Continue working on triangle mesh collision detection
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@ -143,6 +143,8 @@ SET (REACTPHYSICS3D_SOURCES
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"src/engine/OverlappingPair.cpp"
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"src/engine/Profiler.h"
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"src/engine/Profiler.cpp"
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"src/engine/Timer.h"
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"src/engine/Timer.cpp"
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"src/mathematics/mathematics.h"
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"src/mathematics/mathematics_functions.h"
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"src/mathematics/Matrix2x2.h"
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@ -118,7 +118,7 @@ void BroadPhaseAlgorithm::removeMovedCollisionShape(int broadPhaseID) {
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void BroadPhaseAlgorithm::addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb) {
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// Add the collision shape into the dynamic AABB tree and get its broad-phase ID
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int nodeId = mDynamicAABBTree.addObject(proxyShape, aabb);
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int nodeId = mDynamicAABBTree.addObject(aabb, proxyShape);
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// Set the broad-phase ID of the proxy shape
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proxyShape->mBroadPhaseID = nodeId;
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@ -175,13 +175,15 @@ void BroadPhaseAlgorithm::computeOverlappingPairs() {
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if (shapeID == -1) continue;
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// Get the fat AABB of the collision shape from the dynamic AABB tree
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AABBOverlapCallback callback(*this, shapeID);
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// Get the AABB of the shape
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const AABB& shapeAABB = mDynamicAABBTree.getFatAABB(shapeID);
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// Ask the dynamic AABB tree to report all collision shapes that overlap with
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// this AABB. The method BroadPhase::notifiyOverlappingPair() will be called
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// by the dynamic AABB tree for each potential overlapping pair.
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mDynamicAABBTree.reportAllShapesOverlappingWith(shapeID, shapeAABB, *this);
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mDynamicAABBTree.reportAllShapesOverlappingWithAABB(shapeAABB, callback);
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}
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// Reset the array of collision shapes that have move (or have been created) during the
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@ -200,9 +202,11 @@ void BroadPhaseAlgorithm::computeOverlappingPairs() {
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BroadPhasePair* pair = mPotentialPairs + i;
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i++;
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assert(pair->collisionShape1ID != pair->collisionShape2ID);
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// Get the two collision shapes of the pair
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ProxyShape* shape1 = static_cast<ProxyShape*>(mDynamicAABBTree.getNodeData(pair->collisionShape1ID));
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ProxyShape* shape2 = static_cast<ProxyShape*>(mDynamicAABBTree.getNodeData(pair->collisionShape2ID));
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ProxyShape* shape1 = static_cast<ProxyShape*>(mDynamicAABBTree.getNodeDataPointer(pair->collisionShape1ID));
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ProxyShape* shape2 = static_cast<ProxyShape*>(mDynamicAABBTree.getNodeDataPointer(pair->collisionShape2ID));
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// Notify the collision detection about the overlapping pair
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mCollisionDetection.broadPhaseNotifyOverlappingPair(shape1, shape2);
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@ -237,7 +241,7 @@ void BroadPhaseAlgorithm::computeOverlappingPairs() {
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}
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// Notify the broad-phase about a potential overlapping pair in the dynamic AABB tree
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void BroadPhaseAlgorithm::notifyOverlappingAABBs(int node1ID, int node2ID) {
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void BroadPhaseAlgorithm::notifyOverlappingNodes(int node1ID, int node2ID) {
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// If both the nodes are the same, we do not create store the overlapping pair
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if (node1ID == node2ID) return;
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@ -261,14 +265,14 @@ void BroadPhaseAlgorithm::notifyOverlappingAABBs(int node1ID, int node2ID) {
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}
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// Called for a broad-phase shape that has to be tested for raycast
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decimal BroadPhaseAlgorithm::raycastBroadPhaseShape(void* nodeData, RaycastTest& raycastTest,
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decimal BroadPhaseAlgorithm::raycastBroadPhaseShape(int32 nodeId, RaycastTest& raycastTest,
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const Ray& ray,
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unsigned short raycastWithCategoryMaskBits) const {
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decimal hitFraction = decimal(-1.0);
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// Get the proxy shape from the node
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ProxyShape* proxyShape = static_cast<ProxyShape*>(nodeData);
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ProxyShape* proxyShape = static_cast<ProxyShape*>(mDynamicAABBTree.getNodeDataPointer(nodeId));
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// Check if the raycast filtering mask allows raycast against this shape
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if ((raycastWithCategoryMaskBits & proxyShape->getCollisionCategoryBits()) != 0) {
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@ -280,4 +284,11 @@ decimal BroadPhaseAlgorithm::raycastBroadPhaseShape(void* nodeData, RaycastTest&
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}
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return hitFraction;
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}
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}
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// Called when a overlapping node has been found during the call to
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// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
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void AABBOverlapCallback::notifyOverlappingNode(int nodeId) {
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mBroadPhaseAlgorithm.notifyOverlappingNodes(mReferenceNodeId, nodeId);
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}
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@ -37,6 +37,7 @@ namespace reactphysics3d {
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// Declarations
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class CollisionDetection;
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class BroadPhaseAlgorithm;
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// Structure BroadPhasePair
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/**
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@ -59,17 +60,26 @@ struct BroadPhasePair {
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static bool smallerThan(const BroadPhasePair& pair1, const BroadPhasePair& pair2);
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};
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// Class BroadPhaseOverlapCallback
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/**
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* Overlapping callback method that has to be used as parameter of the
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* reportAllShapesOverlappingWith() method.
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*/
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class BroadPhaseOverlapCallback {
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// class AABBOverlapCallback
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class AABBOverlapCallback : public DynamicAABBTreeOverlapCallback {
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public :
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private:
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// Called when two overlapping AABBs have been found
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virtual void notifyOverlappingAABBs(int broadPhaseId1, int broadPhaseId2)=0;
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BroadPhaseAlgorithm& mBroadPhaseAlgorithm;
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int mReferenceNodeId;
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public:
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// Constructor
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AABBOverlapCallback(BroadPhaseAlgorithm& broadPhaseAlgo, int referenceNodeId)
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: mBroadPhaseAlgorithm(broadPhaseAlgo), mReferenceNodeId(referenceNodeId) {
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}
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// Called when a overlapping node has been found during the call to
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// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
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virtual void notifyOverlappingNode(int nodeId);
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};
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@ -82,7 +92,7 @@ class BroadPhaseRaycastTestCallback {
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public:
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// Called for a broad-phase shape that has to be tested for raycast
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virtual decimal raycastBroadPhaseShape(void* nodeData, RaycastTest& raycastTest,
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virtual decimal raycastBroadPhaseShape(int32 nodeId, RaycastTest& raycastTest,
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const Ray& ray,
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unsigned short raycastWithCategoryMaskBits) const=0;
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@ -96,7 +106,7 @@ class BroadPhaseRaycastTestCallback {
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* later for collision during the narrow-phase collision detection. A dynamic AABB
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* tree data structure is used for fast broad-phase collision detection.
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*/
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class BroadPhaseAlgorithm : BroadPhaseRaycastTestCallback, BroadPhaseOverlapCallback {
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class BroadPhaseAlgorithm : BroadPhaseRaycastTestCallback {
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protected :
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@ -171,10 +181,10 @@ class BroadPhaseAlgorithm : BroadPhaseRaycastTestCallback, BroadPhaseOverlapCall
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void removeMovedCollisionShape(int broadPhaseID);
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/// Notify the broad-phase about a potential overlapping pair in the dynamic AABB tree
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void notifyOverlappingAABBs(int broadPhaseId1, int broadPhaseId2);
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void notifyOverlappingNodes(int broadPhaseId1, int broadPhaseId2);
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/// Called for a broad-phase shape that has to be tested for raycast
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virtual decimal raycastBroadPhaseShape(void* nodeData, RaycastTest& raycastTest,
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virtual decimal raycastBroadPhaseShape(int32 nodeId, RaycastTest& raycastTest,
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const Ray& ray,
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unsigned short raycastWithCategoryMaskBits) const;
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@ -93,9 +93,6 @@ int DynamicAABBTree::allocateNode() {
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int freeNodeID = mFreeNodeID;
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mFreeNodeID = mNodes[freeNodeID].nextNodeID;
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mNodes[freeNodeID].parentID = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].children[0] = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].children[1] = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].data = NULL;
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mNodes[freeNodeID].height = 0;
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mNbNodes++;
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@ -114,9 +111,8 @@ void DynamicAABBTree::releaseNode(int nodeID) {
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mNbNodes--;
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}
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// Add an object into the tree. This method creates a new leaf node in the tree and
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// returns the ID of the corresponding node.
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int DynamicAABBTree::addObject(void* nodeData, const AABB& aabb) {
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// Internally add an object into the tree
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int DynamicAABBTree::addObjectInternal(const AABB& aabb) {
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// Get the next available node (or allocate new ones if necessary)
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int nodeID = allocateNode();
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@ -126,9 +122,6 @@ int DynamicAABBTree::addObject(void* nodeData, const AABB& aabb) {
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mNodes[nodeID].aabb.setMin(aabb.getMin() - gap);
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mNodes[nodeID].aabb.setMax(aabb.getMax() + gap);
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// Set the node data
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mNodes[nodeID].data = nodeData;
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// Set the height of the node in the tree
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mNodes[nodeID].height = 0;
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@ -286,13 +279,13 @@ void DynamicAABBTree::insertLeafNode(int nodeID) {
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int oldParentNode = mNodes[siblingNode].parentID;
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int newParentNode = allocateNode();
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mNodes[newParentNode].parentID = oldParentNode;
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mNodes[newParentNode].data = NULL;
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mNodes[newParentNode].aabb.mergeTwoAABBs(mNodes[siblingNode].aabb, newNodeAABB);
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mNodes[newParentNode].height = mNodes[siblingNode].height + 1;
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assert(mNodes[newParentNode].height > 0);
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// If the sibling node was not the root node
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if (oldParentNode != TreeNode::NULL_TREE_NODE) {
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assert(!mNodes[oldParentNode].isLeaf());
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if (mNodes[oldParentNode].children[0] == siblingNode) {
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mNodes[oldParentNode].children[0] = newParentNode;
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}
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@ -314,12 +307,14 @@ void DynamicAABBTree::insertLeafNode(int nodeID) {
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// Move up in the tree to change the AABBs that have changed
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currentNodeID = mNodes[nodeID].parentID;
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assert(!mNodes[currentNodeID].isLeaf());
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while (currentNodeID != TreeNode::NULL_TREE_NODE) {
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// Balance the sub-tree of the current node if it is not balanced
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currentNodeID = balanceSubTreeAtNode(currentNodeID);
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assert(mNodes[nodeID].isLeaf());
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assert(!mNodes[currentNodeID].isLeaf());
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int leftChild = mNodes[currentNodeID].children[0];
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int rightChild = mNodes[currentNodeID].children[1];
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assert(leftChild != TreeNode::NULL_TREE_NODE);
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@ -383,6 +378,8 @@ void DynamicAABBTree::removeLeafNode(int nodeID) {
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// Balance the current sub-tree if necessary
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currentNodeID = balanceSubTreeAtNode(currentNodeID);
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assert(!mNodes[currentNodeID].isLeaf());
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// Get the two children of the current node
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int leftChildID = mNodes[currentNodeID].children[0];
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int rightChildID = mNodes[currentNodeID].children[1];
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@ -436,6 +433,8 @@ int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
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// If the right node C is 2 higher than left node B
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if (balanceFactor > 1) {
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assert(!nodeC->isLeaf());
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int nodeFID = nodeC->children[0];
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int nodeGID = nodeC->children[1];
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assert(nodeFID >= 0 && nodeFID < mNbAllocatedNodes);
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@ -461,8 +460,12 @@ int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
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mRootNodeID = nodeCID;
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}
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assert(!nodeC->isLeaf());
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assert(!nodeA->isLeaf());
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// If the right node C was higher than left node B because of the F node
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if (nodeF->height > nodeG->height) {
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nodeC->children[1] = nodeFID;
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nodeA->children[1] = nodeGID;
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nodeG->parentID = nodeID;
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@ -500,6 +503,8 @@ int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
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// If the left node B is 2 higher than right node C
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if (balanceFactor < -1) {
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assert(!nodeB->isLeaf());
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int nodeFID = nodeB->children[0];
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int nodeGID = nodeB->children[1];
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assert(nodeFID >= 0 && nodeFID < mNbAllocatedNodes);
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@ -525,8 +530,12 @@ int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
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mRootNodeID = nodeBID;
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}
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assert(!nodeB->isLeaf());
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assert(!nodeA->isLeaf());
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// If the left node B was higher than right node C because of the F node
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if (nodeF->height > nodeG->height) {
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nodeB->children[1] = nodeFID;
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nodeA->children[0] = nodeGID;
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nodeG->parentID = nodeID;
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@ -565,12 +574,9 @@ int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
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return nodeID;
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}
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// Report all shapes overlapping with the AABB given in parameter.
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/// For each overlapping shape with the AABB given in parameter, the
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/// BroadPhase::notifyOverlappingPair() method is called to store a
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/// potential overlapping pair.
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void DynamicAABBTree::reportAllShapesOverlappingWith(int nodeID, const AABB& aabb,
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BroadPhaseOverlapCallback& callback) {
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/// Report all shapes overlapping with the AABB given in parameter.
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void DynamicAABBTree::reportAllShapesOverlappingWithAABB(const AABB& aabb,
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DynamicAABBTreeOverlapCallback& callback) const {
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// Create a stack with the nodes to visit
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Stack<int, 64> stack;
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@ -595,7 +601,7 @@ void DynamicAABBTree::reportAllShapesOverlappingWith(int nodeID, const AABB& aab
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if (nodeToVisit->isLeaf()) {
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// Notify the broad-phase about a new potential overlapping pair
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callback.notifyOverlappingAABBs(nodeID, nodeIDToVisit);
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callback.notifyOverlappingNode(nodeIDToVisit);
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}
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else { // If the node is not a leaf
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@ -645,7 +651,7 @@ void DynamicAABBTree::raycast(const Ray& ray, RaycastTest& raycastTest,
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Ray rayTemp(ray.point1, ray.point2, maxFraction);
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// Call the callback that will raycast again the broad-phase shape
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decimal hitFraction = callback.raycastBroadPhaseShape(node->data, raycastTest, rayTemp,
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decimal hitFraction = callback.raycastBroadPhaseShape(nodeID, raycastTest, rayTemp,
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raycastWithCategoryMaskBits);
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// If the user returned a hitFraction of zero, it means that
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@ -712,6 +718,7 @@ void DynamicAABBTree::checkNode(int nodeID) const {
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// Get the children nodes
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TreeNode* pNode = mNodes + nodeID;
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assert(!pNode->isLeaf());
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int leftChild = pNode->children[0];
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int rightChild = pNode->children[1];
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@ -37,7 +37,7 @@ namespace reactphysics3d {
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// Declarations
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class BroadPhaseAlgorithm;
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class BroadPhaseRaycastTestCallback;
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class BroadPhaseOverlapCallback;
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class DynamicAABBTreeOverlapCallback;
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struct RaycastTest;
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// Structure TreeNode
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/// Left and right child of the node (children[0] = left child)
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int32 children[2];
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/// Pointer to the data stored at that node (in case the node is a leaf)
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void* data;
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/// Two pieces of data stored at that node (in case the node is a leaf)
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union {
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int32 dataInt[2];
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void* dataPointer;
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};
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};
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/// Height of the node in the tree
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@ -86,6 +89,20 @@ struct TreeNode {
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bool isLeaf() const;
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};
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// Class DynamicAABBTreeOverlapCallback
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/**
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* Overlapping callback method that has to be used as parameter of the
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* reportAllShapesOverlappingWithNode() method.
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*/
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class DynamicAABBTreeOverlapCallback {
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public :
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// Called when a overlapping node has been found during the call to
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// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
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virtual void notifyOverlappingNode(int nodeId)=0;
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};
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// Class DynamicAABBTree
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/**
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* This class implements a dynamic AABB tree that is used for broad-phase
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/// Compute the height of a given node in the tree
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int computeHeight(int nodeID);
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/// Internally add an object into the tree
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int addObjectInternal(const AABB& aabb);
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#ifndef NDEBUG
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/// Check if the tree structure is valid (for debugging purpose)
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/// Destructor
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~DynamicAABBTree();
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/// Add an object into the tree
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int addObject(void* nodeData, const AABB& aabb);
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/// Add an object into the tree (where node data are two integers)
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int addObject(const AABB& aabb, int32 data1, int32 data2);
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/// Add an object into the tree (where node data is a pointer)
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int addObject(const AABB& aabb, void* data);
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/// Remove an object from the tree
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void removeObject(int nodeID);
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@ -171,12 +194,15 @@ class DynamicAABBTree {
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/// Return the fat AABB corresponding to a given node ID
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const AABB& getFatAABB(int nodeID) const;
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/// Return the pointer to the data of a given leaf node of the tree
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void* getNodeData(int nodeID) const;
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/// Return the pointer to the data array of a given leaf node of the tree
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int32* getNodeDataInt(int nodeID) const;
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/// Return the data pointer of a given leaf node of the tree
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void* getNodeDataPointer(int nodeID) const;
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/// Report all shapes overlapping with the AABB given in parameter.
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void reportAllShapesOverlappingWith(int nodeID, const AABB& aabb,
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BroadPhaseOverlapCallback& callback);
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void reportAllShapesOverlappingWithAABB(const AABB& aabb,
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DynamicAABBTreeOverlapCallback& callback) const;
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/// Ray casting method
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void raycast(const Ray& ray, RaycastTest& raycastTest,
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@ -185,6 +211,9 @@ class DynamicAABBTree {
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/// Compute the height of the tree
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int computeHeight();
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/// Return the root AABB of the tree
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AABB getRootAABB() const;
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};
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// Return true if the node is a leaf of the tree
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@ -198,11 +227,46 @@ inline const AABB& DynamicAABBTree::getFatAABB(int nodeID) const {
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return mNodes[nodeID].aabb;
|
||||
}
|
||||
|
||||
// Return the pointer to the data of a given leaf node of the tree
|
||||
inline void* DynamicAABBTree::getNodeData(int nodeID) const {
|
||||
// Return the pointer to the data array of a given leaf node of the tree
|
||||
inline int32* DynamicAABBTree::getNodeDataInt(int nodeID) const {
|
||||
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
|
||||
assert(mNodes[nodeID].isLeaf());
|
||||
return mNodes[nodeID].data;
|
||||
return mNodes[nodeID].dataInt;
|
||||
}
|
||||
|
||||
// Return the pointer to the data pointer of a given leaf node of the tree
|
||||
inline void* DynamicAABBTree::getNodeDataPointer(int nodeID) const {
|
||||
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
|
||||
assert(mNodes[nodeID].isLeaf());
|
||||
return mNodes[nodeID].dataPointer;
|
||||
}
|
||||
|
||||
// Return the root AABB of the tree
|
||||
inline AABB DynamicAABBTree::getRootAABB() const {
|
||||
return getFatAABB(mRootNodeID);
|
||||
}
|
||||
|
||||
// Add an object into the tree. This method creates a new leaf node in the tree and
|
||||
// returns the ID of the corresponding node.
|
||||
inline int DynamicAABBTree::addObject(const AABB& aabb, int32 data1, int32 data2) {
|
||||
|
||||
int nodeId = addObjectInternal(aabb);
|
||||
|
||||
mNodes[nodeId].dataInt[0] = data1;
|
||||
mNodes[nodeId].dataInt[1] = data2;
|
||||
|
||||
return nodeId;
|
||||
}
|
||||
|
||||
// Add an object into the tree. This method creates a new leaf node in the tree and
|
||||
// returns the ID of the corresponding node.
|
||||
inline int DynamicAABBTree::addObject(const AABB& aabb, void* data) {
|
||||
|
||||
int nodeId = addObjectInternal(aabb);
|
||||
|
||||
mNodes[nodeId].dataPointer = data;
|
||||
|
||||
return nodeId;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -89,3 +89,27 @@ bool AABB::contains(const AABB& aabb) {
|
|||
return isInside;
|
||||
}
|
||||
|
||||
// Create and return an AABB for a triangle
|
||||
AABB AABB::createAABBForTriangle(const Vector3* trianglePoints) {
|
||||
|
||||
Vector3 minCoords(trianglePoints[0].x, trianglePoints[0].y, trianglePoints[0].z);
|
||||
Vector3 maxCoords(trianglePoints[0].x, trianglePoints[0].y, trianglePoints[0].z);
|
||||
|
||||
if (trianglePoints[1].x < minCoords.x) minCoords.x = trianglePoints[1].x;
|
||||
if (trianglePoints[1].y < minCoords.y) minCoords.y = trianglePoints[1].y;
|
||||
if (trianglePoints[1].z < minCoords.z) minCoords.z = trianglePoints[1].z;
|
||||
|
||||
if (trianglePoints[2].x < minCoords.x) minCoords.x = trianglePoints[2].x;
|
||||
if (trianglePoints[2].y < minCoords.y) minCoords.y = trianglePoints[2].y;
|
||||
if (trianglePoints[2].z < minCoords.z) minCoords.z = trianglePoints[2].z;
|
||||
|
||||
if (trianglePoints[1].x > maxCoords.x) maxCoords.x = trianglePoints[1].x;
|
||||
if (trianglePoints[1].y > maxCoords.y) maxCoords.y = trianglePoints[1].y;
|
||||
if (trianglePoints[1].z > maxCoords.z) maxCoords.z = trianglePoints[1].z;
|
||||
|
||||
if (trianglePoints[2].x > maxCoords.x) maxCoords.x = trianglePoints[2].x;
|
||||
if (trianglePoints[2].y > maxCoords.y) maxCoords.y = trianglePoints[2].y;
|
||||
if (trianglePoints[2].z > maxCoords.z) maxCoords.z = trianglePoints[2].z;
|
||||
|
||||
return AABB(minCoords, maxCoords);
|
||||
}
|
||||
|
|
|
@ -100,6 +100,9 @@ class AABB {
|
|||
/// Return true if the AABB of a triangle intersects the AABB
|
||||
bool testCollisionTriangleAABB(const Vector3* trianglePoints) const;
|
||||
|
||||
/// Create and return an AABB for a triangle
|
||||
static AABB createAABBForTriangle(const Vector3* trianglePoints);
|
||||
|
||||
/// Assignment operator
|
||||
AABB& operator=(const AABB& aabb);
|
||||
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
|
||||
// Libraries
|
||||
#include "ConcaveMeshShape.h"
|
||||
#include <iostream>
|
||||
|
||||
using namespace reactphysics3d;
|
||||
|
||||
|
@ -32,7 +33,8 @@ using namespace reactphysics3d;
|
|||
ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* triangleMesh) : ConcaveShape(CONCAVE_MESH) {
|
||||
mTriangleMesh = triangleMesh;
|
||||
|
||||
recalculateBounds();
|
||||
// Insert all the triangles into the dynamic AABB tree
|
||||
initBVHTree();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
@ -40,14 +42,16 @@ ConcaveMeshShape::~ConcaveMeshShape() {
|
|||
|
||||
}
|
||||
|
||||
// Use a callback method on all triangles of the concave shape inside a given AABB
|
||||
void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
|
||||
// Insert all the triangles into the dynamic AABB tree
|
||||
void ConcaveMeshShape::initBVHTree() {
|
||||
|
||||
// TODO : Try to randomly add the triangles into the tree to obtain a better tree
|
||||
|
||||
// For each sub-part of the mesh
|
||||
for (int i=0; i<mTriangleMesh->getNbSubparts(); i++) {
|
||||
for (int subPart=0; subPart<mTriangleMesh->getNbSubparts(); subPart++) {
|
||||
|
||||
// Get the triangle vertex array of the current sub-part
|
||||
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(i);
|
||||
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
|
||||
|
||||
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
|
||||
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
|
||||
|
@ -57,8 +61,9 @@ void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB&
|
|||
int indexStride = triangleVertexArray->getIndicesStride();
|
||||
|
||||
// For each triangle of the concave mesh
|
||||
for (int j=0; j<triangleVertexArray->getNbTriangles(); j++) {
|
||||
for (int triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
|
||||
|
||||
void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
|
||||
Vector3 trianglePoints[3];
|
||||
|
||||
// For each vertex of the triangle
|
||||
|
@ -67,10 +72,10 @@ void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB&
|
|||
// Get the index of the current vertex in the triangle
|
||||
int vertexIndex;
|
||||
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
|
||||
vertexIndex = ((unsigned int*)(indicesStart + j * 3 * indexStride))[k];
|
||||
vertexIndex = ((uint*)vertexIndexPointer)[k];
|
||||
}
|
||||
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
|
||||
vertexIndex = ((unsigned short*)(indicesStart + j * 3 * indexStride))[k];
|
||||
vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
|
||||
}
|
||||
|
||||
// Get the vertices components of the triangle
|
||||
|
@ -88,16 +93,70 @@ void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB&
|
|||
}
|
||||
}
|
||||
|
||||
// If the triangle AABB intersects with the convex shape AABB
|
||||
if (localAABB.testCollisionTriangleAABB(trianglePoints)) {
|
||||
// Create the AABB for the triangle
|
||||
AABB aabb = AABB::createAABBForTriangle(trianglePoints);
|
||||
|
||||
// Call the callback to report this triangle
|
||||
callback.testTriangle(trianglePoints);
|
||||
}
|
||||
// Add the AABB with the index of the triangle into the dynamic AABB tree
|
||||
mDynamicAABBTree.addObject(aabb, subPart, triangleIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
|
||||
// given the start vertex index pointer of the triangle
|
||||
void ConcaveMeshShape::getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
|
||||
Vector3* outTriangleVertices) const {
|
||||
|
||||
// Get the triangle vertex array of the current sub-part
|
||||
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
|
||||
|
||||
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
|
||||
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
|
||||
unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
|
||||
unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
|
||||
int vertexStride = triangleVertexArray->getVerticesStride();
|
||||
int indexStride = triangleVertexArray->getIndicesStride();
|
||||
|
||||
void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
|
||||
|
||||
// For each vertex of the triangle
|
||||
for (int k=0; k < 3; k++) {
|
||||
|
||||
// Get the index of the current vertex in the triangle
|
||||
int vertexIndex;
|
||||
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
|
||||
vertexIndex = ((uint*)vertexIndexPointer)[k];
|
||||
}
|
||||
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
|
||||
vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
|
||||
}
|
||||
|
||||
// Get the vertices components of the triangle
|
||||
if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
|
||||
const float* vertices = (float*)(verticesStart + vertexIndex * vertexStride);
|
||||
outTriangleVertices[k][0] = decimal(vertices[0]);
|
||||
outTriangleVertices[k][1] = decimal(vertices[1]);
|
||||
outTriangleVertices[k][2] = decimal(vertices[2]);
|
||||
}
|
||||
else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
|
||||
const double* vertices = (double*)(verticesStart + vertexIndex * vertexStride);
|
||||
outTriangleVertices[k][0] = decimal(vertices[0]);
|
||||
outTriangleVertices[k][1] = decimal(vertices[1]);
|
||||
outTriangleVertices[k][2] = decimal(vertices[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Use a callback method on all triangles of the concave shape inside a given AABB
|
||||
void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
|
||||
|
||||
ConvexTriangleAABBOverlapCallback overlapCallback(callback, *this, mDynamicAABBTree);
|
||||
|
||||
// Ask the Dynamic AABB Tree to report all the triangles that are overlapping
|
||||
// with the AABB of the convex shape.
|
||||
mDynamicAABBTree.reportAllShapesOverlappingWithAABB(localAABB, overlapCallback);
|
||||
}
|
||||
|
||||
// Raycast method with feedback information
|
||||
bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
|
||||
|
||||
|
@ -106,72 +165,3 @@ bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxySh
|
|||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Recompute the bounds of the mesh
|
||||
void ConcaveMeshShape::recalculateBounds() {
|
||||
|
||||
bool isFirstVertex = true;
|
||||
|
||||
// For each sub-part of the mesh
|
||||
for (int i=0; i<mTriangleMesh->getNbSubparts(); i++) {
|
||||
|
||||
// Get the triangle vertex array of the current sub-part
|
||||
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(i);
|
||||
|
||||
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
|
||||
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
|
||||
unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
|
||||
unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
|
||||
int vertexStride = triangleVertexArray->getVerticesStride();
|
||||
int indexStride = triangleVertexArray->getIndicesStride();
|
||||
|
||||
// For each triangle of the concave mesh
|
||||
for (int j=0; j<triangleVertexArray->getNbTriangles(); j++) {
|
||||
|
||||
// For each vertex of the triangle
|
||||
for (int k=0; k < 3; k++) {
|
||||
|
||||
// Get the index of the current vertex in the triangle
|
||||
int vertexIndex;
|
||||
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
|
||||
vertexIndex = ((unsigned int*)(indicesStart + j * 3 * indexStride))[k];
|
||||
}
|
||||
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
|
||||
vertexIndex = ((unsigned short*)(indicesStart + j * 3 * indexStride))[k];
|
||||
}
|
||||
|
||||
Vector3 vertex;
|
||||
|
||||
// Get the vertices components of the triangle
|
||||
if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
|
||||
const float* vertices = (float*)(verticesStart + vertexIndex * vertexStride);
|
||||
vertex[0] = decimal(vertices[0]);
|
||||
vertex[1] = decimal(vertices[1]);
|
||||
vertex[2] = decimal(vertices[2]);
|
||||
}
|
||||
else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
|
||||
const double* vertices = (double*)(verticesStart + vertexIndex * vertexStride);
|
||||
vertex[0] = decimal(vertices[0]);
|
||||
vertex[1] = decimal(vertices[1]);
|
||||
vertex[2] = decimal(vertices[2]);
|
||||
}
|
||||
|
||||
if (isFirstVertex) {
|
||||
mMinBounds.setAllValues(vertex.x, vertex.y, vertex.z);
|
||||
mMaxBounds.setAllValues(vertex.x, vertex.y, vertex.z);
|
||||
isFirstVertex = false;
|
||||
}
|
||||
else {
|
||||
if (vertex.x > mMaxBounds.x) mMaxBounds.x = vertex.x;
|
||||
if (vertex.x < mMinBounds.x) mMinBounds.x = vertex.x;
|
||||
|
||||
if (vertex.y > mMaxBounds.y) mMaxBounds.y = vertex.y;
|
||||
if (vertex.y < mMinBounds.y) mMinBounds.y = vertex.y;
|
||||
|
||||
if (vertex.z > mMaxBounds.z) mMaxBounds.z = vertex.z;
|
||||
if (vertex.z < mMinBounds.z) mMinBounds.z = vertex.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,10 +28,41 @@
|
|||
|
||||
// Libraries
|
||||
#include "ConcaveShape.h"
|
||||
#include "collision/broadphase/DynamicAABBTree.h"
|
||||
#include "collision/TriangleMesh.h"
|
||||
|
||||
namespace reactphysics3d {
|
||||
|
||||
class ConcaveMeshShape;
|
||||
|
||||
// class ConvexTriangleAABBOverlapCallback
|
||||
class ConvexTriangleAABBOverlapCallback : public DynamicAABBTreeOverlapCallback {
|
||||
|
||||
private:
|
||||
|
||||
TriangleCallback& mTriangleTestCallback;
|
||||
|
||||
// Reference to the concave mesh shape
|
||||
const ConcaveMeshShape& mConcaveMeshShape;
|
||||
|
||||
// Reference to the Dynamic AABB tree
|
||||
const DynamicAABBTree& mDynamicAABBTree;
|
||||
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
ConvexTriangleAABBOverlapCallback(TriangleCallback& triangleCallback, const ConcaveMeshShape& concaveShape,
|
||||
const DynamicAABBTree& dynamicAABBTree)
|
||||
: mTriangleTestCallback(triangleCallback), mConcaveMeshShape(concaveShape), mDynamicAABBTree(dynamicAABBTree) {
|
||||
|
||||
}
|
||||
|
||||
// Called when a overlapping node has been found during the call to
|
||||
// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
|
||||
virtual void notifyOverlappingNode(int nodeId);
|
||||
|
||||
};
|
||||
|
||||
// TODO : Implement raycasting with this collision shape
|
||||
|
||||
// TODO : Make possible for the user to have a scaling factor on the mesh
|
||||
|
@ -51,11 +82,8 @@ class ConcaveMeshShape : public ConcaveShape {
|
|||
/// Triangle mesh
|
||||
TriangleMesh* mTriangleMesh;
|
||||
|
||||
/// Mesh minimum bounds in the three local x, y and z directions
|
||||
Vector3 mMinBounds;
|
||||
|
||||
/// Mesh maximum bounds in the three local x, y and z directions
|
||||
Vector3 mMaxBounds;
|
||||
/// Dynamic AABB tree to accelerate collision with the triangles
|
||||
DynamicAABBTree mDynamicAABBTree;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
|
@ -82,9 +110,13 @@ class ConcaveMeshShape : public ConcaveShape {
|
|||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Recompute the bounds of the mesh
|
||||
// TODO : Check if we need this when AABB tree is used
|
||||
void recalculateBounds();
|
||||
/// Insert all the triangles into the dynamic AABB tree
|
||||
void initBVHTree();
|
||||
|
||||
/// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
|
||||
/// given the start vertex index pointer of the triangle.
|
||||
void getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
|
||||
Vector3* outTriangleVertices) const;
|
||||
|
||||
public:
|
||||
|
||||
|
@ -102,6 +134,10 @@ class ConcaveMeshShape : public ConcaveShape {
|
|||
|
||||
/// Use a callback method on all triangles of the concave shape inside a given AABB
|
||||
virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const;
|
||||
|
||||
// ---------- Friendship ----------- //
|
||||
|
||||
friend class ConvexTriangleAABBOverlapCallback;
|
||||
};
|
||||
|
||||
// Return the number of bytes used by the collision shape
|
||||
|
@ -132,8 +168,11 @@ inline Vector3 ConcaveMeshShape::getLocalSupportPointWithoutMargin(const Vector3
|
|||
*/
|
||||
inline void ConcaveMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
min = mMinBounds;
|
||||
max = mMaxBounds;
|
||||
// Get the AABB of the whole tree
|
||||
AABB treeAABB = mDynamicAABBTree.getRootAABB();
|
||||
|
||||
min = treeAABB.getMin();
|
||||
max = treeAABB.getMax();
|
||||
}
|
||||
|
||||
// Return the local inertia tensor of the sphere
|
||||
|
@ -160,6 +199,21 @@ inline bool ConcaveMeshShape::testPointInside(const Vector3& localPoint, ProxySh
|
|||
return false;
|
||||
}
|
||||
|
||||
// Called when a overlapping node has been found during the call to
|
||||
// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
|
||||
inline void ConvexTriangleAABBOverlapCallback::notifyOverlappingNode(int nodeId) {
|
||||
|
||||
// Get the node data (triangle index and mesh subpart index)
|
||||
int32* data = mDynamicAABBTree.getNodeDataInt(nodeId);
|
||||
|
||||
// Get the triangle vertices for this node from the concave mesh shape
|
||||
Vector3 trianglePoints[3];
|
||||
mConcaveMeshShape.getTriangleVerticesWithIndexPointer(data[0], data[1], trianglePoints);
|
||||
|
||||
// Call the callback to test narrow-phase collision with this triangle
|
||||
mTriangleTestCallback.testTriangle(trianglePoints);
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user