/* * OPCODE - Optimized Collision Detection * http://www.codercorner.com/Opcode.htm * * Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * 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(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;imCenterCoeff; 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; }