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authorsanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
committersanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
commitc5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch)
tree277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/GIMPACT/include/GIMPACT/gim_boxpruning.h
parent1cf9cc3408af7008451f9133fb95af66a9697d15 (diff)
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+#ifndef GIM_BOXPRUNING_H_INCLUDED
+#define GIM_BOXPRUNING_H_INCLUDED
+
+/*! \file gim_boxpruning.h
+\author Francisco León
+*/
+/*
+-----------------------------------------------------------------------------
+This source file is part of GIMPACT Library.
+
+For the latest info, see http://gimpact.sourceforge.net/
+
+Copyright (c) 2006 Francisco Leon. C.C. 80087371.
+email: projectileman@yahoo.com
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of EITHER:
+ (1) The GNU Lesser General Public License as published by the Free
+ Software Foundation; either version 2.1 of the License, or (at
+ your option) any later version. The text of the GNU Lesser
+ General Public License is included with this library in the
+ file GIMPACT-LICENSE-LGPL.TXT.
+ (2) The BSD-style license that is included with this library in
+ the file GIMPACT-LICENSE-BSD.TXT.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
+ GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
+
+-----------------------------------------------------------------------------
+*/
+
+
+#include "GIMPACT/gim_radixsort.h"
+#include "GIMPACT/gim_geometry.h"
+
+/*! \defgroup BOX_PRUNNING
+
+\brief
+Tools for find overlapping objects on a scenary. These functions sort boxes for faster collisioin queries, using radix sort or quick sort as convenience. See \ref SORTING .
+<ul>
+<li> For using these collision routines, you must create a \ref GIM_AABB_SET by using this function : \ref gim_aabbset_alloc.
+<li> The GIM_AABB_SET objects must be updated on their boxes on each query, and they must be update by calling \ref gim_aabbset_update
+<li> Before calling collision functions, you must create a pair set with \ref GIM_CREATE_PAIR_SET
+<li> For finding collision pairs on a scene (common space for objects), call \ref gim_aabbset_self_intersections
+<li> For finding collision pairs between two box sets , call \ref gim_aabbset_box_collision
+<li> After using collision routines, you must destroy the pairset with \ref GIM_DESTROY_PAIR_SET
+<li> When the box set is no longer used, you must destroy it by calling \ref gim_aabbset_destroy
+</ul>
+*/
+//! @{
+//! Overlapping pair
+struct GIM_PAIR
+{
+ GUINT32 m_index1;
+ GUINT32 m_index2;
+};
+//typedef struct _GIM_PAIR GIM_PAIR;
+
+//! Box container
+struct GIM_AABB_SET
+{
+ GUINT32 m_count;
+ aabb3f m_global_bound;//!< Global calculated bound of all boxes
+ aabb3f * m_boxes;
+ GUINT32 * m_maxcoords;//!<Upper corners of the boxes, in integer representation
+ GIM_RSORT_TOKEN * m_sorted_mincoords;//!< sorted min coords (lower corners), with their coord value as the m_key and m_value as the box index
+ char m_shared;//!< if m_shared == 0 then the memory is allocated and the set must be destroyed, else the pointers are shared and the set should't be destroyed
+};
+//typedef struct _GIM_AABB_SET GIM_AABB_SET;
+
+//! Function for creating an overlapping pair set
+#define GIM_CREATE_PAIR_SET(dynarray) GIM_DYNARRAY_CREATE(GIM_PAIR,dynarray,G_ARRAY_GROW_SIZE)
+//! Function for destroying an overlapping pair set
+#define GIM_DESTROY_PAIR_SET(dynarray) GIM_DYNARRAY_DESTROY(dynarray)
+
+//! Allocate memory for all aabb set.
+void gim_aabbset_alloc(GIM_AABB_SET * aabbset, GUINT32 count);
+
+//! Destroys the aabb set.
+void gim_aabbset_destroy(GIM_AABB_SET * aabbset);
+
+//! Calcs the global bound only
+/*!
+\pre aabbset must be allocated. And the boxes must be already set.
+*/
+void gim_aabbset_calc_global_bound(GIM_AABB_SET * aabbset);
+
+//! Sorts the boxes for box prunning.
+/*!
+1) find the integer representation of the aabb coords
+2) Sorts the min coords
+3) Calcs the global bound
+\pre aabbset must be allocated. And the boxes must be already set.
+\param aabbset
+\param calc_global_bound If 1 , calcs the global bound
+\post If aabbset->m_sorted_mincoords == 0, then it allocs the sorted coordinates
+*/
+void gim_aabbset_sort(GIM_AABB_SET * aabbset, char calc_global_bound);
+
+//! log(N) Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
+/*!
+\pre aabbset must be allocated and sorted, the boxes must be already set.
+\param aabbset Must be sorted. Global bound isn't required
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_self_intersections_sorted(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
+
+//! NxN Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
+/*!
+\pre aabbset must be allocated, the boxes must be already set.
+\param aabbset Global bound isn't required. Doen't need to be sorted.
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_self_intersections_brute_force(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
+
+//! log(N) Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
+/*!
+\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
+\param aabbset1 Must be sorted, Global bound is required.
+\param aabbset2 Must be sorted, Global bound is required.
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_bipartite_intersections_sorted(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
+
+//! NxM Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
+/*!
+\pre aabbset1 and aabbset2 must be allocated and sorted, the boxes must be already set.
+\param aabbset1 Must be sorted, Global bound is required.
+\param aabbset2 Must be sorted, Global bound is required.
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_bipartite_intersections_brute_force(GIM_AABB_SET * aabbset1,GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
+
+
+/*
+ Brute-Force Vs Sorted pruning
+Different approaches must be applied when colliding sets with different number of
+elements. When sets have less of 100 boxes, is often better to apply force brute
+approach instead of sorted methods, because at lowlevel bruteforce routines gives
+better perormance and consumes less resources, due of their simplicity.
+But when sets are larger, the complexiity of bruteforce increases exponencially.
+In the case of large sets, sorted approach is applied. So GIMPACT has the following
+strategies:
+
+On Sorting sets:
+!) When sets have more of 140 boxes, the boxes are sorted by its coded min coord
+and the global box is calculated. But when sets are smaller (less of 140 boxes),
+Is convenient to apply brute force approach.
+
+*******************************************************************************/
+
+//! Constant for apply approaches between brute force and sorted pruning on bipartite queries
+#define GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES 600
+//! Constant for apply approaches between brute force and sorted pruning for box collision
+#define GIM_MIN_SORTED_PRUNING_BOXES 140
+
+
+//Use these functions for general initialization
+
+//! Initalizes the set. Sort Boxes if needed.
+/*!
+\pre aabbset must be allocated. And the boxes must be already set.
+\post If the set has less of GIM_MIN_SORTED_BIPARTITE_PRUNING_BOXES boxes, only calcs the global box,
+ else it Sorts the entire set( Only applicable for large sets)
+*/
+void gim_aabbset_update(GIM_AABB_SET * aabbset);
+
+///Use these functions for general collision
+
+//! Complete box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to the same set.
+/*!
+This function sorts the set and then it calls to gim_aabbset_self_intersections_brute_force or gim_aabbset_self_intersections_sorted. This is an example of how to use this function:
+\code
+//Create contact list
+GDYNAMIC_ARRAY collision_pairs;
+GIM_CREATE_PAIR_SET(collision_pairs);
+//Do collision
+gim_aabbset_self_intersections(&aabbset,&collision_pairs);
+if(collision_pairs.m_size==0)
+{
+ GIM_DYNARRAY_DESTROY(collision_pairs);//
+ return; //no collisioin
+}
+
+//pair pointer
+GIM_PAIR *pairs = GIM_DYNARRAY_POINTER(GIM_PAIR,collision_pairs);
+GUINT i, ti1,ti2;
+for (i=0;i<collision_pairs.m_size; i++)
+{
+ ti1 = pairs[i].m_index1;
+ ti2 = pairs[i].m_index2;
+ //Do something with the pairs
+ ....
+ ....
+ ...
+
+}
+//Terminate
+GIM_DYNARRAY_DESTROY(dummycontacts);
+GIM_DYNARRAY_DESTROY(collision_pairs);
+\endcode
+\param aabbset Set of boxes. Sorting isn't required.
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+\pre aabbset must be allocated and initialized.
+\post If aabbset->m_count >= GIM_MIN_SORTED_PRUNING_BOXES, then it calls to gim_aabbset_sort and then to gim_aabbset_self_intersections_sorted. Global box won't be calculated.
+*/
+void gim_aabbset_self_intersections(GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collision_pairs);
+
+//! Collides two sets. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set.
+/*!
+\pre aabbset1 and aabbset2 must be allocated and updated. See gim_aabbset_update.
+\param aabbset1 Must be updated.
+\param aabbset2 Must be updated.
+\param collision_pairs Array of GIM_PAIR elements. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_bipartite_intersections(GIM_AABB_SET * aabbset1, GIM_AABB_SET * aabbset2, GDYNAMIC_ARRAY * collision_pairs);
+
+///Function for create Box collision result set
+
+#define GIM_CREATE_BOXQUERY_LIST(dynarray) GIM_DYNARRAY_CREATE(GUINT32,dynarray,G_ARRAY_GROW_SIZE)
+
+//! Finds intersections between a box and a set. Return the colliding boxes of the set
+/*!
+\pre aabbset must be allocated and initialized.
+\param test_aabb Box for collision query
+\param aabbset Set of boxes .Global bound is required.
+\param collided Array of GUINT elements, indices of boxes. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_box_collision(aabb3f *test_aabb, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided);
+
+//! Finds intersections between a box and a set. Return the colliding boxes of the set
+/*!
+\pre aabbset must be allocated and initialized.
+\param vorigin Origin point of ray.
+\param vdir Direction vector of ray.
+\param tmax Max distance param for ray.
+\param aabbset Set of boxes .Global bound is required.
+\param collided Array of GUINT elements, indices of boxes. Must be initialized before (Reserve size ~ 100)
+*/
+void gim_aabbset_ray_collision(vec3f vorigin,vec3f vdir, GREAL tmax, GIM_AABB_SET * aabbset, GDYNAMIC_ARRAY * collided);
+
+
+/*
+For sorting, each box corner must be discretized to a 32 bit integer.
+For this, we take the x and z coordinates from the box corner (a vector vec3f)
+Then convert the (x,z) pair to an integer. For convenience, we choose an error
+constant for converting the coordinates (0.05).
+*******************************************************************************/
+
+/**
+ For fitting the coordinate to an integer, we need to constraint the range of its values. So each coord component (x, z) must lie between 0 and 65536.
+ 20 give us a 0.05 floating point error
+*/
+#define ERROR_AABB 20.0f
+
+/**
+An error of 0.05 allows to make coordinates up to 1638.0f and no less of -1638.0f.
+So the maximum size of a room should be about 3276x3276 . Its dimensions must lie between [-1638,1638.0f]
+*/
+#define MAX_AABB_SIZE 1638.0f
+
+//! Converts a vector coordinate to an integer for box sorting
+/*!
+\param vx X component
+\param vz Z component
+\param uint_key a GUINT
+*/
+#define GIM_CONVERT_VEC3F_GUINT_XZ(vx,vz,uint_key)\
+{\
+ GUINT32 _z = ((GUINT32)(vz*ERROR_AABB))+32768;\
+ uint_key = ((GUINT32)(vx*ERROR_AABB))+32768;\
+ uint_key = (uint_key<<16) + _z;\
+}\
+
+//! Converts a vector coordinate to an integer for box sorting,rounding to the upper int
+/*!
+\param vx X component
+\param vz Z component
+\param uint_key a GUINT
+*/
+#define GIM_CONVERT_VEC3F_GUINT_XZ_UPPER(vx,vz,uint_key)\
+{\
+ GUINT32 _z = ((GUINT32)ceilf(vz*ERROR_AABB))+32768;\
+ uint_key = ((GUINT32)ceilf(vx*ERROR_AABB))+32768;\
+ uint_key = (uint_key<<16) + _z;\
+}\
+
+
+//! Converts a vector coordinate to an integer for box sorting. Secure clamped
+/*!
+\param vx X component
+\param vz Z component
+\param uint_key a GUINT
+*/
+#define GIM_CONVERT_VEC3F_GUINT_XZ_CLAMPED(vx,vz,uint_key)\
+{\
+ GREAL _cx = CLAMP(vx,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
+ GREAL _cz = CLAMP(vz,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
+ GUINT32 _z = ((GUINT32)(_cz*ERROR_AABB))+32768;\
+ uint_key = ((GUINT32)(_cx*ERROR_AABB))+32768;\
+ uint_key = (uint_key<<16) + _z;\
+}\
+
+//! Converts a vector coordinate to an integer for box sorting. Secure clamped, rounded
+/*!
+\param vx X component
+\param vz Z component
+\param uint_key a GUINT
+*/
+#define GIM_CONVERT_VEC3F_GUINT_XZ_UPPER_CLAMPED(vx,vz,uint_key)\
+{\
+ GREAL _cx = CLAMP(vx,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
+ GREAL _cz = CLAMP(vz,-MAX_AABB_SIZE,MAX_AABB_SIZE);\
+ GUINT32 _z = ((GUINT32)ceilf(_cz*ERROR_AABB))+32768;\
+ uint_key = ((GUINT32)ceilf(_cx*ERROR_AABB))+32768;\
+ uint_key = (uint_key<<16) + _z;\
+}\
+
+//! @}
+
+#endif // GIM_BOXPRUNING_H_INCLUDED