Torque3D/Engine/source/collision/boxConvex.cpp
Areloch 11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00

218 lines
6.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "math/mMath.h"
#include "T3D/gameBase/gameBase.h"
#include "collision/boxConvex.h"
#include "abstractPolyList.h"
//----------------------------------------------------------------------------
static struct Corner {
S32 a,b,c;
S32 ab,ac,bc;
} sCorner[] =
{
{ 1,2,4, 4,0,1 },
{ 0,3,5, 4,0,3 },
{ 0,3,6, 4,1,2 },
{ 1,2,7, 4,3,2 },
{ 0,5,6, 0,1,5 },
{ 1,4,7, 0,3,5 },
{ 2,4,7, 1,2,5 },
{ 3,5,6, 3,2,5 },
};
static struct Face {
S32 vertex[4];
S32 axis;
bool flip;
} sFace[] =
{
{ {0,4,5,1}, 1,true },
{ {0,2,6,4}, 0,true },
{ {3,7,6,2}, 1,false },
{ {3,1,5,7}, 0,false },
{ {0,1,3,2}, 2,true },
{ {4,6,7,5}, 2,false },
};
Point3F BoxConvex::support(const VectorF& v) const
{
Point3F p = mCenter;
p.x += (v.x >= 0)? mSize.x: -mSize.x;
p.y += (v.y >= 0)? mSize.y: -mSize.y;
p.z += (v.z >= 0)? mSize.z: -mSize.z;
return p;
}
Point3F BoxConvex::getVertex(S32 v)
{
Point3F p = mCenter;
p.x += (v & 1)? mSize.x: -mSize.x;
p.y += (v & 2)? mSize.y: -mSize.y;
p.z += (v & 4)? mSize.z: -mSize.z;
return p;
}
inline bool isOnPlane(const Point3F& p,PlaneF& plane)
{
F32 dist = mDot(plane,p) + plane.d;
return dist < 0.1 && dist > -0.1;
}
void BoxConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
{
cf->material = 0;
cf->object = mObject;
S32 v = 0;
v += (n.x >= 0)? 1: 0;
v += (n.y >= 0)? 2: 0;
v += (n.z >= 0)? 4: 0;
PlaneF plane;
plane.set(getVertex(v),n);
// Emit vertex and edge
S32 mask = 0;
Corner& corner = sCorner[v];
mask |= isOnPlane(getVertex(corner.a),plane)? 1: 0;
mask |= isOnPlane(getVertex(corner.b),plane)? 2: 0;
mask |= isOnPlane(getVertex(corner.c),plane)? 4: 0;
switch(mask) {
case 0: {
cf->mVertexList.increment();
mat.mulP(getVertex(v),&cf->mVertexList.last());
break;
}
case 1:
emitEdge(v,corner.a,mat,cf);
break;
case 2:
emitEdge(v,corner.b,mat,cf);
break;
case 4:
emitEdge(v,corner.c,mat,cf);
break;
case 1 | 2:
emitFace(corner.ab,mat,cf);
break;
case 2 | 4:
emitFace(corner.bc,mat,cf);
break;
case 1 | 4:
emitFace(corner.ac,mat,cf);
break;
}
}
void BoxConvex::getPolyList(AbstractPolyList* list)
{
list->setTransform(&getTransform(), getScale());
list->setObject(getObject());
U32 base = list->addPoint(mCenter + Point3F(-mSize.x, -mSize.y, -mSize.z));
list->addPoint(mCenter + Point3F( mSize.x, -mSize.y, -mSize.z));
list->addPoint(mCenter + Point3F(-mSize.x, mSize.y, -mSize.z));
list->addPoint(mCenter + Point3F( mSize.x, mSize.y, -mSize.z));
list->addPoint(mCenter + Point3F(-mSize.x, -mSize.y, mSize.z));
list->addPoint(mCenter + Point3F( mSize.x, -mSize.y, mSize.z));
list->addPoint(mCenter + Point3F(-mSize.x, mSize.y, mSize.z));
list->addPoint(mCenter + Point3F( mSize.x, mSize.y, mSize.z));
for (U32 i = 0; i < 6; i++) {
list->begin(0, i);
list->vertex(base + sFace[i].vertex[0]);
list->vertex(base + sFace[i].vertex[1]);
list->vertex(base + sFace[i].vertex[2]);
list->vertex(base + sFace[i].vertex[3]);
list->plane(base + sFace[i].vertex[0],
base + sFace[i].vertex[1],
base + sFace[i].vertex[2]);
list->end();
}
}
void BoxConvex::emitEdge(S32 v1,S32 v2,const MatrixF& mat,ConvexFeature* cf)
{
S32 vc = cf->mVertexList.size();
cf->mVertexList.increment(2);
Point3F *vp = cf->mVertexList.begin();
mat.mulP(getVertex(v1),&vp[vc]);
mat.mulP(getVertex(v2),&vp[vc + 1]);
cf->mEdgeList.increment();
ConvexFeature::Edge& edge = cf->mEdgeList.last();
edge.vertex[0] = vc;
edge.vertex[1] = vc + 1;
}
void BoxConvex::emitFace(S32 fi,const MatrixF& mat,ConvexFeature* cf)
{
Face& face = sFace[fi];
// Emit vertices
S32 vc = cf->mVertexList.size();
cf->mVertexList.increment(4);
Point3F *vp = cf->mVertexList.begin();
for (S32 v = 0; v < 4; v++)
mat.mulP(getVertex(face.vertex[v]),&vp[vc + v]);
// Emit edges
cf->mEdgeList.increment(4);
ConvexFeature::Edge* edge = cf->mEdgeList.end() - 4;
for (S32 e = 0; e < 4; e++) {
edge[e].vertex[0] = vc + e;
edge[e].vertex[1] = vc + ((e + 1) & 3);
}
// Emit 2 triangle faces
cf->mFaceList.increment(2);
ConvexFeature::Face* ef = cf->mFaceList.end() - 2;
mat.getColumn(face.axis,&ef->normal);
if (face.flip)
ef[0].normal.neg();
ef[1].normal = ef[0].normal;
ef[1].vertex[0] = ef[0].vertex[0] = vc;
ef[1].vertex[1] = ef[0].vertex[2] = vc + 2;
ef[0].vertex[1] = vc + 1;
ef[1].vertex[2] = vc + 3;
}
const MatrixF& OrthoBoxConvex::getTransform() const
{
Point3F translation;
Parent::getTransform().getColumn(3, &translation);
mOrthoMatrixCache.setColumn(3, translation);
return mOrthoMatrixCache;
}