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2026-02-02 04:50:13 +01:00

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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#include "dgBody.h"
#include "dgWorld.h"
#include "hpl1/engine/libraries/newton/core/dg.h"
//#include "dgContact.h"
#include "dgCollisionBVH.h"
dgCollisionBVH::dgCollisionBVH(dgMemoryAllocator *const allocator) : dgCollisionMesh(allocator, m_boundingBoxHierachy), dgAABBPolygonSoup() {
m_rtti |= dgCollisionBVH_RTTI;
m_builder = NULL;
m_userRayCastCallback = NULL;
}
dgCollisionBVH::dgCollisionBVH(dgWorld *const world,
dgDeserialize deserialization, void *const userData) : dgCollisionMesh(world, deserialization, userData), dgAABBPolygonSoup() {
m_rtti |= dgCollisionBVH_RTTI;
m_builder = NULL;
;
m_userRayCastCallback = NULL;
dgAABBPolygonSoup::Deserialize(deserialization, userData);
dgVector p0;
dgVector p1;
GetAABB(p0, p1);
SetCollisionBBox(p0, p1);
}
dgCollisionBVH::~dgCollisionBVH(void) {
}
void dgCollisionBVH::Serialize(dgSerialize callback, void *const userData) const {
SerializeLow(callback, userData);
dgAABBPolygonSoup::Serialize((dgSerialize)callback, userData);
}
void dgCollisionBVH::BeginBuild() {
m_builder = new (m_allocator) dgPolygonSoupDatabaseBuilder(m_allocator);
m_builder->Begin();
}
void dgCollisionBVH::AddFace(dgInt32 vertexCount,
const dgFloat32 *const vertexPtr, dgInt32 strideInBytes,
dgInt32 faceAttribute) {
dgInt32 faceArray;
dgInt32 indexList[256];
faceArray = vertexCount;
NEWTON_ASSERT(vertexCount < dgInt32(sizeof(indexList) / sizeof(indexList[0])));
for (dgInt32 i = 0; i < vertexCount; i++) {
indexList[i] = i;
}
m_builder->AddMesh(vertexPtr, vertexCount, strideInBytes, 1, &faceArray,
indexList, &faceAttribute, dgGetIdentityMatrix());
}
void dgCollisionBVH::SetCollisionRayCastCallback(
dgCollisionBVHUserRayCastCallback rayCastCallback) {
m_userRayCastCallback = rayCastCallback;
}
void dgCollisionBVH::EndBuild(dgInt32 optimize) {
dgVector p0;
dgVector p1;
bool state = optimize ? true : false;
m_builder->End(state);
Create(*m_builder, state);
GetAABB(p0, p1);
SetCollisionBBox(p0, p1);
delete m_builder;
m_builder = NULL;
}
void dgCollisionBVH::GetCollisionInfo(dgCollisionInfo *info) const {
dgCollision::GetCollisionInfo(info);
info->m_offsetMatrix = GetOffsetMatrix();
info->m_collisionType = m_collsionId;
dgGetVertexListIndexList data;
data.m_indexList = NULL;
data.m_userDataList = NULL;
data.m_maxIndexCount = 1000000000;
data.m_triangleCount = 0;
dgVector p0(-1.0e10f, -1.0e10f, -1.0e10f, 1.0f);
dgVector p1(1.0e10f, 1.0e10f, 1.0e10f, 1.0f);
ForAllSectors(p0, p1, GetTriangleCount, &data);
info->m_bvhCollision.m_vertexCount = GetVertexCount();
info->m_bvhCollision.m_indexCount = data.m_triangleCount * 3;
}
dgIntersectStatus dgCollisionBVH::CollectVertexListIndexList(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgGetVertexListIndexList &data = (*(dgGetVertexListIndexList *)context);
if ((data.m_triangleCount + indexCount - 2) * 3 > data.m_maxIndexCount) {
return t_StopSearh;
}
dgInt32 k = data.m_triangleCount;
dgInt32 j = data.m_triangleCount * 3;
dgInt32 index0 = indexArray[0];
dgInt32 index1 = indexArray[1];
dgInt32 atribute = indexArray[-1];
for (dgInt32 i = 2; i < indexCount; i++) {
dgInt32 index2 = indexArray[i];
data.m_indexList[j + 0] = index0;
data.m_indexList[j + 1] = index1;
data.m_indexList[j + 2] = index2;
data.m_userDataList[k] = atribute;
index1 = index2;
k++;
j += 3;
}
NEWTON_ASSERT(j <= data.m_maxIndexCount);
data.m_triangleCount = k;
NEWTON_ASSERT((data.m_triangleCount * 3) <= data.m_maxIndexCount);
return t_ContinueSearh;
}
dgIntersectStatus dgCollisionBVH::GetTriangleCount(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgGetVertexListIndexList &data = (*(dgGetVertexListIndexList *)context);
// if ((data.m_triangleCount + indexCount - 2) * 3 >= data.m_maxIndexCount) {
if ((data.m_triangleCount + indexCount - 2) * 3 > data.m_maxIndexCount) {
return t_StopSearh;
}
data.m_triangleCount += (indexCount - 2);
NEWTON_ASSERT((data.m_triangleCount * 3) <= data.m_maxIndexCount);
return t_ContinueSearh;
}
void dgCollisionBVH::GetVertexListIndexList(const dgVector &p0,
const dgVector &p1, dgGetVertexListIndexList &data) const {
ForAllSectors(p0, p1, CollectVertexListIndexList, &data);
data.m_veterxArray = GetLocalVertexPool();
data.m_vertexCount = GetVertexCount();
data.m_vertexStrideInBytes = GetStrideInBytes();
}
dgFloat32 dgCollisionBVH::RayHitSimd(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgBVHRay &me = *((dgBVHRay *)context);
dgVector normal(
&polygon[indexArray[indexCount] * (strideInBytes / sizeof(dgFloat32))]);
dgFloat32 t = me.PolygonIntersectSimd(normal, polygon, strideInBytes,
indexArray, indexCount);
if (t < dgFloat32(1.0f)) {
if (t <= (me.m_t * dgFloat32(1.0001f))) {
if ((t * dgFloat32(1.0001f)) >= me.m_t) {
dgFloat32 dist0;
dgFloat32 dist1;
dist0 = me.m_diff % normal;
dist1 = me.m_diff % me.m_normal;
if (dist0 < dist1) {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
} else {
t = me.m_t;
}
} else {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
}
}
}
return t;
}
dgFloat32 dgCollisionBVH::RayHit(void *context, const dgFloat32 *const polygon,
dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount) {
dgBVHRay &me = *((dgBVHRay *)context);
dgVector normal(
&polygon[indexArray[indexCount] * (strideInBytes / sizeof(dgFloat32))]);
dgFloat32 t = me.PolygonIntersect(normal, polygon, strideInBytes, indexArray,
indexCount);
if (t < dgFloat32(1.0f)) {
// if (t <= me.m_t) {
if (t <= (me.m_t * dgFloat32(1.0001f))) {
if ((t * dgFloat32(1.0001f)) >= me.m_t) {
dgFloat32 dist0;
dgFloat32 dist1;
dist0 = me.m_diff % normal;
dist1 = me.m_diff % me.m_normal;
if (dist0 < dist1) {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
} else {
t = me.m_t;
}
} else {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
}
}
}
return t;
}
dgFloat32 dgCollisionBVH::RayHitUserSimd(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgFloat32 t = dgFloat32(1.2f);
dgBVHRay &me = *((dgBVHRay *)context);
dgVector normal(
&polygon[indexArray[indexCount] * (strideInBytes / sizeof(dgFloat32))]);
t = me.PolygonIntersectSimd(normal, polygon, strideInBytes, indexArray,
indexCount);
if (t < dgFloat32(1.0f)) {
if (t < me.m_t) {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
}
normal = me.m_matrix.RotateVectorSimd(normal);
t = me.m_me->GetDebugRayCastCallback()(me.m_myBody, me.m_me, t, &normal[0],
dgInt32(me.m_me->GetTagId(indexArray)), me.m_userData);
}
return t;
}
dgFloat32 dgCollisionBVH::RayHitUser(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgFloat32 t = dgFloat32(1.2f);
dgBVHRay &me = *((dgBVHRay *)context);
dgVector normal(
&polygon[indexArray[indexCount] * (strideInBytes / sizeof(dgFloat32))]);
t = me.PolygonIntersect(normal, polygon, strideInBytes, indexArray,
indexCount);
if (t < dgFloat32(1.0f)) {
if (t < me.m_t) {
me.m_t = t;
me.m_normal = normal;
me.m_id = me.m_me->GetTagId(indexArray);
}
normal = me.m_matrix.RotateVector(normal);
t = me.m_me->GetDebugRayCastCallback()(me.m_myBody, me.m_me, t, &normal[0],
dgInt32(me.m_me->GetTagId(indexArray)), me.m_userData);
}
return t;
}
dgFloat32 dgCollisionBVH::RayCastSimd(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
if (PREFILTER_RAYCAST(preFilter, reinterpret_cast<const NewtonBody *>(body), reinterpret_cast<const NewtonCollision *>(this), userData)) {
return dgFloat32(1.2f);
}
dgFloat32 param = dgFloat32(1.2f);
dgBVHRay ray(localP0, localP1);
ray.m_t = 2.0f;
ray.m_me = this;
ray.m_userData = userData;
if (!m_userRayCastCallback) {
ForAllSectorsRayHitSimd(ray, RayHitSimd, &ray);
if (ray.m_t <= 1.0f) {
param = ray.m_t;
contactOut.m_normal = ray.m_normal.Scale(
dgRsqrt((ray.m_normal % ray.m_normal) + 1.0e-8f));
contactOut.m_userId = ray.m_id;
}
} else {
if (body) {
ray.m_matrix = body->m_collisionWorldMatrix;
}
ForAllSectorsRayHitSimd(ray, RayHitUserSimd, &ray);
if (ray.m_t <= 1.0f) {
param = ray.m_t;
contactOut.m_normal = ray.m_normal.Scale(
dgRsqrt((ray.m_normal % ray.m_normal) + 1.0e-8f));
contactOut.m_userId = ray.m_id;
}
}
return param;
}
dgFloat32 dgCollisionBVH::RayCast(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
if (PREFILTER_RAYCAST(preFilter, reinterpret_cast<const NewtonBody *>(body), reinterpret_cast<const NewtonCollision *>(this), userData)) {
return dgFloat32(1.2f);
}
dgFloat32 param = dgFloat32(1.2f);
dgBVHRay ray(localP0, localP1);
ray.m_t = 2.0f;
ray.m_me = this;
ray.m_userData = userData;
if (!m_userRayCastCallback) {
ForAllSectorsRayHit(ray, RayHit, &ray);
if (ray.m_t <= 1.0f) {
param = ray.m_t;
contactOut.m_normal = ray.m_normal.Scale(
dgRsqrt((ray.m_normal % ray.m_normal) + 1.0e-8f));
contactOut.m_userId = ray.m_id;
}
} else {
if (body) {
ray.m_matrix = body->m_collisionWorldMatrix;
}
ForAllSectorsRayHit(ray, RayHitUser, &ray);
if (ray.m_t <= 1.0f) {
param = ray.m_t;
contactOut.m_normal = ray.m_normal.Scale(
dgRsqrt((ray.m_normal % ray.m_normal) + 1.0e-8f));
contactOut.m_userId = ray.m_id;
}
}
return param;
}
dgIntersectStatus dgCollisionBVH::GetPolygon(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgPolygonMeshDesc &data = (*(dgPolygonMeshDesc *)context);
if (data.m_faceCount >= DG_MAX_COLLIDING_FACES) {
NEWTON_ASSERT(0);
return t_StopSearh;
}
if ((data.m_globalIndexCount + indexCount) >= DG_MAX_COLLIDING_VERTEX) {
NEWTON_ASSERT(0);
return t_StopSearh;
}
if (data.m_me->GetDebugCollisionCallback()) {
dgTriplex triplex[128];
dgInt32 stride = dgInt32(strideInBytes / sizeof(dgFloat32));
const dgMatrix &matrix = data.m_polySoupBody->GetCollisionMatrix();
for (dgInt32 i = 0; i < indexCount; i++) {
dgVector p(&polygon[indexArray[i] * stride]);
p = matrix.TransformVector(p);
triplex[i].m_x = p.m_x;
triplex[i].m_y = p.m_y;
triplex[i].m_z = p.m_z;
}
data.m_me->GetDebugCollisionCallback()(data.m_polySoupBody, data.m_objBody,
indexArray[-1], indexCount, &triplex[0].m_x, sizeof(dgTriplex));
}
NEWTON_ASSERT(data.m_vertex == polygon);
data.m_userAttribute[data.m_faceCount] = indexArray[-1];
data.m_faceIndexCount[data.m_faceCount] = indexCount;
data.m_faceNormalIndex[data.m_faceCount] = indexArray[indexCount];
data.m_faceMaxSize[data.m_faceCount] = dgFloat32(
indexArray[(indexCount << 1) + 1]);
data.m_faceCount++;
dgInt32 j = data.m_globalIndexCount;
for (dgInt32 i = 0; i < indexCount; i++) {
data.m_faceVertexIndex[j] = indexArray[i];
data.m_faceAdjencentEdgeNormal[j] = indexArray[i + indexCount + 1];
j++;
}
data.m_globalIndexCount = j;
return t_ContinueSearh;
}
void dgCollisionBVH::GetCollidingFacesSimd(dgPolygonMeshDesc *const data) const {
data->m_faceCount = 0;
data->m_me = this;
data->m_vertex = GetLocalVertexPool();
data->m_vertexStrideInBytes = GetStrideInBytes();
data->m_globalIndexCount = 0;
data->m_faceMaxSize = data->m_globalFaceMaxSize;
data->m_userAttribute = data->m_globalUserAttribute;
data->m_faceIndexCount = data->m_globalFaceIndexCount;
data->m_faceVertexIndex = data->m_globalFaceVertexIndex;
data->m_faceNormalIndex = data->m_globalFaceNormalIndex;
data->m_faceAdjencentEdgeNormal = data->m_globalAdjencentEdgeNormal;
ForAllSectorsSimd(data->m_boxP0, data->m_boxP1, GetPolygon, data);
}
void dgCollisionBVH::GetCollidingFaces(dgPolygonMeshDesc *const data) const {
data->m_faceCount = 0;
data->m_me = this;
data->m_vertex = GetLocalVertexPool();
data->m_vertexStrideInBytes = GetStrideInBytes();
data->m_globalIndexCount = 0;
data->m_faceMaxSize = data->m_globalFaceMaxSize;
data->m_userAttribute = data->m_globalUserAttribute;
data->m_faceIndexCount = data->m_globalFaceIndexCount;
data->m_faceVertexIndex = data->m_globalFaceVertexIndex;
data->m_faceNormalIndex = data->m_globalFaceNormalIndex;
data->m_faceAdjencentEdgeNormal = data->m_globalAdjencentEdgeNormal;
ForAllSectors(data->m_boxP0, data->m_boxP1, GetPolygon, data);
}
dgVector dgCollisionBVH::SupportVertex(const dgVector &dir) const {
return ForAllSectorsSupportVectex(dir);
}
struct dgCollisionBVHShowPolyContext {
dgMatrix m_matrix;
void *m_userData;
OnDebugCollisionMeshCallback m_callback;
};
dgIntersectStatus dgCollisionBVH::ShowDebugPolygon(void *context,
const dgFloat32 *const polygon, dgInt32 strideInBytes,
const dgInt32 *const indexArray, dgInt32 indexCount) {
dgTriplex triplex[128];
dgInt32 stride = dgInt32(strideInBytes / sizeof(dgFloat32));
dgCollisionBVHShowPolyContext &data =
*(dgCollisionBVHShowPolyContext *)context;
for (dgInt32 i = 0; i < indexCount; i++) {
dgVector p(&polygon[indexArray[i] * stride]);
p = data.m_matrix.TransformVector(p);
triplex[i].m_x = p.m_x;
triplex[i].m_y = p.m_y;
triplex[i].m_z = p.m_z;
}
data.m_callback(data.m_userData, indexCount, &triplex[0].m_x, indexArray[-1]);
return t_ContinueSearh;
}
void dgCollisionBVH::DebugCollision(const dgMatrix &matrixPtr,
OnDebugCollisionMeshCallback callback, void *const userData) const {
dgCollisionBVHShowPolyContext context;
context.m_matrix = matrixPtr;
context.m_userData = userData;
;
context.m_callback = callback;
dgVector p0(dgFloat32(-1.0e20f), dgFloat32(-1.0e20f), dgFloat32(-1.0e20f),
dgFloat32(0.0f));
dgVector p1(dgFloat32(1.0e20f), dgFloat32(1.0e20f), dgFloat32(1.0e20f),
dgFloat32(0.0f));
ForAllSectors(p0, p1, ShowDebugPolygon, &context);
}