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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/*
+ * OPCODE - Optimized Collision Detection
+ * Copyright (C) 2001 Pierre Terdiman
+ * Homepage: http://www.codercorner.com/Opcode.htm
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains code for OPCODE models.
+ * \file OPC_Model.cpp
+ * \author Pierre Terdiman
+ * \date March, 20, 2001
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * The main collision wrapper, for all trees. Supported trees are:
+ * - Normal trees (2*N-1 nodes, full size)
+ * - No-leaf trees (N-1 nodes, full size)
+ * - Quantized trees (2*N-1 nodes, half size)
+ * - Quantized no-leaf trees (N-1 nodes, half size)
+ *
+ * Usage:
+ *
+ * 1) Create a static mesh interface using callbacks or pointers. (see OPC_MeshInterface.cpp).
+ * Keep it around in your app, since a pointer to this interface is saved internally and
+ * used until you release the collision structures.
+ *
+ * 2) Build a Model using a creation structure:
+ *
+ * \code
+ * Model Sample;
+ *
+ * OPCODECREATE OPCC;
+ * OPCC.IMesh = ...;
+ * OPCC.Rules = ...;
+ * OPCC.NoLeaf = ...;
+ * OPCC.Quantized = ...;
+ * OPCC.KeepOriginal = ...;
+ * bool Status = Sample.Build(OPCC);
+ * \endcode
+ *
+ * 3) Create a tree collider and set it up:
+ *
+ * \code
+ * AABBTreeCollider TC;
+ * TC.SetFirstContact(...);
+ * TC.SetFullBoxBoxTest(...);
+ * TC.SetFullPrimBoxTest(...);
+ * TC.SetTemporalCoherence(...);
+ * \endcode
+ *
+ * 4) Perform a collision query
+ *
+ * \code
+ * // Setup cache
+ * static BVTCache ColCache;
+ * ColCache.Model0 = &Model0;
+ * ColCache.Model1 = &Model1;
+ *
+ * // Collision query
+ * bool IsOk = TC.Collide(ColCache, World0, World1);
+ *
+ * // Get collision status => if true, objects overlap
+ * BOOL Status = TC.GetContactStatus();
+ *
+ * // Number of colliding pairs and list of pairs
+ * udword NbPairs = TC.GetNbPairs();
+ * const Pair* p = TC.GetPairs()
+ * \endcode
+ *
+ * 5) Stats
+ *
+ * \code
+ * Model0.GetUsedBytes() = number of bytes used for this collision tree
+ * TC.GetNbBVBVTests() = number of BV-BV overlap tests performed during last query
+ * TC.GetNbPrimPrimTests() = number of Triangle-Triangle overlap tests performed during last query
+ * TC.GetNbBVPrimTests() = number of Triangle-BV overlap tests performed during last query
+ * \endcode
+ *
+ * \class Model
+ * \author Pierre Terdiman
+ * \version 1.3
+ * \date March, 20, 2001
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Precompiled Header
+#include "Stdafx.h"
+
+using namespace Opcode;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Constructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::Model()
+{
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ mHull = null;
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Destructor.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+Model::~Model()
+{
+ Release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Releases the model.
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+void Model::Release()
+{
+ ReleaseBase();
+#ifdef __MESHMERIZER_H__ // Collision hulls only supported within ICE !
+ DELETESINGLE(mHull);
+#endif // __MESHMERIZER_H__
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Builds a collision model.
+ * \param create [in] model creation structure
+ * \return true if success
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool Model::Build(const OPCODECREATE& create)
+{
+ // 1) Checkings
+ if(!create.mIMesh || !create.mIMesh->IsValid()) return false;
+
+ // For this model, we only support complete trees
+ if(create.mSettings.mLimit!=1) return SetIceError("OPCODE WARNING: supports complete trees only! Use mLimit = 1.\n", null);
+
+ // Look for degenerate faces.
+ //udword NbDegenerate = create.mIMesh->CheckTopology();
+ //if(NbDegenerate) Log("OPCODE WARNING: found %d degenerate faces in model! Collision might report wrong results!\n", NbDegenerate);
+ // We continue nonetheless....
+
+ Release(); // Make sure previous tree has been discarded [Opcode 1.3, thanks Adam]
+
+ // 1-1) Setup mesh interface automatically [Opcode 1.3]
+ SetMeshInterface(create.mIMesh);
+
+ // Special case for 1-triangle meshes [Opcode 1.3]
+ udword NbTris = create.mIMesh->GetNbTriangles();
+ if(NbTris==1)
+ {
+ // We don't need to actually create a tree here, since we'll only have a single triangle to deal with anyway.
+ // It's a waste to use a "model" for this but at least it will work.
+ mModelCode |= OPC_SINGLE_NODE;
+ return true;
+ }
+
+ // 2) Build a generic AABB Tree.
+ mSource = new AABBTree;
+ CHECKALLOC(mSource);
+
+ // 2-1) Setup a builder. Our primitives here are triangles from input mesh,
+ // so we use an AABBTreeOfTrianglesBuilder.....
+ {
+ AABBTreeOfTrianglesBuilder TB;
+ TB.mIMesh = create.mIMesh;
+ TB.mSettings = create.mSettings;
+ TB.mNbPrimitives = NbTris;
+ if(!mSource->Build(&TB)) return false;
+ }
+
+ // 3) Create an optimized tree according to user-settings
+ if(!CreateTree(create.mNoLeaf, create.mQuantized)) return false;
+
+ // 3-2) Create optimized tree
+ if(!mTree->Build(mSource)) return false;
+
+ // 3-3) Delete generic tree if needed
+ if(!create.mKeepOriginal) DELETESINGLE(mSource);
+
+#ifdef __MESHMERIZER_H__
+ // 4) Convex hull
+ if(create.mCollisionHull)
+ {
+ // Create hull
+ mHull = new CollisionHull;
+ CHECKALLOC(mHull);
+
+ CONVEXHULLCREATE CHC;
+ // ### doesn't work with strides
+ CHC.NbVerts = create.mIMesh->GetNbVertices();
+ CHC.Vertices = create.mIMesh->GetVerts();
+ CHC.UnifyNormals = true;
+ CHC.ReduceVertices = true;
+ CHC.WordFaces = false;
+ mHull->Compute(CHC);
+ }
+#endif // __MESHMERIZER_H__
+
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Gets the number of bytes used by the tree.
+ * \return amount of bytes used
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+udword Model::GetUsedBytes() const
+{
+ if(!mTree) return 0;
+ return mTree->GetUsedBytes();
+}