172 lines
8.4 KiB
Plaintext
172 lines
8.4 KiB
Plaintext
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OPCODE distribution 1.3 (june 2003)
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-----------------------
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New in Opcode 1.3:
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- fixed the divide by 0 bug that was happening when all centers where located on a coordinate axis (thanks to Jorrit T)
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- linearized "complete" vanilla AABB trees
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- ANSI-compliant "for" loops (for the ones porting it to Linux...)
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- callbacks & pointers moved to mesh interface
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- support for triangle & vertex strides
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- optimized the sphere-triangle overlap code a bit
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- dynamic trees (refit)
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- more builders
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- ValidateSubdivision in builders
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- LSS collider
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- primitive-bv tests can now be skipped in most volume queries
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- temporal coherence now also works for airborne objects
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- temporal coherence completed for boxes / all contacts, LSS, etc
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- ray-collider now uses a callback
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- some common "usages" have been introduced (only picking for now)
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- SPLIT_COMPLETE removed (now implicitely using mLimit = 1)
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- hybrid collision models
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- sweep-and-prune code added, moved from my old Z-Collide lib
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- it now works with meshes made of only 1 triangle (except in mesh-mesh case!)
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Disclaimer:
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- I forced myself to actually *do* the release today no matter what. Else it would never have been done. That's
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why the code may not be very polished. I also removed a *lot* of things (more usages, distance queries, etc...)
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that weren't ready for prime-time (or that were linked to too many of my supporting libs)
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- Some comments may also be obsolete here and there. The old User Manual for Opcode 1.2 may not fit version 1.3
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either, since there's a new "mesh interface" to support strides, etc.
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- Everything in the "Ice" directory has been hacked out of my engine and edited until everything compiled. Don't
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expect anything out there to be cute or something. In particular, some CPP files are not even included when not
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needed, so you can expect some linker errors if you try messing around with them...
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Otherwise, it should be just like previous version, only better. In particular, hybrid models can be very
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memory-friendly (sometimes using like 10 times less ram than the best trees from version 1.2). The possible
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speed hit is often invisible (if it even exists), especially using temporal coherence in "all contacts" mode.
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(Admittedly, this depends on your particular usage pattern / what you do on collided triangles).
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The sweep-and-prune code is similar to the "vanilla" version found in V-Collide (but that one's better IMHO...)
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The simple "radix" version is often just as good, see for yourself.
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OPCODE distribution 1.2 (august 2002)
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-----------------------
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New in Opcode 1.2:
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- new VolumeCollider base class
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- simplified callback setup
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- you can now use callbacks or pointers (setup at compile time)
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- destination array not needed anymore in the RayCollider (faster in-out tests)
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- renamed classes: AABBRayCollider => RayCollider, AABBSphereCollider => SphereCollider
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- the sphere query now only returns a list of faces (extra info discarded). On the other hand it's a lot faster.
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- OBB, AABB and planes queries. Original OBB and AABB queries contributed by Erwin de Vries.
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- cosmetic changes in OPC_BoxBoxOverlap.h contributed by Gottfried Chen
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- some inlining problems fixed
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- faster ray-mesh tests using the separating axis theorem
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- new split value in AABB tree construction (contributed by Igor Kravtchenko). Provides faster queries most of the time.
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- improved temporal coherence for sphere & AABB queries (works in "All contacts" mode)
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Notes:
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- Everything in the "Ice code" directory (in VC++) is basically copy-pasted from my engine, with a lot
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of code removed until there was no link error anymore. Don't expect those files to be cute or anything,
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they've never been meant to be released and they're often updated/modified/messy.
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- Some experimental features have been removed as well. Else I would never have released the 1.2...
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- Not as polished/optimal as I would like it to be, but that's life. I promised myself to release it
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before october 2002 (one YEAR later ?!).... That's the only reason why it's there.
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- Some people reported ColDet was faster. Uh, come on. They were using Opcode in
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"All contacts" mode whereas ColDet was doing "first contact"...
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OPCODE distribution 1.1 (october 2001)
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-----------------------
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New in Opcode 1.1:
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- stabbing queries
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- sphere queries
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- abtract base class for colliders
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- settings validation methods
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- compilation flags now grouped in OPC_Settings.h
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- smaller files, new VC++ virtual dirs (cleaner)
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Notes:
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- "override(baseclass)" is a personal cosmetic thing. It's the same as "virtual", but provides more info.
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- I code in 1600*1200, so some lines may look a bit long..
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- This version is not as polished as the previous one due to lack of time. The stabbing & sphere queries
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can still be optimized: for example by trying other atomic overlap tests. I'm using my first ray-AABB
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code, but the newer one seems better. Tim Schr<68>der's one is good as well. See: www.codercorner.com/RayAABB.cpp
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- The trees can easily be compressed even more, I save this for later (lack of time, lack of time!)
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- I removed various tests before releasing this one:
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- a separation line, a.k.a. "front" in QuickCD, because gains were unclear
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- distance queries in a PQP style, because it was way too slow
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- support for deformable models, too slow as well
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- You can easily use Opcode to do your player-vs-world collision detection, in a Nettle/Telemachos way.
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If someone out there wants to donate some art / level for the cause, I'd be glad to release a demo. (current
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demo uses copyrighted art I'm not allowed to spread)
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- Sorry for the lack of real docs and/or solid examples. I just don't have enough time.
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OPCODE distribution 1.0 (march 2001)
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-----------------------
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- First release
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===============================================================================
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WHAT ?
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OPCODE means OPtimized COllision DEtection.
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So this is a collision detection package similar to RAPID. Here's a
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quick list of features:
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- C++ interface, developed for Windows systems using VC++ 6.0
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- Works on arbitrary meshes (convex or non-convex), even polygon soups
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- Current implementation uses AABB-trees
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- Introduces Primitive-BV overlap tests during recursive collision queries (whereas
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standard libraries only rely on Primitive-Primitive and BV-BV tests)
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- Introduces no-leaf trees, i.e. collision trees whose leaf nodes have been removed
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- Supports collision queries on quantized trees (decompressed on-the-fly)
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- Supports "first contact" or "all contacts" modes (<28> la RAPID)
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- Uses temporal coherence for "first contact" mode (~10 to 20 times faster, useful
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in rigid body simulation during bisection)
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- Memory footprint is 7.2 times smaller than RAPID's one, which is ideal for console
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games with limited ram (actually, if you use the unmodified RAPID code using double
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precision, it's more like 13 times smaller...)
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- And yet it often runs faster than RAPID (according to RDTSC, sometimes more than 5
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times faster when objects are deeply overlapping)
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- Performance is usually close to RAPID's one in close-proximity situations
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- Stabbing, planes & volume queries (sphere, AABB, OBB, LSS)
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- Sweep-and-prune
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- Now works with deformable meshes
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- Hybrid trees
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What it can be used for:
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- standard mesh-mesh collision detection (similar to RAPID, SOLID, QuickCD, PQP, ColDet...)
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- N-body collisions (similar to V-Collide)
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- camera-vs-world collisions (similar to Telemachos/Paul Nettle/Stan Melax articles)
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- shadow feelers to speed up lightmap computations
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- in-out tests to speed up voxelization processes
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- picking
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- rigid body simulation
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- view frustum culling
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- etc
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WHY ?
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- Because RAPID uses too many bytes.
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- Because the idea was nice...
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WHEN ?
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It's been coded in march 2001 following a thread on the GD-Algorithms list.
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GDAlgorithms-list mailing list
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GDAlgorithms-list@lists.sourceforge.net
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http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
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WHO ?
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Pierre Terdiman
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June, 1, 2003
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p.terdiman@wanadoo.fr
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p.terdiman@codercorner.com
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http://www.codercorner.com
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http://www.codercorner.com/Opcode.htm
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