Torque3D/Engine/source/collision/convex.h
marauder2k7 2d2d3c7560 PlaneConvex
Working example of a plane convex type, now groundplane does not need to create a box for its collisions.
2024-05-19 01:18:50 +01:00

293 lines
9.1 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.
//-----------------------------------------------------------------------------
#ifndef _CONVEX_H_
#define _CONVEX_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
struct Collision;
class CollisionList;
struct CollisionStateList;
class AbstractPolyList;
class SceneObject;
class BaseMatInstance;
class Convex;
//----------------------------------------------------------------------------
class ConvexFeature
{
public:
struct Edge {
S32 vertex[2];
};
struct Face {
VectorF normal;
S32 vertex[3];
};
Vector<Point3F> mVertexList;
Vector<Edge> mEdgeList;
Vector<Face> mFaceList;
BaseMatInstance* material;
SceneObject* mObject;
ConvexFeature()
: mVertexList(64), mEdgeList(128), mFaceList(64), material( 0 ), mObject(NULL)
{
VECTOR_SET_ASSOCIATION(mVertexList);
VECTOR_SET_ASSOCIATION(mEdgeList);
VECTOR_SET_ASSOCIATION(mFaceList);
}
void reset();
bool collide(ConvexFeature& cf,CollisionList* cList, F32 tol = 0.1);
void testVertex(const Point3F& v,CollisionList* cList,bool,F32 tol);
void testEdge(ConvexFeature* cf,const Point3F& s1, const Point3F& e1, CollisionList* cList, F32 tol);
bool inVolume(const Point3F& v);
};
//----------------------------------------------------------------------------
// TODO: This sucks... replace with registration object
// for assigning type ids.
enum ConvexType {
TSConvexType,
BoxConvexType,
TerrainConvexType,
ShapeBaseConvexType,
TSStaticConvexType,
AtlasChunkConvexType, ///< @deprecated
AtlasConvexType,
TSPolysoupConvexType,
MeshRoadConvexType,
ConvexShapeCollisionConvexType,
ForestConvexType,
PlaneConvexType
};
//----------------------------------------------------------------------------
struct CollisionState
{
CollisionStateList* mLista;
CollisionStateList* mListb;
Convex* mA;
Convex* mB;
F32 mDist; // Current estimated distance
VectorF mDistvec; // Vector between closest points
//
CollisionState();
virtual ~CollisionState();
virtual void swap();
virtual void set(Convex* a,Convex* b,const MatrixF& a2w, const MatrixF& b2w);
virtual F32 distance(const MatrixF& a2w, const MatrixF& b2w, const F32 dontCareDist,
const MatrixF* w2a = NULL, const MatrixF* _w2b = NULL);
};
//----------------------------------------------------------------------------
struct CollisionStateList
{
static CollisionStateList sFreeList;
CollisionStateList* mNext;
CollisionStateList* mPrev;
CollisionState* mState;
CollisionStateList();
void linkAfter(CollisionStateList* next);
void unlink();
bool isEmpty() { return mNext == this; }
static CollisionStateList* alloc();
void free();
};
//----------------------------------------------------------------------------
struct CollisionWorkingList
{
static CollisionWorkingList sFreeList;
struct WLink {
CollisionWorkingList* mNext;
CollisionWorkingList* mPrev;
} wLink;
struct RLink {
CollisionWorkingList* mNext;
CollisionWorkingList* mPrev;
} rLink;
Convex* mConvex;
void wLinkAfter(CollisionWorkingList* next);
void rLinkAfter(CollisionWorkingList* next);
void unlink();
CollisionWorkingList();
static CollisionWorkingList* alloc();
void free();
};
//----------------------------------------------------------------------------
class Convex {
/// @name Linked list management
/// @{
/// Next item in linked list of Convexes.
Convex* mNext;
/// Previous item in linked list of Convexes.
Convex* mPrev;
/// Insert this Convex after the provided convex
/// @param next
void linkAfter(Convex* next);
/// Remove this Convex from the linked list
void unlink();
/// @}
U32 mTag;
static U32 sTag;
protected:
CollisionStateList mList; ///< Objects we're testing against
CollisionWorkingList mWorking; ///< Objects within our bounds
CollisionWorkingList mReference; ///< Other convex testing against us
SceneObject* mObject; ///< Object this Convex is built around
ConvexType mType; ///< Type of Convex this is @see ConvexType
public:
/// Constructor
Convex();
/// Destructor
virtual ~Convex();
/// Registers another Convex by linking it after this one
void registerObject(Convex *convex);
/// Runs through the linked list of Convex objects and removes the ones
/// with no references
void collectGarbage();
/// Deletes all convex objects in the list
void nukeList();
/// Returns the type of this Convex
ConvexType getType() const { return mType; }
/// Returns the object this Convex is built from
SceneObject* getObject() const { return mObject; }
/// Adds the provided Convex to the list of objects within the bounds of this Convex
/// @param ptr Convex to add to the working list of this object
void addToWorkingList(Convex* ptr);
/// Returns the list of objects currently inside the bounds of this Convex
CollisionWorkingList& getWorkingList() { return mWorking; }
/// Finds the closest
CollisionState* findClosestState(const MatrixF& mat, const Point3F& scale, const F32 dontCareDist = 1);
/// Returns the list of objects this object is testing against
CollisionStateList* getStateList() const { return mList.mNext; }
/// Updates the CollisionStateList (mList) with new collision states and removing
/// ones no longer under consideration
/// @param mat Used as the matrix to create a bounding box for updating the list
/// @param scale Used to scale the bounding box
/// @param displacement Bounding box displacement (optional)
void updateStateList(const MatrixF& mat, const Point3F& scale, const Point3F* displacement = NULL);
/// Updates the working collision list of objects which are currently colliding with
/// (inside the bounds of) this Convex.
///
/// @param box Used as the bounding box.
/// @param colMask Mask of objects to check against.
void updateWorkingList(const Box3F& box, const U32 colMask);
/// Clear out the working collision list of objects
void clearWorkingList();
/// Returns the transform of the object this is built around
virtual const MatrixF& getTransform() const;
/// Returns the scale of the object this is built around
virtual const Point3F& getScale() const;
/// Returns the bounding box for the object this is built around in world space
virtual Box3F getBoundingBox() const;
/// Returns the object space bounding box for the object this is built around
/// transformed and scaled
/// @param mat Matrix to transform the object-space box by
/// @param scale Scaling factor to scale the bounding box by
virtual Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
/// Returns the farthest point, along a vector, still bound by the convex
/// @param v Vector
virtual Point3F support(const VectorF& v) const;
/// This is used by the GJK collision in Vehicle.
/// The Convex class should add verts, edges, and faces to the passed
/// ConvexFeature that face towards the passed normal vector. Verts added
/// in this way should also be transformed by the passed matrix.
/// @param mat Transform which should be applied to verts added to the ConvexFeature
/// @param n Normal vector
/// @param cf ConvexFeature to add data to.
virtual void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
/// Builds a collision poly list out of this convex
/// @param list (Out) Poly list built
virtual void getPolyList(AbstractPolyList* list);
///
bool getCollisionInfo(const MatrixF& mat, const Point3F& scale, CollisionList* cList,F32 tol);
/// Render convex(s) for debugging purposes.
virtual void renderWorkingList();
/// Render this convex for debugging purposes.
virtual void render();
};
#endif // _CONVEX_H_