = fA00+fA11+fC+2.0f*(fA01+fB0+fB1);
|
||||
}
|
||||
else
|
||||
{
|
||||
fT = -fTmp/fA01;
|
||||
fSqrDist = fA00+2.0f*fB0+fC+fT*(fA11*fT+2.0f*(fA01+fB1));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// direction vectors form an acute angle
|
||||
if ( -fB0 >= fA00 )
|
||||
{
|
||||
fSqrDist = fA00+2.0f*fB0+fC;
|
||||
}
|
||||
else if ( fB0 <= 0.0f )
|
||||
{
|
||||
fSqrDist = fB0*(-fB0/fA00)+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fB1 = -kDiff.Dot(rkSeg1Direction);
|
||||
if ( fB0 >= -fA01 )
|
||||
{
|
||||
fSqrDist = fA11+2.0f*fB1+fC;
|
||||
}
|
||||
else
|
||||
{
|
||||
fT = -fB0/fA01;
|
||||
fSqrDist = fC+fT*(2.0f*fB1+fA11*fT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return fabsf(fSqrDist);
|
||||
}
|
||||
|
||||
inline_ float OPC_SegmentRaySqrDist(const Segment& rkSeg0, const Ray& rkSeg1)
|
||||
{
|
||||
return OPC_SegmentSegmentSqrDist(rkSeg0, Segment(rkSeg1.mOrig, rkSeg1.mOrig + rkSeg1.mDir));
|
||||
}
|
||||
|
||||
static float OPC_SegmentTriangleSqrDist(const Segment& segment, const Point& p0, const Point& p1, const Point& p2)
|
||||
{
|
||||
// Hook
|
||||
const Point TriEdge0 = p1 - p0;
|
||||
const Point TriEdge1 = p2 - p0;
|
||||
|
||||
const Point& rkSegOrigin = segment.GetOrigin();
|
||||
Point rkSegDirection = segment.ComputeDirection();
|
||||
|
||||
Point kDiff = p0 - rkSegOrigin;
|
||||
float fA00 = rkSegDirection.SquareMagnitude();
|
||||
float fA01 = -rkSegDirection.Dot(TriEdge0);
|
||||
float fA02 = -rkSegDirection.Dot(TriEdge1);
|
||||
float fA11 = TriEdge0.SquareMagnitude();
|
||||
float fA12 = TriEdge0.Dot(TriEdge1);
|
||||
float fA22 = TriEdge1.Dot(TriEdge1);
|
||||
float fB0 = -kDiff.Dot(rkSegDirection);
|
||||
float fB1 = kDiff.Dot(TriEdge0);
|
||||
float fB2 = kDiff.Dot(TriEdge1);
|
||||
float fCof00 = fA11*fA22-fA12*fA12;
|
||||
float fCof01 = fA02*fA12-fA01*fA22;
|
||||
float fCof02 = fA01*fA12-fA02*fA11;
|
||||
float fDet = fA00*fCof00+fA01*fCof01+fA02*fCof02;
|
||||
|
||||
Ray kTriSeg;
|
||||
Point kPt;
|
||||
float fSqrDist, fSqrDist0;
|
||||
|
||||
if(fabsf(fDet)>=gs_fTolerance)
|
||||
{
|
||||
float fCof11 = fA00*fA22-fA02*fA02;
|
||||
float fCof12 = fA02*fA01-fA00*fA12;
|
||||
float fCof22 = fA00*fA11-fA01*fA01;
|
||||
float fInvDet = 1.0f/fDet;
|
||||
float fRhs0 = -fB0*fInvDet;
|
||||
float fRhs1 = -fB1*fInvDet;
|
||||
float fRhs2 = -fB2*fInvDet;
|
||||
|
||||
float fR = fCof00*fRhs0+fCof01*fRhs1+fCof02*fRhs2;
|
||||
float fS = fCof01*fRhs0+fCof11*fRhs1+fCof12*fRhs2;
|
||||
float fT = fCof02*fRhs0+fCof12*fRhs1+fCof22*fRhs2;
|
||||
|
||||
if ( fR < 0.0f )
|
||||
{
|
||||
if ( fS+fT <= 1.0f )
|
||||
{
|
||||
if ( fS < 0.0f )
|
||||
{
|
||||
if ( fT < 0.0f ) // region 4m
|
||||
{
|
||||
// min on face s=0 or t=0 or r=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 3m
|
||||
{
|
||||
// min on face s=0 or r=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 5m
|
||||
{
|
||||
// min on face t=0 or r=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 0m
|
||||
{
|
||||
// min on face r=0
|
||||
fSqrDist = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( fS < 0.0f ) // region 2m
|
||||
{
|
||||
// min on face s=0 or s+t=1 or r=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 6m
|
||||
{
|
||||
// min on face t=0 or s+t=1 or r=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 1m
|
||||
{
|
||||
// min on face s+t=1 or r=0
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( fR <= 1.0f )
|
||||
{
|
||||
if ( fS+fT <= 1.0f )
|
||||
{
|
||||
if ( fS < 0.0f )
|
||||
{
|
||||
if ( fT < 0.0f ) // region 4
|
||||
{
|
||||
// min on face s=0 or t=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 3
|
||||
{
|
||||
// min on face s=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
}
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 5
|
||||
{
|
||||
// min on face t=0
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
}
|
||||
else // region 0
|
||||
{
|
||||
// global minimum is interior, done
|
||||
fSqrDist = fR*(fA00*fR+fA01*fS+fA02*fT+2.0f*fB0)
|
||||
+fS*(fA01*fR+fA11*fS+fA12*fT+2.0f*fB1)
|
||||
+fT*(fA02*fR+fA12*fS+fA22*fT+2.0f*fB2)
|
||||
+kDiff.SquareMagnitude();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( fS < 0.0f ) // region 2
|
||||
{
|
||||
// min on face s=0 or s+t=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 6
|
||||
{
|
||||
// min on face t=0 or s+t=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 1
|
||||
{
|
||||
// min on face s+t=1
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
}
|
||||
}
|
||||
}
|
||||
else // fR > 1
|
||||
{
|
||||
if ( fS+fT <= 1.0f )
|
||||
{
|
||||
if ( fS < 0.0f )
|
||||
{
|
||||
if ( fT < 0.0f ) // region 4p
|
||||
{
|
||||
// min on face s=0 or t=0 or r=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 3p
|
||||
{
|
||||
// min on face s=0 or r=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 5p
|
||||
{
|
||||
// min on face t=0 or r=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 0p
|
||||
{
|
||||
// min face on r=1
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( fS < 0.0f ) // region 2p
|
||||
{
|
||||
// min on face s=0 or s+t=1 or r=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else if ( fT < 0.0f ) // region 6p
|
||||
{
|
||||
// min on face t=0 or s+t=1 or r=1
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
else // region 1p
|
||||
{
|
||||
// min on face s+t=1 or r=1
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1-TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// segment and triangle are parallel
|
||||
kTriSeg.mOrig = p0;
|
||||
kTriSeg.mDir = TriEdge0;
|
||||
fSqrDist = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
|
||||
kTriSeg.mDir = TriEdge1;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
|
||||
kTriSeg.mOrig = p1;
|
||||
kTriSeg.mDir = TriEdge1 - TriEdge0;
|
||||
fSqrDist0 = OPC_SegmentRaySqrDist(segment, kTriSeg);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(rkSegOrigin, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
|
||||
kPt = rkSegOrigin+rkSegDirection;
|
||||
fSqrDist0 = OPC_PointTriangleSqrDist(kPt, p0, p1, p2);
|
||||
if(fSqrDist0<fSqrDist) fSqrDist = fSqrDist0;
|
||||
}
|
||||
return fabsf(fSqrDist);
|
||||
}
|
||||
|
||||
inline_ BOOL LSSCollider::LSSTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
|
||||
{
|
||||
// Stats
|
||||
mNbVolumePrimTests++;
|
||||
|
||||
float s2 = OPC_SegmentTriangleSqrDist(mSeg, vert0, vert1, vert2);
|
||||
if(s2<mRadius2) return TRUE;
|
||||
return FALSE;
|
||||
}
|
|
@ -1,303 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a mesh interface.
|
||||
* \file OPC_MeshInterface.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date November, 27, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have
|
||||
* to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled
|
||||
* the alternative.
|
||||
*
|
||||
* \class VertexPointers
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we
|
||||
* try to support most of them.
|
||||
*
|
||||
* Basically you have two options:
|
||||
* - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h.
|
||||
* - else pointers.
|
||||
*
|
||||
* If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined.
|
||||
*
|
||||
*
|
||||
* CALLBACKS:
|
||||
*
|
||||
* Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give
|
||||
* access to three vertices at the end of the day. It's up to you to fetch them from your database, using
|
||||
* whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16
|
||||
* or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is
|
||||
* called each time OPCODE needs access to a particular triangle, so there might be a slight overhead.
|
||||
*
|
||||
* To make things clear: geometry & topology are NOT stored in the collision system,
|
||||
* in order to save some ram. So, when the system needs them to perform accurate intersection
|
||||
* tests, you're requested to provide the triangle-vertices corresponding to a given face index.
|
||||
*
|
||||
* Ex:
|
||||
*
|
||||
* \code
|
||||
* static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data)
|
||||
* {
|
||||
* // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
|
||||
* Mesh* MyMesh = (Mesh*)user_data;
|
||||
* // Get correct triangle in the app-controlled database
|
||||
* const Triangle* Tri = MyMesh->GetTriangle(triangle_index);
|
||||
* // Setup pointers to vertices for the collision system
|
||||
* triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
|
||||
* triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
|
||||
* triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
|
||||
* }
|
||||
*
|
||||
* // Setup callbacks
|
||||
* MeshInterface0->SetCallback(ColCallback, udword(Mesh0));
|
||||
* MeshInterface1->SetCallback(ColCallback, udword(Mesh1));
|
||||
* \endcode
|
||||
*
|
||||
* Of course, you should make this callback as fast as possible. And you're also not supposed
|
||||
* to modify the geometry *after* the collision trees have been built. The alternative was to
|
||||
* store the geometry & topology in the collision system as well (as in RAPID) but we have found
|
||||
* this approach to waste a lot of ram in many cases.
|
||||
*
|
||||
*
|
||||
* POINTERS:
|
||||
*
|
||||
* If you're internally using the following canonical structures:
|
||||
* - a vertex made of three 32-bits floating point values
|
||||
* - a triangle made of three 32-bits integer vertex references
|
||||
* ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly
|
||||
* use provided pointers to access the topology and geometry, without using a callback. It might be faster,
|
||||
* but probably not as safe. Pointers have been introduced in OPCODE 1.2.
|
||||
*
|
||||
* Ex:
|
||||
*
|
||||
* \code
|
||||
* // Setup pointers
|
||||
* MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts());
|
||||
* MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts());
|
||||
* \endcode
|
||||
*
|
||||
*
|
||||
* STRIDES:
|
||||
*
|
||||
* If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates
|
||||
* (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE
|
||||
* doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase
|
||||
* cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers !
|
||||
*
|
||||
*
|
||||
* In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so
|
||||
* choose what's best for your application. All of this has been wrapped into this MeshInterface.
|
||||
*
|
||||
* \class MeshInterface
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date November, 27, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
Point MeshInterface::VertexCache[3];
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
MeshInterface::MeshInterface() :
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
mUserData (null),
|
||||
mObjCallback (null),
|
||||
#else
|
||||
mTris (null),
|
||||
mVerts (null),
|
||||
#ifdef OPC_USE_STRIDE
|
||||
mTriStride (sizeof(IndexedTriangle)),
|
||||
mVertexStride (sizeof(Point)),
|
||||
#endif
|
||||
#endif
|
||||
mNbTris (0),
|
||||
mNbVerts (0),
|
||||
|
||||
Single(true)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
MeshInterface::~MeshInterface()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the mesh interface is valid, i.e. things have been setup correctly.
|
||||
* \return true if valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool MeshInterface::IsValid() const
|
||||
{
|
||||
if(!mNbTris || !mNbVerts) return false;
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
if(!mObjCallback) return false;
|
||||
#else
|
||||
if(!mTris || !mVerts) return false;
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the mesh itself is valid.
|
||||
* Currently we only look for degenerate faces.
|
||||
* \return number of degenerate faces
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword MeshInterface::CheckTopology() const
|
||||
{
|
||||
// Check topology. If the model contains degenerate faces, collision report can be wrong in some cases.
|
||||
// e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner
|
||||
// you can try this: www.codercorner.com/Consolidation.zip
|
||||
|
||||
udword NbDegenerate = 0;
|
||||
|
||||
VertexPointers VP;
|
||||
|
||||
// Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for
|
||||
// redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides).
|
||||
for(udword i=0;i<mNbTris;i++)
|
||||
{
|
||||
GetTriangle(VP, i);
|
||||
|
||||
if( (VP.Vertex[0]==VP.Vertex[1])
|
||||
|| (VP.Vertex[1]==VP.Vertex[2])
|
||||
|| (VP.Vertex[2]==VP.Vertex[0])) NbDegenerate++;
|
||||
}
|
||||
|
||||
return NbDegenerate;
|
||||
}
|
||||
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
|
||||
* \param callback [in] user-defined callback
|
||||
* \param user_data [in] user-defined data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool MeshInterface::SetCallback(RequestCallback callback, void* user_data)
|
||||
{
|
||||
if(!callback) return SetIceError("MeshInterface::SetCallback: callback pointer is null");
|
||||
|
||||
mObjCallback = callback;
|
||||
mUserData = user_data;
|
||||
return true;
|
||||
}
|
||||
#else
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
|
||||
* \param tris [in] pointer to triangles
|
||||
* \param verts [in] pointer to vertices
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool MeshInterface::SetPointers(const IndexedTriangle* tris, const Point* verts)
|
||||
{
|
||||
if(!tris || !verts) return SetIceError("MeshInterface::SetPointers: pointer is null", null);
|
||||
|
||||
mTris = tris;
|
||||
mVerts = verts;
|
||||
return true;
|
||||
}
|
||||
#ifdef OPC_USE_STRIDE
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Strides control
|
||||
* \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
|
||||
* \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool MeshInterface::SetStrides(udword tri_stride, udword vertex_stride)
|
||||
{
|
||||
if(tri_stride<sizeof(IndexedTriangle)) return SetIceError("MeshInterface::SetStrides: invalid triangle stride", null);
|
||||
if(vertex_stride<sizeof(Point)) return SetIceError("MeshInterface::SetStrides: invalid vertex stride", null);
|
||||
|
||||
mTriStride = tri_stride;
|
||||
mVertexStride = vertex_stride;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Remaps client's mesh according to a permutation.
|
||||
* \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
|
||||
* \param permutation [in] list of triangle indices
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool MeshInterface::RemapClient(udword nb_indices, const udword* permutation) const
|
||||
{
|
||||
// Checkings
|
||||
if(!nb_indices || !permutation) return false;
|
||||
if(nb_indices!=mNbTris) return false;
|
||||
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
// We can't really do that using callbacks
|
||||
return false;
|
||||
#else
|
||||
IndexedTriangle* Tmp = new IndexedTriangle[mNbTris];
|
||||
CHECKALLOC(Tmp);
|
||||
|
||||
#ifdef OPC_USE_STRIDE
|
||||
udword Stride = mTriStride;
|
||||
#else
|
||||
udword Stride = sizeof(IndexedTriangle);
|
||||
#endif
|
||||
|
||||
for(udword i=0;i<mNbTris;i++)
|
||||
{
|
||||
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
|
||||
Tmp[i] = *T;
|
||||
}
|
||||
|
||||
for(udword i=0;i<mNbTris;i++)
|
||||
{
|
||||
IndexedTriangle* T = (IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
|
||||
*T = Tmp[permutation[i]];
|
||||
}
|
||||
|
||||
DELETEARRAY(Tmp);
|
||||
#endif
|
||||
return true;
|
||||
}
|
|
@ -1,199 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains a mesh interface.
|
||||
* \file OPC_MeshInterface.h
|
||||
* \author Pierre Terdiman
|
||||
* \date November, 27, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_MESHINTERFACE_H__
|
||||
#define __OPC_MESHINTERFACE_H__
|
||||
|
||||
struct VertexPointers
|
||||
{
|
||||
const Point* Vertex[3];
|
||||
|
||||
bool BackfaceCulling(const Point& source)
|
||||
{
|
||||
const Point& p0 = *Vertex[0];
|
||||
const Point& p1 = *Vertex[1];
|
||||
const Point& p2 = *Vertex[2];
|
||||
|
||||
// Compute normal direction
|
||||
Point Normal = (p2 - p1)^(p0 - p1);
|
||||
|
||||
// Backface culling
|
||||
return (Normal | (source - p0)) >= 0.0f;
|
||||
}
|
||||
};
|
||||
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* User-callback, called by OPCODE to request vertices from the app.
|
||||
* \param triangle_index [in] face index for which the system is requesting the vertices
|
||||
* \param triangle [out] triangle's vertices (must be provided by the user)
|
||||
* \param user_data [in] user-defined data from SetCallback()
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
typedef void (*RequestCallback) (udword triangle_index, VertexPointers& triangle, void* user_data);
|
||||
#endif
|
||||
|
||||
class OPCODE_API MeshInterface
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
MeshInterface();
|
||||
~MeshInterface();
|
||||
// Common settings
|
||||
inline_ udword GetNbTriangles() const { return mNbTris; }
|
||||
inline_ udword GetNbVertices() const { return mNbVerts; }
|
||||
inline_ void SetNbTriangles(udword nb) { mNbTris = nb; }
|
||||
inline_ void SetNbVertices(udword nb) { mNbVerts = nb; }
|
||||
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
// Callback settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
|
||||
* \param callback [in] user-defined callback
|
||||
* \param user_data [in] user-defined data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool SetCallback(RequestCallback callback, void* user_data);
|
||||
inline_ void* GetUserData() const { return mUserData; }
|
||||
inline_ RequestCallback GetCallback() const { return mObjCallback; }
|
||||
#else
|
||||
// Pointers settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
|
||||
* \param tris [in] pointer to triangles
|
||||
* \param verts [in] pointer to vertices
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool SetPointers(const IndexedTriangle* tris, const Point* verts);
|
||||
inline_ const IndexedTriangle* GetTris() const { return mTris; }
|
||||
inline_ const Point* GetVerts() const { return mVerts; }
|
||||
|
||||
#ifdef OPC_USE_STRIDE
|
||||
// Strides settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Strides control
|
||||
* \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
|
||||
* \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool SetStrides(udword tri_stride=sizeof(IndexedTriangle), udword vertex_stride=sizeof(Point));
|
||||
inline_ udword GetTriStride() const { return mTriStride; }
|
||||
inline_ udword GetVertexStride() const { return mVertexStride; }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Fetches a triangle given a triangle index.
|
||||
* \param vp [out] required triangle's vertex pointers
|
||||
* \param index [in] triangle index
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void GetTriangle(VertexPointers& vp, udword index) const
|
||||
{
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
(mObjCallback)(index, vp, mUserData);
|
||||
#else
|
||||
#ifdef OPC_USE_STRIDE
|
||||
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
|
||||
|
||||
if (Single){
|
||||
vp.Vertex[0] = (const Point*)(((ubyte*)mVerts) + T->mVRef[0] * mVertexStride);
|
||||
vp.Vertex[1] = (const Point*)(((ubyte*)mVerts) + T->mVRef[1] * mVertexStride);
|
||||
vp.Vertex[2] = (const Point*)(((ubyte*)mVerts) + T->mVRef[2] * mVertexStride);
|
||||
}
|
||||
else{
|
||||
for (int i = 0; i < 3; i++){
|
||||
const double* v = (const double*)(((ubyte*)mVerts) + T->mVRef[i] * mVertexStride);
|
||||
|
||||
VertexCache[i].x = (float)v[0];
|
||||
VertexCache[i].y = (float)v[1];
|
||||
VertexCache[i].z = (float)v[2];
|
||||
vp.Vertex[i] = &VertexCache[i];
|
||||
}
|
||||
}
|
||||
#else
|
||||
const IndexedTriangle* T = &mTris[index];
|
||||
vp.Vertex[0] = &mVerts[T->mVRef[0]];
|
||||
vp.Vertex[1] = &mVerts[T->mVRef[1]];
|
||||
vp.Vertex[2] = &mVerts[T->mVRef[2]];
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Remaps client's mesh according to a permutation.
|
||||
* \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
|
||||
* \param permutation [in] list of triangle indices
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool RemapClient(udword nb_indices, const udword* permutation) const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the mesh interface is valid, i.e. things have been setup correctly.
|
||||
* \return true if valid
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool IsValid() const;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the mesh itself is valid.
|
||||
* Currently we only look for degenerate faces.
|
||||
* \return number of degenerate faces
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword CheckTopology() const;
|
||||
private:
|
||||
|
||||
udword mNbTris; //!< Number of triangles in the input model
|
||||
udword mNbVerts; //!< Number of vertices in the input model
|
||||
#ifdef OPC_USE_CALLBACKS
|
||||
// User callback
|
||||
void* mUserData; //!< User-defined data sent to callback
|
||||
RequestCallback mObjCallback; //!< Object callback
|
||||
#else
|
||||
// User pointers
|
||||
const IndexedTriangle* mTris; //!< Array of indexed triangles
|
||||
const Point* mVerts; //!< Array of vertices
|
||||
#ifdef OPC_USE_STRIDE
|
||||
udword mTriStride; //!< Possible triangle stride in bytes [Opcode 1.3]
|
||||
udword mVertexStride; //!< Possible vertex stride in bytes [Opcode 1.3]
|
||||
#endif
|
||||
public:
|
||||
bool Single; //!< Use single or double precision vertices
|
||||
private:
|
||||
static Point VertexCache[3];
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif //__OPC_MESHINTERFACE_H__
|
|
@ -1,222 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for OPCODE models.
|
||||
* \file OPC_Model.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* The main collision wrapper, for all trees. Supported trees are:
|
||||
* - Normal trees (2*N-1 nodes, full size)
|
||||
* - No-leaf trees (N-1 nodes, full size)
|
||||
* - Quantized trees (2*N-1 nodes, half size)
|
||||
* - Quantized no-leaf trees (N-1 nodes, half size)
|
||||
*
|
||||
* Usage:
|
||||
*
|
||||
* 1) Create a static mesh interface using callbacks or pointers. (see OPC_MeshInterface.cpp).
|
||||
* Keep it around in your app, since a pointer to this interface is saved internally and
|
||||
* used until you release the collision structures.
|
||||
*
|
||||
* 2) Build a Model using a creation structure:
|
||||
*
|
||||
* \code
|
||||
* Model Sample;
|
||||
*
|
||||
* OPCODECREATE OPCC;
|
||||
* OPCC.IMesh = ...;
|
||||
* OPCC.Rules = ...;
|
||||
* OPCC.NoLeaf = ...;
|
||||
* OPCC.Quantized = ...;
|
||||
* OPCC.KeepOriginal = ...;
|
||||
* bool Status = Sample.Build(OPCC);
|
||||
* \endcode
|
||||
*
|
||||
* 3) Create a tree collider and set it up:
|
||||
*
|
||||
* \code
|
||||
* AABBTreeCollider TC;
|
||||
* TC.SetFirstContact(...);
|
||||
* TC.SetFullBoxBoxTest(...);
|
||||
* TC.SetFullPrimBoxTest(...);
|
||||
* TC.SetTemporalCoherence(...);
|
||||
* \endcode
|
||||
*
|
||||
* 4) Perform a collision query
|
||||
*
|
||||
* \code
|
||||
* // Setup cache
|
||||
* static BVTCache ColCache;
|
||||
* ColCache.Model0 = &Model0;
|
||||
* ColCache.Model1 = &Model1;
|
||||
*
|
||||
* // Collision query
|
||||
* bool IsOk = TC.Collide(ColCache, World0, World1);
|
||||
*
|
||||
* // Get collision status => if true, objects overlap
|
||||
* BOOL Status = TC.GetContactStatus();
|
||||
*
|
||||
* // Number of colliding pairs and list of pairs
|
||||
* udword NbPairs = TC.GetNbPairs();
|
||||
* const Pair* p = TC.GetPairs()
|
||||
* \endcode
|
||||
*
|
||||
* 5) Stats
|
||||
*
|
||||
* \code
|
||||
* Model0.GetUsedBytes() = number of bytes used for this collision tree
|
||||
* TC.GetNbBVBVTests() = number of BV-BV overlap tests performed during last query
|
||||
* TC.GetNbPrimPrimTests() = number of Triangle-Triangle overlap tests performed during last query
|
||||
* TC.GetNbBVPrimTests() = number of Triangle-BV overlap tests performed during last query
|
||||
* \endcode
|
||||
*
|
||||
* \class Model
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Model::Model()
|
||||
{
|
||||
#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
|
||||
mHull = null;
|
||||
#endif // __MESHMERIZER_H__
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Model::~Model()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Releases the model.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void Model::Release()
|
||||
{
|
||||
ReleaseBase();
|
||||
#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
|
||||
DELETESINGLE(mHull);
|
||||
#endif // __MESHMERIZER_H__
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a collision model.
|
||||
* \param create [in] model creation structure
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Model::Build(const OPCODECREATE& create)
|
||||
{
|
||||
// 1) Checkings
|
||||
if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
|
||||
|
||||
// For this model, we only support complete trees
|
||||
if(create.mSettings.mLimit!=1) return SetIceError("OPCODE WARNING: supports complete trees only! Use mLimit = 1.\n", null);
|
||||
|
||||
// Look for degenerate faces.
|
||||
udword NbDegenerate = create.mIMesh->CheckTopology();
|
||||
if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
|
||||
// We continue nonetheless....
|
||||
|
||||
Release(); // Make sure previous tree has been discarded [Opcode 1.3, thanks Adam]
|
||||
|
||||
// 1-1) Setup mesh interface automatically [Opcode 1.3]
|
||||
SetMeshInterface(create.mIMesh);
|
||||
|
||||
// Special case for 1-triangle meshes [Opcode 1.3]
|
||||
udword NbTris = create.mIMesh->GetNbTriangles();
|
||||
if(NbTris==1)
|
||||
{
|
||||
// We don't need to actually create a tree here, since we'll only have a single triangle to deal with anyway.
|
||||
// It's a waste to use a "model" for this but at least it will work.
|
||||
mModelCode |= OPC_SINGLE_NODE;
|
||||
return true;
|
||||
}
|
||||
|
||||
// 2) Build a generic AABB Tree.
|
||||
mSource = new AABBTree;
|
||||
CHECKALLOC(mSource);
|
||||
|
||||
// 2-1) Setup a builder. Our primitives here are triangles from input mesh,
|
||||
// so we use an AABBTreeOfTrianglesBuilder.....
|
||||
{
|
||||
AABBTreeOfTrianglesBuilder TB;
|
||||
TB.mIMesh = create.mIMesh;
|
||||
TB.mSettings = create.mSettings;
|
||||
TB.mNbPrimitives = NbTris;
|
||||
if(!mSource->Build(&TB)) return false;
|
||||
}
|
||||
|
||||
// 3) Create an optimized tree according to user-settings
|
||||
if(!CreateTree(create.mNoLeaf, create.mQuantized)) return false;
|
||||
|
||||
// 3-2) Create optimized tree
|
||||
if(!mTree->Build(mSource)) return false;
|
||||
|
||||
// 3-3) Delete generic tree if needed
|
||||
if(!create.mKeepOriginal) DELETESINGLE(mSource);
|
||||
|
||||
#ifdef __MESHMERIZER_H__
|
||||
// 4) Convex hull
|
||||
if(create.mCollisionHull)
|
||||
{
|
||||
// Create hull
|
||||
mHull = new CollisionHull;
|
||||
CHECKALLOC(mHull);
|
||||
|
||||
CONVEXHULLCREATE CHC;
|
||||
// ### doesn't work with strides
|
||||
CHC.NbVerts = create.mIMesh->GetNbVertices();
|
||||
CHC.Vertices = create.mIMesh->GetVerts();
|
||||
CHC.UnifyNormals = true;
|
||||
CHC.ReduceVertices = true;
|
||||
CHC.WordFaces = false;
|
||||
mHull->Compute(CHC);
|
||||
}
|
||||
#endif // __MESHMERIZER_H__
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of bytes used by the tree.
|
||||
* \return amount of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
udword Model::GetUsedBytes() const
|
||||
{
|
||||
if(!mTree) return 0;
|
||||
return mTree->GetUsedBytes();
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for OPCODE models.
|
||||
* \file OPC_Model.h
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_MODEL_H__
|
||||
#define __OPC_MODEL_H__
|
||||
|
||||
class OPCODE_API Model : public BaseModel
|
||||
{
|
||||
public:
|
||||
// Constructor/Destructor
|
||||
Model();
|
||||
virtual ~Model();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a collision model.
|
||||
* \param create [in] model creation structure
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
override(BaseModel) bool Build(const OPCODECREATE& create);
|
||||
|
||||
#ifdef __MESHMERIZER_H__
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the collision hull.
|
||||
* \return the collision hull if it exists
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ const CollisionHull* GetHull() const { return mHull; }
|
||||
#endif // __MESHMERIZER_H__
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Gets the number of bytes used by the tree.
|
||||
* \return amount of bytes used
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
override(BaseModel) udword GetUsedBytes() const;
|
||||
|
||||
private:
|
||||
#ifdef __MESHMERIZER_H__
|
||||
CollisionHull* mHull; //!< Possible convex hull
|
||||
#endif // __MESHMERIZER_H__
|
||||
// Internal methods
|
||||
void Release();
|
||||
};
|
||||
|
||||
#endif //__OPC_MODEL_H__
|
|
@ -1,767 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an OBB collider.
|
||||
* \file OPC_OBBCollider.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains an OBB-vs-tree collider.
|
||||
*
|
||||
* \class OBBCollider
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
#include "OPC_BoxBoxOverlap.h"
|
||||
#include "OPC_TriBoxOverlap.h"
|
||||
|
||||
#define SET_CONTACT(prim_index, flag) \
|
||||
/* Set contact status */ \
|
||||
mFlags |= flag; \
|
||||
mTouchedPrimitives->Add(udword(prim_index));
|
||||
|
||||
//! OBB-triangle test
|
||||
#define OBB_PRIM(prim_index, flag) \
|
||||
/* Request vertices from the app */ \
|
||||
VertexPointers VP; mIMesh->GetTriangle(VP, prim_index); \
|
||||
/* Transform them in a common space */ \
|
||||
TransformPoint(mLeafVerts[0], *VP.Vertex[0], mRModelToBox, mTModelToBox); \
|
||||
TransformPoint(mLeafVerts[1], *VP.Vertex[1], mRModelToBox, mTModelToBox); \
|
||||
TransformPoint(mLeafVerts[2], *VP.Vertex[2], mRModelToBox, mTModelToBox); \
|
||||
/* Perform triangle-box overlap test */ \
|
||||
if(TriBoxOverlap()) \
|
||||
{ \
|
||||
SET_CONTACT(prim_index, flag) \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
OBBCollider::OBBCollider() : mFullBoxBoxTest(true)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
OBBCollider::~OBBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Validates current settings. You should call this method after all the settings and callbacks have been defined.
|
||||
* \return null if everything is ok, else a string describing the problem
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
const char* OBBCollider::ValidateSettings()
|
||||
{
|
||||
if(TemporalCoherenceEnabled() && !FirstContactEnabled()) return "Temporal coherence only works with ""First contact"" mode!";
|
||||
|
||||
return VolumeCollider::ValidateSettings();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] collision OBB in local space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \param worldb [in] OBB's world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool OBBCollider::Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb, const Matrix4x4* worldm)
|
||||
{
|
||||
// Checkings
|
||||
if(!Setup(&model)) return false;
|
||||
|
||||
// Init collision query
|
||||
if(InitQuery(cache, box, worldb, worldm)) return true;
|
||||
|
||||
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
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(model.IsQuantized())
|
||||
{
|
||||
const AABBQuantizedTree* Tree = (const AABBQuantizedTree*)model.GetTree();
|
||||
|
||||
// Setup dequantization coeffs
|
||||
mCenterCoeff = Tree->mCenterCoeff;
|
||||
mExtentsCoeff = Tree->mExtentsCoeff;
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query
|
||||
if(SkipPrimitiveTests()) _CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
else _Collide(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Initializes a collision query :
|
||||
* - reset stats & contact status
|
||||
* - setup matrices
|
||||
* - check temporal coherence
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] obb in local space
|
||||
* \param worldb [in] obb's world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return TRUE if we can return immediately
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
BOOL OBBCollider::InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb, const Matrix4x4* worldm)
|
||||
{
|
||||
// 1) Call the base method
|
||||
VolumeCollider::InitQuery();
|
||||
|
||||
// 2) Compute obb in world space
|
||||
mBoxExtents = box.mExtents;
|
||||
|
||||
Matrix4x4 WorldB;
|
||||
|
||||
if(worldb)
|
||||
{
|
||||
WorldB = Matrix4x4( box.mRot * Matrix3x3(*worldb) );
|
||||
WorldB.SetTrans(box.mCenter * *worldb);
|
||||
}
|
||||
else
|
||||
{
|
||||
WorldB = box.mRot;
|
||||
WorldB.SetTrans(box.mCenter);
|
||||
}
|
||||
|
||||
// Setup matrices
|
||||
Matrix4x4 InvWorldB;
|
||||
InvertPRMatrix(InvWorldB, WorldB);
|
||||
|
||||
if(worldm)
|
||||
{
|
||||
Matrix4x4 InvWorldM;
|
||||
InvertPRMatrix(InvWorldM, *worldm);
|
||||
|
||||
Matrix4x4 WorldBtoM = WorldB * InvWorldM;
|
||||
Matrix4x4 WorldMtoB = *worldm * InvWorldB;
|
||||
|
||||
mRModelToBox = WorldMtoB; WorldMtoB.GetTrans(mTModelToBox);
|
||||
mRBoxToModel = WorldBtoM; WorldBtoM.GetTrans(mTBoxToModel);
|
||||
}
|
||||
else
|
||||
{
|
||||
mRModelToBox = InvWorldB; InvWorldB.GetTrans(mTModelToBox);
|
||||
mRBoxToModel = WorldB; WorldB.GetTrans(mTBoxToModel);
|
||||
}
|
||||
|
||||
// 3) Setup destination pointer
|
||||
mTouchedPrimitives = &cache.TouchedPrimitives;
|
||||
|
||||
// 4) Special case: 1-triangle meshes [Opcode 1.3]
|
||||
if(mCurrentModel && mCurrentModel->HasSingleNode())
|
||||
{
|
||||
if(!SkipPrimitiveTests())
|
||||
{
|
||||
// We simply perform the BV-Prim overlap test each time. We assume single triangle has index 0.
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the unique triangle and the box (and set contact status if needed)
|
||||
OBB_PRIM(udword(0), OPC_CONTACT)
|
||||
|
||||
// Return immediately regardless of status
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Check temporal coherence:
|
||||
if(TemporalCoherenceEnabled())
|
||||
{
|
||||
// Here we use temporal coherence
|
||||
// => check results from previous frame before performing the collision query
|
||||
if(FirstContactEnabled())
|
||||
{
|
||||
// We're only interested in the first contact found => test the unique previously touched face
|
||||
if(mTouchedPrimitives->GetNbEntries())
|
||||
{
|
||||
// Get index of previously touched face = the first entry in the array
|
||||
udword PreviouslyTouchedFace = mTouchedPrimitives->GetEntry(0);
|
||||
|
||||
// Then reset the array:
|
||||
// - if the overlap test below is successful, the index we'll get added back anyway
|
||||
// - if it isn't, then the array should be reset anyway for the normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Perform overlap test between the cached triangle and the box (and set contact status if needed)
|
||||
OBB_PRIM(PreviouslyTouchedFace, OPC_TEMPORAL_CONTACT)
|
||||
|
||||
// Return immediately if possible
|
||||
if(GetContactStatus()) return TRUE;
|
||||
}
|
||||
// else no face has been touched during previous query
|
||||
// => we'll have to perform a normal query
|
||||
}
|
||||
else
|
||||
{
|
||||
// ### rewrite this
|
||||
OBB TestBox(mTBoxToModel, mBoxExtents, mRBoxToModel);
|
||||
|
||||
// We're interested in all contacts =>test the new real box N(ew) against the previous fat box P(revious):
|
||||
if(IsCacheValid(cache) && TestBox.IsInside(cache.FatBox))
|
||||
{
|
||||
// - if N is included in P, return previous list
|
||||
// => we simply leave the list (mTouchedFaces) unchanged
|
||||
|
||||
// Set contact status if needed
|
||||
if(mTouchedPrimitives->GetNbEntries()) mFlags |= OPC_TEMPORAL_CONTACT;
|
||||
|
||||
// In any case we don't need to do a query
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// - else do the query using a fat N
|
||||
|
||||
// Reset cache since we'll about to perform a real query
|
||||
mTouchedPrimitives->Reset();
|
||||
|
||||
// Make a fat box so that coherence will work for subsequent frames
|
||||
TestBox.mExtents *= cache.FatCoeff;
|
||||
mBoxExtents *= cache.FatCoeff;
|
||||
|
||||
// Update cache with query data (signature for cached faces)
|
||||
cache.FatBox = TestBox;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Here we don't use temporal coherence => do a normal query
|
||||
mTouchedPrimitives->Reset();
|
||||
}
|
||||
|
||||
// Now we can precompute box-box data
|
||||
|
||||
// Precompute absolute box-to-model rotation matrix
|
||||
for(udword i=0;i<3;i++)
|
||||
{
|
||||
for(udword j=0;j<3;j++)
|
||||
{
|
||||
// Epsilon value prevents floating-point inaccuracies (strategy borrowed from RAPID)
|
||||
mAR.m[i][j] = 1e-6f + fabsf(mRBoxToModel.m[i][j]);
|
||||
}
|
||||
}
|
||||
|
||||
// Precompute bounds for box-in-box test
|
||||
mB0 = mBoxExtents - mTModelToBox;
|
||||
mB1 = - mBoxExtents - mTModelToBox;
|
||||
|
||||
// Precompute box-box data - Courtesy of Erwin de Vries
|
||||
mBBx1 = mBoxExtents.x*mAR.m[0][0] + mBoxExtents.y*mAR.m[1][0] + mBoxExtents.z*mAR.m[2][0];
|
||||
mBBy1 = mBoxExtents.x*mAR.m[0][1] + mBoxExtents.y*mAR.m[1][1] + mBoxExtents.z*mAR.m[2][1];
|
||||
mBBz1 = mBoxExtents.x*mAR.m[0][2] + mBoxExtents.y*mAR.m[1][2] + mBoxExtents.z*mAR.m[2][2];
|
||||
|
||||
mBB_1 = mBoxExtents.y*mAR.m[2][0] + mBoxExtents.z*mAR.m[1][0];
|
||||
mBB_2 = mBoxExtents.x*mAR.m[2][0] + mBoxExtents.z*mAR.m[0][0];
|
||||
mBB_3 = mBoxExtents.x*mAR.m[1][0] + mBoxExtents.y*mAR.m[0][0];
|
||||
mBB_4 = mBoxExtents.y*mAR.m[2][1] + mBoxExtents.z*mAR.m[1][1];
|
||||
mBB_5 = mBoxExtents.x*mAR.m[2][1] + mBoxExtents.z*mAR.m[0][1];
|
||||
mBB_6 = mBoxExtents.x*mAR.m[1][1] + mBoxExtents.y*mAR.m[0][1];
|
||||
mBB_7 = mBoxExtents.y*mAR.m[2][2] + mBoxExtents.z*mAR.m[1][2];
|
||||
mBB_8 = mBoxExtents.x*mAR.m[2][2] + mBoxExtents.z*mAR.m[0][2];
|
||||
mBB_9 = mBoxExtents.x*mAR.m[1][2] + mBoxExtents.y*mAR.m[0][2];
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Checks the OBB completely contains the box. In which case we can end the query sooner.
|
||||
* \param bc [in] box center
|
||||
* \param be [in] box extents
|
||||
* \return true if the OBB contains the whole box
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ BOOL OBBCollider::OBBContainsBox(const Point& bc, const Point& be)
|
||||
{
|
||||
// I assume if all 8 box vertices are inside the OBB, so does the whole box.
|
||||
// Sounds ok but maybe there's a better way?
|
||||
/*
|
||||
#define TEST_PT(a,b,c) \
|
||||
p.x=a; p.y=b; p.z=c; p+=bc; \
|
||||
f = p.x * mRModelToBox.m[0][0] + p.y * mRModelToBox.m[1][0] + p.z * mRModelToBox.m[2][0]; if(f>mB0.x || f<mB1.x) return FALSE;\
|
||||
f = p.x * mRModelToBox.m[0][1] + p.y * mRModelToBox.m[1][1] + p.z * mRModelToBox.m[2][1]; if(f>mB0.y || f<mB1.y) return FALSE;\
|
||||
f = p.x * mRModelToBox.m[0][2] + p.y * mRModelToBox.m[1][2] + p.z * mRModelToBox.m[2][2]; if(f>mB0.z || f<mB1.z) return FALSE;
|
||||
|
||||
Point p;
|
||||
float f;
|
||||
|
||||
TEST_PT(be.x, be.y, be.z)
|
||||
TEST_PT(-be.x, be.y, be.z)
|
||||
TEST_PT(be.x, -be.y, be.z)
|
||||
TEST_PT(-be.x, -be.y, be.z)
|
||||
TEST_PT(be.x, be.y, -be.z)
|
||||
TEST_PT(-be.x, be.y, -be.z)
|
||||
TEST_PT(be.x, -be.y, -be.z)
|
||||
TEST_PT(-be.x, -be.y, -be.z)
|
||||
|
||||
return TRUE;
|
||||
*/
|
||||
|
||||
// Yes there is:
|
||||
// - compute model-box's AABB in OBB space
|
||||
// - test AABB-in-AABB
|
||||
float NCx = bc.x * mRModelToBox.m[0][0] + bc.y * mRModelToBox.m[1][0] + bc.z * mRModelToBox.m[2][0];
|
||||
float NEx = fabsf(mRModelToBox.m[0][0] * be.x) + fabsf(mRModelToBox.m[1][0] * be.y) + fabsf(mRModelToBox.m[2][0] * be.z);
|
||||
|
||||
if(mB0.x < NCx+NEx) return FALSE;
|
||||
if(mB1.x > NCx-NEx) return FALSE;
|
||||
|
||||
float NCy = bc.x * mRModelToBox.m[0][1] + bc.y * mRModelToBox.m[1][1] + bc.z * mRModelToBox.m[2][1];
|
||||
float NEy = fabsf(mRModelToBox.m[0][1] * be.x) + fabsf(mRModelToBox.m[1][1] * be.y) + fabsf(mRModelToBox.m[2][1] * be.z);
|
||||
|
||||
if(mB0.y < NCy+NEy) return FALSE;
|
||||
if(mB1.y > NCy-NEy) return FALSE;
|
||||
|
||||
float NCz = bc.x * mRModelToBox.m[0][2] + bc.y * mRModelToBox.m[1][2] + bc.z * mRModelToBox.m[2][2];
|
||||
float NEz = fabsf(mRModelToBox.m[0][2] * be.x) + fabsf(mRModelToBox.m[1][2] * be.y) + fabsf(mRModelToBox.m[2][2] * be.z);
|
||||
|
||||
if(mB0.z < NCz+NEz) return FALSE;
|
||||
if(mB1.z > NCz-NEz) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
#define TEST_BOX_IN_OBB(center, extents) \
|
||||
if(OBBContainsBox(center, extents)) \
|
||||
{ \
|
||||
/* Set contact status */ \
|
||||
mFlags |= OPC_CONTACT; \
|
||||
_Dump(node); \
|
||||
return; \
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_Collide(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
OBB_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for normal AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_CollideNoPrimitiveTest(const AABBCollisionNode* node)
|
||||
{
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_Collide(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
OBB_PRIM(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_Collide(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(Center, Extents)
|
||||
|
||||
if(node->IsLeaf())
|
||||
{
|
||||
SET_CONTACT(node->GetPrimitive(), OPC_CONTACT)
|
||||
}
|
||||
else
|
||||
{
|
||||
_CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
_CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_Collide(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { OBB_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_CollideNoPrimitiveTest(const AABBNoLeafNode* node)
|
||||
{
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(node->mAABB.mExtents, node->mAABB.mCenter)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(node->mAABB.mCenter, node->mAABB.mExtents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_Collide(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { OBB_PRIM(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { OBB_PRIM(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _Collide(node->GetNeg());
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Recursive collision query for quantized no-leaf AABB trees, without primitive tests.
|
||||
* \param node [in] current collision node
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void OBBCollider::_CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node)
|
||||
{
|
||||
// Dequantize box
|
||||
const QuantizedAABB& Box = node->mAABB;
|
||||
const Point Center(float(Box.mCenter[0]) * mCenterCoeff.x, float(Box.mCenter[1]) * mCenterCoeff.y, float(Box.mCenter[2]) * mCenterCoeff.z);
|
||||
const Point Extents(float(Box.mExtents[0]) * mExtentsCoeff.x, float(Box.mExtents[1]) * mExtentsCoeff.y, float(Box.mExtents[2]) * mExtentsCoeff.z);
|
||||
|
||||
// Perform OBB-AABB overlap test
|
||||
if(!BoxBoxOverlap(Extents, Center)) return;
|
||||
|
||||
TEST_BOX_IN_OBB(Center, Extents)
|
||||
|
||||
if(node->HasPosLeaf()) { SET_CONTACT(node->GetPosPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetPos());
|
||||
|
||||
if(ContactFound()) return;
|
||||
|
||||
if(node->HasNegLeaf()) { SET_CONTACT(node->GetNegPrimitive(), OPC_CONTACT) }
|
||||
else _CollideNoPrimitiveTest(node->GetNeg());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridOBBCollider::HybridOBBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
HybridOBBCollider::~HybridOBBCollider()
|
||||
{
|
||||
}
|
||||
|
||||
bool HybridOBBCollider::Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb, 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, box, worldb, 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
|
||||
for(udword i=0;i<Nb;i++)
|
||||
{
|
||||
OBB_PRIM(i, OPC_CONTACT)
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Override destination array since we're only going to get leaf boxes here
|
||||
mTouchedBoxes.Reset();
|
||||
mTouchedPrimitives = &mTouchedBoxes;
|
||||
|
||||
// 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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBNoLeafTree* Tree = (const AABBNoLeafTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
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());
|
||||
}
|
||||
else
|
||||
{
|
||||
const AABBCollisionTree* Tree = (const AABBCollisionTree*)model.GetTree();
|
||||
|
||||
// Perform collision query - we don't want primitive tests here!
|
||||
_CollideNoPrimitiveTest(Tree->GetNodes());
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
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++;
|
||||
OBB_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
udword BaseIndex = CurrentLeaf.GetTriangleIndex();
|
||||
|
||||
// Loop through triangles and test each of them
|
||||
while(NbTris--)
|
||||
{
|
||||
udword TriangleIndex = BaseIndex++;
|
||||
OBB_PRIM(TriangleIndex, OPC_CONTACT)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
|
@ -1,142 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for an OBB collider.
|
||||
* \file OPC_OBBCollider.h
|
||||
* \author Pierre Terdiman
|
||||
* \date January, 1st, 2002
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_OBBCOLLIDER_H__
|
||||
#define __OPC_OBBCOLLIDER_H__
|
||||
|
||||
struct OPCODE_API OBBCache : VolumeCache
|
||||
{
|
||||
OBBCache() : FatCoeff(1.1f)
|
||||
{
|
||||
FatBox.mCenter.Zero();
|
||||
FatBox.mExtents.Zero();
|
||||
FatBox.mRot.Identity();
|
||||
}
|
||||
|
||||
// Cached faces signature
|
||||
OBB FatBox; //!< Box used when performing the query resulting in cached faces
|
||||
// User settings
|
||||
float FatCoeff; //!< extents multiplier used to create a fat box
|
||||
};
|
||||
|
||||
class OPCODE_API OBBCollider : public VolumeCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
OBBCollider();
|
||||
virtual ~OBBCollider();
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Generic collision query for generic OPCODE models. After the call, access the results:
|
||||
* - with GetContactStatus()
|
||||
* - with GetNbTouchedPrimitives()
|
||||
* - with GetTouchedPrimitives()
|
||||
*
|
||||
* \param cache [in/out] a box cache
|
||||
* \param box [in] collision OBB in local space
|
||||
* \param model [in] Opcode model to collide with
|
||||
* \param worldb [in] OBB's world matrix, or null
|
||||
* \param worldm [in] model's world matrix, or null
|
||||
* \return true if success
|
||||
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
|
||||
|
||||
// Settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Settings: select 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
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
|
||||
|
||||
// Settings
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* 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:
|
||||
// Precomputed data
|
||||
Matrix3x3 mAR; //!< Absolute rotation matrix
|
||||
Matrix3x3 mRModelToBox; //!< Rotation from model space to obb space
|
||||
Matrix3x3 mRBoxToModel; //!< Rotation from obb space to model space
|
||||
Point mTModelToBox; //!< Translation from model space to obb space
|
||||
Point mTBoxToModel; //!< Translation from obb space to model space
|
||||
|
||||
Point mBoxExtents;
|
||||
Point mB0; //!< - mTModelToBox + mBoxExtents
|
||||
Point mB1; //!< - mTModelToBox - mBoxExtents
|
||||
|
||||
float mBBx1;
|
||||
float mBBy1;
|
||||
float mBBz1;
|
||||
|
||||
float mBB_1;
|
||||
float mBB_2;
|
||||
float mBB_3;
|
||||
float mBB_4;
|
||||
float mBB_5;
|
||||
float mBB_6;
|
||||
float mBB_7;
|
||||
float mBB_8;
|
||||
float mBB_9;
|
||||
|
||||
// Leaf description
|
||||
Point mLeafVerts[3]; //!< Triangle vertices
|
||||
// Settings
|
||||
bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
|
||||
// Internal methods
|
||||
void _Collide(const AABBCollisionNode* node);
|
||||
void _Collide(const AABBNoLeafNode* node);
|
||||
void _Collide(const AABBQuantizedNode* node);
|
||||
void _Collide(const AABBQuantizedNoLeafNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
|
||||
void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
|
||||
// Overlap tests
|
||||
inline_ BOOL OBBContainsBox(const Point& bc, const Point& be);
|
||||
inline_ BOOL BoxBoxOverlap(const Point& extents, const Point& center);
|
||||
inline_ BOOL TriBoxOverlap();
|
||||
// Init methods
|
||||
BOOL InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
|
||||
};
|
||||
|
||||
class OPCODE_API HybridOBBCollider : public OBBCollider
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
HybridOBBCollider();
|
||||
virtual ~HybridOBBCollider();
|
||||
|
||||
bool Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
|
||||
protected:
|
||||
Container mTouchedBoxes;
|
||||
};
|
||||
|
||||
#endif // __OPC_OBBCOLLIDER_H__
|
|
@ -1,782 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for optimized trees. Implements 4 trees:
|
||||
* - normal
|
||||
* - no leaf
|
||||
* - quantized
|
||||
* - no leaf / quantized
|
||||
*
|
||||
* \file OPC_OptimizedTree.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A standard AABB tree.
|
||||
*
|
||||
* \class AABBCollisionTree
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A no-leaf AABB tree.
|
||||
*
|
||||
* \class AABBNoLeafTree
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A quantized AABB tree.
|
||||
*
|
||||
* \class AABBQuantizedTree
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* A quantized no-leaf AABB tree.
|
||||
*
|
||||
* \class AABBQuantizedNoLeafTree
|
||||
* \author Pierre Terdiman
|
||||
* \version 1.3
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
//! Compilation flag:
|
||||
//! - true to fix quantized boxes (i.e. make sure they enclose the original ones)
|
||||
//! - false to see the effects of quantization errors (faster, but wrong results in some cases)
|
||||
static bool gFixQuantized = true;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds an implicit tree from a standard one. An implicit tree is a complete tree (2*N-1 nodes) whose negative
|
||||
* box pointers and primitive pointers have been made implicit, hence packing 3 pointers in one.
|
||||
*
|
||||
* Layout for implicit trees:
|
||||
* Node:
|
||||
* - box
|
||||
* - data (32-bits value)
|
||||
*
|
||||
* if data's LSB = 1 => remaining bits are a primitive pointer
|
||||
* else remaining bits are a P-node pointer, and N = P + 1
|
||||
*
|
||||
* \relates AABBCollisionNode
|
||||
* \fn _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
|
||||
* \param linear [in] base address of destination nodes
|
||||
* \param box_id [in] index of destination node
|
||||
* \param current_id [in] current running index
|
||||
* \param current_node [in] current node from input tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
static void _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
|
||||
{
|
||||
// Current node from input tree is "current_node". Must be flattened into "linear[boxid]".
|
||||
|
||||
// Store the AABB
|
||||
current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
|
||||
current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
|
||||
// Store remaining info
|
||||
if(current_node->IsLeaf())
|
||||
{
|
||||
// The input tree must be complete => i.e. one primitive/leaf
|
||||
ASSERT(current_node->GetNbPrimitives()==1);
|
||||
// Get the primitive index from the input tree
|
||||
udword PrimitiveIndex = current_node->GetPrimitives()[0];
|
||||
// Setup box data as the primitive index, marked as leaf
|
||||
linear[box_id].mData = (PrimitiveIndex<<1)|1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// To make the negative one implicit, we must store P and N in successive order
|
||||
udword PosID = current_id++; // Get a new id for positive child
|
||||
udword NegID = current_id++; // Get a new id for negative child
|
||||
// Setup box data as the forthcoming new P pointer
|
||||
linear[box_id].mData = (size_t)&linear[PosID];
|
||||
// Make sure it's not marked as leaf
|
||||
ASSERT(!(linear[box_id].mData&1));
|
||||
// Recurse with new IDs
|
||||
_BuildCollisionTree(linear, PosID, current_id, current_node->GetPos());
|
||||
_BuildCollisionTree(linear, NegID, current_id, current_node->GetNeg());
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds a "no-leaf" tree from a standard one. This is a tree whose leaf nodes have been removed.
|
||||
*
|
||||
* Layout for no-leaf trees:
|
||||
*
|
||||
* Node:
|
||||
* - box
|
||||
* - P pointer => a node (LSB=0) or a primitive (LSB=1)
|
||||
* - N pointer => a node (LSB=0) or a primitive (LSB=1)
|
||||
*
|
||||
* \relates AABBNoLeafNode
|
||||
* \fn _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
|
||||
* \param linear [in] base address of destination nodes
|
||||
* \param box_id [in] index of destination node
|
||||
* \param current_id [in] current running index
|
||||
* \param current_node [in] current node from input tree
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
static void _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
|
||||
{
|
||||
const AABBTreeNode* P = current_node->GetPos();
|
||||
const AABBTreeNode* N = current_node->GetNeg();
|
||||
// Leaf nodes here?!
|
||||
ASSERT(P);
|
||||
ASSERT(N);
|
||||
// Internal node => keep the box
|
||||
current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
|
||||
current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
|
||||
|
||||
if(P->IsLeaf())
|
||||
{
|
||||
// The input tree must be complete => i.e. one primitive/leaf
|
||||
ASSERT(P->GetNbPrimitives()==1);
|
||||
// Get the primitive index from the input tree
|
||||
udword PrimitiveIndex = P->GetPrimitives()[0];
|
||||
// Setup prev box data as the primitive index, marked as leaf
|
||||
linear[box_id].mPosData = (PrimitiveIndex<<1)|1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get a new id for positive child
|
||||
udword PosID = current_id++;
|
||||
// Setup box data
|
||||
linear[box_id].mPosData = (size_t)&linear[PosID];
|
||||
// Make sure it's not marked as leaf
|
||||
ASSERT(!(linear[box_id].mPosData&1));
|
||||
// Recurse
|
||||
_BuildNoLeafTree(linear, PosID, current_id, P);
|
||||
}
|
||||
|
||||
if(N->IsLeaf())
|
||||
{
|
||||
// The input tree must be complete => i.e. one primitive/leaf
|
||||
ASSERT(N->GetNbPrimitives()==1);
|
||||
// Get the primitive index from the input tree
|
||||
udword PrimitiveIndex = N->GetPrimitives()[0];
|
||||
// Setup prev box data as the primitive index, marked as leaf
|
||||
linear[box_id].mNegData = (PrimitiveIndex<<1)|1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get a new id for negative child
|
||||
udword NegID = current_id++;
|
||||
// Setup box data
|
||||
linear[box_id].mNegData = (size_t)&linear[NegID];
|
||||
// Make sure it's not marked as leaf
|
||||
ASSERT(!(linear[box_id].mNegData&1));
|
||||
// Recurse
|
||||
_BuildNoLeafTree(linear, NegID, current_id, N);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBCollisionTree::AABBCollisionTree() : mNodes(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBCollisionTree::~AABBCollisionTree()
|
||||
{
|
||||
DELETEARRAY(mNodes);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds the collision tree from a generic AABB tree.
|
||||
* \param tree [in] generic AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBCollisionTree::Build(AABBTree* tree)
|
||||
{
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
// Check the input tree is complete
|
||||
udword NbTriangles = tree->GetNbPrimitives();
|
||||
udword NbNodes = tree->GetNbNodes();
|
||||
if(NbNodes!=NbTriangles*2-1) return false;
|
||||
|
||||
// Get nodes
|
||||
if(mNbNodes!=NbNodes) // Same number of nodes => keep moving
|
||||
{
|
||||
mNbNodes = NbNodes;
|
||||
DELETEARRAY(mNodes);
|
||||
mNodes = new AABBCollisionNode[mNbNodes];
|
||||
CHECKALLOC(mNodes);
|
||||
}
|
||||
|
||||
// Build the tree
|
||||
udword CurID = 1;
|
||||
_BuildCollisionTree(mNodes, 0, CurID, tree);
|
||||
ASSERT(CurID==mNbNodes);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision tree after vertices have been modified.
|
||||
* \param mesh_interface [in] mesh interface for current model
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBCollisionTree::Refit(const MeshInterface* mesh_interface)
|
||||
{
|
||||
ASSERT(!"Not implemented since AABBCollisionTrees have twice as more nodes to refit as AABBNoLeafTrees!");
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree and call the user back for each node.
|
||||
* \param callback [in] walking callback
|
||||
* \param user_data [in] callback's user data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBCollisionTree::Walk(GenericWalkingCallback callback, void* user_data) const
|
||||
{
|
||||
if(!callback) return false;
|
||||
|
||||
struct Local
|
||||
{
|
||||
static void _Walk(const AABBCollisionNode* current_node, GenericWalkingCallback callback, void* user_data)
|
||||
{
|
||||
if(!current_node || !(callback)(current_node, user_data)) return;
|
||||
|
||||
if(!current_node->IsLeaf())
|
||||
{
|
||||
_Walk(current_node->GetPos(), callback, user_data);
|
||||
_Walk(current_node->GetNeg(), callback, user_data);
|
||||
}
|
||||
}
|
||||
};
|
||||
Local::_Walk(mNodes, callback, user_data);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBNoLeafTree::AABBNoLeafTree() : mNodes(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBNoLeafTree::~AABBNoLeafTree()
|
||||
{
|
||||
DELETEARRAY(mNodes);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds the collision tree from a generic AABB tree.
|
||||
* \param tree [in] generic AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBNoLeafTree::Build(AABBTree* tree)
|
||||
{
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
// Check the input tree is complete
|
||||
udword NbTriangles = tree->GetNbPrimitives();
|
||||
udword NbNodes = tree->GetNbNodes();
|
||||
if(NbNodes!=NbTriangles*2-1) return false;
|
||||
|
||||
// Get nodes
|
||||
if(mNbNodes!=NbTriangles-1) // Same number of nodes => keep moving
|
||||
{
|
||||
mNbNodes = NbTriangles-1;
|
||||
DELETEARRAY(mNodes);
|
||||
mNodes = new AABBNoLeafNode[mNbNodes];
|
||||
CHECKALLOC(mNodes);
|
||||
}
|
||||
|
||||
// Build the tree
|
||||
udword CurID = 1;
|
||||
_BuildNoLeafTree(mNodes, 0, CurID, tree);
|
||||
ASSERT(CurID==mNbNodes);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp)
|
||||
{
|
||||
// Compute triangle's AABB = a leaf box
|
||||
#ifdef OPC_USE_FCOMI // a 15% speedup on my machine, not much
|
||||
min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
|
||||
max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
|
||||
|
||||
min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
|
||||
max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
|
||||
|
||||
min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
|
||||
max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
|
||||
#else
|
||||
min = *vp.Vertex[0];
|
||||
max = *vp.Vertex[0];
|
||||
min.Min(*vp.Vertex[1]);
|
||||
max.Max(*vp.Vertex[1]);
|
||||
min.Min(*vp.Vertex[2]);
|
||||
max.Max(*vp.Vertex[2]);
|
||||
#endif
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision tree after vertices have been modified.
|
||||
* \param mesh_interface [in] mesh interface for current model
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBNoLeafTree::Refit(const MeshInterface* mesh_interface)
|
||||
{
|
||||
// Checkings
|
||||
if(!mesh_interface) return false;
|
||||
|
||||
// Bottom-up update
|
||||
VertexPointers VP;
|
||||
Point Min,Max;
|
||||
Point Min_,Max_;
|
||||
udword Index = mNbNodes;
|
||||
while(Index--)
|
||||
{
|
||||
AABBNoLeafNode& Current = mNodes[Index];
|
||||
|
||||
if(Current.HasPosLeaf())
|
||||
{
|
||||
mesh_interface->GetTriangle(VP, Current.GetPosPrimitive());
|
||||
ComputeMinMax(Min, Max, VP);
|
||||
}
|
||||
else
|
||||
{
|
||||
const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
|
||||
CurrentBox.GetMin(Min);
|
||||
CurrentBox.GetMax(Max);
|
||||
}
|
||||
|
||||
if(Current.HasNegLeaf())
|
||||
{
|
||||
mesh_interface->GetTriangle(VP, Current.GetNegPrimitive());
|
||||
ComputeMinMax(Min_, Max_, VP);
|
||||
}
|
||||
else
|
||||
{
|
||||
const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
|
||||
CurrentBox.GetMin(Min_);
|
||||
CurrentBox.GetMax(Max_);
|
||||
}
|
||||
#ifdef OPC_USE_FCOMI
|
||||
Min.x = FCMin2(Min.x, Min_.x);
|
||||
Max.x = FCMax2(Max.x, Max_.x);
|
||||
Min.y = FCMin2(Min.y, Min_.y);
|
||||
Max.y = FCMax2(Max.y, Max_.y);
|
||||
Min.z = FCMin2(Min.z, Min_.z);
|
||||
Max.z = FCMax2(Max.z, Max_.z);
|
||||
#else
|
||||
Min.Min(Min_);
|
||||
Max.Max(Max_);
|
||||
#endif
|
||||
Current.mAABB.SetMinMax(Min, Max);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree and call the user back for each node.
|
||||
* \param callback [in] walking callback
|
||||
* \param user_data [in] callback's user data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
|
||||
{
|
||||
if(!callback) return false;
|
||||
|
||||
struct Local
|
||||
{
|
||||
static void _Walk(const AABBNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
|
||||
{
|
||||
if(!current_node || !(callback)(current_node, user_data)) return;
|
||||
|
||||
if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
|
||||
if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
|
||||
}
|
||||
};
|
||||
Local::_Walk(mNodes, callback, user_data);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Quantization notes:
|
||||
// - We could use the highest bits of mData to store some more quantized bits. Dequantization code
|
||||
// would be slightly more complex, but number of overlap tests would be reduced (and anyhow those
|
||||
// bits are currently wasted). Of course it's not possible if we move to 16 bits mData.
|
||||
// - Something like "16 bits floats" could be tested, to bypass the int-to-float conversion.
|
||||
// - A dedicated BV-BV test could be used, dequantizing while testing for overlap. (i.e. it's some
|
||||
// lazy-dequantization which may save some work in case of early exits). At the very least some
|
||||
// muls could be saved by precomputing several more matrices. But maybe not worth the pain.
|
||||
// - Do we need to dequantize anyway? Not doing the extents-related muls only implies the box has
|
||||
// been scaled, for example.
|
||||
// - The deeper we move into the hierarchy, the smaller the extents should be. May not need a fixed
|
||||
// number of quantization bits. Even better, could probably be best delta-encoded.
|
||||
|
||||
|
||||
// Find max values. Some people asked why I wasn't simply using the first node. Well, I can't.
|
||||
// I'm not looking for (min, max) values like in a standard AABB, I'm looking for the extremal
|
||||
// centers/extents in order to quantize them. The first node would only give a single center and
|
||||
// a single extents. While extents would be the biggest, the center wouldn't.
|
||||
#define FIND_MAX_VALUES \
|
||||
/* Get max values */ \
|
||||
Point CMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
|
||||
Point EMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); \
|
||||
for(udword i=0;i<mNbNodes;i++) \
|
||||
{ \
|
||||
if(fabsf(Nodes[i].mAABB.mCenter.x)>CMax.x) CMax.x = fabsf(Nodes[i].mAABB.mCenter.x); \
|
||||
if(fabsf(Nodes[i].mAABB.mCenter.y)>CMax.y) CMax.y = fabsf(Nodes[i].mAABB.mCenter.y); \
|
||||
if(fabsf(Nodes[i].mAABB.mCenter.z)>CMax.z) CMax.z = fabsf(Nodes[i].mAABB.mCenter.z); \
|
||||
if(fabsf(Nodes[i].mAABB.mExtents.x)>EMax.x) EMax.x = fabsf(Nodes[i].mAABB.mExtents.x); \
|
||||
if(fabsf(Nodes[i].mAABB.mExtents.y)>EMax.y) EMax.y = fabsf(Nodes[i].mAABB.mExtents.y); \
|
||||
if(fabsf(Nodes[i].mAABB.mExtents.z)>EMax.z) EMax.z = fabsf(Nodes[i].mAABB.mExtents.z); \
|
||||
}
|
||||
|
||||
#define INIT_QUANTIZATION \
|
||||
udword nbc=15; /* Keep one bit for sign */ \
|
||||
udword nbe=15; /* Keep one bit for fix */ \
|
||||
if(!gFixQuantized) nbe++; \
|
||||
\
|
||||
/* Compute quantization coeffs */ \
|
||||
Point CQuantCoeff, EQuantCoeff; \
|
||||
CQuantCoeff.x = CMax.x!=0.0f ? float((1<<nbc)-1)/CMax.x : 0.0f; \
|
||||
CQuantCoeff.y = CMax.y!=0.0f ? float((1<<nbc)-1)/CMax.y : 0.0f; \
|
||||
CQuantCoeff.z = CMax.z!=0.0f ? float((1<<nbc)-1)/CMax.z : 0.0f; \
|
||||
EQuantCoeff.x = EMax.x!=0.0f ? float((1<<nbe)-1)/EMax.x : 0.0f; \
|
||||
EQuantCoeff.y = EMax.y!=0.0f ? float((1<<nbe)-1)/EMax.y : 0.0f; \
|
||||
EQuantCoeff.z = EMax.z!=0.0f ? float((1<<nbe)-1)/EMax.z : 0.0f; \
|
||||
/* Compute and save dequantization coeffs */ \
|
||||
mCenterCoeff.x = CQuantCoeff.x!=0.0f ? 1.0f / CQuantCoeff.x : 0.0f; \
|
||||
mCenterCoeff.y = CQuantCoeff.y!=0.0f ? 1.0f / CQuantCoeff.y : 0.0f; \
|
||||
mCenterCoeff.z = CQuantCoeff.z!=0.0f ? 1.0f / CQuantCoeff.z : 0.0f; \
|
||||
mExtentsCoeff.x = EQuantCoeff.x!=0.0f ? 1.0f / EQuantCoeff.x : 0.0f; \
|
||||
mExtentsCoeff.y = EQuantCoeff.y!=0.0f ? 1.0f / EQuantCoeff.y : 0.0f; \
|
||||
mExtentsCoeff.z = EQuantCoeff.z!=0.0f ? 1.0f / EQuantCoeff.z : 0.0f; \
|
||||
|
||||
#define PERFORM_QUANTIZATION \
|
||||
/* Quantize */ \
|
||||
mNodes[i].mAABB.mCenter[0] = sword(Nodes[i].mAABB.mCenter.x * CQuantCoeff.x); \
|
||||
mNodes[i].mAABB.mCenter[1] = sword(Nodes[i].mAABB.mCenter.y * CQuantCoeff.y); \
|
||||
mNodes[i].mAABB.mCenter[2] = sword(Nodes[i].mAABB.mCenter.z * CQuantCoeff.z); \
|
||||
mNodes[i].mAABB.mExtents[0] = uword(Nodes[i].mAABB.mExtents.x * EQuantCoeff.x); \
|
||||
mNodes[i].mAABB.mExtents[1] = uword(Nodes[i].mAABB.mExtents.y * EQuantCoeff.y); \
|
||||
mNodes[i].mAABB.mExtents[2] = uword(Nodes[i].mAABB.mExtents.z * EQuantCoeff.z); \
|
||||
/* Fix quantized boxes */ \
|
||||
if(gFixQuantized) \
|
||||
{ \
|
||||
/* Make sure the quantized box is still valid */ \
|
||||
Point Max = Nodes[i].mAABB.mCenter + Nodes[i].mAABB.mExtents; \
|
||||
Point Min = Nodes[i].mAABB.mCenter - Nodes[i].mAABB.mExtents; \
|
||||
/* For each axis */ \
|
||||
for(udword j=0;j<3;j++) \
|
||||
{ /* Dequantize the box center */ \
|
||||
float qc = float(mNodes[i].mAABB.mCenter[j]) * mCenterCoeff[j]; \
|
||||
bool FixMe=true; \
|
||||
do \
|
||||
{ /* Dequantize the box extent */ \
|
||||
float qe = float(mNodes[i].mAABB.mExtents[j]) * mExtentsCoeff[j]; \
|
||||
/* Compare real & dequantized values */ \
|
||||
if(qc+qe<Max[j] || qc-qe>Min[j]) mNodes[i].mAABB.mExtents[j]++; \
|
||||
else FixMe=false; \
|
||||
/* Prevent wrapping */ \
|
||||
if(!mNodes[i].mAABB.mExtents[j]) \
|
||||
{ \
|
||||
mNodes[i].mAABB.mExtents[j]=0xffff; \
|
||||
FixMe=false; \
|
||||
} \
|
||||
}while(FixMe); \
|
||||
} \
|
||||
}
|
||||
|
||||
#define REMAP_DATA(member) \
|
||||
/* Fix data */ \
|
||||
Data = Nodes[i].member; \
|
||||
if(!(Data&1)) \
|
||||
{ \
|
||||
/* Compute box number */ \
|
||||
size_t Nb = (Data - size_t(Nodes))/Nodes[i].GetNodeSize(); \
|
||||
Data = (size_t) &mNodes[Nb]; \
|
||||
} \
|
||||
/* ...remapped */ \
|
||||
mNodes[i].member = Data;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBQuantizedTree::AABBQuantizedTree() : mNodes(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBQuantizedTree::~AABBQuantizedTree()
|
||||
{
|
||||
DELETEARRAY(mNodes);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds the collision tree from a generic AABB tree.
|
||||
* \param tree [in] generic AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedTree::Build(AABBTree* tree)
|
||||
{
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
// Check the input tree is complete
|
||||
udword NbTriangles = tree->GetNbPrimitives();
|
||||
udword NbNodes = tree->GetNbNodes();
|
||||
if(NbNodes!=NbTriangles*2-1) return false;
|
||||
|
||||
// Get nodes
|
||||
mNbNodes = NbNodes;
|
||||
DELETEARRAY(mNodes);
|
||||
AABBCollisionNode* Nodes = new AABBCollisionNode[mNbNodes];
|
||||
CHECKALLOC(Nodes);
|
||||
|
||||
// Build the tree
|
||||
udword CurID = 1;
|
||||
_BuildCollisionTree(Nodes, 0, CurID, tree);
|
||||
|
||||
// Quantize
|
||||
{
|
||||
mNodes = new AABBQuantizedNode[mNbNodes];
|
||||
CHECKALLOC(mNodes);
|
||||
|
||||
// Get max values
|
||||
FIND_MAX_VALUES
|
||||
|
||||
// Quantization
|
||||
INIT_QUANTIZATION
|
||||
|
||||
// Quantize
|
||||
size_t Data;
|
||||
for(udword i=0;i<mNbNodes;i++)
|
||||
{
|
||||
PERFORM_QUANTIZATION
|
||||
REMAP_DATA(mData)
|
||||
}
|
||||
|
||||
DELETEARRAY(Nodes);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision tree after vertices have been modified.
|
||||
* \param mesh_interface [in] mesh interface for current model
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedTree::Refit(const MeshInterface* mesh_interface)
|
||||
{
|
||||
ASSERT(!"Not implemented since requantizing is painful !");
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree and call the user back for each node.
|
||||
* \param callback [in] walking callback
|
||||
* \param user_data [in] callback's user data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedTree::Walk(GenericWalkingCallback callback, void* user_data) const
|
||||
{
|
||||
if(!callback) return false;
|
||||
|
||||
struct Local
|
||||
{
|
||||
static void _Walk(const AABBQuantizedNode* current_node, GenericWalkingCallback callback, void* user_data)
|
||||
{
|
||||
if(!current_node || !(callback)(current_node, user_data)) return;
|
||||
|
||||
if(!current_node->IsLeaf())
|
||||
{
|
||||
_Walk(current_node->GetPos(), callback, user_data);
|
||||
_Walk(current_node->GetNeg(), callback, user_data);
|
||||
}
|
||||
}
|
||||
};
|
||||
Local::_Walk(mNodes, callback, user_data);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBQuantizedNoLeafTree::AABBQuantizedNoLeafTree() : mNodes(null)
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
AABBQuantizedNoLeafTree::~AABBQuantizedNoLeafTree()
|
||||
{
|
||||
DELETEARRAY(mNodes);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds the collision tree from a generic AABB tree.
|
||||
* \param tree [in] generic AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedNoLeafTree::Build(AABBTree* tree)
|
||||
{
|
||||
// Checkings
|
||||
if(!tree) return false;
|
||||
// Check the input tree is complete
|
||||
udword NbTriangles = tree->GetNbPrimitives();
|
||||
udword NbNodes = tree->GetNbNodes();
|
||||
if(NbNodes!=NbTriangles*2-1) return false;
|
||||
|
||||
// Get nodes
|
||||
mNbNodes = NbTriangles-1;
|
||||
DELETEARRAY(mNodes);
|
||||
AABBNoLeafNode* Nodes = new AABBNoLeafNode[mNbNodes];
|
||||
CHECKALLOC(Nodes);
|
||||
|
||||
// Build the tree
|
||||
udword CurID = 1;
|
||||
_BuildNoLeafTree(Nodes, 0, CurID, tree);
|
||||
ASSERT(CurID==mNbNodes);
|
||||
|
||||
// Quantize
|
||||
{
|
||||
mNodes = new AABBQuantizedNoLeafNode[mNbNodes];
|
||||
CHECKALLOC(mNodes);
|
||||
|
||||
// Get max values
|
||||
FIND_MAX_VALUES
|
||||
|
||||
// Quantization
|
||||
INIT_QUANTIZATION
|
||||
|
||||
// Quantize
|
||||
size_t Data;
|
||||
for(udword i=0;i<mNbNodes;i++)
|
||||
{
|
||||
PERFORM_QUANTIZATION
|
||||
REMAP_DATA(mPosData)
|
||||
REMAP_DATA(mNegData)
|
||||
}
|
||||
|
||||
DELETEARRAY(Nodes);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision tree after vertices have been modified.
|
||||
* \param mesh_interface [in] mesh interface for current model
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedNoLeafTree::Refit(const MeshInterface* mesh_interface)
|
||||
{
|
||||
ASSERT(!"Not implemented since requantizing is painful !");
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree and call the user back for each node.
|
||||
* \param callback [in] walking callback
|
||||
* \param user_data [in] callback's user data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
bool AABBQuantizedNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
|
||||
{
|
||||
if(!callback) return false;
|
||||
|
||||
struct Local
|
||||
{
|
||||
static void _Walk(const AABBQuantizedNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
|
||||
{
|
||||
if(!current_node || !(callback)(current_node, user_data)) return;
|
||||
|
||||
if(!current_node->HasPosLeaf()) _Walk(current_node->GetPos(), callback, user_data);
|
||||
if(!current_node->HasNegLeaf()) _Walk(current_node->GetNeg(), callback, user_data);
|
||||
}
|
||||
};
|
||||
Local::_Walk(mNodes, callback, user_data);
|
||||
return true;
|
||||
}
|
|
@ -1,206 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code for optimized trees.
|
||||
* \file OPC_OptimizedTree.h
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_OPTIMIZEDTREE_H__
|
||||
#define __OPC_OPTIMIZEDTREE_H__
|
||||
|
||||
//! Common interface for a node of an implicit tree
|
||||
#define IMPLEMENT_IMPLICIT_NODE(base_class, volume) \
|
||||
public: \
|
||||
/* Constructor / Destructor */ \
|
||||
inline_ base_class() : mData(0) {} \
|
||||
inline_ ~base_class() {} \
|
||||
/* Leaf test */ \
|
||||
inline_ BOOL IsLeaf() const { return (mData&1)!=0; } \
|
||||
/* Data access */ \
|
||||
inline_ const base_class* GetPos() const { return (base_class*)mData; } \
|
||||
inline_ const base_class* GetNeg() const { return ((base_class*)mData)+1; } \
|
||||
inline_ size_t GetPrimitive() const { return (mData>>1); } \
|
||||
/* Stats */ \
|
||||
inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
|
||||
\
|
||||
volume mAABB; \
|
||||
size_t mData;
|
||||
|
||||
//! Common interface for a node of a no-leaf tree
|
||||
#define IMPLEMENT_NOLEAF_NODE(base_class, volume) \
|
||||
public: \
|
||||
/* Constructor / Destructor */ \
|
||||
inline_ base_class() : mPosData(0), mNegData(0) {} \
|
||||
inline_ ~base_class() {} \
|
||||
/* Leaf tests */ \
|
||||
inline_ BOOL HasPosLeaf() const { return (mPosData&1)!=0; } \
|
||||
inline_ BOOL HasNegLeaf() const { return (mNegData&1)!=0; } \
|
||||
/* Data access */ \
|
||||
inline_ const base_class* GetPos() const { return (base_class*)mPosData; } \
|
||||
inline_ const base_class* GetNeg() const { return (base_class*)mNegData; } \
|
||||
inline_ size_t GetPosPrimitive() const { return (mPosData>>1); } \
|
||||
inline_ size_t GetNegPrimitive() const { return (mNegData>>1); } \
|
||||
/* Stats */ \
|
||||
inline_ udword GetNodeSize() const { return SIZEOFOBJECT; } \
|
||||
\
|
||||
volume mAABB; \
|
||||
size_t mPosData; \
|
||||
size_t mNegData;
|
||||
|
||||
class OPCODE_API AABBCollisionNode
|
||||
{
|
||||
IMPLEMENT_IMPLICIT_NODE(AABBCollisionNode, CollisionAABB)
|
||||
|
||||
inline_ float GetVolume() const { return mAABB.mExtents.x * mAABB.mExtents.y * mAABB.mExtents.z; }
|
||||
inline_ float GetSize() const { return mAABB.mExtents.SquareMagnitude(); }
|
||||
inline_ udword GetRadius() const
|
||||
{
|
||||
udword* Bits = (udword*)&mAABB.mExtents.x;
|
||||
udword Max = Bits[0];
|
||||
if(Bits[1]>Max) Max = Bits[1];
|
||||
if(Bits[2]>Max) Max = Bits[2];
|
||||
return Max;
|
||||
}
|
||||
|
||||
// NB: using the square-magnitude or the true volume of the box, seems to yield better results
|
||||
// (assuming UNC-like informed traversal methods). I borrowed this idea from PQP. The usual "size"
|
||||
// otherwise, is the largest box extent. In SOLID that extent is computed on-the-fly each time it's
|
||||
// needed (the best approach IMHO). In RAPID the rotation matrix is permuted so that Extent[0] is
|
||||
// always the greatest, which saves looking for it at runtime. On the other hand, it yields matrices
|
||||
// whose determinant is not 1, i.e. you can't encode them anymore as unit quaternions. Not a very
|
||||
// good strategy.
|
||||
};
|
||||
|
||||
class OPCODE_API AABBQuantizedNode
|
||||
{
|
||||
IMPLEMENT_IMPLICIT_NODE(AABBQuantizedNode, QuantizedAABB)
|
||||
|
||||
inline_ uword GetSize() const
|
||||
{
|
||||
const uword* Bits = mAABB.mExtents;
|
||||
uword Max = Bits[0];
|
||||
if(Bits[1]>Max) Max = Bits[1];
|
||||
if(Bits[2]>Max) Max = Bits[2];
|
||||
return Max;
|
||||
}
|
||||
// NB: for quantized nodes I don't feel like computing a square-magnitude with integers all
|
||||
// over the place.......!
|
||||
};
|
||||
|
||||
class OPCODE_API AABBNoLeafNode
|
||||
{
|
||||
IMPLEMENT_NOLEAF_NODE(AABBNoLeafNode, CollisionAABB)
|
||||
};
|
||||
|
||||
class OPCODE_API AABBQuantizedNoLeafNode
|
||||
{
|
||||
IMPLEMENT_NOLEAF_NODE(AABBQuantizedNoLeafNode, QuantizedAABB)
|
||||
};
|
||||
|
||||
//! Common interface for a collision tree
|
||||
#define IMPLEMENT_COLLISION_TREE(base_class, node) \
|
||||
public: \
|
||||
/* Constructor / Destructor */ \
|
||||
base_class(); \
|
||||
virtual ~base_class(); \
|
||||
/* Builds from a standard tree */ \
|
||||
override(AABBOptimizedTree) bool Build(AABBTree* tree); \
|
||||
/* Refits the tree */ \
|
||||
override(AABBOptimizedTree) bool Refit(const MeshInterface* mesh_interface); \
|
||||
/* Walks the tree */ \
|
||||
override(AABBOptimizedTree) bool Walk(GenericWalkingCallback callback, void* user_data) const; \
|
||||
/* Data access */ \
|
||||
inline_ const node* GetNodes() const { return mNodes; } \
|
||||
/* Stats */ \
|
||||
override(AABBOptimizedTree) udword GetUsedBytes() const { return mNbNodes*sizeof(node); } \
|
||||
private: \
|
||||
node* mNodes;
|
||||
|
||||
typedef bool (*GenericWalkingCallback) (const void* current, void* user_data);
|
||||
|
||||
class OPCODE_API AABBOptimizedTree
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
AABBOptimizedTree() :
|
||||
mNbNodes (0)
|
||||
{}
|
||||
virtual ~AABBOptimizedTree() {}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Builds the collision tree from a generic AABB tree.
|
||||
* \param tree [in] generic AABB tree
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual bool Build(AABBTree* tree) = 0;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Refits the collision tree after vertices have been modified.
|
||||
* \param mesh_interface [in] mesh interface for current model
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual bool Refit(const MeshInterface* mesh_interface) = 0;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Walks the tree and call the user back for each node.
|
||||
* \param callback [in] walking callback
|
||||
* \param user_data [in] callback's user data
|
||||
* \return true if success
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
virtual bool Walk(GenericWalkingCallback callback, void* user_data) const = 0;
|
||||
|
||||
// Data access
|
||||
virtual udword GetUsedBytes() const = 0;
|
||||
inline_ udword GetNbNodes() const { return mNbNodes; }
|
||||
|
||||
protected:
|
||||
udword mNbNodes;
|
||||
};
|
||||
|
||||
class OPCODE_API AABBCollisionTree : public AABBOptimizedTree
|
||||
{
|
||||
IMPLEMENT_COLLISION_TREE(AABBCollisionTree, AABBCollisionNode)
|
||||
};
|
||||
|
||||
class OPCODE_API AABBNoLeafTree : public AABBOptimizedTree
|
||||
{
|
||||
IMPLEMENT_COLLISION_TREE(AABBNoLeafTree, AABBNoLeafNode)
|
||||
};
|
||||
|
||||
class OPCODE_API AABBQuantizedTree : public AABBOptimizedTree
|
||||
{
|
||||
IMPLEMENT_COLLISION_TREE(AABBQuantizedTree, AABBQuantizedNode)
|
||||
|
||||
public:
|
||||
Point mCenterCoeff;
|
||||
Point mExtentsCoeff;
|
||||
};
|
||||
|
||||
class OPCODE_API AABBQuantizedNoLeafTree : public AABBOptimizedTree
|
||||
{
|
||||
IMPLEMENT_COLLISION_TREE(AABBQuantizedNoLeafTree, AABBQuantizedNoLeafNode)
|
||||
|
||||
public:
|
||||
Point mCenterCoeff;
|
||||
Point mExtentsCoeff;
|
||||
};
|
||||
|
||||
#endif // __OPC_OPTIMIZEDTREE_H__
|
|
@ -1,182 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code to perform "picking".
|
||||
* \file OPC_Picking.cpp
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Precompiled Header
|
||||
#include "Stdafx.h"
|
||||
|
||||
using namespace Opcode;
|
||||
|
||||
#ifdef OPC_RAYHIT_CALLBACK
|
||||
|
||||
/*
|
||||
Possible RayCollider usages:
|
||||
- boolean query (shadow feeler)
|
||||
- closest hit
|
||||
- all hits
|
||||
- number of intersection (boolean)
|
||||
|
||||
*/
|
||||
|
||||
bool Opcode::SetupAllHits(RayCollider& collider, CollisionFaces& contacts)
|
||||
{
|
||||
struct Local
|
||||
{
|
||||
static void AllContacts(const CollisionFace& hit, void* user_data)
|
||||
{
|
||||
CollisionFaces* CF = (CollisionFaces*)user_data;
|
||||
CF->AddFace(hit);
|
||||
}
|
||||
};
|
||||
|
||||
collider.SetFirstContact(false);
|
||||
collider.SetHitCallback(Local::AllContacts);
|
||||
collider.SetUserData(&contacts);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Opcode::SetupClosestHit(RayCollider& collider, CollisionFace& closest_contact)
|
||||
{
|
||||
struct Local
|
||||
{
|
||||
static void ClosestContact(const CollisionFace& hit, void* user_data)
|
||||
{
|
||||
CollisionFace* CF = (CollisionFace*)user_data;
|
||||
if(hit.mDistance<CF->mDistance) *CF = hit;
|
||||
}
|
||||
};
|
||||
|
||||
collider.SetFirstContact(false);
|
||||
collider.SetHitCallback(Local::ClosestContact);
|
||||
collider.SetUserData(&closest_contact);
|
||||
closest_contact.mDistance = MAX_FLOAT;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Opcode::SetupShadowFeeler(RayCollider& collider)
|
||||
{
|
||||
collider.SetFirstContact(true);
|
||||
collider.SetHitCallback(null);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Opcode::SetupInOutTest(RayCollider& collider)
|
||||
{
|
||||
collider.SetFirstContact(false);
|
||||
collider.SetHitCallback(null);
|
||||
// Results with collider.GetNbIntersections()
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Opcode::Picking(
|
||||
CollisionFace& picked_face,
|
||||
const Ray& world_ray, const Model& model, const Matrix4x4* world,
|
||||
float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data)
|
||||
{
|
||||
struct Local
|
||||
{
|
||||
struct CullData
|
||||
{
|
||||
CollisionFace* Closest;
|
||||
float MinLimit;
|
||||
CullModeCallback Callback;
|
||||
void* UserData;
|
||||
Point ViewPoint;
|
||||
const MeshInterface* IMesh;
|
||||
};
|
||||
|
||||
// Called for each stabbed face
|
||||
static void RenderCullingCallback(const CollisionFace& hit, void* user_data)
|
||||
{
|
||||
CullData* Data = (CullData*)user_data;
|
||||
|
||||
// Discard face if we already have a closer hit
|
||||
if(hit.mDistance>=Data->Closest->mDistance) return;
|
||||
|
||||
// Discard face if hit point is smaller than min limit. This mainly happens when the face is in front
|
||||
// of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an
|
||||
// object that he may not even be able to see, which is very annoying.
|
||||
if(hit.mDistance<=Data->MinLimit) return;
|
||||
|
||||
// This is the index of currently stabbed triangle.
|
||||
udword StabbedFaceIndex = hit.mFaceID;
|
||||
|
||||
// We may keep it or not, depending on backface culling
|
||||
bool KeepIt = true;
|
||||
|
||||
// Catch *render* cull mode for this face
|
||||
CullMode CM = (Data->Callback)(StabbedFaceIndex, Data->UserData);
|
||||
|
||||
if(CM!=CULLMODE_NONE) // Don't even compute culling for double-sided triangles
|
||||
{
|
||||
// Compute backface culling for current face
|
||||
|
||||
VertexPointers VP;
|
||||
Data->IMesh->GetTriangle(VP, StabbedFaceIndex);
|
||||
if(VP.BackfaceCulling(Data->ViewPoint))
|
||||
{
|
||||
if(CM==CULLMODE_CW) KeepIt = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(CM==CULLMODE_CCW) KeepIt = false;
|
||||
}
|
||||
}
|
||||
|
||||
if(KeepIt) *Data->Closest = hit;
|
||||
}
|
||||
};
|
||||
|
||||
RayCollider RC;
|
||||
RC.SetMaxDist(max_dist);
|
||||
RC.SetTemporalCoherence(false);
|
||||
RC.SetCulling(false); // We need all faces since some of them can be double-sided
|
||||
RC.SetFirstContact(false);
|
||||
RC.SetHitCallback(Local::RenderCullingCallback);
|
||||
|
||||
picked_face.mFaceID = INVALID_ID;
|
||||
picked_face.mDistance = MAX_FLOAT;
|
||||
picked_face.mU = 0.0f;
|
||||
picked_face.mV = 0.0f;
|
||||
|
||||
Local::CullData Data;
|
||||
Data.Closest = &picked_face;
|
||||
Data.MinLimit = min_dist;
|
||||
Data.Callback = callback;
|
||||
Data.UserData = user_data;
|
||||
Data.ViewPoint = view_point;
|
||||
Data.IMesh = model.GetMeshInterface();
|
||||
|
||||
if(world)
|
||||
{
|
||||
// Get matrices
|
||||
Matrix4x4 InvWorld;
|
||||
InvertPRMatrix(InvWorld, *world);
|
||||
|
||||
// Compute camera position in mesh space
|
||||
Data.ViewPoint *= InvWorld;
|
||||
}
|
||||
|
||||
RC.SetUserData(&Data);
|
||||
if(RC.Collide(world_ray, model, world))
|
||||
{
|
||||
return picked_face.mFaceID!=INVALID_ID;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,45 +0,0 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
* OPCODE - Optimized Collision Detection
|
||||
* Copyright (C) 2001 Pierre Terdiman
|
||||
* Homepage: http://www.codercorner.com/Opcode.htm
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* Contains code to perform "picking".
|
||||
* \file OPC_Picking.h
|
||||
* \author Pierre Terdiman
|
||||
* \date March, 20, 2001
|
||||
*/
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include Guard
|
||||
#ifndef __OPC_PICKING_H__
|
||||
#define __OPC_PICKING_H__
|
||||
|
||||
#ifdef OPC_RAYHIT_CALLBACK
|
||||
|
||||
enum CullMode
|
||||
{
|
||||
CULLMODE_NONE = 0,
|
||||
CULLMODE_CW = 1,
|
||||
CULLMODE_CCW = 2
|
||||
};
|
||||
|
||||
typedef CullMode (*CullModeCallback)(udword triangle_index, void* user_data);
|
||||
|
||||
OPCODE_API bool SetupAllHits (RayCollider& collider, CollisionFaces& contacts);
|
||||
OPCODE_API bool SetupClosestHit (RayCollider& collider, CollisionFace& closest_contact);
|
||||
OPCODE_API bool SetupShadowFeeler (RayCollider& collider);
|
||||
OPCODE_API bool SetupInOutTest (RayCollider& collider);
|
||||
|
||||
OPCODE_API bool Picking(
|
||||
CollisionFace& picked_face,
|
||||
const Ray& world_ray, const Model& model, const Matrix4x4* world,
|
||||
float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data);
|
||||
#endif
|
||||
|
||||
#endif //__OPC_PICKING_H__
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue