dTerrainY.cpp 17 KB

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  1. //Benoit CHAPEROT 2003-2004 www.jstarlab.com
  2. //some code inspired by Magic Software
  3. #include <ode/common.h>
  4. #include <ode/collision.h>
  5. #include <ode/matrix.h>
  6. #include <ode/rotation.h>
  7. #include <ode/odemath.h>
  8. #include "collision_kernel.h"
  9. #include "collision_std.h"
  10. #include "collision_std_internal.h"
  11. #include "collision_util.h"
  12. //#include <drawstuff/drawstuff.h>
  13. #include "windows.h"
  14. #include "ode\ode.h"
  15. #define CONTACT(p,skip) ((dContactGeom*) (((char*)p) + (skip)))
  16. #define MAXCONTACT 10
  17. #define TERRAINTOL 0.0f
  18. static bool IsAPowerOfTwo(int f)
  19. {
  20. dAASSERT(f!=0);
  21. while ((f&1) != 1)
  22. f >>= 1;
  23. return (f == 1);
  24. }
  25. static int GetPowerOfTwo(int f)
  26. {
  27. dAASSERT(f!=0);
  28. int n = 0;
  29. while ((f&1) != 1)
  30. {
  31. n++;
  32. f >>= 1;
  33. }
  34. return n;
  35. }
  36. dxTerrainY::dxTerrainY (dSpaceID space, dReal *pHeights,dReal vLength,int nNumNodesPerSide, int bFinite, int bPlaceable) :
  37. dxGeom (space,bPlaceable)
  38. {
  39. dIASSERT(IsAPowerOfTwo(nNumNodesPerSide));
  40. dIASSERT(pHeights);
  41. dIASSERT(vLength > 0.f);
  42. dIASSERT(nNumNodesPerSide > 0);
  43. type = dTerrainYClass;
  44. m_vLength = vLength;
  45. m_pHeights = new dReal[nNumNodesPerSide * nNumNodesPerSide];
  46. dIASSERT(m_pHeights);
  47. m_nNumNodesPerSide = nNumNodesPerSide;
  48. m_vNodeLength = m_vLength / m_nNumNodesPerSide;
  49. m_nNumNodesPerSideShift = GetPowerOfTwo(m_nNumNodesPerSide);
  50. m_nNumNodesPerSideMask = m_nNumNodesPerSide - 1;
  51. m_vMinHeight = dInfinity;
  52. m_vMaxHeight = -dInfinity;
  53. m_bFinite = bFinite;
  54. for (int i=0;i<nNumNodesPerSide * nNumNodesPerSide;i++)
  55. {
  56. m_pHeights[i] = pHeights[i];
  57. if (m_pHeights[i] < m_vMinHeight) m_vMinHeight = m_pHeights[i];
  58. if (m_pHeights[i] > m_vMaxHeight) m_vMaxHeight = m_pHeights[i];
  59. }
  60. }
  61. dxTerrainY::~dxTerrainY()
  62. {
  63. dIASSERT(m_pHeights);
  64. delete [] m_pHeights;
  65. }
  66. void dxTerrainY::computeAABB()
  67. {
  68. if (m_bFinite)
  69. {
  70. if (gflags & GEOM_PLACEABLE)
  71. {
  72. dReal dx[6],dy[6],dz[6];
  73. dx[0] = 0;
  74. dx[1] = final_posr->R[0] * m_vLength;
  75. dx[2] = final_posr->R[1] * m_vMinHeight;
  76. dx[3] = final_posr->R[1] * m_vMaxHeight;
  77. dx[4] = 0;
  78. dx[5] = final_posr->R[2] * m_vLength;
  79. dy[0] = 0;
  80. dy[1] = final_posr->R[4] * m_vLength;
  81. dy[2] = final_posr->R[5] * m_vMinHeight;
  82. dy[3] = final_posr->R[5] * m_vMaxHeight;
  83. dy[4] = 0;
  84. dy[5] = final_posr->R[6] * m_vLength;
  85. dz[0] = 0;
  86. dz[1] = final_posr->R[8] * m_vLength;
  87. dz[2] = final_posr->R[9] * m_vMinHeight;
  88. dz[3] = final_posr->R[9] * m_vMaxHeight;
  89. dz[4] = 0;
  90. dz[5] = final_posr->R[10] * m_vLength;
  91. aabb[0] = final_posr->pos[0] + MIN(dx[0],dx[1]) + MIN(dx[2],dx[3]) + MIN(dx[4],dx[5]);
  92. aabb[1] = final_posr->pos[0] + MAX(dx[0],dx[1]) + MAX(dx[2],dx[3]) + MAX(dx[4],dx[5]);
  93. aabb[2] = final_posr->pos[1] + MIN(dy[0],dy[1]) + MIN(dy[2],dy[3]) + MIN(dy[4],dy[5]);
  94. aabb[3] = final_posr->pos[1] + MAX(dy[0],dy[1]) + MAX(dy[2],dy[3]) + MAX(dy[4],dy[5]);
  95. aabb[4] = final_posr->pos[2] + MIN(dz[0],dz[1]) + MIN(dz[2],dz[3]) + MIN(dz[4],dz[5]);
  96. aabb[5] = final_posr->pos[2] + MAX(dz[0],dz[1]) + MAX(dz[2],dz[3]) + MAX(dz[4],dz[5]);
  97. }
  98. else
  99. {
  100. aabb[0] = 0;
  101. aabb[1] = m_vLength;
  102. aabb[2] = m_vMinHeight;
  103. aabb[3] = m_vMaxHeight;
  104. aabb[4] = 0;
  105. aabb[5] = m_vLength;
  106. }
  107. }
  108. else
  109. {
  110. if (gflags & GEOM_PLACEABLE)
  111. {
  112. aabb[0] = -dInfinity;
  113. aabb[1] = dInfinity;
  114. aabb[2] = -dInfinity;
  115. aabb[3] = dInfinity;
  116. aabb[4] = -dInfinity;
  117. aabb[5] = dInfinity;
  118. }
  119. else
  120. {
  121. aabb[0] = -dInfinity;
  122. aabb[1] = dInfinity;
  123. aabb[2] = m_vMinHeight;
  124. aabb[3] = m_vMaxHeight;
  125. aabb[4] = -dInfinity;
  126. aabb[5] = dInfinity;
  127. }
  128. }
  129. }
  130. dReal dxTerrainY::GetHeight(int x,int z)
  131. {
  132. return m_pHeights[ (((unsigned int)(z) & m_nNumNodesPerSideMask) << m_nNumNodesPerSideShift)
  133. + ((unsigned int)(x) & m_nNumNodesPerSideMask)];
  134. }
  135. dReal dxTerrainY::GetHeight(dReal x,dReal z)
  136. {
  137. int nX = int(floor(x / m_vNodeLength));
  138. int nZ = int(floor(z / m_vNodeLength));
  139. dReal dx = (x - (dReal(nX) * m_vNodeLength)) / m_vNodeLength;
  140. dReal dz = (z - (dReal(nZ) * m_vNodeLength)) / m_vNodeLength;
  141. dIASSERT((dx >= 0.f) && (dx <= 1.f));
  142. dIASSERT((dz >= 0.f) && (dz <= 1.f));
  143. dReal y,y0;
  144. if (dx + dz < 1.f)
  145. {
  146. y0 = GetHeight(nX,nZ);
  147. y = y0
  148. + (GetHeight(nX+1,nZ) - y0) * dx
  149. + (GetHeight(nX,nZ+1) - y0) * dz;
  150. }
  151. else
  152. {
  153. y0 = GetHeight(nX+1,nZ+1);
  154. y = y0
  155. + (GetHeight(nX+1,nZ) - y0) * (1.f - dz)
  156. + (GetHeight(nX,nZ+1) - y0) * (1.f - dx);
  157. }
  158. return y;
  159. }
  160. bool dxTerrainY::IsOnTerrain(int nx,int nz,int w,dReal *pos)
  161. {
  162. dVector3 Min,Max;
  163. Min[0] = nx * m_vNodeLength;
  164. Min[2] = nz * m_vNodeLength;
  165. Max[0] = (nx+1) * m_vNodeLength;
  166. Max[2] = (nz+1) * m_vNodeLength;
  167. dReal Tol = m_vNodeLength * TERRAINTOL;
  168. if ((pos[0]<Min[0]-Tol) || (pos[0]>Max[0]+Tol))
  169. return false;
  170. if ((pos[2]<Min[2]-Tol) || (pos[2]>Max[2]+Tol))
  171. return false;
  172. dReal dx = (pos[0] - (dReal(nx) * m_vNodeLength)) / m_vNodeLength;
  173. dReal dz = (pos[2] - (dReal(nz) * m_vNodeLength)) / m_vNodeLength;
  174. if ((w == 0) && (dx + dz > 1.f+TERRAINTOL))
  175. return false;
  176. if ((w == 1) && (dx + dz < 1.f-TERRAINTOL))
  177. return false;
  178. return true;
  179. }
  180. dGeomID dCreateTerrainY(dSpaceID space, dReal *pHeights,dReal vLength,int nNumNodesPerSide, int bFinite, int bPlaceable)
  181. {
  182. return new dxTerrainY(space, pHeights,vLength,nNumNodesPerSide,bFinite,bPlaceable);
  183. }
  184. dReal dGeomTerrainYPointDepth (dGeomID g, dReal x, dReal y, dReal z)
  185. {
  186. dUASSERT (g && g->type == dTerrainYClass,"argument not a terrain");
  187. g->recomputePosr();
  188. dxTerrainY *t = (dxTerrainY*) g;
  189. return t->GetHeight(x,z) - y;
  190. }
  191. typedef dReal dGetDepthFn(dGeomID g, dReal x, dReal y, dReal z);
  192. #define RECOMPUTE_RAYNORMAL
  193. //#define DO_RAYDEPTH
  194. #define DMESS(A) \
  195. dMessage(0,"Contact Plane (%d %d %d) %.5e %.5e (%.5e %.5e %.5e)(%.5e %.5e %.5e)).", \
  196. x,z,A, \
  197. pContact->depth, \
  198. dGeomSphereGetRadius(o2), \
  199. pContact->pos[0], \
  200. pContact->pos[1], \
  201. pContact->pos[2], \
  202. pContact->normal[0], \
  203. pContact->normal[1], \
  204. pContact->normal[2]);
  205. /*
  206. (y is up)
  207. A-B-E.x
  208. |/|
  209. C-D
  210. |
  211. F
  212. .
  213. z
  214. */
  215. int dxTerrainY::dCollideTerrainUnit(
  216. int x,int z,dxGeom *o2,int numMaxContacts,
  217. int flags,dContactGeom *contact, int skip)
  218. {
  219. dColliderFn *CollideRayN;
  220. dColliderFn *CollideNPlane;
  221. dGetDepthFn *GetDepth;
  222. int numContacts = 0;
  223. int numPlaneContacts = 0;
  224. int i;
  225. if (numContacts == numMaxContacts)
  226. return numContacts;
  227. dContactGeom PlaneContact[MAXCONTACT];
  228. flags = (flags & 0xffff0000) | MAXCONTACT;
  229. switch (o2->type)
  230. {
  231. case dSphereClass:
  232. CollideRayN = dCollideRaySphere;
  233. CollideNPlane = dCollideSpherePlane;
  234. GetDepth = dGeomSpherePointDepth;
  235. break;
  236. case dBoxClass:
  237. CollideRayN = dCollideRayBox;
  238. CollideNPlane = dCollideBoxPlane;
  239. GetDepth = dGeomBoxPointDepth;
  240. break;
  241. case dCCylinderClass:
  242. CollideRayN = dCollideRayCCylinder;
  243. CollideNPlane = dCollideCCylinderPlane;
  244. GetDepth = dGeomCCylinderPointDepth;
  245. break;
  246. case dRayClass:
  247. CollideRayN = NULL;
  248. CollideNPlane = dCollideRayPlane;
  249. GetDepth = NULL;
  250. break;
  251. case dConeClass:
  252. CollideRayN = dCollideRayCone;
  253. CollideNPlane = dCollideConePlane;
  254. GetDepth = dGeomConePointDepth;
  255. break;
  256. default:
  257. dIASSERT(0);
  258. }
  259. dReal Plane[4],lBD,lCD,lBC;
  260. dVector3 A,B,C,D,BD,CD,BC,AB,AC;
  261. A[0] = x * m_vNodeLength;
  262. A[2] = z* m_vNodeLength;
  263. A[1] = GetHeight(x,z);
  264. B[0] = (x+1) * m_vNodeLength;
  265. B[2] = z * m_vNodeLength;
  266. B[1] = GetHeight(x+1,z);
  267. C[0] = x * m_vNodeLength;
  268. C[2] = (z+1) * m_vNodeLength;
  269. C[1] = GetHeight(x,z+1);
  270. D[0] = (x+1) * m_vNodeLength;
  271. D[2] = (z+1) * m_vNodeLength;
  272. D[1] = GetHeight(x+1,z+1);
  273. dOP(BC,-,C,B);
  274. lBC = dLENGTH(BC);
  275. dOPEC(BC,/=,lBC);
  276. dOP(BD,-,D,B);
  277. lBD = dLENGTH(BD);
  278. dOPEC(BD,/=,lBD);
  279. dOP(CD,-,D,C);
  280. lCD = dLENGTH(CD);
  281. dOPEC(CD,/=,lCD);
  282. dOP(AB,-,B,A);
  283. dNormalize3(AB);
  284. dOP(AC,-,C,A);
  285. dNormalize3(AC);
  286. if (CollideRayN)
  287. {
  288. #ifdef RECOMPUTE_RAYNORMAL
  289. dVector3 E,F;
  290. dVector3 CE,FB,AD;
  291. dVector3 Normal[3];
  292. E[0] = (x+2) * m_vNodeLength;
  293. E[2] = z * m_vNodeLength;
  294. E[1] = GetHeight(x+2,z);
  295. F[0] = x * m_vNodeLength;
  296. F[2] = (z+2) * m_vNodeLength;
  297. F[1] = GetHeight(x,z+2);
  298. dOP(AD,-,D,A);
  299. dNormalize3(AD);
  300. dOP(CE,-,E,C);
  301. dNormalize3(CE);
  302. dOP(FB,-,B,F);
  303. dNormalize3(FB);
  304. //BC
  305. dCROSS(Normal[0],=,BC,AD);
  306. dNormalize3(Normal[0]);
  307. //BD
  308. dCROSS(Normal[1],=,BD,CE);
  309. dNormalize3(Normal[1]);
  310. //CD
  311. dCROSS(Normal[2],=,CD,FB);
  312. dNormalize3(Normal[2]);
  313. #endif
  314. int nA[3],nB[3];
  315. dContactGeom ContactA[3],ContactB[3];
  316. dxRay rayBC(0,lBC);
  317. dGeomRaySet(&rayBC, B[0], B[1], B[2], BC[0], BC[1], BC[2]);
  318. nA[0] = CollideRayN(&rayBC,o2,flags,&ContactA[0],sizeof(dContactGeom));
  319. dGeomRaySet(&rayBC, C[0], C[1], C[2], -BC[0], -BC[1], -BC[2]);
  320. nB[0] = CollideRayN(&rayBC,o2,flags,&ContactB[0],sizeof(dContactGeom));
  321. dxRay rayBD(0,lBD);
  322. dGeomRaySet(&rayBD, B[0], B[1], B[2], BD[0], BD[1], BD[2]);
  323. nA[1] = CollideRayN(&rayBD,o2,flags,&ContactA[1],sizeof(dContactGeom));
  324. dGeomRaySet(&rayBD, D[0], D[1], D[2], -BD[0], -BD[1], -BD[2]);
  325. nB[1] = CollideRayN(&rayBD,o2,flags,&ContactB[1],sizeof(dContactGeom));
  326. dxRay rayCD(0,lCD);
  327. dGeomRaySet(&rayCD, C[0], C[1], C[2], CD[0], CD[1], CD[2]);
  328. nA[2] = CollideRayN(&rayCD,o2,flags,&ContactA[2],sizeof(dContactGeom));
  329. dGeomRaySet(&rayCD, D[0], D[1], D[2], -CD[0], -CD[1], -CD[2]);
  330. nB[2] = CollideRayN(&rayCD,o2,flags,&ContactB[2],sizeof(dContactGeom));
  331. for (i=0;i<3;i++)
  332. {
  333. if (nA[i] & nB[i])
  334. {
  335. dContactGeom *pContact = CONTACT(contact,numContacts*skip);
  336. pContact->pos[0] = (ContactA[i].pos[0] + ContactB[i].pos[0])/2;
  337. pContact->pos[1] = (ContactA[i].pos[1] + ContactB[i].pos[1])/2;
  338. pContact->pos[2] = (ContactA[i].pos[2] + ContactB[i].pos[2])/2;
  339. #ifdef RECOMPUTE_RAYNORMAL
  340. pContact->normal[0] = -Normal[i][0];
  341. pContact->normal[1] = -Normal[i][1];
  342. pContact->normal[2] = -Normal[i][2];
  343. #else
  344. pContact->normal[0] = (ContactA[i].normal[0] + ContactB[i].normal[0])/2; //0.f;
  345. pContact->normal[1] = (ContactA[i].normal[1] + ContactB[i].normal[1])/2; //0.f;
  346. pContact->normal[2] = (ContactA[i].normal[2] + ContactB[i].normal[2])/2; //-1.f;
  347. dNormalize3(pContact->normal);
  348. #endif
  349. #ifdef DO_RAYDEPTH
  350. dxRay rayV(0,1000.f);
  351. dGeomRaySet(&rayV, pContact->pos[0],
  352. pContact->pos[1],
  353. pContact->pos[2],
  354. -pContact->normal[0],
  355. -pContact->normal[1],
  356. -pContact->normal[2]);
  357. dContactGeom ContactV;
  358. if (CollideRayN(&rayV,o2,flags,&ContactV,sizeof(dContactGeom)))
  359. {
  360. pContact->depth = ContactV.depth;
  361. numContacts++;
  362. }
  363. #else
  364. if (GetDepth == NULL)
  365. {
  366. dxRay rayV(0,1000.f);
  367. dGeomRaySet(&rayV, pContact->pos[0],
  368. pContact->pos[1],
  369. pContact->pos[2],
  370. -pContact->normal[0],
  371. -pContact->normal[1],
  372. -pContact->normal[2]);
  373. dContactGeom ContactV;
  374. if (CollideRayN(&rayV,o2,flags,&ContactV,sizeof(dContactGeom)))
  375. {
  376. pContact->depth = ContactV.depth;
  377. numContacts++;
  378. }
  379. }
  380. else
  381. {
  382. pContact->depth = GetDepth(o2,
  383. pContact->pos[0],
  384. pContact->pos[1],
  385. pContact->pos[2]);
  386. numContacts++;
  387. }
  388. #endif
  389. if (numContacts == numMaxContacts)
  390. return numContacts;
  391. }
  392. }
  393. }
  394. dCROSS(Plane,=,AC,AB);
  395. dNormalize3(Plane);
  396. Plane[3] = Plane[0] * A[0] + Plane[1] * A[1] + Plane[2] * A[2];
  397. dxPlane planeABC(0,Plane[0],Plane[1],Plane[2],Plane[3]);
  398. numPlaneContacts = CollideNPlane(o2,&planeABC,flags,PlaneContact,sizeof(dContactGeom));
  399. for (i=0;i<numPlaneContacts;i++)
  400. {
  401. if (IsOnTerrain(x,z,0,PlaneContact[i].pos))
  402. {
  403. dContactGeom *pContact = CONTACT(contact,numContacts*skip);
  404. pContact->pos[0] = PlaneContact[i].pos[0];
  405. pContact->pos[1] = PlaneContact[i].pos[1];
  406. pContact->pos[2] = PlaneContact[i].pos[2];
  407. pContact->normal[0] = -PlaneContact[i].normal[0];
  408. pContact->normal[1] = -PlaneContact[i].normal[1];
  409. pContact->normal[2] = -PlaneContact[i].normal[2];
  410. pContact->depth = PlaneContact[i].depth;
  411. //DMESS(0);
  412. numContacts++;
  413. if (numContacts == numMaxContacts)
  414. return numContacts;
  415. }
  416. }
  417. dCROSS(Plane,=,BD,CD);
  418. dNormalize3(Plane);
  419. Plane[3] = Plane[0] * D[0] + Plane[1] * D[1] + Plane[2] * D[2];
  420. dxPlane planeDCB(0,Plane[0],Plane[1],Plane[2],Plane[3]);
  421. numPlaneContacts = CollideNPlane(o2,&planeDCB,flags,PlaneContact,sizeof(dContactGeom));
  422. for (i=0;i<numPlaneContacts;i++)
  423. {
  424. if (IsOnTerrain(x,z,1,PlaneContact[i].pos))
  425. {
  426. dContactGeom *pContact = CONTACT(contact,numContacts*skip);
  427. pContact->pos[0] = PlaneContact[i].pos[0];
  428. pContact->pos[1] = PlaneContact[i].pos[1];
  429. pContact->pos[2] = PlaneContact[i].pos[2];
  430. pContact->normal[0] = -PlaneContact[i].normal[0];
  431. pContact->normal[1] = -PlaneContact[i].normal[1];
  432. pContact->normal[2] = -PlaneContact[i].normal[2];
  433. pContact->depth = PlaneContact[i].depth;
  434. //DMESS(1);
  435. numContacts++;
  436. if (numContacts == numMaxContacts)
  437. return numContacts;
  438. }
  439. }
  440. return numContacts;
  441. }
  442. int dCollideTerrainY(dxGeom *o1, dxGeom *o2, int flags,dContactGeom *contact, int skip)
  443. {
  444. dIASSERT (skip >= (int)sizeof(dContactGeom));
  445. dIASSERT (o1->type == dTerrainYClass);
  446. int i,j;
  447. if ((flags & 0xffff) == 0)
  448. flags = (flags & 0xffff0000) | 1;
  449. int numMaxTerrainContacts = (flags & 0xffff);
  450. dxTerrainY *terrain = (dxTerrainY*) o1;
  451. dReal aabbbak[6];
  452. int gflagsbak;
  453. dVector3 pos0;
  454. int numTerrainContacts = 0;
  455. dxPosR *bak;
  456. dxPosR X1;
  457. if (terrain->gflags & GEOM_PLACEABLE)
  458. {
  459. dOP(pos0,-,o2->final_posr->pos,terrain->final_posr->pos);
  460. dMULTIPLY1_331(X1.pos,terrain->final_posr->R,pos0);
  461. dMULTIPLY1_333(X1.R,terrain->final_posr->R,o2->final_posr->R);
  462. bak = o2->final_posr;
  463. o2->final_posr = &X1;
  464. memcpy(aabbbak,o2->aabb,sizeof(dReal)*6);
  465. gflagsbak = o2->gflags;
  466. o2->computeAABB();
  467. }
  468. int nMinX = int(floor(o2->aabb[0] / terrain->m_vNodeLength));
  469. int nMaxX = int(floor(o2->aabb[1] / terrain->m_vNodeLength)) + 1;
  470. int nMinZ = int(floor(o2->aabb[4] / terrain->m_vNodeLength));
  471. int nMaxZ = int(floor(o2->aabb[5] / terrain->m_vNodeLength)) + 1;
  472. if (terrain->m_bFinite)
  473. {
  474. nMinX = MAX(nMinX,0);
  475. nMaxX = MIN(nMaxX,terrain->m_nNumNodesPerSide);
  476. nMinZ = MAX(nMinZ,0);
  477. nMaxZ = MIN(nMaxZ,terrain->m_nNumNodesPerSide);
  478. if ((nMinX >= nMaxX) || (nMinZ >= nMaxZ))
  479. goto dCollideTerrainYExit;
  480. }
  481. dVector3 AabbTop;
  482. AabbTop[0] = (o2->aabb[0]+o2->aabb[1]) / 2;
  483. AabbTop[2] = (o2->aabb[4]+o2->aabb[5]) / 2;
  484. AabbTop[1] = o2->aabb[3];
  485. if (o2->type != dRayClass)
  486. {
  487. dReal AabbTopDepth = terrain->GetHeight(AabbTop[0],AabbTop[2]) - AabbTop[1];
  488. if (AabbTopDepth > 0.f)
  489. {
  490. contact->depth = AabbTopDepth;
  491. dReal MaxDepth = (o2->aabb[3]-o2->aabb[2]) / 2;
  492. if (contact->depth > MaxDepth)
  493. contact->depth = MaxDepth;
  494. contact->g1 = o1;
  495. contact->g2 = o2;
  496. dOPE(contact->pos,=,AabbTop);
  497. contact->normal[0] = 0.f;
  498. contact->normal[1] = -1.f;
  499. contact->normal[2] = 0.f;
  500. numTerrainContacts = 1;
  501. goto dCollideTerrainYExit;
  502. }
  503. }
  504. for (i=nMinX;i<nMaxX;i++)
  505. {
  506. for (j=nMinZ;j<nMaxZ;j++)
  507. {
  508. numTerrainContacts += terrain->dCollideTerrainUnit(
  509. i,j,o2,numMaxTerrainContacts - numTerrainContacts,
  510. flags,CONTACT(contact,numTerrainContacts*skip),skip );
  511. }
  512. }
  513. dIASSERT(numTerrainContacts <= numMaxTerrainContacts);
  514. for (i=0; i<numTerrainContacts; i++)
  515. {
  516. CONTACT(contact,i*skip)->g1 = o1;
  517. CONTACT(contact,i*skip)->g2 = o2;
  518. }
  519. dCollideTerrainYExit:
  520. if (terrain->gflags & GEOM_PLACEABLE)
  521. {
  522. o2->final_posr = bak;
  523. memcpy(o2->aabb,aabbbak,sizeof(dReal)*6);
  524. o2->gflags = gflagsbak;
  525. for (i=0; i<numTerrainContacts; i++)
  526. {
  527. dOPE(pos0,=,CONTACT(contact,i*skip)->pos);
  528. dMULTIPLY0_331(CONTACT(contact,i*skip)->pos,terrain->final_posr->R,pos0);
  529. dOP(CONTACT(contact,i*skip)->pos,+,CONTACT(contact,i*skip)->pos,terrain->final_posr->pos);
  530. dOPE(pos0,=,CONTACT(contact,i*skip)->normal);
  531. dMULTIPLY0_331(CONTACT(contact,i*skip)->normal,terrain->final_posr->R,pos0);
  532. }
  533. }
  534. return numTerrainContacts;
  535. }
  536. /*
  537. void dsDrawTerrainY(int x,int z,float vLength,float vNodeLength,int nNumNodesPerSide,float *pHeights,const float *pR,const float *ppos)
  538. {
  539. float A[3],B[3],C[3],D[3];
  540. float R[12];
  541. float pos[3];
  542. if (pR)
  543. memcpy(R,pR,sizeof(R));
  544. else
  545. {
  546. memset(R,0,sizeof(R));
  547. R[0] = 1.f;
  548. R[5] = 1.f;
  549. R[10] = 1.f;
  550. }
  551. if (ppos)
  552. memcpy(pos,ppos,sizeof(pos));
  553. else
  554. memset(pos,0,sizeof(pos));
  555. float vx,vz;
  556. vx = vLength * x;
  557. vz = vLength * z;
  558. int i;
  559. for (i=0;i<nNumNodesPerSide;i++)
  560. {
  561. for (int j=0;j<nNumNodesPerSide;j++)
  562. {
  563. A[0] = i * vNodeLength + vx;
  564. A[2] = j * vNodeLength + vz;
  565. A[1] = GetHeight(i,j,nNumNodesPerSide,pHeights);
  566. B[0] = (i+1) * vNodeLength + vx;
  567. B[2] = j * vNodeLength + vz;
  568. B[1] = GetHeight(i+1,j,nNumNodesPerSide,pHeights);
  569. C[0] = i * vNodeLength + vx;
  570. C[2] = (j+1) * vNodeLength + vz;
  571. C[1] = GetHeight(i,j+1,nNumNodesPerSide,pHeights);
  572. D[0] = (i+1) * vNodeLength + vx;
  573. D[2] = (j+1) * vNodeLength + vz;
  574. D[1] = GetHeight(i+1,j+1,nNumNodesPerSide,pHeights);
  575. dsDrawTriangle(pos,R,C,B,A,1);
  576. dsDrawTriangle(pos,R,D,B,C,1);
  577. }
  578. }
  579. }
  580. */