| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------#include "platform/platform.h"#include "math/mMath.h"#include "console/console.h"#include "collision/extrudedPolyList.h"#include "math/mPolyhedron.h"#include "collision/collision.h"// Minimum distance from a faceF32 ExtrudedPolyList::FaceEpsilon = 0.01f;// Value used to compare collision timesF32 ExtrudedPolyList::EqualEpsilon = 0.0001f;ExtrudedPolyList::ExtrudedPolyList(){   VECTOR_SET_ASSOCIATION(mVertexList);   VECTOR_SET_ASSOCIATION(mIndexList);   VECTOR_SET_ASSOCIATION(mExtrudedList);   VECTOR_SET_ASSOCIATION(mPlaneList);   VECTOR_SET_ASSOCIATION(mPolyPlaneList);   mVelocity.set(0.0f,0.0f,0.0f);   mIndexList.reserve(128);   mVertexList.reserve(64);   mPolyPlaneList.reserve(64);   mPlaneList.reserve(64);   mCollisionList = 0;   dMemset(&mPoly, 0, sizeof(mPoly));}ExtrudedPolyList::~ExtrudedPolyList(){}//----------------------------------------------------------------------------bool ExtrudedPolyList::isEmpty() const{   return mCollisionList->getCount() == 0;}//----------------------------------------------------------------------------void ExtrudedPolyList::extrude(const Polyhedron& pt, const VectorF& vector){   // Clear state   mIndexList.clear();   mVertexList.clear();   mPlaneList.clear();   mPolyPlaneList.clear();   // Determine which faces will be extruded.   mExtrudedList.setSize(pt.mPlaneList.size());   for (U32 f = 0; f < pt.mPlaneList.size(); f++)   {      const PlaneF& face = pt.mPlaneList[f];      ExtrudedFace& eface = mExtrudedList[f];      F32 dot = mDot(face,vector);      eface.active = dot > EqualEpsilon;            if (eface.active)       {         eface.maxDistance = dot;         eface.plane = face;         eface.planeMask = BIT(mPlaneList.size());         // Add the face as a plane to clip against.         mPlaneList.increment(2);         PlaneF* plane = mPlaneList.end() - 2;         plane[0] = plane[1] = face;         plane[0].invert();      }   }   // Produce extruded planes for bounding and internal edges   for (U32 e = 0; e < pt.mEdgeList.size(); e++)    {      Polyhedron::Edge const& edge = pt.mEdgeList[e];      ExtrudedFace& ef1 = mExtrudedList[edge.face[0]];      ExtrudedFace& ef2 = mExtrudedList[edge.face[1]];      if (ef1.active || ef2.active)       {         // Assumes that the edge points are clockwise         // for face[0].         const Point3F& p1 = pt.mPointList[edge.vertex[1]];         const Point3F &p2 = pt.mPointList[edge.vertex[0]];         Point3F p3 = p2 + vector;         mPlaneList.increment(2);         PlaneF* plane = mPlaneList.end() - 2;         plane[0].set(p3,p2,p1);         plane[1] = plane[0];         plane[1].invert();         U32 pmask = BIT(mPlaneList.size()-2);         ef1.planeMask |= pmask;         ef2.planeMask |= pmask << 1;      }   }}//----------------------------------------------------------------------------void ExtrudedPolyList::setCollisionList(CollisionList* info){   mCollisionList = info;   mCollisionList->clear();   mCollisionList->setTime( 2.0f );}//----------------------------------------------------------------------------void ExtrudedPolyList::adjustCollisionTime(){   if( !mCollisionList->getCount() )      return;   mCollisionList->setTime( mClampF( mCollisionList->getTime(), 0.f, 1.f ) );}//----------------------------------------------------------------------------U32 ExtrudedPolyList::addPoint(const Point3F& p){   mVertexList.increment();   Vertex& v = mVertexList.last();   v.point.x = p.x * mScale.x;   v.point.y = p.y * mScale.y;   v.point.z = p.z * mScale.z;   mMatrix.mulP(v.point);   // Build the plane mask, planes come in pairs   v.mask = 0;   for (U32 i = 0; i < mPlaneList.size(); i ++)      if (mPlaneList[i].distToPlane(v.point) >= 0.f)         v.mask |= BIT(i);   return mVertexList.size() - 1;}U32 ExtrudedPolyList::addPlane(const PlaneF& plane){   mPolyPlaneList.increment();   mPlaneTransformer.transform(plane, mPolyPlaneList.last());   return mPolyPlaneList.size() - 1;}//----------------------------------------------------------------------------void ExtrudedPolyList::begin(BaseMatInstance* material, U32 /*surfaceKey*/){   mPoly.object = mCurrObject;   mPoly.material = material;   mIndexList.clear();}void ExtrudedPolyList::plane(U32 v1, U32 v2, U32 v3){   mPoly.plane.set(mVertexList[v1].point,                   mVertexList[v2].point,                   mVertexList[v3].point);                      // We hope this isn't needed but we're leaving it in anyway -- BJG/EGH   mPoly.plane.normalizeSafe();}void ExtrudedPolyList::plane(const PlaneF& p){   mPlaneTransformer.transform(p, mPoly.plane);}void ExtrudedPolyList::plane(const U32 index){   AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");   mPoly.plane = mPolyPlaneList[index];}const PlaneF& ExtrudedPolyList::getIndexedPlane(const U32 index){   AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");   return mPolyPlaneList[index];}void ExtrudedPolyList::vertex(U32 vi){   mIndexList.push_back(vi);}void ExtrudedPolyList::end(){   // Anything facing away from the mVelocity is rejected  (and also   // cap to max collisions)   if (mDot(mPoly.plane, mNormalVelocity) > 0.f ||      mCollisionList->getCount() >= CollisionList::MaxCollisions)      return;   // Test the built up poly (stored in mPoly) against all our extruded   // faces.   U32           cFaceCount = 0;   ExtrudedFace* cFace[30];   bool          cEdgeColl[30];   ExtrudedFace* face = mExtrudedList.begin();   ExtrudedFace* end = mExtrudedList.end();   for (; face != end; face++)   {      // Skip inactive..      if (!face->active)         continue;      // Update the dot product.      face->faceDot = -mDot(face->plane,mPoly.plane);            // Skip it if we're facing towards...      if(face->faceDot <= 0.f)         continue;      // Test, and skip if colliding.      if (!testPoly(*face))         continue;       // Note collision.      cFace[cFaceCount]       = face;      cEdgeColl[cFaceCount++] = false;   }   if (!cFaceCount)   {      face = mExtrudedList.begin();      end  = mExtrudedList.end();      for (; face != end; face++)      {         // Don't need to do dot product second time, so just check if it's         // active (we already did the dot product in the previous loop).         if (!face->active)            continue;         // Skip it if we're facing away...         if(face->faceDot > 0.f)            continue;         // Do collision as above.         if (!testPoly(*face))            continue;         // Note the collision.         cFace[cFaceCount]       = face;         cEdgeColl[cFaceCount++] = true;      }   }   // If we STILL don't have any collisions, just skip out.   if (!cFaceCount)      return;   // Pick the best collision face based on best alignment with respective   // face.   face = cFace[0];   bool edge = cEdgeColl[0];   for (U32 f = 1; f < cFaceCount; f++)   {      if (cFace[f]->faceDot <= face->faceDot)         continue;      face = cFace[f];      edge = cEdgeColl[f];   }   // Add it to the collision list if it's better and/or equal   // to our current best.   // Don't add it to the collision list if it's too far away.   if (face->time > mCollisionList->getTime() + EqualEpsilon || face->time >= 1.0)      return;   if (face->time < mCollisionList->getTime() - EqualEpsilon)    {      // If this is significantly closer than before, then clear out the      // list, as it's a better match than the old stuff.      mCollisionList->clear();      mCollisionList->setTime( face->time );      mCollisionList->setMaxHeight( face->height );   }   else    {      // Otherwise, just update some book-keeping stuff.      if ( face->height > mCollisionList->getMaxHeight() )         mCollisionList->setMaxHeight( face->height );   }   // Note the collision in our collision list.   Collision& collision = mCollisionList->increment();   collision.point    = face->point;   collision.faceDot  = face->faceDot;   collision.face     = face - mExtrudedList.begin();   collision.object   = mPoly.object;   collision.normal   = mPoly.plane;   collision.material = mPoly.material;}//----------------------------------------------------------------------------bool ExtrudedPolyList::testPoly(ExtrudedFace& face){   // Build intial inside/outside plane masks   U32 indexStart = 0;   U32 indexEnd = mIndexList.size();   U32 oVertexSize = mVertexList.size();   U32 oIndexSize = mIndexList.size();   U32 frontMask = 0,backMask = 0;   for (U32 i = indexStart; i < indexEnd; i++)    {      U32 mask = mVertexList[mIndexList[i]].mask & face.planeMask;      frontMask |= mask;      backMask |= ~mask;   }   // Clip the mPoly against the planes that bound the face...   // Trivial accept if all the vertices are on the backsides of   // all the planes.   if (frontMask)    {      // Trivial reject if any plane not crossed has all it's points      // on the front.      U32 crossMask = frontMask & backMask;      if (~crossMask & frontMask)         return false;      // Need to do some clipping      for (U32 p=0; p < mPlaneList.size(); p++)       {         U32 pmask    = BIT(p);         U32 newStart = mIndexList.size();         // Only test against this plane if we have something         // on both sides - otherwise skip.         if (!(face.planeMask & crossMask & pmask))            continue;         U32 i1 = indexEnd - 1;         U32 mask1 = mVertexList[mIndexList[i1]].mask;         for (U32 i2 = indexStart; i2 < indexEnd; i2++)          {            const U32 mask2 = mVertexList[mIndexList[i2]].mask;            if ((mask1 ^ mask2) & pmask)            {               // Clip the edge against the plane.               mVertexList.increment();               VectorF& v1 = mVertexList[mIndexList[i1]].point;               VectorF& v2 = mVertexList[mIndexList[i2]].point;               VectorF vv = v2 - v1;               F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);               mIndexList.push_back(mVertexList.size() - 1);               Vertex& iv = mVertexList.last();               iv.point.x = v1.x + vv.x * t;               iv.point.y = v1.y + vv.y * t;               iv.point.z = v1.z + vv.z * t;               iv.mask = 0;               // Test against the remaining planes               for (U32 i = p+1; i < mPlaneList.size(); i ++)               {                  if (mPlaneList[i].distToPlane(iv.point) > 0.f)                     iv.mask |= BIT(i);               }            }            if (!(mask2 & pmask))             {               U32 index = mIndexList[i2];               mIndexList.push_back(index);            }            mask1 = mask2;            i1 = i2;         }         // Check for degenerate         indexStart = newStart;         indexEnd = mIndexList.size();         if (mIndexList.size() - indexStart < 3)          {            mVertexList.setSize(oVertexSize);            mIndexList.setSize(oIndexSize);            return false;         }      }   }   // Find closest point on the mPoly   Point3F bp(0.0f, 0.0f, 0.0f);   F32 bd = 1E30f;   F32 height = -1E30f;   for (U32 b = indexStart; b < indexEnd; b++)    {      Vertex& vertex = mVertexList[mIndexList[b]];      F32 dist = face.plane.distToPlane(vertex.point);      if (dist <= bd)       {         bd = (dist < 0)? 0: dist;         bp = vertex.point;      }            // Since we don't clip against the back plane, we'll      // only include vertex heights that are within range.      if (vertex.point.z > height && dist < face.maxDistance)         height = vertex.point.z;   }      // hack for not jetting up through the cieling   F32 fudge = 0.01f;   F32 fudgeB = 0.2f;   if(mNormalVelocity.z > 0.0)   {      fudge = 0.01f; //0.015;      fudgeB = 0.2f;   }      // Do extruded points for back-off.   F32 oldBd=bd;   for (U32 b = indexStart; b < indexEnd; b++)    {      Vertex& vertex = mVertexList[mIndexList[b]];            // Extrude out just a tad to make sure we don't end up getting too close to the      // geometry and getting stuck - but cap it so we don't introduce error into long      // sweeps.      F32 dist = face.plane.distToPlane( vertex.point                           + Point3F(mPoly.plane) * getMin(face.maxDistance * fudgeB, fudge));      if (dist <= bd)      {         bd = (dist < 0)? 0: dist;         bp = vertex.point;      }   }   // Remove temporary data   mVertexList.setSize(oVertexSize);   mIndexList.setSize(oIndexSize);   // Don't add it to the collision list if it's worse then our current best.   if (oldBd >= face.maxDistance)      return false;   // Update our info and indicate we should add to the model.   F32 oldT = oldBd / face.maxDistance;   F32 pushBackT = bd / face.maxDistance;      if(oldT - pushBackT > 0.1)      face.time = oldT - fudge;   else      face.time = pushBackT;         face.height = height;   face.point  = bp;   return true;}//--------------------------------------------------------------------------void ExtrudedPolyList::setVelocity(const VectorF& velocity){   mVelocity = velocity;   if (velocity.isZero() == false)   {      mNormalVelocity = velocity;      mNormalVelocity.normalize();      setInterestNormal(mNormalVelocity);   }   else   {      mNormalVelocity.set(0.0f, 0.0f, 0.0f);      clearInterestNormal();   }}
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