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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* OPCODE - Optimized Collision Detection
* Copyright (C) 2001 Pierre Terdiman
* Homepage: http://www.codercorner.com/Opcode.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains code for an OBB collider.
* \file OPC_OBBCollider.h
* \author Pierre Terdiman
* \date January, 1st, 2002
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __OPC_OBBCOLLIDER_H__
#define __OPC_OBBCOLLIDER_H__
struct OPCODE_API OBBCache : VolumeCache
{
OBBCache() : FatCoeff(1.1f)
{
FatBox.mCenter.Zero();
FatBox.mExtents.Zero();
FatBox.mRot.Identity();
}
// Cached faces signature
OBB FatBox; //!< Box used when performing the query resulting in cached faces
// User settings
float FatCoeff; //!< extents multiplier used to create a fat box
};
class OPCODE_API OBBCollider : public VolumeCollider
{
public:
// Constructor / Destructor
OBBCollider();
virtual ~OBBCollider();
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Generic collision query for generic OPCODE models. After the call, access the results:
* - with GetContactStatus()
* - with GetNbTouchedPrimitives()
* - with GetTouchedPrimitives()
*
* \param cache [in/out] a box cache
* \param box [in] collision OBB in local space
* \param model [in] Opcode model to collide with
* \param worldb [in] OBB's world matrix, or null
* \param worldm [in] model's world matrix, or null
* \return true if success
* \warning SCALE NOT SUPPORTED. The matrices must contain rotation & translation parts only.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool Collide(OBBCache& cache, const OBB& box, const Model& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
// Settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Settings: select between full box-box tests or "SAT-lite" tests (where Class III axes are discarded)
* \param flag [in] true for full tests, false for coarse tests
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void SetFullBoxBoxTest(bool flag) { mFullBoxBoxTest = flag; }
// Settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Validates current settings. You should call this method after all the settings and callbacks have been defined for a collider.
* \return null if everything is ok, else a string describing the problem
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
override(Collider) const char* ValidateSettings();
protected:
// Precomputed data
Matrix3x3 mAR; //!< Absolute rotation matrix
Matrix3x3 mRModelToBox; //!< Rotation from model space to obb space
Matrix3x3 mRBoxToModel; //!< Rotation from obb space to model space
Point mTModelToBox; //!< Translation from model space to obb space
Point mTBoxToModel; //!< Translation from obb space to model space
Point mBoxExtents;
Point mB0; //!< - mTModelToBox + mBoxExtents
Point mB1; //!< - mTModelToBox - mBoxExtents
float mBBx1;
float mBBy1;
float mBBz1;
float mBB_1;
float mBB_2;
float mBB_3;
float mBB_4;
float mBB_5;
float mBB_6;
float mBB_7;
float mBB_8;
float mBB_9;
// Leaf description
Point mLeafVerts[3]; //!< Triangle vertices
// Settings
bool mFullBoxBoxTest; //!< Perform full BV-BV tests (true) or SAT-lite tests (false)
// Internal methods
void _Collide(const AABBCollisionNode* node);
void _Collide(const AABBNoLeafNode* node);
void _Collide(const AABBQuantizedNode* node);
void _Collide(const AABBQuantizedNoLeafNode* node);
void _CollideNoPrimitiveTest(const AABBCollisionNode* node);
void _CollideNoPrimitiveTest(const AABBNoLeafNode* node);
void _CollideNoPrimitiveTest(const AABBQuantizedNode* node);
void _CollideNoPrimitiveTest(const AABBQuantizedNoLeafNode* node);
// Overlap tests
inline_ BOOL OBBContainsBox(const Point& bc, const Point& be);
inline_ BOOL BoxBoxOverlap(const Point& extents, const Point& center);
inline_ BOOL TriBoxOverlap();
// Init methods
BOOL InitQuery(OBBCache& cache, const OBB& box, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
};
class OPCODE_API HybridOBBCollider : public OBBCollider
{
public:
// Constructor / Destructor
HybridOBBCollider();
virtual ~HybridOBBCollider();
bool Collide(OBBCache& cache, const OBB& box, const HybridModel& model, const Matrix4x4* worldb=null, const Matrix4x4* worldm=null);
protected:
Container mTouchedBoxes;
};
#endif // __OPC_OBBCOLLIDER_H__
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