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+/**
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+ * PANDA 3D SOFTWARE
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+ * Copyright (c) Carnegie Mellon University. All rights reserved.
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+ *
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+ * All use of this software is subject to the terms of the revised BSD
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+ * license. You should have received a copy of this license along
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+ * with this source code in a file named "LICENSE."
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+ *
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+ * @file collisionHeightfield.cxx
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+ * @author hecris
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+ * @date 2019-07-01
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+ */
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+
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+#include "collisionBox.h"
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+#include "collisionRay.h"
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+#include "collisionSphere.h"
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+#include "collisionHeightfield.h"
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+#include "collisionHandler.h"
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+#include "collisionEntry.h"
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+#include "cmath.h"
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+#include "config_collide.h"
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+#include "boundingBox.h"
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+#include "datagram.h"
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+#include "datagramIterator.h"
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+#include "bamReader.h"
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+#include "bamWriter.h"
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+#include "geom.h"
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+#include "geomTriangles.h"
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+#include "geomVertexWriter.h"
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+#include <queue>
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+#include <algorithm>
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+
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+using std::min;
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+using std::max;
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+using std::queue;
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+using std::vector;
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+using std::sort;
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+
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+PStatCollector CollisionHeightfield::_volume_pcollector(
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+ "Collision Volumes:CollisionHeightfield");
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+PStatCollector CollisionHeightfield::_test_pcollector(
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+ "Collision Tests:CollisionHeightfield");
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+TypeHandle CollisionHeightfield::_type_handle;
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+
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+/**
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+ *
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+ */
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+CollisionHeightfield::
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+CollisionHeightfield(PNMImage heightfield,
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+ PN_stdfloat max_height, int num_subdivisions) {
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+ _heightfield = heightfield;
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+ _max_height = max_height;
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+ _nodes_count = 0;
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+
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+ set_num_subdivisions(num_subdivisions);
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+}
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+
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+/**
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+ * Sets the number of quadtree subdivisions and modifies
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+ * the quadtree accordingly. This should be called when a
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+ * user wants to modify the number of quadtree subdivisions
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+ * or from a constructor to initialize the quadtree.
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+ *
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+ * If the number of subdivisions is too high, it will
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+ * automatically be decremented.
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+ */
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+void CollisionHeightfield::
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+set_num_subdivisions(int num_subdivisions) {
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+ // The number of subdivisions should not be negative
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+ nassertv(num_subdivisions >= 0 && num_subdivisions <= 10);
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+ // Determine the number of quadtree nodes needed
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+ // for the corresponding number of subdivisions.
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+ int nodes_count = 0;
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+ for (int i = 0; i <= num_subdivisions; i++) {
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+ nodes_count += 1 << (i * 2);
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+ }
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+ if (nodes_count == _nodes_count) {
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+ // No changes to quadtree to be done
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+ return;
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+ }
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+ // Calculate the index of the first quad tree leaf node
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+ int leaf_first_index = nodes_count - pow(4, num_subdivisions);
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+ // Calculate the area of a leaf node in the quadtree
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+ PN_stdfloat heightfield_area = _heightfield.get_x_size() *
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+ _heightfield.get_y_size();
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+ nassertv(heightfield_area > 0);
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+ PN_stdfloat num_leafs = nodes_count - leaf_first_index;
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+ // If the area is too small (less than 1), then we
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+ // retry by decrementing the number of subdivisions.
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+ if (heightfield_area / num_leafs < 1) {
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+ set_num_subdivisions(num_subdivisions - 1);
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+ return;
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+ }
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+ if (nodes_count < _nodes_count) {
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+ // If the user is decreasing the number of subdivisions, then
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+ // we need only to update the index where the quadtree leaves start.
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+ _leaf_first_index = leaf_first_index;
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+ } else {
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+ // Otherwise we need to build a new quadtree
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+ if (_nodes_count != 0) {
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+ // There is an existing quadtree, delete it first
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+ delete[] _nodes;
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+ _nodes = nullptr;
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+ }
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+ QuadTreeNode *nodes = new QuadTreeNode[nodes_count];
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+ _nodes = nodes;
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+ _nodes_count = nodes_count;
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+ _leaf_first_index = leaf_first_index;
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+ fill_quadtree_areas();
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+ fill_quadtree_heights();
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+ }
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+ _num_subdivisions = num_subdivisions;
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+}
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+
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+/**
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+ *
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+ */
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+void CollisionHeightfield::
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+fill_quadtree_areas() {
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+ nassertv(_heightfield.get_x_size() > 0 &&
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+ _heightfield.get_y_size() > 0);
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+
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+ _nodes[0].area.min = {0, 0};
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+ _nodes[0].area.max = {(float)_heightfield.get_x_size(),
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+ (float)_heightfield.get_y_size()};
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+ _nodes[0].index = 0;
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+ QuadTreeNode parent;
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+ for (int i = 1; i < _nodes_count; i += 4) {
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+ parent = _nodes[(i-1) / 4];
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+ LVector2 sub_area = (parent.area.max - parent.area.min) / 2;
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+ // SE Quadrant
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+ _nodes[i].area.min = parent.area.min;
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+ _nodes[i].area.max = parent.area.min + sub_area;
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+ _nodes[i].index = i;
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+ // SW Quadrant
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+ _nodes[i + 1].area.min = {parent.area.min[0] + sub_area[0],
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+ parent.area.min[1]};
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+ _nodes[i + 1].area.max = _nodes[i + 1].area.min + sub_area;
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+ _nodes[i + 1].index = i + 1;
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+ // NE Quadrant
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+ _nodes[i + 2].area.min = {parent.area.min[0],
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+ parent.area.min[1] + sub_area[1]};
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+ _nodes[i + 2].area.max = _nodes[i + 2].area.min + sub_area;
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+ _nodes[i + 2].index = i + 2;
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+ // NW Quadrant
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+ _nodes[i + 3].area.min = parent.area.min + sub_area;
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+ _nodes[i + 3].area.max = parent.area.max;
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+ _nodes[i + 3].index = i + 3;
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+ }
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+}
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+
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+/**
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+ * Processes the heightfield image, setting the height values
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+ * of each quadtree node.
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+ *
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+ * @relates set_max_height
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+ * @relates set_heightfield
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+ */
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+void CollisionHeightfield::
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+fill_quadtree_heights() {
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+ QuadTreeNode node;
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+ QuadTreeNode child;
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+ for (int i = _nodes_count - 1; i >= 0; i--) {
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+ node = _nodes[i];
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+ PN_stdfloat height_min = INT_MAX;
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+ PN_stdfloat height_max = INT_MIN;
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+ if (i >= _leaf_first_index) {
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+ for (int x = node.area.min[0]; x < node.area.max[0]; x++) {
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+ for (int y = node.area.min[1]; y < node.area.max[1]; y++) {
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+ PN_stdfloat value = _heightfield.get_gray(x,
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+ _heightfield.get_y_size() - 1 - y) * _max_height;
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+
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+ height_min = min(value, height_min);
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+ height_max = max(value, height_max);
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+ }
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+ }
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+ } else {
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+ for (int c = (i * 4) + 1, cmax = c + 4; c < cmax; c++) {
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+ child = _nodes[c];
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+ height_min = min(child.height_min, height_min);
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+ height_max = max(child.height_max, height_max);
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+ }
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+ }
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+ _nodes[i].height_min = height_min;
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+ _nodes[i].height_max = height_max;
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+ }
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+}
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+
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+/**
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+ *
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+ */
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+PT(CollisionEntry) CollisionHeightfield::
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+test_intersection_from_ray(const CollisionEntry &entry) const {
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+ const CollisionRay *ray;
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+ DCAST_INTO_R(ray, entry.get_from(), nullptr);
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+ const LMatrix4 &wrt_mat = entry.get_wrt_mat();
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+
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+ LPoint3 from_origin = ray->get_origin() * wrt_mat;
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+ LPoint3 from_direction = ray->get_direction() * wrt_mat;
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+
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+ IntersectionParams params;
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+ params.from_origin = from_origin;
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+ params.from_direction = from_direction;
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+ vector<QuadTreeIntersection> intersections;
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+ intersections = find_intersections(line_intersects_box, params);
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+
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+ if (intersections.empty()) {
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+ return nullptr;
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+ }
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+ // Sort intersections by their t1 values so we can return
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+ // the first intersection found.
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+ sort(intersections.begin(), intersections.end());
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+
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+ double t1, t2;
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+ for (size_t i = 0; i < intersections.size(); i++) {
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+ t1 = intersections[i].tmin;
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+ t2 = intersections[i].tmax;
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+
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+ if (t1 < 0.0 && t2 < 0.0) continue;
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+ t1 = max(t1, 0.0);
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+
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+ LPoint3 p1 = from_origin + from_direction * t1;
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+ LPoint3 p2 = from_origin + from_direction * t2;
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+ // We use Bresenhaum's Line Algorithm to directly get the heightfield
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+ // coordinates that the line passes through.
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+ int err = cabs(2 * (p2[1] - p1[1]));
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+ int deltaerr = cabs(err - (p2[0] - p1[0]));
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+
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+ int x = p1[0], y = p1[1];
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+ bool x_increasing = x < p2[0];
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+ bool y_increasing = y < p2[1];
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+ while ((x_increasing && x <= p2[0]) || (!x_increasing && x >= p2[0])) {
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+ bool intersected = false;
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+ Triangle int_tri;
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+ vector<Triangle> triangles = get_triangles(x, y);
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+ double min_t = DBL_MAX;
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+ for (Triangle tri : triangles) {
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+ double t;
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+ if (line_intersects_triangle(t, from_origin, from_direction, tri)) {
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+ if (t < 0) continue;
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+ if (t < min_t) {
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+ intersected = true;
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+ min_t = t;
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+ int_tri = tri;
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+ }
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+ }
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+ }
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+ // If the ray intersects this heightfield element, we can
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+ // stop here and return the intersection.
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+ if (intersected) {
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+ PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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+ new_entry->set_surface_point(from_origin + from_direction * min_t);
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+ LPlane p = LPlane(int_tri.p1, int_tri.p2, int_tri.p3);
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+ LVector3 normal = p.get_normal();
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+ if (p.dist_to_plane(from_origin) < 0.0f) normal *= -1;
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+ new_entry->set_surface_normal(normal);
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+ return new_entry;
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+ }
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+ // Otherwise, go to the next heightfield element
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+ deltaerr += err;
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+ if (deltaerr >= 0) {
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+ if (y_increasing) y++;
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+ else y--;
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+ deltaerr -= 2 * (p2[0] - p1[0]);
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+ }
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+ if (x_increasing) x++;
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+ else x--;
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+ }
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+ }
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+
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+ return nullptr;
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+}
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+
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+/**
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+ *
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+ */
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+PT(CollisionEntry) CollisionHeightfield::
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+test_intersection_from_sphere(const CollisionEntry &entry) const {
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+ const CollisionSphere *sphere;
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+ DCAST_INTO_R(sphere, entry.get_from(), nullptr);
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+
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+ CPT(TransformState) wrt_space = entry.get_wrt_space();
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+ const LMatrix4 &wrt_mat = wrt_space->get_mat();
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+
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+ LPoint3 center = sphere->get_center() * wrt_mat;
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+ LVector3 radius_v = LVector3(sphere->get_radius(), 0.0f, 0.0f) * wrt_mat;
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+ PN_stdfloat radius_2 = radius_v.length_squared();
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+ PN_stdfloat radius = csqrt(radius_2);
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+
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+ IntersectionParams params;
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+ params.center = center;
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+ params.radius = radius;
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+
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+ vector<QuadTreeIntersection> intersections;
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+ intersections= find_intersections(sphere_intersects_box, params);
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+
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+ if (intersections.empty()) {
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+ return nullptr;
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+ }
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+
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+ LPoint3 point;
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+ LPoint3 closest_point;
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+ PN_stdfloat dist;
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+ PN_stdfloat dist_min = FLT_MAX;
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+
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+ bool intersected = false;
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+ for (size_t i = 0; i < intersections.size(); i++) {
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+ QuadTreeNode node = _nodes[intersections[i].node_index];
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+ // Iterate through the circle's area and find triangle intersections,
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+ // find the one closest to the center of the sphere.
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+ for (int dx = -radius; dx <= radius; dx++) {
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+ for (int dy = -radius; dy <= radius; dy++) {
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+ int x = dx + center[0];
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+ int y = dy + center[1];
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+ if (x < node.area.min[0] || y < node.area.min[1] ||
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+ x > node.area.max[0] || y > node.area.max[1]) {
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+ // point not contained in rectangle
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+ continue;
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+ }
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+ if (dx * dx + dy * dy > radius_2) continue;
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+
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+ vector<Triangle> triangles = get_triangles(x, y);
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+ for (Triangle tri : triangles) {
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+ point = closest_point_on_triangle(center, tri);
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+ dist = (point - center).length_squared();
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+ if (dist > radius_2) continue;
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+ if (dist < dist_min) {
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+ intersected = true;
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+ dist_min = dist;
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+ closest_point = point;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (intersected) {
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+ PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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+ LVector3 v(center - closest_point);
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+ PN_stdfloat v_length = v.length();
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+ if (IS_NEARLY_ZERO(v_length)) {
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+ v.set(1, 0, 0);
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+ } else {
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+ v /= v_length;
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+ }
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+ new_entry->set_surface_point(closest_point);
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+ new_entry->set_surface_normal(v);
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+ new_entry->set_interior_point(center - radius * v);
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+ return new_entry;
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+ } else {
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+ return nullptr;
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+ }
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+}
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+
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+/**
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+ *
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+ */
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+PT(CollisionEntry) CollisionHeightfield::
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+test_intersection_from_box(const CollisionEntry &entry) const {
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+ const CollisionBox *box;
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+ DCAST_INTO_R(box, entry.get_from(), nullptr);
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+
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+ const LMatrix4 &wrt_mat = entry.get_wrt_mat();
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+ LPoint3 box_min = box->get_min() * wrt_mat;
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+ LPoint3 box_max = box->get_max() * wrt_mat;
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+
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+ IntersectionParams params;
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+ params.box_min = box_min;
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+ params.box_max = box_max;
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+
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+ vector<QuadTreeIntersection> intersections;
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+ intersections = find_intersections(box_intersects_box, params);
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+
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+ if (intersections.empty()) {
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+ return nullptr;
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+ }
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+
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+ bool intersected = false;
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+ Triangle intersected_tri;
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+ for (size_t i = 0; i < intersections.size(); i++) {
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+ QuadTreeNode node = _nodes[intersections[i].node_index];
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+ // Find the overlapping rectangle between the two boxes and
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+ // test the heightfield elements in that area.
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+ LVecBase2 overlap_min = LVecBase2(max(box_min[0], node.area.min[0]),
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+ max(box_min[1], node.area.min[1]));
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+ LVecBase2 overlap_max = LVecBase2(min(box_max[0], node.area.max[0]),
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+ min(box_max[1], node.area.max[1]));
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+ for (int x = overlap_min[0]; x < overlap_max[0]; x++) {
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|
|
+ for (int y = overlap_min[1]; y < overlap_max[1]; y++) {
|
|
|
+ vector<Triangle> triangles = get_triangles(x, y);
|
|
|
+ for (Triangle tri : triangles) {
|
|
|
+ if (box_intersects_triangle(box_min, box_max, tri)) {
|
|
|
+ intersected = true;
|
|
|
+ intersected_tri = tri;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (intersected) {
|
|
|
+ PT(CollisionEntry) new_entry = new CollisionEntry(entry);
|
|
|
+ LPlane p = LPlane(intersected_tri.p1, intersected_tri.p2, intersected_tri.p3);
|
|
|
+ LVector3 normal = p.get_normal();
|
|
|
+ if (p.dist_to_plane(box->get_center() * wrt_mat) < 0.0f) {
|
|
|
+ normal *= -1;
|
|
|
+ p.flip();
|
|
|
+ }
|
|
|
+ new_entry->set_surface_normal(normal);
|
|
|
+ PN_stdfloat min_dist = 0;
|
|
|
+ LPoint3 interior_point;
|
|
|
+ // Find the deepest vertex and set it as the interior point
|
|
|
+ for (int i = 0; i < 8; i++) {
|
|
|
+ LPoint3 vertex = box->get_point(i) * wrt_mat;
|
|
|
+ PN_stdfloat dist = p.dist_to_plane(vertex);
|
|
|
+ if (dist <= min_dist) {
|
|
|
+ min_dist = dist;
|
|
|
+ interior_point = vertex;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ new_entry->set_interior_point(interior_point);
|
|
|
+ new_entry->set_surface_point(
|
|
|
+ closest_point_on_triangle(interior_point, intersected_tri));
|
|
|
+ return new_entry;
|
|
|
+ } else {
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ *
|
|
|
+ */
|
|
|
+bool CollisionHeightfield::
|
|
|
+line_intersects_box(const LPoint3 &box_min, const LPoint3 &box_max,
|
|
|
+ IntersectionParams ¶ms) {
|
|
|
+ LPoint3 from = params.from_origin;
|
|
|
+ LPoint3 delta = params.from_direction;
|
|
|
+
|
|
|
+ double tmin = -DBL_MAX;
|
|
|
+ double tmax = DBL_MAX;
|
|
|
+ for (int i = 0; i < 3; ++i) {
|
|
|
+ PN_stdfloat d = delta[i];
|
|
|
+ if (!IS_NEARLY_ZERO(d)) {
|
|
|
+ double tmin2 = (box_min[i] - from[i]) / d;
|
|
|
+ double tmax2 = (box_max[i] - from[i]) / d;
|
|
|
+ if (tmin2 > tmax2) {
|
|
|
+ std::swap(tmin2, tmax2);
|
|
|
+ }
|
|
|
+ tmin = max(tmin, tmin2);
|
|
|
+ tmax = min(tmax, tmax2);
|
|
|
+ if (tmin > tmax) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ } else if (from[i] < box_min[i] || from[i] > box_max[i]) {
|
|
|
+ // The line is parallel
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ params.t1 = tmin;
|
|
|
+ params.t2 = tmax;
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ *
|
|
|
+ */
|
|
|
+bool CollisionHeightfield::
|
|
|
+line_intersects_triangle(double &t, const LPoint3 &from,
|
|
|
+ const LPoint3 &delta,
|
|
|
+ const Triangle &triangle) {
|
|
|
+ // Implementation of Möller-Trumbore algorithm
|
|
|
+ PN_stdfloat a,f,u,v;
|
|
|
+ LVector3 edge1, edge2, h, s, q;
|
|
|
+ edge1 = triangle.p2 - triangle.p1;
|
|
|
+ edge2 = triangle.p3 - triangle.p1;
|
|
|
+ h = delta.cross(edge2);
|
|
|
+ a = dot(edge1, h);
|
|
|
+ if (IS_NEARLY_ZERO(a)) {
|
|
|
+ // line parallel to triangle
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ f = 1.0 / a;
|
|
|
+ s = from - triangle.p1;
|
|
|
+ u = f * dot(s, h);
|
|
|
+ if (u < 0.0 || u > 1.0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ q = s.cross(edge1);
|
|
|
+ v = f * dot(delta, q);
|
|
|
+ if (v < 0.0 || u + v > 1.0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ t = f * dot(edge2, q);
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ *
|
|
|
+ */
|
|
|
+bool CollisionHeightfield::
|
|
|
+sphere_intersects_box(const LPoint3 &box_min, const LPoint3 &box_max,
|
|
|
+ IntersectionParams ¶ms) {
|
|
|
+ LPoint3 center = params.center;
|
|
|
+ double radius = params.radius;
|
|
|
+ LPoint3 p = center.fmin(box_max).fmax(box_min);
|
|
|
+ return (center - p).length_squared() <= radius * radius;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ *
|
|
|
+ */
|
|
|
+bool CollisionHeightfield::
|
|
|
+box_intersects_triangle(const LPoint3 &box_min, const LPoint3 &box_max,
|
|
|
+ const Triangle &triangle) {
|
|
|
+ // Using the Seperating Axis Theorem, we have a maximum of 13 SAT tests
|
|
|
+ // Refer to Christer Ericson's Collision Detection book for full explanation
|
|
|
+ LPoint3 v0 = triangle.p1, v1 = triangle.p2, v2 = triangle.p3;
|
|
|
+
|
|
|
+ PN_stdfloat p0, p1, p2, r;
|
|
|
+ LVector3 c = (box_min + box_max) * 0.5f;
|
|
|
+ PN_stdfloat e0 = (box_max[0] - box_min[0]) * 0.5f;
|
|
|
+ PN_stdfloat e1 = (box_max[1] - box_min[1]) * 0.5f;
|
|
|
+ PN_stdfloat e2 = (box_max[2] - box_min[2]) * 0.5f;
|
|
|
+
|
|
|
+ v0 = v0 - c;
|
|
|
+ v1 = v1 - c;
|
|
|
+ v2 = v2 - c;
|
|
|
+
|
|
|
+ LVector3 f0 = v1 - v0, f1 = v2 - v1, f2 = v0 - v2;
|
|
|
+
|
|
|
+ r = e1 * cabs(f0[2]) + e2 * cabs(f0[1]);
|
|
|
+ p0 = v0[1]*(-v1[2] + v0[2]) + v0[2]*(v1[1] - v0[1]);
|
|
|
+ p2 = v2[1]*(-v1[2] + v0[2]) + v2[2]*(v1[1] - v0[1]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e1 * cabs(f1[2]) + e2 * cabs(f1[1]);
|
|
|
+ p0 = v0[1]*(-v2[2] + v1[2]) + v0[2]*(v2[1] - v1[1]);
|
|
|
+ p2 = v2[1]*(-v2[2] + v1[2]) + v2[2]*(v2[1] - v1[1]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e1 * cabs(f2[2]) + e2 * cabs(f2[1]);
|
|
|
+ p0 = v0[1]*(-v0[2] + v2[2]) + v0[2]*(v0[1] - v2[1]);
|
|
|
+ p1 = v1[1]*(-v0[2] + v2[2]) + v1[2]*(v0[1] - v2[1]);
|
|
|
+ if (max(-1 * max(p0, p1), min(p0, p1)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f0[2]) + e2 * cabs(f0[0]);
|
|
|
+ p0 = v0[0]*(v1[2] - v0[2]) + v0[2]*(-v1[0] + v0[0]);
|
|
|
+ p2 = v2[0]*(v1[2] - v0[2]) + v2[2]*(-v1[0] + v0[0]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f1[2]) + e2 * cabs(f1[0]);
|
|
|
+ p0 = v0[0]*(v2[2] - v1[2]) + v0[2]*(-v2[0] + v1[0]);
|
|
|
+ p2 = v2[0]*(v2[2] - v1[2]) + v2[2]*(-v2[0] + v1[0]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f2[2]) + e2 * cabs(f2[0]);
|
|
|
+ p0 = v0[0]*(v0[2] - v2[2]) + v0[2]*(-v0[0] + v2[0]);
|
|
|
+ p1 = v1[0]*(v0[2] - v2[2]) + v1[2]*(-v0[0] + v2[0]);
|
|
|
+ if (max(-1 * max(p0, p1), min(p0, p1)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f0[1]) + e1 * cabs(f0[0]);
|
|
|
+ p0 = v0[0]*(-v1[1] + v0[1]) + v0[1]*(v1[0] - v0[0]);
|
|
|
+ p2 = v2[0]*(-v1[1] + v0[1]) + v2[1]*(v1[0] - v0[0]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f1[1]) + e1 * cabs(f1[0]);
|
|
|
+ p0 = v0[0]*(-v2[1] + v1[1]) + v0[1]*(v2[0] - v1[0]);
|
|
|
+ p2 = v2[0]*(-v2[1] + v1[1]) + v2[1]*(v2[0] - v1[0]);
|
|
|
+ if (max(-1 * max(p0, p2), min(p0, p2)) > r) return false;
|
|
|
+
|
|
|
+ r = e0 * cabs(f2[1]) + e1 * cabs(f2[0]);
|
|
|
+ p0 = v0[0]*(-v0[1] + v2[1]) + v0[1]*(v0[0] - v2[0]);
|
|
|
+ p1 = v1[0]*(-v0[1] + v2[1]) + v1[1]*(v0[0] - v2[0]);
|
|
|
+ if (max(-1 * max(p0, p1), min(p0, p1)) > r) return false;
|
|
|
+
|
|
|
+ if (max(max(v0[0], v1[0]), v2[0]) < -e0 ||
|
|
|
+ min(min(v0[0], v1[0]), v2[0]) > e0) return false;
|
|
|
+ if (max(max(v0[1], v1[1]), v2[1]) < -e1 ||
|
|
|
+ min(min(v0[1], v1[1]), v2[1]) > e1) return false;
|
|
|
+ if (max(max(v0[2], v1[2]), v2[2]) < -e2 ||
|
|
|
+ min(min(v0[2], v1[2]), v2[2]) > e2) return false;
|
|
|
+
|
|
|
+ LVector3 n = f0.cross(f1);
|
|
|
+ PN_stdfloat d = dot(n, triangle.p1);
|
|
|
+
|
|
|
+ LPoint3 e = box_max - c;
|
|
|
+
|
|
|
+ PN_stdfloat r2 = e[0] * cabs(n[0]) + e[1] * cabs(n[1]) + e[2] * cabs(n[2]);
|
|
|
+ PN_stdfloat s = dot(n, c) - d;
|
|
|
+ return cabs(s) <= r2;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ *
|
|
|
+ */
|
|
|
+bool CollisionHeightfield::
|
|
|
+box_intersects_box(const LPoint3 &box_min, const LPoint3 &box_max,
|
|
|
+ IntersectionParams ¶ms) {
|
|
|
+
|
|
|
+ return (box_min[0] <= params.box_max[0] && box_max[0] >= params.box_min[0]) &&
|
|
|
+ (box_min[1] <= params.box_max[1] && box_max[1] >= params.box_min[1]) &&
|
|
|
+ (box_min[2] <= params.box_max[2] && box_max[2] >= params.box_min[2]);
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * Returns the closest point on a triangle to another given point.
|
|
|
+ */
|
|
|
+LPoint3 CollisionHeightfield::
|
|
|
+closest_point_on_triangle(const LPoint3 &p, const Triangle &triangle) {
|
|
|
+ LVector3 ab = triangle.p2 - triangle.p1;
|
|
|
+ LVector3 ac = triangle.p3 - triangle.p1;
|
|
|
+ LVector3 ap = p - triangle.p1;
|
|
|
+ PN_stdfloat d1 = dot(ab, ap);
|
|
|
+ PN_stdfloat d2 = dot(ac, ap);
|
|
|
+ if (d1 <= 0.0f && d2 <= 0.0f) return triangle.p1;
|
|
|
+
|
|
|
+ LVector3 bp = p - triangle.p2;
|
|
|
+ PN_stdfloat d3 = dot(ab, bp);
|
|
|
+ PN_stdfloat d4 = dot(ac, bp);
|
|
|
+ if (d3 >= 0.0f && d4 <= d3) return triangle.p2;
|
|
|
+
|
|
|
+ PN_stdfloat vc = d1 * d4 - d3 * d2;
|
|
|
+ if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) {
|
|
|
+ PN_stdfloat v = d1 / (d1 - d3);
|
|
|
+ return triangle.p1 + v * ab;
|
|
|
+ }
|
|
|
+
|
|
|
+ LVector3 cp = p - triangle.p3;
|
|
|
+ PN_stdfloat d5 = dot(ab, cp);
|
|
|
+ PN_stdfloat d6 = dot(ac, cp);
|
|
|
+ if (d6 >= 0.0f && d5 <= d6) return triangle.p3;
|
|
|
+
|
|
|
+ PN_stdfloat vb = d5 * d2 - d1 * d6;
|
|
|
+ if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) {
|
|
|
+ PN_stdfloat w = d2 / (d2 - d6);
|
|
|
+ return triangle.p1 + w * ac;
|
|
|
+ }
|
|
|
+
|
|
|
+ PN_stdfloat va = d3 * d6 - d5 * d4;
|
|
|
+ if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) {
|
|
|
+ PN_stdfloat w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
|
|
|
+ return triangle.p2 + w * (triangle.p3 - triangle.p2);
|
|
|
+ }
|
|
|
+
|
|
|
+ PN_stdfloat denom = 1.0f / (va + vb + vc);
|
|
|
+ PN_stdfloat v = vb * denom;
|
|
|
+ PN_stdfloat w = vc * denom;
|
|
|
+ return triangle.p1 + ab * v + ac * w;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * Given a pointer to a function that tests for intersection between a solid
|
|
|
+ * and a box, return the quad tree nodes that are intersected by that solid.
|
|
|
+ */
|
|
|
+vector<CollisionHeightfield::QuadTreeIntersection> CollisionHeightfield::
|
|
|
+find_intersections(BoxIntersection intersects_box, IntersectionParams params) const {
|
|
|
+ queue<QuadTreeNode> q;
|
|
|
+ QuadTreeNode node = _nodes[0];
|
|
|
+ q.push(node);
|
|
|
+
|
|
|
+ LPoint3 box_min, box_max;
|
|
|
+ vector<QuadTreeIntersection> intersections;
|
|
|
+
|
|
|
+ while (!q.empty()) {
|
|
|
+ node = q.front();
|
|
|
+ q.pop();
|
|
|
+ box_min = {node.area.min[0], node.area.min[1], node.height_min};
|
|
|
+ box_max = {node.area.max[0], node.area.max[1], node.height_max};
|
|
|
+ if (!intersects_box(box_min, box_max, params)) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (node.index >= _leaf_first_index) {
|
|
|
+ QuadTreeIntersection intersection = {node.index, params.t1, params.t2};
|
|
|
+ intersections.push_back(intersection);
|
|
|
+ } else {
|
|
|
+ int child_first_index = 4 * node.index + 1;
|
|
|
+ q.push(_nodes[child_first_index]);
|
|
|
+ q.push(_nodes[child_first_index + 1]);
|
|
|
+ q.push(_nodes[child_first_index + 2]);
|
|
|
+ q.push(_nodes[child_first_index + 3]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return intersections;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * Return the triangles that are defined at the
|
|
|
+ * given 2D coordinate.
|
|
|
+ */
|
|
|
+vector<CollisionHeightfield::Triangle> CollisionHeightfield::
|
|
|
+get_triangles(int x, int y) const {
|
|
|
+ int rows = _heightfield.get_x_size();
|
|
|
+ int cols = _heightfield.get_y_size();
|
|
|
+ vector<Triangle> triangles;
|
|
|
+ if (x < 0 || y < 0 || x >= rows || y >= cols)
|
|
|
+ return triangles;
|
|
|
+
|
|
|
+ Triangle t;
|
|
|
+ int heightfield_y = cols - 1 - y;
|
|
|
+ bool odd = (x + heightfield_y) & 1;
|
|
|
+ t.p1 = LPoint3(x, y, get_height(x, heightfield_y));
|
|
|
+ for (int dx = -1; dx <= 1; dx += 2) {
|
|
|
+ for (int dy = -1; dy <= 1; dy += 2) {
|
|
|
+ int x2 = x + dx;
|
|
|
+ int y2 = y - dy;
|
|
|
+ int heightfield_y2 = heightfield_y + dy;
|
|
|
+ if (x2 < 0 || heightfield_y2 < 0 || x2 >= rows || heightfield_y2 >= cols) continue;
|
|
|
+ if (odd) {
|
|
|
+ t.p2 = LPoint3(x2, y, get_height(x2, heightfield_y));
|
|
|
+ t.p3 = LPoint3(x, y2, get_height(x, heightfield_y2));
|
|
|
+ } else {
|
|
|
+ t.p2 = LPoint3(x2, y2, get_height(x2, heightfield_y2));
|
|
|
+ t.p3 = LPoint3(x2, y, get_height(x2, heightfield_y));
|
|
|
+ triangles.push_back(t);
|
|
|
+ t.p3 = LPoint3(x, y2, get_height(x, heightfield_y2));
|
|
|
+ triangles.push_back(t);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return triangles;
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
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+ * Generic CollisionSolid member functions
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+ */
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+void CollisionHeightfield::
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+fill_viz_geom() {
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+ PT(GeomVertexData) vdata = new GeomVertexData
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+ ("collision", GeomVertexFormat::get_v3(),
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+ Geom::UH_static);
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+
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+ GeomVertexWriter vertex(vdata, InternalName::get_vertex());
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+
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+ PT(GeomTriangles) tris = new GeomTriangles(Geom::UH_static);
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+
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+ int cols = _heightfield.get_x_size();
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+ int rows = _heightfield.get_y_size();
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+
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+ for (int y = 0; y < rows; y++) {
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+ for (int x = 0; x < cols; x++) {
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+ // a point (x, y) in the heightfield image
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+ // maps to (x, y2, height_at(x, y)) in 3D space
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+ int y2 = rows - y - 1;
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+ vertex.add_data3(x, y2, get_height(x, y));
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+ }
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+ }
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+
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+ for (int i = 0; i < rows - 1; i++) {
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+ for (int j = 0; j < cols - 1; j++) {
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+ int pos = i * cols + j;
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+ if (pos & 1) { // odd
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+ tris->add_vertices(pos, pos + cols, pos + 1);
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+ tris->add_vertices(pos + 1, pos + cols, pos + cols + 1);
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+ }
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+ else { // even
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+ tris->add_vertices(pos, pos + cols, pos + cols + 1);
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+ tris->add_vertices(pos, pos + cols + 1, pos + 1);
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+ }
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+ }
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+ }
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+
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+ PT(Geom) geom = new Geom(vdata);
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+ geom->add_primitive(tris);
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+
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+ _viz_geom->add_geom(geom, get_solid_viz_state());
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+ _bounds_viz_geom->add_geom(geom, get_solid_bounds_viz_state());
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+}
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+
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+CollisionSolid *CollisionHeightfield::
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+make_copy() {
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+ return new CollisionHeightfield(*this);
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+}
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+
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+LPoint3 CollisionHeightfield::
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+get_collision_origin() const {
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+ return LPoint3(0, 0, 0);
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+}
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+
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+PT(BoundingVolume) CollisionHeightfield::
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+compute_internal_bounds() const {
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+ QuadTreeNode node = _nodes[0];
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+ LPoint3 box_min = {node.area.min[0], node.area.min[1],
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+ node.height_min};
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+ LPoint3 box_max = {node.area.max[0], node.area.max[1],
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+ node.height_max};
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+ return new BoundingBox(box_min, box_max);
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+}
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+
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+PStatCollector &CollisionHeightfield::
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+get_volume_pcollector() {
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+ return _volume_pcollector;
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+}
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+
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+PStatCollector &CollisionHeightfield::
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+get_test_pcollector() {
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+ return _test_pcollector;
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+}
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+
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+TypedWritable *CollisionHeightfield::
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+make_CollisionHeightfield(const FactoryParams ¶ms) {
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+ CollisionHeightfield *me = new CollisionHeightfield;
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+ DatagramIterator scan;
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+ BamReader *manager;
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+
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+ parse_params(params, scan, manager);
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+ me->fillin(scan, manager);
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+ return me;
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+}
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+
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+void CollisionHeightfield::
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+fillin(DatagramIterator &scan, BamReader *manager) {
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+}
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+
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+void CollisionHeightfield::
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+register_with_read_factory() {
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+ BamReader::get_factory()->register_factory(get_class_type(), make_CollisionHeightfield);
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+}
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