/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * 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 LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file 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 * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************/ // TriMesh code by Erwin de Vries. // Modified for FreeSOLID Compatibility by Rodrigo Hernandez #ifndef _ODE_COLLISION_TRIMESH_INTERNAL_H_ #define _ODE_COLLISION_TRIMESH_INTERNAL_H_ int dCollideCylinderTrimesh(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideTrimeshPlane(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideSTL(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideBTL(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideRTL(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideTTL(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); int dCollideCCTL(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip); PURE_INLINE int dCollideRayTrimesh( dxGeom *ray, dxGeom *trimesh, int flags, dContactGeom *contact, int skip ) { // Swapped case, for code that needs it (heightfield initially) // The other ray-geom colliders take geoms in a swapped order to the // dCollideRTL function which is annoying when using function pointers. return dCollideRTL( trimesh, ray, flags, contact, skip ); } //**************************************************************************** // dxTriMesh class #ifdef TRIMESH_INTERNAL #include "collision_kernel.h" #include #if dTRIMESH_OPCODE #define BAN_OPCODE_AUTOLINK #include "Opcode.h" using namespace Opcode; #endif // dTRIMESH_OPCODE #if dTRIMESH_GIMPACT #include #endif struct dxTriMeshData : public dBase { /* Array of flags for which edges and verts should be used on each triangle */ enum UseFlags { kEdge0 = 0x1, kEdge1 = 0x2, kEdge2 = 0x4, kVert0 = 0x8, kVert1 = 0x10, kVert2 = 0x20, kUseAll = 0xFF, }; /* Setup the UseFlags array */ void Preprocess(); /* For when app changes the vertices */ void UpdateData(); #if dTRIMESH_OPCODE Model BVTree; MeshInterface Mesh; dxTriMeshData(); ~dxTriMeshData(); void Build(const void* Vertices, int VertexStide, int VertexCount, const void* Indices, int IndexCount, int TriStride, const void* Normals, bool Single); /* aabb in model space */ dVector3 AABBCenter; dVector3 AABBExtents; // data for use in collision resolution const void* Normals; uint8* UseFlags; #endif // dTRIMESH_OPCODE #if dTRIMESH_GIMPACT const char* m_Vertices; int m_VertexStride; int m_VertexCount; const char* m_Indices; int m_TriangleCount; int m_TriStride; bool m_single; dxTriMeshData() { m_Vertices=NULL; m_VertexStride = 12; m_VertexCount = 0; m_Indices = 0; m_TriangleCount = 0; m_TriStride = 12; m_single = true; } void Build(const void* Vertices, int VertexStide, int VertexCount, const void* Indices, int IndexCount, int TriStride, const void* Normals, bool Single) { m_Vertices=(const char *)Vertices; m_VertexStride = VertexStide; m_VertexCount = VertexCount; m_Indices = (const char *)Indices; m_TriangleCount = IndexCount/3; m_TriStride = TriStride; m_single = Single; } inline void GetVertex(unsigned int i, dVector3 Out) { if(m_single) { const float * fverts = (const float * )(m_Vertices + m_VertexStride*i); Out[0] = fverts[0]; Out[1] = fverts[1]; Out[2] = fverts[2]; Out[3] = 1.0f; } else { const double * dverts = (const double * )(m_Vertices + m_VertexStride*i); Out[0] = (float)dverts[0]; Out[1] = (float)dverts[1]; Out[2] = (float)dverts[2]; Out[3] = 1.0f; } } inline void GetTriIndices(unsigned int itriangle, unsigned int triindices[3]) { const unsigned int * ind = (const unsigned int * )(m_Indices + m_TriStride*itriangle); triindices[0] = ind[0]; triindices[1] = ind[1]; triindices[2] = ind[2]; } #endif // dTRIMESH_GIMPACT }; struct dxTriMesh : public dxGeom{ // Callbacks dTriCallback* Callback; dTriArrayCallback* ArrayCallback; dTriRayCallback* RayCallback; // Data types dxTriMeshData* Data; bool doSphereTC; bool doBoxTC; bool doCapsuleTC; // Functions dxTriMesh(dSpaceID Space, dTriMeshDataID Data); ~dxTriMesh(); void ClearTCCache(); int AABBTest(dxGeom* g, dReal aabb[6]); void computeAABB(); #if dTRIMESH_OPCODE // Instance data for last transform. dMatrix4 last_trans; // Colliders static PlanesCollider _PlanesCollider; static SphereCollider _SphereCollider; static OBBCollider _OBBCollider; static RayCollider _RayCollider; static AABBTreeCollider _AABBTreeCollider; static LSSCollider _LSSCollider; // Some constants static CollisionFaces Faces; // Temporal coherence struct SphereTC : public SphereCache{ dxGeom* Geom; }; dArray SphereTCCache; static SphereCache defaultSphereCache; struct BoxTC : public OBBCache{ dxGeom* Geom; }; dArray BoxTCCache; static OBBCache defaultBoxCache; struct CapsuleTC : public LSSCache{ dxGeom* Geom; }; dArray CapsuleTCCache; static LSSCache defaultCapsuleCache; #endif // dTRIMESH_OPCODE #if dTRIMESH_GIMPACT GIM_TRIMESH m_collision_trimesh; #endif // dTRIMESH_GIMPACT }; #if 0 // Fetches a contact inline dContactGeom* SAFECONTACT(int Flags, dContactGeom* Contacts, int Index, int Stride){ dIASSERT(Index >= 0 && Index < (Flags & 0x0ffff)); return ((dContactGeom*)(((char*)Contacts) + (Index * Stride))); } #endif #if dTRIMESH_OPCODE inline void FetchTriangle(dxTriMesh* TriMesh, int Index, dVector3 Out[3]){ VertexPointers VP; TriMesh->Data->Mesh.GetTriangle(VP, Index); for (int i = 0; i < 3; i++){ Out[i][0] = VP.Vertex[i]->x; Out[i][1] = VP.Vertex[i]->y; Out[i][2] = VP.Vertex[i]->z; Out[i][3] = 0; } } inline void FetchTriangle(dxTriMesh* TriMesh, int Index, const dVector3 Position, const dMatrix3 Rotation, dVector3 Out[3]){ VertexPointers VP; TriMesh->Data->Mesh.GetTriangle(VP, Index); for (int i = 0; i < 3; i++){ dVector3 v; v[0] = VP.Vertex[i]->x; v[1] = VP.Vertex[i]->y; v[2] = VP.Vertex[i]->z; v[3] = 0; dMULTIPLY0_331(Out[i], Rotation, v); Out[i][0] += Position[0]; Out[i][1] += Position[1]; Out[i][2] += Position[2]; Out[i][3] = 0; } } inline Matrix4x4& MakeMatrix(const dVector3 Position, const dMatrix3 Rotation, Matrix4x4& Out){ Out.m[0][0] = (float) Rotation[0]; Out.m[1][0] = (float) Rotation[1]; Out.m[2][0] = (float) Rotation[2]; Out.m[0][1] = (float) Rotation[4]; Out.m[1][1] = (float) Rotation[5]; Out.m[2][1] = (float) Rotation[6]; Out.m[0][2] = (float) Rotation[8]; Out.m[1][2] = (float) Rotation[9]; Out.m[2][2] = (float) Rotation[10]; Out.m[3][0] = (float) Position[0]; Out.m[3][1] = (float) Position[1]; Out.m[3][2] = (float) Position[2]; Out.m[0][3] = 0.0f; Out.m[1][3] = 0.0f; Out.m[2][3] = 0.0f; Out.m[3][3] = 1.0f; return Out; } inline Matrix4x4& MakeMatrix(dxGeom* g, Matrix4x4& Out){ const dVector3& Position = *(const dVector3*)dGeomGetPosition(g); const dMatrix3& Rotation = *(const dMatrix3*)dGeomGetRotation(g); return MakeMatrix(Position, Rotation, Out); } #endif // dTRIMESH_OPCODE #if dTRIMESH_GIMPACT inline void FetchTriangle(dxTriMesh* TriMesh, int Index, const dVector3 Position, const dMatrix3 Rotation, dVector3 Out[3]){ // why is this not implemented? dAASSERT(false); } inline void MakeMatrix(const dVector3 Position, const dMatrix3 Rotation, mat4f m) { m[0][0] = (float) Rotation[0]; m[0][1] = (float) Rotation[1]; m[0][2] = (float) Rotation[2]; m[1][0] = (float) Rotation[4]; m[1][1] = (float) Rotation[5]; m[1][2] = (float) Rotation[6]; m[2][0] = (float) Rotation[8]; m[2][1] = (float) Rotation[9]; m[2][2] = (float) Rotation[10]; m[0][3] = (float) Position[0]; m[1][3] = (float) Position[1]; m[2][3] = (float) Position[2]; } inline void MakeMatrix(dxGeom* g, mat4f Out){ const dVector3& Position = *(const dVector3*)dGeomGetPosition(g); const dMatrix3& Rotation = *(const dMatrix3*)dGeomGetRotation(g); MakeMatrix(Position, Rotation, Out); } #endif // dTRIMESH_GIMPACT // Outputs a matrix to 3 vectors inline void Decompose(const dMatrix3 Matrix, dVector3 Right, dVector3 Up, dVector3 Direction){ Right[0] = Matrix[0 * 4 + 0]; Right[1] = Matrix[1 * 4 + 0]; Right[2] = Matrix[2 * 4 + 0]; Right[3] = REAL(0.0); Up[0] = Matrix[0 * 4 + 1]; Up[1] = Matrix[1 * 4 + 1]; Up[2] = Matrix[2 * 4 + 1]; Up[3] = REAL(0.0); Direction[0] = Matrix[0 * 4 + 2]; Direction[1] = Matrix[1 * 4 + 2]; Direction[2] = Matrix[2 * 4 + 2]; Direction[3] = REAL(0.0); } // Outputs a matrix to 3 vectors inline void Decompose(const dMatrix3 Matrix, dVector3 Vectors[3]){ Decompose(Matrix, Vectors[0], Vectors[1], Vectors[2]); } // Finds barycentric inline void GetPointFromBarycentric(const dVector3 dv[3], dReal u, dReal v, dVector3 Out){ dReal w = REAL(1.0) - u - v; Out[0] = (dv[0][0] * w) + (dv[1][0] * u) + (dv[2][0] * v); Out[1] = (dv[0][1] * w) + (dv[1][1] * u) + (dv[2][1] * v); Out[2] = (dv[0][2] * w) + (dv[1][2] * u) + (dv[2][2] * v); Out[3] = (dv[0][3] * w) + (dv[1][3] * u) + (dv[2][3] * v); } // Performs a callback inline bool Callback(dxTriMesh* TriMesh, dxGeom* Object, int TriIndex){ if (TriMesh->Callback != NULL){ return (TriMesh->Callback(TriMesh, Object, TriIndex)!=0); } else return true; } // Some utilities template const T& dcMAX(const T& x, const T& y){ return x > y ? x : y; } template const T& dcMIN(const T& x, const T& y){ return x < y ? x : y; } dReal SqrDistancePointTri( const dVector3 p, const dVector3 triOrigin, const dVector3 triEdge1, const dVector3 triEdge2, dReal* pfSParam = 0, dReal* pfTParam = 0 ); dReal SqrDistanceSegments( const dVector3 seg1Origin, const dVector3 seg1Direction, const dVector3 seg2Origin, const dVector3 seg2Direction, dReal* pfSegP0 = 0, dReal* pfSegP1 = 0 ); dReal SqrDistanceSegTri( const dVector3 segOrigin, const dVector3 segEnd, const dVector3 triOrigin, const dVector3 triEdge1, const dVector3 triEdge2, dReal* t = 0, dReal* u = 0, dReal* v = 0 ); inline void Vector3Subtract( const dVector3 left, const dVector3 right, dVector3 result ) { result[0] = left[0] - right[0]; result[1] = left[1] - right[1]; result[2] = left[2] - right[2]; result[3] = REAL(0.0); } inline void Vector3Add( const dVector3 left, const dVector3 right, dVector3 result ) { result[0] = left[0] + right[0]; result[1] = left[1] + right[1]; result[2] = left[2] + right[2]; result[3] = REAL(0.0); } inline void Vector3Negate( const dVector3 in, dVector3 out ) { out[0] = -in[0]; out[1] = -in[1]; out[2] = -in[2]; out[3] = REAL(0.0); } inline void Vector3Copy( const dVector3 in, dVector3 out ) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = REAL(0.0); } inline void Vector3Multiply( const dVector3 in, dReal scalar, dVector3 out ) { out[0] = in[0] * scalar; out[1] = in[1] * scalar; out[2] = in[2] * scalar; out[3] = REAL(0.0); } inline void TransformVector3( const dVector3 in, const dMatrix3 orientation, const dVector3 position, dVector3 out ) { dMULTIPLY0_331( out, orientation, in ); out[0] += position[0]; out[1] += position[1]; out[2] += position[2]; } //------------------------------------------------------------------------------ /** @brief Check for intersection between triangle and capsule. @param dist [out] Shortest distance squared between the triangle and the capsule segment (central axis). @param t [out] t value of point on segment that's the shortest distance away from the triangle, the coordinates of this point can be found by (cap.seg.end - cap.seg.start) * t, or cap.seg.ipol(t). @param u [out] Barycentric coord on triangle. @param v [out] Barycentric coord on triangle. @return True if intersection exists. The third Barycentric coord is implicit, ie. w = 1.0 - u - v The Barycentric coords give the location of the point on the triangle closest to the capsule (where the distance between the two shapes is the shortest). */ inline bool IntersectCapsuleTri( const dVector3 segOrigin, const dVector3 segEnd, const dReal radius, const dVector3 triOrigin, const dVector3 triEdge0, const dVector3 triEdge1, dReal* dist, dReal* t, dReal* u, dReal* v ) { dReal sqrDist = SqrDistanceSegTri( segOrigin, segEnd, triOrigin, triEdge0, triEdge1, t, u, v ); if ( dist ) *dist = sqrDist; return ( sqrDist <= (radius * radius) ); } #endif //TRIMESH_INTERNAL #endif //_ODE_COLLISION_TRIMESH_INTERNAL_H_