diff options
author | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
commit | c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch) | |
tree | 277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp | |
parent | 1cf9cc3408af7008451f9133fb95af66a9697d15 (diff) |
add ode
Diffstat (limited to 'libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp')
-rw-r--r-- | libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp | 609 |
1 files changed, 609 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp b/libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp new file mode 100644 index 0000000..200b20f --- /dev/null +++ b/libs/ode-0.16.1/ode/src/collision_quadtreespace.cpp @@ -0,0 +1,609 @@ +/************************************************************************* + * * + * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * + * All rights reserved. Email: russ@q12.org Web: www.q12.org * + * * + * 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 LICENSE.TXT. * + * (2) The BSD-style license that is included with this library in * + * the file 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 * + * LICENSE.TXT and LICENSE-BSD.TXT for more details. * + * * + *************************************************************************/ + +// QuadTreeSpace by Erwin de Vries. +// With math corrections by Oleh Derevenko. ;) + +#include <ode/common.h> +#include <ode/collision_space.h> +#include <ode/collision.h> +#include "config.h" +#include "matrix.h" +#include "collision_kernel.h" + +#include "collision_space_internal.h" + + +#define AXIS0 0 +#define AXIS1 1 +#define UP 2 + +//#define DRAWBLOCKS + +const int SPLITAXIS = 2; +const int SPLITS = SPLITAXIS * SPLITAXIS; + +#define GEOM_ENABLED(g) (((g)->gflags & GEOM_ENABLE_TEST_MASK) == GEOM_ENABLE_TEST_VALUE) + +class Block{ +public: + dReal mMinX, mMaxX; + dReal mMinZ, mMaxZ; + + dGeomID mFirst; + int mGeomCount; + + Block* mParent; + Block* mChildren; + + void Create(const dReal MinX, const dReal MaxX, const dReal MinZ, const dReal MaxZ, Block* Parent, int Depth, Block*& Blocks); + + void Collide(void* UserData, dNearCallback* Callback); + void Collide(dGeomID g1, dGeomID g2, void* UserData, dNearCallback* Callback); + + void CollideLocal(dGeomID g2, void* UserData, dNearCallback* Callback); + + void AddObject(dGeomID Object); + void DelObject(dGeomID Object); + void Traverse(dGeomID Object); + + bool Inside(const dReal* AABB); + + Block* GetBlock(const dReal* AABB); + Block* GetBlockChild(const dReal* AABB); +}; + + +#ifdef DRAWBLOCKS +#include "..\..\Include\drawstuff\\drawstuff.h" + +static void DrawBlock(Block* Block){ + dVector3 v[8]; + v[0][AXIS0] = Block->mMinX; + v[0][UP] = REAL(-1.0); + v[0][AXIS1] = Block->mMinZ; + + v[1][AXIS0] = Block->mMinX; + v[1][UP] = REAL(-1.0); + v[1][AXIS1] = Block->mMaxZ; + + v[2][AXIS0] = Block->mMaxX; + v[2][UP] = REAL(-1.0); + v[2][AXIS1] = Block->mMinZ; + + v[3][AXIS0] = Block->mMaxX; + v[3][UP] = REAL(-1.0); + v[3][AXIS1] = Block->mMaxZ; + + v[4][AXIS0] = Block->mMinX; + v[4][UP] = REAL(1.0); + v[4][AXIS1] = Block->mMinZ; + + v[5][AXIS0] = Block->mMinX; + v[5][UP] = REAL(1.0); + v[5][AXIS1] = Block->mMaxZ; + + v[6][AXIS0] = Block->mMaxX; + v[6][UP] = REAL(1.0); + v[6][AXIS1] = Block->mMinZ; + + v[7][AXIS0] = Block->mMaxX; + v[7][UP] = REAL(1.0); + v[7][AXIS1] = Block->mMaxZ; + + // Bottom + dsDrawLine(v[0], v[1]); + dsDrawLine(v[1], v[3]); + dsDrawLine(v[3], v[2]); + dsDrawLine(v[2], v[0]); + + // Top + dsDrawLine(v[4], v[5]); + dsDrawLine(v[5], v[7]); + dsDrawLine(v[7], v[6]); + dsDrawLine(v[6], v[4]); + + // Sides + dsDrawLine(v[0], v[4]); + dsDrawLine(v[1], v[5]); + dsDrawLine(v[2], v[6]); + dsDrawLine(v[3], v[7]); +} +#endif //DRAWBLOCKS + + +void Block::Create(const dReal MinX, const dReal MaxX, const dReal MinZ, const dReal MaxZ, Block* Parent, int Depth, Block*& Blocks){ + dIASSERT(MinX <= MaxX); + dIASSERT(MinZ <= MaxZ); + + mGeomCount = 0; + mFirst = 0; + + mMinX = MinX; + mMaxX = MaxX; + + mMinZ = MinZ; + mMaxZ = MaxZ; + + this->mParent = Parent; + + if (Depth > 0){ + mChildren = Blocks; + Blocks += SPLITS; + + const dReal ChildExtentX = (MaxX - MinX) / SPLITAXIS; + const dReal ChildExtentZ = (MaxZ - MinZ) / SPLITAXIS; + + const int ChildDepth = Depth - 1; + int Index = 0; + + dReal ChildRightX = MinX; + for (int i = 0; i < SPLITAXIS; i++){ + const dReal ChildLeftX = ChildRightX; + ChildRightX = (i != SPLITAXIS - 1) ? ChildLeftX + ChildExtentX : MaxX; + + dReal ChildRightZ = MinZ; + for (int j = 0; j < SPLITAXIS; j++){ + const dReal ChildLeftZ = ChildRightZ; + ChildRightZ = (j != SPLITAXIS - 1) ? ChildLeftZ + ChildExtentZ : MaxZ; + + mChildren[Index].Create(ChildLeftX, ChildRightX, ChildLeftZ, ChildRightZ, this, ChildDepth, Blocks); + ++Index; + } + } + } + else mChildren = 0; +} + +void Block::Collide(void* UserData, dNearCallback* Callback){ +#ifdef DRAWBLOCKS + DrawBlock(this); +#endif + // Collide the local list + dxGeom* g = mFirst; + while (g){ + if (GEOM_ENABLED(g)){ + Collide(g, g->next_ex, UserData, Callback); + } + g = g->next_ex; + } + + // Recurse for children + if (mChildren){ + for (int i = 0; i < SPLITS; i++){ + Block &CurrentChild = mChildren[i]; + if (CurrentChild.mGeomCount <= 1){ // Early out + continue; + } + CurrentChild.Collide(UserData, Callback); + } + } +} + +// Note: g2 is assumed to be in this Block +void Block::Collide(dxGeom* g1, dxGeom* g2, void* UserData, dNearCallback* Callback){ +#ifdef DRAWBLOCKS + DrawBlock(this); +#endif + // Collide against local list + while (g2){ + if (GEOM_ENABLED(g2)){ + collideAABBs (g1, g2, UserData, Callback); + } + g2 = g2->next_ex; + } + + // Collide against children + if (mChildren){ + for (int i = 0; i < SPLITS; i++){ + Block &CurrentChild = mChildren[i]; + // Early out for empty blocks + if (CurrentChild.mGeomCount == 0){ + continue; + } + + // Does the geom's AABB collide with the block? + // Don't do AABB tests for single geom blocks. + if (CurrentChild.mGeomCount == 1){ + // + } + else if (true){ + if (g1->aabb[AXIS0 * 2 + 0] >= CurrentChild.mMaxX || + g1->aabb[AXIS0 * 2 + 1] < CurrentChild.mMinX || + g1->aabb[AXIS1 * 2 + 0] >= CurrentChild.mMaxZ || + g1->aabb[AXIS1 * 2 + 1] < CurrentChild.mMinZ) continue; + } + CurrentChild.Collide(g1, CurrentChild.mFirst, UserData, Callback); + } + } +} + +void Block::CollideLocal(dxGeom* g2, void* UserData, dNearCallback* Callback){ + // Collide against local list + dxGeom* g1 = mFirst; + while (g1){ + if (GEOM_ENABLED(g1)){ + collideAABBs (g1, g2, UserData, Callback); + } + g1 = g1->next_ex; + } +} + +void Block::AddObject(dGeomID Object){ + // Add the geom + Object->next_ex = mFirst; + mFirst = Object; + Object->tome_ex = (dxGeom**)this; + + // Now traverse upwards to tell that we have a geom + Block* Block = this; + do{ + Block->mGeomCount++; + Block = Block->mParent; + } + while (Block); +} + +void Block::DelObject(dGeomID Object){ + // Del the geom + dxGeom* g = mFirst; + dxGeom* Last = 0; + while (g){ + if (g == Object){ + if (Last){ + Last->next_ex = g->next_ex; + } + else mFirst = g->next_ex; + + break; + } + Last = g; + g = g->next_ex; + } + + Object->tome_ex = 0; + + // Now traverse upwards to tell that we have lost a geom + Block* Block = this; + do{ + Block->mGeomCount--; + Block = Block->mParent; + } + while (Block); +} + +void Block::Traverse(dGeomID Object){ + Block* NewBlock = GetBlock(Object->aabb); + + if (NewBlock != this){ + // Remove the geom from the old block and add it to the new block. + // This could be more optimal, but the loss should be very small. + DelObject(Object); + NewBlock->AddObject(Object); + } +} + +bool Block::Inside(const dReal* AABB){ + return AABB[AXIS0 * 2 + 0] >= mMinX && AABB[AXIS0 * 2 + 1] < mMaxX && AABB[AXIS1 * 2 + 0] >= mMinZ && AABB[AXIS1 * 2 + 1] < mMaxZ; +} + +Block* Block::GetBlock(const dReal* AABB){ + if (Inside(AABB)){ + return GetBlockChild(AABB); // Child or this will have a good block + } + else if (mParent){ + return mParent->GetBlock(AABB); // Parent has a good block + } + else return this; // We are at the root, so we have little choice +} + +Block* Block::GetBlockChild(const dReal* AABB){ + if (mChildren){ + for (int i = 0; i < SPLITS; i++){ + Block &CurrentChild = mChildren[i]; + if (CurrentChild.Inside(AABB)){ + return CurrentChild.GetBlockChild(AABB); // Child will have good block + } + } + } + return this; // This is the best block +} + +//**************************************************************************** +// quadtree space + +struct dxQuadTreeSpace : public dxSpace{ + Block* Blocks; // Blocks[0] is the root + + dArray<dxGeom*> DirtyList; + + dxQuadTreeSpace(dSpaceID _space, const dVector3 Center, const dVector3 Extents, int Depth); + ~dxQuadTreeSpace(); + + dxGeom* getGeom(int i); + + void add(dxGeom* g); + void remove(dxGeom* g); + void dirty(dxGeom* g); + + void computeAABB(); + + void cleanGeoms(); + void collide(void* UserData, dNearCallback* Callback); + void collide2(void* UserData, dxGeom* g1, dNearCallback* Callback); + + // Temp data + Block* CurrentBlock; // Only used while enumerating + int* CurrentChild; // Only used while enumerating + int CurrentLevel; // Only used while enumerating + dxGeom* CurrentObject; // Only used while enumerating + int CurrentIndex; +}; + +namespace { + + inline + sizeint numNodes(int depth) + { + // A 4-ary tree has (4^(depth+1) - 1)/3 nodes + // Note: split up into multiple constant expressions for readability + const int k = depth+1; + const sizeint fourToNthPlusOne = (sizeint)1 << (2*k); // 4^k = 2^(2k) + return (fourToNthPlusOne - 1) / 3; + } + +} + + + +dxQuadTreeSpace::dxQuadTreeSpace(dSpaceID _space, const dVector3 Center, const dVector3 Extents, int Depth) : dxSpace(_space){ + type = dQuadTreeSpaceClass; + + sizeint BlockCount = numNodes(Depth); + + Blocks = (Block*)dAlloc(BlockCount * sizeof(Block)); + Block* Blocks = this->Blocks + 1; // This pointer gets modified! + + dReal MinX = Center[AXIS0] - Extents[AXIS0]; + dReal MaxX = dNextAfter((Center[AXIS0] + Extents[AXIS0]), (dReal)dInfinity); + dReal MinZ = Center[AXIS1] - Extents[AXIS1]; + dReal MaxZ = dNextAfter((Center[AXIS1] + Extents[AXIS1]), (dReal)dInfinity); + this->Blocks[0].Create(MinX, MaxX, MinZ, MaxZ, 0, Depth, Blocks); + + CurrentBlock = 0; + CurrentChild = (int*)dAlloc((Depth + 1) * sizeof(int)); + CurrentLevel = 0; + CurrentObject = 0; + CurrentIndex = -1; + + // Init AABB. We initialize to infinity because it is not illegal for an object to be outside of the tree. Its simply inserted in the root block + aabb[0] = -dInfinity; + aabb[1] = dInfinity; + aabb[2] = -dInfinity; + aabb[3] = dInfinity; + aabb[4] = -dInfinity; + aabb[5] = dInfinity; +} + +dxQuadTreeSpace::~dxQuadTreeSpace(){ + int Depth = 0; + Block* Current = &Blocks[0]; + while (Current){ + Depth++; + Current = Current->mChildren; + } + + sizeint BlockCount = numNodes(Depth); + + dFree(Blocks, BlockCount * sizeof(Block)); + dFree(CurrentChild, (Depth + 1) * sizeof(int)); +} + +dxGeom* dxQuadTreeSpace::getGeom(int Index){ + dUASSERT(Index >= 0 && Index < count, "index out of range"); + + //@@@ + dDebug (0,"dxQuadTreeSpace::getGeom() not yet implemented"); + + return 0; + + // This doesnt work +/* + if (CurrentIndex == Index){ + // Loop through all objects in the local list +CHILDRECURSE: + if (CurrentObject){ + dGeomID g = CurrentObject; + CurrentObject = CurrentObject->next_ex; + CurrentIndex++; + +#ifdef DRAWBLOCKS + DrawBlock(CurrentBlock); +#endif //DRAWBLOCKS + return g; + } + else{ + // Now lets loop through our children. Starting at index 0. + if (CurrentBlock->Children){ + CurrentChild[CurrentLevel] = 0; +PARENTRECURSE: + for (int& i = CurrentChild[CurrentLevel]; i < SPLITS; i++){ + if (CurrentBlock->Children[i].GeomCount == 0){ + continue; + } + CurrentBlock = &CurrentBlock->Children[i]; + CurrentObject = CurrentBlock->First; + + i++; + + CurrentLevel++; + goto CHILDRECURSE; + } + } + } + + // Now lets go back to the parent so it can continue processing its other children. + if (CurrentBlock->Parent){ + CurrentBlock = CurrentBlock->Parent; + CurrentLevel--; + goto PARENTRECURSE; + } + } + else{ + CurrentBlock = &Blocks[0]; + CurrentLevel = 0; + CurrentObject = CurrentObject; + CurrentIndex = 0; + + // Other states are already set + CurrentObject = CurrentBlock->First; + } + + + if (current_geom && current_index == Index - 1){ + //current_geom = current_geom->next_ex; // next + current_index = Index; + return current_geom; + } + else for (int i = 0; i < Index; i++){ // this will be verrrrrrry slow + getGeom(i); + } +*/ + + return 0; +} + +void dxQuadTreeSpace::add(dxGeom* g){ + CHECK_NOT_LOCKED (this); + dAASSERT(g); + dUASSERT(g->tome_ex == 0 && g->next_ex == 0, "geom is already in a space"); + + DirtyList.push(g); + Blocks[0].GetBlock(g->aabb)->AddObject(g); // Add to best block + + dxSpace::add(g); +} + +void dxQuadTreeSpace::remove(dxGeom* g){ + CHECK_NOT_LOCKED(this); + dAASSERT(g); + dUASSERT(g->parent_space == this,"object is not in this space"); + + // remove + ((Block*)g->tome_ex)->DelObject(g); + + for (int i = 0; i < DirtyList.size(); i++){ + if (DirtyList[i] == g){ + DirtyList.remove(i); + // (mg) there can be multiple instances of a dirty object on stack be sure to remove ALL and not just first, for this we decrement i + --i; + } + } + + dxSpace::remove(g); +} + +void dxQuadTreeSpace::dirty(dxGeom* g){ + DirtyList.push(g); +} + +void dxQuadTreeSpace::computeAABB(){ + // +} + +void dxQuadTreeSpace::cleanGeoms(){ + // compute the AABBs of all dirty geoms, and clear the dirty flags + lock_count++; + + for (int i = 0; i < DirtyList.size(); i++){ + dxGeom* g = DirtyList[i]; + if (IS_SPACE(g)){ + ((dxSpace*)g)->cleanGeoms(); + } + + g->recomputeAABB(); + dIASSERT((g->gflags & GEOM_AABB_BAD) == 0); + + g->gflags &= ~GEOM_DIRTY; + + ((Block*)g->tome_ex)->Traverse(g); + } + DirtyList.setSize(0); + + lock_count--; +} + +void dxQuadTreeSpace::collide(void* UserData, dNearCallback* Callback){ + dAASSERT(Callback); + + lock_count++; + cleanGeoms(); + + Blocks[0].Collide(UserData, Callback); + + lock_count--; +} + + +struct DataCallback { + void *data; + dNearCallback *callback; +}; +// Invokes the callback with arguments swapped +static void swap_callback(void *data, dxGeom *g1, dxGeom *g2) +{ + DataCallback *dc = (DataCallback*)data; + dc->callback(dc->data, g2, g1); +} + + +void dxQuadTreeSpace::collide2(void* UserData, dxGeom* g2, dNearCallback* Callback){ + dAASSERT(g2 && Callback); + + lock_count++; + cleanGeoms(); + g2->recomputeAABB(); + + if (g2->parent_space == this){ + // The block the geom is in + Block* CurrentBlock = (Block*)g2->tome_ex; + + // Collide against block and its children + DataCallback dc = {UserData, Callback}; + CurrentBlock->Collide(g2, CurrentBlock->mFirst, &dc, swap_callback); + + // Collide against parents + while ((CurrentBlock = CurrentBlock->mParent)) + CurrentBlock->CollideLocal(g2, UserData, Callback); + + } + else { + DataCallback dc = {UserData, Callback}; + Blocks[0].Collide(g2, Blocks[0].mFirst, &dc, swap_callback); + } + + lock_count--; +} + +dSpaceID dQuadTreeSpaceCreate(dxSpace* space, const dVector3 Center, const dVector3 Extents, int Depth){ + return new dxQuadTreeSpace(space, Center, Extents, Depth); +} |