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			381 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef GIM_TRI_COLLISION_H_INCLUDED
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| #define GIM_TRI_COLLISION_H_INCLUDED
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| 
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| /*! \file gim_tri_collision.h
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| \author Francisco Leon Najera
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| */
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| /*
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| -----------------------------------------------------------------------------
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| This source file is part of GIMPACT Library.
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| 
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| For the latest info, see http://gimpact.sourceforge.net/
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| 
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| Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
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| email: projectileman@yahoo.com
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| 
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|  This library is free software; you can redistribute it and/or
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|  modify it under the terms of EITHER:
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|    (1) The GNU Lesser General Public License as published by the Free
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|        Software Foundation; either version 2.1 of the License, or (at
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|        your option) any later version. The text of the GNU Lesser
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|        General Public License is included with this library in the
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|        file GIMPACT-LICENSE-LGPL.TXT.
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|    (2) The BSD-style license that is included with this library in
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|        the file GIMPACT-LICENSE-BSD.TXT.
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|    (3) The zlib/libpng license that is included with this library in
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|        the file GIMPACT-LICENSE-ZLIB.TXT.
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| 
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|  This library is distributed in the hope that it will be useful,
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|  but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
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|  GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
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| 
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| -----------------------------------------------------------------------------
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| */
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| 
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| #include "gim_box_collision.h"
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| #include "gim_clip_polygon.h"
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| 
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| 
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| 
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| #ifndef MAX_TRI_CLIPPING
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| #define MAX_TRI_CLIPPING 16
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| #endif
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| 
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| //! Structure for collision
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| struct GIM_TRIANGLE_CONTACT_DATA
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| {
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|     GREAL m_penetration_depth;
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|     GUINT m_point_count;
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|     btVector4 m_separating_normal;
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|     btVector3 m_points[MAX_TRI_CLIPPING];
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| 
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| 	SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT_DATA& other)
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| 	{
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| 		m_penetration_depth = other.m_penetration_depth;
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| 		m_separating_normal = other.m_separating_normal;
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| 		m_point_count = other.m_point_count;
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| 		GUINT i = m_point_count;
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| 		while(i--)
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| 		{
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| 			m_points[i] = other.m_points[i];
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| 		}
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| 	}
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| 
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| 	GIM_TRIANGLE_CONTACT_DATA()
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| 	{
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| 	}
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| 
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| 	GIM_TRIANGLE_CONTACT_DATA(const GIM_TRIANGLE_CONTACT_DATA& other)
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| 	{
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| 		copy_from(other);
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| 	}
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| 
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| 	
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| 	
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| 
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|     //! classify points that are closer
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|     template<typename DISTANCE_FUNC,typename CLASS_PLANE>
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|     SIMD_FORCE_INLINE void mergepoints_generic(const CLASS_PLANE & plane,
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|     				GREAL margin, const btVector3 * points, GUINT point_count, DISTANCE_FUNC distance_func)
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|     {	
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|     	m_point_count = 0;
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|     	m_penetration_depth= -1000.0f;
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| 
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| 		GUINT point_indices[MAX_TRI_CLIPPING];
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| 
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| 		GUINT _k;
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| 
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| 		for(_k=0;_k<point_count;_k++)
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| 		{
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| 			GREAL _dist = -distance_func(plane,points[_k]) + margin;
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| 
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| 			if(_dist>=0.0f)
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| 			{
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| 				if(_dist>m_penetration_depth)
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| 				{
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| 					m_penetration_depth = _dist;
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| 					point_indices[0] = _k;
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| 					m_point_count=1;
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| 				}
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| 				else if((_dist+G_EPSILON)>=m_penetration_depth)
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| 				{
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| 					point_indices[m_point_count] = _k;
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| 					m_point_count++;
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| 				}
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| 			}
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| 		}
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| 
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| 		for( _k=0;_k<m_point_count;_k++)
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| 		{
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| 			m_points[_k] = points[point_indices[_k]];
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| 		}
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| 	}
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| 
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| 	//! classify points that are closer
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| 	SIMD_FORCE_INLINE void merge_points(const btVector4 & plane, GREAL margin,
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| 										 const btVector3 * points, GUINT point_count)
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| 	{
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| 		m_separating_normal = plane;
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| 		mergepoints_generic(plane, margin, points, point_count, DISTANCE_PLANE_3D_FUNC());
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| 	}
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| };
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| 
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| 
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| //! Class for colliding triangles
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| class GIM_TRIANGLE
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| {
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| public:
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| 	btScalar m_margin;
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|     btVector3 m_vertices[3];
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| 
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|     GIM_TRIANGLE():m_margin(0.1f)
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|     {
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|     }
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| 
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|     SIMD_FORCE_INLINE GIM_AABB get_box()  const
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|     {
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|     	return GIM_AABB(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
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|     }
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| 
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|     SIMD_FORCE_INLINE void get_normal(btVector3 &normal)  const
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|     {
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|     	TRIANGLE_NORMAL(m_vertices[0],m_vertices[1],m_vertices[2],normal);
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|     }
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| 
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|     SIMD_FORCE_INLINE void get_plane(btVector4 &plane)  const
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|     {
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|     	TRIANGLE_PLANE(m_vertices[0],m_vertices[1],m_vertices[2],plane);;
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|     }
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| 
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|     SIMD_FORCE_INLINE void apply_transform(const btTransform & trans)
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|     {
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|     	m_vertices[0] = trans(m_vertices[0]);
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|     	m_vertices[1] = trans(m_vertices[1]);
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|     	m_vertices[2] = trans(m_vertices[2]);
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|     }
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| 
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|     SIMD_FORCE_INLINE void get_edge_plane(GUINT edge_index,const btVector3 &triangle_normal,btVector4 &plane)  const
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|     {
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| 		const btVector3 & e0 = m_vertices[edge_index];
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| 		const btVector3 & e1 = m_vertices[(edge_index+1)%3];
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| 		EDGE_PLANE(e0,e1,triangle_normal,plane);
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|     }
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| 
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|     //! Gets the relative transformation of this triangle
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|     /*!
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|     The transformation is oriented to the triangle normal , and aligned to the 1st edge of this triangle. The position corresponds to vertice 0:
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|     - triangle normal corresponds to Z axis.
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|     - 1st normalized edge corresponds to X axis,
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| 
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|     */
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|     SIMD_FORCE_INLINE void get_triangle_transform(btTransform & triangle_transform)  const
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|     {
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|     	btMatrix3x3 & matrix = triangle_transform.getBasis();
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| 
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|     	btVector3 zaxis;
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|     	get_normal(zaxis);
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|     	MAT_SET_Z(matrix,zaxis);
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| 
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|     	btVector3 xaxis = m_vertices[1] - m_vertices[0];
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|     	VEC_NORMALIZE(xaxis);
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|     	MAT_SET_X(matrix,xaxis);
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| 
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|     	//y axis
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|     	xaxis = zaxis.cross(xaxis);
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|     	MAT_SET_Y(matrix,xaxis);
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| 
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|     	triangle_transform.setOrigin(m_vertices[0]);
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|     }
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| 
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| 
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| 	//! Test triangles by finding separating axis
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| 	/*!
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| 	\param other Triangle for collide
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| 	\param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
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| 	*/
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| 	bool collide_triangle_hard_test(
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| 		const GIM_TRIANGLE & other,
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| 		GIM_TRIANGLE_CONTACT_DATA & contact_data) const;
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| 
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| 	//! Test boxes before doing hard test
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| 	/*!
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| 	\param other Triangle for collide
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| 	\param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
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| 	\
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| 	*/
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| 	SIMD_FORCE_INLINE bool collide_triangle(
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| 		const GIM_TRIANGLE & other,
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| 		GIM_TRIANGLE_CONTACT_DATA & contact_data) const
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| 	{
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| 		//test box collisioin
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| 		GIM_AABB boxu(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
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| 		GIM_AABB boxv(other.m_vertices[0],other.m_vertices[1],other.m_vertices[2],other.m_margin);
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| 		if(!boxu.has_collision(boxv)) return false;
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| 
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| 		//do hard test
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| 		return collide_triangle_hard_test(other,contact_data);
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| 	}
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| 
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| 	/*!
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| 
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| 	Solve the System for u,v parameters:
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| 
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| 	u*axe1[i1] + v*axe2[i1] = vecproj[i1]
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| 	u*axe1[i2] + v*axe2[i2] = vecproj[i2]
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| 
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| 	sustitute:
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| 	v = (vecproj[i2] - u*axe1[i2])/axe2[i2]
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| 
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| 	then the first equation in terms of 'u':
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| 
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| 	--> u*axe1[i1] + ((vecproj[i2] - u*axe1[i2])/axe2[i2])*axe2[i1] = vecproj[i1]
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| 
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| 	--> u*axe1[i1] + vecproj[i2]*axe2[i1]/axe2[i2] - u*axe1[i2]*axe2[i1]/axe2[i2] = vecproj[i1]
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| 
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| 	--> u*(axe1[i1]  - axe1[i2]*axe2[i1]/axe2[i2]) = vecproj[i1] - vecproj[i2]*axe2[i1]/axe2[i2]
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| 
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| 	--> u*((axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1])/axe2[i2]) = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1])/axe2[i2]
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| 
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| 	--> u*(axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1]) = vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]
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| 
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| 	--> u = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]) /(axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1])
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| 
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| if 0.0<= u+v <=1.0 then they are inside of triangle
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| 
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| 	\return false if the point is outside of triangle.This function  doesn't take the margin
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| 	*/
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| 	SIMD_FORCE_INLINE bool get_uv_parameters(
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| 			const btVector3 & point,
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| 			const btVector3 & tri_plane,
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| 			GREAL & u, GREAL & v) const
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| 	{
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| 		btVector3 _axe1 = m_vertices[1]-m_vertices[0];
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| 		btVector3 _axe2 = m_vertices[2]-m_vertices[0];
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| 		btVector3 _vecproj = point - m_vertices[0];
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| 		GUINT _i1 = (tri_plane.closestAxis()+1)%3;
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| 		GUINT _i2 = (_i1+1)%3;
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| 		if(btFabs(_axe2[_i2])<G_EPSILON)
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| 		{
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| 			u = (_vecproj[_i2]*_axe2[_i1] - _vecproj[_i1]*_axe2[_i2]) /(_axe1[_i2]*_axe2[_i1]  - _axe1[_i1]*_axe2[_i2]);
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| 			v = (_vecproj[_i1] - u*_axe1[_i1])/_axe2[_i1];
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| 		}
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| 		else
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| 		{
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| 			u = (_vecproj[_i1]*_axe2[_i2] - _vecproj[_i2]*_axe2[_i1]) /(_axe1[_i1]*_axe2[_i2]  - _axe1[_i2]*_axe2[_i1]);
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| 			v = (_vecproj[_i2] - u*_axe1[_i2])/_axe2[_i2];
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| 		}
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| 
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| 		if(u<-G_EPSILON)
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| 		{
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| 			return false;
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| 		}
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| 		else if(v<-G_EPSILON)
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| 		{
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| 			return false;
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| 		}
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| 		else
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| 		{
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| 			btScalar sumuv;
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| 			sumuv = u+v;
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| 			if(sumuv<-G_EPSILON)
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| 			{
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| 				return false;
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| 			}
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| 			else if(sumuv-1.0f>G_EPSILON)
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| 			{
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| 				return false;
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| 			}
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| 		}
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| 		return true;
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| 	}
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| 
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| 	//! is point in triangle beam?
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| 	/*!
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| 	Test if point is in triangle, with m_margin tolerance
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| 	*/
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| 	SIMD_FORCE_INLINE bool is_point_inside(const btVector3 & point, const btVector3 & tri_normal) const
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| 	{
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| 		//Test with edge 0
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| 		btVector4 edge_plane;
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| 		this->get_edge_plane(0,tri_normal,edge_plane);
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| 		GREAL dist = DISTANCE_PLANE_POINT(edge_plane,point);
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| 		if(dist-m_margin>0.0f) return false; // outside plane
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| 
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| 		this->get_edge_plane(1,tri_normal,edge_plane);
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| 		dist = DISTANCE_PLANE_POINT(edge_plane,point);
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| 		if(dist-m_margin>0.0f) return false; // outside plane
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| 
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| 		this->get_edge_plane(2,tri_normal,edge_plane);
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| 		dist = DISTANCE_PLANE_POINT(edge_plane,point);
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| 		if(dist-m_margin>0.0f) return false; // outside plane
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| 		return true;
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| 	}
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| 
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| 
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| 	//! Bidireccional ray collision
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| 	SIMD_FORCE_INLINE bool ray_collision(
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| 		const btVector3 & vPoint,
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| 		const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
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| 		GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
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| 	{
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| 		btVector4 faceplane;
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| 		{
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| 			btVector3 dif1 = m_vertices[1] - m_vertices[0];
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| 			btVector3 dif2 = m_vertices[2] - m_vertices[0];
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|     		VEC_CROSS(faceplane,dif1,dif2);
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|     		faceplane[3] = m_vertices[0].dot(faceplane);
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| 		}
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| 
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| 		GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
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| 		if(res == 0) return false;
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| 		if(! is_point_inside(pout,faceplane)) return false;
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| 
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| 		if(res==2) //invert normal
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| 		{
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| 			triangle_normal.setValue(-faceplane[0],-faceplane[1],-faceplane[2]);
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| 		}
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| 		else
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| 		{
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| 			triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
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| 		}
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| 
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| 		VEC_NORMALIZE(triangle_normal);
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| 
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| 		return true;
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| 	}
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| 
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| 
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| 	//! one direccion ray collision
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| 	SIMD_FORCE_INLINE bool ray_collision_front_side(
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| 		const btVector3 & vPoint,
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| 		const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
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| 		GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
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| 	{
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| 		btVector4 faceplane;
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| 		{
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| 			btVector3 dif1 = m_vertices[1] - m_vertices[0];
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| 			btVector3 dif2 = m_vertices[2] - m_vertices[0];
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|     		VEC_CROSS(faceplane,dif1,dif2);
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|     		faceplane[3] = m_vertices[0].dot(faceplane);
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| 		}
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| 
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| 		GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
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| 		if(res != 1) return false;
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| 
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| 		if(!is_point_inside(pout,faceplane)) return false;
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| 
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| 		triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
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| 
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| 		VEC_NORMALIZE(triangle_normal);
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| 
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| 		return true;
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| 	}
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| 
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| };
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| 
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| 
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| 
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| 
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| #endif // GIM_TRI_COLLISION_H_INCLUDED
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