1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* OPCODE - Optimized Collision Detection
* Copyright (C) 2001 Pierre Terdiman
* Homepage: http://www.codercorner.com/Opcode.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains a mesh interface.
* \file OPC_MeshInterface.cpp
* \author Pierre Terdiman
* \date November, 27, 2002
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have
* to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled
* the alternative.
*
* \class VertexPointers
* \author Pierre Terdiman
* \version 1.3
* \date March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we
* try to support most of them.
*
* Basically you have two options:
* - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h.
* - else pointers.
*
* If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined.
*
*
* CALLBACKS:
*
* Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give
* access to three vertices at the end of the day. It's up to you to fetch them from your database, using
* whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16
* or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is
* called each time OPCODE needs access to a particular triangle, so there might be a slight overhead.
*
* To make things clear: geometry & topology are NOT stored in the collision system,
* in order to save some ram. So, when the system needs them to perform accurate intersection
* tests, you're requested to provide the triangle-vertices corresponding to a given face index.
*
* Ex:
*
* \code
* static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data)
* {
* // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks)
* Mesh* MyMesh = (Mesh*)user_data;
* // Get correct triangle in the app-controlled database
* const Triangle* Tri = MyMesh->GetTriangle(triangle_index);
* // Setup pointers to vertices for the collision system
* triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]);
* triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]);
* triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]);
* }
*
* // Setup callbacks
* MeshInterface0->SetCallback(ColCallback, udword(Mesh0));
* MeshInterface1->SetCallback(ColCallback, udword(Mesh1));
* \endcode
*
* Of course, you should make this callback as fast as possible. And you're also not supposed
* to modify the geometry *after* the collision trees have been built. The alternative was to
* store the geometry & topology in the collision system as well (as in RAPID) but we have found
* this approach to waste a lot of ram in many cases.
*
*
* POINTERS:
*
* If you're internally using the following canonical structures:
* - a vertex made of three 32-bits floating point values
* - a triangle made of three 32-bits integer vertex references
* ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly
* use provided pointers to access the topology and geometry, without using a callback. It might be faster,
* but probably not as safe. Pointers have been introduced in OPCODE 1.2.
*
* Ex:
*
* \code
* // Setup pointers
* MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts());
* MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts());
* \endcode
*
*
* STRIDES:
*
* If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates
* (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE
* doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase
* cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers !
*
*
* In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so
* choose what's best for your application. All of this has been wrapped into this MeshInterface.
*
* \class MeshInterface
* \author Pierre Terdiman
* \version 1.3
* \date November, 27, 2002
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Precompiled Header
#include "Stdafx.h"
using namespace Opcode;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Constructor.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
MeshInterface::MeshInterface() :
mNbTris (0),
mNbVerts (0),
#ifdef OPC_USE_CALLBACKS
mUserData (null),
mObjCallback (null),
mExUserData (null),
mObjExCallback (null),
#else
#ifdef OPC_USE_STRIDE
mTriStride (sizeof(IndexedTriangle)),
mVertexStride (sizeof(Point)),
mFetchTriangle (&MeshInterface::FetchTriangleFromSingles),
mFetchExTriangle (&MeshInterface::FetchExTriangleFromSingles),
#endif
mTris (null),
mVerts (null)
#endif
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Destructor.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
MeshInterface::~MeshInterface()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Checks the mesh interface is valid, i.e. things have been setup correctly.
* \return true if valid
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::IsValid() const
{
if(!mNbTris || !mNbVerts) return false;
#ifdef OPC_USE_CALLBACKS
if(!mObjCallback) return false;
#else
if(!mTris || !mVerts) return false;
#endif
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Checks the mesh itself is valid.
* Currently we only look for degenerate faces.
* \return number of degenerate faces
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
udword MeshInterface::CheckTopology() const
{
// Check topology. If the model contains degenerate faces, collision report can be wrong in some cases.
// e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner
// you can try this: www.codercorner.com/Consolidation.zip
udword NbDegenerate = 0;
VertexPointers VP;
ConversionArea VC;
// Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for
// redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides).
for(udword i=0;i<mNbTris;i++)
{
GetTriangle(VP, i, VC);
if( (VP.Vertex[0]==VP.Vertex[1])
|| (VP.Vertex[1]==VP.Vertex[2])
|| (VP.Vertex[2]==VP.Vertex[0])) NbDegenerate++;
}
return NbDegenerate;
}
#ifdef OPC_USE_CALLBACKS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
* \param callback [in] user-defined callback
* \param user_data [in] user-defined data
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::SetCallback(RequestCallback callback, void* user_data)
{
if(!callback) return SetIceError("MeshInterface::SetCallback: callback pointer is null");
mObjCallback = callback;
mUserData = user_data;
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Callback control: setups object ex-callback. Must provide triangle-vertices and vertex indice for a given triangle index.
* \param callback [in] user-defined callback
* \param user_data [in] user-defined data
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::SetExCallback(RequestExCallback callback, void* user_data)
{
// if(!callback) -- allow nulls
mObjExCallback = callback;
mExUserData = user_data;
return true;
}
#else
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
* \param tris [in] pointer to triangles
* \param verts [in] pointer to vertices
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::SetPointers(const IndexedTriangle* tris, const Point* verts)
{
if(!tris || !verts) return SetIceError("MeshInterface::SetPointers: pointer is null", null);
mTris = tris;
mVerts = verts;
return true;
}
#ifdef OPC_USE_STRIDE
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Strides control
* \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
* \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::SetStrides(udword tri_stride, udword vertex_stride)
{
if(tri_stride<sizeof(IndexedTriangle)) return SetIceError("MeshInterface::SetStrides: invalid triangle stride", null);
if(vertex_stride<sizeof(Point)) return SetIceError("MeshInterface::SetStrides: invalid vertex stride", null);
mTriStride = tri_stride;
mVertexStride = vertex_stride;
return true;
}
#endif
#endif
#ifndef OPC_USE_CALLBACKS
#ifdef OPC_USE_STRIDE
void MeshInterface::FetchTriangleFromSingles(VertexPointers& vp, udword index, ConversionArea vc) const
{
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
const Point* Verts = GetVerts();
udword VertexStride = GetVertexStride();
vp.Vertex[0] = (const Point*)(((ubyte*)Verts) + T->mVRef[0] * VertexStride);
vp.Vertex[1] = (const Point*)(((ubyte*)Verts) + T->mVRef[1] * VertexStride);
vp.Vertex[2] = (const Point*)(((ubyte*)Verts) + T->mVRef[2] * VertexStride);
}
void MeshInterface::FetchTriangleFromDoubles(VertexPointers& vp, udword index, ConversionArea vc) const
{
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
const Point* Verts = GetVerts();
udword VertexStride = GetVertexStride();
for (int i = 0; i < 3; i++){
const double* v = (const double*)(((ubyte*)Verts) + T->mVRef[i] * VertexStride);
vc[i].x = (float)v[0];
vc[i].y = (float)v[1];
vc[i].z = (float)v[2];
vp.Vertex[i] = &vc[i];
}
}
void MeshInterface::FetchExTriangleFromSingles(VertexPointersEx& vpe, udword index, ConversionArea vc) const
{
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
const Point* Verts = GetVerts();
udword VertexStride = GetVertexStride();
dTriIndex VertIndex0 = T->mVRef[0];
vpe.Index[0] = VertIndex0;
vpe.vp.Vertex[0] = (const Point*)(((ubyte*)Verts) + VertIndex0 * VertexStride);
dTriIndex VertIndex1 = T->mVRef[1];
vpe.Index[1] = VertIndex1;
vpe.vp.Vertex[1] = (const Point*)(((ubyte*)Verts) + VertIndex1 * VertexStride);
dTriIndex VertIndex2 = T->mVRef[2];
vpe.Index[2] = VertIndex2;
vpe.vp.Vertex[2] = (const Point*)(((ubyte*)Verts) + VertIndex2 * VertexStride);
}
void MeshInterface::FetchExTriangleFromDoubles(VertexPointersEx& vpe, udword index, ConversionArea vc) const
{
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
const Point* Verts = GetVerts();
udword VertexStride = GetVertexStride();
for (int i = 0; i < 3; i++){
dTriIndex VertIndex = T->mVRef[i];
vpe.Index[i] = VertIndex;
const double* v = (const double*)(((ubyte*)Verts) + VertIndex * VertexStride);
vc[i].x = (float)v[0];
vc[i].y = (float)v[1];
vc[i].z = (float)v[2];
vpe.vp.Vertex[i] = &vc[i];
}
}
#endif
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Remaps client's mesh according to a permutation.
* \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
* \param permutation [in] list of triangle indices
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool MeshInterface::RemapClient(udword nb_indices, const dTriIndex* permutation) const
{
// Checkings
if(!nb_indices || !permutation) return false;
if(nb_indices!=mNbTris) return false;
#ifdef OPC_USE_CALLBACKS
// We can't really do that using callbacks
return false;
#else
IndexedTriangle* Tmp = new IndexedTriangle[mNbTris];
CHECKALLOC(Tmp);
#ifdef OPC_USE_STRIDE
udword Stride = mTriStride;
#else
udword Stride = sizeof(IndexedTriangle);
#endif
for(udword i=0;i<mNbTris;i++)
{
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
Tmp[i] = *T;
}
for(udword i=0;i<mNbTris;i++)
{
IndexedTriangle* T = (IndexedTriangle*)(((ubyte*)mTris) + i * Stride);
*T = Tmp[permutation[i]];
}
DELETEARRAY(Tmp);
#endif
return true;
}
|