//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "dgl/dgl.h" #include "core/dataChunker.h" #include "collision/collision.h" #include "sceneGraph/sceneGraph.h" #include "sim/sceneObject.h" #include "terrain/terrData.h" #include "collision/convex.h" #include "collision/gjk.h" //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- static DataChunker sChunker; CollisionStateList CollisionStateList::sFreeList; CollisionWorkingList CollisionWorkingList::sFreeList; F32 sqrDistanceEdges(const Point3F& start0, const Point3F& end0, const Point3F& start1, const Point3F& end1, Point3F* is, Point3F* it); //---------------------------------------------------------------------------- // Collision State //---------------------------------------------------------------------------- CollisionState::CollisionState() { mLista = mListb = 0; } CollisionState::~CollisionState() { if (mLista) mLista->free(); if (mListb) mListb->free(); } void CollisionState::swap() { } void CollisionState::set(Convex* a,Convex* b,const MatrixF& a2w, const MatrixF& b2w) { } F32 CollisionState::distance(const MatrixF& a2w, const MatrixF& b2w, const F32 dontCareDist, const MatrixF* w2a, const MatrixF* _w2b) { return 0; } void CollisionState::render() { } //---------------------------------------------------------------------------- // Feature Collision //---------------------------------------------------------------------------- bool ConvexFeature::collide(ConvexFeature& cf,CollisionList* cList, F32 tol) { // Our vertices vs. other faces const Point3F* vert = mVertexList.begin(); const Point3F* vend = mVertexList.end(); while (vert != vend) { cf.testVertex(*vert,cList,false, tol); vert++; } // Other vertices vs. our faces vert = cf.mVertexList.begin(); vend = cf.mVertexList.end(); while (vert != vend) { U32 storeCount = cList->count; testVertex(*vert,cList,true, tol); // Fix up last reference. material and object are copied from this rather // than the object we're colliding against. if (storeCount != cList->count) { cList->collision[cList->count - 1].material = cf.material; cList->collision[cList->count - 1].object = cf.object; } vert++; } // Edge vs. Edge const Edge* edge = mEdgeList.begin(); const Edge* eend = mEdgeList.end(); while (edge != eend) { cf.testEdge(this,mVertexList[edge->vertex[0]], mVertexList[edge->vertex[1]],cList, tol); edge++; } return true; } inline bool isInside(const Point3F& p, const Point3F& a, const Point3F& b, const VectorF& n) { VectorF v; mCross(n,b - a,&v); return mDot(v,p - a) < 0.0f; } void ConvexFeature::testVertex(const Point3F& v,CollisionList* cList,bool flip, F32 tol) { // Test vertex against all faces const Face* face = mFaceList.begin(); const Face* end = mFaceList.end(); for (; face != end; face++) { if (cList->count >= CollisionList::MaxCollisions) return; const Point3F& p0 = mVertexList[face->vertex[0]]; const Point3F& p1 = mVertexList[face->vertex[1]]; const Point3F& p2 = mVertexList[face->vertex[2]]; // Point near the plane? F32 distance = mDot(face->normal,v - p0); if (distance > tol || distance < -tol) continue; // Make sure it's within the bounding edges if (isInside(v,p0,p1,face->normal) && isInside(v,p1,p2,face->normal) && isInside(v,p2,p0,face->normal)) { // Add collision to this face Collision& info = cList->collision[cList->count++]; info.point = v; info.normal = face->normal; if (flip) info.normal.neg(); info.material = material; info.object = object; info.distance = distance; } } } void ConvexFeature::testEdge(ConvexFeature* cf,const Point3F& s1, const Point3F& e1, CollisionList* cList, F32 tol) { F32 tolSquared = tol*tol; // Test edges against edges const Edge* edge = mEdgeList.begin(); const Edge* end = mEdgeList.end(); for (; edge != end; edge++) { if (cList->count >= CollisionList::MaxCollisions) return; const Point3F& s2 = mVertexList[edge->vertex[0]]; const Point3F& e2 = mVertexList[edge->vertex[1]]; // Get the distance and closest points Point3F i1,i2; F32 distance = sqrDistanceEdges(s1, e1, s2, e2, &i1, &i2); if (distance > tolSquared) continue; distance = mSqrt(distance); // Need to figure out how to orient the collision normal. // The current test involves checking to see whether the collision // points are contained within the convex volumes, which is slow. if (inVolume(i1) || cf->inVolume(i2)) distance = -distance; // Contact normal VectorF normal = i1 - i2; if ( mIsZero( distance ) ) normal.zero(); else normal *= 1 / distance; // Return a collision Collision& info = cList->collision[cList->count++]; info.point = i1; info.normal = normal; info.distance = distance; info.material = material; info.object = object; } } bool ConvexFeature::inVolume(const Point3F& v) { // Test the point to see if it's inside the volume const Face* face = mFaceList.begin(); const Face* end = mFaceList.end(); for (; face != end; face++) { const Point3F& p0 = mVertexList[face->vertex[0]]; if (mDot(face->normal,v - p0) > 0) return false; } return true; } //---------------------------------------------------------------------------- // Collision State management //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- CollisionStateList::CollisionStateList() { mPrev = mNext = this; mState = NULL; } void CollisionStateList::linkAfter(CollisionStateList* ptr) { mPrev = ptr; mNext = ptr->mNext; ptr->mNext = this; mNext->mPrev = this; } void CollisionStateList::unlink() { mPrev->mNext = mNext; mNext->mPrev = mPrev; mPrev = mNext = this; } CollisionStateList* CollisionStateList::alloc() { if (!sFreeList.isEmpty()) { CollisionStateList* nxt = sFreeList.mNext; nxt->unlink(); nxt->mState = NULL; return nxt; } return constructInPlace((CollisionStateList*)sChunker.alloc(sizeof(CollisionStateList))); } void CollisionStateList::free() { unlink(); linkAfter(&sFreeList); } //---------------------------------------------------------------------------- CollisionWorkingList::CollisionWorkingList() { wLink.mPrev = wLink.mNext = this; rLink.mPrev = rLink.mNext = this; } void CollisionWorkingList::wLinkAfter(CollisionWorkingList* ptr) { wLink.mPrev = ptr; wLink.mNext = ptr->wLink.mNext; ptr->wLink.mNext = this; wLink.mNext->wLink.mPrev = this; } void CollisionWorkingList::rLinkAfter(CollisionWorkingList* ptr) { rLink.mPrev = ptr; rLink.mNext = ptr->rLink.mNext; ptr->rLink.mNext = this; rLink.mNext->rLink.mPrev = this; } void CollisionWorkingList::unlink() { wLink.mPrev->wLink.mNext = wLink.mNext; wLink.mNext->wLink.mPrev = wLink.mPrev; wLink.mPrev = wLink.mNext = this; rLink.mPrev->rLink.mNext = rLink.mNext; rLink.mNext->rLink.mPrev = rLink.mPrev; rLink.mPrev = rLink.mNext = this; } CollisionWorkingList* CollisionWorkingList::alloc() { if (sFreeList.wLink.mNext != &sFreeList) { CollisionWorkingList* nxt = sFreeList.wLink.mNext; nxt->unlink(); return nxt; } return constructInPlace((CollisionWorkingList*)sChunker.alloc(sizeof(CollisionWorkingList))); } void CollisionWorkingList::free() { unlink(); wLinkAfter(&sFreeList); } //---------------------------------------------------------------------------- // Convex Base Class //---------------------------------------------------------------------------- U32 Convex::sTag = (U32)-1; //---------------------------------------------------------------------------- Convex::Convex() { mNext = mPrev = this; mTag = 0; } Convex::~Convex() { // Unlink from Convex Database unlink(); // Delete collision states while (mList.mNext != &mList) delete mList.mNext->mState; // Free up working list while (mWorking.wLink.mNext != &mWorking) mWorking.wLink.mNext->free(); // Free up references while (mReference.rLink.mNext != &mReference) mReference.rLink.mNext->free(); } //---------------------------------------------------------------------------- void Convex::collectGarbage() { // Delete unreferenced Convex Objects for (Convex* itr = mNext; itr != this; itr = itr->mNext) { if (itr->mReference.rLink.mNext == &itr->mReference) { Convex* ptr = itr; itr = itr->mPrev; delete ptr; } } } void Convex::nukeList() { // Delete all Convex Objects for (Convex* itr = mNext; itr != this; itr = itr->mNext) { Convex* ptr = itr; itr = itr->mPrev; delete ptr; } } void Convex::registerObject(Convex *convex) { convex->linkAfter(this); } //---------------------------------------------------------------------------- void Convex::linkAfter(Convex* ptr) { mPrev = ptr; mNext = ptr->mNext; ptr->mNext = this; mNext->mPrev = this; } void Convex::unlink() { mPrev->mNext = mNext; mNext->mPrev = mPrev; mPrev = mNext = this; } //---------------------------------------------------------------------------- Point3F Convex::support(const VectorF&) const { return Point3F(0,0,0); } void Convex::getFeatures(const MatrixF&,const VectorF&,ConvexFeature* f) { f->object = NULL; } const MatrixF& Convex::getTransform() const { return mObject->getTransform(); } const Point3F& Convex::getScale() const { return mObject->getScale(); } Box3F Convex::getBoundingBox() const { return mObject->getWorldBox(); } Box3F Convex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const { Box3F wBox = mObject->getObjBox(); wBox.min.convolve(scale); wBox.max.convolve(scale); mat.mul(wBox); return wBox; } void Convex::render() { for (CollisionStateList* itr = mList.mNext; itr != &mList; itr = itr->mNext) if (itr->mState->mLista == itr) itr->mState->render(); } //---------------------------------------------------------------------------- void Convex::addToWorkingList(Convex* ptr) { CollisionWorkingList* cl = CollisionWorkingList::alloc(); cl->wLinkAfter(&mWorking); cl->rLinkAfter(&ptr->mReference); cl->mConvex = ptr; }; //---------------------------------------------------------------------------- void Convex::updateWorkingList(const Box3F& box, const U32 colMask) { sTag++; // Clear objects off the working list that are no longer intersecting for (CollisionWorkingList* itr = mWorking.wLink.mNext; itr != &mWorking; itr = itr->wLink.mNext) { itr->mConvex->mTag = sTag; if ((!box.isOverlapped(itr->mConvex->getBoundingBox())) || (!itr->mConvex->getObject()->isCollisionEnabled())) { CollisionWorkingList* cl = itr; itr = itr->wLink.mPrev; cl->free(); } } // Special processing for the terrain and interiors... AssertFatal(mObject->getContainer(), "Must be in a container!"); SimpleQueryList sql; mObject->getContainer()->findObjects(box, colMask,SimpleQueryList::insertionCallback, &sql); for (U32 i = 0; i < sql.mList.size(); i++) sql.mList[i]->buildConvex(box, this); } // --------------------------------------------------------------------------- void Convex::updateStateList(const MatrixF& mat, const Point3F& scale, const Point3F* displacement) { Box3F box1 = getBoundingBox(mat, scale); box1.min -= Point3F(1, 1, 1); box1.max += Point3F(1, 1, 1); if (displacement) { Point3F oldMin = box1.min; Point3F oldMax = box1.max; box1.min.setMin(oldMin + *displacement); box1.min.setMin(oldMax + *displacement); box1.max.setMax(oldMin + *displacement); box1.max.setMax(oldMax + *displacement); } sTag++; // Destroy states which are no longer intersecting for (CollisionStateList* itr = mList.mNext; itr != &mList; itr = itr->mNext) { Convex* cv = (itr->mState->a == this)? itr->mState->b: itr->mState->a; cv->mTag = sTag; if (!box1.isOverlapped(cv->getBoundingBox())) { CollisionState* cs = itr->mState; itr = itr->mPrev; delete cs; } } // Add collision states for new overlapping objects for (CollisionWorkingList* itr0 = mWorking.wLink.mNext; itr0 != &mWorking; itr0 = itr0->wLink.mNext) { register Convex* cv = itr0->mConvex; if (cv->mTag != sTag && box1.isOverlapped(cv->getBoundingBox())) { CollisionState* state = new GjkCollisionState; state->set(this,cv,mat,cv->getTransform()); state->mLista->linkAfter(&mList); state->mListb->linkAfter(&cv->mList); } } } //---------------------------------------------------------------------------- CollisionState* Convex::findClosestState(const MatrixF& mat, const Point3F& scale, const F32 dontCareDist) { updateStateList(mat, scale); F32 dist = +1E30; CollisionState *st = 0; // Prepare scaled version of transform MatrixF axform = mat; axform.scale(scale); MatrixF axforminv(true); MatrixF temp(mat); axforminv.scale(Point3F(1.0f/scale.x,1.0f/scale.y,1.0f/scale.z)); temp.affineInverse(); axforminv.mul(temp); for (CollisionStateList* itr = mList.mNext; itr != &mList; itr = itr->mNext) { CollisionState* state = itr->mState; if (state->mLista != itr) state->swap(); // Prepare scaled version of transform MatrixF bxform = state->b->getTransform(); temp = bxform; Point3F bscale = state->b->getScale(); bxform.scale(bscale); MatrixF bxforminv(true); bxforminv.scale(Point3F(1.0f/bscale.x,1.0f/bscale.y,1.0f/bscale.z)); temp.affineInverse(); bxforminv.mul(temp); // F32 dd = state->distance(axform, bxform, dontCareDist, &axforminv, &bxforminv); if (dd < dist) { dist = dd; st = state; } } if (dist < dontCareDist) return st; else return NULL; } //---------------------------------------------------------------------------- bool Convex::getCollisionInfo(const MatrixF& mat, const Point3F& scale, CollisionList* cList,F32 tol) { for (CollisionStateList* itr = mList.mNext; itr != &mList; itr = itr->mNext) { CollisionState* state = itr->mState; if (state->mLista != itr) state->swap(); if (state->dist <= tol) { ConvexFeature fa,fb; VectorF v; // The idea is that we need to scale the matrix, so we need to // make a copy of it, before we can pass it in to getFeatures. // This is used to scale us for comparison against the other // convex, which is correctly scaled. MatrixF omat = mat; omat.scale(scale); MatrixF imat = omat; imat.inverse(); imat.mulV(-state->v,&v); getFeatures(omat,v,&fa); imat = state->b->getTransform(); imat.scale(state->b->getScale()); MatrixF bxform = imat; imat.inverse(); imat.mulV(state->v,&v); state->b->getFeatures(bxform,v,&fb); fa.collide(fb,cList,tol); } } return (cList->count != 0); } void Convex::getPolyList(AbstractPolyList*) { } //----------------------------------------------------------------------------- // This function based on code orignally written for the book: // 3D Game Engine Design, by David H. Eberly // F32 sqrDistanceEdges(const Point3F& start0, const Point3F& end0, const Point3F& start1, const Point3F& end1, Point3F* is, Point3F* it) { Point3F direction0 = end0 - start0; F32 fA00 = direction0.lenSquared(); Point3F direction1 = end1 - start1; F32 fA11 = direction1.lenSquared(); F32 fA01 = -mDot(direction0, direction1); Point3F kDiff = start0 - start1; F32 fC = kDiff.lenSquared(); F32 fB0 = mDot(kDiff, direction0); F32 fDet = mAbs((S32)(fA00*fA11 - fA01*fA01)); // Since the endpoints are tested as vertices, we're not interested // in parallel lines, and intersections that don't involve end-points. if (fDet >= 0.00001) { // Calculate time of intersection for each line F32 fB1 = -mDot(kDiff, direction1); F32 fS = fA01*fB1-fA11*fB0; F32 fT = fA01*fB0-fA00*fB1; // Only interested in collisions that don't involve the end points if (fS >= 0.0 && fS <= fDet && fT >= 0.0 && fT <= fDet) { F32 fInvDet = 1.0 / fDet; fS *= fInvDet; fT *= fInvDet; F32 fSqrDist = (fS*(fA00*fS + fA01*fT + 2.0*fB0) + fT*(fA01*fS + fA11*fT + 2.0*fB1) + fC); // Intersection points. *is = start0 + direction0 * fS; *it = start1 + direction1 * fT; return mFabs(fSqrDist); } } // Return a large number in the cases where endpoints are involved. return 1e10f; }