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 face
- F32 ExtrudedPolyList::FaceEpsilon = 0.01f;
- // Value used to compare collision times
- F32 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();
- }
- }
|